hedgewars/uWorld.pas
author koda
Sat, 06 Aug 2011 07:09:30 +0200
changeset 5505 a55aab592950
parent 5485 e943a005d0e8
child 5495 272ed78e59a7
child 5521 3be9fda5c3c2
permissions -rw-r--r--
Ditch the renderer system in sdl1.3 and use the 'old fashioned' sdl/opengl context. This gives us more flexibility and less problem in receiving video events (expecially on mobile platform) as well as not having to care to reset the gl context every time sdl interferes. This is a major sdl1.3 update so it should be tested with care (working great on ios)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
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unit uWorld;
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interface
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uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes;
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procedure initModule;
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procedure freeModule;
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procedure InitWorld;
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procedure DrawWorld(Lag: LongInt);
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procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
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procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
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procedure HideMission;
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procedure ShakeCamera(amount: LongWord);
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procedure MoveCamera;
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implementation
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uses
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    uStore,
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    uMisc,
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    uIO,
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    uLocale,
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    uSound,
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    uAmmos,
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    uVisualGears,
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    uChat,
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    uLandTexture,
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    GLunit,
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    uVariables,
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    uUtils,
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    uTextures,
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    uRender,
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    uCaptions,
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    uCursor
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    ;
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var cWaveWidth, cWaveHeight: LongInt;
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    AMSlotSize, AMxOffset, AMyOffset, AMWidth, AMxShift, SlotsNum: LongInt;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    SoundTimerTicks: Longword;
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    prevPoint: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    stereoDepth: GLfloat;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_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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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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    // helper functions to create the goal/game mode string
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    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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    var t: ansistring;
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    begin
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        if (GameFlags and gf) <> 0 then
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            begin
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            t:= inttostr(i);
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            s:= s + format(trgoal[si], t) + '|'
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            end;
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        AddGoal:= s;
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    end;
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    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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    begin
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        if (GameFlags and gf) <> 0 then
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            s:= s + trgoal[si] + '|';
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        AddGoal:= s;
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    end;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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   begin
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   for i:= 0 to ClansCount * 4 do
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      begin
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      t:= GetRandom(ClansCount);
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      if t <> 0 then
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         begin
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         cp:= ClansArray[0];
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         ClansArray[0]:= ClansArray[t];
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         ClansArray[t]:= cp;
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         ClansArray[t]^.ClanIndex:= t;
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         ClansArray[0]^.ClanIndex:= 0;
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         if (LocalClan = t) then LocalClan:= 0
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         else if (LocalClan = 0) then LocalClan:= t
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         end;
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      end;
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   CurrentTeam:= ClansArray[0]^.Teams[0];
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   end;
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// if special game flags/settings are changed, add them to the game mode notice window and then show it
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g:= ''; // no text/things to note yet
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// add custom goals from lua script if there are any
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if LuaGoals <> '' then g:= LuaGoals + '|';
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// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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// other important flags
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g:= AddGoal(g, gfForts, gidForts); // forts?
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
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g:= AddGoal(g, gfResetHealth, gidResetHealth);
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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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, gfPerHogAmmo, gidPerHogAmmo);
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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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diff changeset
   156
ScreenFadeSpeed:= 1;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
   157
2908
bd1909984a09 Engine:
smxx
parents: 2905
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   158
// modified mine timers?
4482
34393349f96e Restore millisecond precision for mines time
nemo
parents: 4393
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   159
if cMinesTime <> 3000 then
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3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
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   160
    begin
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parents: 2931
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   161
    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents: 3976
diff changeset
   162
        g:= AddGoal(g, gfAny, gidNoMineTimer)
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unc0rr
parents: 2931
diff changeset
   163
    else if cMinesTime < 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents: 3976
diff changeset
   164
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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unc0rr
parents: 2931
diff changeset
   165
    else
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nemo
parents: 4393
diff changeset
   166
        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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unc0rr
parents: 2931
diff changeset
   167
    end;
2908
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smxx
parents: 2905
diff changeset
   168
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9eb53b1f1842 Engine:
smxx
parents: 2857
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   169
// if the string has been set, show it for (default timeframe) seconds
9eb53b1f1842 Engine:
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parents: 2857
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   170
if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
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smxx
parents: 2857
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   171
1825
c929f9111141 Nemo's patch allowing different water sprites size
unc0rr
parents: 1812
diff changeset
   172
cWaveWidth:= SpritesData[sprWater].Width;
2268
053eb81e60ee little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
parents: 2226
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   173
//cWaveHeight:= SpritesData[sprWater].Height;
053eb81e60ee little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
parents: 2226
diff changeset
   174
cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   175
284
22ce72bd637f Let mouse cursor be closer to screen edges
unc0rr
parents: 282
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   176
cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
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   177
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
parents: 2178
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   178
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
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   179
prevPoint.Y:= cScreenHeight div 2;
1760
55a1edd97911 Fix nemo's large land patch
unc0rr
parents: 1753
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   180
WorldDx:=  - (LAND_WIDTH div 2) + cScreenWidth div 2;
2139
5a083e71a71d Properly decrement sniper rifle if timed out. Try to get camera position straight for once.
nemo
parents: 2119
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   181
WorldDy:=  - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
3434
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   182
AMSlotSize:= 33;
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   183
{$IFDEF IPHONEOS}
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   184
AMxOffset:= 10;
3464
cdb0ddeb38ba unbreak build (everyone saw this coming)
koda
parents: 3463
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   185
AMyOffset:= 10 + 123;   // moved downwards
3434
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   186
AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset;
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   187
{$ELSE}
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   188
AMxOffset:= 10;
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nemo
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   189
AMyOffset:= 60;
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   190
AMWidth:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset;
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   191
{$ENDIF}
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   192
AMxShift:= AMWidth;
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   193
SkyOffset:= 0;
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   194
HorizontOffset:= 0;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   195
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   196
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   197
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   198
procedure ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   199
const MENUSPEED = 15;
3434
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nemo
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   200
const BORDERSIZE = 2;
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nemo
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   201
var x, y, i, t, g: LongInt;
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nemo
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   202
    Slot, Pos, STurns: LongInt;
2855
7e6adeb57427 Show the ammo menu of the last local non-bot team when not local turn. needs testing
nemo
parents: 2851
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   203
    Ammo: PHHAmmo;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   204
begin
3952
d6412423da45 moved some utilities to a separate column with round buttons
koda
parents: 3890
diff changeset
   205
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
d6412423da45 moved some utilities to a separate column with round buttons
koda
parents: 3890
diff changeset
   206
    bShowAmmoMenu:= false;
3434
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nemo
parents: 3407
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   207
if bShowAmmoMenu then
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nemo
parents: 3407
diff changeset
   208
   begin
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nemo
parents: 3407
diff changeset
   209
   FollowGear:= nil;
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nemo
parents: 3407
diff changeset
   210
   if AMxShift = AMWidth then prevPoint.X:= 0;
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
   211
   if (cReducedQuality and rqSlowMenu) <> 0 then
3434
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nemo
parents: 3407
diff changeset
   212
       AMxShift:= 0
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nemo
parents: 3407
diff changeset
   213
   else
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parents: 3407
diff changeset
   214
       if AMxShift > MENUSPEED then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   215
           dec(AMxShift, MENUSPEED)
3434
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nemo
parents: 3407
diff changeset
   216
       else
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parents: 3407
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   217
           AMxShift:= 0;
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nemo
parents: 3407
diff changeset
   218
   end else
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nemo
parents: 3407
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   219
   begin
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nemo
parents: 3407
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   220
   if AMxShift = 0 then
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nemo
parents: 3407
diff changeset
   221
      begin
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nemo
parents: 3407
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   222
      CursorPoint.X:= cScreenWidth shr 1;
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nemo
parents: 3407
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   223
      CursorPoint.Y:= cScreenHeight shr 1;
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nemo
parents: 3407
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   224
      prevPoint:= CursorPoint;
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nemo
parents: 3407
diff changeset
   225
      end;
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
   226
   if (cReducedQuality and rqSlowMenu) <> 0 then
3434
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nemo
parents: 3407
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   227
       AMxShift:= AMWidth
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nemo
parents: 3407
diff changeset
   228
   else
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nemo
parents: 3407
diff changeset
   229
       if AMxShift < (AMWidth - MENUSPEED) then
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nemo
parents: 3407
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   230
           inc(AMxShift, MENUSPEED)
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nemo
parents: 3407
diff changeset
   231
       else
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   232
           AMxShift:= AMWidth;
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nemo
parents: 3407
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   233
   end;
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nemo
parents: 3407
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   234
Ammo:= nil;
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nemo
parents: 3407
diff changeset
   235
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
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nemo
parents: 3407
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   236
   Ammo:= CurrentHedgehog^.Ammo
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nemo
parents: 3407
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   237
else if (LocalAmmo <> -1) then
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nemo
parents: 3407
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   238
   Ammo:= GetAmmoByNum(LocalAmmo);
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nemo
parents: 3407
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   239
Pos:= -1;
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nemo
parents: 3407
diff changeset
   240
if Ammo = nil then
2971
c65929077646 Ensure ammo menu is flagged false if no ammo
nemo
parents: 2970
diff changeset
   241
    begin
3434
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nemo
parents: 3407
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   242
    bShowAmmoMenu:= false;
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nemo
parents: 3407
diff changeset
   243
    exit
2971
c65929077646 Ensure ammo menu is flagged false if no ammo
nemo
parents: 2970
diff changeset
   244
    end;
3434
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nemo
parents: 3407
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   245
SlotsNum:= 0;
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nemo
parents: 3407
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   246
x:= (cScreenWidth shr 1) - AMWidth + AMxShift;
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
   247
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
   248
{$IFDEF IPHONEOS}
3434
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nemo
parents: 3407
diff changeset
   249
Slot:= cMaxSlotIndex;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   250
x:= x - cOffsetY;
3464
cdb0ddeb38ba unbreak build (everyone saw this coming)
koda
parents: 3463
diff changeset
   251
y:= AMyOffset;
3434
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nemo
parents: 3407
diff changeset
   252
dec(y, BORDERSIZE);
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nemo
parents: 3407
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   253
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
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nemo
parents: 3407
diff changeset
   254
for i:= 0 to cMaxSlotAmmoIndex do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   255
    DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
3434
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nemo
parents: 3407
diff changeset
   256
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
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nemo
parents: 3407
diff changeset
   257
inc(y, BORDERSIZE);
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nemo
parents: 3407
diff changeset
   258
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nemo
parents: 3407
diff changeset
   259
for i:= 0 to cMaxSlotIndex do
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nemo
parents: 3407
diff changeset
   260
    if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
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nemo
parents: 3407
diff changeset
   261
        begin
3961
cf0ca1ff6c1a Constrain to <= to avoid a bug on bottom edge reported by Henek
nemo
parents: 3890
diff changeset
   262
        if (cScreenHeight - CursorPoint.Y >= y) and (cScreenHeight - CursorPoint.Y <= y + AMSlotSize) then Slot:= i;
3434
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nemo
parents: 3407
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   263
        inc(SlotsNum);
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nemo
parents: 3407
diff changeset
   264
        DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
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nemo
parents: 3407
diff changeset
   265
        t:= 0;
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nemo
parents: 3407
diff changeset
   266
        g:= 0;
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nemo
parents: 3407
diff changeset
   267
        while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
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nemo
parents: 3407
diff changeset
   268
            begin
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nemo
parents: 3407
diff changeset
   269
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
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nemo
parents: 3407
diff changeset
   270
            if (Ammo^[i, t].AmmoType <> amNothing) then
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nemo
parents: 3407
diff changeset
   271
                begin
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nemo
parents: 3407
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   272
                STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
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nemo
parents: 3407
diff changeset
   273
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nemo
parents: 3407
diff changeset
   274
                if STurns >= 0 then
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nemo
parents: 3407
diff changeset
   275
                    begin
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nemo
parents: 3407
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   276
                    DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
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nemo
parents: 3407
diff changeset
   277
                    if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
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nemo
parents: 3407
diff changeset
   278
                    end else
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nemo
parents: 3407
diff changeset
   279
                    DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
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nemo
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   280
                if (Slot = i)
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nemo
parents: 3407
diff changeset
   281
                and (CursorPoint.X >= x + g * AMSlotSize)
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   282
                and (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
3434
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nemo
parents: 3407
diff changeset
   283
                    begin
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nemo
parents: 3407
diff changeset
   284
                    if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
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nemo
parents: 3407
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   285
                    Pos:= t;
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nemo
parents: 3407
diff changeset
   286
                    end;
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   287
                inc(g)
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diff changeset
   288
                end;
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parents: 3407
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   289
                inc(t)
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diff changeset
   290
            end;
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parents: 3407
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   291
        for g:= g to cMaxSlotAmmoIndex do
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nemo
parents: 3407
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   292
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
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nemo
parents: 3407
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   293
        DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
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nemo
parents: 3407
diff changeset
   294
        inc(y, AMSlotSize);
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parents: 3407
diff changeset
   295
        end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   296
3434
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parents: 3407
diff changeset
   297
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
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nemo
parents: 3407
diff changeset
   298
for i:= 0 to cMaxSlotAmmoIndex do
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nemo
parents: 3407
diff changeset
   299
	DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
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   300
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
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
   301
{$ELSE}
3434
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nemo
parents: 3407
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   302
Slot:= 0;
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nemo
parents: 3407
diff changeset
   303
y:= cScreenHeight - AMyOffset;
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nemo
parents: 3407
diff changeset
   304
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
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nemo
parents: 3407
diff changeset
   305
for i:= 0 to cMaxSlotAmmoIndex + 1 do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   306
    DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   307
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   308
dec(y, AMSlotSize);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   309
DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   310
for i:= 0 to cMaxSlotAmmoIndex do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   311
    DrawSprite(sprAMSlot, x + i * AMSlotSize, y, 2);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   312
DrawSprite(sprAMSlot, x + (cMaxSlotAmmoIndex + 1) * AMSlotSize, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   313
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   314
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   315
for i:= cMaxSlotIndex downto 0 do
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   316
    if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   317
        begin
3961
cf0ca1ff6c1a Constrain to <= to avoid a bug on bottom edge reported by Henek
nemo
parents: 3890
diff changeset
   318
        if (cScreenHeight - CursorPoint.Y >= y - AMSlotSize) and (cScreenHeight - CursorPoint.Y <= y) then Slot:= i;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   319
        dec(y, AMSlotSize);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   320
        inc(SlotsNum);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   321
        DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   322
        DrawSprite(sprAMSlot, x, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   323
        DrawSprite(sprAMSlotKeys, x, y + 1, i);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   324
        t:= 0;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   325
        g:= 1;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   326
        while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   327
            begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   328
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   329
            if (Ammo^[i, t].AmmoType <> amNothing) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   330
                begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   331
                STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   332
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   333
                if STurns >= 0 then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   334
                    begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   335
                    DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   336
                    if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   337
                    end else
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   338
                    DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   339
                if (Slot = i)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   340
                and (CursorPoint.X >= x + g * AMSlotSize)
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   341
                and (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   342
                    begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   343
                    if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   344
                    Pos:= t;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   345
                    end;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   346
                inc(g)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   347
                end;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   348
                inc(t)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   349
            end;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   350
        for g:= g to cMaxSlotAmmoIndex + 1 do
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   351
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   352
        DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   353
        end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   354
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   355
dec(y, BORDERSIZE);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   356
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   357
for i:= 0 to cMaxSlotAmmoIndex + 1 do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   358
    DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   359
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
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
   360
{$ENDIF}
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
   361
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   362
if (Pos >= 0) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   363
    begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   364
    if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   365
        begin
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   366
        if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   367
            begin
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   368
            amSel:= Ammo^[Slot, Pos].AmmoType;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   369
            RenderWeaponTooltip(amSel)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   370
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   371
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   372
{$IFDEF IPHONEOS}
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   373
        DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   374
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   375
        if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   376
            DrawTexture(cScreenWidth div 2 + AMxOffset - 45, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   377
{$ELSE}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   378
        DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   379
        if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   380
            DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   381
{$ENDIF}
1529
3bc916b419cd Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents: 1439
diff changeset
   382
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   383
        if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   384
            begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   385
            bShowAmmoMenu:= false;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   386
            SetWeapon(Ammo^[Slot, Pos].AmmoType);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   387
            bSelected:= false;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   388
            FreeWeaponTooltip;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   389
            exit
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   390
            end;
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   391
       end
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   392
    end
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   393
else
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   394
    FreeWeaponTooltip;
3663
8c28abf427f5 reduce the number of keywords used and switch to BMP format for screenshots
koda
parents: 3641
diff changeset
   395
if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   396
{$IFDEF IPHONEOS}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   397
    ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, AMyOffset - 1);
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
   398
{$ELSE}
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
   399
    ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, Min(y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   400
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   401
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   402
bSelected:= false;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   403
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   404
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   405
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   406
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   407
var VertexBuffer: array [0..3] of TVertex2f;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   408
    r: TSDL_Rect;
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   409
    lw, lh: GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   410
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   411
    if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   412
        begin
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   413
        SDWaterColorArray[0].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   414
        SDWaterColorArray[1].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   415
        SDWaterColorArray[2].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   416
        SDWaterColorArray[3].a := Alpha
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   417
        end
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   418
    else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   419
        begin
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   420
        WaterColorArray[0].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   421
        WaterColorArray[1].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   422
        WaterColorArray[2].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   423
        WaterColorArray[3].a := Alpha
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   424
        end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   425
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   426
    lw:= cScreenWidth / cScaleFactor;
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   427
    lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   428
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   429
    // Water
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   430
    r.y:= OffsetY + WorldDy + cWaterLine;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   431
    if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   432
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   433
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   434
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   435
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   436
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   437
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   438
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   439
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   440
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   441
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   442
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   443
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   444
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   445
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   446
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   447
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   448
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   449
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   450
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   451
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   452
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   453
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2171
8208946331ba Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
nemo
parents: 2162
diff changeset
   454
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   455
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   456
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   457
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   458
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   459
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   460
        glEnable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   461
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   462
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   463
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   464
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   465
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   466
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   467
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   468
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   469
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   470
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   471
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   472
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   473
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   474
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   475
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   476
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   477
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   478
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   479
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   480
    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   481
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   482
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   483
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   484
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   485
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   486
    Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   487
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   488
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   489
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   490
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   491
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   492
glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   493
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   494
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   495
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   496
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   497
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   498
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   499
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   500
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   501
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   502
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   503
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   504
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   505
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   506
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   507
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   508
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   509
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   510
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   511
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   512
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   513
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   514
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   515
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   516
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   517
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   518
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   519
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   520
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   521
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   522
        i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2),
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   523
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   524
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   525
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   526
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   527
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
   528
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   529
begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   530
    sw:= round(cScreenWidth / cScaleFactor);
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
   531
    if ((SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil)) and (SpritesData[spr].Texture <> nil) then
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
   532
        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
   533
        w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
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
   534
        h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   535
        i:= Shift mod w;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   536
        if i > 0 then dec(i, w);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   537
        dec(i, w * (sw div w + 1));
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   538
        repeat
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
   539
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   540
            inc(i, w)
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   541
        until i > sw
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
   542
        end
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
   543
    else if SpritesData[spr].Texture <> nil then
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
   544
        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
   545
        w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
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
   546
        h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
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
   547
        lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
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
   548
        lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
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
   549
        rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
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
   550
        rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   551
        dec(Shift, w div 2);
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
   552
        DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   553
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
   554
        i:= Shift - lw;
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
   555
        while i >= -sw - lw 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
   556
            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
   557
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
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
   558
            dec(i, lw);
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
   559
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   560
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   561
        i:= Shift + w;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   562
        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
   563
            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
   564
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
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
   565
            inc(i, rw)
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
   566
            end
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   567
        end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   568
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   569
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   570
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   571
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   572
begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   573
    if not isPaused then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   574
    begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   575
        if ZoomValue < zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   576
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   577
            zoom:= zoom - 0.002 * Lag;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   578
            if ZoomValue > zoom then
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   579
                zoom:= ZoomValue
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   580
        end
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   581
        else
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   582
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   583
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   584
            zoom:= zoom + 0.002 * Lag;
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   585
            if ZoomValue < zoom then
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   586
                zoom:= ZoomValue
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   587
            end
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   588
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   589
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   590
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   591
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   592
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   593
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   594
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   595
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   596
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
   597
    if not isPaused then
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   598
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   599
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   600
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   601
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   602
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   603
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   604
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   605
{$IFNDEF S3D_DISABLED}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   606
    else if (cStereoMode = smAFR) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   607
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   608
        AFRToggle:= not AFRToggle;
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   609
        glClear(GL_COLOR_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   610
        if AFRToggle then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   611
            DrawWorldStereo(Lag, rmLeftEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   612
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   613
            DrawWorldStereo(Lag, rmRightEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   614
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   615
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   616
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   617
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   618
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   619
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   620
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   621
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   622
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   623
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   624
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   625
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   626
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   627
        // detatch drawing from fbs
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   628
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   629
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   630
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   631
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   632
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   633
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   634
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   635
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   636
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   637
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   638
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   639
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   640
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   641
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   642
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   643
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   644
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   645
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   646
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   647
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   648
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   649
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   650
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   651
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   652
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   653
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   654
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   655
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   656
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   657
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   658
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   659
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   660
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   661
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   662
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   663
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   664
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   665
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   666
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   667
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   668
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   669
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   670
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   671
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   672
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   673
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   674
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   675
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   676
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   677
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   678
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   679
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   680
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   681
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   682
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   683
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   684
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   685
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   686
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   687
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   688
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   689
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   690
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   691
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   692
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   693
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   694
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   695
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   696
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   697
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   698
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   699
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   700
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   701
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   702
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   703
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   704
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   705
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   706
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   707
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   708
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   709
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   710
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   711
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   712
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   713
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   714
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   715
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   716
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   717
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   718
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   719
    rm:= rm; d:= d; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   720
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   721
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   722
    d:= d / 5;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   723
    if rm = rmDefault then exit
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   724
    else if rm = rmLeftEye then d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   725
    stereoDepth:= stereoDepth + d;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   726
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   727
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   728
    glMatrixMode(GL_MODELVIEW);
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   729
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   730
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   731
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   732
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   733
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   734
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   735
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   736
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   737
{$ELSE}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   738
    if rm = rmDefault then exit;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   739
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   740
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   741
    glMatrixMode(GL_MODELVIEW);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   742
    stereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   743
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   744
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   745
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   746
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   747
var i, t: LongInt;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   748
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   749
    tdx, tdy: Double;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   750
    s: string[15];
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   751
    highlight: Boolean;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   752
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   753
    VertexBuffer: array [0..3] of TVertex2f;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   754
begin
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   755
    if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
   756
    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
   757
        // 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
   758
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
   759
        offsetY:= 10 * Min(0, -145 - ScreenBottom);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   760
        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
   761
        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
   762
        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
   763
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   764
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
   765
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   766
        ChangeDepth(RM, cStereo_Sky);
4835
a6924450e694 added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Henek
parents: 4810
diff changeset
   767
        if SuddenDeathDmg then Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   768
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   769
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   770
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
4835
a6924450e694 added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Henek
parents: 4810
diff changeset
   771
        if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   772
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   773
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   774
    DrawVisualGears(0);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   775
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   776
    if (cReducedQuality and rq2DWater) = 0 then
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   777
    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
   778
        // Waves
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   779
        DrawWater(255, SkyOffset); 
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   780
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   781
        DrawWaves( 1,  0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   782
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   783
        DrawWaves( -1,  25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   784
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   785
        DrawWaves( 1,  75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   786
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   787
        DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   788
    end
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
   789
    else
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
   790
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   791
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   792
    changeDepth(RM, cStereo_Land);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   793
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
   794
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   795
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   796
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   797
// Attack bar
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   798
    if CurrentTeam <> nil then
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   799
        case AttackBar of
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   800
(*        1: begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   801
        r:= StuffPoz[sPowerBar];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   802
        {$WARNINGS OFF}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   803
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   804
        {$WARNINGS ON}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   805
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   806
        end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   807
        2: with CurrentHedgehog^ do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   808
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   809
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   810
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   811
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   812
                    DrawSprite(sprPower,
4159
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   813
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   814
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   815
                            i)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   816
                end
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   817
        end;
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   818
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   819
    DrawVisualGears(1);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   820
    DrawGears;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   821
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   822
    if SuddenDeathDmg then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   823
        DrawWater(cSDWaterOpacity, 0)
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   824
    else
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   825
        DrawWater(cWaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   826
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   827
    // Waves
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   828
    ChangeDepth(RM, cStereo_Water_near);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   829
    DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   830
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
   831
    if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   832
    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
   833
        //DrawWater(cWaterOpacity, - offsetY div 40);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   834
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   835
        DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   836
        if SuddenDeathDmg then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   837
            DrawWater(cSDWaterOpacity, - offsetY div 20)
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   838
        else
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   839
            DrawWater(cWaterOpacity, - offsetY div 20);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   840
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   841
        DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   842
        if SuddenDeathDmg then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   843
            DrawWater(cSDWaterOpacity, - offsetY div 10)
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   844
        else
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   845
            DrawWater(cWaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   846
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   847
        DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   848
    end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   849
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   850
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   851
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   852
// everything after this ChangeDepth will be drawn outside the screen
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   853
// note: negative parallax gears should last very little for a smooth stereo effect
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   854
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   855
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   856
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   857
// everything after this ResetDepth will be drawn at screen level (depth = 0)
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   858
// note: everything that needs to be readable should be on this level
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   859
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   860
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   861
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   862
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   863
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   864
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   865
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   866
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   867
        begin
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
   868
        if CurAmmoType = amBee then
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   869
            DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   870
        else
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
   871
            DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
   872
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   873
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   874
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   875
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   876
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   877
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   878
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   879
// Turn time
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   880
{$IFDEF IPHONEOS}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   881
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   882
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   883
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   884
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   885
offsetY:= cOffsetY;
3890
e4b7b30232fd Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
nemo
parents: 3836
diff changeset
   886
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   887
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   888
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   889
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   890
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   891
        i:= Succ(Pred(TurnTimeLeft) div 1000);
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   892
   
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   893
   if i>99 then t:= 112
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   894
      else if i>9 then t:= 96
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   895
                  else t:= 80;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   896
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   897
   while i > 0 do
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   898
         begin
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   899
         dec(t, 32);
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   900
         DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   901
         i:= i div 10
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   902
         end;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   903
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   904
   end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   905
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   906
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
   907
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   908
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   909
// Teams Healths
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   910
if TeamsCount * 20 > cScreenHeight div 7 then  // take up less screen on small displays
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   911
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   912
    SetScale(1.5);
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   913
    smallScreenOffset:= cScreenHeight div 6;
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   914
    if TeamsCount * 20 > cScreenHeight div 5 then Tint($FF,$FF,$FF,$80);
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   915
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   916
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   917
for t:= 0 to Pred(TeamsCount) do
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   918
   with TeamsArray[t]^ do
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   919
      begin
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   920
      highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   921
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   922
      if highlight then
4810
76315fdfb7a5 Apply RGBA consistently in Tint
nemo
parents: 4808
diff changeset
   923
         Tint(Clan^.Color shl 8 or $FF);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   924
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   925
      // draw name
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   926
      DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   927
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   928
      // draw flag
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   929
      DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   930
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   931
      // draw health bar
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   932
      r.x:= 0;
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   933
      r.y:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   934
      r.w:= 2 + TeamHealthBarWidth;
764
7513452b1d51 Now game looks almost like it did before switching to OpenGL
unc0rr
parents: 762
diff changeset
   935
      r.h:= HealthTex^.h;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   936
      DrawFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   937
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   938
      // draw health bars right border
83
207c85fbef51 - First hedgehog in team has first turn in team
unc0rr
parents: 82
diff changeset
   939
      inc(r.x, cTeamHealthWidth + 2);
207c85fbef51 - First hedgehog in team has first turn in team
unc0rr
parents: 82
diff changeset
   940
      r.w:= 3;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   941
      DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
3770
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   942
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   943
      // draw ai kill counter for gfAISurvival
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   944
      if (GameFlags and gfAISurvival) <> 0 then begin
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   945
          DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset,
3773
f552c7b439fa Fixes memory leak -Burp
tiyuri@gmail.com
parents: 3770
diff changeset
   946
              AIKillsTex);
3770
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   947
      end;
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   948
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   949
      // if highlighted, draw flag and other contents again to keep their colors
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   950
      // this approach should be faster than drawing all borders one by one tinted or not
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   951
      if highlight then
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   952
         begin
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   953
         if TeamsCount * 20 > cScreenHeight div 5 then Tint($FF,$FF,$FF,$80)
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   954
         else Tint($FF, $FF, $FF, $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   955
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   956
         // draw name
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   957
         r.x:= 2;
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   958
         r.y:= 2;
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   959
         r.w:= NameTagTex^.w - 4;
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   960
         r.h:= NameTagTex^.h - 4;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   961
         DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   962
         // draw flag
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   963
         r.w:= 22;
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   964
         r.h:= 15;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   965
         DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   966
         // draw health bar
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   967
         r.w:= TeamHealthBarWidth + 1;
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   968
         r.h:= HealthTex^.h - 4;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   969
         DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   970
         end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   971
      end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   972
if smallScreenOffset <> 0 then
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   973
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
   974
    SetScale(cDefaultZoomLevel);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   975
    if TeamsCount * 20 > cScreenHeight div 5 then Tint($FF,$FF,$FF,$FF);
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   976
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   977
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
   978
// Lag alert
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   979
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   980
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
   981
// Wind bar
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   982
{$IFDEF IPHONEOS}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   983
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   984
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   985
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   986
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   987
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   988
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   989
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   990
    if WindBarWidth > 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   991
    begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   992
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   993
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   994
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   995
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   996
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   997
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   998
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   999
    end
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1000
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1001
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1002
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1003
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1004
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1005
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1006
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1007
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1008
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1009
            DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1010
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1011
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1012
// AmmoMenu
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1013
if (AMxShift < AMWidth) or bShowAmmoMenu then ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1014
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1015
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1016
if isCursorVisible and bShowAmmoMenu then
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1017
   DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1018
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1019
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1020
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1021
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1022
// various captions
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1023
if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1024
if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1025
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1026
    begin
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1027
    if (ReadyTimeLeft = 0) and (missionTimer > 0) then dec(missionTimer, Lag);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1028
    if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1029
    if missionTex <> nil then
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1030
        DrawCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1031
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1032
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1033
// fps
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1034
{$IFDEF IPHONEOS}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1035
offsetX:= 8;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1036
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1037
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1038
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1039
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1040
if (RM = rmDefault) or (RM = rmRightEye) then
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1041
begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1042
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1043
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1044
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1045
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1046
    if (GameType = gmtDemo) and (CountTicks >= 1000) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1047
    begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1048
        i:=GameTicks div 1000;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1049
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1050
        s:= inttostr(t);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1051
        if t < 10 then s:= '0' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1052
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1053
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1054
        s:= inttostr(t) + ':' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1055
        if t < 10 then s:= '0' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1056
        s:= inttostr(i div 60) + ':' + s;
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1057
   
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1058
        if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1059
            FreeTexture(timeTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1060
        timeTexture:= nil;
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1061
    
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1062
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1063
        tmpSurface:= doSurfaceConversion(tmpSurface);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1064
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1065
        SDL_FreeSurface(tmpSurface)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1066
    end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1067
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1068
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1069
        DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1070
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1071
    if cShowFPS then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1072
    begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1073
        if CountTicks >= 1000 then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1074
        begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1075
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1076
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1077
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1078
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1079
            if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1080
                FreeTexture(fpsTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1081
            fpsTexture:= nil;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1082
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1083
            tmpSurface:= doSurfaceConversion(tmpSurface);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1084
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1085
            SDL_FreeSurface(tmpSurface)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1086
        end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1087
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1088
            DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1089
    end;
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1090
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1091
    if CountTicks >= 1000 then CountTicks:= 0;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1092
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1093
    // lag warning (?)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1094
    inc(SoundTimerTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1095
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1096
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1097
if SoundTimerTicks >= 50 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1098
   begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1099
   SoundTimerTicks:= 0;
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1100
   if cVolumeDelta <> 0 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1101
      begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1102
      str(ChangeVolume(cVolumeDelta), s);
2619
bc2786a00fb8 fix wrong ttf blending in ppc
koda
parents: 2609
diff changeset
  1103
      AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1104
      end
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1105
   end;
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1106
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1107
if GameState = gsConfirm then
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1108
    DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1109
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1110
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1111
    begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1112
    if not isFirstFrame then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1113
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1114
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1115
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1116
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1117
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1118
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1119
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1120
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1121
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1122
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1123
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1124
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1125
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1126
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1127
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1128
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1129
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1130
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1131
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1132
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1133
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1134
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1135
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1136
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1137
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1138
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1139
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1140
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1141
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1142
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1143
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1144
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1145
        Tint($FF, $FF, $FF, $FF);
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1146
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1147
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1148
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1149
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1150
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1151
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1152
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1153
if isCursorVisible then
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1154
   begin
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1155
   if not bShowAmmoMenu then
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1156
     begin
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1157
     with CurrentHedgehog^ do
3582
4debed8656d7 fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
sheepluva
parents: 3580
diff changeset
  1158
       if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1159
         begin
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1160
         if CurAmmoType = amNapalm then
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1161
           DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF);
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3811
diff changeset
  1162
         i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3811
diff changeset
  1163
         with Ammoz[CurAmmoType] do
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1164
           if PosCount > 1 then
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1165
             DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1166
         end;
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1167
     DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1168
     end
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1169
   end;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1170
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1171
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1172
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1173
procedure MoveCamera;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1174
var EdgesDist, wdy, shs: LongInt;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3629
diff changeset
  1175
    PrevSentPointTime: LongWord = 0;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1176
begin
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1177
{$IFNDEF IPHONEOS}
2970
011075f93746 Let's try this too (override following remote if in ammo menu)
nemo
parents: 2959
diff changeset
  1178
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1179
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1180
{$ENDIF}
678
5cf90dbcb309 Move map view also when we have no window focus
unc0rr
parents: 602
diff changeset
  1181
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2747
diff changeset
  1182
if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then
5247
bf6d4bc531d2 Ability to turn camera following gears off
unc0rr
parents: 5191
diff changeset
  1183
    if (not autoCameraOn) or (abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1184
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1185
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1186
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1187
        exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1188
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1189
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1190
    begin
2970
011075f93746 Let's try this too (override following remote if in ammo menu)
nemo
parents: 2959
diff changeset
  1191
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8;
011075f93746 Let's try this too (override following remote if in ammo menu)
nemo
parents: 2959
diff changeset
  1192
        CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1193
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1194
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1195
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1196
if WorldDy < wdy then WorldDy:= wdy;
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1197
2197
a02adcdaa939 Some work on camera
unc0rr
parents: 2178
diff changeset
  1198
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1199
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1200
if AMxShift < AMWidth then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1201
begin
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1202
{$IFDEF IPHONEOS}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1203
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1204
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1205
    if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1206
    if CursorPoint.Y > cScreenHeight - AMyOffset then CursorPoint.Y:= cScreenHeight - AMyOffset;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1207
{$ELSE}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1208
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1209
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1210
    if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1211
    if CursorPoint.Y < AMyOffset + AMSlotSize then CursorPoint.Y:= AMyOffset + AMSlotSize;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1212
{$ENDIF}
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1213
    prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1214
    //if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1215
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1216
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1217
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1218
if isCursorVisible then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1219
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1220
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1221
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1222
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1223
        PrevSentPointTime:= GameTicks
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1224
    end;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1225
    EdgesDist:= cCursorEdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1226
end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1227
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1228
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1229
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1230
// this generates the border around the screen that moves the camera when cursor is near it
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1231
if isCursorVisible or (FollowGear <> nil) then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1232
begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1233
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1234
    begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1235
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1236
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1237
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1238
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1239
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1240
        begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1241
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1242
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1243
        end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1244
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1245
    shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1246
    if CursorPoint.Y < shs then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1247
    begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1248
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1249
        CursorPoint.Y:= shs;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1250
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1251
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1252
        if (CursorPoint.Y > cScreenHeight - EdgesDist) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1253
        begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1254
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1255
           CursorPoint.Y:= cScreenHeight - EdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1256
        end;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1257
end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1258
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1259
    if cHasFocus then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1260
    begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1261
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1262
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1263
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1264
        CursorPoint.Y:= cScreenHeight div 2;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1265
    end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1266
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1267
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1268
prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1269
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
1760
55a1edd97911 Fix nemo's large land patch
unc0rr
parents: 1753
diff changeset
  1270
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1271
if WorldDy < wdy then WorldDy:= wdy;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1272
if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1273
if WorldDx > 1024 then WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1274
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1275
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
  1276
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1277
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1278
begin
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1279
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1280
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1281
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1282
if time = 0 then time:= 5000;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1283
missionTimer:= time;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1284
if missionTex <> nil then
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1285
    FreeTexture(missionTex);
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1286
missionTex:= nil;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1287
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1288
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1289
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1290
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1291
    r.y:= icon * 32;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1292
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1293
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1294
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1295
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1296
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1297
    r.y:= ((-icon - 1) mod 16) * 32;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1298
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1299
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1300
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1301
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1302
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1303
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1304
    missionTimer:= 0;
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1305
    if missionTex <> nil then FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1306
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1307
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1308
procedure ShakeCamera(amount: LongWord);
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1309
begin
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1310
    amount:= Max(1, amount);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1311
    WorldDx:= WorldDx - amount + LongInt(getRandom(1 + amount * 2));
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1312
    WorldDy:= WorldDy - amount + LongInt(getRandom(1 + amount * 2));
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1313
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1314
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1315
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1316
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1317
    fpsTexture:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1318
    FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1319
    WindBarWidth:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1320
    bShowAmmoMenu:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1321
    bSelected:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1322
    bShowFinger:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1323
    Frames:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1324
    WorldDx:= -512;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1325
    WorldDy:= -256;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1326
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1327
    FPS:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1328
    CountTicks:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1329
    SoundTimerTicks:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1330
    prevPoint.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1331
    prevPoint.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1332
    missionTimer:= 0;
3240
smxx
parents: 3236
diff changeset
  1333
    missionTex:= nil;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1334
    cOffsetY:= 0;
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1335
    stereoDepth:= 0;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1336
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1337
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1338
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1339
begin
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1340
    stereoDepth:= stereoDepth; // avoid hint
4901
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1341
    FreeTexture(fpsTexture);
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1342
    FreeTexture(timeTexture);
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1343
    FreeTexture(missionTex);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1344
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1345
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1346
end.