Tell AI to avoid edges, especially ones over water (this does not include checking whether a knock could drown yet). Also make flakes pick a new random dx/dy on respawn to further reduce patterns. Also disable a couple of weapons for the particularly dumb AI levels, and disable switching for the dumbest.
(*
* 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
*)
{$INCLUDE "options.inc"}
unit uCaptions;
interface
uses uTypes;
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
procedure DrawCaptions;
procedure ReloadCaptions(unload: boolean);
procedure initModule;
procedure freeModule;
implementation
uses uTextures, uRenderUtils, uVariables, uRender;
type TCaptionStr = record
Tex: PTexture;
EndTime: LongWord;
Text: shortstring;
Color: Longword
end;
var
Captions: array[TCapGroup] of TCaptionStr;
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
begin
if Captions[Group].Text <> s then
begin
FreeTexture(Captions[Group].Tex);
Captions[Group].Tex:= nil
end;
if Captions[Group].Tex = nil then
begin
Captions[Group].Color:= Color;
Captions[Group].Text:= s;
Captions[Group].Tex:= RenderStringTex(s, Color, fntBig)
end;
case Group of
capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
else
Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
end;
end;
// For uStore texture recreation
procedure ReloadCaptions(unload: boolean);
var Group: TCapGroup;
begin
for Group:= Low(TCapGroup) to High(TCapGroup) do
if unload then
FreeTexture(Captions[Group].Tex)
else if Captions[Group].Text <> '' then
Captions[Group].Tex:= RenderStringTex(Captions[Group].Text, Captions[Group].Color, fntBig)
end;
procedure DrawCaptions;
var
grp: TCapGroup;
offset: LongInt;
begin
{$IFDEF USE_TOUCH_INTERFACE}
offset:= 48;
{$ELSE}
offset:= 8;
{$ENDIF}
for grp:= Low(TCapGroup) to High(TCapGroup) do
with Captions[grp] do
if Tex <> nil then
begin
DrawTextureCentered(0, offset, Tex);
inc(offset, Tex^.h + 2);
if EndTime <= RealTicks then
begin
FreeTexture(Tex);
Tex:= nil;
Text:= '';
EndTime:= 0
end;
end;
end;
procedure initModule;
begin
FillChar(Captions, sizeof(Captions), 0)
end;
procedure freeModule;
var group: TCapGroup;
begin
for group:= Low(TCapGroup) to High(TCapGroup) do
begin
FreeTexture(Captions[group].Tex);
Captions[group].Tex:= nil
end
end;
end.