- Replaced water sprite
- Many small ammo fixes
- Increased speed of placing land objects
- New land template
(*
* Hedgewars, a worms-like game
* Copyright (c) 2004, 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
*
* Distributed under the terms of the BSD-modified licence:
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* with the Software without restriction, including without limitation the
* rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
* sell copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* 1. Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright notice,
* this list of conditions and the following disclaimer in the documentation
* and/or other materials provided with the distribution.
* 3. The name of the author may not be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
* WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
* MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
* EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
* OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
* OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*)
unit uWorld;
interface
uses SDLh, uGears;
{$INCLUDE options.inc}
const WorldDx: integer = -512;
WorldDy: integer = -256;
procedure InitWorld;
procedure DrawWorld(Lag: integer; Surface: PSDL_Surface);
procedure AddCaption(s: shortstring; Color, Group: LongWord);
procedure MoveWorld;
procedure AdjustMPoint;
{$IFDEF COUNTTICKS}
var cntTicks: LongWord;
{$ENDIF}
var FollowGear: PGear = nil;
WindBarWidth: integer = 0;
implementation
uses uStore, uMisc, uConsts, uTeams, uIO;
const RealTicks: Longword = 0;
Frames: Longword = 0;
FPS: Longword = 0;
CountTicks: Longword = 0;
prevPoint: TPoint = (X: 0; Y: 0);
type TCaptionStr = record
r: TSDL_Rect;
StorePos,
Group,
EndTime: LongWord;
end;
var cWaterSprCount: integer;
Captions: array[0..Pred(cMaxCaptions)] of TCaptionStr;
procedure InitWorld;
begin
cLandYShift:= cWaterLine + 64;
cWaterSprCount:= 1 + cScreenWidth div (SpritesData[sprWater].Width)
end;
procedure DrawWorld(Lag: integer; Surface: PSDL_Surface);
var i, t: integer;
r: TSDL_Rect;
team: PTeam;
begin
// Sky
inc(RealTicks, Lag);
r.h:= WorldDy;
if r.h > 0 then
begin
if r.h > cScreenHeight then r.h:= cScreenHeight;
r.x:= 0;
r.y:= 0;
r.w:= cScreenWidth;
SDL_FillRect(Surface, @r, cSkyColor)
end;
// background
for i:= 0 to (cScreenWidth shr 6) do
DrawGear(sSky, i*64, WorldDy, Surface);
for i:= -1 to 3 do
DrawGear(sHorizont, i * 512 + (((WorldDx * 3) div 5) and $1FF), cWaterLine - 256 + WorldDy, Surface);
// Waves
{$WARNINGS OFF}
for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) ) and $FF), cWaterLine + WorldDy - 64, 0, Surface);
for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (RealTicks shr 6) + 192) and $FF), cWaterLine + WorldDy - 48, 0, Surface);
{$WARNINGS ON}
DrawLand(WorldDx, WorldDy, Surface);
// Water
r.y:= WorldDy + cWaterLine + 32;
if r.y < cScreenHeight then
begin
if r.y < 0 then r.y:= 0;
r.h:= cScreenHeight - r.y;
r.x:= 0;
r.w:= cScreenWidth;
SDL_FillRect(Surface, @r, cWaterColor)
end;
DrawGears(Surface);
team:= TeamsList;
while team<>nil do
begin
for i:= 0 to 7 do
with team.Hedgehogs[i] do
if Gear<>nil then
if Gear.State = 0 then
begin
DrawCaption( round(Gear.X) + WorldDx,
round(Gear.Y) - cHHRadius - 30 + WorldDy,
HealthRect, Surface, true);
DrawCaption( round(Gear.X) + WorldDx,
round(Gear.Y) - cHHRadius - 54 + WorldDy,
NameRect, Surface);
// DrawCaption( round(Gear.X) + WorldDx,
// round(Gear.Y) - Gear.Radius - 60 + WorldDy,
// Team.NameRect, Surface);
end else // Current hedgehog
begin
if (Gear.State and (gstMoving or gstAttacked or gstDrowning or gstFalling))=0 then
if (Gear.State and gstHHThinking) <> 0 then
DrawGear(sQuestion, Round(Gear.X) - 10 + WorldDx, Round(Gear.Y) - cHHRadius - 34 + WorldDy, Surface)
else
if ShowCrosshair then
DrawCaption(Round(Gear.X + Sign(Gear.dX) * Sin(Gear.Angle*pi/cMaxAngle)*60) + WorldDx,
Round(Gear.Y - Cos(Gear.Angle*pi/cMaxAngle)*60) + WorldDy - 4,
Team.CrossHairRect, Surface)
end;
team:= team.Next
end;
// Waves
{$WARNINGS OFF}
for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) + 64) and $FF), cWaterLine + WorldDy - 32, 0, Surface);
for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (RealTicks shr 6) + 128) and $FF), cWaterLine + WorldDy - 16, 0, Surface);
for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) ) and $FF), cWaterLine + WorldDy , 0, Surface);
{$WARNINGS ON}
if TurnTimeLeft <> 0 then
begin
i:= Succ(Pred(TurnTimeLeft) div 1000);
if i>99 then t:= 112
else if i>9 then t:= 96
else t:= 80;
DrawSprite(sprFrame, t, cScreenHeight - 48, 1, Surface);
while i > 0 do
begin
dec(t, 32);
DrawSprite(sprBigDigit, t, cScreenHeight - 48, i mod 10, Surface);
i:= i div 10
end;
DrawSprite(sprFrame, t - 4, cScreenHeight - 48, 0, Surface);
end;
if CurrentTeam <> nil then
case AttackBar of
1: begin
r:= StuffPoz[sPowerBar];
{$WARNINGS OFF}
r.w:= (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear.Power * 256) div cPowerDivisor;
{$WARNINGS ON}
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
end;
end;
// Target
if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0, Surface);
// Captions
i:= 0;
while (i < cMaxCaptions) do
begin
with Captions[i] do
if EndTime > 0 then DrawCaption(cScreenWidth div 2, 8 + i * 32 + cConsoleYAdd, r, Surface, true);
inc(i)
end;
while (Captions[0].EndTime > 0) and (Captions[0].EndTime <= RealTicks) do
begin
for i:= 1 to Pred(cMaxCaptions) do
Captions[Pred(i)]:= Captions[i];
Captions[Pred(cMaxCaptions)].EndTime:= 0
end;
// Teams Healths
team:= TeamsList;
while team <> nil do
begin
DrawFromStoreRect(cScreenWidth div 2 - team.NameRect.w - 3,
Team.DrawHealthY,
@team.NameRect, Surface);
r:= team.HealthRect;
r.w:= 3 + team.TeamHealth;
DrawFromStoreRect(cScreenWidth div 2,
Team.DrawHealthY,
@r, Surface);
inc(r.x, cTeamHealthWidth + 3);
r.w:= 2;
DrawFromStoreRect(cScreenWidth div 2 + team.TeamHealth + 3,
Team.DrawHealthY,
@r, Surface);
team:= team.Next
end;
// Lag alert
if isInLag then DrawSprite(sprLag, 32, 32 + cConsoleYAdd, (RealTicks shr 7) mod 7, Surface);
// Wind bar
DrawGear(sWindBar, cScreenWidth - 180, cScreenHeight - 30, Surface);
if WindBarWidth > 0 then
begin
with StuffPoz[sWindR] do
begin
{$WARNINGS OFF}
r.x:= x + 8 - (RealTicks shr 6) mod 8;
{$WARNINGS ON}
r.y:= y;
r.w:= WindBarWidth;
r.h:= 13;
end;
DrawSpriteFromRect(r, cScreenWidth - 103, cScreenHeight - 28, 13, 0, Surface);
end else
if WindBarWidth < 0 then
begin
with StuffPoz[sWindL] do
begin
{$WARNINGS OFF}
r.x:= x + (WindBarWidth + RealTicks shr 6) mod 8;
{$WARNINGS ON}
r.y:= y;
r.w:= - WindBarWidth;
r.h:= 13;
end;
DrawSpriteFromRect(r, cScreenWidth - 106 + WindBarWidth, cScreenHeight - 28, 13, 0, Surface);
end;
// Cursor
if isCursorVisible then DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8, Surface);
{$IFDEF COUNTTICKS}
DXOutText(10, 10, fnt16, inttostr(cntTicks), Surface);
{$ENDIF}
inc(Frames);
inc(CountTicks, Lag);
if CountTicks >= 1000 then
begin
FPS:= Frames;
Frames:= 0;
CountTicks:= 0;
end;
if cShowFPS then DXOutText(cScreenWidth - 50, 10, fnt16, inttostr(FPS) + ' fps', Surface)
end;
procedure AddCaption(s: shortstring; Color, Group: LongWord);
var i, t, m, k: LongWord;
begin
i:= 0;
while (i < cMaxCaptions) and (Captions[i].Group <> Group)do inc(i);
if i < cMaxCaptions then
begin
while (i < Pred(cMaxCaptions)) do
begin
Captions[i]:= Captions[Succ(i)];
inc(i)
end;
Captions[Pred(cMaxCaptions)].EndTime:= 0
end;
if Captions[Pred(cMaxCaptions)].EndTime > 0 then
begin
m:= Pred(cMaxCaptions);
for i:= 1 to m do
Captions[Pred(i)]:= Captions[i];
Captions[m].EndTime:= 0
end else
begin
m:= 0;
while (m < cMaxCaptions)and(Captions[m].EndTime > 0) do inc(m)
end;
k:= 0;
for i:= 0 to Pred(cMaxCaptions) do
for t:= 0 to Pred(cMaxCaptions) do
if (Captions[t].EndTime > 0)and(Captions[t].StorePos = k) then inc(k);
Captions[m].r:= RenderString(s, Color, k);
Captions[m].StorePos:= k;
Captions[m].Group:= Group;
Captions[m].EndTime:= RealTicks + 1200
end;
procedure MoveWorld;
const PrevSentPointTime: LongWord = 0;
var s: string[9];
begin
if not (CurrentTeam.ExtDriven and isCursorVisible) then SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
if (FollowGear <> nil) then
if abs(CursorPoint.X - prevPoint.X + CursorPoint.Y - prevpoint.Y) > 4 then
begin
FollowGear:= nil;
AdjustMPoint;
exit
end
else begin
CursorPoint.x:= (CursorPoint.x + (round(FollowGear.X + Sign(FollowGear.dX) * 100) + WorldDx)) div 2;
CursorPoint.y:= (CursorPoint.y + (round(FollowGear.Y) + WorldDy)) div 2
end;
if ((CursorPoint.X = prevPoint.X)and(CursorPoint.Y = prevpoint.Y)) then exit;
if isCursorVisible then
begin
if (not CurrentTeam.ExtDriven)and(GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
begin
s[0]:= #9;
s[1]:= 'P';
PInteger(@s[2])^:= CursorPoint.X - WorldDx;
PInteger(@s[6])^:= CursorPoint.Y - WorldDy;
SendIPC(s);
PrevSentPointTime:= GameTicks
end;
end;
if isCursorVisible or (FollowGear <> nil) then
begin
if CursorPoint.X < cScreenEdgesDist then
begin
WorldDx:= WorldDx - CursorPoint.X + cScreenEdgesDist;
CursorPoint.X:= cScreenEdgesDist
end else
if CursorPoint.X > cScreenWidth - cScreenEdgesDist then
begin
WorldDx:= WorldDx - CursorPoint.X + cScreenWidth - cScreenEdgesDist;
CursorPoint.X:= cScreenWidth - cScreenEdgesDist
end;
if CursorPoint.Y < cScreenEdgesDist then
begin
WorldDy:= WorldDy - CursorPoint.Y + cScreenEdgesDist;
CursorPoint.Y:= cScreenEdgesDist
end else
if CursorPoint.Y > cScreenHeight - cScreenEdgesDist then
begin
WorldDy:= WorldDy - CursorPoint.Y + cScreenHeight - cScreenEdgesDist;
CursorPoint.Y:= cScreenHeight - cScreenEdgesDist
end;
end else
begin
WorldDx:= WorldDx - CursorPoint.X + (cScreenWidth shr 1);
WorldDy:= WorldDy - CursorPoint.Y + (cScreenHeight shr 1);
CursorPoint.X:= (cScreenWidth shr 1);
CursorPoint.Y:= (cScreenHeight shr 1);
end;
SDL_WarpMouse(CursorPoint.X, CursorPoint.Y);
prevPoint:= CursorPoint;
if WorldDy < cScreenHeight - cLandYShift - cVisibleWater then WorldDy:= cScreenHeight - cLandYShift - cVisibleWater;
if WorldDy > 2048 then WorldDy:= 2048;
if WorldDx < -2048 then WorldDx:= -2048;
if WorldDx > cScreenWidth then WorldDx:= cScreenWidth;
end;
procedure AdjustMPoint;
begin
prevPoint.x:= cScreenWidth div 2;
prevPoint.y:= cScreenHeight div 2;
SDL_WarpMouse(prevPoint.X, prevPoint.Y);
end;
initialization
FillChar(Captions, sizeof(Captions), 0)
end.