(*
* Hedgewars, a worms-like game
* Copyright (c) 2004-2007 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 uStore;
interface
uses uConsts, uTeams, SDLh, uFloat, GL;
{$INCLUDE options.inc}
procedure StoreInit;
procedure StoreLoad;
procedure StoreRelease;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt; Surface: PSDL_Surface);
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt; Surface: PSDL_Surface);
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt; Surface: PSDL_Surface);
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: GLuint; Surface: PSDL_Surface);
procedure DrawLand (X, Y: LongInt; Surface: PSDL_Surface);
procedure DXOutText(X, Y: LongInt; Font: THWFont; s: string; Surface: PSDL_Surface);
procedure DrawCentered(X, Top: LongInt; Source, Surface: PSDL_Surface);
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture; DestSurface: PSDL_Surface);
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Surface: PSDL_Surface);
function RenderString(s: string; Color: Longword; font: THWFont): PSDL_Surface;
procedure RenderHealth(var Hedgehog: THedgehog);
procedure AddProgress;
procedure FinishProgress;
function LoadImage(const filename: string; hasAlpha, critical, setTransparent: boolean): PSDL_Surface;
procedure SetupOpenGL;
var PixelFormat: PSDL_PixelFormat;
SDLPrimSurface: PSDL_Surface;
PauseSurface: PSDL_Surface;
implementation
uses uMisc, uConsole, uLand, uLocale, GLU;
var
HHSurface: PSDL_Surface;
procedure StoreInit;
begin
end;
procedure DrawRoundRect(rect: PSDL_Rect; BorderColor, FillColor: Longword; Surface: PSDL_Surface; Clear: boolean);
var r: TSDL_Rect;
begin
r:= rect^;
if Clear then SDL_FillRect(Surface, @r, 0);
r.y:= rect^.y + 1;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 1;
r.w:= rect^.w - 2;
r.y:= rect^.y;
r.h:= rect^.h;
SDL_FillRect(Surface, @r, BorderColor);
r.x:= rect^.x + 2;
r.y:= rect^.y + 1;
r.w:= rect^.w - 4;
r.h:= rect^.h - 2;
SDL_FillRect(Surface, @r, FillColor);
r.x:= rect^.x + 1;
r.y:= rect^.y + 2;
r.w:= rect^.w - 2;
r.h:= rect^.h - 4;
SDL_FillRect(Surface, @r, FillColor)
end;
function WriteInRoundRect(Surface: PSDL_Surface; X, Y: LongInt; Color: LongWord; Font: THWFont; s: string): TSDL_Rect;
var w, h: LongInt;
tmpsurf: PSDL_Surface;
clr: TSDL_Color;
Result: TSDL_Rect;
begin
TTF_SizeUTF8(Fontz[Font].Handle, Str2PChar(s), w, h);
Result.x:= X;
Result.y:= Y;
Result.w:= w + FontBorder * 2 + 4;
Result.h:= h + FontBorder * 2;
DrawRoundRect(@Result, cWhiteColor, cColorNearBlack, Surface, true);
clr.r:= Color shr 16;
clr.g:= (Color shr 8) and $FF;
clr.b:= Color and $FF;
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[Font].Handle, Str2PChar(s), clr.value);
Result.x:= X + FontBorder + 2;
Result.y:= Y + FontBorder;
SDLTry(tmpsurf <> nil, true);
SDL_UpperBlit(tmpsurf, nil, Surface, @Result);
SDL_FreeSurface(tmpsurf);
Result.x:= X;
Result.y:= Y;
Result.w:= w + FontBorder * 2 + 4;
Result.h:= h + FontBorder * 2;
WriteInRoundRect:= Result
end;
procedure StoreLoad;
var ii: TSprite;
fi: THWFont;
s: string;
tmpsurf: PSDL_Surface;
procedure WriteNames(Font: THWFont);
var t: LongInt;
i: LongInt;
r, rr: TSDL_Rect;
drY: LongInt;
begin
r.x:= 0;
r.y:= 0;
drY:= cScreenHeight - 4;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
NameTag:= RenderString(TeamName, Clan^.Color, Font);
r.w:= cTeamHealthWidth + 5;
r.h:= NameTag^.h;
HealthSurf:= SDL_CreateRGBSurface(SDL_HWSURFACE, r.w, r.h, cBits, PixelFormat^.RMask, PixelFormat^.GMask, PixelFormat^.BMask, PixelFormat^.AMask);
TryDo(HealthSurf <> nil, errmsgCreateSurface, true);
TryDo(SDL_SetColorKey(HealthSurf, SDL_SRCCOLORKEY or SDL_RLEACCEL, 0) = 0, errmsgTransparentSet, true);
DrawRoundRect(@r, cWhiteColor, cColorNearBlack, HealthSurf, true);
rr:= r;
inc(rr.x, 2); dec(rr.w, 4); inc(rr.y, 2); dec(rr.h, 4);
DrawRoundRect(@rr, Clan^.AdjColor, Clan^.AdjColor, HealthSurf, false);
dec(drY, r.h + 2);
DrawHealthY:= drY;
for i:= 0 to 7 do
with Hedgehogs[i] do
if Gear <> nil then
NameTag:= RenderString(Name, Clan^.Color, fnt16);
end;
end;
procedure MakeCrossHairs;
var t: LongInt;
tmpsurf: PSDL_Surface;
s: string;
begin
s:= Pathz[ptGraphics] + '/' + cCHFileName;
tmpsurf:= LoadImage(s, true, true, false);
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
CrosshairSurf:= SDL_CreateRGBSurface(SDL_HWSURFACE, tmpsurf^.w, tmpsurf^.h, cBits, PixelFormat^.RMask, PixelFormat^.GMask, PixelFormat^.BMask, PixelFormat^.AMask);
TryDo(CrosshairSurf <> nil, errmsgCreateSurface, true);
SDL_FillRect(CrosshairSurf, nil, Clan^.AdjColor);
SDL_UpperBlit(tmpsurf, nil, CrosshairSurf, nil);
TryDo(SDL_SetColorKey(CrosshairSurf, SDL_SRCCOLORKEY or SDL_RLEACCEL, 0) = 0, errmsgTransparentSet, true);
end;
SDL_FreeSurface(tmpsurf)
end;
procedure InitHealth;
var i, t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
if TeamsArray[t] <> nil then
with TeamsArray[t]^ do
begin
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
RenderHealth(Hedgehogs[i]);
end
end;
procedure LoadGraves;
var t: LongInt;
begin
for t:= 0 to Pred(TeamsCount) do
if TeamsArray[t] <> nil then
with TeamsArray[t]^ do
begin
if GraveName = '' then GraveName:= 'Simple';
GraveSurf:= LoadImage(Pathz[ptGraves] + '/' + GraveName, false, true, true);
end
end;
procedure GetSkyColor;
// var p: PByteArray;
begin
(* if SDL_MustLock(SpritesData[sprSky].Surface) then
SDLTry(SDL_LockSurface(SpritesData[sprSky].Surface) >= 0, true);
p:= SpritesData[sprSky].Surface^.pixels;
case SpritesData[sprSky].Surface^.format^.BytesPerPixel of
1: cSkyColor:= PByte(p)^;
2: cSkyColor:= PWord(p)^;
3: cSkyColor:= (p^[0]) or (p^[1] shl 8) or (p^[2] shl 16);
4: cSkyColor:= PLongword(p)^;
end;*)
cSkyColor:= $3030A0;
glClearColor((cSkyColor shr 16) / 255, ((cSkyColor shr 8) and $FF) / 255, (cSkyColor and $FF) / 255, 0);
// if SDL_MustLock(SpritesData[sprSky].Surface) then
// SDL_UnlockSurface(SpritesData[sprSky].Surface)
end;
procedure GetExplosionBorderColor;
var f: textfile;
c: LongInt;
begin
s:= Pathz[ptCurrTheme] + '/' + cThemeCFGFilename;
WriteToConsole(msgLoading + s + ' ');
Assign(f, s);
{$I-}
Reset(f);
Readln(f, s);
Close(f);
{$I+}
TryDo(IOResult = 0, msgFailed, true);
WriteLnToConsole(msgOK);
val(s, cExplosionBorderColor, c);
TryDo(c = 0, 'Theme data corrupted', true);
AdjustColor(cExplosionBorderColor);
end;
begin
for fi:= Low(THWFont) to High(THWFont) do
with Fontz[fi] do
begin
s:= Pathz[ptFonts] + '/' + Name;
WriteToConsole(msgLoading + s + '... ');
Handle:= TTF_OpenFont(Str2PChar(s), Height);
SDLTry(Handle <> nil, true);
TTF_SetFontStyle(Handle, style);
WriteLnToConsole(msgOK)
end;
AddProgress;
WriteToConsole('LandSurface tuning... ');
tmpsurf:= LandSurface;
TryDo(tmpsurf <> nil, msgFailed, true);
if cFullScreen then
begin
LandSurface:= SDL_DisplayFormat(tmpsurf);
SDL_FreeSurface(tmpsurf);
end else LandSurface:= tmpsurf;
TryDo(SDL_SetColorKey(LandSurface, SDL_SRCCOLORKEY, 0) = 0, errmsgTransparentSet, true);
WriteLnToConsole(msgOK);
GetExplosionBorderColor;
AddProgress;
WriteNames(fnt16);
MakeCrossHairs;
LoadGraves;
AddProgress;
for ii:= Low(TSprite) to High(TSprite) do
with SpritesData[ii] do
begin
if AltPath = ptNone then
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, hasAlpha, true, true)
else begin
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, hasAlpha, false, true);
if tmpsurf = nil then
tmpsurf:= LoadImage(Pathz[AltPath] + '/' + FileName, hasAlpha, true, true)
end;
if Width = 0 then Width:= tmpsurf^.w;
if Height = 0 then Height:= tmpsurf^.h;
Texture:= Surface2Tex(tmpsurf)
end;
GetSkyColor;
AddProgress;
HHSurface:= LoadImage(Pathz[ptGraphics] + '/' + cHHFileName, true, true, true);
InitHealth;
PauseSurface:= RenderString(trmsg[sidPaused], $FFFF00, fntBig);
{$IFDEF DUMP}
SDL_SaveBMP_RW(LandSurface, SDL_RWFromFile('LandSurface.bmp', 'wb'), 1);
SDL_SaveBMP_RW(StoreSurface, SDL_RWFromFile('StoreSurface.bmp', 'wb'), 1);
{$ENDIF}
end;
procedure DrawFromRect(X, Y: LongInt; r: PSDL_Rect; SourceTexture: PTexture; DestSurface: PSDL_Surface);
var rr: TSDL_Rect;
t, b: real;
begin
if SourceTexture^.h = 0 then exit;
rr.x:= X;
rr.y:= Y;
rr.w:= r^.w;
rr.h:= r^.h;
t:= r^.y / SourceTexture^.h;
b:= (r^.y + r^.h) / SourceTexture^.h;
glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2f(0, t);
glVertex2i(X, Y);
glTexCoord2f(1, t);
glVertex2i(rr.w + X, Y);
glTexCoord2f(1, b);
glVertex2i(rr.w + X, rr.h + Y);
glTexCoord2f(0, b);
glVertex2i(X, rr.h + Y);
glEnd();
end;
procedure DrawSpriteFromRect(Sprite: TSprite; r: TSDL_Rect; X, Y, Height, Position: LongInt; Surface: PSDL_Surface);
begin
r.y:= r.y + Height * Position;
r.h:= Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture, Surface)
end;
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt; Surface: PSDL_Surface);
var r: TSDL_Rect;
begin
r.x:= 0;
r.w:= SpritesData[Sprite].Width;
r.y:= Frame * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture, Surface)
end;
procedure DrawSprite2(Sprite: TSprite; X, Y, FrameX, FrameY: LongInt; Surface: PSDL_Surface);
var r: TSDL_Rect;
begin
r.x:= FrameX * SpritesData[Sprite].Width;
r.w:= SpritesData[Sprite].Width;
r.y:= FrameY * SpritesData[Sprite].Height;
r.h:= SpritesData[Sprite].Height;
DrawFromRect(X, Y, @r, SpritesData[Sprite].Texture, Surface)
end;
procedure DrawSurfSprite(X, Y, Height, Frame: LongInt; Source: GLuint; Surface: PSDL_Surface);
//var r: TSDL_Rect;
begin
//r.x:= 0;
//r.w:= Source^.w;
//r.y:= Frame * Height;
//r.h:= Height;
//DrawFromRect(X, Y, @r, Source, Surface)
end;
procedure DXOutText(X, Y: LongInt; Font: THWFont; s: string; Surface: PSDL_Surface);
var clr: TSDL_Color;
tmpsurf: PSDL_Surface;
r: TSDL_Rect;
begin
r.x:= X;
r.y:= Y;
clr.r:= $FF;
clr.g:= $FF;
clr.b:= $FF;
tmpsurf:= TTF_RenderUTF8_Solid(Fontz[Font].Handle, Str2PChar(s), clr.value);
if tmpsurf = nil then
begin
SetKB(1);
exit
end;
SDL_UpperBlit(tmpsurf, nil, Surface, @r);
SDL_FreeSurface(tmpsurf)
end;
procedure DrawLand(X, Y: LongInt; Surface: PSDL_Surface);
//const r: TSDL_Rect = (x: 0; y: 0; w: 2048; h: 1024);
begin
glBindTexture(GL_TEXTURE_2D, LandTexture^.id);
glEnable(GL_TEXTURE_2D);
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2i(X, Y);
glTexCoord2i(1, 0);
glVertex2i(2048 + X, Y);
glTexCoord2i(1, 1);
glVertex2i(2048 + X, 1024 + Y);
glTexCoord2i(0, 1);
glVertex2i(X, 1024 + Y);
glEnd();
//DrawFromRect(X, Y, @r, LandSurface, Surface)
end;
procedure DrawCentered(X, Top: LongInt; Source, Surface: PSDL_Surface);
var r: TSDL_Rect;
begin
r.x:= X - Source^.w div 2;
r.y:= Top;
r.w:= Source^.w;
r.h:= Source^.h;
SDL_UpperBlit(Source, nil, Surface, @r)
end;
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Surface: PSDL_Surface);
var r: TSDL_Rect;
begin
r.x:= Step * 32;
r.y:= Pos * 32;
if Dir = -1 then r.x:= HHSurface^.w - 32 - r.x;
r.w:= 32;
r.h:= 32;
//DrawFromRect(X, Y, @r, HHSurface, Surface)
end;
procedure StoreRelease;
var ii: TSprite;
begin
for ii:= Low(TSprite) to High(TSprite) do
FreeTexture(SpritesData[ii].Texture);
SDL_FreeSurface( HHSurface );
SDL_FreeSurface(LandSurface )
end;
function RenderString(s: string; Color: Longword; font: THWFont): PSDL_Surface;
var w, h: LongInt;
Result: PSDL_Surface;
begin
TTF_SizeUTF8(Fontz[font].Handle, Str2PChar(s), w, h);
Result:= SDL_CreateRGBSurface(SDL_HWSURFACE, w + FontBorder * 2 + 4, h + FontBorder * 2,
cBits, PixelFormat^.RMask, PixelFormat^.GMask, PixelFormat^.BMask, PixelFormat^.AMask);
TryDo(Result <> nil, 'RenderString: fail to create surface', true);
WriteInRoundRect(Result, 0, 0, Color, font, s);
TryDo(SDL_SetColorKey(Result, SDL_SRCCOLORKEY or SDL_RLEACCEL, 0) = 0, errmsgTransparentSet, true);
RenderString:= Result
end;
procedure RenderHealth(var Hedgehog: THedgehog);
var s: shortstring;
begin
str(Hedgehog.Gear^.Health, s);
if Hedgehog.HealthTag <> nil then SDL_FreeSurface(Hedgehog.HealthTag);
Hedgehog.HealthTag:= RenderString(s, Hedgehog.Team^.Clan^.Color, fnt16)
end;
function LoadImage(const filename: string; hasAlpha: boolean; critical, setTransparent: boolean): PSDL_Surface;
var tmpsurf: PSDL_Surface;
//Result: PSDL_Surface;
s: shortstring;
begin
WriteToConsole(msgLoading + filename + '... ');
s:= filename + '.' + cBitsStr + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
if tmpsurf = nil then
begin
s:= filename + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
end;
if tmpsurf = nil then
if critical then OutError(msgFailed, true)
else begin
WriteLnToConsole(msgFailed);
exit(nil)
end;
if setTransparent then TryDo(SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY or SDL_RLEACCEL, 0) = 0, errmsgTransparentSet, true);
//if hasAlpha then Result:= SDL_DisplayFormatAlpha(tmpsurf)
// else Result:= SDL_DisplayFormat(tmpsurf);
{$IFDEF DEBUGFILE}WriteLnToConsole('(' + inttostr(tmpsurf^.w) + ',' + inttostr(tmpsurf^.h) + ') ');{$ENDIF}
WriteLnToConsole(msgOK);
LoadImage:= tmpsurf//Result
end;
procedure SetupOpenGL;
var aspect: real;
begin
aspect:= cScreenWidth / cScreenHeight;
glLoadIdentity;
glViewport(0, 0, cScreenWidth, cScreenHeight);
glScalef(2.0 / cScreenWidth, -2.0 / cScreenHeight, 1.0);
glTranslatef(-cScreenWidth / 2, -cScreenHeight / 2, 0);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glMatrixMode(GL_MODELVIEW)
end;
////////////////////////////////////////////////////////////////////////////////
var ProgrSurf: PSDL_Surface = nil;
Step: integer = 0;
procedure AddProgress;
var r: TSDL_Rect;
begin
if Step = 0 then
begin
WriteToConsole(msgLoading + 'progress sprite: ');
ProgrSurf:= LoadImage(Pathz[ptGraphics] + '/Progress', false, true, true);
end;
SDL_FillRect(SDLPrimSurface, nil, 0);
r.x:= 0;
r.w:= ProgrSurf^.w;
r.h:= ProgrSurf^.w;
r.y:= (Step mod (ProgrSurf^.h div ProgrSurf^.w)) * ProgrSurf^.w;
//DrawFromRect((cScreenWidth - ProgrSurf^.w) div 2,
// (cScreenHeight - ProgrSurf^.w) div 2, @r, ProgrSurf, SDLPrimSurface);
SDL_Flip(SDLPrimSurface);
inc(Step);
end;
procedure FinishProgress;
begin
WriteLnToConsole('Freeing progress surface... ');
SDL_FreeSurface(ProgrSurf)
end;
end.