hedgewars/uWorld.pas
changeset 1 30f2d1037d5d
child 4 bcbd7adb4e4b
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uWorld.pas	Mon Aug 22 13:35:41 2005 +0000
@@ -0,0 +1,338 @@
+(*
+ * Hedgewars, a worms-like game
+ * Copyright (c) 2004, 2005 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;
+
+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
+// синее небо
+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;
+// задний фон
+for i:= 0 to (cScreenWidth shr 6) do
+    DrawGear(sSky, i*64, WorldDy, Surface);
+
+for i:= -1 to 3 do // горизонт
+    DrawGear(sHorizont, i * 512 + (((WorldDx * 3) div 5) and $1FF), cWaterLine - 256 + WorldDy, Surface);
+
+// волны
+{$WARNINGS OFF}
+for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx + (RealTicks shr 6)      ) and $FF), cWaterLine + WorldDy - 40, (((GameTicks shr 7) + 2) mod 12), Surface);
+for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx - (RealTicks shr 6) + 192) and $FF), cWaterLine + WorldDy - 30, (((GameTicks shr 7) + 8) mod 12), Surface);
+{$WARNINGS ON}
+
+// поле
+DrawLand(WorldDx, WorldDy, Surface);
+// вода
+r.y:= WorldDy + cWaterLine + 32;
+if r.y < cScreenHeight then
+   begin
+   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 // ёжик не находится под управлением
+                     DrawCaption( round(Gear.X) + WorldDx,
+                                  round(Gear.Y) - cHHHalfHeight - 30 + WorldDy,
+                                  HealthRect, Surface, true);
+                     DrawCaption( round(Gear.X) + WorldDx,
+                                  round(Gear.Y) - cHHHalfHeight - 54 + WorldDy,
+                                  NameRect, Surface);
+//                     DrawCaption( round(Gear.X) + WorldDx,
+//                                  round(Gear.Y) - Gear.HalfHeight - 60 + WorldDy,
+//                                  Team.NameRect, Surface);
+                     end else // ёжик, которым счас управляем
+                     begin
+                     if (Gear.State and (gstMoving or gstAttacked or gstDrowning or gstFalling))=0 then // рисуем прицел и, если бот думает, знак вопроса
+                        if (Gear.State and gstHHThinking) <> 0 then
+                           DrawGear(sQuestion, Round(Gear.X)  - 10 + WorldDx, Round(Gear.Y) - cHHHalfHeight - 34 + WorldDy, Surface)
+                        else
+                           DrawCaption(Round(Gear.X + Sign(Gear.dX) * Sin(Gear.Angle*pi/cMaxAngle)*60) + WorldDx,
+                                       Round(Gear.Y - Cos(Gear.Angle*pi/cMaxAngle)*60) + WorldDy - 5,
+                                       Team.CrossHairRect, Surface)
+                     end;
+      team:= team.Next
+      end;
+
+// волны
+{$WARNINGS OFF}
+for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx + (RealTicks shr 6) +  64) and $FF), cWaterLine + WorldDy - 20, (((GameTicks shr 7) + 4 ) mod 12), Surface);
+for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx - (RealTicks shr 6) + 128) and $FF), cWaterLine + WorldDy - 10, (((GameTicks shr 7) + 10) mod 12), Surface);
+for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx + (RealTicks shr 6)      ) and $FF), cWaterLine + WorldDy     , (((GameTicks shr 7) + 6 ) mod 12), Surface);
+{$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;
+
+// Указатель на цель
+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;
+
+// Указание на лаг
+if isInLag then DrawSprite(sprLag, 32, 32  + cConsoleYAdd, (RealTicks shr 7) mod 7, Surface);
+
+// Курсор
+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.