Fix ACF2 mission sometimes being unwinnable after returning to Leaks A Lot
After accepting cyborgs offer, combat should normally start after walking past
the tree. This sometimes didn't work, the mission did not advance and you
could never win, even after defeating the Stronglings.
(*
* 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.