hedgewars/uGearsHandlers.pas
author sheepluva
Fri, 06 Dec 2013 23:53:35 +0100
changeset 9760 395ca7fe6362
parent 9706 5178d2263521
child 9950 2759212a27de
child 9969 f27921b31b61
permissions -rw-r--r--
It seems that at the current state it is necessary to protect sending stats/ending game from multiple execution, as that can happen if you e.g. fail a mission more than once in the same tick (e.g. destroying two essential crates at the same time) Otherwise you can get a blank / stuck frontend (e.g. when using deagle to shoot the two last crates at the same time)! the best approach might be to never call the function that sends stats and ends game from any event handler directly, but instead have a flag 'isFailed' that is set to true when any of the possible fails happen and to check that flag every tick to send stats and end game if true

(*
 * 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 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 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;
        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.