hedgewars/uWorld.pas
author unc0rr
Sun, 04 Dec 2005 19:06:56 +0000
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child 39 b78e7185ed13
permissions -rw-r--r--
- Land generator uses templates to generate - Small fixes
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(*
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 * Hedgewars, a worms-like game
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 * Copyright (c) 2004, 2005 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * Distributed under the terms of the BSD-modified licence:
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 *
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 * Permission is hereby granted, free of charge, to any person obtaining a copy
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 * of this software and associated documentation files (the "Software"), to deal
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 * with the Software without restriction, including without limitation the
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 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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 * sell copies of the Software, and to permit persons to whom the Software is
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 * furnished to do so, subject to the following conditions:
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 *
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 * 1. Redistributions of source code must retain the above copyright notice,
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 *    this list of conditions and the following disclaimer.
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 * 2. Redistributions in binary form must reproduce the above copyright notice,
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 *    this list of conditions and the following disclaimer in the documentation
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 *    and/or other materials provided with the distribution.
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 * 3. The name of the author may not be used to endorse or promote products
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 *    derived from this software without specific prior written permission.
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 *
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 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED
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 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
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 * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
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 * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS;
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 * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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 * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR
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 * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
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 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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 *)
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unit uWorld;
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interface
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uses SDLh, uGears;
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{$INCLUDE options.inc}
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const WorldDx: integer = -512;
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      WorldDy: integer = -256;
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procedure InitWorld;
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procedure DrawWorld(Lag: integer; Surface: PSDL_Surface);
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procedure AddCaption(s: shortstring; Color, Group: LongWord);
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procedure MoveWorld;
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procedure AdjustMPoint;
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{$IFDEF COUNTTICKS}
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var cntTicks: LongWord;
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{$ENDIF}
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var FollowGear: PGear = nil;
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    WindBarWidth: integer = 0;
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implementation
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uses uStore, uMisc, uConsts, uTeams, uIO;
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const RealTicks: Longword = 0;
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      Frames: Longword = 0;
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      FPS: Longword = 0;
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      CountTicks: Longword = 0;
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      prevPoint: TPoint = (X: 0; Y: 0);
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type TCaptionStr = record
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                   r: TSDL_Rect;
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                   StorePos,
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                   Group,
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                   EndTime: LongWord;
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                   end;
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var cWaterSprCount: integer;
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    Captions: array[0..Pred(cMaxCaptions)] of TCaptionStr;
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procedure InitWorld;
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begin
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cLandYShift:= cWaterLine + 64;
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cWaterSprCount:= 1 + cScreenWidth div (SpritesData[sprWater].Width)
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end;
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procedure DrawWorld(Lag: integer; Surface: PSDL_Surface);
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var i, t: integer;
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    r: TSDL_Rect;
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    team: PTeam;
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begin
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// Sky
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inc(RealTicks, Lag);
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r.h:= WorldDy;
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if r.h > 0 then
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   begin
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   if r.h > cScreenHeight then r.h:= cScreenHeight;
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   r.x:= 0;
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   r.y:= 0;
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   r.w:= cScreenWidth;
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   SDL_FillRect(Surface, @r, cSkyColor)
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   end;
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// background
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for i:= 0 to (cScreenWidth shr 6) do
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    DrawGear(sSky, i*64, WorldDy, Surface);
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for i:= -1 to 3 do
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    DrawGear(sHorizont, i * 512 + (((WorldDx * 3) div 5) and $1FF), cWaterLine - 256 + WorldDy, Surface);
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// Waves
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{$WARNINGS OFF}
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for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx + (RealTicks shr 6)      ) and $FF), cWaterLine + WorldDy - 40, (((GameTicks shr 7) + 2) mod 12), Surface);
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for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx - (RealTicks shr 6) + 192) and $FF), cWaterLine + WorldDy - 30, (((GameTicks shr 7) + 8) mod 12), Surface);
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{$WARNINGS ON}
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DrawLand(WorldDx, WorldDy, Surface);
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// Water
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r.y:= WorldDy + cWaterLine + 32;
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if r.y < cScreenHeight then
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   begin
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   if r.y < 0 then r.y:= 0;
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   r.h:= cScreenHeight - r.y;
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   r.x:= 0;
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   r.w:= cScreenWidth;
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   SDL_FillRect(Surface, @r, cWaterColor)
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   end;
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DrawGears(Surface);
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team:= TeamsList;
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while team<>nil do
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      begin
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      for i:= 0 to 7 do
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          with team.Hedgehogs[i] do
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               if Gear<>nil then
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                  if Gear.State = 0 then
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                     begin
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                     DrawCaption( round(Gear.X) + WorldDx,
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                                  round(Gear.Y) - cHHHalfHeight - 30 + WorldDy,
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                                  HealthRect, Surface, true);
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                     DrawCaption( round(Gear.X) + WorldDx,
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                                  round(Gear.Y) - cHHHalfHeight - 54 + WorldDy,
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                                  NameRect, Surface);
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//                     DrawCaption( round(Gear.X) + WorldDx,
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//                                  round(Gear.Y) - Gear.HalfHeight - 60 + WorldDy,
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//                                  Team.NameRect, Surface);
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                     end else // Current hedgehog
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                     begin
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                     if (Gear.State and (gstMoving or gstAttacked or gstDrowning or gstFalling))=0 then
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                        if (Gear.State and gstHHThinking) <> 0 then
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                           DrawGear(sQuestion, Round(Gear.X)  - 10 + WorldDx, Round(Gear.Y) - cHHHalfHeight - 34 + WorldDy, Surface)
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                        else
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                        if ShowCrosshair then
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                           DrawCaption(Round(Gear.X + Sign(Gear.dX) * Sin(Gear.Angle*pi/cMaxAngle)*60) + WorldDx,
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                                       Round(Gear.Y - Cos(Gear.Angle*pi/cMaxAngle)*60) + WorldDy - 5,
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                                       Team.CrossHairRect, Surface)
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                     end;
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      team:= team.Next
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      end;
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// Waves
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{$WARNINGS OFF}
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for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx + (RealTicks shr 6) +  64) and $FF), cWaterLine + WorldDy - 20, (((GameTicks shr 7) + 4 ) mod 12), Surface);
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for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx - (RealTicks shr 6) + 128) and $FF), cWaterLine + WorldDy - 10, (((GameTicks shr 7) + 10) mod 12), Surface);
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for i:= -1 to cWaterSprCount do DrawSprite(sprWater,  i * 256  + ((WorldDx + (RealTicks shr 6)      ) and $FF), cWaterLine + WorldDy     , (((GameTicks shr 7) + 6 ) mod 12), Surface);
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{$WARNINGS ON}
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if TurnTimeLeft <> 0 then
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   begin
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   i:= Succ(Pred(TurnTimeLeft) div 1000);
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   if i>99 then t:= 112
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      else if i>9 then t:= 96
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                  else t:= 80;
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   DrawSprite(sprFrame, t, cScreenHeight - 48, 1, Surface);
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   while i > 0 do
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         begin
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         dec(t, 32);
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         DrawSprite(sprBigDigit, t, cScreenHeight - 48, i mod 10, Surface);
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         i:= i div 10
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         end;
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   DrawSprite(sprFrame, t - 4, cScreenHeight - 48, 0, Surface);
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   end;
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if CurrentTeam <> nil then
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   case AttackBar of
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        1: begin
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           r:= StuffPoz[sPowerBar];
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           {$WARNINGS OFF}
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           r.w:= (CurrentTeam.Hedgehogs[CurrentTeam.CurrHedgehog].Gear.Power * 256) div cPowerDivisor;
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           {$WARNINGS ON}
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           DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
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           end;
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        end;
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// Target
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if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0, Surface);
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// Captions
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i:= 0;
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while (i < cMaxCaptions) do
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    begin
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    with Captions[i] do
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         if EndTime > 0 then DrawCaption(cScreenWidth div 2, 8 + i * 32 + cConsoleYAdd, r, Surface, true);
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    inc(i)
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    end;
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while (Captions[0].EndTime > 0) and (Captions[0].EndTime <= RealTicks) do
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    begin
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    for i:= 1 to Pred(cMaxCaptions) do
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        Captions[Pred(i)]:= Captions[i];
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    Captions[Pred(cMaxCaptions)].EndTime:= 0
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    end;
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// Lag alert
4
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if isInLag then DrawSprite(sprLag, 32, 32  + cConsoleYAdd, (RealTicks shr 7) mod 7, Surface);
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// Wind bar
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DrawGear(sWindBar, cScreenWidth - 180, cScreenHeight - 30, Surface);
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if WindBarWidth > 0 then
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   begin
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   with StuffPoz[sWindR] do
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        begin
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        {$WARNINGS OFF}
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        r.x:= x + 8 - (RealTicks shr 6) mod 8;
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        {$WARNINGS ON}
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        r.y:= y;
6
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        r.w:= WindBarWidth;
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        r.h:= 13;
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        end;
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   DrawSpriteFromRect(r, cScreenWidth - 103, cScreenHeight - 28, 13, 0, Surface);
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   end else
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 if WindBarWidth < 0 then
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   begin
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   with StuffPoz[sWindL] do
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        begin
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        {$WARNINGS OFF}
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        r.x:= x + (WindBarWidth + RealTicks shr 6) mod 8;
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        {$WARNINGS ON}
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        r.y:= y;
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        r.w:= - WindBarWidth;
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        r.h:= 13;
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        end;
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   DrawSpriteFromRect(r, cScreenWidth - 106 + WindBarWidth, cScreenHeight - 28, 13, 0, Surface);
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   end;
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// Cursor
4
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if isCursorVisible then DrawSprite(sprArrow, CursorPoint.X, CursorPoint.Y, (RealTicks shr 6) mod 8, Surface);
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{$IFDEF COUNTTICKS}
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DXOutText(10, 10, fnt16, inttostr(cntTicks), Surface);
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{$ENDIF}
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inc(Frames);
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inc(CountTicks, Lag);
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if CountTicks >= 1000 then
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   begin
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   FPS:= Frames;
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   Frames:= 0;
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   CountTicks:= 0;
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   end;
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if cShowFPS then DXOutText(cScreenWidth - 50, 10, fnt16, inttostr(FPS) + ' fps', Surface)
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end;
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   251
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procedure AddCaption(s: shortstring; Color, Group: LongWord);
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var i, t, m, k: LongWord;
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begin
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i:= 0;
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while (i < cMaxCaptions) and (Captions[i].Group <> Group)do inc(i);
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if i < cMaxCaptions then
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   258
   begin
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   while (i < Pred(cMaxCaptions)) do
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         begin
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         Captions[i]:= Captions[Succ(i)];
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         inc(i)
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         end;
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   Captions[Pred(cMaxCaptions)].EndTime:= 0
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   end;
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   266
   
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if Captions[Pred(cMaxCaptions)].EndTime > 0 then
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   begin
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   m:= Pred(cMaxCaptions);
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   for i:= 1 to m do
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       Captions[Pred(i)]:= Captions[i];
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   Captions[m].EndTime:= 0
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   end else
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   begin
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   m:= 0;
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   while (m < cMaxCaptions)and(Captions[m].EndTime > 0) do inc(m)
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   end;
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k:= 0;
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for i:= 0 to Pred(cMaxCaptions) do
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    for t:= 0 to Pred(cMaxCaptions) do
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        if (Captions[t].EndTime > 0)and(Captions[t].StorePos = k) then inc(k);
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Captions[m].r:= RenderString(s, Color, k);
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Captions[m].StorePos:= k;
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Captions[m].Group:= Group;
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Captions[m].EndTime:= RealTicks + 1200
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end;
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procedure MoveWorld;
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const PrevSentPointTime: LongWord = 0;
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var s: string[9];
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begin
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if not (CurrentTeam.ExtDriven and isCursorVisible) then SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
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if (FollowGear <> nil) then
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   if abs(CursorPoint.X - prevPoint.X + CursorPoint.Y - prevpoint.Y) > 4 then
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      begin
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      FollowGear:= nil;
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      AdjustMPoint;
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      exit
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      end
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      else begin
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      CursorPoint.x:= (CursorPoint.x + (round(FollowGear.X + Sign(FollowGear.dX) * 100) + WorldDx)) div 2;
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      CursorPoint.y:= (CursorPoint.y + (round(FollowGear.Y) + WorldDy)) div 2
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      end;
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if ((CursorPoint.X = prevPoint.X)and(CursorPoint.Y = prevpoint.Y)) then exit;
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if isCursorVisible then
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   begin
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   if (not CurrentTeam.ExtDriven)and(GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
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      begin
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      s[0]:= #9;
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      s[1]:= 'P';
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      PInteger(@s[2])^:= CursorPoint.X - WorldDx;
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      PInteger(@s[6])^:= CursorPoint.Y - WorldDy;
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      SendIPC(s);
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      PrevSentPointTime:= GameTicks
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      end;
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   end;
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if isCursorVisible or (FollowGear <> nil) then
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   begin
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   if CursorPoint.X < cScreenEdgesDist then
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         begin
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         WorldDx:= WorldDx - CursorPoint.X + cScreenEdgesDist;
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         CursorPoint.X:= cScreenEdgesDist
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         end else
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      if CursorPoint.X > cScreenWidth - cScreenEdgesDist then
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         begin
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         WorldDx:= WorldDx - CursorPoint.X + cScreenWidth - cScreenEdgesDist;
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         CursorPoint.X:= cScreenWidth - cScreenEdgesDist
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         end;
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      if CursorPoint.Y < cScreenEdgesDist then
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         begin
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         WorldDy:= WorldDy - CursorPoint.Y + cScreenEdgesDist;
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         CursorPoint.Y:= cScreenEdgesDist
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         end else
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      if CursorPoint.Y > cScreenHeight - cScreenEdgesDist then
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         begin
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         WorldDy:= WorldDy - CursorPoint.Y + cScreenHeight - cScreenEdgesDist;
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         CursorPoint.Y:= cScreenHeight - cScreenEdgesDist
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         end;
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   end else
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   begin
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      WorldDx:= WorldDx - CursorPoint.X + (cScreenWidth  shr 1);
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      WorldDy:= WorldDy - CursorPoint.Y + (cScreenHeight shr 1);
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      CursorPoint.X:= (cScreenWidth  shr 1);
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      CursorPoint.Y:= (cScreenHeight shr 1);
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   end;
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SDL_WarpMouse(CursorPoint.X, CursorPoint.Y);
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prevPoint:= CursorPoint;
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if WorldDy < cScreenHeight - cLandYShift - cVisibleWater then WorldDy:= cScreenHeight - cLandYShift - cVisibleWater;
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if WorldDy >  2048 then WorldDy:=  2048;
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if WorldDx < -2048 then WorldDx:= -2048;
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if WorldDx > cScreenWidth then WorldDx:=  cScreenWidth;
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end;
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   358
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procedure AdjustMPoint;
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begin
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prevPoint.x:= cScreenWidth div 2;
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prevPoint.y:= cScreenHeight div 2;
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SDL_WarpMouse(prevPoint.X, prevPoint.Y);
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end;
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initialization
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FillChar(Captions, sizeof(Captions), 0)
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end.