hedgewars/uChat.pas
author nemo
Sat, 30 Mar 2013 08:11:09 -0400
changeset 8822 fc9877ff7f1a
parent 8745 b3756c3f65e5
child 8833 c13ebed437cb
child 9080 9b42757d7e71
permissions -rw-r--r--
Don't reward digging close w/ drill rocket. Doesn't offer much benefit. Reduce final bonus slightly to avoid using drill like bazooka. Better would be AI doing this for all weps based on count. Make main drill loop a little more efficient.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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 uChat;

interface

procedure initModule;
procedure freeModule;
procedure ReloadLines;
procedure CleanupInput;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(Key, Sym: Longword);

implementation
uses SDLh, uInputHandler, uTypes, uVariables, uCommands, uUtils, uTextures, uRender, uIO;

const MaxStrIndex = 27;

type TChatLine = record
    Tex: PTexture;
    Time: Longword;
    Width: LongInt;
    s: shortstring;
    end;
    TChatCmd = (quit, pause, finish, fullscreen);

var Strs: array[0 .. MaxStrIndex] of TChatLine;
    MStrs: array[0 .. MaxStrIndex] of shortstring;
    LocalStrs: array[0 .. MaxStrIndex] of shortstring;
    missedCount: LongWord;
    lastStr: LongWord;
    localLastStr: LongWord;
    history: LongWord;
    visibleCount: LongWord;
    InputStr: TChatLine;
    InputStrL: array[0..260] of char; // for full str + 4-byte utf-8 char
    ChatReady: boolean;
    showAll: boolean;

const
    colors: array[#0..#6] of TSDL_Color = (
            (r:$FF; g:$FF; b:$FF; unused:$FF), // unused, feel free to take it for anything
            (r:$FF; g:$FF; b:$FF; unused:$FF), // chat message [White]
            (r:$FF; g:$00; b:$FF; unused:$FF), // action message [Purple]
            (r:$90; g:$FF; b:$90; unused:$FF), // join/leave message [Lime]
            (r:$FF; g:$FF; b:$A0; unused:$FF), // team message [Light Yellow]
            (r:$FF; g:$00; b:$00; unused:$FF), // error messages [Red]
            (r:$00; g:$FF; b:$FF; unused:$FF)  // input line [Light Blue]
            );
    ChatCommandz: array [TChatCmd] of record
            ChatCmd: string[31];
            ProcedureCallChatCmd: string[31];
            end = (
            (ChatCmd: '/quit'; ProcedureCallChatCmd: 'halt'),
            (ChatCmd: '/pause'; ProcedureCallChatCmd: 'pause'),
            (ChatCmd: '/finish'; ProcedureCallChatCmd: 'finish'),
            (ChatCmd: '/fullscreen'; ProcedureCallChatCmd: 'fullscr')
            );

procedure SetLine(var cl: TChatLine; str: shortstring; isInput: boolean);
var strSurface, resSurface: PSDL_Surface;
    w, h: LongInt;
    color: TSDL_Color;
    font: THWFont;
begin
if cl.Tex <> nil then
    FreeTexture(cl.Tex);

cl.s:= str;

if isInput then
    begin
    color:= colors[#6];
    str:= UserNick + '> ' + str + '_'
    end
else
    begin
    color:= colors[str[1]];
    delete(str, 1, 1)
    end;

font:= CheckCJKFont(str, fnt16);
w:= 0; h:= 0; // avoid compiler hints
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(str), @w, @h);

resSurface:= SDL_CreateRGBSurface(0, toPowerOf2(w), toPowerOf2(h), 32, RMask, GMask, BMask, AMask);

strSurface:= TTF_RenderUTF8_Solid(Fontz[font].Handle, Str2PChar(str), color);
cl.Width:= w + 4;
SDL_UpperBlit(strSurface, nil, resSurface, nil);
SDL_FreeSurface(strSurface);

cl.Time:= RealTicks + 12500;
cl.Tex:= Surface2Tex(resSurface, false);

SDL_FreeSurface(resSurface)
end;

// For uStore texture recreation
procedure ReloadLines;
var i, t: LongWord;
begin
    if InputStr.s <> '' then
        SetLine(InputStr, InputStr.s, true);
    for i:= 0 to MaxStrIndex do
        if Strs[i].s <> '' then
            begin
            t:= Strs[i].Time;
            SetLine(Strs[i], Strs[i].s, false);
            Strs[i].Time:= t
            end;
end;

procedure AddChatString(s: shortstring);
begin
if not ChatReady then
    begin
    if MissedCount < MaxStrIndex - 1 then
        MStrs[MissedCount]:= s
    else if MissedCount < MaxStrIndex then
        MStrs[MissedCount]:= #5 + '[...]';
    inc(MissedCount);
    exit
    end;

lastStr:= (lastStr + 1) mod (MaxStrIndex + 1);

SetLine(Strs[lastStr], s, false);

inc(visibleCount)
end;

procedure DrawChat;
var i, t, cnt: Longword;
    r: TSDL_Rect;
begin
ChatReady:= true; // maybe move to somewhere else?
if MissedCount <> 0 then // there are chat strings we missed, so print them now
    begin
    for i:= 0 to MissedCount - 1 do
        AddChatString(MStrs[i]);
    MissedCount:= 0;
    end;
cnt:= 0;
t:= 0;
i:= lastStr;

r.x:= 6 - cScreenWidth div 2;
r.y:= (visibleCount - t) * 16 + 10;
r.h:= 16;

if (GameState = gsChat) and (InputStr.Tex <> nil) then
    begin
    r.w:= InputStr.Width;
    DrawFillRect(r);
    Tint($00, $00, $00, $80);
    DrawTexture(9 - cScreenWidth div 2, visibleCount * 16 + 11, InputStr.Tex);
    Tint($FF, $FF, $FF, $FF);
    DrawTexture(8 - cScreenWidth div 2, visibleCount * 16 + 10, InputStr.Tex);
    end;

dec(r.y, 16);

while (((t < 7) and (Strs[i].Time > RealTicks)) or ((t < MaxStrIndex) and showAll))
and (Strs[i].Tex <> nil) do
    begin
    r.w:= Strs[i].Width;
    DrawFillRect(r);
    Tint($00, $00, $00, $80);
    DrawTexture(9 - cScreenWidth div 2, (visibleCount - t) * 16 - 5, Strs[i].Tex);
    Tint($FF, $FF, $FF, $FF);
    DrawTexture(8 - cScreenWidth div 2, (visibleCount - t) * 16 - 6, Strs[i].Tex);
    dec(r.y, 16);

    if i = 0 then
        i:= MaxStrIndex
    else
        dec(i);

    inc(cnt);
    inc(t)
    end;

visibleCount:= cnt;
end;

procedure SendHogSpeech(s: shortstring);
begin
SendIPC('h' + s);
ParseCommand('/hogsay '+s, true)
end;

procedure AcceptChatString(s: shortstring);
var i: TWave;
    j: TChatCmd;
    c, t: LongInt;
    x: byte;
begin
t:= LocalTeam;
x:= 0;
if (s[1] = '"') and (s[Length(s)] = '"')
    then x:= 1

else if (s[1] = '''') and (s[Length(s)] = '''') then
    x:= 2

else if (s[1] = '-') and (s[Length(s)] = '-') then
    x:= 3;

if not CurrentTeam^.ExtDriven and (x <> 0) then
    for c:= 0 to Pred(TeamsCount) do
        if (TeamsArray[c] = CurrentTeam) then
            t:= c;

if x <> 0 then
    begin
    if t = -1 then
        ParseCommand('/say ' + copy(s, 2, Length(s)-2), true)
    else
        SendHogSpeech(char(x) + char(t) + copy(s, 2, Length(s)-2));
    exit
    end;

// These 3 are same as above, only are to make the hedgehog say it on next attack
if (s[1] = '/') and (copy(s, 1, 5) = '/hsa ') then
    begin
    if CurrentTeam^.ExtDriven then
        ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
    else
        SendHogSpeech(#4 + copy(s, 6, Length(s)-5));
    exit
    end;
if (s[1] = '/') and (copy(s, 1, 5) = '/hta ') then
    begin
    if CurrentTeam^.ExtDriven then
        ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
    else
        SendHogSpeech(#5 + copy(s, 6, Length(s)-5));
    exit
    end;
if (s[1] = '/') and (copy(s, 1, 5) = '/hya ') then
    begin
    if CurrentTeam^.ExtDriven then
        ParseCommand('/say ' + copy(s, 6, Length(s)-5), true)
    else
        SendHogSpeech(#6 + copy(s, 6, Length(s)-5));
    exit
    end;

if (copy(s, 1, 6) = '/team ') and (length(s) > 6) then
    begin
    ParseCommand(s, true);
    exit
    end;
if (s[1] = '/') and (copy(s, 1, 4) <> '/me ') then
    begin
    if CurrentTeam^.ExtDriven or (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
        exit;

    for i:= Low(TWave) to High(TWave) do
        if (s = Wavez[i].cmd) then
            begin
            ParseCommand('/taunt ' + char(i), true);
            exit
            end;

    for j:= Low(TChatCmd) to High(TChatCmd) do
        if (s = ChatCommandz[j].ChatCmd) then
            begin
            ParseCommand(ChatCommandz[j].ProcedureCallChatCmd, true);
            exit
            end;
    end
    else
        ParseCommand('/say ' + s, true);
end;

procedure CleanupInput;
begin
    FreezeEnterKey;
    history:= 0;
    SDL_EnableKeyRepeat(0,0);
    GameState:= gsGame;
    ResetKbd;
end;

procedure KeyPressChat(Key, Sym: Longword);
const firstByteMark: array[0..3] of byte = (0, $C0, $E0, $F0);
var i, btw, index: integer;
    utf8: shortstring;
    action: boolean;
begin
    action:= true;
    case Sym of
        SDLK_BACKSPACE:
            begin
            if Length(InputStr.s) > 0 then
                begin
                InputStr.s[0]:= InputStrL[byte(InputStr.s[0])];
                SetLine(InputStr, InputStr.s, true)
                end
            end;
        SDLK_ESCAPE:
            begin
            if Length(InputStr.s) > 0 then
                SetLine(InputStr, '', true)
            else CleanupInput
            end;
        SDLK_RETURN:
            begin
            if Length(InputStr.s) > 0 then
                begin
                AcceptChatString(InputStr.s);
                SetLine(InputStr, '', false)
                end;
            CleanupInput
            end;
        SDLK_UP, SDLK_DOWN:
            begin
            if (Sym = SDLK_UP) and (history < localLastStr) then inc(history);
            if (Sym = SDLK_DOWN) and (history > 0) then dec(history);
            index:= localLastStr - history + 1;
            if (index > localLastStr) then
                 SetLine(InputStr, '', true)
            else SetLine(InputStr, LocalStrs[index], true)
            end;
        SDLK_RIGHT, SDLK_LEFT, SDLK_DELETE,
        SDLK_HOME, SDLK_END,
        SDLK_PAGEUP, SDLK_PAGEDOWN:
            begin
            // ignore me!!!
            end;
        else
            action:= false;
        end;
    if not action and (Key <> 0) then
        begin
        if (Key < $80) then
            btw:= 1
        else if (Key < $800) then
            btw:= 2
        else if (Key < $10000) then
            btw:= 3
        else
            btw:= 4;

        utf8:= '';

        for i:= btw downto 2 do
            begin
            utf8:= char((Key or $80) and $BF) + utf8;
            Key:= Key shr 6
            end;

        utf8:= char(Key or firstByteMark[Pred(btw)]) + utf8;

        if byte(InputStr.s[0]) + btw > 240 then
            exit;

        InputStrL[byte(InputStr.s[0]) + btw]:= InputStr.s[0];
        SetLine(InputStr, InputStr.s + utf8, true)
        end
end;

procedure chChatMessage(var s: shortstring);
begin
    AddChatString(s)
end;

procedure chSay(var s: shortstring);
begin
    SendIPC('s' + s);

    if copy(s, 1, 4) = '/me ' then
        s:= #2 + '* ' + UserNick + ' ' + copy(s, 5, Length(s) - 4)
    else
        begin
        localLastStr:= (localLastStr + 1) mod MaxStrIndex;
        LocalStrs[localLastStr]:= s;
        s:= #1 + UserNick + ': ' + s;
        end;

    AddChatString(s)
end;

procedure chTeamSay(var s: shortstring);
begin
    SendIPC('b' + s);

    s:= #4 + '[Team] ' + UserNick + ': ' + s;

    AddChatString(s)
end;

procedure chHistory(var s: shortstring);
begin
    s:= s; // avoid compiler hint
    showAll:= not showAll
end;

procedure chChat(var s: shortstring);
begin
    s:= s; // avoid compiler hint
    GameState:= gsChat;
    SDL_EnableKeyRepeat(200,45);
    if length(s) = 0 then
        SetLine(InputStr, '', true)
    else
        SetLine(InputStr, '/team ', true)
end;

procedure initModule;
var i: ShortInt;
begin
    RegisterVariable('chatmsg', @chChatMessage, true);
    RegisterVariable('say', @chSay, true);
    RegisterVariable('team', @chTeamSay, true);
    RegisterVariable('history', @chHistory, true );
    RegisterVariable('chat', @chChat, true );

    lastStr:= 0;
    localLastStr:= 0;
    history:= 0;
    visibleCount:= 0;
    showAll:= false;
    ChatReady:= false;
    missedCount:= 0;

    inputStr.Tex := nil;
    for i:= 0 to MaxStrIndex do
        Strs[i].Tex := nil;
end;

procedure freeModule;
var i: ShortInt;
begin
    FreeTexture(InputStr.Tex);
    for i:= 0 to MaxStrIndex do
        FreeTexture(Strs[i].Tex);
end;

end.