hedgewars/uGearsHandlers.pas
author unc0rr
Wed, 25 Jul 2012 12:29:53 +0400
changeset 7430 9c132b368ddb
parent 7416 2f2f78fc65a3
child 7671 43f38923bc6e
permissions -rw-r--r--
Some tiny improvements to AI walking algorythm
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 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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{$INCLUDE "options.inc"}
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unit uGearsHandlers;
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interface
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uses uTypes;
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procedure cakeStep(Gear: PGear);
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implementation
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uses SDLh, uFloat, uCollisions;
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const dirs: array[0..3] of TPoint =   ((X: 0; Y: -1), (X: 1; Y: 0),(X: 0; Y: 1),(X: -1; Y: 0));
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procedure PrevAngle(Gear: PGear; dA: LongInt); inline;
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begin
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    Gear^.Angle := (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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    Gear^.Angle := (Gear^.Angle + dA) and 3
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end;
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procedure cakeStep(Gear: PGear);
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var
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    xx, yy, xxn, yyn: LongInt;
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    dA: LongInt;
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    tdx, tdy: hwFloat;
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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[(Gear^.Angle + dA) and 3].x;
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    yyn := dirs[(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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        Gear^.Y := Gear^.Y + int2hwFloat(yy);
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        if not TestCollisionXwithGear(Gear, xxn) 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) 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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        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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end;
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end.