hedgewars/PascalExports.pas
author koda
Sun, 11 Jul 2010 03:23:26 +0200
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child 3638 33ee433749ba
permissions -rw-r--r--
implement the check on the type of ammo requiring a second tap to confirm
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(*
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 *  PascalExports.pas
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 *  hwengine
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 *
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 *  Created by Vittorio on 09/01/10.
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 *  Copyright 2009 __MyCompanyName__. All rights reserved.
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 *
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 *)
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{$INCLUDE "options.inc"}
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unit PascalExports;
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interface
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uses uKeys, GLunit, uWorld, uMisc, uGears, uConsole, uTeams, uConsts, hwengine;
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{$INCLUDE "config.inc"}
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implementation
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{$IFDEF HWLIBRARY}
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var xx, yy: LongInt;
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// retrieve protocol information
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procedure HW_versionInfo(netProto: PShortInt; versionStr: Ppchar); cdecl; export;
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begin
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// http://bugs.freepascal.org/view.php?id=16156
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    if netProto <> nil then netProto^:= cNetProtoVersion;
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    if versionStr <> nil then versionStr^:= cVersionString;
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end;
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procedure HW_click; cdecl; export;
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begin
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    leftClick:= true;
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end;
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procedure HW_zoomIn; cdecl; export;
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begin
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    if wheelDown = false then
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        wheelUp:= true;
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end;
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procedure HW_zoomOut; cdecl; export;
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begin
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    if wheelUp = false then
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        wheelDown:= true;
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end;
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procedure HW_zoomReset; cdecl; export;
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begin
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    middleClick:= true;
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end;
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procedure HW_ammoMenu; cdecl; export;
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begin
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    rightClick:= true;
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end;
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procedure HW_walkingKeysUp; cdecl; export;
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begin
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    leftKey:= false;
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    rightKey:= false;
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    upKey:= false;
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    downKey:= false;
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end;
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procedure HW_otherKeysUp; cdecl; export;
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begin
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    spaceKey:= false;
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    enterKey:= false;
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    backspaceKey:= false;
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end;
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procedure HW_allKeysUp; cdecl; export;
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begin
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    // set all keys to released
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    uKeys.initModule;
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end;
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procedure HW_walkLeft; cdecl; export;
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begin
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    leftKey:= true;
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end;
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procedure HW_walkRight; cdecl; export;
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begin
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    rightKey:= true;
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end;
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procedure HW_aimUp; cdecl; export;
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begin
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    upKey:= true;
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end;
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procedure HW_aimDown; cdecl; export;
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begin
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    downKey:= true;
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end;
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procedure HW_shoot; cdecl; export;
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begin
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    spaceKey:= true;
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end;
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procedure HW_jump; cdecl; export;
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begin
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    enterKey:= true;
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end;
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procedure HW_backjump; cdecl; export;
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begin
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    backspaceKey:= true;
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end;
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procedure HW_chat; cdecl; export;
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begin
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    chatAction:= true;
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end;
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procedure HW_tab; cdecl; export;
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begin
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    switchAction:= true;
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end;
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procedure HW_pause; cdecl; export;
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begin
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    pauseAction:= true;
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end;
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procedure HW_cursorUp(coefficient:LongInt); cdecl; export;
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begin
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    coeff:= coefficient;
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    cursorUp:= true;
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end;
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procedure HW_cursorDown(coefficient:LongInt); cdecl; export;
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begin
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    coeff:= coefficient;
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    cursorDown:= true;
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end;
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procedure HW_cursorLeft(coefficient:LongInt); cdecl; export;
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begin
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    coeff:= coefficient;
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    cursorLeft:= true;
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end;
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procedure HW_cursorRight(coefficient:LongInt); cdecl; export;
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begin
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    coeff:= coefficient;
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    cursorRight:= true;
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end;
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procedure HW_terminate(closeFrontend: boolean); cdecl; export;
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begin
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    isTerminated:= true;
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    if closeFrontend then alsoShutdownFrontend:= true;
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end;
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procedure HW_setLandscape(landscape: boolean); cdecl; export;
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begin
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    if landscape then
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    begin
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        cOffsetY:= 0;
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    end
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    else
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    begin
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        cOffsetY:= 120;
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    end;
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end;
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procedure HW_setCursor(x,y: LongInt); cdecl; export;
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begin
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    CursorPoint.X:= x;
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    CursorPoint.Y:= y;
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end;
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procedure HW_saveCursor(reset: boolean); cdecl; export;
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begin
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    if reset then
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    begin
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        CursorPoint.X:= xx;
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        CursorPoint.Y:= yy;
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    end
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    else
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    begin
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        xx:= CursorPoint.X;
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        yy:= CursorPoint.Y;
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    end;
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end;
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function HW_isAmmoOpen: boolean; cdecl; export;
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begin
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    exit(bShowAmmoMenu);
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end;
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function HW_isWeaponRequiringClick: boolean; cdecl; export;
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begin
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    exit( (savedAmmoType = amTeleport) or
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          (savedAmmoType = amBee) or
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          (savedAmmoType = amAirAttack) or
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          (savedAmmoType = amMineStrike) or
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          (savedAmmoType = amGirder) or
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          (savedAmmoType = amNapalm) or
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          (savedAmmoType = amPiano)
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        )
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end;
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//amSwitch
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{$ENDIF}
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end.
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