use the way actions are initiated the same way as koda implemented with PascalExports, using boolean values such as upKey and enterKey, this prevents the user from being able to control the AI
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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 uLandPainted;
interface
procedure Draw;
procedure initModule;
procedure freeModule;
implementation
uses uLandGraphics, uConsts, uUtils, SDLh, uCommands, uDebug;
type PointRec = packed record
X, Y: SmallInt;
flags: byte;
end;
type
PPointEntry = ^PointEntry;
PointEntry = record
point: PointRec;
next: PPointEntry;
end;
var pointsListHead, pointsListLast: PPointEntry;
procedure DrawLineOnLand(X1, Y1, X2, Y2: LongInt);
var eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
b: boolean;
len: LongWord;
begin
len:= 0;
if (X1 = X2) and (Y1 = Y2) then
begin
exit
end;
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then
sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end
else
sX:= dX;
if (dY > 0) then
sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end
else
sY:= dY;
if (dX > dY) then
d:= dX
else
d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
b:= false;
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
b:= true
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
b:= true
end;
if b then
begin
inc(len);
if (len mod 4) = 0 then
FillRoundInLand(X, Y, 34, lfBasic)
end
end
end;
procedure chDraw(var s: shortstring);
var rec: PointRec;
prec: ^PointRec;
pe: PPointEntry;
i, l: byte;
begin
i:= 1;
l:= length(s);
while i < l do
begin
prec:= @s[i];
rec:= prec^;
rec.X:= SDLNet_Read16(@rec.X);
rec.Y:= SDLNet_Read16(@rec.Y);
pe:= new(PPointEntry);
if pointsListLast = nil then
pointsListHead:= pe
else
pointsListLast^.next:= pe;
pointsListLast:= pe;
pe^.point:= rec;
pe^.next:= nil;
inc(i, 5)
end;
end;
procedure Draw;
var pe: PPointEntry;
prevPoint: PointRec;
begin
// shutup compiler
prevPoint.X:= 0;
prevPoint.Y:= 0;
pe:= pointsListHead;
TryDo((pe = nil) or (pe^.point.flags and $80 <> 0), 'Corrupted draw data', true);
while(pe <> nil) do
begin
if (pe^.point.flags and $80 <> 0) then
begin
AddFileLog('[DRAW] Move to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+')');
FillRoundInLand(pe^.point.X, pe^.point.Y, 34, lfBasic)
end
else
begin
AddFileLog('[DRAW] Line to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+')');
DrawLineOnLand(prevPoint.X, prevPoint.Y, pe^.point.X, pe^.point.Y);
end;
prevPoint:= pe^.point;
pe:= pe^.next;
end;
end;
procedure initModule;
begin
pointsListHead:= nil;
pointsListLast:= nil;
RegisterVariable('draw', vtCommand, @chDraw, false);
end;
procedure freeModule;
var pe, pp: PPointEntry;
begin
pe:= pointsListHead;
while(pe <> nil) do
begin
pp:= pe;
pe:= pe^.next;
dispose(pp);
end;
end;
end.