hedgewars/uCaptions.pas
author Wuzzy <Wuzzy2@mail.ru>
Thu, 03 Jan 2019 19:46:48 +0100
changeset 14535 5ac181cb2396
parent 12215 2cbc57db82e1
permissions -rw-r--r--
Fix bee targeting fail across wrap world edge Previously, the bee always aimed for the light area, no matter where you actually put the target. It also got confused whenever it flew across the wrap world edge. How the bee works now: 1) The placed bee target is *not* recalculated when it was placed in the "gray" part of the wrap world edge. This allows for more fine-tuning. 1a) Place target in light area: bee aims for target light area 1b) Place target in gray area: bee aims for target, but flies to gray area first 2) Bee target is recalculated whenever bee passes the wrap world edge.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uCaptions;
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interface
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uses uTypes;
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procedure AddCaption(s: ansistring; Color: Longword; Group: TCapGroup);
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procedure DrawCaptions;
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procedure ReloadCaptions(unload: boolean);
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procedure initModule;
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procedure freeModule;
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implementation
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uses uTextures, uRenderUtils, uVariables, uRender;
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type TCaptionStr = record
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    Tex: PTexture;
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    EndTime: LongWord;
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    Text: ansistring;
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    Color: Longword
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    end;
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var
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    Captions: array[TCapGroup] of TCaptionStr;
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procedure AddCaption(s: ansistring; Color: Longword; Group: TCapGroup);
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begin
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    if cOnlyStats then exit;
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    if Length(s) = 0 then
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        exit;
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    if (Captions[Group].Text <> s) or (Captions[Group].Color <> Color) then
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        FreeAndNilTexture(Captions[Group].Tex);
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    if Captions[Group].Tex = nil then
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        begin
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        Captions[Group].Color:= Color;
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        Captions[Group].Text:= s;
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        Captions[Group].Tex:= RenderStringTex(s, Color, fntBig)
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        end;
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    case Group of
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        capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
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    else
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        Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
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    end;
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end;
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// For uStore texture recreation
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procedure ReloadCaptions(unload: boolean);
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var Group: TCapGroup;
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begin
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for Group:= Low(TCapGroup) to High(TCapGroup) do
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    if unload then
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        FreeAndNilTexture(Captions[Group].Tex)
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    else if length(Captions[Group].Text) > 0 then
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        Captions[Group].Tex:= RenderStringTex(Captions[Group].Text, Captions[Group].Color, fntBig)
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end;
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procedure DrawCaptions;
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var
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    grp: TCapGroup;
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    offset: LongInt;
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begin
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{$IFDEF USE_TOUCH_INTERFACE}
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    offset:= 48;
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{$ELSE}
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    offset:= 8;
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{$ENDIF}
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    for grp:= Low(TCapGroup) to High(TCapGroup) do
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        with Captions[grp] do
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            if Tex <> nil then
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                begin
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                DrawTextureCentered(0, offset, Tex);
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                inc(offset, Tex^.h + 2);
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                if EndTime <= RealTicks then
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                    begin
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                    FreeAndNilTexture(Tex);
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                    Text:= ansistring('');
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                    EndTime:= 0
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                    end;
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                end;
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end;
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procedure initModule;
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begin
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    FillChar(Captions, sizeof(Captions), 0)
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end;
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procedure freeModule;
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var group: TCapGroup;
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begin
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    for group:= Low(TCapGroup) to High(TCapGroup) do
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        FreeAndNilTexture(Captions[group].Tex);
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end;
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end.