author | sheepluva |
Tue, 17 Jun 2014 15:39:29 +0200 | |
changeset 10319 | 240775460dc5 |
parent 10318 | c2e81eea375f |
child 10320 | 0f9ad60f738c |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
9998 | 3 |
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
10108
c68cf030eded
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
sheepluva
parents:
10080
diff
changeset
|
16 |
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
4 | 17 |
*) |
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
4850 | 20 |
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF} |
2630 | 21 |
|
4 | 22 |
unit uWorld; |
23 |
interface |
|
6622 | 24 |
uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils; |
3697 | 25 |
|
3038 | 26 |
procedure initModule; |
27 |
procedure freeModule; |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
28 |
|
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
29 |
procedure InitWorld; |
6394
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
30 |
procedure ResetWorldTex; |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
31 |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
32 |
procedure DrawWorld(Lag: LongInt); |
3692 | 33 |
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
10122
cefede760264
Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
unc0rr
parents:
10120
diff
changeset
|
34 |
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); |
2786 | 35 |
procedure HideMission; |
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5862
diff
changeset
|
36 |
procedure ShakeCamera(amount: LongInt); |
5682
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
37 |
procedure InitCameraBorders; |
6682 | 38 |
procedure InitTouchInterface; |
7023 | 39 |
procedure SetUtilityWidgetState(ammoType: TAmmoType); |
6688 | 40 |
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean); |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3629
diff
changeset
|
41 |
procedure MoveCamera; |
5521 | 42 |
procedure onFocusStateChanged; |
4 | 43 |
|
44 |
implementation |
|
4359 | 45 |
uses |
7721 | 46 |
uStore |
47 |
, uMisc |
|
48 |
, uIO |
|
49 |
, uLocale |
|
50 |
, uSound |
|
51 |
, uAmmos |
|
52 |
, uVisualGears |
|
53 |
, uChat |
|
54 |
, uLandTexture |
|
55 |
, GLunit |
|
56 |
, uVariables |
|
57 |
, uUtils |
|
58 |
, uTextures |
|
59 |
, uRender |
|
60 |
, uCaptions |
|
61 |
, uCursor |
|
62 |
, uCommands |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
63 |
, uTeams |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
64 |
{$IFDEF USE_VIDEO_RECORDING} |
7721 | 65 |
, uVideoRec |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
66 |
{$ENDIF} |
4359 | 67 |
; |
4 | 68 |
|
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
69 |
var cWaveWidth, cWaveHeight: LongInt; |
6622 | 70 |
AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt; |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
71 |
AMAnimStartTime, AMState : LongInt; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
72 |
AMAnimState: Single; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
73 |
tmpSurface: PSDL_Surface; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
74 |
fpsTexture: PTexture; |
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
75 |
timeTexture: PTexture; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
76 |
FPS: Longword; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
77 |
CountTicks: Longword; |
8773 | 78 |
prevPoint{, prevTargetPoint}: TPoint; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
79 |
amSel: TAmmoType = amNothing; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
80 |
missionTex: PTexture; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
81 |
missionTimer: LongInt; |
4850 | 82 |
stereoDepth: GLfloat; |
7027 | 83 |
isFirstFrame: boolean; |
7028 | 84 |
AMAnimType: LongInt; |
7180 | 85 |
recTexture: PTexture; |
8145
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
86 |
AmmoMenuTex : PTexture; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
87 |
HorizontOffset: LongInt; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
88 |
cOffsetY: LongInt; |
9557 | 89 |
WorldEnd, WorldFade : array[0..3] of HwColor4f; |
3692 | 90 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
91 |
const cStereo_Sky = 0.0500; |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
92 |
cStereo_Horizon = 0.0250; |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6296
diff
changeset
|
93 |
cStereo_MidDistance = 0.0175; |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
94 |
cStereo_Water_distant = 0.0125; |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
95 |
cStereo_Land = 0.0075; |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
96 |
cStereo_Water_near = 0.0025; |
6289
95ffd59d0f4a
Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
nemo
parents:
6276
diff
changeset
|
97 |
cStereo_Outside = -0.0400; |
4 | 98 |
|
8145
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
99 |
AMAnimDuration = 200; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
100 |
AMHidden = 0;//AMState values |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
101 |
AMShowingUp = 1; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
102 |
AMShowing = 2; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
103 |
AMHiding = 3; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
104 |
|
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
105 |
AMTypeMaskX = $00000001; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
106 |
AMTypeMaskY = $00000002; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
107 |
AMTypeMaskAlpha = $00000004; |
8370 | 108 |
//AMTypeMaskSlide = $00000008; |
8145
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
109 |
|
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
110 |
{$IFDEF MOBILE} |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
111 |
AMSlotSize = 48; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
112 |
{$ELSE} |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
113 |
AMSlotSize = 32; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
114 |
{$ENDIF} |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
115 |
AMSlotPadding = (AMSlotSize - 32) shr 1; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
116 |
|
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
117 |
cSendCursorPosTime = 50; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
118 |
cCursorEdgesDist = 100; |
6408c0ba4ba1
Move global variables to units that use them
Joe Doyle (Ginto8) <ginto8@gmail.com>
parents:
8138
diff
changeset
|
119 |
|
6492 | 120 |
// helper functions to create the goal/game mode string |
121 |
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring; |
|
122 |
var t: ansistring; |
|
123 |
begin |
|
10080 | 124 |
{$IFNDEF PAS2C} |
6492 | 125 |
if (GameFlags and gf) <> 0 then |
126 |
begin |
|
127 |
t:= inttostr(i); |
|
7069 | 128 |
s:= s + FormatA(trgoal[si], t) + '|' |
6492 | 129 |
end; |
10080 | 130 |
{$ENDIF} |
6492 | 131 |
AddGoal:= s; |
132 |
end; |
|
133 |
||
134 |
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring; |
|
135 |
begin |
|
10080 | 136 |
{$IFNDEF PAS2C} |
6492 | 137 |
if (GameFlags and gf) <> 0 then |
138 |
s:= s + trgoal[si] + '|'; |
|
10080 | 139 |
{$ENDIF} |
6492 | 140 |
AddGoal:= s; |
141 |
end; |
|
142 |
||
4 | 143 |
procedure InitWorld; |
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
144 |
var i, t: LongInt; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
145 |
cp: PClan; |
2863 | 146 |
g: ansistring; |
4 | 147 |
begin |
3764 | 148 |
missionTimer:= 0; |
2786 | 149 |
|
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
150 |
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
151 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
152 |
for i:= 0 to ClansCount * 4 do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
153 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
154 |
t:= GetRandom(ClansCount); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
155 |
if t <> 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
156 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
157 |
cp:= ClansArray[0]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
158 |
ClansArray[0]:= ClansArray[t]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
159 |
ClansArray[t]:= cp; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
160 |
ClansArray[t]^.ClanIndex:= t; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
161 |
ClansArray[0]^.ClanIndex:= 0; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
162 |
if (LocalClan = t) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
163 |
LocalClan:= 0 |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
164 |
else if (LocalClan = 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
165 |
LocalClan:= t |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
166 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
167 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
168 |
CurrentTeam:= ClansArray[0]^.Teams[0]; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
169 |
end; |
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
170 |
|
2908 | 171 |
// if special game flags/settings are changed, add them to the game mode notice window and then show it |
2863 | 172 |
g:= ''; // no text/things to note yet |
2908 | 173 |
|
4883
7cddc9201a1d
added dummy for tardis and ugly icons for tardis and structure
Henek
parents:
4850
diff
changeset
|
174 |
// add custom goals from lua script if there are any |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
175 |
if LuaGoals <> '' then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
176 |
g:= LuaGoals + '|'; |
4883
7cddc9201a1d
added dummy for tardis and ugly icons for tardis and structure
Henek
parents:
4850
diff
changeset
|
177 |
|
2958 | 178 |
// check different game flags (goals/game modes first for now) |
179 |
g:= AddGoal(g, gfKing, gidKing); // king? |
|
5022
d2a2f6c9b236
some final work and buggfix for Tag Team, it is now playable
Henek
parents:
4976
diff
changeset
|
180 |
g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode? |
2958 | 181 |
|
182 |
// other important flags |
|
183 |
g:= AddGoal(g, gfForts, gidForts); // forts? |
|
184 |
g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity? |
|
185 |
g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability? |
|
186 |
g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism? |
|
187 |
g:= AddGoal(g, gfKarma, gidKarma); // karma? |
|
188 |
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement? |
|
189 |
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery? |
|
190 |
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land? |
|
191 |
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo? |
|
4132 | 192 |
g:= AddGoal(g, gfResetHealth, gidResetHealth); |
193 |
g:= AddGoal(g, gfAISurvival, gidAISurvival); |
|
194 |
g:= AddGoal(g, gfInfAttack, gidInfAttack); |
|
195 |
g:= AddGoal(g, gfResetWeps, gidResetWeps); |
|
196 |
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo); |
|
2958 | 197 |
|
2908 | 198 |
// modified damage modificator? |
199 |
if cDamagePercent <> 100 then |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
200 |
g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent); |
2908 | 201 |
|
3107 | 202 |
// fade in |
203 |
ScreenFade:= sfFromBlack; |
|
204 |
ScreenFadeValue:= sfMax; |
|
205 |
ScreenFadeSpeed:= 1; |
|
206 |
||
2908 | 207 |
// modified mine timers? |
4482 | 208 |
if cMinesTime <> 3000 then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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parents:
2931
diff
changeset
|
209 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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parents:
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diff
changeset
|
210 |
if cMinesTime = 0 then |
4003
ca0600ab38bf
disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents:
3976
diff
changeset
|
211 |
g:= AddGoal(g, gfAny, gidNoMineTimer) |
2948
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Replace tabs with spaces using 'expand -t 4' command
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parents:
2931
diff
changeset
|
212 |
else if cMinesTime < 0 then |
4003
ca0600ab38bf
disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents:
3976
diff
changeset
|
213 |
g:= AddGoal(g, gfAny, gidRandomMineTimer) |
2948
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parents:
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diff
changeset
|
214 |
else |
4482 | 215 |
g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000); |
2948
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parents:
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diff
changeset
|
216 |
end; |
2908 | 217 |
|
2863 | 218 |
// if the string has been set, show it for (default timeframe) seconds |
10120 | 219 |
if length(g) > 0 then |
10122
cefede760264
Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
unc0rr
parents:
10120
diff
changeset
|
220 |
ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0); |
2863 | 221 |
|
1825 | 222 |
cWaveWidth:= SpritesData[sprWater].Width; |
2268
053eb81e60ee
little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
parents:
2226
diff
changeset
|
223 |
//cWaveHeight:= SpritesData[sprWater].Height; |
053eb81e60ee
little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
parents:
2226
diff
changeset
|
224 |
cWaveHeight:= 32; |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
225 |
|
5682
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
226 |
InitCameraBorders(); |
5191
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents:
5149
diff
changeset
|
227 |
uCursor.init(); |
2197 | 228 |
prevPoint.X:= 0; |
74 | 229 |
prevPoint.Y:= cScreenHeight div 2; |
8773 | 230 |
//prevTargetPoint.X:= 0; |
231 |
//prevTargetPoint.Y:= 0; |
|
6609 | 232 |
WorldDx:= -(LAND_WIDTH div 2) + cScreenWidth div 2; |
233 |
WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); |
|
234 |
||
235 |
//aligns it to the bottom of the screen, minus the border |
|
236 |
SkyOffset:= 0; |
|
237 |
HorizontOffset:= 0; |
|
238 |
||
6682 | 239 |
InitTouchInterface(); |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
240 |
AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha; |
6682 | 241 |
end; |
242 |
||
243 |
procedure InitCameraBorders; |
|
244 |
begin |
|
245 |
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5); |
|
246 |
end; |
|
247 |
||
248 |
procedure InitTouchInterface; |
|
249 |
begin |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
250 |
{$IFDEF USE_TOUCH_INTERFACE} |
7167
0b3b306f129a
Android: added a callback to java to determine dpi/dip how much we should scale the ui
Xeli
parents:
7086
diff
changeset
|
251 |
|
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
252 |
//positioning of the buttons |
9377 | 253 |
buttonScale:= 1 / cDefaultZoomLevel; |
6683
75a1d84ac606
small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
koda
parents:
6682
diff
changeset
|
254 |
|
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
255 |
|
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
256 |
with JumpWidget do |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
257 |
begin |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
258 |
show:= true; |
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
259 |
sprite:= sprJumpWidget; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
260 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
261 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
262 |
frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2); |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
263 |
frame.y:= cScreenHeight - frame.h * 2; |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
264 |
active.x:= frame.x; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
265 |
active.y:= frame.y; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
266 |
active.w:= frame.w; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
267 |
active.h:= frame.h; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
268 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
269 |
|
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
270 |
with AMWidget do |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
271 |
begin |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
272 |
show:= true; |
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
273 |
sprite:= sprAMWidget; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
274 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
275 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
276 |
frame.x:= (cScreenWidth shr 1) - frame.w * 2; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
277 |
frame.y:= cScreenHeight - Round(frame.h * 1.2); |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
278 |
active.x:= frame.x; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
279 |
active.y:= frame.y; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
280 |
active.w:= frame.w; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
281 |
active.h:= frame.h; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
282 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
283 |
|
6688 | 284 |
with arrowLeft do |
285 |
begin |
|
286 |
show:= true; |
|
287 |
sprite:= sprArrowLeft; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
288 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
289 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
290 |
frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
291 |
frame.y:= cScreenHeight - Round(frame.h * 1.5); |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
292 |
active.x:= frame.x; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
293 |
active.y:= frame.y; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
294 |
active.w:= frame.w; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
295 |
active.h:= frame.h; |
6688 | 296 |
end; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
297 |
|
6688 | 298 |
with arrowRight do |
299 |
begin |
|
300 |
show:= true; |
|
301 |
sprite:= sprArrowRight; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
302 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
303 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
304 |
frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
305 |
frame.y:= cScreenHeight - Round(frame.h * 1.5); |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
306 |
active.x:= frame.x; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
307 |
active.y:= frame.y; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
308 |
active.w:= frame.w; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
309 |
active.h:= frame.h; |
6688 | 310 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
311 |
|
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
312 |
with firebutton do |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
313 |
begin |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
314 |
show:= true; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
315 |
sprite:= sprFireButton; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
316 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
317 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
318 |
frame.x:= arrowRight.frame.x + arrowRight.frame.w; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
319 |
frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1); |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
320 |
active.x:= frame.x; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
321 |
active.y:= frame.y; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
322 |
active.w:= frame.w; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
323 |
active.h:= frame.h; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
324 |
end; |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
325 |
|
6688 | 326 |
with arrowUp do |
327 |
begin |
|
328 |
show:= false; |
|
329 |
sprite:= sprArrowUp; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
330 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
331 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
332 |
frame.x:= (cScreenWidth shr 1) - frame.w * 2; |
6798 | 333 |
frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25); |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
334 |
active.x:= frame.x; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
335 |
active.y:= frame.y; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
336 |
active.w:= frame.w; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
337 |
active.h:= frame.h; |
6688 | 338 |
with moveAnim do |
339 |
begin |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
340 |
target.x:= frame.x; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
341 |
target.y:= frame.y; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
342 |
source.x:= frame.x - Round(frame.w * 0.75); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
343 |
source.y:= frame.y; |
6688 | 344 |
end; |
345 |
end; |
|
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
346 |
|
6688 | 347 |
with arrowDown do |
348 |
begin |
|
349 |
show:= false; |
|
350 |
sprite:= sprArrowDown; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
351 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
352 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
353 |
frame.x:= (cScreenWidth shr 1) - frame.w * 2; |
6798 | 354 |
frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25); |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
355 |
active.x:= frame.x; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
356 |
active.y:= frame.y; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
357 |
active.w:= frame.w; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
358 |
active.h:= frame.h; |
6688 | 359 |
with moveAnim do |
360 |
begin |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
361 |
target.x:= frame.x; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
362 |
target.y:= frame.y; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
363 |
source.x:= frame.x + Round(frame.w * 0.75); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
364 |
source.y:= frame.y; |
6688 | 365 |
end; |
366 |
end; |
|
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
367 |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
368 |
with pauseButton do |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
369 |
begin |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
370 |
show:= true; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
371 |
sprite:= sprPauseButton; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
372 |
frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
373 |
frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale); |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
374 |
frame.x:= cScreenWidth div 2 - frame.w; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
375 |
frame.y:= 0; |
6710
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
376 |
active.x:= frame.x; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
377 |
active.y:= frame.y; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
378 |
active.w:= frame.w; |
42504695122d
fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents:
6706
diff
changeset
|
379 |
active.h:= frame.h; |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
380 |
end; |
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
381 |
|
6806
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
382 |
with utilityWidget do |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
383 |
begin |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
384 |
show:= false; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
385 |
sprite:= sprTimerButton; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
386 |
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
387 |
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
388 |
frame.x:= arrowLeft.frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
389 |
frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25); |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
390 |
active.x:= frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
391 |
active.y:= frame.y; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
392 |
active.w:= frame.w; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
393 |
active.h:= frame.h; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
394 |
with moveAnim do |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
395 |
begin |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
396 |
target.x:= frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
397 |
target.y:= frame.y; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
398 |
source.x:= frame.x; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
399 |
source.y:= frame.y; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
400 |
end; |
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
401 |
end; |
6637
b4a3310f2974
show buttons on the screen, similar to the iOS overlay
Xeli
parents:
6631
diff
changeset
|
402 |
{$ENDIF} |
161 | 403 |
end; |
404 |
||
6394
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
405 |
// for uStore texture resetting |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
406 |
procedure ResetWorldTex; |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
407 |
begin |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
408 |
FreeTexture(fpsTexture); |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
409 |
fpsTexture:= nil; |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
410 |
FreeTexture(timeTexture); |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
411 |
timeTexture:= nil; |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
412 |
FreeTexture(missionTex); |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
413 |
missionTex:= nil; |
7180 | 414 |
FreeTexture(recTexture); |
415 |
recTexture:= nil; |
|
9983 | 416 |
FreeTexture(AmmoMenuTex); |
417 |
AmmoMenuInvalidated:= true; |
|
418 |
AmmoMenuTex:= nil; |
|
6394
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
419 |
end; |
f0a9042e7387
yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents:
6380
diff
changeset
|
420 |
|
6622 | 421 |
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture; |
3434 | 422 |
const BORDERSIZE = 2; |
6622 | 423 |
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt; |
424 |
STurns: LongInt; |
|
425 |
amSurface: PSDL_Surface; |
|
426 |
AMRect: TSDL_Rect; |
|
7049 | 427 |
{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF} |
161 | 428 |
begin |
10141 | 429 |
if cOnlyStats then exit(nil); |
10139 | 430 |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
431 |
SlotsNum:= 0; |
6606
fb6163ff4ebf
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents:
6603
diff
changeset
|
432 |
for i:= 0 to cMaxSlotIndex do |
fb6163ff4ebf
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents:
6603
diff
changeset
|
433 |
if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then |
fb6163ff4ebf
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents:
6603
diff
changeset
|
434 |
inc(SlotsNum); |
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
435 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 436 |
SlotsNumX:= SlotsNum; |
437 |
SlotsNumY:= cMaxSlotAmmoIndex + 2; |
|
6899 | 438 |
{$IFDEF USE_AM_NUMCOLUMN} |
439 |
inc(SlotsNumY); |
|
440 |
{$ENDIF} |
|
6622 | 441 |
{$ELSE} |
442 |
SlotsNumX:= cMaxSlotAmmoIndex + 1; |
|
443 |
SlotsNumY:= SlotsNum + 1; |
|
6899 | 444 |
{$IFDEF USE_AM_NUMCOLUMN} |
445 |
inc(SlotsNumX); |
|
446 |
{$ENDIF} |
|
6622 | 447 |
{$ENDIF} |
6606
fb6163ff4ebf
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents:
6603
diff
changeset
|
448 |
|
6899 | 449 |
|
6631 | 450 |
AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1); |
451 |
AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1); |
|
452 |
amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask); |
|
8330 | 453 |
|
6622 | 454 |
AMRect.x:= BORDERSIZE; |
455 |
AMRect.y:= BORDERSIZE; |
|
6631 | 456 |
AMRect.w:= AmmoRect.w - (BORDERSIZE*2); |
457 |
AMRect.h:= AmmoRect.h - (BORDERSIZE*2); |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
458 |
|
6622 | 459 |
SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0)); |
8330 | 460 |
|
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
461 |
x:= AMRect.x; |
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
462 |
y:= AMRect.y; |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
463 |
for i:= 0 to cMaxSlotIndex do |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
464 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
3434 | 465 |
begin |
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
466 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
467 |
y:= AMRect.y; |
6622 | 468 |
{$ELSE} |
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
469 |
x:= AMRect.x; |
6622 | 470 |
{$ENDIF} |
6899 | 471 |
{$IFDEF USE_AM_NUMCOLUMN} |
6918 | 472 |
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels); |
6899 | 473 |
copyToXY(tmpsurf, amSurface, |
474 |
x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1), |
|
475 |
y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1)); |
|
476 |
||
477 |
SDL_FreeSurface(tmpsurf); |
|
478 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
|
479 |
y:= AMRect.y + AMSlotSize + 1; |
|
480 |
{$ELSE} |
|
481 |
x:= AMRect.x + AMSlotSize + 1; |
|
482 |
{$ENDIF} |
|
483 |
{$ENDIF} |
|
484 |
||
485 |
||
6606
fb6163ff4ebf
changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents:
6603
diff
changeset
|
486 |
for t:=0 to cMaxSlotAmmoIndex do |
3434 | 487 |
begin |
6622 | 488 |
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then |
3434 | 489 |
begin |
6622 | 490 |
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
491 |
AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1; |
|
492 |
if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
493 |
begin |
8330 | 494 |
DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding, |
6650
56a0b7bf6c15
fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents:
6648
diff
changeset
|
495 |
y + AMSlotPadding, AMFrame); |
6622 | 496 |
if STurns < 100 then |
8330 | 497 |
DrawSpriteFrame2Surf(sprTurnsLeft, amSurface, |
498 |
x + AMSlotSize-16, |
|
7013 | 499 |
y + AMSlotSize + 1 - 16, STurns); |
6622 | 500 |
end |
501 |
else //draw colored version |
|
502 |
begin |
|
8330 | 503 |
DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding, |
6899 | 504 |
y + AMSlotPadding, AMFrame); |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
505 |
end; |
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
506 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
8330 | 507 |
inc(y, AMSlotSize + 1); //the plus one is for the border |
6622 | 508 |
{$ELSE} |
8330 | 509 |
inc(x, AMSlotSize + 1); |
6622 | 510 |
{$ENDIF} |
8330 | 511 |
end; |
512 |
end; |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
513 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 514 |
inc(x, AMSlotSize + 1); |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
515 |
{$ELSE} |
6622 | 516 |
inc(y, AMSlotSize + 1); |
517 |
{$ENDIF} |
|
518 |
end; |
|
519 |
||
520 |
for i:= 1 to SlotsNumX -1 do |
|
8330 | 521 |
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160); |
6622 | 522 |
for i:= 1 to SlotsNumY -1 do |
6652 | 523 |
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160); |
6622 | 524 |
|
525 |
//draw outer border |
|
7013 | 526 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0 , 0 , 0); |
527 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y , 1); |
|
528 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x , AMRect.h + BORDERSIZE, 2); |
|
529 |
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3); |
|
6622 | 530 |
|
531 |
for i:=0 to BORDERSIZE-1 do |
|
532 |
begin |
|
533 |
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top |
|
534 |
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom |
|
535 |
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left |
|
536 |
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right |
|
537 |
end; |
|
538 |
||
539 |
GetAmmoMenuTexture:= Surface2Tex(amSurface, false); |
|
540 |
if amSurface <> nil then SDL_FreeSurface(amSurface); |
|
541 |
end; |
|
542 |
||
543 |
procedure ShowAmmoMenu; |
|
544 |
const BORDERSIZE = 2; |
|
545 |
var Slot, Pos: LongInt; |
|
546 |
Ammo: PHHAmmo; |
|
6648
025473a2c420
prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents:
6647
diff
changeset
|
547 |
c,i,g,t,STurns: LongInt; |
6622 | 548 |
begin |
7946
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
549 |
if TurnTimeLeft = 0 then bShowAmmoMenu:= false; |
6622 | 550 |
|
551 |
// give the assigned ammo to hedgehog |
|
552 |
Ammo:= nil; |
|
553 |
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) |
|
554 |
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then |
|
6918 | 555 |
Ammo:= CurrentHedgehog^.Ammo |
6622 | 556 |
else if (LocalAmmo <> -1) then |
6918 | 557 |
Ammo:= GetAmmoByNum(LocalAmmo); |
6622 | 558 |
Pos:= -1; |
559 |
if Ammo = nil then |
|
6918 | 560 |
begin |
561 |
bShowAmmoMenu:= false; |
|
562 |
AMState:= AMHidden; |
|
563 |
exit |
|
564 |
end; |
|
6622 | 565 |
|
8330 | 566 |
//Init the menu |
567 |
if(AmmoMenuInvalidated) then |
|
6622 | 568 |
begin |
569 |
AmmoMenuInvalidated:= false; |
|
570 |
FreeTexture(AmmoMenuTex); |
|
571 |
AmmoMenuTex:= GetAmmoMenuTexture(Ammo); |
|
3697 | 572 |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
573 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6622 | 574 |
if isPhone() then |
575 |
begin |
|
576 |
AmmoRect.x:= -(AmmoRect.w shr 1); |
|
577 |
AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1); |
|
578 |
end |
|
579 |
else |
|
580 |
begin |
|
581 |
AmmoRect.x:= -(AmmoRect.w shr 1); |
|
582 |
AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize); |
|
583 |
end; |
|
584 |
{$ELSE} |
|
585 |
AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize; |
|
586 |
AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize); |
|
587 |
{$ENDIF} |
|
7946
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
588 |
if AMState <> AMShowing then |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
589 |
begin |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
590 |
AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x; |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
591 |
AMShiftTargetY:= cScreenHeight - AmmoRect.y; |
6802 | 592 |
|
7946
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
593 |
if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
594 |
else AMShiftTargetX:= 0; |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
595 |
if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight - AmmoRect.y |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
596 |
else AMShiftTargetY:= 0; |
6802 | 597 |
|
7946
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
598 |
AMShiftX:= AMShiftTargetX; |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
599 |
AMShiftY:= AMShiftTargetY |
a99a79bbd857
Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents:
7858
diff
changeset
|
600 |
end |
6622 | 601 |
end; |
602 |
||
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
603 |
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration; |
6802 | 604 |
|
605 |
if AMState = AMShowing then |
|
606 |
begin |
|
607 |
FollowGear:=nil; |
|
608 |
end; |
|
609 |
||
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
610 |
if AMState = AMShowingUp then // show ammo menu |
6622 | 611 |
begin |
612 |
if (cReducedQuality and rqSlowMenu) <> 0 then |
|
613 |
begin |
|
614 |
AMShiftX:= 0; |
|
615 |
AMShiftY:= 0; |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
616 |
AMState:= AMShowing; |
6622 | 617 |
end |
618 |
else |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
619 |
if AMAnimState < 1 then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
620 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
621 |
AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState)); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
622 |
AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState)); |
8330 | 623 |
if (AMAnimType and AMTypeMaskAlpha) <> 0 then |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
624 |
Tint($FF, $ff, $ff, Round($ff * AMAnimState)); |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
625 |
end |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
626 |
else |
6622 | 627 |
begin |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
628 |
AMShiftX:= 0; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
629 |
AMShiftY:= 0; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
630 |
CursorPoint.X:= AmmoRect.x + AmmoRect.w; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
631 |
CursorPoint.Y:= AmmoRect.y; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
632 |
AMState:= AMShowing; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
633 |
end; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
634 |
end; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
635 |
if AMState = AMHiding then // hide ammo menu |
6622 | 636 |
begin |
637 |
if (cReducedQuality and rqSlowMenu) <> 0 then |
|
638 |
begin |
|
639 |
AMShiftX:= AMShiftTargetX; |
|
640 |
AMShiftY:= AMShiftTargetY; |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
641 |
AMState:= AMHidden; |
6622 | 642 |
end |
643 |
else |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
644 |
if AMAnimState < 1 then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
645 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
646 |
AMShiftX:= Round(AMShiftTargetX * AMAnimState); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
647 |
AMShiftY:= Round(AMShiftTargetY * AMAnimState); |
8330 | 648 |
if (AMAnimType and AMTypeMaskAlpha) <> 0 then |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
649 |
Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState))); |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
650 |
end |
8330 | 651 |
else |
6622 | 652 |
begin |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
653 |
AMShiftX:= AMShiftTargetX; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
654 |
AMShiftY:= AMShiftTargetY; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
655 |
prevPoint:= CursorPoint; |
8773 | 656 |
//prevTargetPoint:= TargetCursorPoint; |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
657 |
AMState:= AMHidden; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
658 |
end; |
6622 | 659 |
end; |
8330 | 660 |
|
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
661 |
DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex); |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
662 |
|
8330 | 663 |
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then |
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10009
diff
changeset
|
664 |
untint; |
6622 | 665 |
|
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
666 |
Pos:= -1; |
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
667 |
Slot:= -1; |
6899 | 668 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
6796
3e89dbdc7db9
You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents:
6795
diff
changeset
|
669 |
c:= -1; |
6622 | 670 |
for i:= 0 to cMaxSlotIndex do |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
671 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
672 |
begin |
6631 | 673 |
inc(c); |
6918 | 674 |
{$IFDEF USE_AM_NUMCOLUMN} |
6899 | 675 |
g:= 1; |
6918 | 676 |
{$ELSE} |
6622 | 677 |
g:= 0; |
6918 | 678 |
{$ENDIF} |
6622 | 679 |
for t:=0 to cMaxSlotAmmoIndex do |
680 |
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
681 |
begin |
6622 | 682 |
if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g * (AMSlotSize+1))) and |
7841
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
683 |
(CursorPoint.Y > (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and |
8330 | 684 |
(CursorPoint.X > AmmoRect.x + ( c * (AMSlotSize+1))) and |
6631 | 685 |
(CursorPoint.X <= AmmoRect.x + ((c+1) * (AMSlotSize+1))) then |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
686 |
begin |
6622 | 687 |
Slot:= i; |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
688 |
Pos:= t; |
6622 | 689 |
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
690 |
if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then |
|
8330 | 691 |
DrawSprite(sprAMSlot, |
692 |
AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding, |
|
6622 | 693 |
AmmoRect.y + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding -1, 0); |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
694 |
end; |
6622 | 695 |
inc(g); |
696 |
end; |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
697 |
end; |
6622 | 698 |
{$ELSE} |
6918 | 699 |
c:= -1; |
6622 | 700 |
for i:= 0 to cMaxSlotIndex do |
701 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
|
702 |
begin |
|
6631 | 703 |
inc(c); |
6918 | 704 |
{$IFDEF USE_AM_NUMCOLUMN} |
6899 | 705 |
g:= 1; |
6918 | 706 |
{$ELSE} |
6622 | 707 |
g:= 0; |
6918 | 708 |
{$ENDIF} |
6622 | 709 |
for t:=0 to cMaxSlotAmmoIndex do |
710 |
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then |
|
711 |
begin |
|
6631 | 712 |
if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c * (AMSlotSize+1))) and |
7840
7d86dbcd6325
Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
unc0rr
parents:
7721
diff
changeset
|
713 |
(CursorPoint.Y > (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and |
8330 | 714 |
(CursorPoint.X > AmmoRect.x + ( g * (AMSlotSize+1))) and |
6622 | 715 |
(CursorPoint.X <= AmmoRect.x + ((g+1) * (AMSlotSize+1))) then |
716 |
begin |
|
717 |
Slot:= i; |
|
718 |
Pos:= t; |
|
719 |
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
|
720 |
if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then |
|
8330 | 721 |
DrawSprite(sprAMSlot, |
722 |
AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding, |
|
6631 | 723 |
AmmoRect.y + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding -1, 0); |
6622 | 724 |
end; |
725 |
inc(g); |
|
726 |
end; |
|
727 |
end; |
|
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3390
diff
changeset
|
728 |
{$ENDIF} |
6622 | 729 |
if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then |
3967 | 730 |
begin |
6622 | 731 |
if (AMShiftX = 0) and (AMShiftY = 0) then |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
732 |
if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
733 |
begin |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
734 |
if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
735 |
begin |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
736 |
amSel:= Ammo^[Slot, Pos].AmmoType; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
737 |
RenderWeaponTooltip(amSel) |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
738 |
end; |
3697 | 739 |
|
6622 | 740 |
DrawTexture(AmmoRect.x + (AMSlotSize shr 1), |
741 |
AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1), |
|
6608 | 742 |
Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
743 |
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
6622 | 744 |
DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w), |
745 |
AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1), |
|
6608 | 746 |
CountTexz[Ammo^[Slot, Pos].Count]); |
1529
3bc916b419cd
Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents:
1439
diff
changeset
|
747 |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
748 |
if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
749 |
begin |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
750 |
bShowAmmoMenu:= false; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
751 |
SetWeapon(Ammo^[Slot, Pos].AmmoType); |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
752 |
bSelected:= false; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
753 |
FreeWeaponTooltip; |
6691
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
754 |
{$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation |
6941
228c0ab239f1
add ammoprop to enable to up and down buttons on for the touch interface
Xeli
parents:
6924
diff
changeset
|
755 |
if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then |
6691
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
756 |
begin |
8099
a7f02b902b6f
throw in some 'nots' trying to restore pas2c functionality
koda
parents:
8026
diff
changeset
|
757 |
if (not arrowUp.show) then |
6691
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
758 |
begin |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
759 |
animateWidget(@arrowUp, true, true); |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
760 |
animateWidget(@arrowDown, true, true); |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
761 |
end; |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
762 |
end |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
763 |
else |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
764 |
if arrowUp.show then |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
765 |
begin |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
766 |
animateWidget(@arrowUp, true, false); |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
767 |
animateWidget(@arrowDown, true, false); |
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
768 |
end; |
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
769 |
SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType); |
6691
79c96abd06d6
added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents:
6688
diff
changeset
|
770 |
{$ENDIF} |
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
771 |
exit |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
772 |
end; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
773 |
end |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
774 |
end |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
775 |
else |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
776 |
FreeWeaponTooltip; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
777 |
|
6622 | 778 |
if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then |
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
779 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
8099
a7f02b902b6f
throw in some 'nots' trying to restore pas2c functionality
koda
parents:
8026
diff
changeset
|
780 |
if (not isPhone()) then |
6622 | 781 |
ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize); |
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3390
diff
changeset
|
782 |
{$ELSE} |
6622 | 783 |
ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40)); |
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents:
3390
diff
changeset
|
784 |
{$ENDIF} |
961
a9a349b2b3fa
Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents:
956
diff
changeset
|
785 |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
786 |
bSelected:= false; |
6899 | 787 |
{$IFNDEF USE_TOUCH_INTERFACE} |
6648
025473a2c420
prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents:
6647
diff
changeset
|
788 |
if (AMShiftX = 0) and (AMShiftY = 0) then |
6622 | 789 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); |
6648
025473a2c420
prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents:
6647
diff
changeset
|
790 |
{$ENDIF} |
4 | 791 |
end; |
792 |
||
10318 | 793 |
procedure DrawWater(Alpha: byte; OffsetY, OffsetX: LongInt); |
794 |
var VertexBuffer : array [0..4] of TVertex2f; |
|
795 |
topy, lx, rx: LongInt; |
|
1915 | 796 |
begin |
10312 | 797 |
// Water |
798 |
topy:= OffsetY + WorldDy + cWaterLine; |
|
799 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
800 |
if SuddenDeathDmg then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
801 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
802 |
SDWaterColorArray[0].a := Alpha; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
803 |
SDWaterColorArray[1].a := Alpha; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
804 |
SDWaterColorArray[2].a := Alpha; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
805 |
SDWaterColorArray[3].a := Alpha |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
806 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
807 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
808 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
809 |
WaterColorArray[0].a := Alpha; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
810 |
WaterColorArray[1].a := Alpha; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
811 |
WaterColorArray[2].a := Alpha; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
812 |
WaterColorArray[3].a := Alpha |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
813 |
end; |
2269
00f5704f5f39
add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents:
2268
diff
changeset
|
814 |
|
10312 | 815 |
if topy < 0 then |
816 |
topy:= 0; |
|
1915 | 817 |
|
10318 | 818 |
// glDisable(GL_TEXTURE_2D); |
819 |
||
820 |
if (topy < ViewBottomY) and (WorldEdge <> weSea) then |
|
821 |
begin |
|
822 |
VertexBuffer[0].X:= ViewLeftX; |
|
823 |
VertexBuffer[0].Y:= topy; |
|
824 |
VertexBuffer[1].X:= ViewRightX; |
|
825 |
VertexBuffer[1].Y:= topy; |
|
826 |
VertexBuffer[2].X:= ViewRightX; |
|
827 |
VertexBuffer[2].Y:= ViewBottomY; |
|
828 |
VertexBuffer[3].X:= ViewLeftX; |
|
829 |
VertexBuffer[3].Y:= ViewBottomY; |
|
830 |
DrawWaterBody(@VertexBuffer[0]); |
|
831 |
end; |
|
832 |
||
833 |
// water world edges? draw water body on the sides too |
|
834 |
if WorldEdge = weSea then |
|
835 |
begin |
|
836 |
||
837 |
lx:= LeftX + WorldDx - OffsetX; |
|
838 |
rx:= RightX + WorldDx + OffsetX; |
|
1915 | 839 |
|
10318 | 840 |
if topy < ViewBottomY then |
841 |
begin |
|
842 |
VertexBuffer[0].X:= lx; |
|
843 |
VertexBuffer[0].Y:= topy; |
|
844 |
VertexBuffer[1].X:= RightX; |
|
845 |
VertexBuffer[1].Y:= topy; |
|
846 |
VertexBuffer[2].X:= ViewRightX; |
|
847 |
VertexBuffer[2].Y:= ViewBottomY; |
|
848 |
VertexBuffer[3].X:= ViewLeftX; |
|
849 |
VertexBuffer[3].Y:= ViewBottomY; |
|
850 |
DrawWaterBody(@VertexBuffer[0]); |
|
851 |
end; |
|
852 |
||
853 |
if lx > ViewLeftX then |
|
854 |
begin |
|
855 |
VertexBuffer[0].X:= lx; |
|
856 |
VertexBuffer[0].Y:= ViewTopY; |
|
857 |
VertexBuffer[1].X:= lx; |
|
858 |
VertexBuffer[1].Y:= topy; |
|
859 |
VertexBuffer[2].X:= ViewLeftX; |
|
860 |
VertexBuffer[2].Y:= ViewBottomY; |
|
861 |
VertexBuffer[3].X:= ViewLeftX; |
|
862 |
VertexBuffer[3].Y:= ViewTopY; |
|
863 |
DrawWaterBody(@VertexBuffer[0]); |
|
864 |
end; |
|
865 |
||
866 |
||
867 |
if rx < ViewRightX then |
|
868 |
begin |
|
869 |
VertexBuffer[0].X:= rx; |
|
870 |
VertexBuffer[0].Y:= topy; |
|
871 |
VertexBuffer[1].X:= rx; |
|
872 |
VertexBuffer[1].Y:= ViewTopY; |
|
873 |
VertexBuffer[2].X:= ViewRightX; |
|
874 |
VertexBuffer[2].Y:= ViewTopY; |
|
875 |
VertexBuffer[3].X:= ViewRightX; |
|
876 |
VertexBuffer[3].Y:= ViewBottomY; |
|
877 |
DrawWaterBody(@VertexBuffer[0]); |
|
878 |
end; |
|
879 |
end; |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
880 |
|
10015 | 881 |
{$IFNDEF GL2} |
10312 | 882 |
// must not be Tint() as color array seems to stay active and color reset is required |
883 |
glColor4ub($FF, $FF, $FF, $FF); |
|
10015 | 884 |
{$ENDIF} |
10318 | 885 |
//glEnable(GL_TEXTURE_2D);} |
1915 | 886 |
end; |
887 |
||
10318 | 888 |
procedure DrawWaves(Dir, dX, dY, oX: LongInt; tnt: Byte); |
889 |
var VertexBuffer, TextureBuffer: array [0..7] of TVertex2f; |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
890 |
lw, waves, shift: GLfloat; |
4748 | 891 |
sprite: TSprite; |
10312 | 892 |
topy: LongInt; |
2288 | 893 |
begin |
10312 | 894 |
|
10318 | 895 |
dY:= -cWaveHeight + dy; |
896 |
ox:= -cWaveHeight + ox; |
|
897 |
||
10312 | 898 |
topy:= cWaterLine + WorldDy + dY; |
899 |
||
10318 | 900 |
if (WorldEdge <> weSea) and (topY > ViewBottomY) then |
10312 | 901 |
exit; |
902 |
||
4748 | 903 |
if SuddenDeathDmg then |
904 |
sprite:= sprSDWater |
|
905 |
else |
|
906 |
sprite:= sprWater; |
|
907 |
||
908 |
cWaveWidth:= SpritesData[sprite].Width; |
|
909 |
||
10318 | 910 |
if WorldEdge = weSea then |
911 |
lw:= playWidth div 2 |
|
912 |
else |
|
913 |
lw:= ViewWidth; |
|
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
914 |
|
4748 | 915 |
if SuddenDeathDmg then |
916 |
Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt, |
|
917 |
LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt, |
|
918 |
LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt, |
|
919 |
255 |
|
920 |
) |
|
921 |
else |
|
922 |
Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt, |
|
923 |
LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt, |
|
924 |
LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt, |
|
925 |
255 |
|
926 |
); |
|
3089 | 927 |
|
4748 | 928 |
glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id); |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
929 |
|
10318 | 930 |
if WorldEdge <> weSea then |
931 |
begin |
|
932 |
if topY < ViewBottomY then |
|
933 |
begin |
|
934 |
VertexBuffer[0].X:= -lw; |
|
935 |
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY; |
|
936 |
VertexBuffer[1].X:= lw; |
|
937 |
VertexBuffer[1].Y:= VertexBuffer[0].Y; |
|
938 |
VertexBuffer[2].X:= lw; |
|
939 |
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height; |
|
940 |
VertexBuffer[3].X:= -lw; |
|
941 |
VertexBuffer[3].Y:= VertexBuffer[2].Y; |
|
942 |
end; |
|
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
943 |
|
10318 | 944 |
waves:= lw * 2 / cWaveWidth; |
945 |
shift:= - lw / cWaveWidth; |
|
946 |
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1); |
|
947 |
TextureBuffer[0].Y:= 0; |
|
948 |
TextureBuffer[1].X:= TextureBuffer[0].X + waves; |
|
949 |
TextureBuffer[1].Y:= TextureBuffer[0].Y; |
|
950 |
TextureBuffer[2].X:= TextureBuffer[1].X; |
|
951 |
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry; |
|
952 |
TextureBuffer[3].X:= TextureBuffer[0].X; |
|
953 |
TextureBuffer[3].Y:= TextureBuffer[2].Y; |
|
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
954 |
|
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
955 |
|
10318 | 956 |
SetVertexPointer(@VertexBuffer[0], 4); |
957 |
SetTexCoordPointer(@TextureBuffer[0],4); |
|
958 |
||
959 |
{$IFDEF GL2} |
|
960 |
UpdateModelviewProjection; |
|
961 |
{$ENDIF} |
|
962 |
||
963 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
964 |
end |
|
965 |
else // weSea: with waterwalls |
|
966 |
begin |
|
967 |
topy := cWaterLine + WorldDy; |
|
968 |
||
969 |
// for GL_TRIANGLE_STRIP |
|
970 |
||
971 |
VertexBuffer[0].X:= LeftX + WorldDx - SpritesData[sprite].Height - ox; |
|
972 |
VertexBuffer[0].Y:= ViewTopY; |
|
973 |
VertexBuffer[1].X:= LeftX + WorldDx - ox; |
|
974 |
VertexBuffer[1].Y:= ViewTopY; |
|
975 |
VertexBuffer[2].X:= VertexBuffer[0].X; |
|
976 |
VertexBuffer[2].Y:= topy + SpritesData[sprite].Height + dy; |
|
977 |
VertexBuffer[3].X:= VertexBuffer[1].X; |
|
978 |
VertexBuffer[3].Y:= topy + dy; |
|
979 |
VertexBuffer[4].X:= RightX + WorldDx + SpritesData[sprite].Height + ox; |
|
980 |
VertexBuffer[4].Y:= topy + SpritesData[sprite].Height + dy; |
|
981 |
VertexBuffer[5].X:= RightX + WorldDx + ox; |
|
982 |
VertexBuffer[5].Y:= topy + dy; |
|
983 |
VertexBuffer[6].X:= VertexBuffer[4].X; |
|
984 |
VertexBuffer[6].Y:= ViewTopY; |
|
985 |
VertexBuffer[7].X:= VertexBuffer[5].X; |
|
986 |
VertexBuffer[7].Y:= ViewTopY; |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
987 |
|
10318 | 988 |
waves:= 2 * lw / cWaveWidth; |
989 |
shift:= - lw / cWaveWidth; |
|
990 |
TextureBuffer[3].X:= shift + ((LongInt(RealTicks shr 6) * Dir + ox) mod cWaveWidth) / (cWaveWidth - 1); |
|
991 |
TextureBuffer[3].Y:= 0; |
|
992 |
TextureBuffer[5].X:= TextureBuffer[3].X + waves; |
|
993 |
TextureBuffer[5].Y:= 0; |
|
994 |
TextureBuffer[4].X:= TextureBuffer[5].X; |
|
995 |
TextureBuffer[4].Y:= SpritesData[sprite].Texture^.ry; |
|
996 |
TextureBuffer[2].X:= TextureBuffer[3].X; |
|
997 |
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry; |
|
998 |
||
999 |
waves:= (topy + dy - ViewTopY) / cWaveWidth; |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1000 |
|
10318 | 1001 |
// left side |
1002 |
TextureBuffer[1].X:= TextureBuffer[3].X - waves; |
|
1003 |
TextureBuffer[1].Y:= 0; |
|
1004 |
TextureBuffer[0].X:= TextureBuffer[1].X; |
|
1005 |
TextureBuffer[0].Y:= SpritesData[sprite].Texture^.ry; |
|
1006 |
||
1007 |
// right side |
|
1008 |
TextureBuffer[7].X:= TextureBuffer[5].X + waves; |
|
1009 |
TextureBuffer[7].Y:= 0; |
|
1010 |
TextureBuffer[6].X:= TextureBuffer[7].X; |
|
1011 |
TextureBuffer[6].Y:= SpritesData[sprite].Texture^.ry; |
|
1012 |
||
1013 |
||
1014 |
SetVertexPointer(@VertexBuffer[0], 8); |
|
1015 |
SetTexCoordPointer(@TextureBuffer[0], 8); |
|
1016 |
||
1017 |
{$IFDEF GL2} |
|
1018 |
UpdateModelviewProjection; |
|
1019 |
{$ENDIF} |
|
1020 |
||
1021 |
glDrawArrays(GL_TRIANGLE_STRIP, 0, 8); |
|
1022 |
end; |
|
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
1023 |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9656
diff
changeset
|
1024 |
untint; |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
1025 |
|
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
1026 |
{for i:= -1 to cWaterSprCount do |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1027 |
DrawSprite(sprWater, |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1028 |
i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1029 |
cWaterLine + WorldDy + dY, |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1030 |
0)} |
2288 | 1031 |
end; |
1032 |
||
3089 | 1033 |
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt); |
3537
8f5b3108f29c
New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents:
3523
diff
changeset
|
1034 |
var i, w, h, lw, lh, rw, rh, sw: LongInt; |
2426 | 1035 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1036 |
sw:= round(cScreenWidth / cScaleFactor); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1037 |
if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1038 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1039 |
w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1040 |
h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1041 |
i:= Shift mod w; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1042 |
if i > 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1043 |
dec(i, w); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1044 |
dec(i, w * (sw div w + 1)); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1045 |
repeat |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1046 |
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1047 |
inc(i, w) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1048 |
until i > sw |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1049 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1050 |
else if SpritesData[spr].Texture <> nil then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1051 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1052 |
w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1053 |
h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1054 |
lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1055 |
lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1056 |
if SpritesData[sprR].Texture <> nil then |
5285
af4dc03dd60d
Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents:
5191
diff
changeset
|
1057 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1058 |
rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1059 |
rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1060 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1061 |
dec(Shift, w div 2); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1062 |
DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1063 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1064 |
i:= Shift - lw; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1065 |
while i >= -sw - lw do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1066 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1067 |
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1068 |
dec(i, lw); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1069 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1070 |
|
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1071 |
i:= Shift + w; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1072 |
if SpritesData[sprR].Texture <> nil then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1073 |
while i <= sw do |
6135
2172330ad52a
Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents:
6131
diff
changeset
|
1074 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1075 |
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1076 |
inc(i, rw) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1077 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1078 |
else |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1079 |
while i <= sw do |
5285
af4dc03dd60d
Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents:
5191
diff
changeset
|
1080 |
begin |
3537
8f5b3108f29c
New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents:
3523
diff
changeset
|
1081 |
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1082 |
inc(i, lw) |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1083 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1084 |
end |
2426 | 1085 |
end; |
1086 |
||
1087 |
||
956 | 1088 |
procedure DrawWorld(Lag: LongInt); |
4 | 1089 |
begin |
6734
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1090 |
if ZoomValue < zoom then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1091 |
begin |
6734
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1092 |
zoom:= zoom - 0.002 * Lag; |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1093 |
if ZoomValue > zoom then |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1094 |
zoom:= ZoomValue |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1095 |
end |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1096 |
else |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1097 |
if ZoomValue > zoom then |
3444 | 1098 |
begin |
6734
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1099 |
zoom:= zoom + 0.002 * Lag; |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1100 |
if ZoomValue < zoom then |
9709d15dabfa
Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents:
6714
diff
changeset
|
1101 |
zoom:= ZoomValue |
3444 | 1102 |
end |
3611 | 1103 |
else |
1104 |
ZoomValue:= zoom; |
|
2376 | 1105 |
|
3611 | 1106 |
// Sky |
1107 |
glClear(GL_COLOR_BUFFER_BIT); |
|
1108 |
//glPushMatrix; |
|
1109 |
//glScalef(1.0, 1.0, 1.0); |
|
756 | 1110 |
|
9670
1954f692e8c6
Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents:
9666
diff
changeset
|
1111 |
if (not isPaused) and (not isAFK) and (GameType <> gmtRecord) then |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1112 |
MoveCamera; |
162 | 1113 |
|
3696 | 1114 |
if cStereoMode = smNone then |
1115 |
begin |
|
3692 | 1116 |
glClear(GL_COLOR_BUFFER_BIT); |
1117 |
DrawWorldStereo(Lag, rmDefault) |
|
3696 | 1118 |
end |
8138
cfb228baa598
Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents:
7946
diff
changeset
|
1119 |
{$IFDEF USE_S3D_RENDERING} |
3696 | 1120 |
else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then |
1121 |
begin |
|
3692 | 1122 |
// create left fb |
1123 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel); |
|
1124 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
1125 |
DrawWorldStereo(Lag, rmLeftEye); |
|
1126 |
||
1127 |
// create right fb |
|
1128 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer); |
|
1129 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
1130 |
DrawWorldStereo(0, rmRightEye); |
|
1131 |
||
1132 |
// detatch drawing from fbs |
|
7180 | 1133 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame); |
3692 | 1134 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
1135 |
SetScale(cDefaultZoomLevel); |
|
1136 |
||
1137 |
// draw left frame |
|
1138 |
glBindTexture(GL_TEXTURE_2D, texl); |
|
1139 |
glBegin(GL_QUADS); |
|
3696 | 1140 |
if cStereoMode = smHorizontal then |
1141 |
begin |
|
1142 |
glTexCoord2f(0.0, 0.0); |
|
1143 |
glVertex2d(cScreenWidth / -2, cScreenHeight); |
|
1144 |
glTexCoord2f(1.0, 0.0); |
|
1145 |
glVertex2d(0, cScreenHeight); |
|
1146 |
glTexCoord2f(1.0, 1.0); |
|
1147 |
glVertex2d(0, 0); |
|
1148 |
glTexCoord2f(0.0, 1.0); |
|
1149 |
glVertex2d(cScreenWidth / -2, 0); |
|
1150 |
end |
|
1151 |
else |
|
1152 |
begin |
|
1153 |
glTexCoord2f(0.0, 0.0); |
|
1154 |
glVertex2d(cScreenWidth / -2, cScreenHeight / 2); |
|
1155 |
glTexCoord2f(1.0, 0.0); |
|
1156 |
glVertex2d(cScreenWidth / 2, cScreenHeight / 2); |
|
1157 |
glTexCoord2f(1.0, 1.0); |
|
1158 |
glVertex2d(cScreenWidth / 2, 0); |
|
1159 |
glTexCoord2f(0.0, 1.0); |
|
1160 |
glVertex2d(cScreenWidth / -2, 0); |
|
1161 |
end; |
|
3692 | 1162 |
glEnd(); |
1163 |
||
1164 |
// draw right frame |
|
1165 |
glBindTexture(GL_TEXTURE_2D, texr); |
|
1166 |
glBegin(GL_QUADS); |
|
3696 | 1167 |
if cStereoMode = smHorizontal then |
1168 |
begin |
|
1169 |
glTexCoord2f(0.0, 0.0); |
|
1170 |
glVertex2d(0, cScreenHeight); |
|
1171 |
glTexCoord2f(1.0, 0.0); |
|
1172 |
glVertex2d(cScreenWidth / 2, cScreenHeight); |
|
1173 |
glTexCoord2f(1.0, 1.0); |
|
1174 |
glVertex2d(cScreenWidth / 2, 0); |
|
1175 |
glTexCoord2f(0.0, 1.0); |
|
1176 |
glVertex2d(0, 0); |
|
1177 |
end |
|
1178 |
else |
|
1179 |
begin |
|
1180 |
glTexCoord2f(0.0, 0.0); |
|
1181 |
glVertex2d(cScreenWidth / -2, cScreenHeight); |
|
1182 |
glTexCoord2f(1.0, 0.0); |
|
1183 |
glVertex2d(cScreenWidth / 2, cScreenHeight); |
|
1184 |
glTexCoord2f(1.0, 1.0); |
|
1185 |
glVertex2d(cScreenWidth / 2, cScreenHeight / 2); |
|
1186 |
glTexCoord2f(0.0, 1.0); |
|
1187 |
glVertex2d(cScreenWidth / -2, cScreenHeight / 2); |
|
1188 |
end; |
|
3692 | 1189 |
glEnd(); |
1190 |
SetScale(zoom); |
|
3696 | 1191 |
end |
1192 |
else |
|
1193 |
begin |
|
1194 |
// clear scene |
|
1195 |
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
|
1196 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
1197 |
// draw left eye in red channel only |
|
1198 |
if cStereoMode = smGreenRed then |
|
1199 |
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) |
|
1200 |
else if cStereoMode = smBlueRed then |
|
1201 |
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) |
|
1202 |
else if cStereoMode = smCyanRed then |
|
1203 |
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) |
|
1204 |
else |
|
1205 |
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); |
|
1206 |
DrawWorldStereo(Lag, rmLeftEye); |
|
1207 |
// draw right eye in selected channel(s) only |
|
1208 |
if cStereoMode = smRedGreen then |
|
1209 |
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) |
|
1210 |
else if cStereoMode = smRedBlue then |
|
1211 |
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) |
|
1212 |
else if cStereoMode = smRedCyan then |
|
1213 |
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) |
|
1214 |
else |
|
1215 |
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); |
|
1216 |
DrawWorldStereo(Lag, rmRightEye); |
|
1217 |
end |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1218 |
{$ENDIF} |
3692 | 1219 |
end; |
1220 |
||
1221 |
procedure ChangeDepth(rm: TRenderMode; d: GLfloat); |
|
1222 |
begin |
|
4850 | 1223 |
rm:= rm; d:= d; // avoid hint |
10275
6c91047f59b6
RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents:
10265
diff
changeset
|
1224 |
{$IFDEF USE_S3D_RENDERING} |
3696 | 1225 |
d:= d / 5; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1226 |
if rm = rmDefault then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1227 |
exit |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1228 |
else if rm = rmLeftEye then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1229 |
d:= -d; |
3692 | 1230 |
stereoDepth:= stereoDepth + d; |
10275
6c91047f59b6
RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents:
10265
diff
changeset
|
1231 |
openglTranslProjMatrix(d, 0, 0); |
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1232 |
{$ENDIF} |
3692 | 1233 |
end; |
8330 | 1234 |
|
3692 | 1235 |
procedure ResetDepth(rm: TRenderMode); |
1236 |
begin |
|
4850 | 1237 |
rm:= rm; // avoid hint |
10275
6c91047f59b6
RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents:
10265
diff
changeset
|
1238 |
{$IFDEF USE_S3D_RENDERING} |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1239 |
if rm = rmDefault then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1240 |
exit; |
10275
6c91047f59b6
RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents:
10265
diff
changeset
|
1241 |
openglTranslProjMatrix(-stereoDepth, 0, 0); |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1242 |
cStereoDepth:= 0; |
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
1243 |
{$ENDIF} |
3692 | 1244 |
end; |
9654 | 1245 |
|
1246 |
procedure RenderWorldEdge(Lag: Longword); |
|
1247 |
var |
|
1248 |
VertexBuffer: array [0..3] of TVertex2f; |
|
1249 |
c1, c2: LongWord; // couple of colours for edges |
|
1250 |
begin |
|
10318 | 1251 |
if (WorldEdge <> weNone) and (WorldEdge <> weSea) then |
9654 | 1252 |
begin |
1253 |
(* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type. Prob also, say, trigger a border animation timer on an impact. *) |
|
1254 |
||
1255 |
glDisable(GL_TEXTURE_2D); |
|
1256 |
glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
|
10265
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1257 |
if WorldEdge = weWrap then |
10275
6c91047f59b6
RAR: cleaning up a bit of the IFDEF-clusterf*ck
sheepluva
parents:
10265
diff
changeset
|
1258 |
glColor4ub($00, $00, $00, $40) |
10265
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1259 |
else |
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1260 |
begin |
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1261 |
glEnableClientState(GL_COLOR_ARRAY); |
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1262 |
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]); |
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1263 |
end; |
9654 | 1264 |
|
1265 |
glPushMatrix; |
|
1266 |
glTranslatef(WorldDx, WorldDy, 0); |
|
1267 |
||
1268 |
VertexBuffer[0].X:= leftX-20; |
|
10265
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1269 |
VertexBuffer[0].Y:= -3500; |
9654 | 1270 |
VertexBuffer[1].X:= leftX-20; |
1271 |
VertexBuffer[1].Y:= cWaterLine+cVisibleWater; |
|
1272 |
VertexBuffer[2].X:= leftX+30; |
|
1273 |
VertexBuffer[2].Y:= cWaterLine+cVisibleWater; |
|
1274 |
VertexBuffer[3].X:= leftX+30; |
|
10265
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1275 |
VertexBuffer[3].Y:= -3500; |
9654 | 1276 |
|
1277 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
1278 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
1279 |
||
1280 |
VertexBuffer[0].X:= rightX+20; |
|
1281 |
VertexBuffer[1].X:= rightX+20; |
|
1282 |
VertexBuffer[2].X:= rightX-30; |
|
1283 |
VertexBuffer[3].X:= rightX-30; |
|
1284 |
||
1285 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
1286 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
1287 |
||
1288 |
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]); |
|
1289 |
||
1290 |
VertexBuffer[0].X:= -5000; |
|
1291 |
VertexBuffer[1].X:= -5000; |
|
1292 |
VertexBuffer[2].X:= leftX-20; |
|
1293 |
VertexBuffer[3].X:= leftX-20; |
|
1294 |
||
1295 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
1296 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
1297 |
||
1298 |
VertexBuffer[0].X:= rightX+5000; |
|
1299 |
VertexBuffer[1].X:= rightX+5000; |
|
1300 |
VertexBuffer[2].X:= rightX+20; |
|
1301 |
VertexBuffer[3].X:= rightX+20; |
|
1302 |
||
1303 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
1304 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
1305 |
||
1306 |
glPopMatrix; |
|
1307 |
glDisableClientState(GL_COLOR_ARRAY); |
|
1308 |
glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
|
1309 |
||
1310 |
glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required |
|
1311 |
glEnable(GL_TEXTURE_2D); |
|
1312 |
||
10015 | 1313 |
// I'd still like to have things happen to the border when a wrap or bounce just occurred, based on a timer |
9654 | 1314 |
if WorldEdge = weBounce then |
1315 |
begin |
|
1316 |
// could maybe alternate order of these on a bounce, or maybe drop the outer ones. |
|
1317 |
if LeftImpactTimer mod 2 = 0 then |
|
1318 |
begin |
|
1319 |
c1:= $5454FFFF; c2:= $FFFFFFFF; |
|
1320 |
end |
|
1321 |
else begin |
|
1322 |
c1:= $FFFFFFFF; c2:= $5454FFFF; |
|
1323 |
end; |
|
1324 |
DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 7.0, c1); |
|
1325 |
DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, c2); |
|
1326 |
DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0, c1); |
|
1327 |
DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 1.0, c2); |
|
1328 |
if RightImpactTimer mod 2 = 0 then |
|
1329 |
begin |
|
1330 |
c1:= $5454FFFF; c2:= $FFFFFFFF; |
|
1331 |
end |
|
1332 |
else begin |
|
1333 |
c1:= $FFFFFFFF; c2:= $5454FFFF; |
|
1334 |
end; |
|
1335 |
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 7.0, c1); |
|
1336 |
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, c2); |
|
1337 |
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, c1); |
|
1338 |
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 1.0, c2) |
|
1339 |
end |
|
1340 |
else if WorldEdge = weWrap then |
|
1341 |
begin |
|
10265
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1342 |
{DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer)); |
9654 | 1343 |
DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 2.0, $FF0000FF); |
1344 |
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-RightImpactTimer)); |
|
10265
7e8d4cd76ce7
darken wrapped areas, which was a very nice suggestion by nemo
sheepluva
parents:
10263
diff
changeset
|
1345 |
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF);} |
9654 | 1346 |
end |
1347 |
else |
|
1348 |
begin |
|
1349 |
DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $2E8B5780); |
|
1350 |
DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $2E8B5780) |
|
1351 |
end; |
|
1352 |
if LeftImpactTimer > Lag then dec(LeftImpactTimer,Lag) else LeftImpactTimer:= 0; |
|
1353 |
if RightImpactTimer > Lag then dec(RightImpactTimer,Lag) else RightImpactTimer:= 0 |
|
1354 |
end; |
|
1355 |
end; |
|
1356 |
||
1357 |
||
1358 |
procedure RenderTeamsHealth; |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1359 |
var t, i, h, smallScreenOffset, TeamHealthBarWidth : LongInt; |
9654 | 1360 |
r: TSDL_Rect; |
1361 |
highlight: boolean; |
|
9656 | 1362 |
htex: PTexture; |
9654 | 1363 |
begin |
1364 |
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then // take up less screen on small displays |
|
1365 |
begin |
|
1366 |
SetScale(1.5); |
|
1367 |
smallScreenOffset:= cScreenHeight div 6; |
|
1368 |
if TeamsCount * 100 > Longword(cScreenHeight) then |
|
1369 |
Tint($FF,$FF,$FF,$80); |
|
1370 |
end |
|
1371 |
else smallScreenOffset:= 0; |
|
1372 |
for t:= 0 to Pred(TeamsCount) do |
|
1373 |
with TeamsArray[t]^ do |
|
1374 |
if TeamHealth > 0 then |
|
1375 |
begin |
|
1376 |
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
|
1377 |
||
1378 |
if highlight then |
|
9656 | 1379 |
begin |
9654 | 1380 |
Tint(Clan^.Color shl 8 or $FF); |
9656 | 1381 |
htex:= GenericHealthTexture |
1382 |
end |
|
1383 |
else |
|
1384 |
htex:= Clan^.HealthTex; |
|
9654 | 1385 |
|
9791
446e4919b738
Display team owner in teams widget (addresses issue 174)
unc0rr
parents:
9755
diff
changeset
|
1386 |
// draw owner |
446e4919b738
Display team owner in teams widget (addresses issue 174)
unc0rr
parents:
9755
diff
changeset
|
1387 |
if OwnerTex <> nil then |
446e4919b738
Display team owner in teams widget (addresses issue 174)
unc0rr
parents:
9755
diff
changeset
|
1388 |
DrawTexture(-OwnerTex^.w - NameTagTex^.w - 18, cScreenHeight + DrawHealthY + smallScreenOffset, OwnerTex); |
446e4919b738
Display team owner in teams widget (addresses issue 174)
unc0rr
parents:
9755
diff
changeset
|
1389 |
|
446e4919b738
Display team owner in teams widget (addresses issue 174)
unc0rr
parents:
9755
diff
changeset
|
1390 |
// draw name |
9654 | 1391 |
DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex); |
1392 |
||
1393 |
// draw flag |
|
1394 |
DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex); |
|
1395 |
||
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1396 |
TeamHealthBarWidth:= cTeamHealthWidth * TeamHealthBarHealth div MaxTeamHealth; |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1397 |
|
9654 | 1398 |
// draw health bar |
1399 |
r.x:= 0; |
|
1400 |
r.y:= 0; |
|
1401 |
r.w:= 2 + TeamHealthBarWidth; |
|
9656 | 1402 |
r.h:= htex^.h; |
1403 |
DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex); |
|
9654 | 1404 |
|
1405 |
// draw health bars right border |
|
1406 |
inc(r.x, cTeamHealthWidth + 2); |
|
1407 |
r.w:= 3; |
|
9656 | 1408 |
DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex); |
9654 | 1409 |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1410 |
h:= 0; |
9654 | 1411 |
if not hasGone then |
1412 |
for i:= 0 to cMaxHHIndex do |
|
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1413 |
begin |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1414 |
inc(h, Hedgehogs[i].HealthBarHealth); |
10015 | 1415 |
if (h < TeamHealthBarHealth) and (Hedgehogs[i].HealthBarHealth > 0) then |
9720
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1416 |
DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture); |
453a1c29b7e4
Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents:
9693
diff
changeset
|
1417 |
end; |
9654 | 1418 |
|
1419 |
// draw ai kill counter for gfAISurvival |
|
1420 |
if (GameFlags and gfAISurvival) <> 0 then |
|
1421 |
begin |
|
1422 |
DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex); |
|
1423 |
end; |
|
1424 |
||
1425 |
// if highlighted, draw flag and other contents again to keep their colors |
|
1426 |
// this approach should be faster than drawing all borders one by one tinted or not |
|
1427 |
if highlight then |
|
1428 |
begin |
|
1429 |
if TeamsCount * 100 > Longword(cScreenHeight) then |
|
1430 |
Tint($FF,$FF,$FF,$80) |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9656
diff
changeset
|
1431 |
else untint; |
9654 | 1432 |
|
1433 |
// draw name |
|
1434 |
r.x:= 2; |
|
1435 |
r.y:= 2; |
|
1436 |
r.w:= NameTagTex^.w - 4; |
|
1437 |
r.h:= NameTagTex^.h - 4; |
|
1438 |
DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex); |
|
10147 | 1439 |
|
1440 |
if OwnerTex <> nil then |
|
1441 |
begin |
|
1442 |
r.w:= OwnerTex^.w - 4; |
|
1443 |
r.h:= OwnerTex^.h - 4; |
|
1444 |
DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex) |
|
1445 |
end; |
|
1446 |
||
1447 |
if (GameFlags and gfAISurvival) <> 0 then |
|
1448 |
begin |
|
1449 |
r.w:= AIKillsTex^.w - 4; |
|
1450 |
r.h:= AIKillsTex^.h - 4; |
|
1451 |
DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, AIKillsTex); |
|
1452 |
end; |
|
1453 |
||
9654 | 1454 |
// draw flag |
1455 |
r.w:= 22; |
|
1456 |
r.h:= 15; |
|
1457 |
DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex); |
|
10317 | 1458 |
end |
1459 |
// draw an arrow next to active team |
|
1460 |
else if (CurrentTeam = TeamsArray[t]) and (TurnTimeLeft > 0) then |
|
1461 |
begin |
|
1462 |
h:= -NameTagTex^.w - 24; |
|
1463 |
if OwnerTex <> nil then |
|
1464 |
h:= h - OwnerTex^.w - 4; |
|
1465 |
DrawSpriteRotatedF(sprFinger, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFinger].Width div 4, 0, 1, -90); |
|
9654 | 1466 |
end; |
1467 |
end; |
|
1468 |
if smallScreenOffset <> 0 then |
|
1469 |
begin |
|
1470 |
SetScale(cDefaultZoomLevel); |
|
1471 |
if TeamsCount * 20 > Longword(cScreenHeight) div 5 then |
|
10032
db65298717da
This adds idle hog tinting. Active hog tinting still needed.
nemo
parents:
10009
diff
changeset
|
1472 |
untint; |
9654 | 1473 |
end; |
1474 |
end; |
|
1475 |
||
1476 |
||
3692 | 1477 |
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
9654 | 1478 |
var i, t: LongInt; |
3692 | 1479 |
r: TSDL_Rect; |
1480 |
tdx, tdy: Double; |
|
7016 | 1481 |
s: shortstring; |
9654 | 1482 |
offsetX, offsetY, screenBottom: LongInt; |
3692 | 1483 |
VertexBuffer: array [0..3] of TVertex2f; |
1484 |
begin |
|
10318 | 1485 |
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine); |
1486 |
||
1487 |
// note: offsetY is negative! |
|
10319 | 1488 |
offsetY:= 10 * Min(0, -145 - ScreenBottom); // TODO limit this in the other direction too |
10318 | 1489 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1490 |
if (cReducedQuality and rqNoBackground) = 0 then |
1812 | 1491 |
begin |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1492 |
// Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway |
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1493 |
SkyOffset:= offsetY div 35 + cWaveHeight; |
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1494 |
HorizontOffset:= SkyOffset; |
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1495 |
if ScreenBottom > SkyOffset then |
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1496 |
HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20); |
3265
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
1497 |
|
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1498 |
// background |
3688 | 1499 |
ChangeDepth(RM, cStereo_Sky); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1500 |
if SuddenDeathDmg then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1501 |
Tint(SDTint, SDTint, SDTint, $FF); |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1502 |
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); |
3688 | 1503 |
ChangeDepth(RM, -cStereo_Horizon); |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1504 |
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1505 |
if SuddenDeathDmg then |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9656
diff
changeset
|
1506 |
untint; |
3611 | 1507 |
end; |
4 | 1508 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1509 |
DrawVisualGears(0); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1510 |
ChangeDepth(RM, -cStereo_MidDistance); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1511 |
DrawVisualGears(4); |
3697 | 1512 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1513 |
if (cReducedQuality and rq2DWater) = 0 then |
3611 | 1514 |
begin |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
1515 |
// Waves |
10318 | 1516 |
DrawWater(255, SkyOffset, 0); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1517 |
ChangeDepth(RM, -cStereo_Water_distant); |
10318 | 1518 |
DrawWaves( 1, 0 - WorldDx div 32, offsetY div 35, -49, 64); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1519 |
ChangeDepth(RM, -cStereo_Water_distant); |
10318 | 1520 |
DrawWaves( -1, 25 + WorldDx div 25, offsetY div 38, -37, 48); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1521 |
ChangeDepth(RM, -cStereo_Water_distant); |
10318 | 1522 |
DrawWaves( 1, 75 - WorldDx div 19, offsetY div 45, -23, 32); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1523 |
ChangeDepth(RM, -cStereo_Water_distant); |
10318 | 1524 |
DrawWaves(-1, 100 + WorldDx div 14, offsetY div 70, -7, 24); |
3265
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
1525 |
end |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1526 |
else |
10318 | 1527 |
DrawWaves(-1, 100, - cWaveHeight div 2, - cWaveHeight div 2, 0); |
4 | 1528 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1529 |
changeDepth(RM, cStereo_Land); |
6302
db8bdbb34e03
Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents:
6296
diff
changeset
|
1530 |
DrawVisualGears(5); |
3611 | 1531 |
DrawLand(WorldDx, WorldDy); |
10263
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1532 |
if WorldEdge = weWrap then |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1533 |
begin |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1534 |
DrawLand(WorldDx - playWidth, WorldDy); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1535 |
DrawLand(WorldDx + playWidth, WorldDy); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1536 |
end; |
1911 | 1537 |
|
10318 | 1538 |
DrawWater(255, 0, 0); |
4 | 1539 |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1540 |
(* |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1541 |
// Attack bar |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1542 |
if CurrentTeam <> nil then |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1543 |
case AttackBar of |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1544 |
//1: begin |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1545 |
//r:= StuffPoz[sPowerBar]; |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1546 |
//{$WARNINGS OFF} |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1547 |
//r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1548 |
//{$WARNINGS ON} |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1549 |
//DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1550 |
//end; |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1551 |
2: with CurrentHedgehog^ do |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1552 |
begin |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1553 |
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1554 |
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1555 |
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1556 |
DrawSprite(sprPower, |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1557 |
hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16, |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1558 |
hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16, |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1559 |
i) |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1560 |
end |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1561 |
end; |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1562 |
*) |
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1563 |
|
10263
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1564 |
|
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1565 |
if WorldEdge = weWrap then |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1566 |
begin |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1567 |
// remember original value |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1568 |
i:= WorldDx; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1569 |
WorldDx:= i - playWidth; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1570 |
DrawVisualGears(1); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1571 |
DrawGears(); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1572 |
DrawVisualGears(6); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1573 |
WorldDx:= i + playWidth; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1574 |
DrawVisualGears(1); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1575 |
DrawGears(); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1576 |
DrawVisualGears(6); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1577 |
// reset to original value |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1578 |
WorldDx:= i; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1579 |
end; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1580 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1581 |
DrawVisualGears(1); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1582 |
DrawGears; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1583 |
DrawVisualGears(6); |
4 | 1584 |
|
10263
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1585 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1586 |
if SuddenDeathDmg then |
10318 | 1587 |
DrawWater(SDWaterOpacity, 0, 0) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1588 |
else |
10318 | 1589 |
DrawWater(WaterOpacity, 0, 0); |
2269
00f5704f5f39
add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents:
2268
diff
changeset
|
1590 |
|
3611 | 1591 |
// Waves |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1592 |
ChangeDepth(RM, cStereo_Water_near); |
10318 | 1593 |
DrawWaves( 1, 25 - WorldDx div 9, 0, 0, 12); |
3265
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
1594 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1595 |
if (cReducedQuality and rq2DWater) = 0 then |
3265
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
1596 |
begin |
6982 | 1597 |
//DrawWater(WaterOpacity, - offsetY div 40); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1598 |
ChangeDepth(RM, cStereo_Water_near); |
10318 | 1599 |
DrawWaves(-1, 50 + WorldDx div 6, - offsetY div 40, 23, 8); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1600 |
if SuddenDeathDmg then |
10318 | 1601 |
DrawWater(SDWaterOpacity, - offsetY div 20, 23) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1602 |
else |
10318 | 1603 |
DrawWater(WaterOpacity, - offsetY div 20, 23); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1604 |
ChangeDepth(RM, cStereo_Water_near); |
10318 | 1605 |
DrawWaves( 1, 75 - WorldDx div 4, - offsetY div 20, 37, 2); |
4792
68f9b331014a
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents:
4748
diff
changeset
|
1606 |
if SuddenDeathDmg then |
10318 | 1607 |
DrawWater(SDWaterOpacity, - offsetY div 10, 47) |
4792
68f9b331014a
sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents:
4748
diff
changeset
|
1608 |
else |
10318 | 1609 |
DrawWater(WaterOpacity, - offsetY div 10, 47); |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1610 |
ChangeDepth(RM, cStereo_Water_near); |
10318 | 1611 |
DrawWaves( -1, 25 + WorldDx div 3, - offsetY div 10, 59, 0); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1612 |
end |
3611 | 1613 |
else |
10318 | 1614 |
DrawWaves(-1, 50, cWaveHeight div 2, cWaveHeight div 2, 0); |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1615 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1616 |
// everything after this ChangeDepth will be drawn outside the screen |
4818
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4816
diff
changeset
|
1617 |
// note: negative parallax gears should last very little for a smooth stereo effect |
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4816
diff
changeset
|
1618 |
ChangeDepth(RM, cStereo_Outside); |
10263
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1619 |
if WorldEdge = weWrap then |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1620 |
begin |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1621 |
// remember original value |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1622 |
i:= WorldDx; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1623 |
WorldDx:= i - playWidth; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1624 |
DrawVisualGears(2); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1625 |
WorldDx:= i + playWidth; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1626 |
DrawVisualGears(2); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1627 |
// reset to original value |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1628 |
WorldDx:= i; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1629 |
end; |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1630 |
DrawVisualGears(2); |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1631 |
|
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1632 |
// everything after this ResetDepth will be drawn at screen level (depth = 0) |
4818
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4816
diff
changeset
|
1633 |
// note: everything that needs to be readable should be on this level |
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1634 |
ResetDepth(RM); |
10263
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1635 |
if WorldEdge = weWrap then |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1636 |
begin |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1637 |
// remember original value |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1638 |
i:= WorldDx; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1639 |
WorldDx:= i - playWidth; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1640 |
DrawVisualGears(3); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1641 |
WorldDx:= i + playWidth; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1642 |
DrawVisualGears(3); |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1643 |
// reset to original value |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1644 |
WorldDx:= i; |
6ef900411158
here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents:
10251
diff
changeset
|
1645 |
end; |
4818
202eef454354
rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents:
4816
diff
changeset
|
1646 |
DrawVisualGears(3); |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1647 |
|
2288 | 1648 |
{$WARNINGS OFF} |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1649 |
// Target |
3104 | 1650 |
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then |
1651 |
begin |
|
1652 |
with PHedgehog(CurrentHedgehog)^ do |
|
1653 |
begin |
|
5372
7283bc768228
Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents:
5302
diff
changeset
|
1654 |
if CurAmmoType = amBee then |
6999 | 1655 |
DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) |
3110 | 1656 |
else |
6999 | 1657 |
DrawSpriteRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) |
5372
7283bc768228
Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents:
5302
diff
changeset
|
1658 |
end |
3104 | 1659 |
end; |
4 | 1660 |
{$WARNINGS ON} |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1661 |
|
9654 | 1662 |
RenderWorldEdge(Lag); |
9473
a51a69094c24
partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents:
9377
diff
changeset
|
1663 |
|
3523 | 1664 |
// this scale is used to keep the various widgets at the same dimension at all zoom levels |
1665 |
SetScale(cDefaultZoomLevel); |
|
2724 | 1666 |
|
1667 |
// Turn time |
|
9693 | 1668 |
if UIDisplay <> uiNone then |
3774 | 1669 |
begin |
9693 | 1670 |
{$IFDEF USE_TOUCH_INTERFACE} |
1671 |
offsetX:= cScreenHeight - 13; |
|
1672 |
{$ELSE} |
|
1673 |
offsetX:= 48; |
|
1674 |
{$ENDIF} |
|
1675 |
offsetY:= cOffsetY; |
|
1676 |
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1677 |
begin |
9693 | 1678 |
if ReadyTimeLeft <> 0 then |
1679 |
i:= Succ(Pred(ReadyTimeLeft) div 1000) |
|
1680 |
else |
|
1681 |
i:= Succ(Pred(TurnTimeLeft) div 1000); |
|
10015 | 1682 |
|
9693 | 1683 |
if i>99 then |
1684 |
t:= 112 |
|
1685 |
else if i>9 then |
|
1686 |
t:= 96 |
|
1687 |
else |
|
1688 |
t:= 80; |
|
1689 |
DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1); |
|
1690 |
while i > 0 do |
|
1691 |
begin |
|
1692 |
dec(t, 32); |
|
1693 |
DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10); |
|
1694 |
i:= i div 10 |
|
1695 |
end; |
|
1696 |
DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1697 |
end; |
79 | 1698 |
|
4 | 1699 |
// Captions |
9693 | 1700 |
DrawCaptions |
1701 |
end; |
|
4 | 1702 |
|
6676
21cf35a570a7
add keywords for landscape ammomenu and touch interface
koda
parents:
6652
diff
changeset
|
1703 |
{$IFDEF USE_TOUCH_INTERFACE} |
5828
667fb58d7f18
Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents:
5824
diff
changeset
|
1704 |
// Draw buttons Related to the Touch interface |
6688 | 1705 |
DrawScreenWidget(@arrowLeft); |
1706 |
DrawScreenWidget(@arrowRight); |
|
1707 |
DrawScreenWidget(@arrowUp); |
|
1708 |
DrawScreenWidget(@arrowDown); |
|
1709 |
||
1710 |
DrawScreenWidget(@fireButton); |
|
6714
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
1711 |
DrawScreenWidget(@jumpWidget); |
f2f93017132c
moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents:
6710
diff
changeset
|
1712 |
DrawScreenWidget(@AMWidget); |
6688 | 1713 |
DrawScreenWidget(@pauseButton); |
6806
cdfb6c7099e5
first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents:
6802
diff
changeset
|
1714 |
DrawScreenWidget(@utilityWidget); |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
1715 |
{$ENDIF} |
6601
5965e2927b3d
fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents:
6580
diff
changeset
|
1716 |
|
9693 | 1717 |
if UIDisplay = uiAll then |
1718 |
RenderTeamsHealth; |
|
47 | 1719 |
|
5 | 1720 |
// Lag alert |
7392
bc3306c59a08
Correctly distinguish between game and real ticks while recording video,
Stepan777 <stepik-777@mail.ru>
parents:
7386
diff
changeset
|
1721 |
if isInLag then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1722 |
DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12); |
4 | 1723 |
|
5 | 1724 |
// Wind bar |
9693 | 1725 |
if UIDisplay <> uiNone then |
1726 |
begin |
|
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
1727 |
{$IFDEF USE_TOUCH_INTERFACE} |
3405 | 1728 |
offsetX:= cScreenHeight - 13; |
1729 |
offsetY:= (cScreenWidth shr 1) + 74; |
|
2567 | 1730 |
{$ELSE} |
3405 | 1731 |
offsetX:= 30; |
1732 |
offsetY:= 180; |
|
2567 | 1733 |
{$ENDIF} |
3405 | 1734 |
DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0); |
1735 |
if WindBarWidth > 0 then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1736 |
begin |
3405 | 1737 |
{$WARNINGS OFF} |
1738 |
r.x:= 8 - (RealTicks shr 6) mod 8; |
|
1739 |
{$WARNINGS ON} |
|
1740 |
r.y:= 0; |
|
1741 |
r.w:= WindBarWidth; |
|
1742 |
r.h:= 13; |
|
1743 |
DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1744 |
end |
3405 | 1745 |
else |
1746 |
if WindBarWidth < 0 then |
|
1747 |
begin |
|
9693 | 1748 |
{$WARNINGS OFF} |
1749 |
r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8; |
|
1750 |
{$WARNINGS ON} |
|
1751 |
r.y:= 0; |
|
1752 |
r.w:= - WindBarWidth; |
|
1753 |
r.h:= 13; |
|
1754 |
DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0); |
|
1755 |
end |
|
1756 |
end; |
|
5 | 1757 |
|
161 | 1758 |
// AmmoMenu |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1759 |
if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1760 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1761 |
if (AMState = AMHidden) then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1762 |
AMAnimStartTime:= RealTicks |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1763 |
else |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1764 |
AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1765 |
AMState:= AMShowingUp; |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1766 |
end; |
8099
a7f02b902b6f
throw in some 'nots' trying to restore pas2c functionality
koda
parents:
8026
diff
changeset
|
1767 |
if (not bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1768 |
begin |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1769 |
if (AMState = AMShowing) then |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1770 |
AMAnimStartTime:= RealTicks |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1771 |
else |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1772 |
AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); |
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1773 |
AMState:= AMHiding; |
8330 | 1774 |
end; |
6795
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1775 |
|
e4831e13e04a
make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents:
6794
diff
changeset
|
1776 |
if bShowAmmoMenu or (AMState = AMHiding) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1777 |
ShowAmmoMenu; |
161 | 1778 |
|
2287 | 1779 |
// Cursor |
1780 |
if isCursorVisible and bShowAmmoMenu then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1781 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); |
942 | 1782 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1783 |
// Chat |
2287 | 1784 |
DrawChat; |
4 | 1785 |
|
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1786 |
|
4976 | 1787 |
// various captions |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1788 |
if fastUntilLag then |
6999 | 1789 |
DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1790 |
if isPaused then |
6999 | 1791 |
DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture); |
9670
1954f692e8c6
Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents:
9666
diff
changeset
|
1792 |
if isAFK then |
1954f692e8c6
Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents:
9666
diff
changeset
|
1793 |
DrawTextureCentered(0, (cScreenHeight shr 1), AFKTexture); |
3774 | 1794 |
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1795 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1796 |
if (ReadyTimeLeft = 0) and (missionTimer > 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1797 |
dec(missionTimer, Lag); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1798 |
if missionTimer < 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1799 |
missionTimer:= 0; // avoid subtracting below 0 |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1800 |
if missionTex <> nil then |
6999 | 1801 |
DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex); |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
1802 |
end; |
2786 | 1803 |
|
2724 | 1804 |
// fps |
6685
ef706fccfb0a
moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents:
6683
diff
changeset
|
1805 |
{$IFDEF USE_TOUCH_INTERFACE} |
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
1806 |
offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12; |
2724 | 1807 |
{$ELSE} |
3463 | 1808 |
offsetX:= 10; |
2724 | 1809 |
{$ENDIF} |
3463 | 1810 |
offsetY:= cOffsetY; |
3696 | 1811 |
if (RM = rmDefault) or (RM = rmRightEye) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1812 |
begin |
3692 | 1813 |
inc(Frames); |
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1814 |
|
3692 | 1815 |
if cShowFPS or (GameType = gmtDemo) then |
1816 |
inc(CountTicks, Lag); |
|
1817 |
if (GameType = gmtDemo) and (CountTicks >= 1000) then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1818 |
begin |
7016 | 1819 |
i:= GameTicks div 1000; |
3692 | 1820 |
t:= i mod 60; |
1821 |
s:= inttostr(t); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1822 |
if t < 10 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1823 |
s:= '0' + s; |
3692 | 1824 |
i:= i div 60; |
1825 |
t:= i mod 60; |
|
1826 |
s:= inttostr(t) + ':' + s; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1827 |
if t < 10 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1828 |
s:= '0' + s; |
3692 | 1829 |
s:= inttostr(i div 60) + ':' + s; |
8330 | 1830 |
|
1831 |
||
3692 | 1832 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); |
1833 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
|
6380
1ff5ad1d771b
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents:
6302
diff
changeset
|
1834 |
FreeTexture(timeTexture); |
3692 | 1835 |
timeTexture:= Surface2Tex(tmpSurface, false); |
1836 |
SDL_FreeSurface(tmpSurface) |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1837 |
end; |
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1838 |
|
3692 | 1839 |
if timeTexture <> nil then |
1840 |
DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture); |
|
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1841 |
|
3692 | 1842 |
if cShowFPS then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1843 |
begin |
3692 | 1844 |
if CountTicks >= 1000 then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1845 |
begin |
3692 | 1846 |
FPS:= Frames; |
1847 |
Frames:= 0; |
|
1848 |
CountTicks:= 0; |
|
1849 |
s:= inttostr(FPS) + ' fps'; |
|
1850 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); |
|
1851 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
|
6380
1ff5ad1d771b
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents:
6302
diff
changeset
|
1852 |
FreeTexture(fpsTexture); |
3692 | 1853 |
fpsTexture:= Surface2Tex(tmpSurface, false); |
1854 |
SDL_FreeSurface(tmpSurface) |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1855 |
end; |
3692 | 1856 |
if fpsTexture <> nil then |
1857 |
DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture); |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1858 |
end; |
3692 | 1859 |
end; |
1860 |
||
756 | 1861 |
|
2724 | 1862 |
if GameState = gsConfirm then |
8675
3fb25201d303
This has bothered me for the longest time. Move texture so it doesn't overlap. I'd initially had a test for isPaused, but jumping texture bothered me.
nemo
parents:
8471
diff
changeset
|
1863 |
DrawTextureCentered(0, (cScreenHeight shr 1)-40, ConfirmTexture); |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1864 |
|
3107 | 1865 |
if ScreenFade <> sfNone then |
1866 |
begin |
|
8099
a7f02b902b6f
throw in some 'nots' trying to restore pas2c functionality
koda
parents:
8026
diff
changeset
|
1867 |
if (not isFirstFrame) then |
3107 | 1868 |
case ScreenFade of |
1869 |
sfToBlack, sfToWhite: if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then |
|
1870 |
inc(ScreenFadeValue, Lag * ScreenFadeSpeed) |
|
1871 |
else |
|
3123 | 1872 |
ScreenFadeValue:= sfMax; |
3107 | 1873 |
sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then |
1874 |
dec(ScreenFadeValue, Lag * ScreenFadeSpeed) |
|
1875 |
else |
|
3123 | 1876 |
ScreenFadeValue:= 0; |
3107 | 1877 |
end; |
1878 |
if ScreenFade <> sfNone then |
|
1879 |
begin |
|
1880 |
case ScreenFade of |
|
3376 | 1881 |
sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000); |
1882 |
sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000); |
|
3107 | 1883 |
end; |
3697 | 1884 |
|
3113 | 1885 |
VertexBuffer[0].X:= -cScreenWidth; |
1886 |
VertexBuffer[0].Y:= cScreenHeight; |
|
1887 |
VertexBuffer[1].X:= -cScreenWidth; |
|
1888 |
VertexBuffer[1].Y:= 0; |
|
1889 |
VertexBuffer[2].X:= cScreenWidth; |
|
1890 |
VertexBuffer[2].Y:= 0; |
|
1891 |
VertexBuffer[3].X:= cScreenWidth; |
|
1892 |
VertexBuffer[3].Y:= cScreenHeight; |
|
3697 | 1893 |
|
3376 | 1894 |
glDisable(GL_TEXTURE_2D); |
3641 | 1895 |
|
3113 | 1896 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1897 |
glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1); |
3641 | 1898 |
|
3376 | 1899 |
glEnable(GL_TEXTURE_2D); |
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9656
diff
changeset
|
1900 |
untint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1901 |
if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1902 |
ScreenFade:= sfNone |
3107 | 1903 |
end |
1904 |
end; |
|
1905 |
||
7198
5debd5fe526e
1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents:
7194
diff
changeset
|
1906 |
{$IFDEF USE_VIDEO_RECORDING} |
5debd5fe526e
1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents:
7194
diff
changeset
|
1907 |
// during video prerecording draw red blinking circle and text 'rec' |
7180 | 1908 |
if flagPrerecording then |
1909 |
begin |
|
1910 |
if recTexture = nil then |
|
1911 |
begin |
|
1912 |
s:= 'rec'; |
|
1913 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels); |
|
1914 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
|
1915 |
FreeTexture(recTexture); |
|
1916 |
recTexture:= Surface2Tex(tmpSurface, false); |
|
1917 |
SDL_FreeSurface(tmpSurface) |
|
1918 |
end; |
|
1919 |
DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture); |
|
1920 |
||
1921 |
// draw red circle |
|
8330 | 1922 |
glDisable(GL_TEXTURE_2D); |
7180 | 1923 |
Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007))))); |
1924 |
glBegin(GL_POLYGON); |
|
1925 |
for i:= 0 to 20 do |
|
1926 |
glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10); |
|
1927 |
glEnd(); |
|
9666
8dcb25112d96
- Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents:
9656
diff
changeset
|
1928 |
untint; |
7180 | 1929 |
glEnable(GL_TEXTURE_2D); |
1930 |
end; |
|
7198
5debd5fe526e
1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents:
7194
diff
changeset
|
1931 |
{$ENDIF} |
7180 | 1932 |
|
3123 | 1933 |
SetScale(zoom); |
1934 |
||
7858 | 1935 |
// Attack bar |
1936 |
if CurrentTeam <> nil then |
|
1937 |
case AttackBar of |
|
1938 |
(* 1: begin |
|
1939 |
r:= StuffPoz[sPowerBar]; |
|
1940 |
{$WARNINGS OFF} |
|
1941 |
r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; |
|
1942 |
{$WARNINGS ON} |
|
1943 |
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); |
|
1944 |
end;*) |
|
1945 |
2: with CurrentHedgehog^ do |
|
1946 |
begin |
|
1947 |
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); |
|
1948 |
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); |
|
1949 |
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do |
|
1950 |
DrawSprite(sprPower, |
|
1951 |
hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16, |
|
1952 |
hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16, |
|
1953 |
i) |
|
1954 |
end |
|
1955 |
end; |
|
1956 |
||
1957 |
||
3123 | 1958 |
// Cursor |
1959 |
if isCursorVisible then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1960 |
begin |
8099
a7f02b902b6f
throw in some 'nots' trying to restore pas2c functionality
koda
parents:
8026
diff
changeset
|
1961 |
if (not bShowAmmoMenu) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1962 |
begin |
8373
209c9ba77a09
Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents:
8370
diff
changeset
|
1963 |
if not CurrentTeam^.ExtDriven then TargetCursorPoint:= CursorPoint; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1964 |
with CurrentHedgehog^ do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1965 |
if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1966 |
begin |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1967 |
if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1968 |
DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF); |
6924 | 1969 |
i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1970 |
with Ammoz[CurAmmoType] do |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1971 |
if PosCount > 1 then |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10160
diff
changeset
|
1972 |
begin |
10300
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1973 |
if (CurAmmoType = amGirder) or (CurAmmoType = amTeleport) then |
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1974 |
begin |
10298
7d5d93f9a515
make using the teleporter a bit less challenging
sheepluva
parents:
10277
diff
changeset
|
1975 |
// pulsating transparency |
10300
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1976 |
if ((GameTicks div 16) mod $80) >= $40 then |
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1977 |
Tint($FF, $FF, $FF, $C0 - (GameTicks div 16) mod $40) |
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1978 |
else |
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1979 |
Tint($FF, $FF, $FF, $80 + (GameTicks div 16) mod $40); |
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1980 |
end; |
8373
209c9ba77a09
Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents:
8370
diff
changeset
|
1981 |
DrawSprite(PosSprite, TargetCursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i); |
10298
7d5d93f9a515
make using the teleporter a bit less challenging
sheepluva
parents:
10277
diff
changeset
|
1982 |
Untint(); |
10251
a3b42e81803c
collision indicator on failed girder placement (especially useful with rubberband I guess). still needs some tweaks but I am going to bed now :P
sheepluva
parents:
10160
diff
changeset
|
1983 |
end; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1984 |
end; |
10300
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1985 |
//DrawSprite(sprArrow, TargetCursorPoint.X, cScreenHeight - TargetCursorPoint.Y, (RealTicks shr 6) mod 8) |
f70b2fb8acab
make mouse cursor size same, no matter what zoom level is used...
sheepluva
parents:
10298
diff
changeset
|
1986 |
DrawTextureF(SpritesData[sprArrow].Texture, cDefaultZoomLevel / cScaleFactor, TargetCursorPoint.X + round(SpritesData[sprArrow].Width / cScaleFactor), cScreenHeight - TargetCursorPoint.Y + round(SpritesData[sprArrow].Height / cScaleFactor), (RealTicks shr 6) mod 8, 1, SpritesData[sprArrow].Width, SpritesData[sprArrow].Height); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1987 |
end |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
1988 |
end; |
8026
4a4f21070479
merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents:
7946
diff
changeset
|
1989 |
|
10304
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1990 |
// debug stuff |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1991 |
if cViewLimitsDebug then |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1992 |
begin |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1993 |
r.x:= ViewLeftX; |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1994 |
r.y:= ViewTopY; |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1995 |
r.w:= ViewWidth; |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1996 |
r.h:= ViewHeight; |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1997 |
DrawRect(r, 255, 0, 0, 128, false); |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1998 |
end; |
7e40820b7ed6
fix gl2 build, further rendering cleanup WIP, also new chat command: /debugvl
sheepluva
parents:
10300
diff
changeset
|
1999 |
|
3107 | 2000 |
isFirstFrame:= false |
4 | 2001 |
end; |
2002 |
||
7343 | 2003 |
var PrevSentPointTime: LongWord = 0; |
2004 |
||
79 | 2005 |
procedure MoveCamera; |
10160 | 2006 |
var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY, cameraJump: LongInt; |
9755
6306b54dd8fc
don't allow autocamera to mess with targetting when e.g. spamming air-attacks in inf attack mode
sheepluva
parents:
9720
diff
changeset
|
2007 |
inbtwnTrgtAttks: Boolean; |
4 | 2008 |
begin |
5502 | 2009 |
{$IFNDEF MOBILE} |
8373
209c9ba77a09
Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents:
8370
diff
changeset
|
2010 |
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu) and autoCameraOn)) and cHasFocus and (GameState <> gsConfirm) then |
5191
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents:
5149
diff
changeset
|
2011 |
uCursor.updatePosition(); |
3551 | 2012 |
{$ENDIF} |
5852 | 2013 |
z:= round(200/zoom); |
9755
6306b54dd8fc
don't allow autocamera to mess with targetting when e.g. spamming air-attacks in inf attack mode
sheepluva
parents:
9720
diff
changeset
|
2014 |
inbtwnTrgtAttks := (CurrentHedgehog <> nil) and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0) and ((GameFlags and gfInfAttack) <> 0); |
9954 | 2015 |
if autoCameraOn and (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and (not inbtwnTrgtAttks) then |
7187
aff30d80bd7b
- Allow camera movement while current hedgehog is falling
unc0rr
parents:
7167
diff
changeset
|
2016 |
if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then |
6296 | 2017 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2018 |
FollowGear:= nil; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2019 |
prevPoint:= CursorPoint; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2020 |
exit |
6296 | 2021 |
end |
3680 | 2022 |
else |
6296 | 2023 |
begin |
10160 | 2024 |
if abs(prevPoint.X - WorldDx - hwRound(FollowGear^.X)) > rightX - leftX - 100 then |
2025 |
begin |
|
2026 |
if (prevPoint.X - WorldDx) * 2 < rightX + leftX then |
|
2027 |
cameraJump:= rightX - leftX |
|
2028 |
else |
|
2029 |
cameraJump:= leftX - rightX; |
|
2030 |
WorldDx:= WorldDx - cameraJump; |
|
2031 |
end; |
|
2032 |
||
5852 | 2033 |
CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8; |
10160 | 2034 |
|
6098 | 2035 |
if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10) then |
6016
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
parents:
6011
diff
changeset
|
2036 |
CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8 |
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
parents:
6011
diff
changeset
|
2037 |
else |
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
parents:
6011
diff
changeset
|
2038 |
CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8; |
6296 | 2039 |
end; |
4 | 2040 |
|
2375 | 2041 |
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2042 |
if WorldDy < wdy then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2043 |
WorldDy:= wdy; |
2375 | 2044 |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2045 |
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2046 |
exit; |
4 | 2047 |
|
6802 | 2048 |
if (AMState = AMShowingUp) or (AMState = AMShowing) then |
3680 | 2049 |
begin |
7841
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2050 |
{$IFDEF USE_LANDSCAPE_AMMOMENU} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2051 |
amNumOffsetX:= 0; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2052 |
{$IFDEF USE_AM_NUMCOLUMN} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2053 |
amNumOffsetY:= AMSlotSize; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2054 |
{$ELSE} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2055 |
amNumOffsetY:= 0; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2056 |
{$ENDIF} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2057 |
{$ELSE} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2058 |
amNumOffsetY:= 0; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2059 |
{$IFDEF USE_AM_NUMCOLUMN} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2060 |
amNumOffsetX:= AMSlotSize; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2061 |
{$ELSE} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2062 |
amNumOffsetX:= 0; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2063 |
{$ENDIF} |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2064 |
|
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2065 |
{$ENDIF} |
8330 | 2066 |
if CursorPoint.X < AmmoRect.x + amNumOffsetX + 3 then//check left |
7841
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2067 |
CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2068 |
if CursorPoint.X > AmmoRect.x + AmmoRect.w - 3 then//check right |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2069 |
CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2070 |
if CursorPoint.Y > cScreenHeight - AmmoRect.y -amNumOffsetY - 1 then//check top |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2071 |
CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1; |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2072 |
if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5) then//check bottom |
43e68ac28d79
apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents:
7840
diff
changeset
|
2073 |
CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5); |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2074 |
prevPoint:= CursorPoint; |
5191
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents:
5149
diff
changeset
|
2075 |
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y); |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2076 |
exit |
3680 | 2077 |
end; |
162 | 2078 |
|
4 | 2079 |
if isCursorVisible then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2080 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2081 |
if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2082 |
begin |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2083 |
SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy); |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2084 |
PrevSentPointTime:= GameTicks |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2085 |
end; |
3680 | 2086 |
EdgesDist:= cCursorEdgesDist |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2087 |
end |
3680 | 2088 |
else |
2089 |
EdgesDist:= cGearScrEdgesDist; |
|
2090 |
||
2091 |
// this generates the border around the screen that moves the camera when cursor is near it |
|
8373
209c9ba77a09
Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents:
8370
diff
changeset
|
2092 |
if (CurrentTeam^.ExtDriven and isCursorVisible and autoCameraOn) or |
209c9ba77a09
Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents:
8370
diff
changeset
|
2093 |
(not CurrentTeam^.ExtDriven and isCursorVisible) or ((FollowGear <> nil) and autoCameraOn) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2094 |
begin |
3680 | 2095 |
if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2096 |
begin |
3680 | 2097 |
WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist; |
2098 |
CursorPoint.X:= - cScreenWidth div 2 + EdgesDist |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2099 |
end |
3680 | 2100 |
else |
2101 |
if CursorPoint.X > cScreenWidth div 2 - EdgesDist then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2102 |
begin |
3680 | 2103 |
WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist; |
2104 |
CursorPoint.X:= cScreenWidth div 2 - EdgesDist |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2105 |
end; |
5149
9aa840fdf922
Try to allow cursor to reach water when zooming out
unc0rr
parents:
5022
diff
changeset
|
2106 |
|
5302 | 2107 |
shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist); |
5149
9aa840fdf922
Try to allow cursor to reach water when zooming out
unc0rr
parents:
5022
diff
changeset
|
2108 |
if CursorPoint.Y < shs then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2109 |
begin |
5149
9aa840fdf922
Try to allow cursor to reach water when zooming out
unc0rr
parents:
5022
diff
changeset
|
2110 |
WorldDy:= WorldDy + CursorPoint.Y - shs; |
9aa840fdf922
Try to allow cursor to reach water when zooming out
unc0rr
parents:
5022
diff
changeset
|
2111 |
CursorPoint.Y:= shs; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2112 |
end |
3680 | 2113 |
else |
5302 | 2114 |
if (CursorPoint.Y > cScreenHeight - EdgesDist) then |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2115 |
begin |
3680 | 2116 |
WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist; |
2117 |
CursorPoint.Y:= cScreenHeight - EdgesDist |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2118 |
end; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2119 |
end |
3680 | 2120 |
else |
2121 |
if cHasFocus then |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2122 |
begin |
3680 | 2123 |
WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; |
2124 |
WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y; |
|
2125 |
CursorPoint.X:= 0; |
|
2126 |
CursorPoint.Y:= cScreenHeight div 2; |
|
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2127 |
end; |
351 | 2128 |
|
3680 | 2129 |
// this moves the camera according to CursorPoint X and Y |
4 | 2130 |
prevPoint:= CursorPoint; |
5191
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents:
5149
diff
changeset
|
2131 |
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y); |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2132 |
if WorldDy > LAND_HEIGHT + 1024 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2133 |
WorldDy:= LAND_HEIGHT + 1024; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2134 |
if WorldDy < wdy then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2135 |
WorldDy:= wdy; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2136 |
if WorldDx < - LAND_WIDTH - 1024 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2137 |
WorldDx:= - LAND_WIDTH - 1024; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2138 |
if WorldDx > 1024 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2139 |
WorldDx:= 1024; |
4 | 2140 |
end; |
2141 |
||
10122
cefede760264
Revert 88929358d2e1 in favor of ansistrings implementation in pas2c
unc0rr
parents:
10120
diff
changeset
|
2142 |
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); |
2786 | 2143 |
var r: TSDL_Rect; |
2144 |
begin |
|
10139 | 2145 |
if cOnlyStats then exit; |
2146 |
||
2786 | 2147 |
r.w:= 32; |
2148 |
r.h:= 32; |
|
2149 |
||
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2150 |
if time = 0 then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2151 |
time:= 5000; |
2786 | 2152 |
missionTimer:= time; |
6380
1ff5ad1d771b
Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents:
6302
diff
changeset
|
2153 |
FreeTexture(missionTex); |
2786 | 2154 |
|
2155 |
if icon > -1 then |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2156 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2157 |
r.x:= 0; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2158 |
r.y:= icon * 32; |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10122
diff
changeset
|
2159 |
missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, MissionIcons, @r) |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2160 |
end |
2786 | 2161 |
else |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2162 |
begin |
4626
775f43e90383
fixed showmission so it actually displays the right icons
Henek
parents:
4482
diff
changeset
|
2163 |
r.x:= ((-icon - 1) shr 4) * 32; |
775f43e90383
fixed showmission so it actually displays the right icons
Henek
parents:
4482
diff
changeset
|
2164 |
r.y:= ((-icon - 1) mod 16) * 32; |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10122
diff
changeset
|
2165 |
missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, SpritesData[sprAMAmmos].Surface, @r) |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
2166 |
end; |
2786 | 2167 |
end; |
2168 |
||
2169 |
procedure HideMission; |
|
2170 |
begin |
|
3045 | 2171 |
missionTimer:= 0; |
2786 | 2172 |
end; |
2173 |
||
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5862
diff
changeset
|
2174 |
procedure ShakeCamera(amount: LongInt); |
3032 | 2175 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2176 |
if isCursorVisible then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2177 |
exit; |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2178 |
amount:= Max(1, round(amount*zoom/2)); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2179 |
WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2)); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2180 |
WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2)); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2181 |
//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2)); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6492
diff
changeset
|
2182 |
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2)) |
3032 | 2183 |
end; |
2184 |
||
5521 | 2185 |
|
2186 |
procedure onFocusStateChanged; |
|
2187 |
begin |
|
2188 |
if (not cHasFocus) and (GameState <> gsConfirm) then |
|
5523 | 2189 |
ParseCommand('quit', true); |
7847 | 2190 |
{$IFDEF MOBILE} |
2191 |
// when created SDL receives an exposure event that calls UndampenAudio at full power, muting audio |
|
2192 |
exit; |
|
2193 |
{$ENDIF} |
|
6862 | 2194 |
|
7286 | 2195 |
{$IFDEF USE_VIDEO_RECORDING} |
7180 | 2196 |
// do not change volume during prerecording as it will affect sound in video file |
8099
a7f02b902b6f
throw in some 'nots' trying to restore pas2c functionality
koda
parents:
8026
diff
changeset
|
2197 |
if (not flagPrerecording) then |
7286 | 2198 |
{$ENDIF} |
7180 | 2199 |
begin |
8099
a7f02b902b6f
throw in some 'nots' trying to restore pas2c functionality
koda
parents:
8026
diff
changeset
|
2200 |
if (not cHasFocus) then DampenAudio() |
7180 | 2201 |
else UndampenAudio(); |
2202 |
end; |
|
5521 | 2203 |
end; |
2204 |
||
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2205 |
procedure SetUtilityWidgetState(ammoType: TAmmoType); |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2206 |
begin |
7086 | 2207 |
{$IFDEF USE_TOUCH_INTERFACE} |
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2208 |
if(ammoType = amNothing)then |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2209 |
ammoType:= CurrentHedgehog^.CurAmmoType; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2210 |
|
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2211 |
if(CurrentHedgehog <> nil)then |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2212 |
if (Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0 then |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2213 |
begin |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2214 |
utilityWidget.sprite:= sprTimerButton; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2215 |
animateWidget(@utilityWidget, true, true); |
8330 | 2216 |
end |
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2217 |
else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2218 |
begin |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2219 |
utilityWidget.sprite:= sprTargetButton; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2220 |
animateWidget(@utilityWidget, true, true); |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2221 |
end |
6962 | 2222 |
else if ammoType = amSwitch then |
2223 |
begin |
|
2224 |
utilityWidget.sprite:= sprTargetButton; |
|
2225 |
animateWidget(@utilityWidget, true, true); |
|
2226 |
end |
|
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2227 |
else if utilityWidget.show then |
6992 | 2228 |
animateWidget(@utilityWidget, true, false); |
2229 |
{$ELSE} |
|
2230 |
ammoType:= ammoType; // avoid hint |
|
6963 | 2231 |
{$ENDIF} |
6961
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2232 |
end; |
d5ac09894a1b
hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents:
6957
diff
changeset
|
2233 |
|
6688 | 2234 |
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean); |
2235 |
begin |
|
2236 |
with widget^ do |
|
2237 |
begin |
|
2238 |
show:= showWidget; |
|
2239 |
if fade then fadeAnimStart:= RealTicks; |
|
8330 | 2240 |
|
6688 | 2241 |
with moveAnim do |
2242 |
begin |
|
2243 |
animate:= true; |
|
2244 |
startTime:= RealTicks; |
|
6695
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
2245 |
source.x:= source.x xor target.x; //swap source <-> target |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
2246 |
target.x:= source.x xor target.x; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
2247 |
source.x:= source.x xor target.x; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
2248 |
source.y:= source.y xor target.y; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
2249 |
target.y:= source.y xor target.y; |
32de8965c62c
refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents:
6692
diff
changeset
|
2250 |
source.y:= source.y xor target.y; |
6688 | 2251 |
end; |
2252 |
end; |
|
2253 |
end; |
|
2254 |
||
5521 | 2255 |
|
3038 | 2256 |
procedure initModule; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
2257 |
begin |
7027 | 2258 |
fpsTexture:= nil; |
7180 | 2259 |
recTexture:= nil; |
7027 | 2260 |
FollowGear:= nil; |
2261 |
WindBarWidth:= 0; |
|
2262 |
bShowAmmoMenu:= false; |
|
2263 |
bSelected:= false; |
|
2264 |
bShowFinger:= false; |
|
2265 |
Frames:= 0; |
|
2266 |
WorldDx:= -512; |
|
2267 |
WorldDy:= -256; |
|
7343 | 2268 |
PrevSentPointTime:= 0; |
3697 | 2269 |
|
7027 | 2270 |
FPS:= 0; |
2271 |
CountTicks:= 0; |
|
2272 |
SoundTimerTicks:= 0; |
|
2273 |
prevPoint.X:= 0; |
|
2274 |
prevPoint.Y:= 0; |
|
2275 |
missionTimer:= 0; |
|
2276 |
missionTex:= nil; |
|
2277 |
cOffsetY:= 0; |
|
2278 |
stereoDepth:= 0; |
|
2279 |
AMState:= AMHidden; |
|
2280 |
isFirstFrame:= true; |
|
9557 | 2281 |
|
2282 |
FillChar(WorldFade, sizeof(WorldFade), 0); |
|
2283 |
WorldFade[0].a:= 255; |
|
2284 |
WorldFade[1].a:= 255; |
|
2285 |
FillChar(WorldEnd, sizeof(WorldEnd), 0); |
|
2286 |
WorldEnd[0].a:= 255; |
|
2287 |
WorldEnd[1].a:= 255; |
|
2288 |
WorldEnd[2].a:= 255; |
|
2289 |
WorldEnd[3].a:= 255; |
|
2290 |
||
9983 | 2291 |
AmmoMenuTex:= nil; |
2292 |
AmmoMenuInvalidated:= true |
|
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
2293 |
end; |
4 | 2294 |
|
3038 | 2295 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
2296 |
begin |
7850 | 2297 |
ResetWorldTex(); |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
2298 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
2299 |
|
4 | 2300 |
end. |