hedgewars/uWorld.pas
author koda
Fri, 11 Oct 2013 17:43:13 +0200
branchwebgl
changeset 9521 8054d9d775fd
parent 9127 e350500c4edb
parent 9485 3dee8a3b0406
child 9950 2759212a27de
permissions -rw-r--r--
merge with latest defaul, fixing compiling with fpc, parsing and rendering with pas2c, some minor problems with compiling with clang
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2013 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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{$INCLUDE "options.inc"}
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{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
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unit uWorld;
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interface
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uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils;
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procedure initModule;
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procedure freeModule;
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procedure InitWorld;
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procedure ResetWorldTex;
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procedure DrawWorld(Lag: LongInt);
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procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
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procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
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procedure HideMission;
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procedure ShakeCamera(amount: LongInt);
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procedure InitCameraBorders;
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procedure InitTouchInterface;
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procedure SetUtilityWidgetState(ammoType: TAmmoType);
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procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
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procedure MoveCamera;
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procedure onFocusStateChanged;
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implementation
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uses
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    uStore
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    , uMisc
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    , uIO
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    , uLocale
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    , uSound
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    , uAmmos
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    , uVisualGears
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    , uChat
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    , uLandTexture
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    , GLunit
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    , uVariables
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    , uUtils
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    , uTextures
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    , uRender
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    , uCaptions
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    , uCursor
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    , uCommands
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{$IFDEF USE_VIDEO_RECORDING}
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    , uVideoRec
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{$ENDIF}
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{$IFDEF GL2}
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    , uMatrix
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{$ENDIF}
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    ;
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var cWaveWidth, cWaveHeight: LongInt;
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    AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
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    AMAnimStartTime, AMState : LongInt;
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    AMAnimState: Single;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    prevPoint{, prevTargetPoint}: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    stereoDepth: GLfloat;
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    isFirstFrame: boolean;
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    AMAnimType: LongInt;
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    recTexture: PTexture;
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    AmmoMenuTex     : PTexture;
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    HorizontOffset: LongInt;
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    cOffsetY: LongInt;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_MidDistance   = 0.0175;
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      cStereo_Water_distant = 0.0125;
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      cStereo_Land          = 0.0075;
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      cStereo_Water_near    = 0.0025;
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      cStereo_Outside       = -0.0400;
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      AMAnimDuration = 200;
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      AMHidden    = 0;//AMState values
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      AMShowingUp = 1;
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      AMShowing   = 2;
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      AMHiding    = 3;
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      AMTypeMaskX     = $00000001;
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      AMTypeMaskY     = $00000002;
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      AMTypeMaskAlpha = $00000004;
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      //AMTypeMaskSlide = $00000008;
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{$IFDEF MOBILE}
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      AMSlotSize = 48;
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{$ELSE}
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      AMSlotSize = 32;
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{$ENDIF}
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      AMSlotPadding = (AMSlotSize - 32) shr 1;
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      cSendCursorPosTime = 50;
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      cCursorEdgesDist   = 100;
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// helper functions to create the goal/game mode string
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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var t: ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        begin
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        t:= inttostr(i);
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        s:= s + FormatA(trgoal[si], t) + '|'
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        end;
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    AddGoal:= s;
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end;
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        s:= s + trgoal[si] + '|';
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    AddGoal:= s;
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end;
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procedure InitWorld;
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var i, t: LongInt;
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    cp: PClan;
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    g: ansistring;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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    begin
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    for i:= 0 to ClansCount * 4 do
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        begin
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        t:= GetRandom(ClansCount);
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        if t <> 0 then
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            begin
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            cp:= ClansArray[0];
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            ClansArray[0]:= ClansArray[t];
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            ClansArray[t]:= cp;
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            ClansArray[t]^.ClanIndex:= t;
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            ClansArray[0]^.ClanIndex:= 0;
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            if (LocalClan = t) then
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                LocalClan:= 0
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            else if (LocalClan = 0) then
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                LocalClan:= t
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            end;
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        end;
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    CurrentTeam:= ClansArray[0]^.Teams[0];
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    end;
2704
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
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   167
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// if special game flags/settings are changed, add them to the game mode notice window and then show it
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g:= ''; // no text/things to note yet
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// add custom goals from lua script if there are any
6580
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if LuaGoals <> '' then
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    g:= LuaGoals + '|';
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// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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// other important flags
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g:= AddGoal(g, gfForts, gidForts); // forts?
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
4132
ca33a3737064 Add some more game goals. Sorry translators.
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g:= AddGoal(g, gfResetHealth, gidResetHealth);
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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nemo
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g:= AddGoal(g, gfInfAttack, gidInfAttack);
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nemo
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g:= AddGoal(g, gfResetWeps, gidResetWeps);
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nemo
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g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
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   194
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// modified damage modificator?
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if cDamagePercent <> 100 then
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    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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// fade in
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ScreenFade:= sfFromBlack;
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ScreenFadeValue:= sfMax;
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ScreenFadeSpeed:= 1;
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// modified mine timers?
4482
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   205
if cMinesTime <> 3000 then
2948
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   206
    begin
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    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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        g:= AddGoal(g, gfAny, gidNoMineTimer)
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   209
    else if cMinesTime < 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
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        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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   211
    else
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        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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   213
    end;
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// if the string has been set, show it for (default timeframe) seconds
6580
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if g <> '' then
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    ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
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c929f9111141 Nemo's patch allowing different water sprites size
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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
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//cWaveHeight:= SpritesData[sprWater].Height;
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cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
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   222
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
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   223
InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
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   224
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
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prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
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prevPoint.Y:= cScreenHeight div 2;
8773
7d3af949dd34 remove engine warnings
sheepluva
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//prevTargetPoint.X:= 0;
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sheepluva
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   228
//prevTargetPoint.Y:= 0;
6609
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   229
WorldDx:=  -(LAND_WIDTH div 2) + cScreenWidth div 2;
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   230
WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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   231
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//aligns it to the bottom of the screen, minus the border
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SkyOffset:= 0;
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   234
HorizontOffset:= 0;
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   235
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   236
InitTouchInterface();
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3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
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   238
end;
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   239
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procedure InitCameraBorders;
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   241
begin
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   242
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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   243
end;
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   244
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   245
procedure InitTouchInterface;
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   246
begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
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   247
{$IFDEF USE_TOUCH_INTERFACE}
7167
0b3b306f129a Android: added a callback to java to determine dpi/dip how much we should scale the ui
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   248
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
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//positioning of the buttons
9377
48ab6dea8d2f remove old and unused getScreenDPI code
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   250
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
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   251
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
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   252
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   253
with JumpWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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   254
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   255
    show:= true;
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   256
    sprite:= sprJumpWidget;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   257
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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   258
    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)
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   259
    frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
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   260
    frame.y:= cScreenHeight - frame.h * 2;
6710
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   261
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   262
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   263
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   264
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   265
    end;
6637
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   266
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   267
with AMWidget do
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   268
    begin
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   269
    show:= true;
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   270
    sprite:= sprAMWidget;
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32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   271
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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   272
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
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   273
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
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   274
    frame.y:= cScreenHeight - Round(frame.h * 1.2);
6710
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   275
    active.x:= frame.x;
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   276
    active.y:= frame.y;
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   277
    active.w:= frame.w;
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   278
    active.h:= frame.h;
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   279
    end;
6637
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   280
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   281
with arrowLeft do
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   282
    begin
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   283
    show:= true;
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   284
    sprite:= sprArrowLeft;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   285
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   286
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   287
    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
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   288
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
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   289
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   290
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   291
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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   292
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   293
    end;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
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diff changeset
   294
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
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diff changeset
   295
with arrowRight do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   296
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   297
    show:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
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   298
    sprite:= sprArrowRight;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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diff changeset
   299
    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
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diff changeset
   300
    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
   301
    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
   302
    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
   303
    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
   304
    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
   305
    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
   306
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   307
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   308
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
   309
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
   310
    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
   311
    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
   312
    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
   313
    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
   314
    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
   315
    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
   316
    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
   317
    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
   318
    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
   319
    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
   320
    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
   321
    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
   322
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   323
with arrowUp do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   324
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   325
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   326
    sprite:= sprArrowUp;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   327
    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
   328
    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
   329
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   330
    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
   331
    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
   332
    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
   333
    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
   334
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   335
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   336
         begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   337
         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
   338
         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
   339
         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
   340
         source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   341
         end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   342
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   343
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   344
with arrowDown do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   345
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   346
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   347
    sprite:= sprArrowDown;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   348
    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
   349
    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
   350
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   351
    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
   352
    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
   353
    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
   354
    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
   355
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   356
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   357
        begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   358
        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
   359
        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
   360
        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
   361
        source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   362
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   363
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   364
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   365
with pauseButton do
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   366
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   367
    show:= true;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   368
    sprite:= sprPauseButton;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   369
    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
   370
    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
   371
    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
   372
    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
   373
    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
   374
    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
   375
    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
   376
    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
   377
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   378
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   379
with utilityWidget do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   380
    begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   381
    show:= false;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   382
    sprite:= sprTimerButton;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   383
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   384
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   385
    frame.x:= arrowLeft.frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   386
    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
   387
    active.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   388
    active.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   389
    active.w:= frame.w;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   390
    active.h:= frame.h;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   391
    with moveAnim do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   392
        begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   393
        target.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   394
        target.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   395
        source.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   396
        source.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   397
        end;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   398
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   399
{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   400
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   401
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
   402
// 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
   403
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
   404
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
   405
    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
   406
    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
   407
    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
   408
    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
   409
    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
   410
    missionTex:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   411
    FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
   412
    recTexture:= 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
   413
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
   414
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   415
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   416
const BORDERSIZE = 2;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   417
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   418
    STurns: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   419
    amSurface: PSDL_Surface;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   420
    AMRect: TSDL_Rect;
7049
35d762458d66 minor changes for warnings and a variables scope
koda
parents: 7028
diff changeset
   421
{$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   422
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
   423
    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
   424
    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
   425
        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
   426
            inc(SlotsNum);
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   427
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   428
    SlotsNumX:= SlotsNum;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   429
    SlotsNumY:= cMaxSlotAmmoIndex + 2;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   430
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   431
    inc(SlotsNumY);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   432
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   433
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   434
    SlotsNumX:= cMaxSlotAmmoIndex + 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   435
    SlotsNumY:= SlotsNum + 1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   436
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   437
    inc(SlotsNumX);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   438
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   439
{$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
   440
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   441
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   442
    AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   443
    AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   444
    amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   445
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   446
    AMRect.x:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   447
    AMRect.y:= BORDERSIZE;
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   448
    AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   449
    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
   450
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   451
    SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   452
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   453
    x:= AMRect.x;
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   454
    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
   455
    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
   456
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   457
            begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   458
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   459
            y:= AMRect.y;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   460
{$ELSE}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   461
            x:= AMRect.x;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   462
{$ENDIF}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   463
{$IFDEF USE_AM_NUMCOLUMN}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   464
            tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels);
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   465
            copyToXY(tmpsurf, amSurface,
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   466
                     x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   467
                     y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   468
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   469
            SDL_FreeSurface(tmpsurf);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   470
    {$IFDEF USE_LANDSCAPE_AMMOMENU}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   471
            y:= AMRect.y + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   472
    {$ELSE}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   473
            x:= AMRect.x + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   474
    {$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   475
{$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   476
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   477
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
   478
            for t:=0 to cMaxSlotAmmoIndex do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   479
                begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   480
                if (Ammo^[i, t].Count > 0)  and (Ammo^[i, t].AmmoType <> amNothing) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   481
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   482
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   483
                    AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   484
                    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
   485
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   486
                        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
   487
                                                                 y + AMSlotPadding, AMFrame);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   488
                        if STurns < 100 then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   489
                            DrawSpriteFrame2Surf(sprTurnsLeft, amSurface,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   490
                                x + AMSlotSize-16,
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   491
                                y + AMSlotSize + 1 - 16, STurns);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   492
                        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   493
                    else //draw colored version
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   494
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   495
                        DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding,
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   496
                                                               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
   497
                        end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   498
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   499
        inc(y, AMSlotSize + 1); //the plus one is for the border
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   500
{$ELSE}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   501
        inc(x, AMSlotSize + 1);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   502
{$ENDIF}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   503
        end;
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   504
    end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   505
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   506
    inc(x, AMSlotSize + 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   507
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   508
    inc(y, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   509
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   510
    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   511
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   512
for i:= 1 to SlotsNumX -1 do
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   513
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   514
for i:= 1 to SlotsNumY -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   515
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   516
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   517
//draw outer border
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   518
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0                    , 0                    , 0);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   519
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y             , 1);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   520
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x             , AMRect.h + BORDERSIZE, 2);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   521
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   522
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   523
for i:=0 to BORDERSIZE-1 do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   524
begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   525
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   526
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   527
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   528
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   529
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   530
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   531
GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   532
if amSurface <> nil then SDL_FreeSurface(amSurface);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   533
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   534
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   535
procedure ShowAmmoMenu;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   536
const BORDERSIZE = 2;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   537
var Slot, Pos: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   538
    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
   539
    c,i,g,t,STurns: LongInt;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   540
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
   541
if TurnTimeLeft = 0 then bShowAmmoMenu:= false;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   542
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   543
// give the assigned ammo to hedgehog
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   544
Ammo:= nil;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   545
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   546
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   547
    Ammo:= CurrentHedgehog^.Ammo
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   548
else if (LocalAmmo <> -1) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   549
    Ammo:= GetAmmoByNum(LocalAmmo);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   550
Pos:= -1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   551
if Ammo = nil then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   552
    begin
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   553
    bShowAmmoMenu:= false;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   554
    AMState:= AMHidden;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   555
    exit
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   556
    end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   557
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   558
//Init the menu
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   559
if(AmmoMenuInvalidated) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   560
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   561
    AmmoMenuInvalidated:= false;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   562
    FreeTexture(AmmoMenuTex);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   563
    AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   564
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   565
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   566
    if isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   567
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   568
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   569
        AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   570
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   571
    else
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   572
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   573
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   574
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   575
        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   576
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   577
        AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   578
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   579
{$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
   580
    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
   581
        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
   582
        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
   583
        AMShiftTargetY:= cScreenHeight        - AmmoRect.y;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   584
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
   585
        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
   586
        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
   587
        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
   588
        else AMShiftTargetY:= 0;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   589
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
   590
        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
   591
        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
   592
        end
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   593
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   594
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   595
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   596
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   597
if AMState = AMShowing then
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   598
    begin
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   599
    FollowGear:=nil;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   600
    end;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   601
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   602
if AMState = AMShowingUp then // show ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   603
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   604
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   605
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   606
        AMShiftX:= 0;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   607
        AMShiftY:= 0;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   608
        AMState:= AMShowing;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   609
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   610
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   611
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   612
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   613
            AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   614
            AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   615
            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
   616
                Tint($FF, $ff, $ff, Round($ff * AMAnimState));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   617
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   618
        else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   619
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   620
            AMShiftX:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   621
            AMShiftY:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   622
            CursorPoint.X:= AmmoRect.x + AmmoRect.w;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   623
            CursorPoint.Y:= AmmoRect.y;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   624
            AMState:= AMShowing;
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
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   627
if AMState = AMHiding then // hide ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   628
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   629
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   630
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   631
        AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   632
        AMShiftY:= AMShiftTargetY;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   633
        AMState:= AMHidden;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   634
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   635
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   636
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   637
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   638
            AMShiftX:= Round(AMShiftTargetX * AMAnimState);
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   639
            AMShiftY:= Round(AMShiftTargetY * AMAnimState);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   640
            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
   641
                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
   642
            end
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   643
         else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   644
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   645
            AMShiftX:= AMShiftTargetX;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   646
            AMShiftY:= AMShiftTargetY;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   647
            prevPoint:= CursorPoint;
8773
7d3af949dd34 remove engine warnings
sheepluva
parents: 8675
diff changeset
   648
            //prevTargetPoint:= TargetCursorPoint;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   649
            AMState:= AMHidden;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   650
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   651
    end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   652
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   653
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
   654
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   655
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((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
   656
    Tint($FF, $ff, $ff, $ff);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   657
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   658
Pos:= -1;
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   659
Slot:= -1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   660
{$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
   661
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   662
    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
   663
        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
   664
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   665
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   666
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   667
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   668
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   669
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   670
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   671
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   672
                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
   673
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   674
                    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
   675
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   676
                       (CursorPoint.X >  AmmoRect.x                   + ( c    * (AMSlotSize+1))) and
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   677
                       (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
   678
                        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   679
                        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
   680
                        Pos:= t;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   681
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   682
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   683
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   684
                                       AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding,
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   685
                                       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
   686
                        end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   687
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   688
                   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
   689
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   690
{$ELSE}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   691
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   692
    for i:= 0 to cMaxSlotIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   693
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   694
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   695
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   696
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   697
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   698
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   699
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   700
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   701
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   702
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   703
                    begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   704
                    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
   705
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   706
                       (CursorPoint.X >  AmmoRect.x                   + ( g    * (AMSlotSize+1))) and
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   707
                       (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   708
                        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   709
                        Slot:= i;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   710
                        Pos:= t;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   711
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   712
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   713
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   714
                                       AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding,
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   715
                                       AmmoRect.y + BORDERSIZE + (c  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   716
                        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   717
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   718
                   end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   719
            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
   720
{$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   721
    if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   722
        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   723
        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
   724
        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
   725
            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
   726
            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
   727
                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
   728
                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
   729
                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
   730
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   731
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   732
            DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   733
                        AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   734
                        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
   735
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   736
                DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   737
                            AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   738
                            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
   739
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
   740
            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
   741
                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
   742
                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
   743
                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
   744
                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
   745
                FreeWeaponTooltip;
6691
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   746
{$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
   747
                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
   748
                    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
   749
                    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
   750
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   751
                        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
   752
                        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
   753
                        end;
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   754
                    end
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   755
                else
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   756
                    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
   757
                        begin
79c96abd06d6 added hide/show animation for the aiming keys (should animateWidget() be moved to another unit?)
Xeli
parents: 6688
diff changeset
   758
                        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
   759
                        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
   760
                        end;
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
   761
                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
   762
{$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
   763
                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
   764
                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
   765
            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
   766
        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
   767
    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
   768
        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
   769
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   770
    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
   771
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
   772
        if (not isPhone()) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   773
            ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize);
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   774
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   775
        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
   776
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   777
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   778
    bSelected:= false;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   779
{$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
   780
   if (AMShiftX = 0) and (AMShiftY = 0) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   781
        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
   782
{$ENDIF}
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   783
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   784
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   785
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   786
var VertexBuffer : array [0..3] of TVertex2f;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   787
    r        : TSDL_Rect;
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   788
    lw, lh   : GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   789
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   790
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
   791
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   792
    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
   793
    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
   794
    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
   795
    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
   796
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   797
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   798
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   799
    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
   800
    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
   801
    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
   802
    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
   803
    end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   804
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   805
lw:= cScreenWidth / cScaleFactor;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   806
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   807
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   808
    // Water
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   809
r.y:= OffsetY + WorldDy + cWaterLine;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   810
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   811
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   812
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   813
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   814
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   815
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   816
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   817
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   818
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   819
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   820
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   821
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   822
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   823
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   824
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   825
{$IFNDEF GL2}
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   826
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   827
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   828
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   829
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   830
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   831
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   832
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   833
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2171
8208946331ba Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
nemo
parents: 2162
diff changeset
   834
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   835
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   836
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   837
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   838
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   839
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   840
{$ELSE}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   841
        UpdateModelviewProjection;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   842
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   843
        BeginWater;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   844
        if SuddenDeathDmg then
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   845
            SetColorPointer(@SDWaterColorArray[0], 4)
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   846
        else
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   847
            SetColorPointer(@WaterColorArray[0], 4);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   848
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   849
        SetVertexPointer(@VertexBuffer[0], 4);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   850
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   851
        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   852
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   853
        EndWater;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   854
{$ENDIF}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   855
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   856
        {$IFNDEF GL2}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   857
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   858
        {$ENDIF}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   859
        {$IFNDEF WEBGL}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   860
        glEnable(GL_TEXTURE_2D);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   861
        {$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   862
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   863
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   864
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   865
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   866
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   867
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   868
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   869
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   870
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   871
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   872
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   873
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   874
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   875
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   876
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   877
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   878
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   879
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   880
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   881
    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   882
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   883
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   884
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   885
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   886
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   887
    Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   888
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   889
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   890
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   891
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   892
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   893
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
   894
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   895
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   896
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   897
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   898
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   899
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   900
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   901
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   902
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   903
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   904
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   905
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   906
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   907
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   908
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   909
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   910
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   911
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   912
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   913
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   914
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   915
SetVertexPointer(@VertexBuffer[0], Length(VertexBuffer));
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   916
SetTexCoordPointer(@TextureBuffer[0], Length(VertexBuffer));
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   917
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   918
{$IFDEF GL2}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   919
UpdateModelviewProjection;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   920
{$ENDIF}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
   921
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   922
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   923
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   924
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   925
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   926
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   927
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   928
        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
   929
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   930
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   931
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   932
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   933
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
   934
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   935
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   936
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
   937
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
   938
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   939
    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
   940
    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
   941
    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
   942
    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
   943
        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
   944
    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
   945
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   946
    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
   947
    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
   948
    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
   949
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   950
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
   951
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   952
    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
   953
    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
   954
    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
   955
    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
   956
    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
   957
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   958
        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
   959
        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
   960
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   961
    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
   962
    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
   963
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   964
    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
   965
    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
   966
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   967
        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
   968
        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
   969
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   970
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   971
    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
   972
    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
   973
        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
   974
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   975
            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
   976
            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
   977
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   978
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   979
        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
   980
            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
   981
            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
   982
            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
   983
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   984
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   985
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   986
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   987
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   988
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   989
begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   990
    if ZoomValue < zoom then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   991
    begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   992
        zoom:= zoom - 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   993
        if ZoomValue > zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   994
            zoom:= ZoomValue
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   995
    end
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   996
    else
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   997
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   998
        begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   999
        zoom:= zoom + 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1000
        if ZoomValue < zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
  1001
            zoom:= ZoomValue
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
  1002
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1003
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1004
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
  1005
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1006
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1007
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1008
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1009
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1010
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1011
    if (not isPaused) 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
  1012
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1013
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1014
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1015
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1016
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1017
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1018
        end
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
  1019
{$IFDEF USE_S3D_RENDERING}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1020
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1021
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1022
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1023
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1024
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1025
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1026
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1027
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1028
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1029
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1030
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1031
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1032
        // detatch drawing from fbs
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1033
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1034
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1035
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1036
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1037
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1038
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1039
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1040
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1041
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1042
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1043
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1044
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1045
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1046
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1047
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1048
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1049
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1050
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1051
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1052
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1053
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1054
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1055
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1056
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1057
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1058
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1059
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1060
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1061
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1062
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1063
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1064
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1065
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1066
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1067
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1068
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1069
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1070
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1071
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1072
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1073
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1074
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1075
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1076
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1077
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1078
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1079
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1080
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1081
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1082
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1083
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1084
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1085
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1086
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1087
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1088
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1089
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1090
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1091
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1092
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1093
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1094
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1095
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1096
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1097
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1098
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1099
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1100
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1101
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1102
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1103
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1104
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1105
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1106
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1107
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1108
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1109
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1110
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1111
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1112
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1113
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1114
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1115
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1116
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1117
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1118
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1119
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1120
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1121
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1122
begin
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
  1123
{$IFNDEF USE_S3D_RENDERING}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1124
    rm:= rm; d:= d; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1125
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1126
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1127
    d:= d / 5;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1128
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1129
        exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1130
    else if rm = rmLeftEye then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1131
        d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1132
    stereoDepth:= stereoDepth + d;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1133
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1134
    {$IFDEF GL2}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1135
    hglMatrixMode(MATRIX_PROJECTION);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1136
    hglTranslatef(d, 0, 0);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1137
    hglMatrixMode(MATRIX_MODELVIEW);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1138
    {$ELSE}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1139
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1140
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1141
    glMatrixMode(GL_MODELVIEW);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1142
    {$ENDIF}
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1143
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1144
end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1145
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1146
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1147
begin
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
  1148
{$IFNDEF USE_S3D_RENDERING}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1149
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1150
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1151
{$ELSE}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1152
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1153
        exit;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1154
    {$IFDEF GL2}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1155
    hglMatrixMode(MATRIX_PROJECTION);
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1156
    hglTranslatef(-stereoDepth, 0, 0);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1157
    hglMatrixMode(MATRIX_MODELVIEW);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1158
    {$ELSE}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1159
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1160
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1161
    glMatrixMode(GL_MODELVIEW);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1162
    {$ENDIF}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1163
    cStereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
  1164
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1165
end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1166
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1167
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1168
var i, t, h: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1169
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1170
    tdx, tdy: Double;
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1171
    s: shortstring;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1172
    highlight: Boolean;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1173
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1174
    VertexBuffer: array [0..3] of TVertex2f;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1175
    lw, lh: GLfloat;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1176
    WorldEnd, WorldFade : array[0..3] of HwColor4f;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1177
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1178
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
  1179
    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
  1180
        // 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
  1181
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1182
        offsetY:= 10 * Min(0, -145 - ScreenBottom);
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
  1183
        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
  1184
        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
  1185
        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
  1186
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1187
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
  1188
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1189
        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
  1190
        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
  1191
            Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1192
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1193
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
  1194
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1195
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1196
            Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1197
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1198
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1199
DrawVisualGears(0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1200
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
  1201
DrawVisualGears(4);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1202
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1203
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1204
    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
  1205
        // Waves
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1206
        DrawWater(255, SkyOffset);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1207
        ChangeDepth(RM, -cStereo_Water_distant);
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
  1208
        DrawWaves( 1,  0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1209
        ChangeDepth(RM, -cStereo_Water_distant);
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
  1210
        DrawWaves( -1,  25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1211
        ChangeDepth(RM, -cStereo_Water_distant);
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
  1212
        DrawWaves( 1,  75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1213
        ChangeDepth(RM, -cStereo_Water_distant);
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
  1214
        DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1215
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1216
else
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
  1217
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1218
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1219
    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
  1220
    DrawVisualGears(5);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1221
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
  1222
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1223
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1224
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1225
(*
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1226
// Attack bar
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1227
    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
  1228
        case AttackBar of
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1229
        //1: begin
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1230
        //r:= StuffPoz[sPowerBar];
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1231
        //{$WARNINGS OFF}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1232
        //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
  1233
        //{$WARNINGS ON}
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1234
        //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
  1235
        //end;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1236
        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
  1237
                begin
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1238
                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
  1239
                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
  1240
                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
  1241
                    DrawSprite(sprPower,
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1242
                            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
  1243
                            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
  1244
                            i)
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1245
                end
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1246
        end;
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1247
*)
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1248
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1249
DrawVisualGears(1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1250
DrawGears;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1251
DrawVisualGears(6);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1252
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1253
if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1254
    DrawWater(SDWaterOpacity, 0)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1255
else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1256
    DrawWater(WaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
  1257
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1258
    // Waves
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1259
ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1260
DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1261
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1262
if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1263
    begin
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1264
    //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
  1265
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1266
    DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1267
    if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1268
        DrawWater(SDWaterOpacity, - offsetY div 20)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1269
    else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1270
        DrawWater(WaterOpacity, - offsetY div 20);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1271
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1272
    DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 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
  1273
        if SuddenDeathDmg then
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1274
            DrawWater(SDWaterOpacity, - offsetY div 10)
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
  1275
        else
6982
8d41d22a291d breaking news, we don't support typed consts anymore
koda
parents: 6963
diff changeset
  1276
            DrawWater(WaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1277
        ChangeDepth(RM, cStereo_Water_near);
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
  1278
        DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1279
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1280
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1281
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1282
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1283
// 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
  1284
// 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
  1285
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1286
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1287
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1288
// 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
  1289
// 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
  1290
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
  1291
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1292
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1293
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1294
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1295
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1296
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1297
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1298
        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
  1299
        if CurAmmoType = amBee then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1300
            DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
  1301
        else
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1302
            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
  1303
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1304
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1305
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1306
9473
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1307
if WorldEdge <> weNone then
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1308
    begin
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1309
(* 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. *)
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1310
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1311
    FillChar(WorldFade, sizeof(WorldFade), 0);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1312
    WorldFade[0].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1313
    WorldFade[1].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1314
    FillChar(WorldEnd, sizeof(WorldEnd), 0);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1315
    WorldEnd[0].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1316
    WorldEnd[1].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1317
    WorldEnd[2].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1318
    WorldEnd[3].a:= 255;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1319
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1320
    glDisable(GL_TEXTURE_2D);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1321
    glDisableClientState(GL_TEXTURE_COORD_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1322
    glEnableClientState(GL_COLOR_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1323
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1324
    glPushMatrix;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1325
    glTranslatef(WorldDx, WorldDy, 0);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1326
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1327
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1328
    VertexBuffer[0].X:= leftX-20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1329
    VertexBuffer[0].Y:= -3000;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1330
    VertexBuffer[1].X:= leftX-20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1331
    VertexBuffer[1].Y:= cWaterLine+cVisibleWater;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1332
    VertexBuffer[2].X:= leftX+30;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1333
    VertexBuffer[2].Y:= cWaterLine+cVisibleWater;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1334
    VertexBuffer[3].X:= leftX+30;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1335
    VertexBuffer[3].Y:= -3000;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1336
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1337
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1338
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1339
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1340
    VertexBuffer[0].X:= rightX+20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1341
    VertexBuffer[1].X:= rightX+20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1342
    VertexBuffer[2].X:= rightX-30;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1343
    VertexBuffer[3].X:= rightX-30;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1344
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1345
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1346
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1347
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1348
    glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1349
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1350
    VertexBuffer[0].X:= -5000;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1351
    VertexBuffer[1].X:= -5000;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1352
    VertexBuffer[2].X:= leftX-20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1353
    VertexBuffer[3].X:= leftX-20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1354
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1355
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1356
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1357
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1358
    VertexBuffer[0].X:= rightX+5000;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1359
    VertexBuffer[1].X:= rightX+5000;
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1360
    VertexBuffer[2].X:= rightX+20;
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1361
    VertexBuffer[3].X:= rightX+20;
9481
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1362
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1363
    glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1364
    glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1365
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1366
    glPopMatrix;
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1367
    glDisableClientState(GL_COLOR_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1368
    glEnableClientState(GL_TEXTURE_COORD_ARRAY);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1369
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1370
    glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1371
    glEnable(GL_TEXTURE_2D);
fbf61ef67c7b toss in a quick n dirty blacking out of the world beyond the barrier. still want to add edge effects, cross effects
nemo
parents: 9479
diff changeset
  1372
9485
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1373
    DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0, $FF, $00, $FF, $FF);
3dee8a3b0406 add shotgun wrap, revert 100px offset. Problematic w/ things that rely on Land.
nemo
parents: 9481
diff changeset
  1374
    DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, $FF, $00, $FF, $FF);
9473
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1375
    end;
a51a69094c24 partial implementation of non-infinite world (edge wrap/warp/bounce)
nemo
parents: 9377
diff changeset
  1376
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1377
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1378
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1379
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1380
// Turn time
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1381
{$IFDEF USE_TOUCH_INTERFACE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1382
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1383
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1384
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1385
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1386
offsetY:= cOffsetY;
3890
e4b7b30232fd Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
nemo
parents: 3836
diff changeset
  1387
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1388
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1389
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1390
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1391
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1392
        i:= Succ(Pred(TurnTimeLeft) div 1000);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1393
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1394
    if i>99 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1395
        t:= 112
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1396
    else if i>9 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1397
        t:= 96
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1398
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1399
        t:= 80;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1400
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1401
    while i > 0 do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1402
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1403
        dec(t, 32);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1404
        DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1405
        i:= i div 10
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1406
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1407
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1408
    end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1409
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1410
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
  1411
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1412
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
  1413
{$IFDEF USE_TOUCH_INTERFACE}
5828
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
  1414
// Draw buttons Related to the Touch interface
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1415
DrawScreenWidget(@arrowLeft);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1416
DrawScreenWidget(@arrowRight);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1417
DrawScreenWidget(@arrowUp);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1418
DrawScreenWidget(@arrowDown);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1419
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1420
DrawScreenWidget(@fireButton);
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1421
DrawScreenWidget(@jumpWidget);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
  1422
DrawScreenWidget(@AMWidget);
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1423
DrawScreenWidget(@pauseButton);
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
  1424
DrawScreenWidget(@utilityWidget);
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1425
{$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
  1426
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1427
// Teams Healths
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1428
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1429
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1430
    SetScale(1.5);
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1431
    smallScreenOffset:= cScreenHeight div 6;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1432
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1433
        Tint($FF,$FF,$FF,$80);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1434
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1435
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
  1436
for t:= 0 to Pred(TeamsCount) do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1437
    with TeamsArray[t]^ do
7644
ed7fecd0f5fd hide health bars of dead teams
unc0rr
parents: 7503
diff changeset
  1438
      if TeamHealth > 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
  1439
        begin
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1440
        h:= 0;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1441
        highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1442
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1443
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1444
            Tint(Clan^.Color shl 8 or $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
  1445
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
  1446
         // draw name
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1447
        DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1448
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1449
        // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1450
        DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1451
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1452
        // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1453
        r.x:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1454
        r.y:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1455
        r.w:= 2 + TeamHealthBarWidth;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1456
        r.h:= HealthTex^.h;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1457
        DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1458
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1459
        // draw health bars right border
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1460
        inc(r.x, cTeamHealthWidth + 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1461
        r.w:= 3;
9029
2d5e6ed2cba7 Fix issue with last hog's part of team health bar
unc0rr
parents: 8773
diff changeset
  1462
        DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1463
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1464
        if (not highlight) and (not hasGone) then
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1465
            for i:= 0 to cMaxHHIndex do
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1466
                if Hedgehogs[i].Gear <> nil then
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1467
                    begin
6644
b86a50569238 Fix slider positions
nemo
parents: 6638
diff changeset
  1468
                    inc(h,Hedgehogs[i].Gear^.Health);
6647
26e523c8fe88 slider tweak
nemo
parents: 6645
diff changeset
  1469
                    if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
6627
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1470
                    end;
18cbb75aba59 add individual hog healths to team health bar
nemo
parents: 6622
diff changeset
  1471
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1472
        // draw ai kill counter for gfAISurvival
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1473
        if (GameFlags and gfAISurvival) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1474
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1475
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1476
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1477
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1478
        // if highlighted, draw flag and other contents again to keep their colors
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1479
        // this approach should be faster than drawing all borders one by one tinted or not
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1480
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1481
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1482
            if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1483
                Tint($FF,$FF,$FF,$80)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1484
            else Tint($FF, $FF, $FF, $FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1485
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1486
            // draw name
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1487
            r.x:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1488
            r.y:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1489
            r.w:= NameTagTex^.w - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1490
            r.h:= NameTagTex^.h - 4;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1491
            DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1492
            // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1493
            r.w:= 22;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1494
            r.h:= 15;
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1495
            DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1496
            // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1497
            r.w:= TeamHealthBarWidth + 1;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1498
            r.h:= HealthTex^.h - 4;
9029
2d5e6ed2cba7 Fix issue with last hog's part of team health bar
unc0rr
parents: 8773
diff changeset
  1499
            DrawTextureFromRect(15, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
7368
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1500
            if not hasGone and (TeamHealth > 1) then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1501
                begin
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1502
                Tint(Clan^.Color shl 8 or $FF);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1503
                for i:= 0 to cMaxHHIndex do
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1504
                    if Hedgehogs[i].Gear <> nil then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1505
                        begin
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1506
                        inc(h,Hedgehogs[i].Gear^.Health);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1507
                        if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1508
                        end;
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1509
                if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1510
                    Tint($FF,$FF,$FF,$80)
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1511
                else Tint($FF, $FF, $FF, $FF);
20448801e86a A bit more convoluted, but more attractive visually
nemo
parents: 7343
diff changeset
  1512
                end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1513
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1514
        end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1515
if smallScreenOffset <> 0 then
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1516
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
  1517
    SetScale(cDefaultZoomLevel);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1518
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1519
        Tint($FF,$FF,$FF,$FF);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1520
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1521
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1522
// Lag alert
7392
bc3306c59a08 Correctly distinguish between game and real ticks while recording video,
Stepan777 <stepik-777@mail.ru>
parents: 7386
diff changeset
  1523
if isInLag then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1524
    DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1525
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1526
// Wind bar
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1527
{$IFDEF USE_TOUCH_INTERFACE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1528
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1529
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1530
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1531
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1532
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1533
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1534
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1535
    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
  1536
        begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1537
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1538
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1539
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1540
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1541
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1542
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1543
        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
  1544
        end
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1545
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1546
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1547
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1548
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1549
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1550
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1551
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1552
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1553
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1554
            DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1555
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1556
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1557
// AmmoMenu
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1558
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
  1559
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1560
    if (AMState = AMHidden) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1561
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1562
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1563
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1564
    AMState:= AMShowingUp;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1565
    end;
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1566
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
  1567
    begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1568
    if (AMState = AMShowing) then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1569
        AMAnimStartTime:= RealTicks
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1570
    else
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1571
        AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1572
    AMState:= AMHiding;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1573
    end;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1574
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
  1575
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
  1576
    ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1577
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1578
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1579
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
  1580
    DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1581
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1582
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1583
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1584
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1585
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1586
// 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
  1587
if fastUntilLag then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1588
    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
  1589
if isPaused then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1590
    DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1591
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
  1592
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1593
    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
  1594
        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
  1595
    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
  1596
        missionTimer:= 0; // avoid subtracting below 0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1597
    if missionTex <> nil then
6999
486db9d26e4b rename a few Draw* routines
koda
parents: 6992
diff changeset
  1598
        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
  1599
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1600
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1601
// fps
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
  1602
{$IFDEF USE_TOUCH_INTERFACE}
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  1603
offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1604
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1605
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1606
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1607
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1608
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
  1609
    begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1610
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1611
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1612
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1613
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1614
    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
  1615
        begin
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1616
        i:= GameTicks div 1000;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1617
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1618
        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
  1619
        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
  1620
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1621
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1622
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1623
        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
  1624
        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
  1625
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1626
        s:= inttostr(i div 60) + ':' + s;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1627
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1628
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1629
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1630
        tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1631
        FreeTexture(timeTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1632
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1633
        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
  1634
        end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1635
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1636
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1637
        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
  1638
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1639
    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
  1640
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1641
        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
  1642
            begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1643
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1644
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1645
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1646
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1647
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1648
            tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1649
            FreeTexture(fpsTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1650
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1651
            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
  1652
            end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1653
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1654
            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
  1655
        end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1656
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1657
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1658
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1659
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
  1660
    DrawTextureCentered(0, (cScreenHeight shr 1)-40, ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1661
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1662
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1663
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1664
    if (not isFirstFrame) then
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1665
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1666
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1667
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1668
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1669
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1670
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1671
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1672
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1673
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1674
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1675
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1676
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1677
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1678
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1679
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1680
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1681
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1682
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1683
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1684
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1685
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1686
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1687
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1688
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1689
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1690
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1691
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1692
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1693
        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
  1694
        glDrawArrays(GL_TRIANGLE_FAN, 0, High(VertexBuffer) - Low(VertexBuffer) + 1);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1695
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1696
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1697
        Tint($FF, $FF, $FF, $FF);
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1698
        if (not isFirstFrame) and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1699
            ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1700
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1701
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1702
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1703
{$IFDEF USE_VIDEO_RECORDING}
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1704
// during video prerecording draw red blinking circle and text 'rec'
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1705
if flagPrerecording then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1706
    begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1707
    if recTexture = nil then
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1708
        begin
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1709
        s:= 'rec';
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1710
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1711
        tmpSurface:= doSurfaceConversion(tmpSurface);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1712
        FreeTexture(recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1713
        recTexture:= Surface2Tex(tmpSurface, false);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1714
        SDL_FreeSurface(tmpSurface)
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1715
        end;
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1716
    DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1717
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1718
    // draw red circle
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1719
    glDisable(GL_TEXTURE_2D);
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1720
    Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007)))));
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1721
    glBegin(GL_POLYGON);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1722
    for i:= 0 to 20 do
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1723
        glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1724
    glEnd();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1725
    Tint($FF, $FF, $FF, $FF);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1726
    glEnable(GL_TEXTURE_2D);
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1727
    end;
7198
5debd5fe526e 1. Add IFDEFs for video recording
Stepan777 <stepik-777@mail.ru>
parents: 7194
diff changeset
  1728
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1729
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1730
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1731
7858
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1732
// Attack bar
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1733
    if CurrentTeam <> nil then
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1734
        case AttackBar of
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1735
(*        1: begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1736
        r:= StuffPoz[sPowerBar];
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1737
        {$WARNINGS OFF}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1738
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1739
        {$WARNINGS ON}
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1740
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1741
        end;*)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1742
        2: with CurrentHedgehog^ do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1743
                begin
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1744
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1745
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1746
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1747
                    DrawSprite(sprPower,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1748
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1749
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1750
                            i)
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1751
                end
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1752
        end;
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1753
2566fc2621d4 more like here
nemo
parents: 7852
diff changeset
  1754
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1755
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1756
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
  1757
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1758
    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
  1759
        begin
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1760
        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
  1761
        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
  1762
            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
  1763
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1764
            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
  1765
                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
57b66ee3bff3 Get rid of overloaded functions in uAmmo
unc0rr
parents: 6918
diff changeset
  1766
            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
  1767
            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
  1768
                if PosCount > 1 then
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1769
                    DrawSprite(PosSprite, TargetCursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1770
                end;
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1771
        DrawSprite(sprArrow, TargetCursorPoint.X, cScreenHeight - TargetCursorPoint.Y, (RealTicks shr 6) mod 8)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1772
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1773
    end;
8026
4a4f21070479 merge xymeng's gsoc engine with a few updates (and further checks on symbol definitions)
koda
parents: 7946
diff changeset
  1774
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1775
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1776
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1777
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1778
var PrevSentPointTime: LongWord = 0;
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  1779
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1780
procedure MoveCamera;
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1781
var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY: LongInt;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1782
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  1783
{$IFNDEF MOBILE}
8373
209c9ba77a09 Prevent camera from moving with auto camera disabled when remote teams are targetting
nemo
parents: 8370
diff changeset
  1784
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
  1785
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1786
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1787
z:= round(200/zoom);
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1788
if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and autoCameraOn then
7187
aff30d80bd7b - Allow camera movement while current hedgehog is falling
unc0rr
parents: 7167
diff changeset
  1789
    if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1790
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1791
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1792
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1793
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1794
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1795
    else
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1796
        begin
5852
nemo
parents: 5851
diff changeset
  1797
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
6098
959219241c67 tweak Y movement
nemo
parents: 6016
diff changeset
  1798
        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
  1799
            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
  1800
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1801
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8;
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1802
        end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1803
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1804
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
  1805
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
  1806
    WorldDy:= wdy;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1807
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1808
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
  1809
    exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1810
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
  1811
if (AMState = AMShowingUp) or (AMState = AMShowing) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1812
begin
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1813
{$IFDEF USE_LANDSCAPE_AMMOMENU}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1814
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1815
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1816
    amNumOffsetY:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1817
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1818
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1819
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1820
{$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1821
    amNumOffsetY:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1822
    {$IFDEF USE_AM_NUMCOLUMN}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1823
    amNumOffsetX:= AMSlotSize;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1824
    {$ELSE}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1825
    amNumOffsetX:= 0;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1826
    {$ENDIF}
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1827
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1828
{$ENDIF}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1829
    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
  1830
        CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3;
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
  1831
    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
  1832
        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
  1833
    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
  1834
        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
  1835
    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
  1836
        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
  1837
    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
  1838
    //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
  1839
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1840
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1841
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1842
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
  1843
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1844
    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
  1845
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1846
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1847
        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
  1848
        end;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1849
    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
  1850
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1851
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1852
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1853
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1854
// 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
  1855
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
  1856
   (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
  1857
    begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1858
    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
  1859
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1860
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1861
        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
  1862
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1863
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1864
        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
  1865
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1866
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1867
            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
  1868
            end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1869
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1870
    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
  1871
    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
  1872
        begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1873
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1874
        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
  1875
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1876
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1877
        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
  1878
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1879
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1880
           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
  1881
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1882
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1883
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1884
    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
  1885
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1886
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1887
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1888
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1889
        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
  1890
        end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1891
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1892
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1893
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
  1894
//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
  1895
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
  1896
    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
  1897
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
  1898
    WorldDy:= wdy;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1899
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
  1900
    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
  1901
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
  1902
    WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1903
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1904
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
  1905
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1906
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1907
begin
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1908
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1909
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1910
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1911
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
  1912
    time:= 5000;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1913
missionTimer:= time;
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1914
FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1915
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1916
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1917
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1918
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1919
    r.y:= icon * 32;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1920
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1921
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1922
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1923
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1924
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1925
    r.y:= ((-icon - 1) mod 16) * 32;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1926
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1927
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1928
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1929
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1930
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1931
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1932
    missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1933
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1934
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1935
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1936
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1937
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
  1938
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1939
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
  1940
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
  1941
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
  1942
//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
  1943
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1944
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1945
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1946
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1947
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1948
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1949
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  1950
    ParseCommand('quit', true);
7847
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1951
{$IFDEF MOBILE}
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1952
// when created SDL receives an exposure event that calls UndampenAudio at full power, muting audio
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1953
exit;
a595d4f4837d disable audio dampening on mobile
koda
parents: 7841
diff changeset
  1954
{$ENDIF}
6862
87e060b69926 when focus is lost lower the volume to a minimum
koda
parents: 6806
diff changeset
  1955
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  1956
{$IFDEF USE_VIDEO_RECORDING}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1957
// do not change volume during prerecording as it will affect sound in video file
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1958
if (not flagPrerecording) then
7286
068adc6948e3 remaining IFDEFs
Stepan777 <stepik-777@mail.ru>
parents: 7278
diff changeset
  1959
{$ENDIF}
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1960
    begin
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
  1961
    if (not cHasFocus) then DampenAudio()
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1962
    else UndampenAudio();
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  1963
    end;
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1964
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1965
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1966
procedure SetUtilityWidgetState(ammoType: TAmmoType);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1967
begin
7086
e99944b25764 android typo/sabotage
Xeli
parents: 7069
diff changeset
  1968
{$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
  1969
if(ammoType = amNothing)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1970
    ammoType:= CurrentHedgehog^.CurAmmoType;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1971
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1972
if(CurrentHedgehog <> nil)then
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1973
    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
  1974
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1975
        utilityWidget.sprite:= sprTimerButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1976
        animateWidget(@utilityWidget, true, true);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  1977
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1978
    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
  1979
        begin
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1980
        utilityWidget.sprite:= sprTargetButton;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1981
        animateWidget(@utilityWidget, true, true);
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1982
        end
6962
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1983
    else if ammoType = amSwitch then
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1984
        begin
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1985
        utilityWidget.sprite:= sprTargetButton;
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1986
        animateWidget(@utilityWidget, true, true);
ec308eabe09b implement switch for the touch interface
Xeli
parents: 6961
diff changeset
  1987
        end
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1988
    else if utilityWidget.show then
6992
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1989
        animateWidget(@utilityWidget, true, false);
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1990
{$ELSE}
b8f3d8991e92 marked a couple of functions as inline
koda
parents: 6986
diff changeset
  1991
ammoType:= ammoType; // avoid hint
6963
Xeli
parents: 6962
diff changeset
  1992
{$ENDIF}
6961
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1993
end;
d5ac09894a1b hide utilitywidget when changing turns, this also fixes some inconsistency when using targetting weapons
Xeli
parents: 6957
diff changeset
  1994
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1995
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1996
begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1997
with widget^ do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1998
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  1999
    show:= showWidget;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2000
    if fade then fadeAnimStart:= RealTicks;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
  2001
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2002
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2003
        begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2004
        animate:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2005
        startTime:= RealTicks;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
  2006
        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
  2007
        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
  2008
        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
  2009
        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
  2010
        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
  2011
        source.y:= source.y xor target.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2012
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2013
    end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2014
end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
  2015
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  2016
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  2017
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  2018
begin
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2019
    fpsTexture:= nil;
7180
53ffc8853008 here it is
Stepan777 <stepik-777@mail.ru>
parents: 7167
diff changeset
  2020
    recTexture:= nil;
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2021
    FollowGear:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2022
    WindBarWidth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2023
    bShowAmmoMenu:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2024
    bSelected:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2025
    bShowFinger:= false;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2026
    Frames:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2027
    WorldDx:= -512;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2028
    WorldDy:= -256;
7343
ddb196c41387 It is global var
unc0rr
parents: 7237
diff changeset
  2029
    PrevSentPointTime:= 0;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  2030
7027
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2031
    FPS:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2032
    CountTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2033
    SoundTimerTicks:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2034
    prevPoint.X:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2035
    prevPoint.Y:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2036
    missionTimer:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2037
    missionTex:= nil;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2038
    cOffsetY:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2039
    stereoDepth:= 0;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2040
    AMState:= AMHidden;
f264ad9d8965 the scope cleanup continues...
koda
parents: 7023
diff changeset
  2041
    isFirstFrame:= true;
7850
fcbb024090a4 cleanup in initEverything and freeEverything
koda
parents: 7847
diff changeset
  2042
    stereoDepth:= stereoDepth; // avoid hint
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  2043
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2044
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  2045
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2046
begin
7850
fcbb024090a4 cleanup in initEverything and freeEverything
koda
parents: 7847
diff changeset
  2047
    ResetWorldTex();
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2048
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  2049
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  2050
end.