hedgewars/uWorld.pas
author Xeli
Sat, 28 Jan 2012 19:04:42 +0100
changeset 6607 ae523c0e8e54
parent 6606 fb6163ff4ebf
child 6608 9305a12f66bf
permissions -rw-r--r--
fixed the weapon name position
Ignore whitespace changes - Everywhere: Within whitespace: At end of lines:
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     1
(*
1066
1f1b3686a2b0 Update copyright headers a bit
unc0rr
parents: 1045
diff changeset
     2
 * Hedgewars, a free turn based strategy game
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
     3
 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     4
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
     5
 * This program is free software; you can redistribute it and/or modify
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
     6
 * it under the terms of the GNU General Public License as published by
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
     7
 * the Free Software Foundation; version 2 of the License
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
     8
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
     9
 * This program is distributed in the hope that it will be useful,
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
    10
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
    11
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
    12
 * GNU General Public License for more details.
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    13
 *
183
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
    14
 * You should have received a copy of the GNU General Public License
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
    15
 * along with this program; if not, write to the Free Software
57c2ef19f719 Relicense to GPL
unc0rr
parents: 176
diff changeset
    16
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    17
 *)
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    18
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2619
diff changeset
    19
{$INCLUDE "options.inc"}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
    20
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
2630
079ef82eac75 revamped file access and debug display
koda
parents: 2619
diff changeset
    21
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    22
unit uWorld;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    23
interface
4357
a1fcfc341a52 Introduce unit uTypes in order to remove some cyclic unit dependencies
unC0Rr
parents: 4248
diff changeset
    24
uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
    25
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
    26
procedure initModule;
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
    27
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
    28
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
    29
procedure InitWorld;
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
    30
procedure ResetWorldTex;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
    31
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
    32
procedure DrawWorld(Lag: LongInt);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
    33
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
    34
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
    35
procedure HideMission;
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
    36
procedure ShakeCamera(amount: LongInt);
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
diff changeset
    37
procedure InitCameraBorders;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3629
diff changeset
    38
procedure MoveCamera;
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
    39
procedure onFocusStateChanged;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    40
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    41
implementation
4359
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    42
uses
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    43
    uStore,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    44
    uMisc,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    45
    uIO,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    46
    uLocale,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    47
    uSound,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    48
    uAmmos,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    49
    uVisualGears,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    50
    uChat,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    51
    uLandTexture,
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    52
    GLunit,
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
    53
    uVariables,
4375
ae5507ddb989 Introduce uTextures
unC0Rr
parents: 4374
diff changeset
    54
    uUtils,
4378
91655618a510 Introduce uRender
unC0Rr
parents: 4375
diff changeset
    55
    uTextures,
4380
b78638b36b89 Introduce uRenderUtils
unC0Rr
parents: 4378
diff changeset
    56
    uRender,
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
    57
    uCaptions,
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
    58
    uCursor,
6016
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
    59
    uCommands,
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
    60
    uMobile
4359
83ef50815535 Move variables from uMisc to uVariables
unC0Rr
parents: 4357
diff changeset
    61
    ;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    62
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
    63
var cWaveWidth, cWaveHeight: LongInt;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
    64
    AMSlotSize, AMxOffset, AMyOffset, AMShiftTarget, AMShift, SlotsNum: LongInt;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
    65
    tmpSurface: PSDL_Surface;
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
    66
    fpsTexture: PTexture;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
    67
    timeTexture: PTexture;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
    68
    FPS: Longword;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
    69
    CountTicks: Longword;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
    70
    SoundTimerTicks: Longword;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
    71
    prevPoint: TPoint;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
    72
    amSel: TAmmoType = amNothing;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
    73
    missionTex: PTexture;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
    74
    missionTimer: LongInt;
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
    75
    stereoDepth: GLfloat;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
    76
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
    77
const cStereo_Sky           = 0.0500;
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
    78
      cStereo_Horizon       = 0.0250;
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6296
diff changeset
    79
      cStereo_MidDistance   = 0.0175;
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
    80
      cStereo_Water_distant = 0.0125;
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
    81
      cStereo_Land          = 0.0075;
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
    82
      cStereo_Water_near    = 0.0025;
6289
95ffd59d0f4a Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
nemo
parents: 6276
diff changeset
    83
      cStereo_Outside       = -0.0400;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
    84
6492
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    85
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    86
// helper functions to create the goal/game mode string
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    87
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    88
var t: ansistring;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    89
begin
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    90
    if (GameFlags and gf) <> 0 then
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    91
        begin
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    92
        t:= inttostr(i);
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    93
        s:= s + format(trgoal[si], t) + '|'
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    94
        end;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    95
    AddGoal:= s;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    96
end;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    97
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    98
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
    99
begin
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
   100
    if (GameFlags and gf) <> 0 then
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
   101
        s:= s + trgoal[si] + '|';
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
   102
    AddGoal:= s;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
   103
end;
71db3c0daa0a No more nested functions in code
unc0rr
parents: 6453
diff changeset
   104
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   105
procedure InitWorld;
2704
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents: 2699
diff changeset
   106
var i, t: LongInt;
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents: 2699
diff changeset
   107
    cp: PClan;
2863
9eb53b1f1842 Engine:
smxx
parents: 2857
diff changeset
   108
    g: ansistring;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   109
begin
3764
eb91c02f2d84 Engine:
smaxx
parents: 3697
diff changeset
   110
missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
   111
2704
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents: 2699
diff changeset
   112
if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   113
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   114
    for i:= 0 to ClansCount * 4 do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   115
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   116
        t:= GetRandom(ClansCount);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   117
        if t <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   118
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   119
            cp:= ClansArray[0];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   120
            ClansArray[0]:= ClansArray[t];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   121
            ClansArray[t]:= cp;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   122
            ClansArray[t]^.ClanIndex:= t;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   123
            ClansArray[0]^.ClanIndex:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   124
            if (LocalClan = t) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   125
                LocalClan:= 0
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   126
            else if (LocalClan = 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   127
                LocalClan:= t
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   128
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   129
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   130
    CurrentTeam:= ClansArray[0]^.Teams[0];
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   131
    end;
2704
51cda17b7c3b Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents: 2699
diff changeset
   132
2908
bd1909984a09 Engine:
smxx
parents: 2905
diff changeset
   133
// if special game flags/settings are changed, add them to the game mode notice window and then show it
2863
9eb53b1f1842 Engine:
smxx
parents: 2857
diff changeset
   134
g:= ''; // no text/things to note yet
2908
bd1909984a09 Engine:
smxx
parents: 2905
diff changeset
   135
4883
7cddc9201a1d added dummy for tardis and ugly icons for tardis and structure
Henek
parents: 4850
diff changeset
   136
// add custom goals from lua script if there are any
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   137
if LuaGoals <> '' then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   138
    g:= LuaGoals + '|';
4883
7cddc9201a1d added dummy for tardis and ugly icons for tardis and structure
Henek
parents: 4850
diff changeset
   139
2958
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   140
// check different game flags (goals/game modes first for now)
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   141
g:= AddGoal(g, gfKing, gidKing); // king?
5022
d2a2f6c9b236 some final work and buggfix for Tag Team, it is now playable
Henek
parents: 4976
diff changeset
   142
g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
2958
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   143
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   144
// other important flags
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   145
g:= AddGoal(g, gfForts, gidForts); // forts?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   146
g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   147
g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   148
g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   149
g:= AddGoal(g, gfKarma, gidKarma); // karma?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   150
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   151
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   152
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   153
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
4132
ca33a3737064 Add some more game goals. Sorry translators.
nemo
parents: 4003
diff changeset
   154
g:= AddGoal(g, gfResetHealth, gidResetHealth);
ca33a3737064 Add some more game goals. Sorry translators.
nemo
parents: 4003
diff changeset
   155
g:= AddGoal(g, gfAISurvival, gidAISurvival);
ca33a3737064 Add some more game goals. Sorry translators.
nemo
parents: 4003
diff changeset
   156
g:= AddGoal(g, gfInfAttack, gidInfAttack);
ca33a3737064 Add some more game goals. Sorry translators.
nemo
parents: 4003
diff changeset
   157
g:= AddGoal(g, gfResetWeps, gidResetWeps);
ca33a3737064 Add some more game goals. Sorry translators.
nemo
parents: 4003
diff changeset
   158
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
2958
e6f7620da87e Engine:
smxx
parents: 2948
diff changeset
   159
2908
bd1909984a09 Engine:
smxx
parents: 2905
diff changeset
   160
// modified damage modificator?
bd1909984a09 Engine:
smxx
parents: 2905
diff changeset
   161
if cDamagePercent <> 100 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   162
    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
2908
bd1909984a09 Engine:
smxx
parents: 2905
diff changeset
   163
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
   164
// fade in
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
   165
ScreenFade:= sfFromBlack;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
   166
ScreenFadeValue:= sfMax;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
   167
ScreenFadeSpeed:= 1;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
   168
2908
bd1909984a09 Engine:
smxx
parents: 2905
diff changeset
   169
// modified mine timers?
4482
34393349f96e Restore millisecond precision for mines time
nemo
parents: 4393
diff changeset
   170
if cMinesTime <> 3000 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   171
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   172
    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents: 3976
diff changeset
   173
        g:= AddGoal(g, gfAny, gidNoMineTimer)
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   174
    else if cMinesTime < 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents: 3976
diff changeset
   175
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   176
    else
4482
34393349f96e Restore millisecond precision for mines time
nemo
parents: 4393
diff changeset
   177
        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   178
    end;
2908
bd1909984a09 Engine:
smxx
parents: 2905
diff changeset
   179
2863
9eb53b1f1842 Engine:
smxx
parents: 2857
diff changeset
   180
// if the string has been set, show it for (default timeframe) seconds
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   181
if g <> '' then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   182
    ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
2863
9eb53b1f1842 Engine:
smxx
parents: 2857
diff changeset
   183
1825
c929f9111141 Nemo's patch allowing different water sprites size
unc0rr
parents: 1812
diff changeset
   184
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
diff changeset
   185
//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
   186
cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   187
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
diff changeset
   188
InitCameraBorders();
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   189
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
parents: 2178
diff changeset
   190
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
diff changeset
   191
prevPoint.Y:= cScreenHeight div 2;
1760
55a1edd97911 Fix nemo's large land patch
unc0rr
parents: 1753
diff changeset
   192
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
diff changeset
   193
WorldDy:=  - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
6603
ef9ed71e3cf7 ios sanity restored: applied new paths for sdl projects, turned off fullscreen, added 3 lines of documentation, removal of sdl patch (every mod has been integrated mainstream)
koda
parents: 6601
diff changeset
   194
// AMSlotSize is the active dimension of the ammo icon
ef9ed71e3cf7 ios sanity restored: applied new paths for sdl projects, turned off fullscreen, added 3 lines of documentation, removal of sdl patch (every mod has been integrated mainstream)
koda
parents: 6601
diff changeset
   195
// AMWidth is the horizontal size of the whole ammomenu
ef9ed71e3cf7 ios sanity restored: applied new paths for sdl projects, turned off fullscreen, added 3 lines of documentation, removal of sdl patch (every mod has been integrated mainstream)
koda
parents: 6601
diff changeset
   196
// cMaxSlotIndex is the amount of weapons per row
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   197
AMSlotSize:= 33;
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
   198
{$IFDEF MOBILE}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   199
if isPhone() then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   200
    begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   201
    AMxOffset:= -30 + cScreenHeight div 2;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   202
    AMyOffset:= AMSlotSize;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   203
    end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   204
else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   205
    begin
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   206
    AMxOffset:= 0;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   207
    AMyOffset:= AMSlotSize * 2;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   208
    end;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   209
//aligns it to the bottom of the screen, minus the border
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   210
AMShiftTarget:= ((cMaxSlotAmmoIndex + 1) * AMSlotSize) + AMyOffset;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   211
AMShift:= AMShiftTarget;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   212
{$ELSE}
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   213
AMxOffset:= 10;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   214
AMyOffset:= 60;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   215
AMShiftTarget:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   216
AMShift:= AMShiftTarget;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   217
{$ENDIF}
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   218
SkyOffset:= 0;
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   219
HorizontOffset:= 0;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   220
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   221
5682
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
diff changeset
   222
procedure InitCameraBorders;
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
diff changeset
   223
begin
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
diff changeset
   224
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
diff changeset
   225
end;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   226
6394
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   227
// for uStore texture resetting
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   228
procedure ResetWorldTex;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   229
begin
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   230
    FreeTexture(fpsTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   231
    fpsTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   232
    FreeTexture(timeTexture);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   233
    timeTexture:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   234
    FreeTexture(missionTex);
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   235
    missionTex:= nil;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   236
end;
f0a9042e7387 yay, finally osx (and likely windows) fullscreen switch works like on linux! ALL textures had to be destroyed and recreated only after the new window got created. In other news, the new window must be cleaned with glClear to skip a first frame of garbage and AddProgress is only called the first time.
koda
parents: 6380
diff changeset
   237
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   238
procedure ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   239
const MENUSPEED = 15;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   240
const BORDERSIZE = 2;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   241
var x, y, i, t, g: LongInt;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   242
    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
diff changeset
   243
    Ammo: PHHAmmo;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   244
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   245
    if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   246
    or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   247
        bShowAmmoMenu:= false;
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
   248
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   249
    if bShowAmmoMenu then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   250
    // show ammo menu
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   251
        begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   252
        FollowGear:= nil;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   253
        if AMShift = AMShiftTarget then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   254
{$IFDEF MOBILE}
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   255
            prevPoint.Y:= 0;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   256
{$ELSE}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   257
            prevPoint.X:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   258
{$ENDIF}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   259
        if (cReducedQuality and rqSlowMenu) <> 0 then
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   260
            AMShift:= 0
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   261
        else
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   262
            if AMShift > MENUSPEED then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   263
                dec(AMShift, MENUSPEED)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   264
            else
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   265
                AMShift:= 0;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   266
        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   267
    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   268
    // hide ammo menu
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   269
        begin
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   270
        if AMShift = 0 then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   271
            begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   272
            CursorPoint.X:= cScreenWidth shr 1;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   273
            CursorPoint.Y:= cScreenHeight shr 1;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   274
            prevPoint:= CursorPoint;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   275
            end;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   276
        if (cReducedQuality and rqSlowMenu) <> 0 then
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   277
            AMShift:= AMShiftTarget+2
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   278
        else
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   279
            if AMShift < (AMShiftTarget - MENUSPEED) then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   280
                inc(AMShift, MENUSPEED)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   281
            else
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   282
                AMShift:= AMShiftTarget;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   283
        end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   284
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   285
    // give the assigned ammo to hedgehog
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   286
    Ammo:= nil;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   287
    if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   288
    and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   289
        Ammo:= CurrentHedgehog^.Ammo
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   290
    else if (LocalAmmo <> -1) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   291
        Ammo:= GetAmmoByNum(LocalAmmo);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   292
    Pos:= -1;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   293
    if Ammo = nil then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   294
        begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   295
        bShowAmmoMenu:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   296
        exit
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   297
        end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   298
    SlotsNum:= 0;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   299
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
   300
{$IFDEF MOBILE}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   301
    Slot:= cMaxSlotIndex;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   302
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   303
    for i:= 0 to cMaxSlotIndex do
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   304
        if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   305
            inc(SlotsNum);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   306
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   307
    x:= AMxOffset - ((SlotsNum * AMSlotSize) shr 1);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   308
    y:= cScreenHeight - AMShiftTarget + AMShift;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   309
    dec(x, BORDERSIZE);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   310
    DrawSprite(sprAMCorners, x, y - BORDERSIZE, 0);//top left corner
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   311
    for i:= 0 to cMaxSlotAmmoIndex do
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   312
        DrawSprite(sprAMBorderVertical, x, y + i * AMSlotSize, 0);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   313
    DrawSprite(sprAMCorners, x, y + ((cMaxSlotAmmoIndex+1) * AMSlotSize) , 2);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   314
    inc(x, BORDERSIZE);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   315
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   316
    for i:= 0 to cMaxSlotIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   317
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   318
            begin
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   319
            if (CursorPoint.X >= x) and (CursorPoint.X <= x + AMSlotSize) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   320
                Slot:= i;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   321
            DrawSprite(sprAMBorderHorizontal, x, y - BORDERSIZE, 0);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   322
            g:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   323
            for t:=0 to cMaxSlotAmmoIndex do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   324
                begin
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   325
                DrawSprite(sprAMSlot, x, y + t * AMSlotSize, 1);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   326
                if (Ammo^[i, t].Count > 0) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   327
                    begin
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   328
                    if (Ammo^[i, t].AmmoType <> amNothing) then
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   329
                        begin
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   330
                        STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   331
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   332
                        if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   333
                            begin
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   334
                            DrawSprite(sprAMAmmosBW, x, y + (g * AMSlotSize) + 1, LongInt(Ammo^[i, t].AmmoType)-1);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   335
                            if STurns < 100 then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   336
                                DrawSprite(sprTurnsLeft, x + AMSlotSize-16, y + (g + 1) * AMSlotSize-16, STurns);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   337
                            end
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   338
                        else //draw colored version
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   339
                            DrawSprite(sprAMAmmos, x, y + (g * AMSlotSize) + 1, LongInt(Ammo^[i, t].AmmoType)-1);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   340
                        if (Slot = i) and (CursorPoint.Y <= (cScreenHeight - y) - (g * AMSlotSize)) and
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   341
                           (CursorPoint.Y >= (cScreenHeight - y) - ((g+1) * AMSlotSize)) then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   342
                            begin
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   343
                            if (STurns < 0) then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   344
                                DrawSprite(sprAMSlot, x, y + (g * AMSlotSize), 0);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   345
                            Pos:= t;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   346
                            end;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   347
                        inc(g);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   348
                        end;
3434
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
                end;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   351
            DrawSprite(sprAMBorderHorizontal, x, y + ((cMaxSlotAmmoIndex+1) * AMSlotSize), 1);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   352
            inc(x, AMSlotSize);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   353
            end;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   354
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   355
    DrawSprite(sprAMCorners, x, y + ((cMaxSlotAmmoIndex+1) * AMSlotSize), 3); //bottom right corner
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   356
    DrawSprite(sprAMCorners, x - BORDERSIZE, y + (AMSlotSize * cMaxSlotAmmoIndex), 1);//top right  corner
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   357
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   358
    for i:= 0 to cMaxSlotAmmoIndex do
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   359
        DrawSprite(sprAMBorderVertical, x,y + i * AMSlotSize, 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   360
{$ELSE}
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   361
    Slot:= 0;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   362
    x:= (cScreenWidth shr 1) - AMShiftTarget + AMShift;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   363
    y:= cScreenHeight - AMyOffset;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   364
    DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   365
    for i:= 0 to cMaxSlotAmmoIndex + 1 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   366
        DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   367
    DrawSprite(sprAMCorners, x + AMShiftTarget - AMxOffset, y, 3);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   368
    dec(y, AMSlotSize);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   369
    DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   370
    for i:= 0 to cMaxSlotAmmoIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   371
        DrawSprite(sprAMSlot, x + i * AMSlotSize, y, 2);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   372
    DrawSprite(sprAMSlot, x + (cMaxSlotAmmoIndex + 1) * AMSlotSize, y, 1);
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   373
    DrawSprite(sprAMBorderVertical, x + AMShiftTarget - AMxOffset, y, 1);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   374
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   375
    for i:= cMaxSlotIndex downto 0 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   376
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   377
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   378
            if (cScreenHeight - CursorPoint.Y >= y - AMSlotSize) and (cScreenHeight - CursorPoint.Y <= y) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   379
                Slot:= i;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   380
            dec(y, AMSlotSize);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   381
            inc(SlotsNum);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   382
            DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   383
            DrawSprite(sprAMSlot, x, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   384
            DrawSprite(sprAMSlotKeys, x, y + 1, i);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   385
            t:= 0;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   386
            g:= 1;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   387
            while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   388
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   389
                DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   390
                if (Ammo^[i, t].AmmoType <> amNothing) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   391
                    begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   392
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   393
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   394
                    if STurns >= 0 then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   395
                        begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   396
                        DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   397
                        if STurns < 100 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   398
                            DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   399
                        end else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   400
                        DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   401
                    if (Slot = i) and (CursorPoint.X >= x + g * AMSlotSize) and
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   402
                       (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   403
                        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   404
                        if (STurns < 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   405
                            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   406
                        Pos:= t;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   407
                        end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   408
                    inc(g)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   409
                    end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   410
                    inc(t)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   411
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   412
            for g:= g to cMaxSlotAmmoIndex + 1 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   413
                DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   414
            DrawSprite(sprAMBorderVertical, x + AMShiftTarget - AMxOffset, y, 1);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   415
            end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   416
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   417
    dec(y, BORDERSIZE);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   418
    DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   419
    for i:= 0 to cMaxSlotAmmoIndex + 1 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   420
        DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   421
    DrawSprite(sprAMCorners, x + AMShiftTarget - 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
   422
{$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
   423
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   424
    if (Pos >= 0) then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   425
        begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   426
        if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   427
            begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   428
            if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   429
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   430
                amSel:= Ammo^[Slot, Pos].AmmoType;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   431
                RenderWeaponTooltip(amSel)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   432
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   433
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
   434
{$IFDEF MOBILE}
6607
ae523c0e8e54 fixed the weapon name position
Xeli
parents: 6606
diff changeset
   435
            DrawTexture(AMxOffset - ((SlotsNum * AMSlotSize) shr 1) + (AMSlotSize shr 1), cScreenHeight - AMShiftTarget + AMShift - (AMSlotSize shr 1), Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   436
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6607
ae523c0e8e54 fixed the weapon name position
Xeli
parents: 6606
diff changeset
   437
                DrawTexture(AMxOffset - ((SlotsNum * AMSlotSize) shr 1) + Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.w + 25, cScreenHeight - AMShiftTarget + AMShift - (AMSlotSize shr 1), 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
   438
{$ELSE}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   439
            DrawTexture(cScreenWidth div 2 - (AMShiftTarget - 10) + AMShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   440
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   441
                DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   442
{$ENDIF}
1529
3bc916b419cd Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents: 1439
diff changeset
   443
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   444
            if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   445
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   446
                bShowAmmoMenu:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   447
                SetWeapon(Ammo^[Slot, Pos].AmmoType);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   448
                bSelected:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   449
                FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   450
                exit
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   451
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   452
            end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   453
        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   454
    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   455
        FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   456
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   457
    if (WeaponTooltipTex <> nil) and (AMShift = 0) then
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
   458
{$IFDEF MOBILE}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   459
        ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, cScreenHeight - (AMShiftTarget + AMSlotSize + WeaponTooltipTex^.h));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   460
{$ELSE}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   461
        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
   462
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   463
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   464
    bSelected:= false;
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
   465
    if AMShift = 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   466
        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
   467
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   468
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   469
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   470
var VertexBuffer: array [0..3] of TVertex2f;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   471
    r: TSDL_Rect;
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   472
    lw, lh: GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   473
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   474
if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   475
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   476
    SDWaterColorArray[0].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   477
    SDWaterColorArray[1].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   478
    SDWaterColorArray[2].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   479
    SDWaterColorArray[3].a := Alpha
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   480
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   481
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   482
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   483
    WaterColorArray[0].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   484
    WaterColorArray[1].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   485
    WaterColorArray[2].a := Alpha;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   486
    WaterColorArray[3].a := Alpha
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   487
    end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   488
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   489
lw:= cScreenWidth / cScaleFactor;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   490
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   491
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   492
    // Water
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   493
r.y:= OffsetY + WorldDy + cWaterLine;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   494
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
   495
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   496
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   497
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   498
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   499
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   500
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   501
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   502
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   503
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   504
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   505
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   506
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   507
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   508
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   509
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   510
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   511
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   512
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   513
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   514
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   515
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   516
        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
   517
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   518
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   519
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   520
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   521
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   522
        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
   523
        glEnable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   524
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   525
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   526
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   527
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
   528
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   529
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   530
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   531
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   532
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   533
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   534
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   535
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   536
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   537
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   538
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   539
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   540
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   541
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   542
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   543
    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
   544
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   545
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   546
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   547
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   548
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   549
    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
   550
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   551
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   552
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   553
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   554
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   555
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
   556
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   557
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   558
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   559
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   560
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   561
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   562
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
   563
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   564
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   565
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   566
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   567
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
   568
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   569
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
   570
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   571
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   572
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
   573
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   574
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   575
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   576
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   577
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   578
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   579
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   580
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   581
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   582
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   583
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   584
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   585
        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
   586
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   587
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   588
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   589
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   590
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
   591
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   592
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   593
sw:= round(cScreenWidth / cScaleFactor);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   594
if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   595
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   596
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   597
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   598
    i:= Shift mod w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   599
    if i > 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   600
        dec(i, w);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   601
    dec(i, w * (sw div w + 1));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   602
    repeat
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   603
    DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   604
    inc(i, w)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   605
    until i > sw
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   606
    end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   607
else if SpritesData[spr].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   608
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   609
    w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   610
    h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   611
    lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   612
    lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   613
    if SpritesData[sprR].Texture <> nil then
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   614
        begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   615
        rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   616
        rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   617
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   618
    dec(Shift, w div 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   619
    DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   620
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   621
    i:= Shift - lw;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   622
    while i >= -sw - lw do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   623
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   624
        DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   625
        dec(i, lw);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   626
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   627
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   628
    i:= Shift + w;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   629
    if SpritesData[sprR].Texture <> nil then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   630
        while i <= sw do
6135
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   631
            begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   632
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   633
            inc(i, rw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   634
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   635
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   636
        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
   637
            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
   638
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   639
            inc(i, lw)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   640
            end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   641
    end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   642
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   643
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   644
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   645
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   646
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   647
if not isPaused then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   648
    begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   649
        if ZoomValue < zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   650
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   651
            zoom:= zoom - 0.002 * Lag;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   652
            if ZoomValue > zoom then
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   653
                zoom:= ZoomValue
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   654
        end
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   655
        else
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   656
            if ZoomValue > zoom then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   657
            begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   658
            zoom:= zoom + 0.002 * Lag;
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   659
            if ZoomValue < zoom then
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   660
                zoom:= ZoomValue
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   661
            end
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   662
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   663
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   664
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   665
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   666
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   667
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   668
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   669
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   670
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
   671
    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
   672
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   673
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   674
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   675
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   676
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   677
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   678
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   679
{$IFNDEF S3D_DISABLED}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   680
    else if (cStereoMode = smAFR) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   681
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   682
        AFRToggle:= not AFRToggle;
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   683
        glClear(GL_COLOR_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   684
        if AFRToggle then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   685
            DrawWorldStereo(Lag, rmLeftEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   686
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   687
            DrawWorldStereo(Lag, rmRightEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   688
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   689
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   690
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   691
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   692
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   693
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   694
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   695
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   696
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   697
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   698
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   699
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   700
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   701
        // detatch drawing from fbs
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   702
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   703
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   704
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   705
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   706
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   707
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   708
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   709
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   710
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   711
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   712
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   713
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   714
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   715
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   716
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   717
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   718
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   719
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   720
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   721
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   722
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   723
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   724
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   725
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   726
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   727
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   728
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   729
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   730
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   731
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   732
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   733
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   734
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   735
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   736
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   737
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   738
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   739
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   740
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   741
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   742
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   743
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   744
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   745
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   746
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   747
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   748
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   749
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   750
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   751
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   752
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   753
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   754
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   755
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   756
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   757
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   758
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   759
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   760
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   761
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   762
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   763
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   764
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   765
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   766
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   767
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   768
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   769
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   770
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   771
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   772
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   773
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   774
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   775
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   776
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   777
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   778
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   779
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   780
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   781
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   782
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   783
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   784
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   785
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   786
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   787
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   788
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   789
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   790
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   791
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   792
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   793
    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
   794
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   795
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   796
    d:= d / 5;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   797
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   798
        exit
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   799
    else if rm = rmLeftEye then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   800
        d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   801
    stereoDepth:= stereoDepth + d;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   802
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   803
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   804
    glMatrixMode(GL_MODELVIEW);
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   805
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   806
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   807
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   808
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   809
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   810
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   811
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   812
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   813
{$ELSE}
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   814
    if rm = rmDefault then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   815
        exit;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   816
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   817
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   818
    glMatrixMode(GL_MODELVIEW);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   819
    stereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   820
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   821
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   822
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   823
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   824
var i, t: LongInt;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   825
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   826
    tdx, tdy: Double;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   827
    s: string[15];
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   828
    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
   829
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   830
    VertexBuffer: array [0..3] of TVertex2f;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   831
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   832
if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
   833
    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
   834
        // 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
   835
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
   836
        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
   837
        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
   838
        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
   839
        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
   840
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   841
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
   842
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   843
        ChangeDepth(RM, cStereo_Sky);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   844
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   845
            Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   846
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   847
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   848
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   849
        if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   850
            Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   851
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   852
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   853
DrawVisualGears(0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   854
ChangeDepth(RM, -cStereo_MidDistance);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   855
DrawVisualGears(4);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   856
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   857
if (cReducedQuality and rq2DWater) = 0 then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   858
    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
   859
        // 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
   860
        DrawWater(255, SkyOffset); 
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   861
        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
   862
        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
   863
        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
   864
        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
   865
        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
   866
        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
   867
        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
   868
        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
   869
    end
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   870
else
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   871
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   872
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   873
    changeDepth(RM, cStereo_Land);
6302
db8bdbb34e03 Spread flakes out over 5 layers now (far back, mid distance, just behind land, just in front of lands and hog, near distance). Spread clouds out over 3 layers (far back, mid distance, just behind land). Add a flatten clouds option, use
nemo
parents: 6296
diff changeset
   874
    DrawVisualGears(5);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   875
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
   876
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   877
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   878
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   879
// Attack bar
5862
b4229b0abc70 better?
nemo
parents: 5856
diff changeset
   880
    if CurrentTeam <> nil then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   881
        case AttackBar of
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   882
(*        1: begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   883
        r:= StuffPoz[sPowerBar];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   884
        {$WARNINGS OFF}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   885
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   886
        {$WARNINGS ON}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   887
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   888
        end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   889
        2: with CurrentHedgehog^ do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   890
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   891
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   892
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   893
                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
   894
                    DrawSprite(sprPower,
4159
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   895
                            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
   896
                            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
   897
                            i)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   898
                end
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   899
        end;
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   900
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   901
DrawVisualGears(1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   902
DrawGears;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   903
DrawVisualGears(6);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   904
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   905
if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   906
    DrawWater(cSDWaterOpacity, 0)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   907
else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   908
    DrawWater(cWaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   909
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   910
    // Waves
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   911
ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   912
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
   913
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   914
if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   915
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   916
    //DrawWater(cWaterOpacity, - offsetY div 40);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   917
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   918
    DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   919
    if SuddenDeathDmg then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   920
        DrawWater(cSDWaterOpacity, - offsetY div 20)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   921
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   922
        DrawWater(cWaterOpacity, - offsetY div 20);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   923
    ChangeDepth(RM, cStereo_Water_near);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   924
    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
   925
        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
   926
            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
   927
        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
   928
            DrawWater(cWaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   929
        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
   930
        DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   931
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   932
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   933
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   934
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   935
// 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
   936
// 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
   937
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   938
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   939
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   940
// 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
   941
// 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
   942
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   943
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   944
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   945
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   946
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   947
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   948
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   949
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   950
        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
   951
        if CurAmmoType = amBee then
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   952
            DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   953
        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
   954
            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
   955
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   956
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   957
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   958
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   959
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   960
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   961
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   962
// Turn time
5326
e73f1c043c85 Changed UI elements
Xeli
parents: 5191
diff changeset
   963
{$IFDEF MOBILE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   964
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   965
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   966
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   967
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   968
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
   969
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   970
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   971
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   972
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   973
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   974
        i:= Succ(Pred(TurnTimeLeft) div 1000);
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   975
   
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   976
    if i>99 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   977
        t:= 112
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   978
    else if i>9 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   979
        t:= 96
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   980
    else
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   981
        t:= 80;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   982
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   983
    while i > 0 do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   984
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   985
        dec(t, 32);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   986
        DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   987
        i:= i div 10
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   988
        end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   989
    DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
   990
    end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   991
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   992
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
   993
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   994
5941
db4751cb4f53 make the fire button appear only on android for now, I'll make it depend on a variable later on
Xeli
parents: 5936
diff changeset
   995
{$IFDEF ANDROID}
5828
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
   996
// Draw buttons Related to the Touch interface
667fb58d7f18 Changed firebutton, parameters in uTouch might need to be tweaked some more
Xeli
parents: 5824
diff changeset
   997
DrawTexture(Round(-cScreenWidth*0.5 + cScreenHeight*0.02),Round((cScreenHeight*0.98)-(spritesData[sprFireButton].Height*0.4) ),spritesData[sprFireButton].Texture, 0.4);
5941
db4751cb4f53 make the fire button appear only on android for now, I'll make it depend on a variable later on
Xeli
parents: 5936
diff changeset
   998
{$ENDIF}
6601
5965e2927b3d fixed the ammo menu on android, on tablets all weapons are 'choosable' and on phones I've moved the ammomenu up a bit
Xeli
parents: 6580
diff changeset
   999
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1000
// Teams Healths
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1001
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1002
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1003
    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
  1004
    smallScreenOffset:= cScreenHeight div 6;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1005
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1006
        Tint($FF,$FF,$FF,$80);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1007
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1008
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
  1009
for t:= 0 to Pred(TeamsCount) do
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1010
    with TeamsArray[t]^ do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1011
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1012
        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
  1013
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1014
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1015
            Tint(Clan^.Color shl 8 or $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
  1016
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
  1017
         // draw name
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1018
        DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1019
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1020
        // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1021
        DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1022
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1023
        // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1024
        r.x:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1025
        r.y:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1026
        r.w:= 2 + TeamHealthBarWidth;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1027
        r.h:= HealthTex^.h;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1028
        DrawFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1029
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1030
        // draw health bars right border
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1031
        inc(r.x, cTeamHealthWidth + 2);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1032
        r.w:= 3;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1033
        DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1034
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1035
        // draw ai kill counter for gfAISurvival
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1036
        if (GameFlags and gfAISurvival) <> 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1037
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1038
            DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1039
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1040
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1041
        // if highlighted, draw flag and other contents again to keep their colors
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1042
        // this approach should be faster than drawing all borders one by one tinted or not
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1043
        if highlight then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1044
            begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1045
            if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1046
                Tint($FF,$FF,$FF,$80)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1047
            else Tint($FF, $FF, $FF, $FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1048
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1049
            // draw name
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1050
            r.x:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1051
            r.y:= 2;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1052
            r.w:= NameTagTex^.w - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1053
            r.h:= NameTagTex^.h - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1054
            DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1055
            // draw flag
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1056
            r.w:= 22;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1057
            r.h:= 15;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1058
            DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1059
            // draw health bar
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1060
            r.w:= TeamHealthBarWidth + 1;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1061
            r.h:= HealthTex^.h - 4;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1062
            DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1063
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1064
        end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1065
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
  1066
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
  1067
    SetScale(cDefaultZoomLevel);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1068
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1069
        Tint($FF,$FF,$FF,$FF);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1070
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1071
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1072
// Lag alert
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1073
if isInLag then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1074
    DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1075
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1076
// Wind bar
5326
e73f1c043c85 Changed UI elements
Xeli
parents: 5191
diff changeset
  1077
{$IFDEF MOBILE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1078
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1079
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1080
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1081
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1082
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1083
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1084
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1085
    if WindBarWidth > 0 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1086
        begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1087
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1088
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1089
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1090
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1091
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1092
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1093
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1094
        end
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1095
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1096
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1097
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1098
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1099
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1100
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1101
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1102
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1103
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1104
            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
  1105
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1106
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1107
// AmmoMenu
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1108
if (AMShift < AMShiftTarget) or bShowAmmoMenu then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1109
    ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1110
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1111
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1112
if isCursorVisible and bShowAmmoMenu then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1113
    DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1114
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1115
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1116
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1117
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1118
// various captions
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1119
if fastUntilLag then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1120
    DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1121
if isPaused then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1122
    DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1123
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
  1124
    begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1125
    if (ReadyTimeLeft = 0) and (missionTimer > 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1126
        dec(missionTimer, Lag);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1127
    if missionTimer < 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1128
        missionTimer:= 0; // avoid subtracting below 0
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1129
    if missionTex <> nil then
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1130
        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
  1131
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1132
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1133
// fps
5326
e73f1c043c85 Changed UI elements
Xeli
parents: 5191
diff changeset
  1134
{$IFDEF MOBILE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1135
offsetX:= 8;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1136
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1137
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1138
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1139
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1140
if (RM = rmDefault) or (RM = rmRightEye) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1141
    begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1142
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1143
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1144
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1145
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1146
    if (GameType = gmtDemo) and (CountTicks >= 1000) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1147
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1148
        i:=GameTicks div 1000;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1149
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1150
        s:= inttostr(t);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1151
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1152
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1153
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1154
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1155
        s:= inttostr(t) + ':' + s;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1156
        if t < 10 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1157
            s:= '0' + s;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1158
        s:= inttostr(i div 60) + ':' + s;
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1159
   
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
  1160
    
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1161
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1162
        tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1163
        FreeTexture(timeTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1164
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1165
        SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1166
        end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1167
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1168
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1169
        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
  1170
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1171
    if cShowFPS then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1172
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1173
        if CountTicks >= 1000 then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1174
            begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1175
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1176
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1177
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1178
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1179
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1180
            tmpSurface:= doSurfaceConversion(tmpSurface);
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1181
            FreeTexture(fpsTexture);
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1182
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1183
            SDL_FreeSurface(tmpSurface)
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1184
            end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1185
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1186
            DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1187
        end;
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1188
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1189
    if CountTicks >= 1000 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1190
        CountTicks:= 0;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1191
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1192
    // lag warning (?)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1193
    inc(SoundTimerTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1194
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1195
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1196
if SoundTimerTicks >= 50 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1197
   begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1198
   SoundTimerTicks:= 0;
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1199
   if cVolumeDelta <> 0 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1200
      begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1201
      str(ChangeVolume(cVolumeDelta), s);
2619
bc2786a00fb8 fix wrong ttf blending in ppc
koda
parents: 2609
diff changeset
  1202
      AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1203
      end
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1204
   end;
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1205
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1206
if GameState = gsConfirm then
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1207
    DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1208
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1209
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1210
    begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1211
    if not isFirstFrame then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1212
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1213
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1214
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1215
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1216
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1217
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1218
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1219
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1220
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1221
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1222
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1223
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1224
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1225
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1226
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1227
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1228
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1229
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1230
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1231
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1232
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1233
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1234
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1235
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1236
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1237
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1238
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1239
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1240
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1241
        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
  1242
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1243
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1244
        Tint($FF, $FF, $FF, $FF);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1245
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1246
            ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1247
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1248
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1249
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1250
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1251
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1252
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1253
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1254
    begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1255
    if not bShowAmmoMenu then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1256
        begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1257
        with CurrentHedgehog^ do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1258
            if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1259
                begin
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1260
            if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1261
                DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1262
            i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1263
            with Ammoz[CurAmmoType] do
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1264
                if PosCount > 1 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1265
                    DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1266
                end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1267
        DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1268
        end
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1269
    end;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1270
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1271
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1272
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1273
procedure MoveCamera;
5851
e6151aca2d7c Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents: 5848
diff changeset
  1274
var EdgesDist, wdy, shs,z: LongInt;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3629
diff changeset
  1275
    PrevSentPointTime: LongWord = 0;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1276
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  1277
{$IFNDEF MOBILE}
6453
11c578d30bd3 Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents: 6415
diff changeset
  1278
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu))) and cHasFocus and (GameState <> gsConfirm) then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1279
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1280
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1281
z:= round(200/zoom);
6453
11c578d30bd3 Countless imporvements to the parser and countless help to the parser in sources.
unc0rr
parents: 6415
diff changeset
  1282
if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) then
5851
e6151aca2d7c Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents: 5848
diff changeset
  1283
    if (not autoCameraOn) or ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1284
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1285
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1286
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1287
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1288
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1289
    else
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1290
        begin
5852
nemo
parents: 5851
diff changeset
  1291
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
6098
959219241c67 tweak Y movement
nemo
parents: 6016
diff changeset
  1292
        if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10)  then
6016
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1293
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1294
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1295
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8;
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1296
        end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1297
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1298
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1299
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1300
    WorldDy:= wdy;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1301
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1302
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1303
    exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1304
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1305
if AMShift < AMShiftTarget then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1306
begin
5502
0d1a1aeed00a changed iphone specific ifdefs to mobile
Xeli
parents: 5495
diff changeset
  1307
{$IFDEF MOBILE}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1308
    if CursorPoint.X < AMxOffset - ((SlotsNum * AMSlotSize) shr 1) then//check left 
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1309
        CursorPoint.X:= AMxOffset - ((SlotsNum* AMSlotSize) shr 1);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1310
    if CursorPoint.X > (AMxOffset + (SlotsNum * AMSlotSize) shr 1) then//check right
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1311
        CursorPoint.X:= (AMxOffset + (SlotsNum * AMSlotSize) shr 1);
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1312
    if CursorPoint.Y > (AMShiftTarget + AMShift) then//check top
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1313
        CursorPoint.Y:= AMShiftTarget + AMShift;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1314
    if CursorPoint.Y < (AMShiftTarget + AMShift) - ((cMaxSlotAmmoIndex+1) * AMSlotSize) then//check bottom
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1315
        CursorPoint.Y:= (AMShiftTarget + AMShift) - ((cMaxSlotAmmoIndex+1) * AMSlotSize);
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1316
{$ELSE}
6606
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1317
    if CursorPoint.X < cScreenWidth div 2 + AMShift - AMShiftTarget + AMSlotSize then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1318
        CursorPoint.X:= cScreenWidth div 2 + AMShift - AMShiftTarget + AMSlotSize;
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1319
    if CursorPoint.X > cScreenWidth div 2 + AMShift - AMxOffset then
fb6163ff4ebf changed the ammomenu to be landscape for MOBILE, also tweaked the positions a bit, needs testing on iOS
Xeli
parents: 6603
diff changeset
  1320
        CursorPoint.X:= cScreenWidth div 2 + AMShift - AMxOffset;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1321
    if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1322
        CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1323
    if CursorPoint.Y < AMyOffset + AMSlotSize then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1324
        CursorPoint.Y:= AMyOffset + AMSlotSize;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1325
{$ENDIF}
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1326
    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
  1327
    //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
  1328
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1329
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1330
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1331
if isCursorVisible then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1332
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1333
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1334
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1335
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1336
        PrevSentPointTime:= GameTicks
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1337
        end;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1338
    EdgesDist:= cCursorEdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1339
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1340
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1341
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1342
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1343
// 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
  1344
if isCursorVisible or (FollowGear <> nil) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1345
    begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1346
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1347
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1348
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1349
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1350
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1351
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1352
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1353
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1354
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1355
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1356
            end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1357
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1358
    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
  1359
    if CursorPoint.Y < shs then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1360
        begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1361
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1362
        CursorPoint.Y:= shs;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1363
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1364
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1365
        if (CursorPoint.Y > cScreenHeight - EdgesDist) then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1366
            begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1367
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1368
           CursorPoint.Y:= cScreenHeight - EdgesDist
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1369
            end;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1370
    end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1371
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1372
    if cHasFocus then
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1373
        begin
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1374
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1375
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1376
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1377
        CursorPoint.Y:= cScreenHeight div 2;
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1378
        end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1379
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1380
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1381
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
  1382
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1383
if WorldDy > LAND_HEIGHT + 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1384
    WorldDy:= LAND_HEIGHT + 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1385
if WorldDy < wdy then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1386
    WorldDy:= wdy;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1387
if WorldDx < - LAND_WIDTH - 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1388
    WorldDx:= - LAND_WIDTH - 1024;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1389
if WorldDx > 1024 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1390
    WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1391
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1392
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
  1393
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1394
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1395
begin
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1396
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1397
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1398
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1399
if time = 0 then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1400
    time:= 5000;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1401
missionTimer:= time;
6380
1ff5ad1d771b Remove a bunch of unnecessary nil checks. FreeTexture does its own nil check.
nemo
parents: 6302
diff changeset
  1402
FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1403
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1404
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1405
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1406
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1407
    r.y:= icon * 32;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1408
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1409
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1410
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1411
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1412
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1413
    r.y:= ((-icon - 1) mod 16) * 32;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1414
    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
  1415
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1416
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1417
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1418
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1419
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1420
    missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1421
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1422
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1423
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1424
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1425
if isCursorVisible then
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1426
    exit;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1427
amount:= Max(1, round(amount*zoom/2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1428
WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1429
WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1430
//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1431
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1432
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1433
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1434
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1435
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1436
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1437
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  1438
    ParseCommand('quit', true);
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1439
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1440
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1441
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1442
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1443
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1444
fpsTexture:= nil;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1445
FollowGear:= nil;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1446
WindBarWidth:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1447
bShowAmmoMenu:= false;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1448
bSelected:= false;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1449
bShowFinger:= false;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1450
Frames:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1451
WorldDx:= -512;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1452
WorldDy:= -256;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1453
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1454
FPS:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1455
CountTicks:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1456
SoundTimerTicks:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1457
prevPoint.X:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1458
prevPoint.Y:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1459
missionTimer:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1460
missionTex:= nil;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1461
cOffsetY:= 0;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1462
stereoDepth:= 0;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1463
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1464
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1465
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1466
begin
6580
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1467
stereoDepth:= stereoDepth; // avoid hint
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1468
FreeTexture(fpsTexture);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1469
fpsTexture:= nil;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1470
FreeTexture(timeTexture);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1471
timeTexture:= nil;
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1472
FreeTexture(missionTex);
6155187bf599 A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents: 6492
diff changeset
  1473
missionTex:= nil
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1474
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1475
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1476
end.