hedgewars/uWorld.pas
author Wuzzy <Wuzzy2@mail.ru>
Tue, 07 Jul 2020 00:11:20 +0200
changeset 15696 50dc9d0191d1
parent 15695 eeab5b90c082
child 15737 6832dab555ae
permissions -rw-r--r--
gfInvulnerable: Fix misplaced halo icon
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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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 ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt; forceDisplay : boolean);
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procedure HideMission;
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procedure SetAmmoTexts(ammoType: TAmmoType; name: ansistring; caption: ansistring; description: ansistring; autoLabels: boolean);
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procedure ShakeCamera(amount: LongInt);
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procedure InitCameraBorders;
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procedure InitTouchInterface;
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procedure SetUtilityWidgetState(ammoType: TAmmoType);
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procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
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procedure MoveCamera;
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procedure onFocusStateChanged;
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procedure updateCursorVisibility;
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procedure updateTouchWidgets(ammoType: TAmmoType);
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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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    , 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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    , uTeams
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    , uDebug
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    , uInputHandler
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{$IFDEF USE_VIDEO_RECORDING}
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    , uVideoRec
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{$ENDIF}
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    ;
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var AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
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    AMAnimStartTime, AMState : LongInt;
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    AMAnimState: Single;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    prevPoint: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    isFirstFrame: boolean;
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    AMAnimType: LongInt;
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    recTexture: PTexture;
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    AmmoMenuTex     : PTexture;
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    HorizontOffset: LongInt;
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    cOffsetY: LongInt;
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    WorldEnd, WorldFade : array[0..3] of HwColor4f;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_MidDistance   = 0.0175;
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      cStereo_Water_distant = 0.0125;
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      cStereo_Land          = 0.0075;
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      cStereo_Water_near    = 0.0025;
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      cStereo_Outside       = -0.0400;
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      AMAnimDuration = 200;
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      AMHidden    = 0;//AMState values
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      AMShowingUp = 1;
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      AMShowing   = 2;
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      AMHiding    = 3;
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      AMTypeMaskX     = $00000001;
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      AMTypeMaskY     = $00000002;
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      AMTypeMaskAlpha = $00000004;
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{$IFDEF MOBILE}
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      AMSlotSize = 48;
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{$ELSE}
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      AMSlotSize = 32;
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{$ENDIF}
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      AMSlotPadding = (AMSlotSize - 32) shr 1;
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{$IFDEF USE_LANDSCAPE_AMMOMENU}
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      amNumOffsetX = 0;
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      {$IFDEF USE_AM_NUMCOLUMN}
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      amNumOffsetY = AMSlotSize;
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      {$ELSE}
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      amNumOffsetY = 0;
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      {$ENDIF}
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{$ELSE}
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      amNumOffsetY = 0;
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      {$IFDEF USE_AM_NUMCOLUMN}
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      amNumOffsetX = AMSlotSize;
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      {$ELSE}
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      amNumOffsetX = 0;
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      {$ENDIF}
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{$ENDIF}
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      cSendCursorPosTime = 50;
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      cCursorEdgesDist   = 100;
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// helper functions to create the goal/game mode string
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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var t: ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        begin
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        t:= inttostr(i);
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        s:= s + FormatA(trgoal[si], t) + '|'
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        end;
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    AddGoal:= s;
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end;
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function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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begin
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    if (GameFlags and gf) <> 0 then
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        s:= s + trgoal[si] + '|';
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    AddGoal:= s;
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end;
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procedure InitWorld;
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var i, t: LongInt;
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    cp: PClan;
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    g: ansistring;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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    begin
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    for i:= 0 to ClansCount * 4 do
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        begin
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        t:= GetRandom(ClansCount);
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        if t <> 0 then
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            begin
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            cp:= ClansArray[0];
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            ClansArray[0]:= ClansArray[t];
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            ClansArray[t]:= cp;
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            ClansArray[t]^.ClanIndex:= t;
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            ClansArray[0]^.ClanIndex:= 0;
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            end;
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        end;
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    CurrentTeam:= ClansArray[0]^.Teams[0];
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    end;
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   179
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if (GameFlags and gfInvulnerable) <> 0 then
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    cTagsMask:= cTagsMask and (not htHealth);
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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 <> ansistring('') then
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    g:= LuaGoals + '|';
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   189
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// check different game flags
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g:= AddGoal(g, gfKing, gidKing); // king?
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if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) then
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    g:= AddGoal(g, gfAny, gidPlaceKing);
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
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g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
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g:= AddGoal(g, gfMoreWind, gidMoreWind);
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfInfAttack, gidInfAttack);
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g:= AddGoal(g, gfResetWeps, gidResetWeps);
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g:= AddGoal(g, gfResetHealth, gidResetHealth);
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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// modified damage modificator?
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if cDamagePercent <> 100 then
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    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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// fade in
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ScreenFade:= sfFromBlack;
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ScreenFadeValue:= sfMax;
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ScreenFadeSpeed:= 1;
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// modified mine timers?
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if cMinesTime <> 3000 then
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    begin
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    if cMinesTime = 0 then
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        g:= AddGoal(g, gfAny, gidNoMineTimer)
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    else if cMinesTime < 0 then
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        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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    else
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        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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    end;
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// if the string has been set, show it for (default timeframe) seconds
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   231
if length(g) > 0 then
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    // choose icon
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    if ((GameFlags and gfKing) <> 0) then
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        // crown icon for King Mode
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        ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 0, 0)
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    else
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        // target icon for anything else
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        ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
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   239
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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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   240
cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
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   241
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
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   242
InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
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   243
uCursor.init();
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   244
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
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   245
prevPoint.Y:= cScreenHeight div 2;
15149
a8b1e25040f3 Remove dead code in uWorld.pas
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   246
WorldDx:=  -(LongInt(leftX + (playWidth div 2)));
6609
5861b2cc991f minor cleanup, gather AMSlotSize in uConsts
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   247
WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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   249
//aligns it to the bottom of the screen, minus the border
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SkyOffset:= 0;
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HorizontOffset:= 0;
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   252
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InitTouchInterface();
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3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
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AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
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   255
end;
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   256
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   257
procedure InitCameraBorders;
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   258
begin
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cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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end;
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procedure InitTouchInterface;
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   263
begin
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   264
{$IFDEF USE_TOUCH_INTERFACE}
7167
0b3b306f129a Android: added a callback to java to determine dpi/dip how much we should scale the ui
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   265
6637
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   266
//positioning of the buttons
9377
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   267
buttonScale:= 1 / cDefaultZoomLevel;
6683
75a1d84ac606 small refactoring to touch screen buttons, use a record to store values, added 'offset' fields to adjust active button area
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   268
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   269
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with JumpWidget do
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    begin
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    show:= true;
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   273
    sprite:= sprJumpWidget;
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32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   274
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
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   275
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
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   276
    frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
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   277
    frame.y:= cScreenHeight - frame.h * 2;
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42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
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    active.w:= frame.w;
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    active.h:= frame.h;
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    end;
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   283
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f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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   284
with AMWidget do
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32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   285
    begin
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
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   286
    show:= true;
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
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diff changeset
   287
    sprite:= sprAMWidget;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   288
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   289
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   290
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   291
    frame.y:= cScreenHeight - Round(frame.h * 1.2);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   292
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   293
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   294
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   295
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   296
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   297
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   298
with arrowLeft do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   299
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   300
    show:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   301
    sprite:= sprArrowLeft;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   302
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   303
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   304
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   305
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   306
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   307
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   308
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   309
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   310
    end;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   311
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   312
with arrowRight do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   313
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   314
    show:= true;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   315
    sprite:= sprArrowRight;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   316
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   317
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   318
    frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   319
    frame.y:= cScreenHeight - Round(frame.h * 1.5);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   320
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   321
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   322
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   323
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   324
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   325
6714
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   326
with firebutton do
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   327
    begin
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   328
    show:= true;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   329
    sprite:= sprFireButton;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   330
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   331
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   332
    frame.x:= arrowRight.frame.x + arrowRight.frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   333
    frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1);
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   334
    active.x:= frame.x;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   335
    active.y:= frame.y;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   336
    active.w:= frame.w;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   337
    active.h:= frame.h;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   338
    end;
f2f93017132c moved the firebutton, added the AMWidget button and removed the forwardjump widget(it's longpress on backjump now)
Xeli
parents: 6710
diff changeset
   339
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   340
with arrowUp do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   341
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   342
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   343
    sprite:= sprArrowUp;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   344
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   345
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   346
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   347
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   348
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   349
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   350
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   351
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   352
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   353
         begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   354
         target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   355
         target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   356
         source.x:= frame.x - Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   357
         source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   358
         end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   359
    end;
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   360
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   361
with arrowDown do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   362
    begin
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   363
    show:= false;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   364
    sprite:= sprArrowDown;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   365
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   366
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   367
    frame.x:= (cScreenWidth shr 1) - frame.w * 2;
6798
4822b7d41aaa touchinterface, move the up/down arrows a bit down
Xeli
parents: 6796
diff changeset
   368
    frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   369
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   370
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   371
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   372
    active.h:= frame.h;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   373
    with moveAnim do
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   374
        begin
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   375
        target.x:= frame.x;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   376
        target.y:= frame.y;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   377
        source.x:= frame.x + Round(frame.w * 0.75);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   378
        source.y:= frame.y;
6688
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   379
        end;
b2084a00a4cf added translate/fade animations for OnScreenWidgets
Xeli
parents: 6685
diff changeset
   380
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   381
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   382
with pauseButton do
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   383
    begin
14303
2978d6405d88 Backed out changeset 8d2983ff939b
Wuzzy <Wuzzy2@mail.ru>
parents: 14302
diff changeset
   384
    show:= true;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   385
    sprite:= sprPauseButton;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   386
    frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   387
    frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale);
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   388
    frame.x:= cScreenWidth div 2 - frame.w;
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   389
    frame.y:= 0;
6710
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   390
    active.x:= frame.x;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   391
    active.y:= frame.y;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   392
    active.w:= frame.w;
42504695122d fixed the active region on widgets when they are animated, added active.x:= in uWorld too
Xeli
parents: 6706
diff changeset
   393
    active.h:= frame.h;
6695
32de8965c62c refactored a few types involved in the touch interface and corrected a few invisible mistakes
koda
parents: 6692
diff changeset
   394
    end;
6685
ef706fccfb0a moved other widgets under the USE_TOUCH_INTERFACE, added pause button (at least, graphically...)
koda
parents: 6683
diff changeset
   395
6806
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   396
with utilityWidget do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   397
    begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   398
    show:= false;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   399
    sprite:= sprTimerButton;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   400
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   401
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   402
    frame.x:= arrowLeft.frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   403
    frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25);
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   404
    active.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   405
    active.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   406
    active.w:= frame.w;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   407
    active.h:= frame.h;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   408
    with moveAnim do
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   409
        begin
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   410
        target.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   411
        target.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   412
        source.x:= frame.x;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   413
        source.y:= frame.y;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   414
        end;
cdfb6c7099e5 first part of the utilitywidget (grenade timer/swap hogs) code
Xeli
parents: 6802
diff changeset
   415
    end;
14538
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   416
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   417
with utilityWidget2 do
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   418
    begin
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   419
    show:= false;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   420
    sprite:= sprBounceButton;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   421
    frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   422
    frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   423
    frame.x:= utilityWidget.frame.x + Round(frame.w * 1.25);
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   424
    frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25);
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   425
    active.x:= frame.x;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   426
    active.y:= frame.y;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   427
    active.w:= frame.w;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   428
    active.h:= frame.h;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   429
    with moveAnim do
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   430
        begin
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   431
        target.x:= frame.x;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   432
        target.y:= frame.y;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   433
        source.x:= frame.x;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   434
        source.y:= frame.y;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   435
        end;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   436
    end;
1dab5d92aca7 Add button to set bounciness in touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14419
diff changeset
   437
6637
b4a3310f2974 show buttons on the screen, similar to the iOS overlay
Xeli
parents: 6631
diff changeset
   438
{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   439
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   440
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   441
// for uStore texture resetting
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   442
procedure ResetWorldTex;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   443
begin
10634
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   444
    FreeAndNilTexture(fpsTexture);
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   445
    FreeAndNilTexture(timeTexture);
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   446
    FreeAndNilTexture(missionTex);
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   447
    FreeAndNilTexture(recTexture);
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   448
    FreeAndNilTexture(AmmoMenuTex);
9983
1b62d993cd2f Free cached ammo menu tex on quit.
nemo
parents: 9812
diff changeset
   449
    AmmoMenuInvalidated:= true;
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   450
end;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   451
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   452
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   453
const BORDERSIZE = 2;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   454
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   455
    STurns: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   456
    amSurface: PSDL_Surface;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   457
    AMRect: TSDL_Rect;
14411
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   458
{$IFDEF USE_AM_NUMCOLUMN}
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   459
    tmpsurf: PSDL_Surface;
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   460
    usesDefaultSlotKeys: boolean;
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   461
{$ENDIF}
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   462
begin
10141
3be894730bd6 Fix build
unc0rr
parents: 10139
diff changeset
   463
    if cOnlyStats then exit(nil);
10139
9046f69dae4c In stats-only mode:
unc0rr
parents: 10124
diff changeset
   464
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   465
    SlotsNum:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   466
    for i:= 0 to cMaxSlotIndex do
12719
637b1987570e Fix first ammo row being invisible when there's only one weapon in the first row
Wuzzy <almikes@aol.com>
parents: 12708
diff changeset
   467
        if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   468
            inc(SlotsNum);
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   469
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   470
    SlotsNumX:= SlotsNum;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   471
    SlotsNumY:= cMaxSlotAmmoIndex + 2;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   472
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   473
    inc(SlotsNumY);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   474
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   475
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   476
    SlotsNumX:= cMaxSlotAmmoIndex + 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   477
    SlotsNumY:= SlotsNum + 1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   478
    {$IFDEF USE_AM_NUMCOLUMN}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   479
    inc(SlotsNumX);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   480
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   481
{$ENDIF}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   482
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   483
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   484
    AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   485
    AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   486
    amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   487
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   488
    AMRect.x:= BORDERSIZE;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   489
    AMRect.y:= BORDERSIZE;
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   490
    AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   491
    AMRect.h:= AmmoRect.h - (BORDERSIZE*2);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   492
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   493
    SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   494
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   495
    x:= AMRect.x;
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   496
    y:= AMRect.y;
14411
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   497
{$IFDEF USE_AM_NUMCOLUMN}
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   498
    usesDefaultSlotKeys:= CheckDefaultSlotKeys;
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   499
{$ENDIF USE_AM_NUMCOLUMN}
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
   500
    for i:= 0 to cMaxSlotIndex do
12719
637b1987570e Fix first ammo row being invisible when there's only one weapon in the first row
Wuzzy <almikes@aol.com>
parents: 12708
diff changeset
   501
        if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   502
            begin
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   503
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   504
            y:= AMRect.y;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   505
{$ELSE}
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   506
            x:= AMRect.x;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   507
{$ENDIF}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   508
{$IFDEF USE_AM_NUMCOLUMN}
14411
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   509
            // Ammo slot number column
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   510
            if usesDefaultSlotKeys then
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   511
                // F1, F2, F3, F4, ...
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   512
                tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F'+IntToStr(i+1)), cWhiteColorChannels)
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   513
            else
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   514
                // 1, 2, 3, 4, ...
71359339a493 Ammo menu: Show number instead F1, etc. if slot keys differ from default or in Touch interface
Wuzzy <Wuzzy2@mail.ru>
parents: 14409
diff changeset
   515
                tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(IntToStr(i+1)), cWhiteColorChannels);
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   516
            copyToXY(tmpsurf, amSurface,
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   517
                     x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   518
                     y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   519
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   520
            SDL_FreeSurface(tmpsurf);
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   521
    {$IFDEF USE_LANDSCAPE_AMMOMENU}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   522
            y:= AMRect.y + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   523
    {$ELSE}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   524
            x:= AMRect.x + AMSlotSize + 1;
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   525
    {$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   526
{$ENDIF}
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   527
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   528
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   529
            for t:=0 to cMaxSlotAmmoIndex do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   530
                begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   531
                if (Ammo^[i, t].Count > 0)  and (Ammo^[i, t].AmmoType <> amNothing) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   532
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   533
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   534
                    AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   535
                    if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   536
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   537
                        DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding,
6650
56a0b7bf6c15 fixed the blackpixel in the ammomenu, x,y in GetAmmoMenuTexture now initialized correctly
Xeli
parents: 6648
diff changeset
   538
                                                                 y + AMSlotPadding, AMFrame);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   539
                        if STurns < 100 then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   540
                            DrawSpriteFrame2Surf(sprTurnsLeft, amSurface,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   541
                                x + AMSlotSize-16,
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   542
                                y + AMSlotSize + 1 - 16, STurns);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   543
                        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   544
                    else //draw colored version
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   545
                        begin
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   546
                        DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding,
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   547
                                                               y + AMSlotPadding, AMFrame);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   548
                        end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   549
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   550
        inc(y, AMSlotSize + 1); //the plus one is for the border
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   551
{$ELSE}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   552
        inc(x, AMSlotSize + 1);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   553
{$ENDIF}
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   554
        end;
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   555
    end;
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   556
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   557
    inc(x, AMSlotSize + 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   558
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   559
    inc(y, AMSlotSize + 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   560
{$ENDIF}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   561
    end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   562
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   563
for i:= 1 to SlotsNumX -1 do
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   564
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   565
for i:= 1 to SlotsNumY -1 do
6652
b043665dea3d and oooone last off-by-1 in ammo menu
nemo
parents: 6650
diff changeset
   566
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   567
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   568
//draw outer border
7013
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   569
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0                    , 0                    , 0);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   570
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y             , 1);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   571
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x             , AMRect.h + BORDERSIZE, 2);
54db061b5710 Get rid of overloaded functions in uRenderUtils
unc0rr
parents: 6999
diff changeset
   572
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   573
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   574
for i:=0 to BORDERSIZE-1 do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   575
begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   576
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   577
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   578
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   579
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   580
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   581
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   582
GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   583
if amSurface <> nil then SDL_FreeSurface(amSurface);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   584
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   585
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   586
procedure ShowAmmoMenu;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   587
const BORDERSIZE = 2;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   588
var Slot, Pos: LongInt;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   589
    Ammo: PHHAmmo;
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   590
    c,i,g,t,STurns: LongInt;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   591
begin
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   592
if TurnTimeLeft = 0 then bShowAmmoMenu:= false;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   593
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   594
// give the assigned ammo to hedgehog
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   595
Ammo:= nil;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   596
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   597
and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   598
    Ammo:= CurrentHedgehog^.Ammo
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   599
else if (LocalAmmo <> -1) then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   600
    Ammo:= GetAmmoByNum(LocalAmmo);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   601
Pos:= -1;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   602
if Ammo = nil then
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   603
    begin
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   604
    bShowAmmoMenu:= false;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   605
    AMState:= AMHidden;
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   606
    exit
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   607
    end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   608
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   609
//Init the menu
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   610
if(AmmoMenuInvalidated) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   611
    begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   612
    AmmoMenuInvalidated:= false;
10634
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   613
    FreeAndNilTexture(AmmoMenuTex);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   614
    AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   615
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   616
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   617
    if isPhone() then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   618
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   619
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   620
        AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   621
        end
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   622
    else
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   623
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   624
        AmmoRect.x:= -(AmmoRect.w shr 1);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   625
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   626
        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   627
{$ELSE}
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   628
        AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   629
        AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   630
{$ENDIF}
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   631
    if AMState <> AMShowing then
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   632
        begin
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   633
        AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   634
        AMShiftTargetY:= cScreenHeight        - AmmoRect.y;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   635
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   636
        if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   637
        else AMShiftTargetX:= 0;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   638
        if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight        - AmmoRect.y
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   639
        else AMShiftTargetY:= 0;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   640
7946
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   641
        AMShiftX:= AMShiftTargetX;
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   642
        AMShiftY:= AMShiftTargetY
a99a79bbd857 Simplify ammo menu conditions so it shows up in more states. Should fix issue #465. The part w/ sliding in uworld is main #465 problem.
nemo
parents: 7858
diff changeset
   643
        end
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   644
end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   645
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   646
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
6802
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   647
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   648
if AMState = AMShowing then
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   649
    begin
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   650
    FollowGear:=nil;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   651
    end;
8701007d58c0 fix ammomenu, the cursor actually works now -_-
Xeli
parents: 6799
diff changeset
   652
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   653
if AMState = AMShowingUp then // show ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   654
    begin
14409
85008b73e118 Skip ammo menu open animation if playing with TurnTime <= 10s
Wuzzy <Wuzzy2@mail.ru>
parents: 14397
diff changeset
   655
    // No "appear" animation in low quality or playing with very short turn time.
85008b73e118 Skip ammo menu open animation if playing with TurnTime <= 10s
Wuzzy <Wuzzy2@mail.ru>
parents: 14397
diff changeset
   656
    if ((cReducedQuality and rqSlowMenu) <> 0) or (cHedgehogTurnTime <= 10000) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   657
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   658
        AMShiftX:= 0;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   659
        AMShiftY:= 0;
15046
0730c68fdf97 Backed out changeset 76003912e31d (whoops)
Wuzzy <Wuzzy2@mail.ru>
parents: 15044
diff changeset
   660
        CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3;
0730c68fdf97 Backed out changeset 76003912e31d (whoops)
Wuzzy <Wuzzy2@mail.ru>
parents: 15044
diff changeset
   661
        CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   662
        AMState:= AMShowing;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   663
        end
14409
85008b73e118 Skip ammo menu open animation if playing with TurnTime <= 10s
Wuzzy <Wuzzy2@mail.ru>
parents: 14397
diff changeset
   664
    // "Appear" animation
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   665
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   666
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   667
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   668
            AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   669
            AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   670
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   671
                Tint($FF, $ff, $ff, Round($ff * AMAnimState));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   672
            end
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   673
        else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   674
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   675
            AMShiftX:= 0;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   676
            AMShiftY:= 0;
15046
0730c68fdf97 Backed out changeset 76003912e31d (whoops)
Wuzzy <Wuzzy2@mail.ru>
parents: 15044
diff changeset
   677
            CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3;
0730c68fdf97 Backed out changeset 76003912e31d (whoops)
Wuzzy <Wuzzy2@mail.ru>
parents: 15044
diff changeset
   678
            CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   679
            AMState:= AMShowing;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   680
            end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   681
    end;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   682
if AMState = AMHiding then // hide ammo menu
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   683
    begin
14409
85008b73e118 Skip ammo menu open animation if playing with TurnTime <= 10s
Wuzzy <Wuzzy2@mail.ru>
parents: 14397
diff changeset
   684
    // No "disappear" animation (see above)
85008b73e118 Skip ammo menu open animation if playing with TurnTime <= 10s
Wuzzy <Wuzzy2@mail.ru>
parents: 14397
diff changeset
   685
    if ((cReducedQuality and rqSlowMenu) <> 0) or (cHedgehogTurnTime <= 10000) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   686
        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   687
        AMShiftX:= AMShiftTargetX;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   688
        AMShiftY:= AMShiftTargetY;
15046
0730c68fdf97 Backed out changeset 76003912e31d (whoops)
Wuzzy <Wuzzy2@mail.ru>
parents: 15044
diff changeset
   689
        prevPoint:= CursorPoint;
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   690
        AMState:= AMHidden;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   691
        end
14409
85008b73e118 Skip ammo menu open animation if playing with TurnTime <= 10s
Wuzzy <Wuzzy2@mail.ru>
parents: 14397
diff changeset
   692
    // "Disappear" animation
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   693
    else
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   694
        if AMAnimState < 1 then
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   695
            begin
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   696
            AMShiftX:= Round(AMShiftTargetX * AMAnimState);
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   697
            AMShiftY:= Round(AMShiftTargetY * AMAnimState);
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   698
            if (AMAnimType and AMTypeMaskAlpha) <> 0 then
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   699
                Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState)));
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   700
            end
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   701
         else
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   702
            begin
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   703
            AMShiftX:= AMShiftTargetX;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   704
            AMShiftY:= AMShiftTargetY;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   705
            prevPoint:= CursorPoint;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   706
            AMState:= AMHidden;
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   707
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   708
    end;
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   709
6795
e4831e13e04a make ammomenu's speed dependent on RealTicks rather than frames
Xeli
parents: 6794
diff changeset
   710
DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex);
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   711
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   712
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then
10032
db65298717da This adds idle hog tinting. Active hog tinting still needed.
nemo
parents: 10009
diff changeset
   713
    untint;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   714
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   715
Pos:= -1;
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   716
Slot:= -1;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   717
{$IFDEF USE_LANDSCAPE_AMMOMENU}
6796
3e89dbdc7db9 You can now change AMAnimType to enable the animation through the x/y axis and alpha for example
Xeli
parents: 6795
diff changeset
   718
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   719
    for i:= 0 to cMaxSlotIndex do
12719
637b1987570e Fix first ammo row being invisible when there's only one weapon in the first row
Wuzzy <almikes@aol.com>
parents: 12708
diff changeset
   720
        if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   721
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   722
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   723
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   724
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   725
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   726
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   727
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   728
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   729
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   730
                    begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   731
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g    * (AMSlotSize+1))) and
7841
43e68ac28d79 apply unC0Rr's fix for 435 to landscape and non numbered ammomenu
Xeli
parents: 7840
diff changeset
   732
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   733
                       (CursorPoint.X >  AmmoRect.x                   + ( c    * (AMSlotSize+1))) and
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   734
                       (CursorPoint.X <= AmmoRect.x                   + ((c+1) * (AMSlotSize+1))) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   735
                        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   736
                        Slot:= i;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   737
                        Pos:= t;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   738
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   739
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   740
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   741
                                       AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding,
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   742
                                       AmmoRect.y + BORDERSIZE + (g  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   743
                        end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   744
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   745
                   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
   746
            end;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   747
{$ELSE}
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   748
c:= -1;
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   749
    for i:= 0 to cMaxSlotIndex do
12719
637b1987570e Fix first ammo row being invisible when there's only one weapon in the first row
Wuzzy <almikes@aol.com>
parents: 12708
diff changeset
   750
        if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   751
            begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   752
            inc(c);
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   753
    {$IFDEF USE_AM_NUMCOLUMN}
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   754
            g:= 1;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   755
    {$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   756
            g:= 0;
6918
13d6cce2056c fix the ammomenu F# buttons
Xeli
parents: 6899
diff changeset
   757
    {$ENDIF}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   758
            for t:=0 to cMaxSlotAmmoIndex do
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   759
                if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   760
                    begin
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   761
                    if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c    * (AMSlotSize+1))) and
7840
7d86dbcd6325 Fix issue 435, and also unreported bug when 2 or even 4 entries could have selection at the same time in weapons menu.
unc0rr
parents: 7721
diff changeset
   762
                       (CursorPoint.Y >  (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   763
                       (CursorPoint.X >  AmmoRect.x                   + ( g    * (AMSlotSize+1))) and
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   764
                       (CursorPoint.X <= AmmoRect.x                   + ((g+1) * (AMSlotSize+1))) then
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   765
                        begin
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   766
                        Slot:= i;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   767
                        Pos:= t;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   768
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   769
                        if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
8330
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   770
                            DrawSprite(sprAMSlot,
aaefa587e277 update branch with default
koda
parents: 8099 8204
diff changeset
   771
                                       AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding,
6631
930d5f070196 unbreak ammo menu
nemo
parents: 6627
diff changeset
   772
                                       AmmoRect.y + BORDERSIZE + (c  * (AMSlotSize+1)) + AMSlotPadding -1, 0);
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   773
                        end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   774
                        inc(g);
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   775
                   end;
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   776
            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
   777
{$ENDIF}
12708
5ef6780b1c05 Move amNothing from F1 slot to new special hidden weapon slot. Move amDuck to F1
Wuzzy <almikes@aol.com>
parents: 12697
diff changeset
   778
    if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex) and (Slot <> cHiddenSlotIndex) then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   779
        begin
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   780
        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
   781
        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
   782
            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
   783
            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
   784
                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
   785
                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
   786
                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
   787
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   788
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   789
            DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   790
                        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
   791
                        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
   792
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   793
                DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
13638
039ec6dd304b Fix slightly misplaced ammo count in ammo menu if count > 9
Wuzzy <Wuzzy2@mail.ru>
parents: 13637
diff changeset
   794
                            AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.h shr 1),
6608
9305a12f66bf added the background for the weaponnames in MOBILE
Xeli
parents: 6607
diff changeset
   795
                            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
   796
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
   797
            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
   798
                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
   799
                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
   800
                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
   801
                bSelected:= false;
10634
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   802
                FreeAndNilTexture(WeaponTooltipTex);
14541
42f7ce0f5bc6 Minor touch refactor
Wuzzy <Wuzzy2@mail.ru>
parents: 14538
diff changeset
   803
                updateTouchWidgets(Ammo^[Slot, Pos].AmmoType);
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
   804
                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
   805
                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
   806
            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
   807
        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
   808
    else
10634
35d059bd0932 Use FreeAndNil across the board. Even if we are immediately assigning after, probably avoids accidental mistakes. Also free neglected owner tex on shutdown, and delete hog gears using the normal deletion procedure if for any reason they still exist (EndGame call?).
nemo
parents: 10628
diff changeset
   809
        FreeAndNilTexture(WeaponTooltipTex);
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
   810
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   811
    if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
6676
21cf35a570a7 add keywords for landscape ammomenu and touch interface
koda
parents: 6652
diff changeset
   812
{$IFDEF USE_LANDSCAPE_AMMOMENU}
8099
a7f02b902b6f throw in some 'nots' trying to restore pas2c functionality
koda
parents: 8026
diff changeset
   813
        if (not isPhone()) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   814
            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
   815
{$ELSE}
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   816
        ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   817
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   818
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
   819
    bSelected:= false;
6899
c3d44a836086 - Return of the F<numbers> in the ammomenu
Xeli
parents: 6862
diff changeset
   820
{$IFNDEF USE_TOUCH_INTERFACE}
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   821
   if (AMShiftX = 0) and (AMShiftY = 0) then
6622
01889d5bc79b Rewrote the Ammomenu:
Xeli
parents: 6610
diff changeset
   822
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
6648
025473a2c420 prevent the cursor from being shown on the mobile version, and close the menu on tap when the tap is not on the ammo menu
Xeli
parents: 6647
diff changeset
   823
{$ENDIF}
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   824
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   825
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   826
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
   827
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   828
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   829
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
   830
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
   831
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   832
    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
   833
    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
   834
    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
   835
    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
   836
        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
   837
    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
   838
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   839
    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
   840
    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
   841
    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
   842
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   843
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
   844
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   845
    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
   846
    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
   847
    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
   848
    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
   849
    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
   850
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   851
        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
   852
        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
   853
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   854
    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
   855
    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
   856
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   857
    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
   858
    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
   859
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   860
        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
   861
        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
   862
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   863
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   864
    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
   865
    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
   866
        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
   867
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   868
            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
   869
            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
   870
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   871
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   872
        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
   873
            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
   874
            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
   875
            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
   876
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   877
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   878
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   879
15650
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   880
// Force camera to stay within a certain area
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   881
procedure CameraBounds;
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   882
var lowBound: LongInt;
15593
f0ac916a0608 Fix camera zooming out too far in pause mode (bug 773)
Wuzzy <Wuzzy2@mail.ru>
parents: 15459
diff changeset
   883
begin
15650
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   884
if (not hasBorder) then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   885
    begin
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   886
    if WorldDy > (-(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - TopY + cCamLimitY) then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   887
        WorldDy:= (-trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - TopY + cCamLimitY);
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   888
    if (RightX - LeftX + cCamLimitX * 2) div 2 < cScreenWidth / cScaleFactor then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   889
        WorldDx:= -((LeftX + RightX) div 2)
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   890
    else
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   891
        begin
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   892
        if WorldDx < -LAND_WIDTH - cCamLimitX + (cScreenWidth / cScaleFactor) then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   893
            WorldDx:= -LAND_WIDTH - cCamLimitX + trunc(cScreenWidth / cScaleFactor);
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   894
        if WorldDx > cCamLimitX - (cScreenWidth / cScaleFactor) then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   895
            WorldDx:= cCamLimitX - trunc(cScreenWidth / cScaleFactor);
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   896
        end;
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   897
    end
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   898
else
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   899
    begin
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   900
    if WorldDy > (-(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - TopY + cCamLimitBorderY) then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   901
        WorldDy:= (-trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - TopY + cCamLimitBorderY);
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   902
    if (RightX - LeftX + cCamLimitBorderX * 2) div 2 < cScreenWidth / cScaleFactor then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   903
        WorldDx:= -((LeftX + RightX) div 2)
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   904
    else
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   905
        begin
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   906
        if WorldDx > -LeftX + cCamLimitBorderX - (cScreenWidth / cScaleFactor) then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   907
            WorldDx:= -LeftX + cCamLimitBorderX - trunc(cScreenWidth / cScaleFactor);
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   908
        if WorldDx < -RightX - cCamLimitBorderX + (cScreenWidth / cScaleFactor) then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   909
            WorldDx:= -RightX - cCamLimitBorderX  + trunc(cScreenWidth / cScaleFactor);
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   910
        end;
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   911
    end;
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   912
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   913
lowBound:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - (cVisibleWater + trunc(CinematicBarH / (cScaleFactor / 2.0)));
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   914
if WorldDy < lowBound then
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   915
    WorldDy:= lowBound;
15593
f0ac916a0608 Fix camera zooming out too far in pause mode (bug 773)
Wuzzy <Wuzzy2@mail.ru>
parents: 15459
diff changeset
   916
end;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   917
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   918
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   919
begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   920
    if ZoomValue < zoom then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   921
    begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   922
        zoom:= zoom - 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   923
        if ZoomValue > zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   924
            zoom:= ZoomValue
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   925
    end
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   926
    else
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   927
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   928
        begin
6734
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   929
        zoom:= zoom + 0.002 * Lag;
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   930
        if ZoomValue < zoom then
9709d15dabfa Revert most of 033e4a8a9c74 and 9d501dc22f71 (see bug #362)
nemo
parents: 6714
diff changeset
   931
            zoom:= ZoomValue
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   932
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   933
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   934
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   935
9670
1954f692e8c6 Quick and simple implementation of afk mode (toggled by /pause)
unc0rr
parents: 9666
diff changeset
   936
    if (not isPaused) and (not isAFK) and (GameType <> gmtRecord) then
15593
f0ac916a0608 Fix camera zooming out too far in pause mode (bug 773)
Wuzzy <Wuzzy2@mail.ru>
parents: 15459
diff changeset
   937
        MoveCamera
f0ac916a0608 Fix camera zooming out too far in pause mode (bug 773)
Wuzzy <Wuzzy2@mail.ru>
parents: 15459
diff changeset
   938
    else if (isPaused) then
15650
85d2afe34116 Enforce camera limits regardless of zoom level
Wuzzy <Wuzzy2@mail.ru>
parents: 15593
diff changeset
   939
        CameraBounds;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   940
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   941
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   942
        begin
10869
f23763bbac1b rendering tweaks/cleanup cont.
sheepluva
parents: 10818
diff changeset
   943
        RenderClear();
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   944
        DrawWorldStereo(Lag, rmDefault)
8138
cfb228baa598 Invert S3D_DISABLED to more consistent USE_S3D_RENDERING
Chris Wong <lambda.fairy@gmail.com>
parents: 7946
diff changeset
   945
{$IFDEF USE_S3D_RENDERING}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   946
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   947
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   948
        begin
10869
f23763bbac1b rendering tweaks/cleanup cont.
sheepluva
parents: 10818
diff changeset
   949
        // draw frame for left eye
f23763bbac1b rendering tweaks/cleanup cont.
sheepluva
parents: 10818
diff changeset
   950
        RenderClear(rmLeftEye);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   951
        DrawWorldStereo(Lag, rmLeftEye);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   952
10869
f23763bbac1b rendering tweaks/cleanup cont.
sheepluva
parents: 10818
diff changeset
   953
        // draw frame for right eye
f23763bbac1b rendering tweaks/cleanup cont.
sheepluva
parents: 10818
diff changeset
   954
        RenderClear(rmRightEye);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   955
        DrawWorldStereo(0, rmRightEye);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   956
{$ENDIF}
10869
f23763bbac1b rendering tweaks/cleanup cont.
sheepluva
parents: 10818
diff changeset
   957
        end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   958
10869
f23763bbac1b rendering tweaks/cleanup cont.
sheepluva
parents: 10818
diff changeset
   959
FinishRender();
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   960
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   961
10494
0eb97cf4c78e Fix warnings given by 32-bit fpc
unC0Rr
parents: 10425
diff changeset
   962
procedure RenderWorldEdge;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
   963
var
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   964
    tmp, w: LongInt;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   965
    rect: TSDL_Rect;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   966
begin
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
   967
if (WorldEdge <> weNone) and (WorldEdge <> weSea) then
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
   968
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
   969
(* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type.  Prob also, say, trigger a border animation timer on an impact. *)
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
   970
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   971
    rect.y:= ViewTopY;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   972
    rect.h:= ViewHeight;
14282
6015b74eea55 overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
nemo
parents: 14281
diff changeset
   973
    tmp:= leftX + WorldDx;
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   974
    w:= tmp - ViewLeftX;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   975
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   976
    if w > 0 then
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   977
        begin
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   978
        rect.w:= w;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   979
        rect.x:= ViewLeftX;
10627
07ff179b0d97 darken wrapped world etc. some more
sheepluva
parents: 10562
diff changeset
   980
        DrawRect(rect, $10, $10, $10, $80, true);
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   981
        if WorldEdge = weBounce then
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   982
            DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF);
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   983
        end;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   984
14282
6015b74eea55 overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
nemo
parents: 14281
diff changeset
   985
    tmp:= rightX + WorldDx;
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   986
    w:= ViewRightX - tmp;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   987
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   988
    if w > 0 then
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   989
        begin
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   990
        rect.w:= w;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   991
        rect.x:= tmp;
10627
07ff179b0d97 darken wrapped world etc. some more
sheepluva
parents: 10562
diff changeset
   992
        DrawRect(rect, $10, $10, $10, $80, true);
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   993
        if WorldEdge = weBounce then
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   994
            DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF);
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   995
        end;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
   996
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
   997
    end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
   998
end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
   999
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1000
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1001
procedure RenderTeamsHealth;
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1002
var t, i, h, v, smallScreenOffset, TeamHealthBarWidth : LongInt;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1003
    r: TSDL_Rect;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1004
    highlight: boolean;
13140
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1005
    hasVisibleHog: boolean;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1006
    htex: PTexture;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1007
begin
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1008
if VisibleTeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1009
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1010
    SetScale(1.5);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1011
    smallScreenOffset:= cScreenHeight div 6;
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1012
    if VisibleTeamsCount * 100 > Longword(cScreenHeight) then
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1013
        Tint($FF,$FF,$FF,$80);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1014
    end
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1015
else smallScreenOffset:= 0;
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1016
v:= 0; // for updating VisibleTeamsCount
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1017
for t:= 0 to Pred(TeamsCount) do
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1018
    with TeamsArray[t]^ do
13140
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1019
      begin
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1020
      hasVisibleHog:= false;
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1021
      for i:= 0 to cMaxHHIndex do
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1022
          if (Hedgehogs[i].Gear <> nil) then
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1023
              hasVisibleHog:= true;
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1024
      if (TeamHealth > 0) and hasVisibleHog then
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1025
        begin
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1026
        // count visible teams
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1027
        inc(v);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1028
        highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1029
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1030
        if highlight then
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1031
            begin
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1032
            Tint(Clan^.Color shl 8 or $FF);
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1033
            htex:= GenericHealthTexture
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1034
            end
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1035
        else
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1036
            htex:= Clan^.HealthTex;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1037
9791
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1038
        // draw owner
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1039
        if OwnerTex <> nil then
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1040
            DrawTexture(-OwnerTex^.w - NameTagTex^.w - 18, cScreenHeight + DrawHealthY + smallScreenOffset, OwnerTex);
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1041
446e4919b738 Display team owner in teams widget (addresses issue 174)
unc0rr
parents: 9755
diff changeset
  1042
        // draw name
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1043
        DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1044
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1045
        // draw flag
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1046
        DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1047
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1048
        TeamHealthBarWidth:= cTeamHealthWidth * TeamHealthBarHealth div MaxTeamHealth;
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1049
14736
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1050
        // draw team health bar
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1051
        r.x:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1052
        r.y:= 0;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1053
        r.w:= 2 + TeamHealthBarWidth;
14741
37a781d28e43 Fix team bar height depending on NameTex
Wuzzy <Wuzzy2@mail.ru>
parents: 14739
diff changeset
  1054
        r.h:= htex^.h;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1055
        DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1056
14736
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1057
        // draw health bar's right border
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1058
        inc(r.x, cTeamHealthWidth + 2);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1059
        r.w:= 3;
9656
18422d205080 - More HealthTex to clan structure
unc0rr
parents: 9654
diff changeset
  1060
        DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1061
14736
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1062
        // draw hedgehog health separators in team health bar
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1063
        h:= 0;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1064
        if not hasGone then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1065
            for i:= 0 to cMaxHHIndex do
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1066
                begin
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1067
                inc(h, Hedgehogs[i].HealthBarHealth);
10015
4feced261c68 partial merge of the webgl branch
koda
parents: 10009 9954
diff changeset
  1068
                if (h < TeamHealthBarHealth) and (Hedgehogs[i].HealthBarHealth > 0) then
14736
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1069
                    if (IsTooDarkToRead(Clan^.Color)) then
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1070
                        DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture)
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1071
                    else
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1072
                        DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSliderInverted].Texture);
9720
453a1c29b7e4 Animate hedgehogs healths inside team health bar. Proper animation for the case when max team health grows is lost though.
unc0rr
parents: 9693
diff changeset
  1073
                end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1074
13018
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1075
        // draw Lua value, if set
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1076
        if (hasLuaTeamValue) then
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1077
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, LuaTeamValueTex)
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1078
        // otherwise, draw AI kill counter for gfAISurvival
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1079
        else if (GameFlags and gfAISurvival) <> 0 then
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1080
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1081
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1082
        // if highlighted, draw flag and other contents again to keep their colors
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1083
        // this approach should be faster than drawing all borders one by one tinted or not
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1084
        if highlight then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1085
            begin
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1086
            if VisibleTeamsCount * 100 > Longword(cScreenHeight) then
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1087
                Tint($FF,$FF,$FF,$80)
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1088
            else untint;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1089
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1090
            // draw name
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1091
            r.x:= 2;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1092
            r.y:= 2;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1093
            r.w:= NameTagTex^.w - 4;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1094
            r.h:= NameTagTex^.h - 4;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1095
            DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
10147
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1096
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1097
            if OwnerTex <> nil then
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1098
                begin
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1099
                r.w:= OwnerTex^.w - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1100
                r.h:= OwnerTex^.h - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1101
                DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex)
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1102
                end;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1103
13018
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1104
            if (hasLuaTeamValue) then
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1105
                begin
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1106
                r.w:= LuaTeamValueTex^.w - 4;
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1107
                r.h:= LuaTeamValueTex^.h - 4;
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1108
                DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, LuaTeamValueTex);
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1109
                end
0248cf0da834 Add SetTeamLabel to Lua API, can set arbitrary string as team label
Wuzzy <Wuzzy2@mail.ru>
parents: 12831
diff changeset
  1110
            else if (GameFlags and gfAISurvival) <> 0 then
10147
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1111
                begin
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1112
                r.w:= AIKillsTex^.w - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1113
                r.h:= AIKillsTex^.h - 4;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1114
                DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, AIKillsTex);
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1115
                end;
9a772dc5dfbe Fix tinting of AI kills counter
unc0rr
parents: 10141
diff changeset
  1116
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1117
            // draw flag
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1118
            r.w:= 22;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1119
            r.h:= 15;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1120
            DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
10317
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1121
            end
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1122
        // draw an arrow next to active team
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1123
        else if (CurrentTeam = TeamsArray[t]) and (TurnTimeLeft > 0) then
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1124
            begin
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1125
            h:= -NameTagTex^.w - 24;
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1126
            if OwnerTex <> nil then
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1127
                h:= h - OwnerTex^.w - 4;
14736
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1128
            if (IsTooDarkToRead(TeamsArray[t]^.Clan^.Color)) then
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1129
                DrawSpriteRotatedF(sprFingerBackInv, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFingerBackInv].Width div 4, 0, 1, -90)
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1130
            else
8563cc40fc1e Invert colors if clan color is very dark
Wuzzy <Wuzzy2@mail.ru>
parents: 14569
diff changeset
  1131
                DrawSpriteRotatedF(sprFingerBack, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFingerBack].Width div 4, 0, 1, -90);
14395
f39d34d78028 Colorize switching arrows, pointing arrow and target cross in clan color
Wuzzy <Wuzzy2@mail.ru>
parents: 14303
diff changeset
  1132
            Tint(TeamsArray[t]^.Clan^.Color shl 8 or $FF);
10317
fe2721f870ab adding some arrow
sheepluva
parents: 10312
diff changeset
  1133
            DrawSpriteRotatedF(sprFinger, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFinger].Width div 4, 0, 1, -90);
14395
f39d34d78028 Colorize switching arrows, pointing arrow and target cross in clan color
Wuzzy <Wuzzy2@mail.ru>
parents: 14303
diff changeset
  1134
            untint;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1135
            end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1136
        end;
13140
e330feceb662 Hide team bar if all hedgehogs in it are hidden or dead
Wuzzy <Wuzzy2@mail.ru>
parents: 13018
diff changeset
  1137
      end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1138
if smallScreenOffset <> 0 then
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1139
    begin
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1140
    SetScale(cDefaultZoomLevel);
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1141
    if VisibleTeamsCount * 20 > Longword(cScreenHeight) div 5 then
10032
db65298717da This adds idle hog tinting. Active hog tinting still needed.
nemo
parents: 10009
diff changeset
  1142
        untint;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1143
    end;
13174
061d55939e47 Use visible team count instead of total team count to determine rendered team bar height
Wuzzy <Wuzzy2@mail.ru>
parents: 13156
diff changeset
  1144
VisibleTeamsCount:= v;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1145
end;
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1146
13637
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1147
procedure RenderAttackBar();
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1148
var i: LongInt;
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1149
    tdx, tdy: Double;
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1150
begin
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1151
    if CurrentTeam <> nil then
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1152
        case AttackBar of
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1153
        2: with CurrentHedgehog^ do
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1154
                begin
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1155
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1156
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1157
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1158
                    DrawSprite(sprPower,
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1159
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1160
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1161
                            i)
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1162
                end;
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1163
        end;
28e4a9db4690 Fix attack bar render bugs: Invisible beyond world edge; rendered over GUI (e.g. mission panel)
Wuzzy <Wuzzy2@mail.ru>
parents: 13636
diff changeset
  1164
end;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1165
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1166
var preShiftWorldDx: LongInt;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1167
10507
ed5df9cd251f I'm such a dirty boi... cleaning up my own mess a little
sheepluva
parents: 10494
diff changeset
  1168
procedure ShiftWorld(Dir: LongInt); inline;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1169
begin
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1170
    preShiftWorldDx:= WorldDx;
11090
874e477700d5 - Fix for "uWorld.s:4736:8: error: base register is 64-bit, but index register is not leal (%rax,%edx),%eax"
antonc27 <antonc27@mail.ru>
parents: 11000
diff changeset
  1171
    WorldDx:= WorldDx + LongInt(Dir * LongInt(playWidth));
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1172
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1173
end;
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1174
10507
ed5df9cd251f I'm such a dirty boi... cleaning up my own mess a little
sheepluva
parents: 10494
diff changeset
  1175
procedure UnshiftWorld(); inline;
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1176
begin
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1177
    WorldDx:= preShiftWorldDx;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1178
end;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1179
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1180
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1181
var i, t: LongInt;
11912
d3a852554aa7 Turn timer digits green when it's still the ready timer
Wuzzy <almikes@aol.com>
parents: 11895
diff changeset
  1182
    spr: TSprite;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1183
    r: TSDL_Rect;
7016
8b34f46e10c1 HAPPY 7000th COMMIT HEDGEWARS
koda
parents: 7013
diff changeset
  1184
    s: shortstring;
9654
47332746e6d9 - Cut code with bug to fix issue 713
unc0rr
parents: 9557
diff changeset
  1185
    offsetX, offsetY, screenBottom: LongInt;
15209
fe79f62ef158 Fix hog tags of current hog not rendered in gray area of wrap world edge if finger is shown
Wuzzy <Wuzzy2@mail.ru>
parents: 15206
diff changeset
  1186
    replicateToLeft, replicateToRight, isNotHiddenByCinematic: boolean;
12697
c71e330d5094 Add missing variable in uWorld.pas in videorec builds
Wuzzy <almikes@aol.com>
parents: 12694
diff changeset
  1187
{$IFDEF USE_VIDEO_RECORDING}
c71e330d5094 Add missing variable in uWorld.pas in videorec builds
Wuzzy <almikes@aol.com>
parents: 12694
diff changeset
  1188
    a: Byte;
c71e330d5094 Add missing variable in uWorld.pas in videorec builds
Wuzzy <almikes@aol.com>
parents: 12694
diff changeset
  1189
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1190
begin
10507
ed5df9cd251f I'm such a dirty boi... cleaning up my own mess a little
sheepluva
parents: 10494
diff changeset
  1191
if WorldEdge <> weWrap then
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1192
    begin
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1193
    replicateToLeft := false;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1194
    replicateToRight:= false;
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1195
    end
10358
sheepluva
parents: 10332
diff changeset
  1196
else
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1197
    begin
14282
6015b74eea55 overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
nemo
parents: 14281
diff changeset
  1198
    replicateToLeft := (leftX  + WorldDx > ViewLeftX);
6015b74eea55 overall, using LongInt for leftX/rightX results in fewer casts, since most comparisons are against ints.
nemo
parents: 14281
diff changeset
  1199
    replicateToRight:= (rightX + WorldDx < ViewRightX);
10360
c243b6a8ad9a some adjustments and support for mirrored world rendering. disabled atm though, I think it is more confusing than helping
sheepluva
parents: 10359
diff changeset
  1200
    end;
10358
sheepluva
parents: 10332
diff changeset
  1201
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1202
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1203
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1204
// note: offsetY is negative!
10319
240775460dc5 fix pas2c build
sheepluva
parents: 10318
diff changeset
  1205
offsetY:= 10 *  Min(0, -145 - ScreenBottom); // TODO limit this in the other direction too
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1206
14003
58e54e737279 Tweak commenting in uWorld render routine
Wuzzy <Wuzzy2@mail.ru>
parents: 13962
diff changeset
  1207
// Sky and horizont
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1208
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
  1209
    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
  1210
        // 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
  1211
        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
  1212
        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
  1213
        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
  1214
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1215
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
  1216
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
  1217
        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
  1218
        if SuddenDeathDmg then
12097
ebe87b6ed182 add alpha for sd-tint, since CopherNeue thinks the textures might need fading
nemo
parents: 12072
diff changeset
  1219
            Tint(SDTint.r, SDTint.g, SDTint.b, SDTint.a);
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
  1220
        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
  1221
        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
  1222
        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
  1223
        if SuddenDeathDmg then
9666
8dcb25112d96 - Bring back white dot in the center of crosshair. Crosshair is blurred now!
unc0rr
parents: 9656
diff changeset
  1224
            untint;
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1225
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1226
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1227
DrawVisualGears(0, false);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1228
ChangeDepth(RM, -cStereo_MidDistance);
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1229
DrawVisualGears(4, false);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1230
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1231
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1232
    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
  1233
        // Waves
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1234
        DrawWater(255, SkyOffset, 0);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1235
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1236
        DrawWaves( 1,  0 - WorldDx div 32, offsetY div 35, -49, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1237
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1238
        DrawWaves( -1,  25 + WorldDx div 25, offsetY div 38, -37, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1239
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1240
        DrawWaves( 1,  75 - WorldDx div 19, offsetY div 45, -23, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1241
        ChangeDepth(RM, -cStereo_Water_distant);
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1242
        DrawWaves(-1, 100 + WorldDx div 14, offsetY div 70, -7, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
  1243
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1244
else
10318
c2e81eea375f little visual tweak to weSea rendering
sheepluva
parents: 10317
diff changeset
  1245
    DrawWaves(-1, 100, - cWaveHeight div 2, - cWaveHeight div 2, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1246
10533
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1247
ChangeDepth(RM, cStereo_Land);
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1248
DrawVisualGears(5, false);
10533
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1249
DrawLand(WorldDx, WorldDy);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1250
10533
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1251
if replicateToLeft then
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1252
    begin
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1253
    ShiftWorld(-1);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
  1254
    DrawLand(WorldDx, WorldDy);
10533
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1255
    UnshiftWorld();
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1256
    end;
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
  1257
10533
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1258
if replicateToRight then
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1259
    begin
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1260
    ShiftWorld(1);
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1261
    DrawLand(WorldDx, WorldDy);
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1262
    UnshiftWorld();
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1263
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1264
10533
57b4d411f77d fix some indentation
sheepluva
parents: 10532
diff changeset
  1265
DrawWater(255, 0, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1266
10358
sheepluva
parents: 10332
diff changeset
  1267
if replicateToLeft then
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1268
    begin
10507
ed5df9cd251f I'm such a dirty boi... cleaning up my own mess a little
sheepluva
parents: 10494
diff changeset
  1269
    ShiftWorld(-1);
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1270
    DrawVisualGears(1, true);
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1271
    DrawGears();
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1272
    DrawVisualGears(6, true);
10507
ed5df9cd251f I'm such a dirty boi... cleaning up my own mess a little
sheepluva
parents: 10494
diff changeset
  1273
    UnshiftWorld();
10358
sheepluva
parents: 10332
diff changeset
  1274
    end;
sheepluva
parents: 10332
diff changeset
  1275
sheepluva
parents: 10332
diff changeset
  1276
if replicateToRight then
sheepluva
parents: 10332
diff changeset
  1277
    begin
10507
ed5df9cd251f I'm such a dirty boi... cleaning up my own mess a little
sheepluva
parents: 10494
diff changeset
  1278
    ShiftWorld(1);
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1279
    DrawVisualGears(1, true);
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1280
    DrawGears();
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1281
    DrawVisualGears(6, true);
10507
ed5df9cd251f I'm such a dirty boi... cleaning up my own mess a little
sheepluva
parents: 10494
diff changeset
  1282
    UnshiftWorld();
10263
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1283
    end;
6ef900411158 here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
sheepluva
parents: 10251
diff changeset
  1284
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1285
DrawVisualGears(1, false);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1286
DrawGears;
13633
35d93b1e7fef Fix foreground flakes (layer 2+6) disappearing when moving camera in world wrap world
Wuzzy <Wuzzy2@mail.ru>
parents: 13622
diff changeset
  1287
DrawVisualGears(6, false);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset