Use generic team names for non-themed random teams; add a bunch of more random team names
First team name list in types.ini are considered to be generic. If the random team
generator decides to use hats not taken from types.ini, it only uses a generic team
name, not one of the other themed team names.
(*
* 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;
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;
cakeStep:= Gear^.WDTimer < 4
end;
end.