Apply nemo's patch polished by me:
- Upto 48 hhs in game
- Option for border
- Disable some weapons on cavern maps
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2008 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
*)
unit uLandTemplates;
interface
uses SDLh;
{$INCLUDE options.inc}
const NTPX = Low(TSDL_Rect.x);
type PPointArray = ^TPointArray;
TPointArray = array[0..64] of TSDL_Rect;
TEdgeTemplate = record
BasePoints: PPointArray;
BasePointsCount: Longword;
FillPoints: PPointArray;
FillPointsCount: Longword;
BezierizeCount: Longword;
RandPassesCount: Longword;
TemplateHeight, TemplateWidth: Longword;
canMirror, canFlip, isNegative, canInvert: boolean;
hasGirders: boolean;
MaxHedgeHogs: Longword;
end;
//////////////////////////////////////////////////////////////////////////////
/////////////////// MIRRORED FOUR TIMES //////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Hi unC0Rr. Yeah, I know this is kind of lame. Real templates should probably
// be made from scratch for taller/wider area. But hey, for testing.
// The first 18 are in all 4 quadrants, the last 18 are in only the bottom 2
const Template0Points: array[0..18] of TSDL_Rect =
(
(x: 324; y: 756; w: 196; h: 204),
(x: 224; y: 596; w: 404; h: 60),
(x: 240; y: 268; w: 464; h: 152),
(x: 876; y: 236; w: 168; h: 348),
(x: 1204; y: 56; w: 148; h: 700),
(x: 1516; y: 52; w: 192; h: 664),
(x: 1808; y: 60; w: 328; h: 496),
(x: 2292; y: 92; w: 184; h: 492),
(x: 2664; y: 216; w: 196; h: 340),
(x: 3004; y: 108; w: 176; h: 480),
(x: 3260; y: 368; w: 120; h: 348),
(x: 3476; y: 460; w: 208; h: 448),
(x: 3268; y: 906; w: 192; h: 96),
(x: 2876; y: 664; w: 204; h: 310),
(x: 2240; y: 748; w: 344; h: 224),
(x: 1584; y: 796; w: 440; h: 250),
(x: 892; y: 852; w: 324; h: 184),
(x: 576; y: 976; w: 16; h: 28),
(x: NTPX; y: 0; w: 1; h: 1)
);
Template0FPoints: array[0..0] of TPoint =
(
(x: 2047; y: 0)
);
//////////////////////////////////////////////////////////////////////////////
/////////////////// END MIRRORED TWO TIMES ///////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
const EdgeTemplates: array[0..0] of TEdgeTemplate =
(
(BasePoints: @Template0Points;
BasePointsCount: Succ(High(Template0Points));
FillPoints: @Template0FPoints;
FillPointsCount: Succ(High(Template0FPoints));
BezierizeCount: 4;
RandPassesCount: 12;
TemplateHeight: 1024; TemplateWidth: 4096;
canMirror: true; canFlip: false; isNegative: true; canInvert: false;
hasGirders: false; // this map, and some other caves, are cramped enough and have plenty of ceiling. Maybe not all caves though
MaxHedgehogs: 24;
)
);
implementation
end.