Hide team bar if all hedgehogs in it are hidden or dead
This fixes some minor spoilers in the campaigns, especially A Classic Fairytale.
This only affects hogs hidden with HideHog.
Invisible hogs (gstInvisible) don't affect the team bars.
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *){$INCLUDE "options.inc"}unit uGearsUtils;interfaceuses uTypes, uFloat;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);procedure AddSplashForGear(Gear: PGear; justSkipping: boolean);procedure AddBounceEffectForGear(Gear: PGear);function ModifyDamage(dmg: Longword; Gear: PGear): Longword;procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);procedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);procedure HHHeal(Hedgehog: PHedgehog; healthBoost: Longword; showMessage: boolean; vgTint: Longword);procedure HHHeal(Hedgehog: PHedgehog; healthBoost: Longword; showMessage: boolean);procedure CheckHHDamage(Gear: PGear);procedure CalcRotationDirAngle(Gear: PGear);procedure ResurrectHedgehog(var gear: PGear);procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;function CheckGearDrowning(var Gear: PGear): boolean;procedure CheckCollision(Gear: PGear); inline;procedure CheckCollisionWithLand(Gear: PGear); inline;procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);procedure AmmoShoveLine(Ammo: PGear; Damage, Power: LongInt; oX, oY, tX, tY: hwFloat);function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;procedure SpawnBoxOfSmth;procedure ShotgunShot(Gear: PGear);function CanUseTardis(HHGear: PGear): boolean;procedure SetAllToActive;procedure SetAllHHToActive(Ice: boolean);procedure SetAllHHToActive(); inline;function GetAmmo(Hedgehog: PHedgehog): TAmmoType;function GetUtility(Hedgehog: PHedgehog): TAmmoType;function WorldWrap(var Gear: PGear): boolean;function IsHogLocal(HH: PHedgehog): boolean;function MakeHedgehogsStep(Gear: PGear) : boolean;var doStepHandlers: array[TGearType] of TGearStepProcedure;implementationuses uSound, uCollisions, uUtils, uConsts, uVisualGears, uAIMisc, uVariables, uLandGraphics, uScript, uStats, uCaptions, uTeams, uStore, uLocale, uTextures, uRenderUtils, uRandom, SDLh, uDebug, uGearsList, Math, uVisualGearsList, uGearsHandlersMess, uGearsHedgehog;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword); inline;begin doMakeExplosion(X, Y, Radius, AttackingHog, Mask, $FFFFFFFF);end;procedure doMakeExplosion(X, Y, Radius: LongInt; AttackingHog: PHedgehog; Mask: Longword; const Tint: LongWord);var Gear: PGear; dmg, dmgBase: LongInt; fX, fY, tdX, tdY: hwFloat; vg: PVisualGear; i, cnt: LongInt; wrap: boolean; bubble: PVisualGear; s: ansistring;beginif Radius > 4 then AddFileLog('Explosion: at (' + inttostr(x) + ',' + inttostr(y) + ')');if Radius > 25 then KickFlakes(Radius, X, Y);if ((Mask and EXPLNoGfx) = 0) then begin vg:= nil; if CheckCoordInWater(X, Y - Radius) then begin cnt:= 2 * Radius; for i:= (Radius * Radius) div 4 downto 0 do begin bubble := AddVisualGear(X - Radius + random(cnt), Y - Radius + random(cnt), vgtBubble); if bubble <> nil then bubble^.dY:= 0.1 + random(20)/10; end end else if Radius > 50 then vg:= AddVisualGear(X, Y, vgtBigExplosion) else if Radius > 10 then vg:= AddVisualGear(X, Y, vgtExplosion); if vg <> nil then vg^.Tint:= Tint; end;if (Mask and EXPLAutoSound) <> 0 then PlaySound(sndExplosion);(*if (Mask and EXPLAllDamageInRadius) = 0 then dmgRadius:= Radius shl 1else dmgRadius:= Radius;dmgBase:= dmgRadius + cHHRadius div 2;*)dmgBase:= Radius shl 1 + cHHRadius div 2;// we might have to run twice if weWrap is enabledwrap:= false;repeatfX:= int2hwFloat(X);fY:= int2hwFloat(Y);Gear:= GearsList;while Gear <> nil do begin dmg:= 0; //dmg:= dmgRadius + cHHRadius div 2 - hwRound(Distance(Gear^.X - int2hwFloat(X), Gear^.Y - int2hwFloat(Y))); //if (dmg > 1) and if (Gear^.State and gstNoDamage) = 0 then begin case Gear^.Kind of gtHedgehog, gtMine, gtBall, gtMelonPiece, gtGrenade, gtClusterBomb, // gtCluster, too game breaking I think gtSMine, gtAirMine, gtCase, gtTarget, gtFlame, gtKnife, gtExplosives: begin //, //gtStructure: begin// Run the calcs only once we know we have a type that will need damage tdX:= Gear^.X-fX; tdY:= Gear^.Y-fY; if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then dmg:= dmgBase - hwRound(Distance(tdX, tdY)); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); //AddFileLog('Damage: ' + inttostr(dmg)); if (Mask and EXPLNoDamage) = 0 then begin if (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then ApplyDamage(Gear, AttackingHog, dmg, dsExplosion) else Gear^.State:= Gear^.State or gstWinner; end; if ((Mask and EXPLDoNotTouchAny) = 0) and (((Mask and EXPLDoNotTouchHH) = 0) or (Gear^.Kind <> gtHedgehog)) then begin DeleteCI(Gear); Gear^.dX:= Gear^.dX + SignAs(_0_005 * dmg + cHHKick, tdX)/(Gear^.Density/_3); Gear^.dY:= Gear^.dY + SignAs(_0_005 * dmg + cHHKick, tdY)/(Gear^.Density/_3); Gear^.State:= (Gear^.State or gstMoving) and (not gstLoser); if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then Gear^.State:= (Gear^.State or gstMoving) and (not gstWinner); Gear^.Active:= true; if Gear^.Kind <> gtFlame then FollowGear:= Gear end; if ((Mask and EXPLPoisoned) <> 0) and (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) and (Gear^.Hedgehog^.Effects[heFrozen] = 0) and (Gear^.State and gstHHDeath = 0) then begin if Gear^.Hedgehog^.Effects[hePoisoned] = 0 then begin s:= ansistring(Gear^.Hedgehog^.Name); AddCaption(FormatA(GetEventString(eidPoisoned), s), cWhiteColor, capgrpMessage); uStats.HedgehogPoisoned(Gear, AttackingHog) end; Gear^.Hedgehog^.Effects[hePoisoned] := 5; end end; end; gtGrave: if Mask and EXPLDoNotTouchAny = 0 then// Run the calcs only once we know we have a type that will need damage begin tdX:= Gear^.X-fX; tdY:= Gear^.Y-fY; if LongInt(tdX.Round + tdY.Round + 2) < dmgBase then dmg:= dmgBase - hwRound(Distance(tdX, tdY)); if dmg > 1 then begin dmg:= ModifyDamage(min(dmg div 2, Radius), Gear); Gear^.dY:= - _0_004 * dmg; Gear^.Active:= true end end; end; end; Gear:= Gear^.NextGear end;if (Mask and EXPLDontDraw) = 0 then if (GameFlags and gfSolidLand) = 0 then begin cnt:= DrawExplosion(X, Y, Radius) div 1608; // approx 2 16x16 circles to erase per chunk if (cnt > 0) and (SpritesData[sprChunk].Texture <> nil) then for i:= 0 to cnt do AddVisualGear(X, Y, vgtChunk) end;if (WorldEdge = weWrap) then begin // already wrapped? let's not wrap again! if wrap then break; // Radius + 5 because that's the actual radius the explosion changes graphically if X + (Radius + 5) > LongInt(rightX) then begin dec(X, playWidth); wrap:= true; end else if X - (Radius + 5) < LongInt(leftX) then begin inc(X, playWidth); wrap:= true; end; end;until (not wrap);uAIMisc.AwareOfExplosion(0, 0, 0)end;function ModifyDamage(dmg: Longword; Gear: PGear): Longword;var i: hwFloat;begin(* Invulnerability cannot be placed in here due to still needing kicks Not without a new damage machine. King check should be in here instead of ApplyDamage since Tiy wants them kicked less*)i:= _1;if (CurrentHedgehog <> nil) and CurrentHedgehog^.King then i:= _1_5;if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog <> nil) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_5 * _0_01)else ModifyDamage:= hwRound(cDamageModifier * dmg * i * cDamagePercent * _0_01);end;procedure ApplyDamage(Gear: PGear; AttackerHog: PHedgehog; Damage: Longword; Source: TDamageSource);var vampDmg, tmpDmg, i: Longword; vg: PVisualGear;begin if Damage = 0 then exit; // nothing to apply if (Gear^.Kind = gtHedgehog) then begin Gear^.LastDamage := AttackerHog; Gear^.Hedgehog^.Team^.Clan^.Flawless:= false; HHHurt(Gear^.Hedgehog, Source); AddDamageTag(hwRound(Gear^.X), hwRound(Gear^.Y), Damage, Gear^.Hedgehog^.Team^.Clan^.Color); tmpDmg:= min(Damage, max(0,Gear^.Health-Gear^.Damage)); if (Gear <> CurrentHedgehog^.Gear) and (CurrentHedgehog^.Gear <> nil) and (tmpDmg >= 1) then begin if cVampiric then begin vampDmg:= hwRound(int2hwFloat(tmpDmg)*_0_8); if vampDmg >= 1 then begin // was considering pulsing on attack, Tiy thinks it should be permanent while in play //CurrentHedgehog^.Gear^.State:= CurrentHedgehog^.Gear^.State or gstVampiric; inc(CurrentHedgehog^.Gear^.Health,vampDmg); RenderHealth(CurrentHedgehog^); RecountTeamHealth(CurrentHedgehog^.Team); HHHeal(CurrentHedgehog, vampDmg, true, $FF0000FF); end end; if (GameFlags and gfKarma <> 0) and (GameFlags and gfInvulnerable = 0) and (CurrentHedgehog^.Effects[heInvulnerable] = 0) then begin // this cannot just use Damage or it interrupts shotgun and gets you called stupid inc(CurrentHedgehog^.Gear^.Karma, tmpDmg); CurrentHedgehog^.Gear^.LastDamage := CurrentHedgehog; spawnHealthTagForHH(CurrentHedgehog^.Gear, tmpDmg); end; end; uStats.HedgehogDamaged(Gear, AttackerHog, Damage, false); if AprilOne and (Gear^.Hedgehog^.Hat = 'fr_tomato') and (Damage > 2) then for i := 0 to random(min(Damage,20))+5 do begin vg:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot); if vg <> nil then with vg^ do begin dx:= 0.001 * (random(100)+10); dy:= 0.001 * (random(100)+10); tdy:= -cGravityf; if random(2) = 0 then dx := -dx; //if random(2) = 0 then // dy := -dy; FrameTicks:= random(500) + 1000; State:= ord(sprBubbles); //Tint:= $bd2f03ff Tint:= $ff0000ff end end end else //else if Gear^.Kind <> gtStructure then // not gtHedgehog nor gtStructure Gear^.Hedgehog:= AttackerHog; inc(Gear^.Damage, Damage); ScriptCall('onGearDamage', Gear^.UID, Damage);end;procedure spawnHealthTagForHH(HHGear: PGear; dmg: Longword);var tag: PVisualGear;begintag:= AddVisualGear(hwRound(HHGear^.X), hwRound(HHGear^.Y), vgtHealthTag, dmg);if (tag <> nil) then tag^.Hedgehog:= HHGear^.Hedgehog; // the tag needs the tag to determine the text colorAllInactive:= false;HHGear^.Active:= true;end;// Play effects for hurt hedgehogprocedure HHHurt(Hedgehog: PHedgehog; Source: TDamageSource);beginif Hedgehog^.Effects[heFrozen] <> 0 then exit;if (Source = dsFall) or (Source = dsExplosion) then case random(3) of 0: PlaySoundV(sndOoff1, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndOoff2, Hedgehog^.Team^.voicepack); 2: PlaySoundV(sndOoff3, Hedgehog^.Team^.voicepack); endelse if (Source = dsPoison) then case random(2) of 0: PlaySoundV(sndPoisonCough, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndPoisonMoan, Hedgehog^.Team^.voicepack); endelse case random(4) of 0: PlaySoundV(sndOw1, Hedgehog^.Team^.voicepack); 1: PlaySoundV(sndOw2, Hedgehog^.Team^.voicepack); 2: PlaySoundV(sndOw3, Hedgehog^.Team^.voicepack); 3: PlaySoundV(sndOw4, Hedgehog^.Team^.voicepack); endend;{-Show heal particles and message at hog gear.Hedgehog: Hedgehog which gets the health boosthealthBoost: Amount of added health addedshowMessage: Whether to show announcer messagevgTint: Tint of heal particle-}procedure HHHeal(Hedgehog: PHedgehog; healthBoost: Longword; showMessage: boolean; vgTint: Longword);var i: LongInt; vg: PVisualGear; s: ansistring;begin if healthBoost < 1 then exit; if showMessage then begin s:= IntToStr(healthBoost); AddCaption(FormatA(trmsg[sidHealthGain], s), Hedgehog^.Team^.Clan^.Color, capgrpAmmoinfo) end; i:= 0; // One particle for every 5 HP. Max. 200 particles while (i < healthBoost) and (i < 1000) do begin vg:= AddVisualGear(hwRound(Hedgehog^.Gear^.X), hwRound(Hedgehog^.Gear^.Y), vgtStraightShot); if vg <> nil then with vg^ do begin Tint:= vgTint; State:= ord(sprHealth) end; inc(i, 5) end;end;// Shorthand for the same above, but with tint impliedprocedure HHHeal(Hedgehog: PHedgehog; healthBoost: Longword; showMessage: boolean);begin HHHeal(Hedgehog, healthBoost, showMessage, $00FF00FF);end;procedure CheckHHDamage(Gear: PGear);var dmg: LongInt; i: LongWord; particle: PVisualGear;beginif _0_4 < Gear^.dY then begin dmg := ModifyDamage(1 + hwRound((Gear^.dY - _0_4) * 70), Gear); if Gear^.Hedgehog^.Effects[heFrozen] = 0 then PlaySound(sndBump) else PlaySound(sndFrozenHogImpact); if dmg < 1 then exit; for i:= min(12, 3 + dmg div 10) downto 0 do begin particle := AddVisualGear(hwRound(Gear^.X) - 5 + Random(10), hwRound(Gear^.Y) + 12, vgtDust); if particle <> nil then particle^.dX := particle^.dX + (Gear^.dX.QWordValue / 21474836480); end; if ((Gear^.Hedgehog^.Effects[heInvulnerable] <> 0)) then exit; //if _0_6 < Gear^.dY then // PlaySound(sndOw4, Gear^.Hedgehog^.Team^.voicepack) //else // PlaySound(sndOw1, Gear^.Hedgehog^.Team^.voicepack); if Gear^.LastDamage <> nil then ApplyDamage(Gear, Gear^.LastDamage, dmg, dsFall) else ApplyDamage(Gear, CurrentHedgehog, dmg, dsFall); endend;procedure CalcRotationDirAngle(Gear: PGear);var dAngle: real;begin // Frac/Round to be kind to JS as of 2012-08-27 where there is yet no int64/uint64 //dAngle := (Gear^.dX.QWordValue + Gear^.dY.QWordValue) / $80000000; dAngle := (Gear^.dX.Round + Gear^.dY.Round) / 2 + (Gear^.dX.Frac/$100000000+Gear^.dY.Frac/$100000000); if not Gear^.dX.isNegative then Gear^.DirAngle := Gear^.DirAngle + dAngle else Gear^.DirAngle := Gear^.DirAngle - dAngle; if Gear^.DirAngle < 0 then Gear^.DirAngle := Gear^.DirAngle + 360 else if 360 < Gear^.DirAngle then Gear^.DirAngle := Gear^.DirAngle - 360end;procedure AddSplashForGear(Gear: PGear; justSkipping: boolean);var x, y, i, distL, distR, distB, minDist, maxDrops: LongInt; splash, particle: PVisualGear; speed, hwTmp: hwFloat; vi, vs, tmp: real; // impact speed and sideways speed isImpactH, isImpactRight: boolean;const dist2surf = 4;beginx:= hwRound(Gear^.X);y:= hwRound(Gear^.Y);// find position for splash and impact speeddistB:= cWaterline - y;if WorldEdge <> weSea then minDist:= distBelse begin distL:= x - leftX; distR:= rightX - x; minDist:= min(distB, min(distL, distR)); end;isImpactH:= (minDist <> distB);if not isImpactH then begin y:= cWaterline - dist2surf; speed:= hwAbs(Gear^.dY); endelse begin isImpactRight := minDist = distR; if isImpactRight then x:= rightX - dist2surf else x:= leftX + dist2surf; speed:= hwAbs(Gear^.dX); end;// splash soundif justSkipping then PlaySound(sndSkip)else begin // adjust water impact sound based on gear speed and density hwTmp:= hwAbs(Gear^.Density * speed); if hwTmp > _1 then PlaySound(sndSplash) else if hwTmp > _0_5 then PlaySound(sndSkip) else if hwTmp > _0_0002 then // arbitrary sanity cutoff. mostly for airmines PlaySound(sndDroplet2); end;// splash visualsif ((cReducedQuality and rqPlainSplash) <> 0) then exit;splash:= AddVisualGear(x, y, vgtSplash);if splash = nil then exit;if not isImpactH then vs:= abs(hwFloat2Float(Gear^.dX))else begin if isImpactRight then splash^.Angle:= -90 else splash^.Angle:= 90; vs:= abs(hwFloat2Float(Gear^.dY)); end;vi:= hwFloat2Float(speed);with splash^ do begin Scale:= abs(hwFloat2Float(Gear^.Density / _3 * speed)); if Scale > 1 then Scale:= power(Scale,0.3333) else Scale:= Scale + ((1-Scale) / 2); if Scale > 1 then Timer:= round(min(Scale*0.0005/cGravityf,4)) else Timer:= 1; // Low Gravity FrameTicks:= FrameTicks*Timer; end;// eject water dropsmaxDrops := (hwRound(Gear^.Density) * 3) div 2 + round((vi + vs) * hwRound(Gear^.Density) * 6);for i:= max(maxDrops div 3, min(32, Random(maxDrops))) downto 0 do begin if isImpactH then particle := AddVisualGear(x, y - 3 + Random(7), vgtDroplet) else particle := AddVisualGear(x - 3 + Random(7), y, vgtDroplet); if particle <> nil then with particle^ do begin // dX and dY were initialized to have a random value on creation (see uVisualGearsList) if isImpactH then begin tmp:= dX; if isImpactRight then dX:= dY - vi / 5 else dX:= -dy + vi / 5; dY:= tmp * (1 + vs / 10); end else begin dX:= dX * (1 + vs / 10); dY:= dY - vi / 5; end; if splash <> nil then begin if splash^.Scale > 1 then begin dX:= dX * power(splash^.Scale, 0.3333); // tone down the droplet height further dY:= dY * power(splash^.Scale, 0.3333); end else begin dX:= dX * splash^.Scale; dY:= dY * splash^.Scale; end; end; end end;end;procedure DrownGear(Gear: PGear);beginGear^.doStep := @doStepDrowningGear;Gear^.Timer := 5000; // how long game should waitend;function CheckGearDrowning(var Gear: PGear): boolean;var skipSpeed, skipAngle, skipDecay: hwFloat; tmp, X, Y, dist2Water: LongInt; isSubmersible, isDirH, isImpact, isSkip: boolean; s: ansistring;begin // probably needs tweaking. might need to be in a case statement based upon gear type X:= hwRound(Gear^.X); Y:= hwRound(Gear^.Y); dist2Water:= cWaterLine - (Y + Gear^.Radius); isDirH:= false; if WorldEdge = weSea then begin tmp:= dist2Water; dist2Water:= min(dist2Water, min(X - Gear^.Radius - LongInt(leftX), LongInt(rightX) - (X + Gear^.Radius))); // if water on sides is closer than on bottom -> horizontal direction isDirH:= tmp <> dist2Water; end; isImpact:= false; if dist2Water < 0 then begin // invisible gears will just be deleted // unless they are generic fallers, then they will be "respawned" if Gear^.State and gstInvisible <> 0 then begin if Gear^.Kind = gtGenericFaller then begin Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX); Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY); Gear^.dX:= _90-(GetRandomf*_360); Gear^.dY:= _90-(GetRandomf*_360) end else DeleteGear(Gear); exit(true) end; isSubmersible:= ((Gear = CurrentHedgehog^.Gear) and (CurAmmoGear <> nil) and (CurAmmoGear^.State and gstSubmersible <> 0)) or (Gear^.State and gstSubmersible <> 0); skipSpeed := _0_25; skipAngle := _1_9; skipDecay := _0_87; // skipping if (not isSubmersible) and (hwSqr(Gear^.dX) + hwSqr(Gear^.dY) > skipSpeed) and ( ((not isDirH) and (hwAbs(Gear^.dX) > skipAngle * hwAbs(Gear^.dY))) or (isDirH and (hwAbs(Gear^.dY) > skipAngle * hwAbs(Gear^.dX))) ) then begin isSkip:= true; // if skipping we move the gear out of water if isDirH then begin Gear^.dX.isNegative := (not Gear^.dX.isNegative); Gear^.X:= Gear^.X + Gear^.dX; end else begin Gear^.dY.isNegative := (not Gear^.dY.isNegative); Gear^.Y:= Gear^.Y + Gear^.dY; end; Gear^.dY := Gear^.dY * skipDecay; Gear^.dX := Gear^.dX * skipDecay; CheckGearDrowning := false; end else // not skipping begin isImpact:= true; isSkip:= false; if not isSubmersible then begin CheckGearDrowning := true; Gear^.State := gstDrowning; if Gear = CurrentHedgehog^.Gear then TurnTimeLeft := 0; Gear^.RenderTimer := false; if (Gear^.Kind <> gtSniperRifleShot) and (Gear^.Kind <> gtShotgunShot) and (Gear^.Kind <> gtDEagleShot) and (Gear^.Kind <> gtSineGunShot) and (Gear^.Kind <> gtMinigunBullet) then if Gear^.Kind = gtHedgehog then begin if Gear^.Hedgehog^.Effects[heResurrectable] <> 0 then begin // Gear could become nil after this, just exit to skip splashes ResurrectHedgehog(Gear); exit(true) end else begin DrownGear(Gear); Gear^.State := Gear^.State and (not gstHHDriven); s:= ansistring(Gear^.Hedgehog^.Name); if Gear^.Hedgehog^.King then AddCaption(FormatA(GetEventString(eidKingDied), s), cWhiteColor, capgrpMessage) else AddCaption(FormatA(GetEventString(eidDrowned), s), cWhiteColor, capgrpMessage); end end else DrownGear(Gear); if Gear^.Kind = gtFlake then exit(true); // skip splashes end else // submersible begin // drown submersible grears if far below map if (Y > cWaterLine + cVisibleWater*4) then begin DrownGear(Gear); exit(true); // no splashes needed end; CheckGearDrowning := false; // check if surface was penetrated // no penetration if center's water distance not smaller than radius if ((dist2Water + Gear^.Radius div 2) < 0) or (abs(dist2Water + Gear^.Radius) >= Gear^.Radius) then isImpact:= false else begin // get distance to water of last tick if isDirH then begin tmp:= hwRound(Gear^.X - Gear^.dX); if abs(tmp - real(leftX)) < abs(tmp - real(rightX)) then // left edge isImpact:= (abs(tmp-real(leftX)) >= Gear^.Radius) and (Gear^.dX.isNegative) else isImpact:= (abs(tmp-real(rightX)) >= Gear^.Radius) and (not Gear^.dX.isNegative); end else begin tmp:= hwRound(Gear^.Y - Gear^.dY); tmp:= abs(cWaterLine - tmp); // there was an impact if distance was >= radius isImpact:= (tmp >= Gear^.Radius) and (not Gear^.dY.isNegative); end; end; end; // end of submersible end; // end of not skipping // splash sound animation and droplets if isImpact or isSkip then addSplashForGear(Gear, isSkip); if isSkip then ScriptCall('onGearWaterSkip', Gear^.uid); end else CheckGearDrowning := falseend;procedure ResurrectHedgehog(var gear: PGear);var tempTeam : PTeam; sparkles: PVisualGear; gX, gY: LongInt;begin if (Gear^.LastDamage <> nil) then uStats.HedgehogDamaged(Gear, Gear^.LastDamage, 0, true) else uStats.HedgehogDamaged(Gear, CurrentHedgehog, 0, true); AttackBar:= 0; gear^.dX := _0; gear^.dY := _0; gear^.Damage := 0; gear^.Health := gear^.Hedgehog^.InitialHealth; gear^.Hedgehog^.Effects[hePoisoned] := 0; if (CurrentHedgehog^.Effects[heResurrectable] = 0) or ((CurrentHedgehog^.Effects[heResurrectable] <> 0) and (Gear^.Hedgehog^.Team^.Clan <> CurrentHedgehog^.Team^.Clan)) then with CurrentHedgehog^ do begin inc(Team^.stats.AIKills); FreeAndNilTexture(Team^.AIKillsTex); Team^.AIKillsTex := RenderStringTex(ansistring(inttostr(Team^.stats.AIKills)), Team^.Clan^.Color, fnt16); end; tempTeam := gear^.Hedgehog^.Team; DeleteCI(gear); gX := hwRound(gear^.X); gY := hwRound(gear^.Y); // might need more sparkles for a column sparkles:= AddVisualGear(gX, gY, vgtDust, 1); if sparkles <> nil then begin sparkles^.Tint:= tempTeam^.Clan^.Color shl 8 or $FF; //sparkles^.Angle:= random(360); end; FindPlace(gear, false, 0, LAND_WIDTH, true); if gear <> nil then begin AddVisualGear(hwRound(gear^.X), hwRound(gear^.Y), vgtExplosion); PlaySound(sndWarp); RenderHealth(gear^.Hedgehog^); ScriptCall('onGearResurrect', gear^.uid); gear^.State := gstWait; end; RecountTeamHealth(tempTeam);end;function CountLand(x, y, r, c: LongInt; mask, antimask: LongWord): LongInt;var i: LongInt; count: LongInt = 0;begin if (y and LAND_HEIGHT_MASK) = 0 then for i:= max(x - r, 0) to min(x + r, LAND_WIDTH - 1) do if (Land[y, i] and mask <> 0) and (Land[y, i] and antimask = 0) then begin inc(count); if count = c then begin CountLand:= count; exit end; end; CountLand:= count;end;function isSteadyPosition(x, y, r, c: LongInt; mask: Longword): boolean;var cnt, i: LongInt;begin cnt:= 0; isSteadyPosition:= false; if ((y and LAND_HEIGHT_MASK) = 0) and (x - r >= 0) and (x + r < LAND_WIDTH) then begin for i:= r - c + 2 to r do begin if (Land[y, x - i] and mask <> 0) then inc(cnt); if (Land[y, x + i] and mask <> 0) then inc(cnt); if cnt >= c then begin isSteadyPosition:= true; exit end; end; end;end;function NoGearsToAvoid(mX, mY: LongInt; rX, rY: LongInt): boolean;var t: PGear;beginNoGearsToAvoid:= false;t:= GearsList;rX:= sqr(rX);rY:= sqr(rY);while t <> nil do begin if t^.Kind <= gtExplosives then if not (hwSqr(int2hwFloat(mX) - t^.X) / rX + hwSqr(int2hwFloat(mY) - t^.Y) / rY > _1) then exit; t:= t^.NextGear end;NoGearsToAvoid:= trueend;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt); inline;begin FindPlace(Gear, withFall, Left, Right, false);end;procedure FindPlace(var Gear: PGear; withFall: boolean; Left, Right: LongInt; skipProximity: boolean);var x: LongInt; y, sy, dir: LongInt; ar: array[0..1023] of TPoint; ar2: array[0..2047] of TPoint; temp: TPoint; cnt, cnt2: Longword; delta: LongInt; ignoreNearObjects, ignoreOverlap, tryAgain: boolean;beginignoreNearObjects:= false; // try not skipping proximity at firstignoreOverlap:= false; // this not only skips proximity, but allows overlapping objects (barrels, mines, hogs, crates). Saving it for a 3rd pass. With this active, winning AI Survival goes back to virtual impossibilitytryAgain:= true;if WorldEdge <> weNone then begin Left:= max(Left, LongInt(leftX) + Gear^.Radius); Right:= min(Right,rightX-Gear^.Radius) end;while tryAgain do begin delta:= LAND_WIDTH div 16; cnt2:= 0; repeat if GetRandom(2) = 0 then dir:= -1 else dir:= 1; x:= max(LAND_WIDTH div 2048, LongInt(GetRandom(Delta))); if dir = 1 then x:= Left + x else x:= Right - x; repeat cnt:= 0; y:= min(1024, topY) - Gear^.Radius shl 1; while y < cWaterLine do begin repeat inc(y, 2); until (y >= cWaterLine) or (ignoreOverLap and (CountLand(x, y, Gear^.Radius - 1, 1, $FF00, 0) = 0)) or (not ignoreOverLap and (CountLand(x, y, Gear^.Radius - 1, 1, $FFFF, 0) = 0)); sy:= y; repeat inc(y); until (y >= cWaterLine) or (ignoreOverlap and (CountLand(x, y, Gear^.Radius - 1, 1, $FFFF, 0) <> 0)) or (not ignoreOverlap and (CountLand(x, y, Gear^.Radius - 1, 1, lfLandMask, 0) <> 0)); if (y - sy > Gear^.Radius * 2) and (y < cWaterLine) and (((Gear^.Kind = gtExplosives) and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 60, 60)) and (isSteadyPosition(x, y+1, Gear^.Radius - 1, 3, $FFFF) or (CountLand(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF, 0) > Gear^.Radius) )) or ((Gear^.Kind <> gtExplosives) and (ignoreNearObjects or NoGearsToAvoid(x, y - Gear^.Radius, 110, 110)) and (isSteadyPosition(x, y+1, Gear^.Radius - 1, 3, lfIce) or (CountLand(x, y+1, Gear^.Radius - 1, Gear^.Radius+1, $FFFF, lfIce) <> 0) ))) then begin ar[cnt].X:= x; if withFall then ar[cnt].Y:= sy + Gear^.Radius else ar[cnt].Y:= y - Gear^.Radius; inc(cnt) end; inc(y, 10) end; if cnt > 0 then begin temp := ar[GetRandom(cnt)]; with temp do begin ar2[cnt2].x:= x; ar2[cnt2].y:= y; inc(cnt2) end; end; inc(x, Delta*dir) until ((dir = 1) and (x > Right)) or ((dir = -1) and (x < Left)); dec(Delta, 60) until (cnt2 > 0) or (Delta < 70); // if either of these has not been tried, do another pass if (cnt2 = 0) and skipProximity and (not ignoreOverlap) then tryAgain:= true else tryAgain:= false; if ignoreNearObjects then ignoreOverlap:= true; ignoreNearObjects:= true; end;if cnt2 > 0 then begin temp := ar2[GetRandom(cnt2)]; with temp do begin Gear^.X:= int2hwFloat(x); Gear^.Y:= int2hwFloat(y); AddFileLog('Assigned Gear coordinates (' + inttostr(x) + ',' + inttostr(y) + ')'); end endelse begin OutError('Can''t find place for Gear', false); if Gear^.Kind = gtHedgehog then begin cnt:= 0; if GameTicks = 0 then begin //AddFileLog('Trying to make a hole'); while (cnt < 1000) do begin inc(cnt); x:= left+GetRandom(right-left-2*cHHRadius)+cHHRadius; y:= topY+GetRandom(LAND_HEIGHT-topY-64)+48; if NoGearsToAvoid(x, y, 100 div max(1,cnt div 100), 100 div max(1,cnt div 100)) then begin Gear^.State:= Gear^.State or gsttmpFlag; Gear^.X:= int2hwFloat(x); Gear^.Y:= int2hwFloat(y); AddFileLog('Picked a spot for hog at coordinates (' + inttostr(hwRound(Gear^.X)) + ',' + inttostr(hwRound(Gear^.Y)) + ')'); cnt:= 2000 end end; end; if cnt < 2000 then begin Gear^.Hedgehog^.Effects[heResurrectable] := 0; DeleteGear(Gear); Gear:= nil end end else begin DeleteGear(Gear); Gear:= nil end endend;function CheckGearNear(Gear: PGear; Kind: TGearType; rX, rY: LongInt): PGear;var t: PGear;begint:= GearsList;rX:= sqr(rX);rY:= sqr(rY);while t <> nil do begin if (t <> Gear) and (t^.Kind = Kind) then if (not ((hwSqr(Gear^.X - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1)) or ((WorldEdge = weWrap) and ( (not ((hwSqr(Gear^.X - int2hwFloat(RightX-LeftX) - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1)) or (not ((hwSqr(Gear^.X + int2hwFloat(RightX-LeftX) - t^.X) / rX + hwSqr(Gear^.Y - t^.Y) / rY) > _1)))) then begin CheckGearNear:= t; exit; end; t:= t^.NextGear end;CheckGearNear:= nilend;procedure CheckCollision(Gear: PGear); inline;begin if (TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0) or (TestCollisionYwithGear(Gear, hwSign(Gear^.dY)) <> 0) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and (not gstCollision)end;procedure CheckCollisionWithLand(Gear: PGear); inline;begin if (TestCollisionX(Gear, hwSign(Gear^.dX)) <> 0) or (TestCollisionY(Gear, hwSign(Gear^.dY)) <> 0) then Gear^.State := Gear^.State or gstCollision else Gear^.State := Gear^.State and (not gstCollision)end;function MakeHedgehogsStep(Gear: PGear) : boolean;begin if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then if (TestCollisionYwithGear(Gear, -1) = 0) then begin Gear^.Y:= Gear^.Y - _1; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then Gear^.Y:= Gear^.Y + _6 end else Gear^.Y:= Gear^.Y + _5 else end else Gear^.Y:= Gear^.Y + _4 else end else Gear^.Y:= Gear^.Y + _3 else end else Gear^.Y:= Gear^.Y + _2 else end else Gear^.Y:= Gear^.Y + _1 end; if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) = 0 then begin Gear^.X:= Gear^.X + SignAs(_1, Gear^.dX); MakeHedgehogsStep:= true end else MakeHedgehogsStep:= false; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y + _1; if TestCollisionYwithGear(Gear, 1) = 0 then begin Gear^.Y:= Gear^.Y - _6; Gear^.dY:= _0; Gear^.State:= Gear^.State or gstMoving; exit end; end end end end end end;end;procedure ShotgunShot(Gear: PGear);var t: PGear; dmg, r, dist: LongInt; dx, dy: hwFloat;beginGear^.Radius:= cShotgunRadius;t:= GearsList;while t <> nil do begin case t^.Kind of gtHedgehog, gtMine, gtSMine, gtKnife, gtCase, gtTarget, gtExplosives: begin//,// gtStructure: begin//addFileLog('ShotgunShot radius: ' + inttostr(Gear^.Radius) + ', t^.Radius = ' + inttostr(t^.Radius) + ', distance = ' + inttostr(dist) + ', dmg = ' + inttostr(dmg)); dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, Gear^.Boom), t); end; if dmg > 0 then begin if (t^.Kind <> gtHedgehog) or (t^.Hedgehog^.Effects[heInvulnerable] = 0) then ApplyDamage(t, Gear^.Hedgehog, dmg, dsBullet) else Gear^.State:= Gear^.State or gstWinner; DeleteCI(t); t^.dX:= t^.dX + Gear^.dX * dmg * _0_01 + SignAs(cHHKick, Gear^.dX); t^.dY:= t^.dY + Gear^.dY * dmg * _0_01; t^.State:= t^.State or gstMoving; if t^.Kind = gtKnife then t^.State:= t^.State and (not gstCollision); t^.Active:= true; FollowGear:= t end end; gtGrave: begin dmg:= 0; r:= Gear^.Radius + t^.Radius; dx:= Gear^.X-t^.X; dx.isNegative:= false; dy:= Gear^.Y-t^.Y; dy.isNegative:= false; if r-hwRound(dx+dy) > 0 then begin dist:= hwRound(Distance(dx, dy)); dmg:= ModifyDamage(min(r - dist, Gear^.Boom), t); end; if dmg > 0 then begin t^.dY:= - _0_1; t^.Active:= true end end; end; t:= t^.NextGear end;if (GameFlags and gfSolidLand) = 0 then DrawExplosion(hwRound(Gear^.X), hwRound(Gear^.Y), cShotgunRadius)end;// Returns true if the given hog gear can use the tardisfunction CanUseTardis(HHGear: PGear): boolean;var usable: boolean; i, j, cnt: LongInt; HH: PHedgehog;begin(* Conditions for not activating. 1. Hog is last of his clan 2. Sudden Death is in play 3. Hog is a king*) usable:= true; HH:= HHGear^.Hedgehog; if HHGear <> nil then if (HHGear = nil) or (HH^.King) or (SuddenDeathActive) then usable:= false; cnt:= 0; for j:= 0 to Pred(HH^.Team^.Clan^.TeamsNumber) do for i:= 0 to Pred(HH^.Team^.Clan^.Teams[j]^.HedgehogsNumber) do if (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear <> nil) and ((HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.State and gstDrowning) = 0) and (HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Health > HH^.Team^.Clan^.Teams[j]^.Hedgehogs[i].Gear^.Damage) then inc(cnt); if (cnt < 2) then usable:= false; CanUseTardis:= usable;end;procedure AmmoShoveImpl(Ammo: PGear; Damage, Power: LongInt; collisions: PGearArray);var t: PGearArray; Gear: PGear; i, j, tmpDmg: LongInt; VGear: PVisualGear;begint:= collisions;// Just to avoid hogs on rope dodging fire.if (CurAmmoGear <> nil) and ((CurAmmoGear^.Kind = gtRope) or (CurAmmoGear^.Kind = gtJetpack) or (CurAmmoGear^.Kind = gtBirdy))and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.Gear^.CollisionIndex = -1)and (sqr(hwRound(Ammo^.X) - hwRound(CurrentHedgehog^.Gear^.X)) + sqr(hwRound(Ammo^.Y) - hwRound(CurrentHedgehog^.Gear^.Y)) <= sqr(cHHRadius + Ammo^.Radius)) then begin t^.ar[t^.Count]:= CurrentHedgehog^.Gear; inc(t^.Count) end;i:= t^.Count;if (Ammo^.Kind = gtFlame) and (i > 0) then Ammo^.Health:= 0;while i > 0 do begin dec(i); Gear:= t^.ar[i]; if (Ammo^.Data <> nil) and (Ammo^.Kind in [gtDEagleShot, gtSniperRifleShot, gtMinigunBullet]) and (PGear(Ammo^.Data) = Gear) or ((Ammo^.Kind = gtMinigunBullet) and (not UpdateHitOrder(Gear, Ammo^.WDTimer))) then continue; if ((Ammo^.Kind = gtFlame) or (Ammo^.Kind = gtBlowTorch)) and (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.Effects[heFrozen] > 255) then Gear^.Hedgehog^.Effects[heFrozen]:= max(255,Gear^.Hedgehog^.Effects[heFrozen]-10000); tmpDmg:= ModifyDamage(Damage, Gear); if (Gear^.State and gstNoDamage) = 0 then begin if (Ammo^.Kind = gtDEagleShot) or (Ammo^.Kind = gtSniperRifleShot) or (Ammo^.Kind = gtMinigunBullet) then begin VGear := AddVisualGear(t^.cX[i], t^.cY[i], vgtBulletHit); if VGear <> nil then VGear^.Angle := DxDy2Angle(-Ammo^.dX, Ammo^.dY); end; if (Gear^.Kind = gtHedgehog) and (Ammo^.State and gsttmpFlag <> 0) and (Ammo^.Kind = gtShover) then Gear^.FlightTime:= 1; case Gear^.Kind of gtHedgehog, gtMine, gtSMine, gtKnife, gtTarget, gtCase, gtExplosives: //, //gtStructure: begin if (Ammo^.Kind = gtDrill) then begin Ammo^.Timer:= 0; exit; end; if (Gear^.Kind <> gtHedgehog) or (Gear^.Hedgehog^.Effects[heInvulnerable] = 0) then begin if (Ammo^.Kind = gtKnife) and (tmpDmg > 0) then for j:= 1 to max(1,min(3,tmpDmg div 5)) do begin VGear:= AddVisualGear( t^.cX[i] - ((t^.cX[i] - hwround(Gear^.X)) div 2), t^.cY[i] - ((t^.cY[i] - hwround(Gear^.Y)) div 2), vgtStraightShot); if VGear <> nil then with VGear^ do begin Tint:= $FFCC00FF; Angle:= random(360); dx:= 0.0005 * (random(100)); dy:= 0.0005 * (random(100)); if random(2) = 0 then dx := -dx; if random(2) = 0 then dy := -dy; FrameTicks:= 600+random(200); State:= ord(sprStar) end end; ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg, dsShove) end else Gear^.State:= Gear^.State or gstWinner; if (Gear^.Kind = gtExplosives) and (Ammo^.Kind = gtBlowtorch) then begin if (Ammo^.Hedgehog^.Gear <> nil) then Ammo^.Hedgehog^.Gear^.State:= Ammo^.Hedgehog^.Gear^.State and (not gstNotKickable); ApplyDamage(Gear, Ammo^.Hedgehog, tmpDmg * 100, dsUnknown); // crank up damage for explosives + blowtorch end; if (Gear^.Kind = gtHedgehog) and (Gear^.Hedgehog^.King or (Gear^.Hedgehog^.Effects[heFrozen] > 0)) then begin Gear^.dX:= Gear^.dX + Ammo^.dX * Power * _0_005; Gear^.dY:= Gear^.dY + Ammo^.dY * Power * _0_005 end else if ((Ammo^.Kind <> gtFlame) or (Gear^.Kind = gtHedgehog)) and (Power <> 0) then begin Gear^.dX:= Gear^.dX + Ammo^.dX * Power * _0_01; Gear^.dY:= Gear^.dY + Ammo^.dY * Power * _0_01 end; if (not isZero(Gear^.dX)) or (not isZero(Gear^.dY)) then begin Gear^.Active:= true; DeleteCI(Gear); Gear^.State:= Gear^.State or gstMoving; if Gear^.Kind = gtKnife then Gear^.State:= Gear^.State and (not gstCollision); // move the gear upwards a bit to throw it over tiny obstacles at start if TestCollisionXwithGear(Gear, hwSign(Gear^.dX)) <> 0 then begin if (TestCollisionXwithXYShift(Gear, _0, -3, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; if (TestCollisionXwithXYShift(Gear, _0, -2, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; if (TestCollisionXwithXYShift(Gear, _0, -1, hwSign(Gear^.dX)) = 0) and (TestCollisionYwithGear(Gear, -1) = 0) then Gear^.Y:= Gear^.Y - _1; end end; if (Ammo^.Kind <> gtFlame) or ((Ammo^.State and gsttmpFlag) = 0) then FollowGear:= Gear end; end end; end;if i <> 0 then SetAllToActiveend;procedure AmmoShoveLine(Ammo: PGear; Damage, Power: LongInt; oX, oY, tX, tY: hwFloat);var t: PGearArray;begin if Ammo^.Kind = gtMinigunBullet then t:= CheckAllGearsLineCollision(Ammo, oX, oY, tX, tY) else t:= CheckGearsLineCollision(Ammo, oX, oY, tX, tY); AmmoShoveImpl(Ammo, Damage, Power, t);end;procedure AmmoShove(Ammo: PGear; Damage, Power: LongInt);begin AmmoShoveImpl(Ammo, Damage, Power, CheckGearsCollision(Ammo));end;function CountGears(Kind: TGearType): Longword;var t: PGear; count: Longword = 0;begint:= GearsList;while t <> nil do begin if t^.Kind = Kind then inc(count); t:= t^.NextGear end;CountGears:= count;end;procedure SetAllToActive;var t: PGear;beginAllInactive:= false;t:= GearsList;while t <> nil do begin t^.Active:= true; t:= t^.NextGear endend;procedure SetAllHHToActive; inline;beginSetAllHHToActive(true)end;procedure SetAllHHToActive(Ice: boolean);var t: PGear;beginAllInactive:= false;t:= GearsList;while t <> nil do begin if (t^.Kind = gtHedgehog) or (t^.Kind = gtExplosives) then begin if (t^.Kind = gtHedgehog) and Ice then CheckIce(t); t^.Active:= true end; t:= t^.NextGear endend;var GearsNearArray : TPGearArray;function GearsNear(X, Y: hwFloat; Kind: TGearType; r: LongInt): PGearArrayS;var t: PGear; s: Longword; xc, xc_left, xc_right, yc: hwFloat;begin r:= r*r; s:= 0; SetLength(GearsNearArray, s); t := GearsList; while t <> nil do begin xc:= (X - t^.X)*(X - t^.X); xc_left:= ((X - int2hwFloat(RightX-LeftX)) - t^.X)*((X - int2hwFloat(RightX-LeftX)) - t^.X); xc_right := ((X + int2hwFloat(RightX-LeftX)) - t^.X)*((X + int2hwFloat(RightX-LeftX)) - t^.X); yc:= (Y - t^.Y)*(Y - t^.Y); if (t^.Kind = Kind) and ((xc + yc < int2hwFloat(r)) or ((WorldEdge = weWrap) and ((xc_left + yc < int2hwFloat(r)) or (xc_right + yc < int2hwFloat(r))))) then begin inc(s); SetLength(GearsNearArray, s); GearsNearArray[s - 1] := t; end; t := t^.NextGear; end; GearsNear.size:= s; GearsNear.ar:= @GearsNearArrayend;procedure SpawnBoxOfSmth;var t, aTot, uTot, a, h: LongInt; i: TAmmoType;beginif (PlacingHogs) or (cCaseFactor = 0) or (CountGears(gtCase) >= 5) or (GetRandom(cCaseFactor) <> 0) then exit;FollowGear:= nil;aTot:= 0;uTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability) else inc(uTot, Ammoz[i].Probability);t:=0;a:=aTot;h:= 1;if (aTot+uTot) <> 0 then if ((GameFlags and gfInvulnerable) = 0) then begin h:= cHealthCaseProb * 100; t:= GetRandom(10000); a:= (10000-h)*aTot div (aTot+uTot) end else begin t:= GetRandom(aTot+uTot); h:= 0 end;if t<h then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); FollowGear^.Health:= cHealthCaseAmount; FollowGear^.Pos:= posCaseHealth; // health crate is smaller than the other crates FollowGear^.Radius := cCaseHealthRadius; AddCaption(GetEventString(eidNewHealthPack), cWhiteColor, capgrpAmmoInfo); endelse if (t<a+h) then begin t:= aTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseAmmo; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewAmmoPack), cWhiteColor, capgrpAmmoInfo); end endelse begin t:= uTot; if (t > 0) then begin FollowGear:= AddGear(0, 0, gtCase, 0, _0, _0, 0); t:= GetRandom(t); i:= Low(TAmmoType); FollowGear^.Pos:= posCaseUtility; FollowGear^.AmmoType:= i; AddCaption(GetEventString(eidNewUtilityPack), cWhiteColor, capgrpAmmoInfo); end end;// handles case of no ammo or utility crates - considered also placing booleans in uAmmos and altering probabilitiesif (FollowGear <> nil) then begin FindPlace(FollowGear, true, 0, LAND_WIDTH); if (FollowGear <> nil) then AddVoice(sndReinforce, CurrentTeam^.voicepack) endend;function GetAmmo(Hedgehog: PHedgehog): TAmmoType;var t, aTot: LongInt; i: TAmmoType;beginHedgehog:= Hedgehog; // avoid hintaTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then inc(aTot, Ammoz[i].Probability);t:= aTot;i:= Low(TAmmoType);if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if (Ammoz[i].Ammo.Propz and ammoprop_Utility) = 0 then dec(t, Ammoz[i].Probability) end end;GetAmmo:= iend;function GetUtility(Hedgehog: PHedgehog): TAmmoType;var t, uTot: LongInt; i: TAmmoType;beginuTot:= 0;for i:= Low(TAmmoType) to High(TAmmoType) do if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then inc(uTot, Ammoz[i].Probability);t:= uTot;i:= Low(TAmmoType);if (t > 0) then begin t:= GetRandom(t); while t >= 0 do begin inc(i); if ((Ammoz[i].Ammo.Propz and ammoprop_Utility) <> 0) and ((Hedgehog^.Team^.HedgehogsNumber > 1) or (Ammoz[i].Ammo.AmmoType <> amSwitch)) then dec(t, Ammoz[i].Probability) end end;GetUtility:= iend;(*Intended to check Gear X/Y against the map left/right edges and apply one of the world modes* Normal - infinite world, do nothing* Wrap (entering left edge exits at same height on right edge)* Bounce (striking edge is treated as a 100% elasticity bounce)* From the depths (same as from sky, but from sea, with submersible flag set)Trying to make the checks a little broader than on first pass to catch things that don't move normally.*)function WorldWrap(var Gear: PGear): boolean;//var tdx: hwFloat;beginWorldWrap:= false;if WorldEdge = weNone then exit(false);if (hwRound(Gear^.X) < LongInt(leftX)) or (hwRound(Gear^.X) > LongInt(rightX)) then begin // bullets can now hurt the hog that fired them if (WorldEdge <> weSea) and (Gear^.Kind in [gtDEagleShot, gtSniperRifleShot, gtMinigunBullet]) then Gear^.Data:= nil; if WorldEdge = weWrap then begin if (hwRound(Gear^.X) < LongInt(leftX)) then Gear^.X:= Gear^.X + int2hwfloat(rightX - leftX) else Gear^.X:= Gear^.X - int2hwfloat(rightX - leftX); LeftImpactTimer:= 150; RightImpactTimer:= 150 end else if WorldEdge = weBounce then begin if (hwRound(Gear^.X) - Gear^.Radius < LongInt(leftX)) then begin LeftImpactTimer:= 333; Gear^.dX.isNegative:= false; Gear^.X:= int2hwfloat(LongInt(leftX) + Gear^.Radius) end else begin RightImpactTimer:= 333; Gear^.dX.isNegative:= true; Gear^.X:= int2hwfloat(rightX-Gear^.Radius) end; if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then AddBounceEffectForGear(Gear); end{ else if WorldEdge = weSea then begin if (hwRound(Gear^.Y) > cWaterLine) and (Gear^.State and gstSubmersible <> 0) then Gear^.State:= Gear^.State and (not gstSubmersible) else begin Gear^.State:= Gear^.State or gstSubmersible; Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; Gear^.Y:= int2hwFloat(cWaterLine+cVisibleWater+Gear^.Radius*2); tdx:= Gear^.dX; Gear^.dX:= -Gear^.dY; Gear^.dY:= tdx; Gear^.dY.isNegative:= true end end};(** Window in the sky (Gear moved high into the sky, Y is used to determine X) [unfortunately, not a safe thing to do. shame, I thought aerial bombardment would be kinda neatThis one would be really easy to freeze game unless it was flagged unfortunately. else begin Gear^.X:= int2hwFloat(PlayWidth)*int2hwFloat(min(max(0,hwRound(Gear^.Y)),PlayHeight))/PlayHeight; Gear^.Y:= -_2048-_256-_256; tdx:= Gear^.dX; Gear^.dX:= Gear^.dY; Gear^.dY:= tdx; Gear^.dY.isNegative:= false end*) WorldWrap:= true end;end;procedure AddBounceEffectForGear(Gear: PGear);var boing: PVisualGear;begin boing:= AddVisualGear(hwRound(Gear^.X), hwRound(Gear^.Y), vgtStraightShot, 0, false, 1); if boing <> nil then with boing^ do begin Angle:= random(360); dx:= 0; dy:= 0; FrameTicks:= 200; Scale:= hwFloat2Float(Gear^.Density * hwAbs(Gear^.dY) + hwAbs(Gear^.dX)) / 1.5; State:= ord(sprBoing) end; if Gear^.Kind = gtDuck then PlaySound(sndDuckDrop, true) else PlaySound(sndMelonImpact, true)end;function IsHogLocal(HH: PHedgehog): boolean;begin IsHogLocal:= (not (HH^.Team^.ExtDriven or (HH^.BotLevel > 0))) or (HH^.Team^.Clan^.ClanIndex = LocalClan) or (GameType = gmtDemo);end;end.