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154 lines
4.0 KiB
154 lines
4.0 KiB
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Unit moversProc;
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Interface
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Uses dataUnit;
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Procedure moveMovers(Var g: GameState);
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Implementation
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Function turnMover(c: char; d: integer): char;
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Const
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period = ord(high(TMoverDir))+1;
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Var
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j, x: integer;
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i : TMoverType;
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Begin
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For i := low(TMoverType) To high(TMoverType) Do
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For j := ord(low(TMoverDir)) To ord(high(TMoverDir)) Do
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If c = movers[i, TMoverDir(j)] Then
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Begin
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x := (j+d) Mod period;
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Exit(movers[i, TMoverDir(x)]);
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End;
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Exit(c);
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End;
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Procedure rotateStep(Var rstep, cstep: integer; clockWise: boolean);
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Begin
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cstep := cstep + rstep;
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rstep := cstep - rstep;
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cstep := cstep - rstep;
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If clockWise Then
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cstep := -cstep
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Else
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rstep := -rstep;
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End;
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Procedure moveMover(Var g: GameState; row, col, rstep, cstep: integer);
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Var
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rns : integer = 0;
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cns : integer = 0;
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Begin
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(* I don't move if I'm cought by a magnet *)
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If (rstep <> 0) And (g.map[row - rstep, col] = magnety) Then Exit;
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If (cstep <> 0) And (g.map[row, col - cstep] = magnetx) Then Exit;
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(* I don't move beyond the map *)
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If (col + cstep > g.mapWidth) Or (col + cstep < 1) Or
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(row + rstep > g.mapHeight) Or (row + rstep < 1) Then
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Begin
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If g.map[row,col] In pushers Then
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g.map[row, col] := turnMover(g.map[row,col], 2);
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Exit;
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End;
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(* Turners turn me *)
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Case g.map[row + rstep, col + cstep] Of
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'a':
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Begin
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g.map[row, col] := turnMover(g.map[row,col], 1);
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rotateStep(rstep, cstep, True);
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End;
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'c':
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Begin
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g.map[row, col] := turnMover(g.map[row,col], -1);
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rotateStep(rstep, cstep, False);
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End;
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End;
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(* Simple movement *)
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If g.map[row + rstep, col + cstep] = empty Then
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Begin
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g.map[row + rstep, col + cstep] := g.map[row,col];
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g.map[row, col] := empty;
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Exit;
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End;
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(* Pushers turn around and push pushables *)
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If (g.map[row,col] In pushers) Then
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Begin
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If (g.map[row + rstep, col + cstep] In pushable) And
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(g.map[row + 2 * rstep, col + 2 * cstep] = empty) Then
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Begin
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g.map[row + 2 * rstep, col + 2 * cstep] := g.map[row + rstep, col + cstep];
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g.map[row + rstep, col + cstep] := empty;
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End;
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g.map[row, col] := turnMover(g.map[row,col], 2);
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Exit;
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End;
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(* Gliders slip on slipery things*)
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If (g.map[row,col] In gliders) And
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(g.map[row + rstep, col + cstep] In slipery) Then
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Begin
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If cstep <> 0 Then
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rns := 2 * random(1) - 1
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Else
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cns := 2 * random(1) - 1;
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If (g.map[row + rns, col + cns] = empty) And
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(g.map[row + rstep + rns, col + cstep + cns] = empty) Then
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Begin
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g.map[row + rstep + rns, col + cstep + cns] := g.map[row,col];
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g.map[row, col] := empty;
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End
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Else If (g.map[row - rns, col - cns] = empty) And
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(g.map[row + rstep - rns, col + cstep - cns] = empty) Then
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Begin
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g.map[row + rstep - rns, col + cstep - cns] := g.map[row,col];
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g.map[row, col] := empty;
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End;
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End;
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End;
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Procedure moveMovers(Var g: GameState);
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Var
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idx, row, col, Width, Height: integer;
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Begin
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Width := g.mapWidth;
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Height := g.mapHeight;
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For idx := 0 To Height * Width - 1 Do
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Begin
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(* for up movers *)
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row := idx Div Width + 1;
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col := idx Mod Width + 1;
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If (g.map[row, col] In UpMovers) Then
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moveMover(g, row, col, -1, 0);
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(* for left movers *)
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col := idx Div Height + 1;
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row := idx Mod Height + 1;
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If (g.map[row, col] In LeftMovers) Then
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moveMover(g, row, col, 0, -1);
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(* for down movers *)
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row := Height - idx Div Width + 1;
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col := Width - idx Mod Width + 1;
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If (g.map[row, col] In DownMovers) Then
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moveMover(g, row, col, 1, 0);
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(* for Right movers *)
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col := Width - idx Div Height + 1;
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row := Height - idx Mod Height + 1;
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If (g.map[row, col] In RightMovers) Then
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moveMover(g, row, col, 0, 1);
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End;
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End;
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End.
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