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151 lines
3.8 KiB
151 lines
3.8 KiB
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] = 'Z') then Exit;
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If (cstep <> 0) and (g.map[row, col - cstep] = 'N') 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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