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
*)
{$INCLUDE "options.inc"}
unit uChat;
interface
procedure initModule;
procedure freeModule;
procedure ReloadLines;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(Key: Longword);
implementation
uses SDLh, uInputHandler, uTypes, uVariables, uCommands, uUtils, uTextures, uRender, uIO;
const MaxStrIndex = 27;
type TChatLine = record
Tex: PTexture;
Time: Longword;
Width: LongInt;
s: shortstring;
end;
var Strs: array[0 .. MaxStrIndex] of TChatLine;
MStrs: array[0 .. MaxStrIndex] of shortstring;
missedCount: LongWord;
lastStr: LongWord;
visibleCount: LongWord;
InputStr: TChatLine;
InputStrL: array[0..260] of char; // for full str + 4-byte utf-8 char
ChatReady: boolean;
showAll: boolean;
const colors: array[#0..#6] of TSDL_Color = (
(r:$FF; g:$FF; b:$FF; unused:$FF), // unused, feel free to take it for anything
(r:$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;
// For uStore texture recreation
procedure ReloadLines;
var i, t: LongWord;
begin
if InputStr.s <> '' then
SetLine(InputStr, InputStr.s, true);
for i:= 0 to MaxStrIndex do
if Strs[i].s <> '' then
begin
t:= Strs[i].Time;
SetLine(Strs[i], Strs[i].s, false);
Strs[i].Time:= t
end;
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[0..3] 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;
ResetKbd;
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;
ResetKbd;
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[Pred(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
showAll:= not 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', @chChatMessage, true);
RegisterVariable('say', @chSay, true);
RegisterVariable('team', @chTeamSay, true);
RegisterVariable('history', @chHistory, true );
RegisterVariable('chat', @chChat, true );
lastStr:= 0;
visibleCount:= 0;
showAll:= false;
ChatReady:= false;
missedCount:= 0;
inputStr.Tex := nil;
for i:= 0 to MaxStrIndex do
Strs[i].Tex := nil;
end;
procedure freeModule;
var i: ShortInt;
begin
FreeTexture(InputStr.Tex);
for i:= 0 to MaxStrIndex do
FreeTexture(Strs[i].Tex);
end;
end.