Add the standard delay (1.25 seconds) between attacks on inf attack mode, as well as checks for damage and win.
There is probably some better way to do this. Weapons still need fixing.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2008 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
*)
{$INCLUDE "options.inc"}
unit uChat;
interface
procedure initModule;
procedure freeModule;
procedure AddChatString(s: shortstring);
procedure DrawChat;
procedure KeyPressChat(Key: Longword);
var UserNick: shortstring = '';
ChatReady: boolean;
showAll: boolean;
implementation
uses uMisc, uStore, uConsts, SDLh, uConsole, uKeys, uTeams;
const MaxStrIndex = 27;
type TChatLine = record
Tex: PTexture;
Time: Longword;
Width: LongInt;
s: shortstring;
end;
var Strs: array[0 .. MaxStrIndex] of TChatLine;
MStrs: array[0 .. MaxStrIndex] of shortstring;
missedCount: LongWord;
lastStr: LongWord;
visibleCount: LongWord;
InputStr: TChatLine;
InputStrL: array[0..260] of char; // for full str + 4-byte utf-8 char
const colors: array[#1..#5] of TSDL_Color = (
(r:$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]
);
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
// [Light Blue]
color.r:= $00;
color.g:= $FF;
color.b:= $FF;
color.unused:= $FF;
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;
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 AcceptChatString(s: shortstring);
var i: TWave;
begin
// "Make hedgehog say something"
if (s[1] = '"') and (s[Length(s)] = '"') then
begin
if CurrentTeam^.ExtDriven then
ParseCommand('/say ' + copy(s, 2, Length(s)-2), true)
else
ParseCommand('/hogsay '#1 + copy(s, 2, Length(s)-2), true);
exit
end;
// 'Make hedgehog think something'
if (s[1] = '''') and (s[Length(s)] = '''') then
begin
if CurrentTeam^.ExtDriven then
ParseCommand('/say ' + copy(s, 2, Length(s)-2), true)
else
ParseCommand('/hogsay '#2 + copy(s, 2, Length(s)-2), true);
exit
end;
// -Make hedgehog yell something-
if (s[1] = '-') and (s[Length(s)] = '-') then
begin
if CurrentTeam^.ExtDriven then
ParseCommand('/say ' + copy(s, 2, Length(s)-2), true)
else
ParseCommand('/hogsay '#3 + copy(s, 2, Length(s)-2), true);
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
ParseCommand('/hogsay '#4 + copy(s, 6, Length(s)-5), true);
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
ParseCommand('/hogsay '#5 + copy(s, 6, Length(s)-5), true);
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
ParseCommand('/hogsay '#6 + copy(s, 6, Length(s)-5), true);
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 then exit;
for i:= Low(TWave) to High(TWave) do
if (s = Wavez[i].cmd) then
begin
ParseCommand('/taunt ' + char(i), true);
exit
end;
if (s = '/newgrave') then
begin
ParseCommand('/newgrave', true);
exit
end;
end
else
ParseCommand('/say ' + s, true);
end;
procedure KeyPressChat(Key: Longword);
const firstByteMark: array[1..4] 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: SetLine(InputStr, '', true);
{Return}
3, 13, 271: begin
if Length(InputStr.s) > 0 then
begin
AcceptChatString(InputStr.s);
SetLine(InputStr, '', false)
end;
FreezeEnterKey;
GameState:= gsGame
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[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 initModule;
begin
lastStr:= 0;
visibleCount:= 0;
showAll:= false;
ChatReady:= false;
missedCount:= 0;
end;
procedure freeModule;
begin
UserNick:= '';
end;
end.