hedgewars/uGearsHandlers.pas
author Wuzzy <Wuzzy2@mail.ru>
Thu, 25 Apr 2019 23:01:05 +0200
changeset 14844 e239378a9400
parent 14287 6015b74eea55
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.

(*
 * 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.