hedgewars/uWorld.pas
author Xeli
Sat, 04 Feb 2012 16:22:46 +0100
changeset 6622 01889d5bc79b
parent 6610 84b0bc1bf399
child 6627 18cbb75aba59
permissions -rw-r--r--
Rewrote the Ammomenu: Added landscape ammomenu At the moment MOBILE indicates landscape, but we could just as easily make a variable out of it Draw to texture once uVariables.AmmoMenuInvalidated indicates a new ammo menu needs to be drawn, see uTeams and uAmmos Slot/Cellsize is dependent on uConsts.AMSlotSize this should make it easier to scale the ammo menu on smaller screens AmmoRect AmmoRect indicates where and how big the ammo menu is, this makes positioning a bit easier imo, because you only need to change the position at one single point needs testing on the iphone (and other systems as well ofcourse..)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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{$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 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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    uMobile
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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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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    AmmoRect: TSDL_Rect;
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    MenuSpeedX, MenuSpeedY: LongInt;
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    FPS: Longword;
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    CountTicks: Longword;
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    SoundTimerTicks: Longword;
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    prevPoint: 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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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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// 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 + format(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;
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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
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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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   152
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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   153
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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   154
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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   155
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
4132
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nemo
parents: 4003
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   156
g:= AddGoal(g, gfResetHealth, gidResetHealth);
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nemo
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   157
g:= AddGoal(g, gfAISurvival, gidAISurvival);
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nemo
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   158
g:= AddGoal(g, gfInfAttack, gidInfAttack);
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nemo
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   159
g:= AddGoal(g, gfResetWeps, gidResetWeps);
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nemo
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   160
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
2958
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   161
2908
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   162
// modified damage modificator?
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   163
if cDamagePercent <> 100 then
2948
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unc0rr
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   164
    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
2908
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   165
3107
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   166
// fade in
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   167
ScreenFade:= sfFromBlack;
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   168
ScreenFadeValue:= sfMax;
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   169
ScreenFadeSpeed:= 1;
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   170
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   171
// modified mine timers?
4482
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nemo
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   172
if cMinesTime <> 3000 then
2948
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   173
    begin
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   174
    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents: 3976
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   175
        g:= AddGoal(g, gfAny, gidNoMineTimer)
2948
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   176
    else if cMinesTime < 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
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   177
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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   178
    else
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   179
        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
2948
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   180
    end;
2908
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   181
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// if the string has been set, show it for (default timeframe) seconds
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
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   183
if g <> '' then
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lovelacer
parents: 6492
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   184
    ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
2863
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   185
1825
c929f9111141 Nemo's patch allowing different water sprites size
unc0rr
parents: 1812
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   186
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
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   187
//cWaveHeight:= SpritesData[sprWater].Height;
053eb81e60ee little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
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   188
cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
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   189
5682
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sheepluva
parents: 5675
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   190
InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
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   191
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
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   192
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
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   193
prevPoint.Y:= cScreenHeight div 2;
6609
5861b2cc991f minor cleanup, gather AMSlotSize in uConsts
koda
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   194
WorldDx:=  -(LAND_WIDTH div 2) + cScreenWidth div 2;
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   195
WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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koda
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   196
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   197
//aligns it to the bottom of the screen, minus the border
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SkyOffset:= 0;
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   199
HorizontOffset:= 0;
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   200
161
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   201
end;
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   202
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sheepluva
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   203
procedure InitCameraBorders;
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sheepluva
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   204
begin
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sheepluva
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cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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sheepluva
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   206
end;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
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   207
6394
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koda
parents: 6380
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   208
// 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
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   209
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
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begin
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koda
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   211
    FreeTexture(fpsTexture);
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koda
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   212
    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
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   213
    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
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   214
    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
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   215
    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
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   216
    missionTex:= 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
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   217
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
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   218
6622
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   219
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
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   220
const BORDERSIZE = 2;
6622
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   221
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
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   222
    STurns: LongInt;
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   223
    amSurface: PSDL_Surface;
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   224
    AMRect: TSDL_Rect;
161
d8870bbf960e - AmmoMenu
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   225
begin
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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
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   226
    SlotsNum:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
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   227
    for i:= 0 to cMaxSlotIndex do
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   228
        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
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   229
            inc(SlotsNum);
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   230
{$IFDEF MOBILE}
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   231
    SlotsNumX:= SlotsNum;
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   232
    SlotsNumY:= cMaxSlotAmmoIndex + 2;
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   233
{$ELSE}
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   234
    SlotsNumX:= cMaxSlotAmmoIndex + 1;
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   235
    SlotsNumY:= SlotsNum + 1;
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   236
{$ENDIF}
6606
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   237
6622
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   238
    ammoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
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   239
    ammoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
01889d5bc79b Rewrote the Ammomenu:
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   240
    amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, ammoRect.w, ammoRect.h, 32, RMask, GMask, BMask, AMask);
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   241
    
01889d5bc79b Rewrote the Ammomenu:
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   242
    AMRect.x:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
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   243
    AMRect.y:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
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   244
    AMRect.w:= ammoRect.w - (BORDERSIZE*2);
01889d5bc79b Rewrote the Ammomenu:
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   245
    AMRect.h:= ammoRect.h - (BORDERSIZE*2);
6276
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koda
parents: 6250
diff changeset
   246
6622
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   247
    SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
6608
9305a12f66bf added the background for the weaponnames in MOBILE
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diff changeset
   248
6622
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   249
    
01889d5bc79b Rewrote the Ammomenu:
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   250
    x:= 0;
01889d5bc79b Rewrote the Ammomenu:
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   251
    y:= 0;
6276
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koda
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   252
    for i:= 0 to cMaxSlotIndex do
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koda
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   253
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
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   254
            begin
6622
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   255
{$IFDEF MOBILE}
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   256
            y:= 0;
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   257
{$ELSE}
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   258
            x:= 0;
01889d5bc79b Rewrote the Ammomenu:
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   259
{$ENDIF}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
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   260
            for t:=0 to cMaxSlotAmmoIndex do
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   261
                begin
6622
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parents: 6610
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   262
                if (Ammo^[i, t].Count > 0)  and (Ammo^[i, t].AmmoType <> amNothing) then
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6af73e7f2438 Henek makes AmmoMenu more flexible
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   263
                    begin
6622
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   264
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
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   265
                    AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
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   266
                    if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
6276
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   267
                        begin
6622
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   268
                        DrawSprite2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding, 
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   269
                                                                 y + AMSlotPadding + 1, AMFrame);
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   270
                        if STurns < 100 then
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   271
                            DrawSprite2Surf(sprTurnsLeft, amSurface, 
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   272
			    	    x + AMSlotSize-16, 
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   273
				    y + AMSlotSize + 1 - 16, STurns);
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   274
                        end
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   275
                    else //draw colored version
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   276
                        begin
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   277
                            DrawSprite2Surf(sprAMAmmos, amSurface, x + AMSlotPadding, 
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   278
       						       y + AMSlotPadding + 1, 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
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   279
                        end;
6622
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   280
{$IFDEF MOBILE}
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   281
	    inc(y, AMSlotSize + 1); //the plus one is for the border
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   282
{$ELSE}
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   283
	    inc(x, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
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   284
{$ENDIF}
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   285
	    end;
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   286
	end;
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   287
{$IFDEF MOBILE}
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   288
    inc(x, AMSlotSize + 1);
6276
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   289
{$ELSE}
6622
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   290
    inc(y, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
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   291
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
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   292
    end;
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for i:= 1 to SlotsNumX -1 do
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DrawLine2Surf(amSurface, i * (AMSlotSize+1), BORDERSIZE, i * (AMSlotSize+1), AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);            
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for i:= 1 to SlotsNumY -1 do
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DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1), AMRect.w + BORDERSIZE, i * (AMSlotSize+1),160,160,160);
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//draw outer border
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DrawSprite2Surf(sprAMCorners, amSurface, 0                    , 0                    , 0);
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DrawSprite2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y             , 1);
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DrawSprite2Surf(sprAMCorners, amSurface, AMRect.x             , AMRect.h + BORDERSIZE, 2);
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DrawSprite2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
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for i:=0 to BORDERSIZE-1 do
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begin
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DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
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DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
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DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
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DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
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end;
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GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
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if amSurface <> nil then SDL_FreeSurface(amSurface);
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end;
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procedure ShowAmmoMenu;
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const BORDERSIZE = 2;
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      MENUSPEED = 15;
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var Slot, Pos: LongInt;
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    Ammo: PHHAmmo;
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    i,g,t,CursorXtmp, CursorYtmp,STurns: LongInt;
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begin
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if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil)
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or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
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bShowAmmoMenu:= false;
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// give the assigned ammo to hedgehog
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Ammo:= nil;
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if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
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and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
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Ammo:= CurrentHedgehog^.Ammo
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else if (LocalAmmo <> -1) then
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Ammo:= GetAmmoByNum(LocalAmmo);
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Pos:= -1;
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if Ammo = nil then
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begin
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bShowAmmoMenu:= false;
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exit
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   342
end;
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//Init the menu 
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   345
if(AmmoMenuInvalidated) then 
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   346
    begin
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    AmmoMenuInvalidated:= false;
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   348
    FreeTexture(AmmoMenuTex);
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    AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
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{$IFDEF MOBILE}
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    if isPhone() then
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        begin
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        AmmoRect.x:= -(AmmoRect.w shr 1);
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        AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
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   356
        end
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   357
    else
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   358
        begin
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        AmmoRect.x:= -(AmmoRect.w shr 1);
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        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
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   361
        end;
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   362
{$ELSE}
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        AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
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        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
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   365
{$ENDIF}
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    AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
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    AMShiftTargetY:= cScreenHeight - AmmoRect.y;
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    AMShiftX:= AMShiftTargetX;
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    AMShiftY:= AMShiftTargetY;
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   371
    if (AMShiftTargetX div MENUSPEED) <  (AMShiftTargetY div MENUSPEED) then
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        begin
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   373
        MenuSpeedX:= MENUSPEED;
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        MenuSpeedY:= AMShiftTargetY div (AMShiftTargetX div MENUSPEED);
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   375
        end
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    else
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   377
        begin
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        MenuSpeedX:= AMShiftTargetX div (AMShiftTargetY div MENUSPEED);
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        MenuSpeedY:= MENUSPEED;
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   380
        end;
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   381
end;
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   382
01889d5bc79b Rewrote the Ammomenu:
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   383
if bShowAmmoMenu then // show ammo menu
01889d5bc79b Rewrote the Ammomenu:
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   384
    begin
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   385
    FollowGear:= nil;
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   386
    if (AMShiftX = 0) and (AMShiftY = 0) then
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   387
{$IFDEF MOBILE}
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   388
        prevPoint.Y:= 0;
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   389
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
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   390
        prevPoint.X:= 0;
01889d5bc79b Rewrote the Ammomenu:
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   391
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
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   392
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
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   393
        begin
01889d5bc79b Rewrote the Ammomenu:
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   394
        AMShiftX:= 0;
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   395
        AMShiftY:= 0;
01889d5bc79b Rewrote the Ammomenu:
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   396
        end
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   397
    else
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   398
        if (AMShiftX <> 0) or (AMShiftY <> 0) then
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   399
            begin
01889d5bc79b Rewrote the Ammomenu:
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   400
            dec(AMShiftX, MenuSpeedX);
01889d5bc79b Rewrote the Ammomenu:
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   401
            if AMShiftX < 0 then AMShiftX:= 0;
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   402
            dec(AMShiftY, MenuSpeedY);
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   403
            if AMShiftY < 0 then AMShiftY:= 0;
01889d5bc79b Rewrote the Ammomenu:
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diff changeset
   404
            end
01889d5bc79b Rewrote the Ammomenu:
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   405
    end
01889d5bc79b Rewrote the Ammomenu:
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   406
else  // hide ammo menu
01889d5bc79b Rewrote the Ammomenu:
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   407
    begin
01889d5bc79b Rewrote the Ammomenu:
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   408
    if (AMShiftX = AMShiftTargetX) and (AMShiftY = AMShiftTargetY) then
01889d5bc79b Rewrote the Ammomenu:
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   409
        begin
01889d5bc79b Rewrote the Ammomenu:
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   410
        prevPoint:= CursorPoint;
01889d5bc79b Rewrote the Ammomenu:
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diff changeset
   411
        end;
01889d5bc79b Rewrote the Ammomenu:
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   412
    if (cReducedQuality and rqSlowMenu) <> 0 then
01889d5bc79b Rewrote the Ammomenu:
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   413
        begin
01889d5bc79b Rewrote the Ammomenu:
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   414
        AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
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   415
        AMShiftY:= AMShiftTargetY;
01889d5bc79b Rewrote the Ammomenu:
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diff changeset
   416
        end
01889d5bc79b Rewrote the Ammomenu:
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diff changeset
   417
    else
01889d5bc79b Rewrote the Ammomenu:
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   418
        if (AMShiftX <> AMShiftTargetX) or (AMShiftY <> AMShiftTargetY) then
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   419
            begin
01889d5bc79b Rewrote the Ammomenu:
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   420
            inc(AMShiftX, MenuSpeedX);
01889d5bc79b Rewrote the Ammomenu:
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   421
            if AMShiftX > AMShiftTargetX then AMShiftX:= AMShiftTargetX;
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   422
            inc(AMShiftY, MenuSpeedY);
01889d5bc79b Rewrote the Ammomenu:
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   423
            if AMShiftY> AMShiftTargetY then AMShiftY:= AMShiftTargetY;
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   424
            end
01889d5bc79b Rewrote the Ammomenu:
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   425
    end;
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   426
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   427
    DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex);
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   428
01889d5bc79b Rewrote the Ammomenu:
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   429
    Pos:= -1;
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   430
    Slot:= -1;
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   431
{$IFDEF MOBILE}
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   432
    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
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   433
        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
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   434
            begin
6622
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   435
            g:= 0;
01889d5bc79b Rewrote the Ammomenu:
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   436
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
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   437
                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
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   438
                    begin
6622
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   439
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g    * (AMSlotSize+1))) and
01889d5bc79b Rewrote the Ammomenu:
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   440
                       (CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
01889d5bc79b Rewrote the Ammomenu:
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diff changeset
   441
                       (CursorPoint.X >= AmmoRect.x                   + ( i    * (AMSlotSize+1))) and 
01889d5bc79b Rewrote the Ammomenu:
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   442
                       (CursorPoint.X <= AmmoRect.x                   + ((i+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
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diff changeset
   443
                        begin
6622
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   444
                        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
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diff changeset
   445
                        Pos:= t;
6622
01889d5bc79b Rewrote the Ammomenu:
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   446
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
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diff changeset
   447
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
01889d5bc79b Rewrote the Ammomenu:
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   448
                            DrawSprite(sprAMSlot, 
01889d5bc79b Rewrote the Ammomenu:
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   449
                                       AmmoRect.x + BORDERSIZE + (Slot * (AMSlotSize+1)) + AMSlotPadding -1, 
01889d5bc79b Rewrote the Ammomenu:
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   450
                                       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
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diff changeset
   451
                        end;
6622
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diff changeset
   452
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   453
                   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
   454
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   455
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   456
    for i:= 0 to cMaxSlotIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   457
        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
   458
            begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   459
            g:= 0;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   460
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   461
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   462
                    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   463
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( i    * (AMSlotSize+1))) and
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   464
                       (CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((i+1) * (AMSlotSize+1))) and
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   465
                       (CursorPoint.X >= AmmoRect.x                   + ( g    * (AMSlotSize+1))) and 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   466
                       (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   467
                        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   468
                        Slot:= i;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   469
                        Pos:= t;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   470
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   471
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   472
                            DrawSprite(sprAMSlot, 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   473
                                       AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding -1, 
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   474
                                       AmmoRect.y + BORDERSIZE + (Slot  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   475
                        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   476
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   477
                   end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   478
            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
   479
{$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   480
    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
   481
        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   482
        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
   483
        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
   484
            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
   485
            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
   486
                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
   487
                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
   488
                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
   489
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   490
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   491
            DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   492
                        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
   493
                        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
   494
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   495
                DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   496
                            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
   497
                            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
   498
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
   499
            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
   500
                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
   501
                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
   502
                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
   503
                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
   504
                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
   505
                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
   506
                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
   507
            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
   508
        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
   509
    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
   510
        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
   511
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   512
    if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
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
   513
{$IFDEF MOBILE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   514
        if not isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   515
            ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize);
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   516
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   517
        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
   518
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   519
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
   520
    bSelected:= false;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   521
    if (AMShiftX = 0) and (AMShiftY = 0) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   522
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   523
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   524
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   525
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   526
var VertexBuffer: array [0..3] of TVertex2f;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   527
    r: TSDL_Rect;
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   528
    lw, lh: GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   529
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   530
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
   531
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   532
    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
   533
    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
   534
    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
   535
    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
   536
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   537
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   538
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   539
    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
   540
    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
   541
    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
   542
    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
   543
    end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   544
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   545
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
   546
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   547
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   548
    // Water
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   549
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
   550
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
   551
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   552
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   553
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   554
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   555
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   556
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   557
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   558
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   559
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   560
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   561
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   562
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   563
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   564
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   565
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   566
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   567
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   568
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   569
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   570
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   571
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   572
        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
   573
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   574
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   575
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   576
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   577
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   578
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   579
        glEnable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   580
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   581
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   582
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   583
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
   584
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   585
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   586
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   587
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   588
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   589
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   590
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   591
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   592
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   593
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   594
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   595
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   596
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   597
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   598
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   599
    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
   600
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   601
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   602
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   603
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   604
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   605
    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
   606
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   607
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   608
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   609
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   610
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   611
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
   612
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   613
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   614
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   615
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   616
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   617
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   618
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
   619
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   620
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   621
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   622
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   623
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
   624
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   625
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
   626
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   627
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   628
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
   629
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   630
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   631
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   632
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   633
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   634
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   635
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   636
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   637
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   638
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   639
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   640
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   641
        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
   642
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   643
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   644
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   645
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   646
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
   647
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   648
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   649
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
   650
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
   651
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   652
    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
   653
    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
   654
    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
   655
    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
   656
        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
   657
    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
   658
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   659
    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
   660
    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
   661
    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
   662
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   663
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
   664
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   665
    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
   666
    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
   667
    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
   668
    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
   669
    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
   670
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   671
        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
   672
        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
   673
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   674
    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
   675
    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
   676
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   677
    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
   678
    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
   679
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   680
        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
   681
        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
   682
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   683
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   684
    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
   685
    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
   686
        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
   687
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   688
            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
   689
            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
   690
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   691
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   692
        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
   693
            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
   694
            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
   695
            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
   696
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   697
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   698
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   699
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   700
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   701
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   702
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   703
if not isPaused then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   704
    begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   705
        if ZoomValue < zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   706
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   707
            zoom:= zoom - 0.002 * Lag;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   708
            if ZoomValue > zoom then
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   709
                zoom:= ZoomValue
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   710
        end
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   711
        else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   712
            if ZoomValue > zoom then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   713
            begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   714
            zoom:= zoom + 0.002 * Lag;
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   715
            if ZoomValue < zoom then
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   716
                zoom:= ZoomValue
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   717
            end
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   718
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   719
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   720
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   721
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   722
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   723
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   724
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   725
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   726
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
   727
    if not isPaused 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
   728
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   729
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   730
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   731
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   732
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   733
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   734
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   735
{$IFNDEF S3D_DISABLED}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   736
    else if (cStereoMode = smAFR) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   737
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   738
        AFRToggle:= not AFRToggle;
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   739
        glClear(GL_COLOR_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   740
        if AFRToggle then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   741
            DrawWorldStereo(Lag, rmLeftEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   742
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   743
            DrawWorldStereo(Lag, rmRightEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   744
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   745
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   746
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   747
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   748
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   749
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   750
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   751
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   752
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   753
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   754
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   755
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   756
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   757
        // detatch drawing from fbs
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   758
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   759
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   760
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   761
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   762
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   763
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   764
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   765
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   766
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   767
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   768
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   769
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   770
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   771
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   772
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   773
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   774
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   775
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   776
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   777
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   778
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   779
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   780
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   781
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   782
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   783
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   784
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   785
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   786
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   787
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   788
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   789
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   790
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   791
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   792
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   793
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   794
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   795
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   796
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   797
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   798
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   799
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   800
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   801
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   802
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   803
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   804
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   805
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   806
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   807
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   808
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   809
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   810
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   811
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   812
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   813
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   814
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   815
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   816
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   817
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   818
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   819
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   820
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   821
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   822
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   823
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   824
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   825
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   826
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   827
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   828
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   829
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   830
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   831
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   832
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   833
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   834
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   835
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   836
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   837
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   838
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   839
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   840
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   841
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   842
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   843
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   844
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   845
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   846
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   847
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   848
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   849
    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
   850
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   851
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   852
    d:= d / 5;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   853
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   854
        exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   855
    else if rm = rmLeftEye then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   856
        d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   857
    stereoDepth:= stereoDepth + d;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   858
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   859
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   860
    glMatrixMode(GL_MODELVIEW);
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   861
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   862
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   863
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   864
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   865
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   866
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   867
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   868
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   869
{$ELSE}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   870
    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
   871
        exit;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   872
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   873
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   874
    glMatrixMode(GL_MODELVIEW);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   875
    stereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   876
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   877
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   878
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   879
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   880
var i, t: LongInt;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   881
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   882
    tdx, tdy: Double;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   883
    s: string[15];
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   884
    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
   885
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   886
    VertexBuffer: array [0..3] of TVertex2f;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   887
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   888
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
   889
    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
   890
        // 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
   891
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
   892
        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
   893
        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
   894
        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
   895
        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
   896
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   897
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
   898
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   899
        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
   900
        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
   901
            Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   902
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   903
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   904
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   905
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   906
            Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   907
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   908
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   909
DrawVisualGears(0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   910
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
   911
DrawVisualGears(4);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   912
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   913
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   914
    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
   915
        // Waves
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
   916
        DrawWater(255, SkyOffset); 
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   917
        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
   918
        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
   919
        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
   920
        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
   921
        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
   922
        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
   923
        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
   924
        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
   925
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   926
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
   927
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   928
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   929
    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
   930
    DrawVisualGears(5);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   931
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
   932
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   933
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   934
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   935
// Attack bar
5862
b4229b0abc70 better?
nemo
parents: 5856
diff changeset
   936
    if CurrentTeam <> nil then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   937
        case AttackBar of
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   938
(*        1: begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   939
        r:= StuffPoz[sPowerBar];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   940
        {$WARNINGS OFF}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   941
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   942
        {$WARNINGS ON}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   943
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   944
        end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   945
        2: with CurrentHedgehog^ do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   946
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   947
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   948
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   949
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   950
                    DrawSprite(sprPower,
4159
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   951
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   952
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   953
                            i)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   954
                end
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   955
        end;
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   956
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   957
DrawVisualGears(1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   958
DrawGears;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   959
DrawVisualGears(6);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   960
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   961
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
   962
    DrawWater(cSDWaterOpacity, 0)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   963
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   964
    DrawWater(cWaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   965
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   966
    // Waves
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   967
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
   968
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
   969
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   970
if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   971
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   972
    //DrawWater(cWaterOpacity, - offsetY div 40);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   973
    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
   974
    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
   975
    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
   976
        DrawWater(cSDWaterOpacity, - offsetY div 20)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   977
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   978
        DrawWater(cWaterOpacity, - offsetY div 20);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   979
    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
   980
    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
   981
        if SuddenDeathDmg then
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
   982
            DrawWater(cSDWaterOpacity, - offsetY div 10)
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
   983
        else
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
   984
            DrawWater(cWaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   985
        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
   986
        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
   987
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   988
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   989
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   990
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   991
// 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
   992
// 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
   993
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   994
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   995
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   996
// 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
   997
// 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
   998
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   999
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1000
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
  1001
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1002
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1003
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1004
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1005
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1006
        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
  1007
        if CurAmmoType = amBee then
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
  1008
            DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
  1009
        else
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
  1010
            DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
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
  1011
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
  1012
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1013
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1014
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1015
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
  1016
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1017
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1018
// Turn time
5326
e73f1c043c85 Changed UI elements
Xeli
parents: 5191
diff changeset
  1019
{$IFDEF MOBILE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1020
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1021
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1022
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
  1023
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1024
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
  1025
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1026
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1027
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1028
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1029
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1030
        i:= Succ(Pred(TurnTimeLeft) div 1000);
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1031
   
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1032
    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
  1033
        t:= 112
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1034
    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
  1035
        t:= 96
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1036
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1037
        t:= 80;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1038
    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
  1039
    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
  1040
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1041
        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
  1042
        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
  1043
        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
  1044
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1045
    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
  1046
    end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1047
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1048
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
  1049
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1050
5941
db4751cb4f53 make the fire button appear only on android for now, I'll make it depend on a variable later on
Xeli
parents: 5936
diff changeset
  1051
{$IFDEF ANDROID}
5828
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
  1052
// Draw buttons Related to the Touch interface
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
  1053
DrawTexture(Round(-cScreenWidth*0.5 + cScreenHeight*0.02),Round((cScreenHeight*0.98)-(spritesData[sprFireButton].Height*0.4) ),spritesData[sprFireButton].Texture, 0.4);
5941
db4751cb4f53 make the fire button appear only on android for now, I'll make it depend on a variable later on
Xeli
parents: 5936
diff changeset
  1054
{$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
  1055
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1056
// Teams Healths
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1057
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
  1058
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1059
    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
  1060
    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
  1061
    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
  1062
        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
  1063
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1064
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
  1065
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
  1066
    with TeamsArray[t]^ do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1067
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1068
        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
  1069
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1070
        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
  1071
            Tint(Clan^.Color shl 8 or $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
  1072
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
  1073
         // 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
  1074
        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
  1075
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1076
        // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1077
        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
  1078
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1079
        // 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
  1080
        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
  1081
        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
  1082
        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
  1083
        r.h:= HealthTex^.h;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1084
        DrawFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1085
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1086
        // 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
  1087
        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
  1088
        r.w:= 3;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1089
        DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1090
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1091
        // 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
  1092
        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
  1093
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1094
            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
  1095
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1096
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1097
        // 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
  1098
        // 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
  1099
        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
  1100
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1101
            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
  1102
                Tint($FF,$FF,$FF,$80)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1103
            else Tint($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
  1104
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1105
            // draw name
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1106
            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
  1107
            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
  1108
            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
  1109
            r.h:= NameTagTex^.h - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1110
            DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1111
            // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1112
            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
  1113
            r.h:= 15;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1114
            DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1115
            // 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
  1116
            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
  1117
            r.h:= HealthTex^.h - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1118
            DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1119
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1120
        end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1121
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
  1122
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
  1123
    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
  1124
    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
  1125
        Tint($FF,$FF,$FF,$FF);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1126
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1127
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1128
// Lag alert
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1129
if isInLag then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1130
    DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1131
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1132
// Wind bar
5326
e73f1c043c85 Changed UI elements
Xeli
parents: 5191
diff changeset
  1133
{$IFDEF MOBILE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1134
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1135
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1136
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1137
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1138
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1139
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1140
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1141
    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
  1142
        begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1143
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1144
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1145
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1146
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1147
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1148
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1149
        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
  1150
        end
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1151
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1152
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1153
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1154
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1155
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1156
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1157
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1158
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1159
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1160
            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
  1161
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1162
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1163
// AmmoMenu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
  1164
if bShowAmmoMenu or ((AMShiftX <> AMShiftTargetX) or (AMShiftY <> AMShiftTargetY)) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1165
    ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1166
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1167
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1168
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
  1169
    DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1170
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1171
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1172
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1173
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1174
// 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
  1175
if fastUntilLag then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1176
    DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1177
if isPaused then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1178
    DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1179
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
  1180
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1181
    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
  1182
        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
  1183
    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
  1184
        missionTimer:= 0; // avoid subtracting below 0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1185
    if missionTex <> nil then
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1186
        DrawCentered(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
  1187
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1188
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1189
// fps
5326
e73f1c043c85 Changed UI elements
Xeli
parents: 5191
diff changeset
  1190
{$IFDEF MOBILE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1191
offsetX:= 8;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1192
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1193
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1194
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1195
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1196
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
  1197
    begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1198
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1199
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1200
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1201
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1202
    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
  1203
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1204
        i:=GameTicks div 1000;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1205
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1206
        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
  1207
        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
  1208
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1209
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1210
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1211
        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
  1212
        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
  1213
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1214
        s:= inttostr(i div 60) + ':' + s;
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1215
   
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1216
    
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1217
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1218
        tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1219
        FreeTexture(timeTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1220
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1221
        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
  1222
        end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1223
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1224
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1225
        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
  1226
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1227
    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
  1228
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1229
        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
  1230
            begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1231
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1232
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1233
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1234
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1235
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1236
            tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1237
            FreeTexture(fpsTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1238
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1239
            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
  1240
            end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1241
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1242
            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
  1243
        end;
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1244
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1245
    if CountTicks >= 1000 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1246
        CountTicks:= 0;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1247
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1248
    // lag warning (?)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1249
    inc(SoundTimerTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1250
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1251
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1252
if SoundTimerTicks >= 50 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1253
   begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1254
   SoundTimerTicks:= 0;
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1255
   if cVolumeDelta <> 0 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1256
      begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1257
      str(ChangeVolume(cVolumeDelta), s);
2619
bc2786a00fb8 fix wrong ttf blending in ppc
koda
parents: 2609
diff changeset
  1258
      AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1259
      end
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1260
   end;
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1261
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1262
if GameState = gsConfirm then
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1263
    DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1264
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1265
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1266
    begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1267
    if not isFirstFrame then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1268
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1269
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1270
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1271
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1272
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1273
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1274
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1275
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1276
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1277
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1278
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1279
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1280
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1281
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1282
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1283
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1284
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1285
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1286
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1287
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1288
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1289
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1290
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1291
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1292
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1293
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1294
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1295
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1296
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1297
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1298
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1299
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1300
        Tint($FF, $FF, $FF, $FF);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1301
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1302
            ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1303
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1304
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1305
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1306
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1307
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1308
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1309
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
  1310
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1311
    if not bShowAmmoMenu then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1312
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1313
        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
  1314
            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
  1315
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1316
            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
  1317
                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);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1318
            i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1319
            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
  1320
                if PosCount > 1 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1321
                    DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1322
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1323
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1324
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1325
    end;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1326
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1327
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1328
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1329
procedure MoveCamera;
5851
e6151aca2d7c Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents: 5848
diff changeset
  1330
var EdgesDist, wdy, shs,z: LongInt;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3629
diff changeset
  1331
    PrevSentPointTime: LongWord = 0;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1332
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  1333
{$IFNDEF MOBILE}
6453
11c578d30bd3 Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents: 6415
diff changeset
  1334
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu))) 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
  1335
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1336
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1337
z:= round(200/zoom);
6453
11c578d30bd3 Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents: 6415
diff changeset
  1338
if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) then
5851
e6151aca2d7c Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents: 5848
diff changeset
  1339
    if (not autoCameraOn) or ((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
  1340
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1341
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1342
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1343
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1344
        end