hedgewars/uTriggers.pas
author unc0rr
Sun, 08 Mar 2009 20:22:52 +0000
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parent 1066 1f1b3686a2b0
child 2599 c7153d2348f3
permissions -rw-r--r--
- Fix a bug in map widget - New way of passing game parameters. Less code, and code is in one class. (mostly works, but not finished yet)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2007 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uTriggers;
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interface
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uses SDLh, uConsts;
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{$INCLUDE options.inc}
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const trigTurns = $80000001;
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type TTrigAction = (taSpawnGear, taSuccessFinish, taFailFinish);
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procedure AddTriggerSpawner(id, Ticks, Lives: Longword; GearType: TGearType; X, Y: LongInt; GearTriggerId: Longword);
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procedure AddTriggerSuccess(id, Ticks, Lives: Longword);
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procedure AddTriggerFail(id, Ticks, Lives: Longword);
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procedure TickTrigger(id: Longword);
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implementation
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uses uGears, uFloat, uMisc, uWorld;
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type PTrigger = ^TTrigger;
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     TTrigger = record
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                id: Longword;
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                Ticks: Longword;
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                Lives: Longword;
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                TicksPerLife: LongWord;
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                Action: TTrigAction;
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                X, Y: LongInt;
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                SpawnGearType: TGearType;
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                SpawnGearTriggerId: Longword;
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                Next: PTrigger;
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                end;
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var TriggerList: PTrigger = nil;
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function AddTrigger(id, Ticks, Lives: Longword): PTrigger;
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var tmp: PTrigger;
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begin
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new(tmp);
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FillChar(tmp^, sizeof(TTrigger), 0);
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tmp^.id:= id;
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tmp^.Ticks:= Ticks;
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tmp^.TicksPerLife:= Ticks;
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tmp^.Lives:= Lives;
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if TriggerList <> nil then tmp^.Next:= TriggerList;
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TriggerList:= tmp;
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AddTrigger:= tmp
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end;
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procedure AddTriggerSpawner(id, Ticks, Lives: Longword; GearType: TGearType; X, Y: LongInt; GearTriggerId: Longword);
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var tmp: PTrigger;
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begin
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if (Ticks = 0) or (Lives = 0) then exit;
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tmp:= AddTrigger(id, Ticks, Lives);
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tmp^.Action:= taSpawnGear;
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tmp^.X:= X;
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tmp^.Y:= Y;
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tmp^.SpawnGearType:= GearType;
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tmp^.SpawnGearTriggerId:= GearTriggerId
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end;
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procedure AddTriggerSuccess(id, Ticks, Lives: Longword);
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begin
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with AddTrigger(id, Ticks, Lives)^ do
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     Action:= taSuccessFinish
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end;
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procedure AddTriggerFail(id, Ticks, Lives: Longword);
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begin
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with AddTrigger(id, Ticks, Lives)^ do
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     Action:= taFailFinish
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end;
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procedure TickTriggerT(Trigger: PTrigger);
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begin
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{$IFDEF DEBUGFILE}AddFileLog('Tick trigger (type: ' + inttostr(LongWord(Trigger^.Action)) + ')');{$ENDIF}
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with Trigger^ do
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  case Action of
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     taSpawnGear: begin
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                  FollowGear:= AddGear(X, Y, SpawnGearType, 0, _0, _0, 0);
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                  FollowGear^.TriggerId:= SpawnGearTriggerId
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                  end;
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 taSuccessFinish: begin
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                  GameState:= gsExit
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                  end;
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    taFailFinish: begin
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                  GameState:= gsExit
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                  end
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  end
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end;
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procedure TickTrigger(id: Longword);
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var t, pt, nt: PTrigger;
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begin
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t:= TriggerList;
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pt:= nil;
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while (t <> nil) do
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  begin
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  nt:= t^.Next;
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  if (t^.id = id) then
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    begin
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    dec(t^.Ticks);
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    if (t^.Ticks = 0) then
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       begin
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       TickTriggerT(t);
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       dec(t^.Lives);
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       t^.Ticks:= t^.TicksPerLife;
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       if (t^.Lives = 0) then
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          begin
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          if t = TriggerList then
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             begin
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             TriggerList:= nt;
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             Dispose(t)
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             end
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          else
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             begin
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             pt^.Next:= nt;
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             Dispose(t);
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             t:= pt
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             end
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          end
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       end
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    end;
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  pt:= t;
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  t:= nt
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  end
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end;
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end.