author | koda |
Wed, 02 May 2012 14:41:21 +0100 | |
changeset 6998 | f2524a80eea2 |
parent 6997 | 2356bf174df8 |
child 7027 | f264ad9d8965 |
permissions | -rw-r--r-- |
2690 | 1 |
(* |
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* Hedgewars, a free turn based strategy game |
6700 | 3 |
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com> |
3973 | 4 |
* |
5 |
* This program is free software; you can redistribute it and/or modify |
|
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
2690 | 8 |
* |
3973 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
2690 | 13 |
* |
3973 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
2690 | 17 |
*) |
18 |
||
19 |
{$INCLUDE "options.inc"} |
|
20 |
||
21 |
unit PascalExports; |
|
5125 | 22 |
(* |
23 |
* If the engine is compiled as library this unit will export functions |
|
24 |
* as C declarations for convenient library usage in your application and |
|
25 |
* language of choice. |
|
26 |
* |
|
27 |
* See also: C declarations on wikipedia |
|
28 |
* http://en.wikipedia.org/wiki/X86_calling_conventions#cdecl |
|
29 |
*) |
|
2690 | 30 |
interface |
6954
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changed uKeys to uInputHandler to better reflect its function
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31 |
uses uTypes, uConsts, uVariables, GLunit, uInputHandler, uSound, uAmmos, uUtils, uCommands; |
2690 | 32 |
|
2924 | 33 |
{$INCLUDE "config.inc"} |
5166
d1eb1560b4d5
and now for something completely different, overlay refactoring!
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34 |
procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export; |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
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35 |
|
5452
3edc3e3b8cdc
Created callbacks to give the frontend information of maxteams/hogs
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36 |
function HW_getNumberOfWeapons:LongInt; cdecl; export; |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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37 |
|
5452
3edc3e3b8cdc
Created callbacks to give the frontend information of maxteams/hogs
Xeli
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38 |
function HW_getMaxNumberOfTeams:LongInt; cdecl; export; |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
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39 |
|
5452
3edc3e3b8cdc
Created callbacks to give the frontend information of maxteams/hogs
Xeli
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40 |
function HW_getMaxNumberOfHogs:LongInt; cdecl; export; |
6580
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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41 |
|
6035
bdd0528ee8a6
Close a game without leaking memory. It should be noted that sending an SDL Quit event leaks memory
Xeli
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6023
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42 |
procedure HW_terminate(closeFrontend: Boolean); cdecl; export; |
2691 | 43 |
|
2690 | 44 |
implementation |
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allow to compile engine as library with HWLIBRARY symbol
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45 |
{$IFDEF HWLIBRARY} |
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
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46 |
var cZoomVal: GLfloat; |
3635
38d3e31556d3
improvements to touch interface (tap to select weap, don't move camera for spourious taps, ask for confirmation when using click-weapons)
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47 |
|
3063 | 48 |
// retrieve protocol information |
4603 | 49 |
procedure HW_versionInfo(netProto: PLongInt; versionStr: PPChar); cdecl; export; |
2691 | 50 |
begin |
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51 |
netProto^:= cNetProtoVersion; |
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write some version information inside the application
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52 |
versionStr^:= cVersionString; |
2691 | 53 |
end; |
54 |
||
3737
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reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
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55 |
procedure HW_zoomSet(value: GLfloat); cdecl; export; |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
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56 |
begin |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
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changeset
|
57 |
cZoomVal:= value; |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
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|
58 |
ZoomValue:= value; |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
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|
59 |
end; |
2ba6ac8a114b
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koda
parents:
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60 |
|
2690 | 61 |
procedure HW_zoomReset; cdecl; export; |
62 |
begin |
|
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
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|
63 |
ZoomValue:= cZoomVal; |
3672
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shrink confirmation button, double tap resets zoom and centers hog
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|
64 |
// center the camera at current hog |
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shrink confirmation button, double tap resets zoom and centers hog
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|
65 |
if CurrentHedgehog <> nil then |
f225b94a4411
shrink confirmation button, double tap resets zoom and centers hog
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|
66 |
followGear:= CurrentHedgehog^.Gear; |
2690 | 67 |
end; |
68 |
||
3680 | 69 |
function HW_zoomFactor: GLfloat; cdecl; export; |
70 |
begin |
|
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71 |
HW_zoomFactor:= ZoomValue / cDefaultZoomLevel; |
3680 | 72 |
end; |
73 |
||
74 |
function HW_zoomLevel: LongInt; cdecl; export; |
|
75 |
begin |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
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parents:
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|
76 |
HW_zoomLevel:= trunc((ZoomValue - cDefaultZoomLevel) / cZoomDelta); |
3680 | 77 |
end; |
78 |
||
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screenshot binding for library (on ios it just plays the sound)
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79 |
procedure HW_screenshot; cdecl; export; |
6d512ba87f72
screenshot binding for library (on ios it just plays the sound)
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80 |
begin |
6d512ba87f72
screenshot binding for library (on ios it just plays the sound)
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|
81 |
flagMakeCapture:= true; |
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screenshot binding for library (on ios it just plays the sound)
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82 |
end; |
6d512ba87f72
screenshot binding for library (on ios it just plays the sound)
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83 |
|
4454 | 84 |
function HW_isPaused: boolean; cdecl; export; |
85 |
begin |
|
6990
40e5af28d026
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|
86 |
HW_isPaused:= isPaused; |
4454 | 87 |
end; |
88 |
||
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(ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
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89 |
// equivalent to esc+y; when closeFrontend = true the game exits after memory cleanup |
3063 | 90 |
procedure HW_terminate(closeFrontend: boolean); cdecl; export; |
91 |
begin |
|
4861
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(ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
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92 |
alsoShutdownFrontend:= closeFrontend; |
91f889289a47
(ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
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parents:
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|
93 |
ParseCommand('forcequit', true); |
3063 | 94 |
end; |
3395
095273ad0e08
adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
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95 |
|
4920 | 96 |
function HW_getSDLWindow: pointer; cdecl; export; |
97 |
begin |
|
6997
2356bf174df8
remove old ukeys hooks from pascalexport (definitely breaking the ios port, will have to work on that, but for now sheepluva and xeli will be happy *hopefully*)
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98 |
HW_getSDLWindow:={$IFDEF SDL13}SDLwindow{$ELSE}nil{$ENDIF}; |
4920 | 99 |
end; |
100 |
||
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(ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
koda
parents:
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|
101 |
// cursor handling |
3551 | 102 |
procedure HW_setCursor(x,y: LongInt); cdecl; export; |
103 |
begin |
|
104 |
CursorPoint.X:= x; |
|
105 |
CursorPoint.Y:= y; |
|
106 |
end; |
|
107 |
||
3661 | 108 |
procedure HW_getCursor(x,y: PLongInt); cdecl; export; |
109 |
begin |
|
110 |
x^:= CursorPoint.X; |
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111 |
y^:= CursorPoint.Y; |
|
112 |
end; |
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113 |
||
4861
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(ios) perform a small change about how to close the game window, should hopefully save memory and avoid crashes (who am i kidding? that's the usual PR talk...)
koda
parents:
4812
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|
114 |
// ammo menu related functions |
3952
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115 |
function HW_isAmmoMenuOpen: boolean; cdecl; export; |
3551 | 116 |
begin |
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117 |
HW_isAmmoMenuOpen:= bShowAmmoMenu; |
3551 | 118 |
end; |
3637
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implement the check on the type of ammo requiring a second tap to confirm
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119 |
|
3952
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120 |
function HW_isAmmoMenuNotAllowed: boolean; cdecl; export; |
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121 |
begin; |
6990
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change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
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|
122 |
HW_isAmmoMenuNotAllowed:= ( (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or |
40e5af28d026
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parents:
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|
123 |
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) ); |
3952
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124 |
end; |
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125 |
|
3637
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implement the check on the type of ammo requiring a second tap to confirm
koda
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3635
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|
126 |
function HW_isWeaponRequiringClick: boolean; cdecl; export; |
0db298524c3d
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127 |
begin |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6954
diff
changeset
|
128 |
HW_isWeaponRequiringClick:= false; |
3739 | 129 |
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.BotLevel = 0) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6954
diff
changeset
|
130 |
HW_isWeaponRequiringClick:= (CurrentHedgehog^.Gear^.State and gstHHChooseTarget) <> 0; |
3637
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koda
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3635
diff
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|
131 |
end; |
0db298524c3d
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koda
parents:
3635
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changeset
|
132 |
|
3650 | 133 |
function HW_isWeaponTimerable: boolean; cdecl; export; |
134 |
begin |
|
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6954
diff
changeset
|
135 |
HW_isWeaponTimerable:= false; |
3739 | 136 |
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6954
diff
changeset
|
137 |
HW_isWeaponTimerable:= (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable) <> 0; |
3650 | 138 |
end; |
139 |
||
3651 | 140 |
function HW_isWeaponSwitch: boolean cdecl; export; |
141 |
begin |
|
6990
40e5af28d026
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koda
parents:
6954
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changeset
|
142 |
HW_isWeaponSwitch:= false; |
3739 | 143 |
if (CurAmmoGear <> nil) and (CurrentHedgehog^.BotLevel = 0) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6954
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changeset
|
144 |
HW_isWeaponSwitch:= (CurAmmoGear^.AmmoType = amSwitch); |
3651 | 145 |
end; |
146 |
||
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
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3697
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changeset
|
147 |
function HW_isWeaponRope: boolean cdecl; export; |
3668
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tap to play piano notes, fix for audio and pause glitch
koda
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changeset
|
148 |
begin |
6998 | 149 |
HW_isWeaponRope:= false; |
3739 | 150 |
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then |
6990
40e5af28d026
change every return value into a more pascal-ish form, using the name of the fucntion (helps the parser and macpas compaitilibity)
koda
parents:
6954
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changeset
|
151 |
HW_isWeaponRope:= (CurrentHedgehog^.CurAmmoType = amRope); |
3668
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|
152 |
end; |
3f7a95234d8a
tap to play piano notes, fix for audio and pause glitch
koda
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changeset
|
153 |
|
3650 | 154 |
procedure HW_setGrenadeTime(time: LongInt); cdecl; export; |
155 |
begin |
|
156 |
ParseCommand('/timer ' + inttostr(time), true); |
|
157 |
end; |
|
158 |
||
6825 | 159 |
function HW_getGrenadeTime: LongInt; cdecl; export; |
160 |
var CurWeapon: PAmmo; |
|
161 |
begin |
|
6990
40e5af28d026
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koda
parents:
6954
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changeset
|
162 |
HW_getGrenadeTime:= 3; |
6825 | 163 |
if HW_isWeaponTimerable then |
164 |
begin |
|
6925 | 165 |
CurWeapon:= GetCurAmmoEntry(CurrentHedgehog^); |
6990
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parents:
6954
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changeset
|
166 |
HW_getGrenadeTime:= CurWeapon^.Timer div 1000; |
6825 | 167 |
end; |
168 |
end; |
|
169 |
||
3737
2ba6ac8a114b
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koda
parents:
3697
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changeset
|
170 |
procedure HW_setPianoSound(snd: LongInt); cdecl; export; |
2ba6ac8a114b
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koda
parents:
3697
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changeset
|
171 |
begin |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3697
diff
changeset
|
172 |
// this most likely won't work in network game |
3739 | 173 |
if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6415
diff
changeset
|
174 |
and (CurrentHedgehog^.CurAmmoType = amPiano) then |
3737
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3697
diff
changeset
|
175 |
case snd of |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3697
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changeset
|
176 |
0: PlaySound(sndPiano0); |
2ba6ac8a114b
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koda
parents:
3697
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changeset
|
177 |
1: PlaySound(sndPiano1); |
2ba6ac8a114b
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koda
parents:
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changeset
|
178 |
2: PlaySound(sndPiano2); |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3697
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changeset
|
179 |
3: PlaySound(sndPiano3); |
2ba6ac8a114b
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koda
parents:
3697
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changeset
|
180 |
4: PlaySound(sndPiano4); |
2ba6ac8a114b
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koda
parents:
3697
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changeset
|
181 |
5: PlaySound(sndPiano5); |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3697
diff
changeset
|
182 |
6: PlaySound(sndPiano6); |
2ba6ac8a114b
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koda
parents:
3697
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changeset
|
183 |
7: PlaySound(sndPiano7); |
2ba6ac8a114b
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koda
parents:
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changeset
|
184 |
else PlaySound(sndPiano8); |
2ba6ac8a114b
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koda
parents:
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diff
changeset
|
185 |
end; |
2ba6ac8a114b
reworked the initialization functions, now it should be safe to update and no more need of spinning wheel at first launch
koda
parents:
3697
diff
changeset
|
186 |
end; |
3924 | 187 |
|
3926
668b71f31e51
use dynamic data from engine instead of using hardcoded values
koda
parents:
3924
diff
changeset
|
188 |
function HW_getWeaponNameByIndex(whichone: LongInt): PChar; cdecl; export; |
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begin |
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HW_getWeaponNameByIndex:= (str2pchar(trammo[Ammoz[TAmmoType(whichone+1)].NameId])); |
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end; |
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|
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function HW_getWeaponCaptionByIndex(whichone: LongInt): PChar; cdecl; export; |
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begin |
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HW_getWeaponCaptionByIndex:= (str2pchar(trammoc[Ammoz[TAmmoType(whichone+1)].NameId])); |
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end; |
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|
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function HW_getWeaponDescriptionByIndex(whichone: LongInt): PChar; cdecl; export; |
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begin |
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HW_getWeaponDescriptionByIndex:= (str2pchar(trammod[Ammoz[TAmmoType(whichone+1)].NameId])); |
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end; |
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|
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function HW_getNumberOfWeapons: LongInt; cdecl; export; |
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begin |
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HW_getNumberOfWeapons:= ord(high(TAmmoType)); |
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end; |
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|
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procedure HW_setWeapon(whichone: LongInt); cdecl; export; |
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begin |
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if (CurrentTeam = nil) then exit; |
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if (not CurrentTeam^.ExtDriven) and (CurrentTeam^.Hedgehogs[0].BotLevel = 0) then |
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SetWeapon(TAmmoType(whichone+1)); |
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end; |
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|
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function HW_isWeaponAnEffect(whichone: LongInt): boolean; cdecl; export; |
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begin |
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HW_isWeaponAnEffect:= Ammoz[TAmmoType(whichone+1)].Ammo.Propz and ammoprop_Effect <> 0; |
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end; |
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|
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function HW_getAmmoCounts(counts: PLongInt): LongInt; cdecl; export; |
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var a : PHHAmmo; |
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slot, index, res: LongInt; |
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begin |
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HW_getAmmoCounts:= -1; |
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// nil check |
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if (CurrentHedgehog = nil) or (CurrentHedgehog^.Ammo = nil) or (CurrentTeam = nil) then |
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exit; |
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// hog controlled by opponent (net or ai) |
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if (CurrentTeam^.ExtDriven) or (CurrentTeam^.Hedgehogs[0].BotLevel <> 0) then |
|
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exit; |
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|
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a:= CurrentHedgehog^.Ammo; |
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for slot:= 0 to cMaxSlotIndex do |
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for index:= 0 to cMaxSlotAmmoIndex do |
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if a^[slot,index].Count <> 0 then // yes, ammomenu is hell |
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counts[ord(a^[slot,index].AmmoType)-1]:= a^[slot,index].Count; |
|
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HW_getAmmoCounts:= 0; |
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end; |
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239 |
|
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procedure HW_getAmmoDelays (skipTurns: PByte); cdecl; export; |
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var a : TAmmoType; |
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begin |
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for a:= Low(TAmmoType) to High(TAmmoType) do |
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skipTurns[ord(a)-1]:= byte(Ammoz[a].SkipTurns); |
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end; |
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function HW_getTurnsForCurrentTeam: LongInt; cdecl; export; |
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begin |
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HW_getTurnsForCurrentTeam:= 0; |
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if (CurrentTeam <> nil) and (CurrentTeam^.Clan <> nil) then |
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HW_getTurnsForCurrentTeam:= CurrentTeam^.Clan^.TurnNumber; |
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end; |
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253 |
|
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function HW_getMaxNumberOfHogs: LongInt; cdecl; export; |
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begin |
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HW_getMaxNumberOfHogs:= cMaxHHIndex + 1; |
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257 |
end; |
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258 |
|
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function HW_getMaxNumberOfTeams: LongInt; cdecl; export; |
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begin |
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HW_getMaxNumberOfTeams:= cMaxTeams; |
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end; |
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263 |
|
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264 |
procedure HW_memoryWarningCallback; cdecl; export; |
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265 |
begin |
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266 |
ReleaseSound(false); |
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267 |
end; |
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268 |
|
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{$ENDIF} |
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||
271 |
end. |
|
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