Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects.
In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uChat;
interface
procedure initModule;
procedure freeModule;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(Key: Longword);
implementation
uses SDLh, uKeys, uTypes, uVariables, uCommands, uUtils, uTextures, uRender, uIO;
const MaxStrIndex = 27;
type TChatLine = record
Tex: PTexture;
Time: Longword;
Width: LongInt;
s: shortstring;
end;
var Strs: array[0 .. MaxStrIndex] of TChatLine;
MStrs: array[0 .. MaxStrIndex] of shortstring;
missedCount: LongWord;
lastStr: LongWord;
visibleCount: LongWord;
InputStr: TChatLine;
InputStrL: array[0..260] of char; // for full str + 4-byte utf-8 char
ChatReady: boolean;
showAll: boolean;
const colors: array[#1..#6] of TSDL_Color = (
(r:$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]
);
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;
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;
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;
end
else
ParseCommand('/say ' + s, true);
end;
procedure KeyPressChat(Key: Longword);
const firstByteMark: array[1..4] of byte = (0, $C0, $E0, $F0);
var i, btw: integer;
utf8: shortstring;
begin
if Key <> 0 then
case Key of
{Backspace}
8, 127: if Length(InputStr.s) > 0 then
begin
InputStr.s[0]:= InputStrL[byte(InputStr.s[0])];
SetLine(InputStr, InputStr.s, true)
end;
{Esc}
27: if Length(InputStr.s) > 0 then SetLine(InputStr, '', true)
else
begin
FreezeEnterKey;
SDL_EnableKeyRepeat(0,0);
GameState:= gsGame;
end;
{Return}
3, 13, 271: begin
if Length(InputStr.s) > 0 then
begin
AcceptChatString(InputStr.s);
SetLine(InputStr, '', false)
end;
FreezeEnterKey;
SDL_EnableKeyRepeat(0,0);
GameState:= gsGame;
end;
else
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[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
s:= #1 + UserNick + ': ' + s;
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
uChat.showAll:= not uChat.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
begin
// err, does anyone have any documentation on this sequence?
KeyPressChat(27);
KeyPressChat(47);
KeyPressChat(116);
KeyPressChat(101);
KeyPressChat(97);
KeyPressChat(109);
KeyPressChat(32)
end
end;
procedure initModule;
var i: ShortInt;
begin
RegisterVariable('chatmsg', vtCommand, @chChatMessage, true);
RegisterVariable('say', vtCommand, @chSay, true);
RegisterVariable('team', vtCommand, @chTeamSay, true);
RegisterVariable('history', vtCommand, @chHistory, true );
RegisterVariable('chat', vtCommand, @chChat, true );
lastStr:= 0;
visibleCount:= 0;
showAll:= false;
ChatReady:= false;
missedCount:= 0;
inputStr.Tex := nil;
for i:= 0 to MaxStrIndex do
begin
Strs[i].Tex := nil;
end;
end;
procedure freeModule;
var i: ShortInt;
begin
FreeTexture(InputStr.Tex);
for i:= 0 to MaxStrIndex do
begin
FreeTexture(Strs[i].Tex);
end;
end;
end.