hedgewars/uGearsHandlers.pas
author Wuzzy <Wuzzy2@mail.ru>
Fri, 03 Aug 2018 00:39:50 +0200
changeset 13607 212036414957
parent 11046 47a8c19ecb60
child 13614 c9642782778b
permissions -rw-r--r--
Make cake bounce off bounce edge, stop cake at wrap edge to prevent other bug The "other bug" is that the cake just walks through terrain when it hits the wrap world edge. This behaviour is even worse.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uGearsHandlers;
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interface
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uses uTypes;
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function cakeStep(Gear: PGear): boolean;
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implementation
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uses SDLh, uFloat, uCollisions, uVariables, uGearsUtils;
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const dirs: array[0..3] of TPoint = ((x: 0;  y: -1),
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                                     (x: 1;  y:  0),
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                                     (x: 0;  y:  1),
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                                     (x: -1; y:  0));
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procedure PrevAngle(Gear: PGear; dA: LongInt); inline;
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begin
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    inc(Gear^.WDTimer);
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    Gear^.Angle := (LongInt(Gear^.Angle) - dA) and 3
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end;
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procedure NextAngle(Gear: PGear; dA: LongInt); inline;
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begin
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    inc(Gear^.WDTimer);
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    Gear^.Angle := (LongInt(Gear^.Angle) + dA) and 3
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end;
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function cakeStep(Gear: PGear): boolean;
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var
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    xx, yy, xxn, yyn: LongInt;
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    dA: LongInt;
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begin
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    dA := hwSign(Gear^.dX);
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    xx := dirs[Gear^.Angle].x;
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    yy := dirs[Gear^.Angle].y;
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    xxn := dirs[(LongInt(Gear^.Angle) + dA) and 3].x;
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    yyn := dirs[(LongInt(Gear^.Angle) + dA) and 3].y;
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    if (xx = 0) then
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        if TestCollisionYwithGear(Gear, yy) <> 0 then
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            PrevAngle(Gear, dA)
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        else
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            begin
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            Gear^.Tag := 0;
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            if TestCollisionXwithGear(Gear, xxn) <> 0 then
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                Gear^.WDTimer:= 0;
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            Gear^.Y := Gear^.Y + int2hwFloat(yy);
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            if TestCollisionXwithGear(Gear, xxn) = 0 then
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                begin
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                Gear^.X := Gear^.X + int2hwFloat(xxn);
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                NextAngle(Gear, dA)
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                end
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            end;
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    if (yy = 0) then
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        if TestCollisionXwithGear(Gear, xx) <> 0 then
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            PrevAngle(Gear, dA)
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        else
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            begin
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            Gear^.Tag := 0;
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            if TestCollisionYwithGear(Gear, yyn) <> 0 then
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                Gear^.WDTimer:= 0;
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            Gear^.X := Gear^.X + int2hwFloat(xx);
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            if TestCollisionYwithGear(Gear, yyn) = 0 then
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                begin
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                Gear^.Y := Gear^.Y + int2hwFloat(yyn);
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                NextAngle(Gear, dA)
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                end
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            end;
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    // Handle world wrap and bounce edge manually
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    if (WorldEdge = weWrap) and
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        ((hwRound(Gear^.X) <= LongInt(leftX)) or (hwRound(Gear^.X) >= LongInt(rightX))) then
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        begin
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        LeftImpactTimer:= 150;
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        RightImpactTimer:= 150;
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        Gear^.WDTimer:= 4;
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        Gear^.Karma:= 2;
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        end
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    else if (WorldEdge = weBounce) and
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        (((hwRound(Gear^.X) - Gear^.Radius) < LongInt(leftX)) or ((hwRound(Gear^.X) + Gear^.Radius) > LongInt(rightX))) then
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        begin
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        if (hwRound(Gear^.X) - Gear^.Radius < LongInt(leftX)) then
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            LeftImpactTimer:= 333
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        else
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            RightImpactTimer:= 333;
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        Gear^.Karma:= 1;
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        Gear^.WDTimer:= 0;
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        if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then
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            AddBounceEffectForGear(Gear);
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        end;
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    cakeStep:= Gear^.WDTimer < 4
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end;
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end.