hedgewars/uGearsHandlers.pas
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14535 5ac181cb2396
parent 14303 6015b74eea55
child 15929 128ace913837
permissions -rw-r--r--
Fix bee targeting fail across wrap world edge Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge. How the bee works now: 1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning. 1a) Place target in light area: bee aims for target light area 1b) Place target in gray area: bee aims for target, but flies to gray area first 2) Bee target is recalculated whenever bee passes the wrap world edge.

(*
 * 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 uGearsHandlers;
interface

uses uTypes;

function cakeStep(Gear: PGear): boolean;

implementation

uses SDLh, uFloat, uCollisions, uVariables, uGearsUtils;



const dirs: array[0..3] of TPoint = ((x: 0;  y: -1),
                                     (x: 1;  y:  0),
                                     (x: 0;  y:  1),
                                     (x: -1; y:  0));

procedure PrevAngle(Gear: PGear; dA: LongInt); inline;
begin
    inc(Gear^.WDTimer);
    Gear^.Angle := (LongInt(Gear^.Angle) - dA) and 3
end;

procedure NextAngle(Gear: PGear; dA: LongInt); inline;
begin
    inc(Gear^.WDTimer);
    Gear^.Angle := (LongInt(Gear^.Angle) + dA) and 3
end;

function cakeStep(Gear: PGear): boolean;
var
    xx, yy, xxn, yyn: LongInt;
    dA: LongInt;
begin
    dA := hwSign(Gear^.dX);
    xx := dirs[Gear^.Angle].x;
    yy := dirs[Gear^.Angle].y;
    xxn := dirs[(LongInt(Gear^.Angle) + dA) and 3].x;
    yyn := dirs[(LongInt(Gear^.Angle) + dA) and 3].y;

    if (xx = 0) then
        if TestCollisionYwithGear(Gear, yy) <> 0 then
            PrevAngle(Gear, dA)
        else
            begin
            Gear^.Tag := 0;

            if TestCollisionXwithGear(Gear, xxn) <> 0 then
                Gear^.WDTimer:= 0;

            Gear^.Y := Gear^.Y + int2hwFloat(yy);
            if TestCollisionXwithGear(Gear, xxn) = 0 then
                begin
                Gear^.X := Gear^.X + int2hwFloat(xxn);
                NextAngle(Gear, dA)
                end
            end;

    if (yy = 0) then
        if TestCollisionXwithGear(Gear, xx) <> 0 then
            PrevAngle(Gear, dA)
        else
            begin
            Gear^.Tag := 0;

            if TestCollisionYwithGear(Gear, yyn) <> 0 then
                Gear^.WDTimer:= 0;

            Gear^.X := Gear^.X + int2hwFloat(xx);
            if TestCollisionYwithGear(Gear, yyn) = 0 then
                begin
                Gear^.Y := Gear^.Y + int2hwFloat(yyn);
                NextAngle(Gear, dA)
                end
            end;

    // Handle world wrap and bounce edge manually
    if (WorldEdge = weWrap) and
        ((hwRound(Gear^.X) < leftX) or (hwRound(Gear^.X) > rightX)) then
        begin
        LeftImpactTimer:= 150;
        RightImpactTimer:= 150;
        Gear^.WDTimer:= 0;
        Gear^.Karma:= 1;
        end
    else if (WorldEdge = weBounce) and
        (((hwRound(Gear^.X) - Gear^.Radius) < leftX) or ((hwRound(Gear^.X) + Gear^.Radius) > rightX)) then
        begin
        if (hwRound(Gear^.X) - Gear^.Radius < leftX) then
            LeftImpactTimer:= 333
        else
            RightImpactTimer:= 333;
        Gear^.Karma:= 2;
        Gear^.WDTimer:= 0;
        if (Gear^.Radius > 2) and (Gear^.dX.QWordValue > _0_001.QWordValue) then
            AddBounceEffectForGear(Gear);
        end;

    cakeStep:= Gear^.WDTimer < 4
end;

end.