(* * Hedgewars, a worms-like game * Copyright (c) 2004, 2005, 2006 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 *)unit uWorld;interfaceuses SDLh, uGears, uConsts, uFloat;{$INCLUDE options.inc}const WorldDx: LongInt = -512; WorldDy: LongInt = -256;procedure InitWorld;procedure DrawWorld(Lag: LongInt; Surface: PSDL_Surface);procedure AddCaption(s: string; Color: Longword; Group: TCapGroup);{$IFDEF COUNTTICKS}var cntTicks: LongWord;{$ENDIF}var FollowGear: PGear = nil; WindBarWidth: LongInt = 0; bShowAmmoMenu: boolean = false; bSelected: boolean = false; bShowFinger: boolean = false; Frames: Longword = 0;implementationuses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound;const hwFloatTicks: Longword = 0; FPS: Longword = 0; CountTicks: Longword = 0; SoundTimerTicks: Longword = 0; prevPoint: TPoint = (X: 0; Y: 0);type TCaptionStr = record Surf: PSDL_Surface; EndTime: LongWord; end;var cWaterSprCount: LongInt; Captions: array[TCapGroup] of TCaptionStr; AMxLeft, AMxCurr, SlotsNum: LongInt; fpsSurface: PSDL_Surface;procedure InitWorld;begincWaterSprCount:= 1 + cScreenWidth div (SpritesData[sprWater].Width);cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);prevPoint.X:= cScreenWidth div 2;prevPoint.Y:= cScreenHeight div 2;WorldDx:= - 1024 + cScreenWidth div 2;WorldDy:= - 512 + cScreenHeight div 2;AMxLeft:= cScreenWidth - 210;AMxCurr:= cScreenWidthend;procedure ShowAmmoMenu(Surface: PSDL_Surface);const MENUSPEED = 15;var x, y, i, t: LongInt; Slot, Pos: LongInt;beginif (TurnTimeLeft = 0) or KbdKeyPressed then bShowAmmoMenu:= false;if bShowAmmoMenu then begin if AMxCurr = cScreenWidth then prevPoint.X:= 0; if AMxCurr > AMxLeft then dec(AMxCurr, MENUSPEED); end else begin if AMxCurr = AMxLeft then begin CursorPoint.X:= cScreenWidth div 2; CursorPoint.Y:= cScreenHeight div 2; prevPoint:= CursorPoint; SDL_WarpMouse(CursorPoint.X, CursorPoint.Y) end; if AMxCurr < cScreenWidth then inc(AMxCurr, MENUSPEED); end;if CurrentTeam = nil then exit;Slot:= 0;Pos:= -1;with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do begin if Ammo = nil then exit; SlotsNum:= 0; x:= AMxCurr; y:= cScreenHeight - 40; dec(y); DrawSprite(sprAMBorders, x, y, 0, Surface); dec(y); DrawSprite(sprAMBorders, x, y, 1, Surface); dec(y, 33); DrawSprite(sprAMSlotName, x, y, 0, Surface); for i:= cMaxSlotIndex downto 0 do if Ammo^[i, 0].Count > 0 then begin if (CursorPoint.Y >= y - 33) and (CursorPoint.Y < y) then Slot:= i; dec(y, 33); inc(SlotsNum); DrawSprite(sprAMSlot, x, y, 0, Surface); DrawSprite(sprAMSlotKeys, x + 2, y + 1, i, Surface); t:= 0; while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do begin DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType), Surface); if (Slot = i) and (CursorPoint.X >= x + t * 33 + 35) and (CursorPoint.X < x + t * 33 + 68) then begin DrawSprite(sprAMSelection, x + t * 33 + 35, y + 1, 0, Surface); Pos:= t; end; inc(t) end end; dec(y, 1); DrawSprite(sprAMBorders, x, y, 0, Surface); if (Pos >= 0) then if Ammo^[Slot, Pos].Count > 0 then begin DXOutText(AMxCurr + 10, cScreenHeight - 68, fnt16, trAmmo[Ammoz[Ammo^[Slot, Pos].AmmoType].NameId], Surface); if Ammo^[Slot, Pos].Count < 10 then DXOutText(AMxCurr + 175, cScreenHeight - 68, fnt16, chr(Ammo^[Slot, Pos].Count + 48) + 'x', Surface); if bSelected then begin bShowAmmoMenu:= false; SetWeapon(Ammo^[Slot, Pos].AmmoType); bSelected:= false; exit end; end; end;bSelected:= false;if AMxLeft = AMxCurr then DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (hwFloatTicks shr 6) mod 8, Surface)end;procedure MoveCamera; forward;procedure DrawWorld(Lag: LongInt; Surface: PSDL_Surface);var i, t: LongInt; r: TSDL_Rect; team: PTeam; tdx, tdy: Double; grp: TCapGroup; s: string[15]; procedure DrawRepeated(spr: TSprite; Shift: LongInt); var i, w: LongInt; begin w:= SpritesData[spr].Width; i:= Shift mod w; if i > 0 then dec(i, w); repeat DrawSprite(spr, i, WorldDy + 1024 - SpritesData[spr].Height, 0, Surface); inc(i, w) until i > cScreenWidth end;beginif not isPaused then MoveCamera;// Skyinc(hwFloatTicks, Lag);if WorldDy > 0 then begin if WorldDy > cScreenHeight then r.h:= cScreenHeight else r.h:= WorldDy; r.x:= 0; r.y:= 0; r.w:= cScreenWidth; SDL_FillRect(Surface, @r, cSkyColor) end;// backgroundDrawRepeated(sprSky, WorldDx * 3 div 8);DrawRepeated(sprHorizont, WorldDx * 3 div 5);// Waves{$WARNINGS OFF}for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (hwFloatTicks shr 6) ) and $FF), cWaterLine + WorldDy - 64, 0, Surface);for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (hwFloatTicks shr 6) + 192) and $FF), cWaterLine + WorldDy - 48, 0, Surface);{$WARNINGS ON}DrawLand(WorldDx, WorldDy, Surface);// Waterr.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);// Waves{$WARNINGS OFF}for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (hwFloatTicks shr 6) + 64) and $FF), cWaterLine + WorldDy - 32, 0, Surface);for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (hwFloatTicks shr 6) + 128) and $FF), cWaterLine + WorldDy - 16, 0, Surface);for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (hwFloatTicks shr 6) ) and $FF), cWaterLine + WorldDy , 0, Surface);{$WARNINGS ON}// Turn timeif 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;// Attack barif 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; 2: with CurrentTeam^.Hedgehogs[CurrentTeam^.CurrHedgehog] do begin tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do DrawSprite(sprPower, Gear^.X.Round + system.round(WorldDx + tdx * (24 + i * 2)) - 16, Gear^.Y.Round + system.round(WorldDy + tdy * (24 + i * 2)) - 12, i, Surface) end end;// Targetif TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0, Surface);// Captionsi:= 8;for grp:= Low(TCapGroup) to High(TCapGroup) do with Captions[grp] do if Surf <> nil then begin DrawCentered(cScreenWidth div 2, i + cConsoleYAdd, Surf, Surface); inc(i, Surf^.h + 2); if EndTime <= hwFloatTicks then begin SDL_FreeSurface(Surf); Surf:= nil; EndTime:= 0 end end;// Teams Healthsteam:= TeamsList;while team <> nil do begin r.x:= cScreenWidth div 2 - team^.NameTag^.w - 3; r.y:= team^.DrawHealthY; r.w:= team^.NameTag^.w; r.h:= team^.NameTag^.h; SDL_UpperBlit(team^.NameTag, nil, Surface, @r); r:= team^.HealthRect; r.w:= 2 + team^.TeamHealthBarWidth; DrawFromStoreRect(cScreenWidth div 2, Team^.DrawHealthY, @r, Surface); inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawFromStoreRect(cScreenWidth div 2 + team^.TeamHealthBarWidth + 2, Team^.DrawHealthY, @r, Surface); team:= team^.Next end;// Lag alertif isInLag then DrawSprite(sprLag, 32, 32 + cConsoleYAdd, (hwFloatTicks shr 7) mod 7, Surface);// Wind barDrawGear(sWindBar, cScreenWidth - 180, cScreenHeight - 30, Surface);if WindBarWidth > 0 then begin with StuffPoz[sWindR] do begin {$WARNINGS OFF} r.x:= x + 8 - (hwFloatTicks shr 6) mod 8; {$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 {$WARNINGS OFF} r.x:= x + (WindBarWidth + hwFloatTicks shr 6) mod 8; {$WARNINGS ON} r.y:= y; r.w:= - WindBarWidth; r.h:= 13; end; DrawSpriteFromRect(r, cScreenWidth - 106 + WindBarWidth, cScreenHeight - 28, 13, 0, Surface); end;// AmmoMenuif (AMxCurr < cScreenWidth) or bShowAmmoMenu then ShowAmmoMenu(Surface);// Cursorif isCursorVisible then DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (hwFloatTicks shr 6) mod 8, Surface);{$IFDEF COUNTTICKS}DXOutText(10, 10, fnt16, inttostr(cntTicks), Surface);{$ENDIF}if isPaused then DrawCentered(cScreenWidth div 2, cScreenHeight div 2, PauseSurface, Surface);inc(Frames);if cShowFPS then begin inc(CountTicks, Lag); if CountTicks >= 1000 then begin FPS:= Frames; Frames:= 0; CountTicks:= 0; s:= inttostr(FPS) + ' fps'; if fpsSurface <> nil then SDL_FreeSurface(fpsSurface); fpsSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), $FFFFFF); end; r.x:= cScreenWidth - 50; r.y:= 10; SDL_UpperBlit(fpsSurface, nil, Surface, @r) end;inc(SoundTimerTicks, Lag);if SoundTimerTicks >= 50 then begin SoundTimerTicks:= 0; if cVolumeDelta <> 0 then begin str(ChangeVolume(cVolumeDelta), s); AddCaption(Format(trmsg[sidVolume], s), $FFFFFF, capgrpVolume) end endend;procedure AddCaption(s: string; Color: Longword; Group: TCapGroup);beginif Group in [capgrpGameState, capgrpNetSay] then WriteLnToConsole(s);if Captions[Group].Surf <> nil then SDL_FreeSurface(Captions[Group].Surf);Captions[Group].Surf:= RenderString(s, Color, fntBig);Captions[Group].EndTime:= hwFloatTicks + 1500end;procedure MoveCamera;const PrevSentPointTime: LongWord = 0;var EdgesDist: LongInt;beginif not (CurrentTeam^.ExtDriven and isCursorVisible) then SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);if (FollowGear <> nil) then if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then begin FollowGear:= nil; exit end else begin CursorPoint.x:= (CursorPoint.x * 7 + (hwRound(FollowGear^.X + hwSign(FollowGear^.dX) * 100) + WorldDx)) div 8; CursorPoint.y:= (CursorPoint.y * 7 + (hwRound(FollowGear^.Y) + WorldDy)) div 8 end;if ((CursorPoint.X = prevPoint.X)and(CursorPoint.Y = prevpoint.Y)) then exit;if AMxCurr < cScreenWidth then begin if CursorPoint.X < AMxCurr + 35 then CursorPoint.X:= AMxCurr + 35; if CursorPoint.X > AMxCurr + 200 then CursorPoint.X:= AMxCurr + 200; if CursorPoint.Y < cScreenHeight - 75 - SlotsNum * 33 then CursorPoint.Y:= cScreenHeight - 75 - SlotsNum * 33; if CursorPoint.Y > cScreenHeight - 76 then CursorPoint.Y:= cScreenHeight - 76; prevPoint:= CursorPoint; if cHasFocus then SDL_WarpMouse(CursorPoint.X, CursorPoint.Y); exit end;if isCursorVisible then begin if (not CurrentTeam^.ExtDriven)and(GameTicks >= PrevSentPointTime + cSendCursorPosTime) then begin SendIPCXY('P', CursorPoint.X - WorldDx, CursorPoint.Y - WorldDy); PrevSentPointTime:= GameTicks end; end;if isCursorVisible or (FollowGear <> nil) then begin if isCursorVisible then EdgesDist:= cCursorEdgesDist else EdgesDist:= cGearScrEdgesDist; if CursorPoint.X < EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X + EdgesDist; CursorPoint.X:= EdgesDist end else if CursorPoint.X > cScreenWidth - EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X + cScreenWidth - EdgesDist; CursorPoint.X:= cScreenWidth - EdgesDist end; if CursorPoint.Y < EdgesDist then begin WorldDy:= WorldDy - CursorPoint.Y + EdgesDist; CursorPoint.Y:= EdgesDist end else if CursorPoint.Y > cScreenHeight - EdgesDist then begin WorldDy:= WorldDy - CursorPoint.Y + cScreenHeight - EdgesDist; CursorPoint.Y:= cScreenHeight - EdgesDist end; end else if cHasFocus then begin WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; WorldDy:= WorldDy - CursorPoint.Y + prevPoint.Y; CursorPoint.X:= (cScreenWidth shr 1); CursorPoint.Y:= (cScreenHeight shr 1); end;if cHasFocus then SDL_WarpMouse(CursorPoint.X, CursorPoint.Y);prevPoint:= CursorPoint;if WorldDy < cScreenHeight - cWaterLine - cVisibleWater then WorldDy:= cScreenHeight - cWaterLine - cVisibleWater;if WorldDy > 2048 then WorldDy:= 2048;if WorldDx < -2048 then WorldDx:= -2048;if WorldDx > cScreenWidth then WorldDx:= cScreenWidth;end;initializationFillChar(Captions, sizeof(Captions), 0)end.