hedgewars/uGearsHandlers.pas
author nemo
Sat, 30 Mar 2013 08:11:09 -0400
changeset 8822 fc9877ff7f1a
parent 7721 2b1ad418ba39
child 9080 9b42757d7e71
permissions -rw-r--r--
Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.

(*
 * 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 := (LongInt(Gear^.Angle) - dA) and 3
end;

procedure NextAngle(Gear: PGear; dA: LongInt); inline;
begin
    Gear^.Angle := (LongInt(Gear^.Angle) + dA) and 3
end;

procedure cakeStep(Gear: PGear);
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;
        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.