hedgewars/uMobile.pas
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
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child 6247 6dfad55fd71c
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uMobile;
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interface
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{$IFDEF IPHONEOS}
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(*  iOS calls written in ObjcExports.m  *)
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procedure clearView; cdecl; external;
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procedure startSpinningProgress; cdecl; external;
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procedure stopSpinningProgress; cdecl; external;
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procedure saveBeganSynching; cdecl; external;
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procedure saveFinishedSynching; cdecl; external;
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procedure setGameRunning(arg: boolean); cdecl; external;
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procedure updateVisualsNewTurn; cdecl; external;
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function  isApplePhone: Boolean; cdecl; external;
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procedure AudioServicesPlaySystemSound(num: LongInt); cdecl; external;
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{$ENDIF}
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function  isPhone: Boolean; inline;
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procedure performRumble; inline;
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procedure GameLoading; inline;
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procedure GameLoaded; inline;
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procedure AmmoUpdate; // do not inline
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procedure NewTurnBeginning; inline;
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procedure SaveBegan; inline;
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procedure SaveFinished; inline;
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implementation
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uses uVariables;
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// this function is just to determine whether we are running on a limited screen device
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function isPhone: Boolean; inline;
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begin
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{$IFDEF IPHONEOS}
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    exit(isApplePhone());
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{$ENDIF}
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    exit(false);
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end;
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// this function should make the device vibrate in some way
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procedure performRumble; inline;
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const kSystemSoundID_Vibrate = $00000FFF;
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begin
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    // do not vibrate while synchronising a demo/save
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    if not fastUntilLag then
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        begin
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{$IFDEF IPHONEOS}
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        AudioServicesPlaySystemSound(kSystemSoundID_Vibrate);
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{$ENDIF}
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        end;
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end;
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procedure GameLoading; inline;
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begin
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{$IFDEF IPHONEOS}
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    startSpinningProgress();
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{$ENDIF}
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end;
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procedure GameLoaded; inline;
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begin
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{$IFDEF IPHONEOS}
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    stopSpinningProgress();
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{$ENDIF}
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end;
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procedure AmmoUpdate; // do not inline
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begin
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{$IFDEF IPHONEOS}
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    if (CurrentTeam = nil) or
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       (CurrentTeam^.ExtDriven) or
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       (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then
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        exit(); // the other way around throws a compiler error
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    updateVisualsNewTurn();
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{$ENDIF}
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end;
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procedure NewTurnBeginning; inline;
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begin
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{$IFDEF IPHONEOS}
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    clearView();
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{$ENDIF}
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    AmmoUpdate();
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end;
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procedure SaveBegan; inline;
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begin
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{$IFDEF IPHONEOS}
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    saveBeganSynching();
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{$ENDIF}
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end;
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procedure SaveFinished; inline;
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begin
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{$IFDEF IPHONEOS}
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    saveFinishedSynching();
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{$ENDIF}
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end;
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end.