and wrap the last variable so that the regex will never fail
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2013 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *){$INCLUDE "options.inc"}unit uGearsHandlersRope;interfaceuses uTypes;procedure doStepRope(Gear: PGear);implementationuses uConsts, uFloat, uCollisions, uVariables, uGearsList, uSound, uGearsUtils, uAmmos, uDebug, uUtils, uGearsHedgehog, uGearsRender;procedure doStepRopeAfterAttack(Gear: PGear);var HHGear: PGear; tX: hwFloat;begin HHGear := Gear^.Hedgehog^.Gear; tX:= HHGear^.X; if WorldWrap(HHGear) and (WorldEdge = weWrap) and (TestCollisionXwithGear(HHGear, 1) or TestCollisionXwithGear(HHGear, -1)) then begin HHGear^.X:= tX; HHGear^.dX.isNegative:= (hwRound(tX) > leftX+HHGear^.Radius*2) end; if (HHGear^.Hedgehog^.CurAmmoType = amParachute) and (HHGear^.dY > _0_39) then begin DeleteGear(Gear); ApplyAmmoChanges(HHGear^.Hedgehog^); HHGear^.Message:= HHGear^.Message or gmLJump; exit end; if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) or (TestCollisionYwithGear(HHGear, 1) <> 0) then begin DeleteGear(Gear); isCursorVisible := false; ApplyAmmoChanges(HHGear^.Hedgehog^); exit end; HedgehogChAngle(HHGear); if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX); if HHGear^.dY.isNegative and (TestCollisionYwithGear(HHGear, -1) <> 0) then HHGear^.dY := _0; HHGear^.X := HHGear^.X + HHGear^.dX; HHGear^.Y := HHGear^.Y + HHGear^.dY; HHGear^.dY := HHGear^.dY + cGravity; if (GameFlags and gfMoreWind) <> 0 then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density; if (Gear^.Message and gmAttack) <> 0 then begin Gear^.X := HHGear^.X; Gear^.Y := HHGear^.Y; ApplyAngleBounds(Gear^.Hedgehog^, amRope); Gear^.dX := SignAs(AngleSin(HHGear^.Angle), HHGear^.dX); Gear^.dY := -AngleCos(HHGear^.Angle); Gear^.Friction := _4_5 * cRopePercent; Gear^.Elasticity := _0; Gear^.State := Gear^.State and (not gsttmpflag); Gear^.doStep := @doStepRope; endend;procedure RopeDeleteMe(Gear, HHGear: PGear);begin with HHGear^ do begin Message := Message and (not gmAttack); State := (State or gstMoving) and (not gstWinner); end; DeleteGear(Gear)end;procedure RopeWaitCollision(Gear, HHGear: PGear);begin with HHGear^ do begin Message := Message and (not gmAttack); State := State or gstMoving; end; RopePoints.Count := 0; Gear^.Elasticity := _0; Gear^.doStep := @doStepRopeAfterAttackend;procedure doStepRopeWork(Gear: PGear);var HHGear: PGear; len, tx, ty, nx, ny, ropeDx, ropeDy, mdX, mdY: hwFloat; lx, ly, cd: LongInt; haveCollision, haveDivided: boolean; wrongSide: boolean;begin if GameTicks mod 4 <> 0 then exit; HHGear := Gear^.Hedgehog^.Gear; tX:= HHGear^.X; if WorldWrap(HHGear) and (WorldEdge = weWrap) and (TestCollisionXwithGear(HHGear, 1) or TestCollisionXwithGear(HHGear, -1)) then begin PlaySound(sndRopeRelease); RopeDeleteMe(Gear, HHGear); HHGear^.X:= tX; HHGear^.dX.isNegative:= (hwRound(tX) > leftX+HHGear^.Radius*2); exit end; tX:= HHGear^.X; if ((HHGear^.State and gstHHDriven) = 0) or (CheckGearDrowning(HHGear)) or (Gear^.PortalCounter <> 0) then begin PlaySound(sndRopeRelease); RopeDeleteMe(Gear, HHGear); exit end; HHGear^.dX.QWordValue:= HHGear^.dX.QWordValue shl 2; HHGear^.dY.QWordValue:= HHGear^.dY.QWordValue shl 2; if (Gear^.Message and gmLeft <> 0) and (not TestCollisionXwithGear(HHGear, -1)) then HHGear^.dX := HHGear^.dX - _0_0032; if (Gear^.Message and gmRight <> 0) and (not TestCollisionXwithGear(HHGear, 1)) then HHGear^.dX := HHGear^.dX + _0_0032; // vector between hedgehog and rope attaching point ropeDx := HHGear^.X - Gear^.X; ropeDy := HHGear^.Y - Gear^.Y; if TestCollisionYwithGear(HHGear, 1) = 0 then begin // depending on the rope vector we know which X-side to check for collision // in order to find out if the hog can still be moved by gravity if ropeDx.isNegative = RopeDy.IsNegative then cd:= -1 else cd:= 1; // apply gravity if there is no obstacle if not TestCollisionXwithGear(HHGear, cd) then HHGear^.dY := HHGear^.dY + cGravity * 16; if (GameFlags and gfMoreWind) <> 0 then // apply wind if there's no obstacle if not TestCollisionXwithGear(HHGear, hwSign(cWindSpeed)) then HHGear^.dX := HHGear^.dX + cWindSpeed * 16 / HHGear^.Density; end; mdX := ropeDx + HHGear^.dX; mdY := ropeDy + HHGear^.dY; len := _1 / Distance(mdX, mdY); // rope vector plus hedgehog direction vector normalized mdX := mdX * len; mdY := mdY * len; // for visual purposes only Gear^.dX := mdX; Gear^.dY := mdY; ///// tx := HHGear^.X; ty := HHGear^.Y; if ((Gear^.Message and gmDown) <> 0) and (Gear^.Elasticity < Gear^.Friction) then if not (TestCollisionXwithGear(HHGear, hwSign(ropeDx)) or ((ropeDy.QWordValue <> 0) and TestCollisionYwithXYShift(HHGear, 0, 1, hwSign(ropeDy)))) then Gear^.Elasticity := Gear^.Elasticity + _1_2; if ((Gear^.Message and gmUp) <> 0) and (Gear^.Elasticity > _30) then if not (TestCollisionXwithGear(HHGear, -hwSign(ropeDx)) or ((ropeDy.QWordValue <> 0) and TestCollisionYwithXYShift(HHGear, 0, 1, -hwSign(ropeDy)))) then Gear^.Elasticity := Gear^.Elasticity - _1_2; HHGear^.X := Gear^.X + mdX * Gear^.Elasticity; HHGear^.Y := Gear^.Y + mdY * Gear^.Elasticity; HHGear^.dX := HHGear^.X - tx; HHGear^.dY := HHGear^.Y - ty; //// haveDivided := false; // check whether rope needs dividing len := Gear^.Elasticity - _5; nx := Gear^.X + mdX * len; ny := Gear^.Y + mdY * len; tx := mdX * _1_2; // should be the same as increase step ty := mdY * _1_2; while len > _3 do begin lx := hwRound(nx); ly := hwRound(ny); if ((ly and LAND_HEIGHT_MASK) = 0) and ((lx and LAND_WIDTH_MASK) = 0) and (Land[ly, lx] > lfAllObjMask) then begin tx := _1 / Distance(ropeDx, ropeDy); // old rope pos nx := ropeDx * tx; ny := ropeDy * tx; with RopePoints.ar[RopePoints.Count] do begin X := Gear^.X; Y := Gear^.Y; if RopePoints.Count = 0 then RopePoints.HookAngle := DxDy2Angle(Gear^.dY, Gear^.dX); b := (nx * HHGear^.dY) > (ny * HHGear^.dX); sx:= Gear^.dX.isNegative; sy:= Gear^.dY.isNegative; sb:= Gear^.dX.QWordValue < Gear^.dY.QWordValue; dLen := len end; with RopePoints.rounded[RopePoints.Count] do begin X := hwRound(Gear^.X); Y := hwRound(Gear^.Y); end; Gear^.X := Gear^.X + nx * len; Gear^.Y := Gear^.Y + ny * len; inc(RopePoints.Count); TryDo(RopePoints.Count <= MAXROPEPOINTS, 'Rope points overflow', true); Gear^.Elasticity := Gear^.Elasticity - len; Gear^.Friction := Gear^.Friction - len; haveDivided := true; break end; nx := nx - tx; ny := ny - ty; // len := len - _1_2 // should be the same as increase step len.QWordValue := len.QWordValue - _1_2.QWordValue; end; if not haveDivided then if RopePoints.Count > 0 then // check whether the last dividing point could be removed begin tx := RopePoints.ar[Pred(RopePoints.Count)].X; ty := RopePoints.ar[Pred(RopePoints.Count)].Y; mdX := tx - Gear^.X; mdY := ty - Gear^.Y; ropeDx:= tx - HHGear^.X; ropeDy:= ty - HHGear^.Y; if RopePoints.ar[Pred(RopePoints.Count)].b xor (mdX * ropeDy > ropeDx * mdY) then begin dec(RopePoints.Count); Gear^.X := tx; Gear^.Y := ty; // oops, opposite quadrant, don't restore hog position in such case, just remove the point wrongSide:= (ropeDx.isNegative = RopePoints.ar[RopePoints.Count].sx) and (ropeDy.isNegative = RopePoints.ar[RopePoints.Count].sy); // previous check could be inaccurate in vertical/horizontal rope positions, // so perform this check also, even though odds are 1 to 415927 to hit this if (not wrongSide) and ((ropeDx.isNegative = RopePoints.ar[RopePoints.Count].sx) <> (ropeDy.isNegative = RopePoints.ar[RopePoints.Count].sy)) then if RopePoints.ar[RopePoints.Count].sb then wrongSide:= ropeDy.isNegative = RopePoints.ar[RopePoints.Count].sy else wrongSide:= ropeDx.isNegative = RopePoints.ar[RopePoints.Count].sx; if wrongSide then begin Gear^.Elasticity := Gear^.Elasticity - RopePoints.ar[RopePoints.Count].dLen; Gear^.Friction := Gear^.Friction - RopePoints.ar[RopePoints.Count].dLen; end else begin Gear^.Elasticity := Gear^.Elasticity + RopePoints.ar[RopePoints.Count].dLen; Gear^.Friction := Gear^.Friction + RopePoints.ar[RopePoints.Count].dLen; // restore hog position len := _1 / Distance(mdX, mdY); mdX := mdX * len; mdY := mdY * len; HHGear^.X := Gear^.X - mdX * Gear^.Elasticity; HHGear^.Y := Gear^.Y - mdY * Gear^.Elasticity; end; end end; haveCollision := false; if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then begin HHGear^.dX := -_0_6 * HHGear^.dX; haveCollision := true end; if TestCollisionYwithXYShift(HHGear, 0, 1, hwSign(HHGear^.dY)) then begin HHGear^.dY := -_0_6 * HHGear^.dY; haveCollision := true end; if haveCollision and (Gear^.Message and (gmLeft or gmRight) <> 0) and (Gear^.Message and (gmUp or gmDown) <> 0) then begin HHGear^.dX := SignAs(hwAbs(HHGear^.dX) + _0_8, HHGear^.dX); HHGear^.dY := SignAs(hwAbs(HHGear^.dY) + _0_8, HHGear^.dY) end; len := hwSqr(HHGear^.dX) + hwSqr(HHGear^.dY); if len > _10 then begin len := _3_2 / hwSqrt(len); HHGear^.dX := HHGear^.dX * len; HHGear^.dY := HHGear^.dY * len; end; haveCollision:= ((hwRound(Gear^.Y) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X) and LAND_WIDTH_MASK) = 0) and ((Land[hwRound(Gear^.Y), hwRound(Gear^.X)]) <> 0); if not haveCollision then begin // backup gear location tx:= Gear^.X; ty:= Gear^.Y; if RopePoints.Count > 0 then begin // set gear location to the remote end of the rope, the attachment point Gear^.X:= RopePoints.ar[0].X; Gear^.Y:= RopePoints.ar[0].Y; end; CheckCollision(Gear); // if we haven't found any collision yet then check the other side too if (Gear^.State and gstCollision) = 0 then begin Gear^.dX.isNegative:= not Gear^.dX.isNegative; Gear^.dY.isNegative:= not Gear^.dY.isNegative; CheckCollision(Gear); Gear^.dX.isNegative:= not Gear^.dX.isNegative; Gear^.dY.isNegative:= not Gear^.dY.isNegative; end; haveCollision:= (Gear^.State and gstCollision) <> 0; // restore gear location Gear^.X:= tx; Gear^.Y:= ty; end; // if the attack key is pressed, lose rope contact as well if (Gear^.Message and gmAttack) <> 0 then haveCollision:= false; HHGear^.dX.QWordValue:= HHGear^.dX.QWordValue shr 2; HHGear^.dY.QWordValue:= HHGear^.dY.QWordValue shr 2; if (not haveCollision) and ((Gear^.State and gsttmpFlag) <> 0) then begin begin PlaySound(sndRopeRelease); if Gear^.Hedgehog^.CurAmmoType <> amParachute then RopeWaitCollision(Gear, HHGear) else RopeDeleteMe(Gear, HHGear) end end else if (Gear^.State and gsttmpFlag) = 0 then Gear^.State := Gear^.State or gsttmpFlag;end;procedure RopeRemoveFromAmmo(Gear, HHGear: PGear);begin if (Gear^.State and gstAttacked) = 0 then begin OnUsedAmmo(HHGear^.Hedgehog^); Gear^.State := Gear^.State or gstAttacked end; ApplyAmmoChanges(HHGear^.Hedgehog^)end;procedure doStepRopeAttach(Gear: PGear);var HHGear: PGear; tx, ty, tt: hwFloat;begin Gear^.X := Gear^.X - Gear^.dX; Gear^.Y := Gear^.Y - Gear^.dY; Gear^.Elasticity := Gear^.Elasticity + _1; HHGear := Gear^.Hedgehog^.Gear; DeleteCI(HHGear); if (HHGear^.State and gstMoving) <> 0 then begin if TestCollisionXwithGear(HHGear, hwSign(HHGear^.dX)) then SetLittle(HHGear^.dX); if HHGear^.dY.isNegative and (TestCollisionYwithGear(HHGear, -1) <> 0) then HHGear^.dY := _0; HHGear^.X := HHGear^.X + HHGear^.dX; Gear^.X := Gear^.X + HHGear^.dX; if TestCollisionYwithGear(HHGear, 1) <> 0 then begin CheckHHDamage(HHGear); HHGear^.dY := _0 //HHGear^.State:= HHGear^.State and (not (gstHHJumping or gstHHHJump)); end else begin HHGear^.Y := HHGear^.Y + HHGear^.dY; Gear^.Y := Gear^.Y + HHGear^.dY; HHGear^.dY := HHGear^.dY + cGravity; if (GameFlags and gfMoreWind) <> 0 then HHGear^.dX := HHGear^.dX + cWindSpeed / HHGear^.Density end; tt := Gear^.Elasticity; tx := _0; ty := _0; while tt > _20 do begin if ((hwRound(Gear^.Y+ty) and LAND_HEIGHT_MASK) = 0) and ((hwRound(Gear^.X+tx) and LAND_WIDTH_MASK) = 0) and (Land[hwRound(Gear^.Y+ty), hwRound(Gear^.X+tx)] > lfAllObjMask) then begin Gear^.X := Gear^.X + tx; Gear^.Y := Gear^.Y + ty; Gear^.Elasticity := tt; Gear^.doStep := @doStepRopeWork; PlaySound(sndRopeAttach); with HHGear^ do begin State := State and (not (gstAttacking or gstHHJumping or gstHHHJump)); Message := Message and (not gmAttack) end; RopeRemoveFromAmmo(Gear, HHGear); tt := _0; exit end; tx := tx + Gear^.dX + Gear^.dX; ty := ty + Gear^.dY + Gear^.dY; tt := tt - _2; end; end; if Gear^.Elasticity < _20 then Gear^.CollisionMask:= lfLandMask else Gear^.CollisionMask:= lfNotCurrentMask; CheckCollision(Gear); if (Gear^.State and gstCollision) <> 0 then if Gear^.Elasticity < _10 then Gear^.Elasticity := _10000 else begin Gear^.doStep := @doStepRopeWork; PlaySound(sndRopeAttach); with HHGear^ do begin State := State and (not (gstAttacking or gstHHJumping or gstHHHJump)); Message := Message and (not gmAttack) end; RopeRemoveFromAmmo(Gear, HHGear); exit end; if (Gear^.Elasticity > Gear^.Friction) or ((Gear^.Message and gmAttack) = 0) or ((HHGear^.State and gstHHDriven) = 0) or (HHGear^.Damage > 0) then begin with Gear^.Hedgehog^.Gear^ do begin State := State and (not gstAttacking); Message := Message and (not gmAttack) end; DeleteGear(Gear); exit; end; if CheckGearDrowning(HHGear) then DeleteGear(Gear)end;procedure doStepRope(Gear: PGear);begin Gear^.dX := - Gear^.dX; Gear^.dY := - Gear^.dY; Gear^.doStep := @doStepRopeAttach; PlaySound(sndRopeShot)end;end.