(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2009 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;{$INCLUDE options.inc}const WorldDx: LongInt = -512; WorldDy: LongInt = -256;procedure InitWorld;procedure DrawWorld(Lag: LongInt);procedure AddCaption(s: string; Color: Longword; Group: TCapGroup);{$IFDEF COUNTTICKS}var cntTicks: LongWord;{$ENDIF}var FollowGear: PGear = nil; WindBarWidth: LongInt = 0; bShowAmmoMenu: boolean = false; bSelected: boolean = false; bShowFinger: boolean = false; Frames: Longword = 0; WaterColor, DeepWaterColor: TSDL_Color;implementationuses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound,{$IFDEF IPHONE} gles11,{$ELSE} GL,{$ENDIF} uAmmos, uVisualGears, uChat, uLandTexture, uLand;const FPS: Longword = 0; CountTicks: Longword = 0; SoundTimerTicks: Longword = 0; prevPoint: TPoint = (X: 0; Y: 0);type TCaptionStr = record Tex: PTexture; EndTime: LongWord; end;var cWaterSprCount, cWaveWidth, cWaveHeight: LongInt; Captions: array[TCapGroup] of TCaptionStr; AMxShift, SlotsNum: LongInt; tmpSurface: PSDL_Surface; fpsTexture: PTexture = nil;procedure InitWorld;begincWaveWidth:= SpritesData[sprWater].Width;cWaveHeight:= SpritesData[sprWater].Height;cWaterSprCount:= 1 + cScreenWidth div cWaveWidth;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:= - (LAND_WIDTH div 2) + cScreenWidth div 2;WorldDy:= - LAND_HEIGHT + (cScreenHeight - playHeight) div 2;WorldDy:= - (LAND_HEIGHT div 2) + cScreenHeight div 2;AMxShift:= 210end;procedure ShowAmmoMenu;const MENUSPEED = 15;var x, y, i, t, l: LongInt; Slot, Pos: LongInt;beginif (TurnTimeLeft = 0) or KbdKeyPressed then bShowAmmoMenu:= false;if bShowAmmoMenu then begin if AMxShift = 210 then prevPoint.X:= 0; if cReducedQuality then AMxShift:= 0 else if AMxShift > 0 then dec(AMxShift, MENUSPEED); end else begin if AMxShift = 0 then begin CursorPoint.X:= cScreenWidth div 2; CursorPoint.Y:= cScreenHeight div 2; prevPoint:= CursorPoint; SDL_WarpMouse(CursorPoint.X, CursorPoint.Y) end; if cReducedQuality then AMxShift:= 210 else if AMxShift < 210 then inc(AMxShift, MENUSPEED); end;if CurrentTeam = nil then exit;Slot:= 0;Pos:= -1;with CurrentHedgehog^ do begin if Ammo = nil then exit; SlotsNum:= 0; x:= cScreenWidth - 210 + AMxShift; y:= cScreenHeight - 40; dec(y); DrawSprite(sprAMBorders, x, y, 0); dec(y); DrawSprite(sprAMBorders, x, y, 1); dec(y, 33); DrawSprite(sprAMSlotName, x, y, 0); 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); DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); t:= 0; while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do begin l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; if l >= 0 then begin DrawSprite(sprAMAmmosBW, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); DrawSprite(sprTurnsLeft, x + t * 33 + 51, y + 17, l); end else DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); if (Slot = i) and (CursorPoint.X >= x + t * 33 + 35) and (CursorPoint.X < x + t * 33 + 68) then begin if (l < 0) then DrawSprite(sprAMSelection, x + t * 33 + 35, y + 1, 0); Pos:= t; end; inc(t) end end; dec(y, 1); DrawSprite(sprAMBorders, x, y, 0); if (Pos >= 0) then if Ammo^[Slot, Pos].Count > 0 then begin DrawTexture(cScreenWidth - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); if Ammo^[Slot, Pos].Count < AMMO_INFINITE then DrawTexture(cScreenWidth + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then begin bShowAmmoMenu:= false; SetWeapon(Ammo^[Slot, Pos].AmmoType); bSelected:= false; exit end; end; end;bSelected:= false;if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8)end;procedure MoveCamera; forward;procedure DrawWorld(Lag: LongInt);var i, t: LongInt; r: TSDL_Rect; tdx, tdy: Double; grp: TCapGroup; s: string[15]; VertexBuffer: array [0..3] of TVertex2f; 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 + LAND_HEIGHT - SpritesData[spr].Height, 0); inc(i, w) until i > cScreenWidth end;begin// SkyglClear(GL_COLOR_BUFFER_BIT);glEnable(GL_BLEND);glEnable(GL_TEXTURE_2D);//glPushMatrix;//glScalef(1.0, 1.0, 1.0);if not isPaused then MoveCamera;if not cReducedQuality then begin // background DrawRepeated(sprSky, WorldDx * 3 div 8); DrawRepeated(sprHorizont, WorldDx * 3 div 5); DrawVisualGears(0); // Waves {$WARNINGS OFF} for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) ) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight*2), 0); for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx - (RealTicks shr 6) + 100) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight + cWaveHeight div 2), 0); {$WARNINGS ON} end;DrawLand(WorldDx, WorldDy);// Waterr.y:= WorldDy + cWaterLine + 32;if r.y < cScreenHeight then begin if r.y < 0 then r.y:= 0; glDisable(GL_TEXTURE_2D); VertexBuffer[0].X:= 0; VertexBuffer[0].Y:= r.y; VertexBuffer[1].X:= cScreenWidth; VertexBuffer[1].Y:= r.y; VertexBuffer[2].X:= cScreenWidth; VertexBuffer[2].Y:= cScreenHeight; VertexBuffer[3].X:= 0; VertexBuffer[3].Y:= cScreenHeight; glEnableClientState (GL_COLOR_ARRAY); glColorPointer(3, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glEnableClientState(GL_COLOR_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glColor4f(1, 1, 1, 1); // disable coloring glEnable(GL_TEXTURE_2D) end;// Attack barif CurrentTeam <> nil then case AttackBar of(* 1: begin r:= StuffPoz[sPowerBar]; {$WARNINGS OFF} r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; {$WARNINGS ON} DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); end;*) 2: with CurrentHedgehog^ 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, hwRound(Gear^.X) + system.round(WorldDx + tdx * (24 + i * 2)) - 16, hwRound(Gear^.Y) + system.round(WorldDy + tdy * (24 + i * 2)) - 12, i) end end;DrawGears;if not cReducedQuality then DrawVisualGears(1);// Waves{$WARNINGS OFF}for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) + 25) mod cWaveWidth), cWaterLine + WorldDy - cWaveHeight, 0);for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx - (RealTicks shr 6) + 50) mod cWaveWidth), cWaterLine + WorldDy - (cWaveHeight div 2), 0);for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) + 75) mod cWaveWidth), cWaterLine + WorldDy , 0);{$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); while i > 0 do begin dec(t, 32); DrawSprite(sprBigDigit, t, cScreenHeight - 48, i mod 10); i:= i div 10 end; DrawSprite(sprFrame, t - 4, cScreenHeight - 48, 0); end;// Targetif TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0);//glPopMatrix;// Captionsi:= 8;for grp:= Low(TCapGroup) to High(TCapGroup) do with Captions[grp] do if Tex <> nil then begin DrawCentered(cScreenWidth div 2, i, Tex); inc(i, Tex^.h + 2); if EndTime <= RealTicks then begin FreeTexture(Tex); Tex:= nil; EndTime:= 0 end end;// Teams Healthsfor t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do begin DrawTexture(cScreenWidth div 2 - NameTagTex^.w - 3, cScreenHeight + DrawHealthY, NameTagTex); r.x:= 0; r.y:= 0; r.w:= 2 + TeamHealthBarWidth; r.h:= HealthTex^.h; DrawFromRect(cScreenWidth div 2, cScreenHeight + DrawHealthY, @r, HealthTex); inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawFromRect(cScreenWidth div 2 + TeamHealthBarWidth + 2, cScreenHeight + DrawHealthY, @r, HealthTex); end;// Lag alertif isInLag then DrawSprite(sprLag, 32, 32, (RealTicks shr 7) mod 12);// Wind barDrawSprite(sprWindBar, cScreenWidth - 180, cScreenHeight - 30, 0);if WindBarWidth > 0 then begin {$WARNINGS OFF} r.x:= 8 - (RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindR, r, cScreenWidth - 103, cScreenHeight - 28, 13, 0); end else if WindBarWidth < 0 then begin {$WARNINGS OFF} r.x:= (WindBarWidth + RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= - WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindL, r, cScreenWidth - 106 + WindBarWidth, cScreenHeight - 28, 13, 0); end;// AmmoMenuif (AMxShift < 210) or bShowAmmoMenu then ShowAmmoMenu;DrawChat;// Cursorif isCursorVisible then begin if not bShowAmmoMenu then with CurrentHedgehog^ do if (Gear^.State and gstHHChooseTarget) <> 0 then begin i:= Ammo^[CurSlot, CurAmmo].Pos; with Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType] do if PosCount > 1 then DrawSprite(PosSprite, CursorPoint.X - SpritesData[PosSprite].Width div 2, CursorPoint.Y - SpritesData[PosSprite].Height div 2, i); end; DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8) end;if isPaused then DrawCentered(cScreenWidth div 2, cScreenHeight div 2, PauseTexture);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 fpsTexture <> nil then FreeTexture(fpsTexture); tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), $FFFFFF); fpsTexture:= Surface2Tex(tmpSurface); SDL_FreeSurface(tmpSurface) end; if fpsTexture <> nil then DrawTexture(cScreenWidth - 50, 10, fpsTexture); 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 end;if GameState = gsConfirm then DrawCentered(cScreenWidth div 2, cScreenHeight div 2, ConfirmTexture);glDisable(GL_TEXTURE_2D);glDisable(GL_BLEND)end;procedure AddCaption(s: string; Color: Longword; Group: TCapGroup);beginif Group in [capgrpGameState, capgrpNetSay] then WriteLnToConsole(s);if Captions[Group].Tex <> nil then FreeTexture(Captions[Group].Tex);Captions[Group].Tex:= RenderStringTex(s, Color, fntBig);Captions[Group].EndTime:= RealTicks + 1500end;procedure MoveCamera;const PrevSentPointTime: LongWord = 0;var EdgesDist: LongInt;beginif (not (CurrentTeam^.ExtDriven and isCursorVisible)) and cHasFocus then SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);if (FollowGear <> nil) and (not isCursorVisible) then if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then begin FollowGear:= nil; prevPoint.X:= CursorPoint.X; prevPoint.Y:= CursorPoint.Y; exit end else begin CursorPoint.x:= (prevPoint.x * 7 + (hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100) + WorldDx) div 8; CursorPoint.y:= (prevPoint.y * 7 + (hwRound(FollowGear^.Y) + WorldDy)) div 8 end;if ((CursorPoint.X = prevPoint.X)and(CursorPoint.Y = prevpoint.Y)) then exit;if AMxShift < 210 then begin if CursorPoint.X < cScreenWidth + AMxShift - 175 then CursorPoint.X:= cScreenWidth + AMxShift - 175; if CursorPoint.X > cScreenWidth + AMxShift - 10 then CursorPoint.X:= cScreenWidth + AMxShift - 10; 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 > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;if WorldDx < -LAND_WIDTH then WorldDx:= -LAND_WIDTH;if WorldDx > cScreenWidth then WorldDx:= cScreenWidth;end;initializationFillChar(Captions, sizeof(Captions), 0)end.