hedgewars/uGearsHandlers.pas
author Wuzzy <Wuzzy2@mail.ru>
Thu, 25 Apr 2019 23:01:05 +0200
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permissions -rw-r--r--
Prevent entering “/”, “\” and “:” in team and scheme names. The name of teams and schems is saved in the file name itself, so these characters would cause trouble as they are used in path names in Linux and Windows.
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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) < leftX) or (hwRound(Gear^.X) > 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:= 0;
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        Gear^.Karma:= 1;
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        end
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    else if (WorldEdge = weBounce) and
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        (((hwRound(Gear^.X) - Gear^.Radius) < leftX) or ((hwRound(Gear^.X) + Gear^.Radius) > rightX)) then
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        begin
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        if (hwRound(Gear^.X) - Gear^.Radius < 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:= 2;
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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.