diff -r 3c0028245ff3 -r 0700e3d3474d hedgewars/uWorld.pas --- a/hedgewars/uWorld.pas Sun Apr 13 12:33:16 2008 +0000 +++ b/hedgewars/uWorld.pas Sun Apr 13 12:45:30 2008 +0000 @@ -101,33 +101,33 @@ x:= AMxCurr; y:= cScreenHeight - 40; dec(y); - DrawSprite(sprAMBorders, x, y, 0, Surface); + DrawSprite(sprAMBorders, x, y, 0); dec(y); - DrawSprite(sprAMBorders, x, y, 1, Surface); + DrawSprite(sprAMBorders, x, y, 1); dec(y, 33); - DrawSprite(sprAMSlotName, x, y, 0, Surface); + DrawSprite(sprAMSlotName, x, y, 0); for i:= cMaxSlotIndex downto 0 do if Ammo^[i, 0].Count > 0 then begin if (CursorPoint.Y >= y - 33) and (CursorPoint.Y < y) then Slot:= i; dec(y, 33); inc(SlotsNum); - DrawSprite(sprAMSlot, x, y, 0, Surface); - DrawSprite(sprAMSlotKeys, x + 2, y + 1, i, Surface); + DrawSprite(sprAMSlot, x, y, 0); + DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); t:= 0; while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do begin - DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType), Surface); + DrawSprite(sprAMAmmos, x + t * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)); if (Slot = i) and (CursorPoint.X >= x + t * 33 + 35) and (CursorPoint.X < x + t * 33 + 68) then begin - DrawSprite(sprAMSelection, x + t * 33 + 35, y + 1, 0, Surface); + DrawSprite(sprAMSelection, x + t * 33 + 35, y + 1, 0); Pos:= t; end; inc(t) end end; dec(y, 1); - DrawSprite(sprAMBorders, x, y, 0, Surface); + DrawSprite(sprAMBorders, x, y, 0); if (Pos >= 0) then if Ammo^[Slot, Pos].Count > 0 then @@ -146,7 +146,7 @@ end; bSelected:= false; -if AMxLeft = AMxCurr then DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8, Surface) +if AMxLeft = AMxCurr then DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8) end; procedure MoveCamera; forward; @@ -165,7 +165,7 @@ i:= Shift mod w; if i > 0 then dec(i, w); repeat - DrawSprite(spr, i, WorldDy + 1024 - SpritesData[spr].Height, 0, Surface); + DrawSprite(spr, i, WorldDy + 1024 - SpritesData[spr].Height, 0); inc(i, w) until i > cScreenWidth end; @@ -188,8 +188,8 @@ // Waves {$WARNINGS OFF} -for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) ) and $FF), cWaterLine + WorldDy - 64, 0, Surface); -for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (RealTicks shr 6) + 192) and $FF), cWaterLine + WorldDy - 48, 0, Surface); +for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) ) and $FF), cWaterLine + WorldDy - 64, 0); +for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (RealTicks shr 6) + 192) and $FF), cWaterLine + WorldDy - 48, 0); {$WARNINGS ON} DrawLand(WorldDx, WorldDy); @@ -217,9 +217,9 @@ // Waves {$WARNINGS OFF} -for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) + 64) and $FF), cWaterLine + WorldDy - 32, 0, Surface); -for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (RealTicks shr 6) + 128) and $FF), cWaterLine + WorldDy - 16, 0, Surface); -for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) ) and $FF), cWaterLine + WorldDy , 0, Surface); +for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) + 64) and $FF), cWaterLine + WorldDy - 32, 0); +for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx - (RealTicks shr 6) + 128) and $FF), cWaterLine + WorldDy - 16, 0); +for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * 256 + ((WorldDx + (RealTicks shr 6) ) and $FF), cWaterLine + WorldDy , 0); {$WARNINGS ON} // Turn time @@ -229,14 +229,14 @@ if i>99 then t:= 112 else if i>9 then t:= 96 else t:= 80; - DrawSprite(sprFrame, t, cScreenHeight - 48, 1, Surface); + DrawSprite(sprFrame, t, cScreenHeight - 48, 1); while i > 0 do begin dec(t, 32); - DrawSprite(sprBigDigit, t, cScreenHeight - 48, i mod 10, Surface); + DrawSprite(sprBigDigit, t, cScreenHeight - 48, i mod 10); i:= i div 10 end; - DrawSprite(sprFrame, t - 4, cScreenHeight - 48, 0, Surface); + DrawSprite(sprFrame, t - 4, cScreenHeight - 48, 0); end; // Attack bar @@ -256,12 +256,12 @@ for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do DrawSprite(sprPower, hwRound(Gear^.X) + system.round(WorldDx + tdx * (24 + i * 2)) - 16, hwRound(Gear^.Y) + system.round(WorldDy + tdy * (24 + i * 2)) - 12, - i, Surface) + i) end end; // Target -if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0, Surface); +if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0); //glPopMatrix; @@ -294,21 +294,21 @@ DrawFromRect(cScreenWidth div 2, DrawHealthY, - @r, HealthTex, Surface); + @r, HealthTex); inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawFromRect(cScreenWidth div 2 + TeamHealthBarWidth + 2, DrawHealthY, - @r, HealthTex, Surface); + @r, HealthTex); end; // Lag alert -if isInLag then DrawSprite(sprLag, 32, 32 + cConsoleYAdd, (RealTicks shr 7) mod 12, Surface); +if isInLag then DrawSprite(sprLag, 32, 32 + cConsoleYAdd, (RealTicks shr 7) mod 12); // Wind bar -DrawSprite(sprWindBar, cScreenWidth - 180, cScreenHeight - 30, 0, Surface); +DrawSprite(sprWindBar, cScreenWidth - 180, cScreenHeight - 30, 0); if WindBarWidth > 0 then begin {$WARNINGS OFF} @@ -317,7 +317,7 @@ r.y:= 0; r.w:= WindBarWidth; r.h:= 13; - DrawSpriteFromRect(sprWindR, r, cScreenWidth - 103, cScreenHeight - 28, 13, 0, Surface); + DrawSpriteFromRect(sprWindR, r, cScreenWidth - 103, cScreenHeight - 28, 13, 0); end else if WindBarWidth < 0 then begin @@ -327,7 +327,7 @@ r.y:= 0; r.w:= - WindBarWidth; r.h:= 13; - DrawSpriteFromRect(sprWindL, r, cScreenWidth - 106 + WindBarWidth, cScreenHeight - 28, 13, 0, Surface); + DrawSpriteFromRect(sprWindL, r, cScreenWidth - 106 + WindBarWidth, cScreenHeight - 28, 13, 0); end; // AmmoMenu @@ -345,9 +345,9 @@ if PosCount > 1 then DrawSprite(PosSprite, CursorPoint.X - SpritesData[PosSprite].Width div 2, CursorPoint.Y - SpritesData[PosSprite].Height div 2, - i, Surface); + i); end; - DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8, Surface) + DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8) end; if isPaused then DrawCentered(cScreenWidth div 2, cScreenHeight div 2, PauseTexture); @@ -368,13 +368,7 @@ SDL_FreeSurface(tmpSurface) end; if fpsTexture <> nil then - begin - r.x:= 0; - r.y:= 0; - r.w:= fpsTexture^.w; - r.h:= fpsTexture^.h; - DrawFromRect(cScreenWidth - 50, 10, @r, fpsTexture, Surface); - end + DrawTexture(cScreenWidth - 50, 10, fpsTexture); end; inc(SoundTimerTicks, Lag);