I didn't want to do this since it seems less clean, but...
moving the stats-fix into CheckForWin, since that function is the one sending the damage stats (whyyyy?)
therefore it's not sufficient to update stats after calling it, some of the stats won't be transfered to frontend then
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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 uGearsHandlers;
interface
uses uTypes;
procedure cakeStep(Gear: PGear);
implementation
uses SDLh, uFloat, uCollisions;
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
Gear^.Angle := (Gear^.Angle - dA) and 3
end;
procedure NextAngle(Gear: PGear; dA: LongInt); inline;
begin
Gear^.Angle := (Gear^.Angle + dA) and 3
end;
procedure cakeStep(Gear: PGear);
var
xx, yy, xxn, yyn: LongInt;
dA: LongInt;
tdx, tdy: hwFloat;
begin
dA := hwSign(Gear^.dX);
xx := dirs[Gear^.Angle].x;
yy := dirs[Gear^.Angle].y;
xxn := dirs[(Gear^.Angle + dA) and 3].x;
yyn := dirs[(Gear^.Angle + dA) and 3].y;
if (xx = 0) then
if TestCollisionYwithGear(Gear, yy) <> 0 then
PrevAngle(Gear, dA)
else
begin
Gear^.Tag := 0;
Gear^.Y := Gear^.Y + int2hwFloat(yy);
if not TestCollisionXwithGear(Gear, xxn) then
begin
Gear^.X := Gear^.X + int2hwFloat(xxn);
NextAngle(Gear, dA)
end;
end;
if (yy = 0) then
if TestCollisionXwithGear(Gear, xx) then
PrevAngle(Gear, dA)
else
begin
Gear^.Tag := 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;
end;
end.