author | Wuzzy <almikes@aol.com> |
Mon, 10 Apr 2017 20:56:01 +0200 | |
changeset 12221 | 5b525d041fb4 |
parent 12215 | 442bab755bb4 |
child 12262 | b46b4ec17f8c |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *) {$INCLUDE "options.inc"} unit uWorld; interface uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils; procedure initModule; procedure freeModule; procedure InitWorld; procedure ResetWorldTex; procedure DrawWorld(Lag: LongInt); procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); procedure HideMission; procedure SetAmmoTexts(ammoType: TAmmoType; name: ansistring; caption: ansistring; description: ansistring); procedure ShakeCamera(amount: LongInt); procedure InitCameraBorders; procedure InitTouchInterface; procedure SetUtilityWidgetState(ammoType: TAmmoType); procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean); procedure MoveCamera; procedure onFocusStateChanged; procedure updateCursorVisibility; implementation uses uStore , uMisc , uIO , uLocale , uSound , uAmmos , uVisualGears , uChat , uLandTexture , uVariables , uUtils , uTextures , uRender , uCaptions , uCursor , uCommands , uTeams , uDebug {$IFDEF USE_VIDEO_RECORDING} , uVideoRec {$ENDIF} ; var AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt; AMAnimStartTime, AMState : LongInt; AMAnimState: Single; tmpSurface: PSDL_Surface; fpsTexture: PTexture; timeTexture: PTexture; FPS: Longword; CountTicks: Longword; prevPoint{, prevTargetPoint}: TPoint; amSel: TAmmoType = amNothing; missionTex: PTexture; missionTimer: LongInt; isFirstFrame: boolean; AMAnimType: LongInt; recTexture: PTexture; AmmoMenuTex : PTexture; HorizontOffset: LongInt; cOffsetY: LongInt; WorldEnd, WorldFade : array[0..3] of HwColor4f; const cStereo_Sky = 0.0500; cStereo_Horizon = 0.0250; cStereo_MidDistance = 0.0175; cStereo_Water_distant = 0.0125; cStereo_Land = 0.0075; cStereo_Water_near = 0.0025; cStereo_Outside = -0.0400; AMAnimDuration = 200; AMHidden = 0;//AMState values AMShowingUp = 1; AMShowing = 2; AMHiding = 3; AMTypeMaskX = $00000001; AMTypeMaskY = $00000002; AMTypeMaskAlpha = $00000004; //AMTypeMaskSlide = $00000008; {$IFDEF MOBILE} AMSlotSize = 48; {$ELSE} AMSlotSize = 32; {$ENDIF} AMSlotPadding = (AMSlotSize - 32) shr 1; cSendCursorPosTime = 50; cCursorEdgesDist = 100; // helper functions to create the goal/game mode string function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring; var t: ansistring; begin {$IFNDEF PAS2C} if (GameFlags and gf) <> 0 then begin t:= inttostr(i); s:= s + FormatA(trgoal[si], t) + '|' end; {$ENDIF} AddGoal:= s; end; function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring; begin {$IFNDEF PAS2C} if (GameFlags and gf) <> 0 then s:= s + trgoal[si] + '|'; {$ENDIF} AddGoal:= s; end; procedure InitWorld; var i, t: LongInt; cp: PClan; g: ansistring; begin missionTimer:= 0; if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit begin for i:= 0 to ClansCount * 4 do begin t:= GetRandom(ClansCount); if t <> 0 then begin cp:= ClansArray[0]; ClansArray[0]:= ClansArray[t]; ClansArray[t]:= cp; ClansArray[t]^.ClanIndex:= t; ClansArray[0]^.ClanIndex:= 0; if (LocalClan = t) then LocalClan:= 0 else if (LocalClan = 0) then LocalClan:= t end; end; CurrentTeam:= ClansArray[0]^.Teams[0]; end; // if special game flags/settings are changed, add them to the game mode notice window and then show it g:= ''; // no text/things to note yet // add custom goals from lua script if there are any if LuaGoals <> '' then g:= LuaGoals + '|'; // check different game flags g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement? g:= AddGoal(g, gfKing, gidKing); // king? if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) then g:= AddGoal(g, gfAny, gidPlaceKing); g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode? g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo? g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo); g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity? g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land? g:= AddGoal(g, gfArtillery, gidArtillery); // artillery? g:= AddGoal(g, gfInfAttack, gidInfAttack); g:= AddGoal(g, gfResetWeps, gidResetWeps); g:= AddGoal(g, gfResetHealth, gidResetHealth); g:= AddGoal(g, gfKarma, gidKarma); // karma? g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism? g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability? g:= AddGoal(g, gfAISurvival, gidAISurvival); // modified damage modificator? if cDamagePercent <> 100 then g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent); // fade in ScreenFade:= sfFromBlack; ScreenFadeValue:= sfMax; ScreenFadeSpeed:= 1; // modified mine timers? if cMinesTime <> 3000 then begin if cMinesTime = 0 then g:= AddGoal(g, gfAny, gidNoMineTimer) else if cMinesTime < 0 then g:= AddGoal(g, gfAny, gidRandomMineTimer) else g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000); end; // if the string has been set, show it for (default timeframe) seconds if length(g) > 0 then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0); //cWaveWidth:= SpritesData[sprWater].Width; //cWaveHeight:= SpritesData[sprWater].Height; cWaveHeight:= 32; InitCameraBorders(); uCursor.init(); prevPoint.X:= 0; prevPoint.Y:= cScreenHeight div 2; //prevTargetPoint.X:= 0; //prevTargetPoint.Y:= 0; WorldDx:= -(LongInt(leftX + (playWidth div 2))); // -(LAND_WIDTH div 2);// + cScreenWidth div 2; WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); //aligns it to the bottom of the screen, minus the border SkyOffset:= 0; HorizontOffset:= 0; InitTouchInterface(); AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha; end; procedure InitCameraBorders; begin cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5); end; procedure InitTouchInterface; begin {$IFDEF USE_TOUCH_INTERFACE} //positioning of the buttons buttonScale:= 1 / cDefaultZoomLevel; with JumpWidget do begin show:= true; sprite:= sprJumpWidget; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2); frame.y:= cScreenHeight - frame.h * 2; active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; end; with AMWidget do begin show:= true; sprite:= sprAMWidget; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= (cScreenWidth shr 1) - frame.w * 2; frame.y:= cScreenHeight - Round(frame.h * 1.2); active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; end; with arrowLeft do begin show:= true; sprite:= sprArrowLeft; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25); frame.y:= cScreenHeight - Round(frame.h * 1.5); active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; end; with arrowRight do begin show:= true; sprite:= sprArrowRight; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5); frame.y:= cScreenHeight - Round(frame.h * 1.5); active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; end; with firebutton do begin show:= true; sprite:= sprFireButton; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= arrowRight.frame.x + arrowRight.frame.w; frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1); active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; end; with arrowUp do begin show:= false; sprite:= sprArrowUp; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= (cScreenWidth shr 1) - frame.w * 2; frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25); active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; with moveAnim do begin target.x:= frame.x; target.y:= frame.y; source.x:= frame.x - Round(frame.w * 0.75); source.y:= frame.y; end; end; with arrowDown do begin show:= false; sprite:= sprArrowDown; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= (cScreenWidth shr 1) - frame.w * 2; frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25); active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; with moveAnim do begin target.x:= frame.x; target.y:= frame.y; source.x:= frame.x + Round(frame.w * 0.75); source.y:= frame.y; end; end; with pauseButton do begin show:= true; sprite:= sprPauseButton; frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale); frame.x:= cScreenWidth div 2 - frame.w; frame.y:= 0; active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; end; with utilityWidget do begin show:= false; sprite:= sprTimerButton; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= arrowLeft.frame.x; frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25); active.x:= frame.x; active.y:= frame.y; active.w:= frame.w; active.h:= frame.h; with moveAnim do begin target.x:= frame.x; target.y:= frame.y; source.x:= frame.x; source.y:= frame.y; end; end; {$ENDIF} end; // for uStore texture resetting procedure ResetWorldTex; begin FreeAndNilTexture(fpsTexture); FreeAndNilTexture(timeTexture); FreeAndNilTexture(missionTex); FreeAndNilTexture(recTexture); FreeAndNilTexture(AmmoMenuTex); AmmoMenuInvalidated:= true; end; function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture; const BORDERSIZE = 2; var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt; STurns: LongInt; amSurface: PSDL_Surface; AMRect: TSDL_Rect; {$IFDEF USE_AM_NUMCOLUMN}tmpsurf: PSDL_Surface;{$ENDIF} begin if cOnlyStats then exit(nil); SlotsNum:= 0; for i:= 0 to cMaxSlotIndex do if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then inc(SlotsNum); {$IFDEF USE_LANDSCAPE_AMMOMENU} SlotsNumX:= SlotsNum; SlotsNumY:= cMaxSlotAmmoIndex + 2; {$IFDEF USE_AM_NUMCOLUMN} inc(SlotsNumY); {$ENDIF} {$ELSE} SlotsNumX:= cMaxSlotAmmoIndex + 1; SlotsNumY:= SlotsNum + 1; {$IFDEF USE_AM_NUMCOLUMN} inc(SlotsNumX); {$ENDIF} {$ENDIF} AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1); AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1); amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask); AMRect.x:= BORDERSIZE; AMRect.y:= BORDERSIZE; AMRect.w:= AmmoRect.w - (BORDERSIZE*2); AMRect.h:= AmmoRect.h - (BORDERSIZE*2); SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0)); x:= AMRect.x; y:= AMRect.y; for i:= 0 to cMaxSlotIndex do if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then begin {$IFDEF USE_LANDSCAPE_AMMOMENU} y:= AMRect.y; {$ELSE} x:= AMRect.x; {$ENDIF} {$IFDEF USE_AM_NUMCOLUMN} tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels); copyToXY(tmpsurf, amSurface, x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1), y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1)); SDL_FreeSurface(tmpsurf); {$IFDEF USE_LANDSCAPE_AMMOMENU} y:= AMRect.y + AMSlotSize + 1; {$ELSE} x:= AMRect.x + AMSlotSize + 1; {$ENDIF} {$ENDIF} for t:=0 to cMaxSlotAmmoIndex do begin if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then begin STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1; if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining begin DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding, y + AMSlotPadding, AMFrame); if STurns < 100 then DrawSpriteFrame2Surf(sprTurnsLeft, amSurface, x + AMSlotSize-16, y + AMSlotSize + 1 - 16, STurns); end else //draw colored version begin DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding, y + AMSlotPadding, AMFrame); end; {$IFDEF USE_LANDSCAPE_AMMOMENU} inc(y, AMSlotSize + 1); //the plus one is for the border {$ELSE} inc(x, AMSlotSize + 1); {$ENDIF} end; end; {$IFDEF USE_LANDSCAPE_AMMOMENU} inc(x, AMSlotSize + 1); {$ELSE} inc(y, AMSlotSize + 1); {$ENDIF} end; for i:= 1 to SlotsNumX -1 do DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160); for i:= 1 to SlotsNumY -1 do DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160); //draw outer border DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0 , 0 , 0); DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y , 1); DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x , AMRect.h + BORDERSIZE, 2); DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3); for i:=0 to BORDERSIZE-1 do begin DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right end; GetAmmoMenuTexture:= Surface2Tex(amSurface, false); if amSurface <> nil then SDL_FreeSurface(amSurface); end; procedure ShowAmmoMenu; const BORDERSIZE = 2; var Slot, Pos: LongInt; Ammo: PHHAmmo; c,i,g,t,STurns: LongInt; begin if TurnTimeLeft = 0 then bShowAmmoMenu:= false; // give the assigned ammo to hedgehog Ammo:= nil; if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then Ammo:= CurrentHedgehog^.Ammo else if (LocalAmmo <> -1) then Ammo:= GetAmmoByNum(LocalAmmo); Pos:= -1; if Ammo = nil then begin bShowAmmoMenu:= false; AMState:= AMHidden; exit end; //Init the menu if(AmmoMenuInvalidated) then begin AmmoMenuInvalidated:= false; FreeAndNilTexture(AmmoMenuTex); AmmoMenuTex:= GetAmmoMenuTexture(Ammo); {$IFDEF USE_LANDSCAPE_AMMOMENU} if isPhone() then begin AmmoRect.x:= -(AmmoRect.w shr 1); AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1); end else begin AmmoRect.x:= -(AmmoRect.w shr 1); AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize); end; {$ELSE} AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize; AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize); {$ENDIF} if AMState <> AMShowing then begin AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x; AMShiftTargetY:= cScreenHeight - AmmoRect.y; if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x else AMShiftTargetX:= 0; if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight - AmmoRect.y else AMShiftTargetY:= 0; AMShiftX:= AMShiftTargetX; AMShiftY:= AMShiftTargetY end end; AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration; if AMState = AMShowing then begin FollowGear:=nil; end; if AMState = AMShowingUp then // show ammo menu begin if (cReducedQuality and rqSlowMenu) <> 0 then begin AMShiftX:= 0; AMShiftY:= 0; AMState:= AMShowing; end else if AMAnimState < 1 then begin AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState)); AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState)); if (AMAnimType and AMTypeMaskAlpha) <> 0 then Tint($FF, $ff, $ff, Round($ff * AMAnimState)); end else begin AMShiftX:= 0; AMShiftY:= 0; CursorPoint.X:= AmmoRect.x + AmmoRect.w; CursorPoint.Y:= AmmoRect.y; AMState:= AMShowing; end; end; if AMState = AMHiding then // hide ammo menu begin if (cReducedQuality and rqSlowMenu) <> 0 then begin AMShiftX:= AMShiftTargetX; AMShiftY:= AMShiftTargetY; AMState:= AMHidden; end else if AMAnimState < 1 then begin AMShiftX:= Round(AMShiftTargetX * AMAnimState); AMShiftY:= Round(AMShiftTargetY * AMAnimState); if (AMAnimType and AMTypeMaskAlpha) <> 0 then Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState))); end else begin AMShiftX:= AMShiftTargetX; AMShiftY:= AMShiftTargetY; prevPoint:= CursorPoint; //prevTargetPoint:= TargetCursorPoint; AMState:= AMHidden; end; end; DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex); if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then untint; Pos:= -1; Slot:= -1; {$IFDEF USE_LANDSCAPE_AMMOMENU} c:= -1; for i:= 0 to cMaxSlotIndex do if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then begin inc(c); {$IFDEF USE_AM_NUMCOLUMN} g:= 1; {$ELSE} g:= 0; {$ENDIF} for t:=0 to cMaxSlotAmmoIndex do if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then begin if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g * (AMSlotSize+1))) and (CursorPoint.Y > (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and (CursorPoint.X > AmmoRect.x + ( c * (AMSlotSize+1))) and (CursorPoint.X <= AmmoRect.x + ((c+1) * (AMSlotSize+1))) then begin Slot:= i; Pos:= t; STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then DrawSprite(sprAMSlot, AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding, AmmoRect.y + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding -1, 0); end; inc(g); end; end; {$ELSE} c:= -1; for i:= 0 to cMaxSlotIndex do if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then begin inc(c); {$IFDEF USE_AM_NUMCOLUMN} g:= 1; {$ELSE} g:= 0; {$ENDIF} for t:=0 to cMaxSlotAmmoIndex do if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then begin if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c * (AMSlotSize+1))) and (CursorPoint.Y > (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and (CursorPoint.X > AmmoRect.x + ( g * (AMSlotSize+1))) and (CursorPoint.X <= AmmoRect.x + ((g+1) * (AMSlotSize+1))) then begin Slot:= i; Pos:= t; STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then DrawSprite(sprAMSlot, AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding, AmmoRect.y + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding -1, 0); end; inc(g); end; end; {$ENDIF} if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then begin if (AMShiftX = 0) and (AMShiftY = 0) then if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then begin if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then begin amSel:= Ammo^[Slot, Pos].AmmoType; RenderWeaponTooltip(amSel) end; DrawTexture(AmmoRect.x + (AMSlotSize shr 1), AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1), Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); if Ammo^[Slot, Pos].Count < AMMO_INFINITE then DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w), AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1), CountTexz[Ammo^[Slot, Pos].Count]); if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then begin bShowAmmoMenu:= false; SetWeapon(Ammo^[Slot, Pos].AmmoType); bSelected:= false; FreeAndNilTexture(WeaponTooltipTex); {$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then begin if (not arrowUp.show) then begin animateWidget(@arrowUp, true, true); animateWidget(@arrowDown, true, true); end; end else if arrowUp.show then begin animateWidget(@arrowUp, true, false); animateWidget(@arrowDown, true, false); end; SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType); {$ENDIF} exit end; end end else FreeAndNilTexture(WeaponTooltipTex); if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then {$IFDEF USE_LANDSCAPE_AMMOMENU} if (not isPhone()) then ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize); {$ELSE} ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40)); {$ENDIF} bSelected:= false; {$IFNDEF USE_TOUCH_INTERFACE} if (AMShiftX = 0) and (AMShiftY = 0) then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); {$ENDIF} end; procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt); var i, w, h, lw, lh, rw, rh, sw: LongInt; begin sw:= round(cScreenWidth / cScaleFactor); if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then begin w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale; h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale; i:= Shift mod w; if i > 0 then dec(i, w); dec(i, w * (sw div w + 1)); repeat DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale); inc(i, w) until i > sw end else if SpritesData[spr].Texture <> nil then begin w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale; h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale; lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale; lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale; if SpritesData[sprR].Texture <> nil then begin rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale; rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale end; dec(Shift, w div 2); DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale); i:= Shift - lw; while i >= -sw - lw do begin DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale); dec(i, lw); end; i:= Shift + w; if SpritesData[sprR].Texture <> nil then while i <= sw do begin DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale); inc(i, rw) end else while i <= sw do begin DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale); inc(i, lw) end end end; procedure DrawWorld(Lag: LongInt); begin if ZoomValue < zoom then begin zoom:= zoom - 0.002 * Lag; if ZoomValue > zoom then zoom:= ZoomValue end else if ZoomValue > zoom then begin zoom:= zoom + 0.002 * Lag; if ZoomValue < zoom then zoom:= ZoomValue end else ZoomValue:= zoom; if (not isPaused) and (not isAFK) and (GameType <> gmtRecord) then MoveCamera; if cStereoMode = smNone then begin RenderClear(); DrawWorldStereo(Lag, rmDefault) {$IFDEF USE_S3D_RENDERING} end else begin // draw frame for left eye RenderClear(rmLeftEye); DrawWorldStereo(Lag, rmLeftEye); // draw frame for right eye RenderClear(rmRightEye); DrawWorldStereo(0, rmRightEye); {$ENDIF} end; FinishRender(); end; procedure RenderWorldEdge; var //VertexBuffer: array [0..3] of TVertex2f; tmp, w: LongInt; rect: TSDL_Rect; //c1, c2: LongWord; // couple of colours for edges begin if (WorldEdge <> weNone) and (WorldEdge <> weSea) then begin (* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type. Prob also, say, trigger a border animation timer on an impact. *) rect.y:= ViewTopY; rect.h:= ViewHeight; tmp:= LongInt(leftX) + WorldDx; w:= tmp - ViewLeftX; if w > 0 then begin rect.w:= w; rect.x:= ViewLeftX; DrawRect(rect, $10, $10, $10, $80, true); if WorldEdge = weBounce then DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF); end; tmp:= LongInt(rightX) + WorldDx; w:= ViewRightX - tmp; if w > 0 then begin rect.w:= w; rect.x:= tmp; DrawRect(rect, $10, $10, $10, $80, true); if WorldEdge = weBounce then DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF); end; (* WARNING: the following render code is outdated and does not work with current Render.pas ! - don't just uncomment without fixing it first glDisable(GL_TEXTURE_2D); glDisableClientState(GL_TEXTURE_COORD_ARRAY); if (WorldEdge = weWrap) or (worldEdge = weBounce) then glColor4ub($00, $00, $00, $40) else begin glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldFade[0]); end; glPushMatrix; glTranslatef(WorldDx, WorldDy, 0); VertexBuffer[0].X:= leftX-20; VertexBuffer[0].Y:= -3500; VertexBuffer[1].X:= leftX-20; VertexBuffer[1].Y:= cWaterLine+cVisibleWater; VertexBuffer[2].X:= leftX+30; VertexBuffer[2].Y:= cWaterLine+cVisibleWater; VertexBuffer[3].X:= leftX+30; VertexBuffer[3].Y:= -3500; glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); VertexBuffer[0].X:= rightX+20; VertexBuffer[1].X:= rightX+20; VertexBuffer[2].X:= rightX-30; VertexBuffer[3].X:= rightX-30; glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WorldEnd[0]); VertexBuffer[0].X:= -5000; VertexBuffer[1].X:= -5000; VertexBuffer[2].X:= leftX-20; VertexBuffer[3].X:= leftX-20; glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); VertexBuffer[0].X:= rightX+5000; VertexBuffer[1].X:= rightX+5000; VertexBuffer[2].X:= rightX+20; VertexBuffer[3].X:= rightX+20; glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glPopMatrix; glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required glEnable(GL_TEXTURE_2D); // I'd still like to have things happen to the border when a wrap or bounce just occurred, based on a timer if WorldEdge = weBounce then begin // could maybe alternate order of these on a bounce, or maybe drop the outer ones. if LeftImpactTimer mod 2 = 0 then begin c1:= $5454FFFF; c2:= $FFFFFFFF; end else begin c1:= $FFFFFFFF; c2:= $5454FFFF; end; DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 7.0, c1); DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, c2); DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 3.0, c1); DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 1.0, c2); if RightImpactTimer mod 2 = 0 then begin c1:= $5454FFFF; c2:= $FFFFFFFF; end else begin c1:= $FFFFFFFF; c2:= $5454FFFF; end; DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 7.0, c1); DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, c2); DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 3.0, c1); DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 1.0, c2) end else if WorldEdge = weWrap then begin DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-LeftImpactTimer)); DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 2.0, $FF0000FF); DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $A0, $30, $60, max(50,255-RightImpactTimer)); DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 2.0, $FF0000FF); end else begin DrawLine(leftX, -3000, leftX, cWaterLine+cVisibleWater, 5.0, $2E8B5780); DrawLine(rightX, -3000, rightX, cWaterLine+cVisibleWater, 5.0, $2E8B5780) end; if LeftImpactTimer > Lag then dec(LeftImpactTimer,Lag) else LeftImpactTimer:= 0; if RightImpactTimer > Lag then dec(RightImpactTimer,Lag) else RightImpactTimer:= 0 *) end; end; procedure RenderTeamsHealth; var t, i, h, smallScreenOffset, TeamHealthBarWidth : LongInt; r: TSDL_Rect; highlight: boolean; htex: PTexture; begin if TeamsCount * 20 > Longword(cScreenHeight) div 7 then // take up less screen on small displays begin SetScale(1.5); smallScreenOffset:= cScreenHeight div 6; if TeamsCount * 100 > Longword(cScreenHeight) then Tint($FF,$FF,$FF,$80); end else smallScreenOffset:= 0; for t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do if TeamHealth > 0 then begin highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); if highlight then begin Tint(Clan^.Color shl 8 or $FF); htex:= GenericHealthTexture end else htex:= Clan^.HealthTex; // draw owner if OwnerTex <> nil then DrawTexture(-OwnerTex^.w - NameTagTex^.w - 18, cScreenHeight + DrawHealthY + smallScreenOffset, OwnerTex); // draw name DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex); // draw flag DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex); TeamHealthBarWidth:= cTeamHealthWidth * TeamHealthBarHealth div MaxTeamHealth; // draw health bar r.x:= 0; r.y:= 0; r.w:= 2 + TeamHealthBarWidth; r.h:= htex^.h; DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex); // draw health bars right border inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex); h:= 0; if not hasGone then for i:= 0 to cMaxHHIndex do begin inc(h, Hedgehogs[i].HealthBarHealth); if (h < TeamHealthBarHealth) and (Hedgehogs[i].HealthBarHealth > 0) then DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture); end; // draw ai kill counter for gfAISurvival if (GameFlags and gfAISurvival) <> 0 then begin DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex); end; // if highlighted, draw flag and other contents again to keep their colors // this approach should be faster than drawing all borders one by one tinted or not if highlight then begin if TeamsCount * 100 > Longword(cScreenHeight) then Tint($FF,$FF,$FF,$80) else untint; // draw name r.x:= 2; r.y:= 2; r.w:= NameTagTex^.w - 4; r.h:= NameTagTex^.h - 4; DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex); if OwnerTex <> nil then begin r.w:= OwnerTex^.w - 4; r.h:= OwnerTex^.h - 4; DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex) end; if (GameFlags and gfAISurvival) <> 0 then begin r.w:= AIKillsTex^.w - 4; r.h:= AIKillsTex^.h - 4; DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, AIKillsTex); end; // draw flag r.w:= 22; r.h:= 15; DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex); end // draw an arrow next to active team else if (CurrentTeam = TeamsArray[t]) and (TurnTimeLeft > 0) then begin h:= -NameTagTex^.w - 24; if OwnerTex <> nil then h:= h - OwnerTex^.w - 4; DrawSpriteRotatedF(sprFinger, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFinger].Width div 4, 0, 1, -90); end; end; if smallScreenOffset <> 0 then begin SetScale(cDefaultZoomLevel); if TeamsCount * 20 > Longword(cScreenHeight) div 5 then untint; end; end; var preShiftWorldDx: LongInt; procedure ShiftWorld(Dir: LongInt); inline; begin preShiftWorldDx:= WorldDx; WorldDx:= WorldDx + LongInt(Dir * LongInt(playWidth)); end; procedure UnshiftWorld(); inline; begin WorldDx:= preShiftWorldDx; end; procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); var i, t: LongInt; spr: TSprite; r: TSDL_Rect; tdx, tdy: Double; s: shortstring; offsetX, offsetY, screenBottom: LongInt; replicateToLeft, replicateToRight, tmp: boolean; a: Byte; begin if WorldEdge <> weWrap then begin replicateToLeft := false; replicateToRight:= false; end else begin replicateToLeft := (LongInt(leftX) + WorldDx > ViewLeftX); replicateToRight:= (LongInt(rightX) + WorldDx < ViewRightX); end; ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine); // note: offsetY is negative! offsetY:= 10 * Min(0, -145 - ScreenBottom); // TODO limit this in the other direction too if (cReducedQuality and rqNoBackground) = 0 then begin // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway SkyOffset:= offsetY div 35 + cWaveHeight; HorizontOffset:= SkyOffset; if ScreenBottom > SkyOffset then HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20); // background ChangeDepth(RM, cStereo_Sky); if SuddenDeathDmg then Tint(SDTint.r, SDTint.g, SDTint.b, SDTint.a); DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); ChangeDepth(RM, -cStereo_Horizon); DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); if SuddenDeathDmg then untint; end; DrawVisualGears(0); ChangeDepth(RM, -cStereo_MidDistance); DrawVisualGears(4); if (cReducedQuality and rq2DWater) = 0 then begin // Waves DrawWater(255, SkyOffset, 0); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( 1, 0 - WorldDx div 32, offsetY div 35, -49, 64); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( -1, 25 + WorldDx div 25, offsetY div 38, -37, 48); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( 1, 75 - WorldDx div 19, offsetY div 45, -23, 32); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves(-1, 100 + WorldDx div 14, offsetY div 70, -7, 24); end else DrawWaves(-1, 100, - cWaveHeight div 2, - cWaveHeight div 2, 0); ChangeDepth(RM, cStereo_Land); DrawVisualGears(5); DrawLand(WorldDx, WorldDy); if replicateToLeft then begin ShiftWorld(-1); DrawLand(WorldDx, WorldDy); UnshiftWorld(); end; if replicateToRight then begin ShiftWorld(1); DrawLand(WorldDx, WorldDy); UnshiftWorld(); end; DrawWater(255, 0, 0); (* // Attack bar if CurrentTeam <> nil then case AttackBar of //1: begin //r:= StuffPoz[sPowerBar]; //{$WARNINGS OFF} //r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; //{$WARNINGS ON} //DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); //end; 2: with CurrentHedgehog^ do begin tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do DrawSprite(sprPower, hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16, hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16, i) end end; *) tmp:= bShowFinger; bShowFinger:= false; if replicateToLeft then begin ShiftWorld(-1); DrawVisualGears(1); DrawGears(); DrawVisualGears(6); UnshiftWorld(); end; if replicateToRight then begin ShiftWorld(1); DrawVisualGears(1); DrawGears(); DrawVisualGears(6); UnshiftWorld(); end; bShowFinger:= tmp; DrawVisualGears(1); DrawGears; DrawVisualGears(6); if SuddenDeathDmg then DrawWater(SDWaterOpacity, 0, 0) else DrawWater(WaterOpacity, 0, 0); // Waves ChangeDepth(RM, cStereo_Water_near); DrawWaves( 1, 25 - WorldDx div 9, 0, 0, 12); if (cReducedQuality and rq2DWater) = 0 then begin //DrawWater(WaterOpacity, - offsetY div 40); ChangeDepth(RM, cStereo_Water_near); DrawWaves(-1, 50 + WorldDx div 6, - offsetY div 40, 23, 8); if SuddenDeathDmg then DrawWater(SDWaterOpacity, - offsetY div 20, 23) else DrawWater(WaterOpacity, - offsetY div 20, 23); ChangeDepth(RM, cStereo_Water_near); DrawWaves( 1, 75 - WorldDx div 4, - offsetY div 20, 37, 2); if SuddenDeathDmg then DrawWater(SDWaterOpacity, - offsetY div 10, 47) else DrawWater(WaterOpacity, - offsetY div 10, 47); ChangeDepth(RM, cStereo_Water_near); DrawWaves( -1, 25 + WorldDx div 3, - offsetY div 10, 59, 0); end else DrawWaves(-1, 50, cWaveHeight div 2, cWaveHeight div 2, 0); DrawGearsTimers; // everything after this ChangeDepth will be drawn outside the screen // note: negative parallax gears should last very little for a smooth stereo effect ChangeDepth(RM, cStereo_Outside); if replicateToLeft then begin ShiftWorld(-1); DrawVisualGears(2); UnshiftWorld(); end; if replicateToRight then begin ShiftWorld(1); DrawVisualGears(2); UnshiftWorld(); end; DrawVisualGears(2); // everything after this ResetDepth will be drawn at screen level (depth = 0) // note: everything that needs to be readable should be on this level ResetDepth(RM); if replicateToLeft then begin ShiftWorld(-1); DrawVisualGears(3); UnshiftWorld(); end; if replicateToRight then begin ShiftWorld(1); DrawVisualGears(3); UnshiftWorld(); end; DrawVisualGears(3); {$WARNINGS OFF} // Target if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then begin with PHedgehog(CurrentHedgehog)^ do begin if CurAmmoType = amBee then DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) else DrawSpriteRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) end end; {$WARNINGS ON} RenderWorldEdge(); // this scale is used to keep the various widgets at the same dimension at all zoom levels SetScale(cDefaultZoomLevel); // cinematic effects if CinematicScript or (InCinematicMode and autoCameraOn and ((CurrentHedgehog = nil) or CurrentHedgehog^.Team^.ExtDriven or (CurrentHedgehog^.BotLevel <> 0) or (GameType = gmtDemo))) then begin if CinematicSteps < 300 then begin inc(CinematicSteps, Lag); if CinematicSteps > 300 then CinematicSteps:= 300; end; end else if CinematicSteps > 0 then begin dec(CinematicSteps, Lag); if CinematicSteps < 0 then CinematicSteps:= 0; end; // render black bars if CinematicSteps > 0 then begin r.x:= ViewLeftX; r.w:= ViewWidth; r.y:= ViewTopY; CinematicBarH:= (ViewHeight * CinematicSteps) div 2048; r.h:= CinematicBarH; DrawRect(r, 0, 0, 0, $FF, true); r.y:= ViewBottomY - r.h; DrawRect(r, 0, 0, 0, $FF, true); end; // Turn time if UIDisplay <> uiNone then begin {$IFDEF USE_TOUCH_INTERFACE} offsetX:= cScreenHeight - 13; {$ELSE} offsetX:= 48; {$ENDIF} offsetY:= cOffsetY; if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 999000)) or (ReadyTimeLeft <> 0) then begin if ReadyTimeLeft <> 0 then i:= Succ(Pred(ReadyTimeLeft) div 1000) else i:= Succ(Pred(TurnTimeLeft) div 1000); if i>99 then t:= 112 else if i>9 then t:= 96 else t:= 80; DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1); while i > 0 do begin dec(t, 32); if isPaused or (not IsClockRunning()) then spr := sprBigDigitGray else if (ReadyTimeLeft <> 0) then spr := sprBigDigitGreen else if IsGetAwayTime then spr := sprBigDigitRed else spr := sprBigDigit; DrawSprite(spr, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10); i:= i div 10 end; DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0); end; // Captions DrawCaptions end; {$IFDEF USE_TOUCH_INTERFACE} // Draw buttons Related to the Touch interface DrawScreenWidget(@arrowLeft); DrawScreenWidget(@arrowRight); DrawScreenWidget(@arrowUp); DrawScreenWidget(@arrowDown); DrawScreenWidget(@fireButton); DrawScreenWidget(@jumpWidget); DrawScreenWidget(@AMWidget); DrawScreenWidget(@pauseButton); DrawScreenWidget(@utilityWidget); {$ENDIF} if UIDisplay = uiAll then RenderTeamsHealth; // Lag alert if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12); // Wind bar if UIDisplay <> uiNone then begin {$IFDEF USE_TOUCH_INTERFACE} offsetX:= cScreenHeight - 13; offsetY:= (cScreenWidth shr 1) + 74; {$ELSE} offsetX:= 30; offsetY:= 180; {$ENDIF} DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0); if WindBarWidth > 0 then begin {$WARNINGS OFF} r.x:= 8 - (RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0); end else if WindBarWidth < 0 then begin {$WARNINGS OFF} r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= - WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0); end end; {$IFNDEF USE_TOUCH_INTERFACE} // Indicators for global effects (extra damage, low gravity) // TODO: Add support for touch interface (need to find out correct offset) if UIDisplay <> uiNone then begin offsetX:= 45; offsetY:= 51; if cDamageModifier = _1_5 then begin DrawTextureF(ropeIconTex, 1, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, 0, 1, 32, 32); DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.90, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, ord(amExtraDamage) - 1, 1, 32, 32); offsetX := offsetX + 33 end; if (cLowGravity) or ((GameFlags and gfLowGravity) <> 0) then begin DrawTextureF(ropeIconTex, 1, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, 0, 1, 32, 32); DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.90, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, ord(amLowGravity) - 1, 1, 32, 32); end; end; {$ENDIF} // AmmoMenu if bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then begin if (AMState = AMHidden) then AMAnimStartTime:= RealTicks else AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); AMState:= AMShowingUp; end; if (not bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then begin if (AMState = AMShowing) then AMAnimStartTime:= RealTicks else AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); AMState:= AMHiding; end; if bShowAmmoMenu or (AMState = AMHiding) then ShowAmmoMenu; // Cursor if isCursorVisible and bShowAmmoMenu then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); // Chat DrawChat; // various captions if fastUntilLag then DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture); if isPaused then DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture); if isAFK then DrawTextureCentered(0, (cScreenHeight shr 1), AFKTexture); if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then begin if (ReadyTimeLeft = 0) and (missionTimer > 0) then dec(missionTimer, Lag); if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0 if missionTex <> nil then DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex); end; // fps {$IFDEF USE_TOUCH_INTERFACE} offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12; {$ELSE} offsetX:= 10; {$ENDIF} offsetY:= cOffsetY; if (RM = rmDefault) or (RM = rmRightEye) then begin inc(Frames); if cShowFPS or (GameType = gmtDemo) then inc(CountTicks, Lag); if (GameType = gmtDemo) and (CountTicks >= 1000) then begin i:= GameTicks div 1000; t:= i mod 60; s:= inttostr(t); if t < 10 then s:= '0' + s; i:= i div 60; t:= i mod 60; s:= inttostr(t) + ':' + s; if t < 10 then s:= '0' + s; s:= inttostr(i div 60) + ':' + s; tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); FreeAndNilTexture(timeTexture); timeTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if timeTexture <> nil then DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture); if cShowFPS then begin if CountTicks >= 1000 then begin FPS:= Frames; Frames:= 0; CountTicks:= 0; s:= inttostr(FPS) + ' fps'; tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); FreeAndNilTexture(fpsTexture); fpsTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if fpsTexture <> nil then DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture); end; end; if GameState = gsConfirm then DrawTextureCentered(0, (cScreenHeight shr 1)-40, ConfirmTexture); if ScreenFade <> sfNone then begin if (not isFirstFrame) then case ScreenFade of sfToBlack, sfToWhite: if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then inc(ScreenFadeValue, Lag * ScreenFadeSpeed) else ScreenFadeValue:= sfMax; sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then dec(ScreenFadeValue, Lag * ScreenFadeSpeed) else ScreenFadeValue:= 0; end; if ScreenFade <> sfNone then begin r.x:= ViewLeftX; r.y:= ViewTopY; r.w:= ViewWidth; r.h:= ViewHeight; case ScreenFade of sfToBlack, sfFromBlack: DrawRect(r, 0, 0, 0, ScreenFadeValue * 255 div 1000, true); sfToWhite, sfFromWhite: DrawRect(r, $FF, $FF, $FF, ScreenFadeValue * 255 div 1000, true); end; if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone end end; {$IFDEF USE_VIDEO_RECORDING} // during video prerecording draw red blinking circle and text 'rec' if flagPrerecording then begin if recTexture = nil then begin s:= 'rec'; tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); FreeAndNilTexture(recTexture); recTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture); //a:= Byte(Round(127*(1 + sin(RealTicks*0.007)))); a:= Byte(min(255, abs(-255 + ((RealTicks div 2) and 511)))); // draw red circle DrawCircleFilled(-(cScreenWidth shr 1) + 30, 35, 10, $FF, $00, $00, a); end; {$ENDIF} SetScale(zoom); // Attack bar if CurrentTeam <> nil then case AttackBar of (* 1: begin r:= StuffPoz[sPowerBar]; {$WARNINGS OFF} r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; {$WARNINGS ON} DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); end;*) 2: with CurrentHedgehog^ do begin tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do DrawSprite(sprPower, hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16, hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16, i) end end; // Cursor if isCursorVisible and (not bShowAmmoMenu) then begin if not CurrentTeam^.ExtDriven then TargetCursorPoint:= CursorPoint; with CurrentHedgehog^ do if (Gear <> nil) and ((Gear^.State and gstChooseTarget) <> 0) then begin if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) or (((GameFlags and gfMoreWind) <> 0) and ((CurAmmoType = amDrillStrike) or (CurAmmoType = amAirAttack))) then 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); i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos; with Ammoz[CurAmmoType] do if PosCount > 1 then begin if (CurAmmoType = amGirder) or (CurAmmoType = amTeleport) then begin // pulsating transparency if ((GameTicks div 16) mod $80) >= $40 then Tint($FF, $FF, $FF, $C0 - (GameTicks div 16) mod $40) else Tint($FF, $FF, $FF, $80 + (GameTicks div 16) mod $40); end; DrawSprite(PosSprite, TargetCursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i); Untint(); end; end; //DrawSprite(sprArrow, TargetCursorPoint.X, cScreenHeight - TargetCursorPoint.Y, (RealTicks shr 6) mod 8) DrawTextureF(SpritesData[sprArrow].Texture, cDefaultZoomLevel / cScaleFactor, TargetCursorPoint.X + round(SpritesData[sprArrow].Width / cScaleFactor), cScreenHeight + round(SpritesData[sprArrow].Height / cScaleFactor) - TargetCursorPoint.Y, (RealTicks shr 6) mod 8, 1, SpritesData[sprArrow].Width, SpritesData[sprArrow].Height); end; // debug stuff if cViewLimitsDebug then begin r.x:= ViewLeftX; r.y:= ViewTopY; r.w:= ViewWidth; r.h:= ViewHeight; DrawRect(r, 255, 0, 0, 128, false); end; isFirstFrame:= false end; var PrevSentPointTime: LongWord = 0; procedure MoveCamera; var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY, dstX: LongInt; inbtwnTrgtAttks: Boolean; begin {$IFNDEF MOBILE} if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu) and autoCameraOn)) and cHasFocus and (GameState <> gsConfirm) then uCursor.updatePosition(); {$ENDIF} z:= round(200/zoom); inbtwnTrgtAttks := ((GameFlags and gfInfAttack) <> 0) and (CurrentHedgehog <> nil) and ((CurrentHedgehog^.Gear = nil) or (CurrentHedgehog^.Gear <> FollowGear)) and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0); if autoCameraOn and (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and (not inbtwnTrgtAttks) then if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then begin FollowGear:= nil; prevPoint:= CursorPoint; exit end else begin dstX:= hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx; if (WorldEdge = weWrap) then begin if dstX - prevPoint.X < (LongInt(leftX) - rightX) div 2 then CursorPoint.X:= (prevPoint.X * 7 + dstX - (leftX - rightX)) div 8 else if dstX - prevPoint.X > (LongInt(rightX) - leftX) div 2 then CursorPoint.X:= (prevPoint.X * 7 + dstX - (rightX - leftX)) div 8 else CursorPoint.X:= (prevPoint.X * 7 + dstX) div 8; end else // usual camera movement routine begin CursorPoint.X:= (prevPoint.X * 7 + dstX) div 8; end; if isPhone() or (cScreenHeight < 600) or (hwFloat(FollowGear^.dY * z).Round < 10) then CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8 else CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8; end; if (WorldEdge = weWrap) then begin if -WorldDx < leftX then WorldDx:= WorldDx - LongInt(rightX) + leftX else if -WorldDx > rightX then WorldDx:= WorldDx + LongInt(rightX) - leftX; end; wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - (cVisibleWater + trunc(CinematicBarH / (cScaleFactor / 2.0))); if WorldDy < wdy then WorldDy:= wdy; if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit; if (AMState = AMShowingUp) or (AMState = AMShowing) then begin {$IFDEF USE_LANDSCAPE_AMMOMENU} amNumOffsetX:= 0; {$IFDEF USE_AM_NUMCOLUMN} amNumOffsetY:= AMSlotSize; {$ELSE} amNumOffsetY:= 0; {$ENDIF} {$ELSE} amNumOffsetY:= 0; {$IFDEF USE_AM_NUMCOLUMN} amNumOffsetX:= AMSlotSize; {$ELSE} amNumOffsetX:= 0; {$ENDIF} {$ENDIF} if CursorPoint.X < AmmoRect.x + amNumOffsetX + 3 then//check left CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3; if CursorPoint.X > AmmoRect.x + AmmoRect.w - 3 then//check right CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3; if CursorPoint.Y > cScreenHeight - AmmoRect.y -amNumOffsetY - 1 then//check top CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1; if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5) then//check bottom CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5); prevPoint:= CursorPoint; //if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y); exit end; if isCursorVisible then begin if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then begin SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy); PrevSentPointTime:= GameTicks end; EdgesDist:= cCursorEdgesDist end else EdgesDist:= cGearScrEdgesDist; // this generates the border around the screen that moves the camera when cursor is near it if (CurrentTeam^.ExtDriven and isCursorVisible and autoCameraOn) or (not CurrentTeam^.ExtDriven and isCursorVisible) or ((FollowGear <> nil) and autoCameraOn) then begin if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist; CursorPoint.X:= - cScreenWidth div 2 + EdgesDist end else if CursorPoint.X > cScreenWidth div 2 - EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist; CursorPoint.X:= cScreenWidth div 2 - EdgesDist end; shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist); if CursorPoint.Y < shs then begin WorldDy:= WorldDy + CursorPoint.Y - shs; CursorPoint.Y:= shs; end else if (CursorPoint.Y > cScreenHeight - EdgesDist) then begin WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist; CursorPoint.Y:= cScreenHeight - EdgesDist end; end else if cHasFocus then begin WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y; CursorPoint.X:= 0; CursorPoint.Y:= cScreenHeight div 2; end; // this moves the camera according to CursorPoint X and Y prevPoint:= CursorPoint; //if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y); if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024; if WorldDy < wdy then WorldDy:= wdy; if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024; if WorldDx > 1024 then WorldDx:= 1024; end; procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); var r: TSDL_Rect; begin if cOnlyStats then exit; r.w:= 32; r.h:= 32; if time = 0 then time:= 5000; missionTimer:= time; FreeAndNilTexture(missionTex); if icon > -1 then begin r.x:= 0; r.y:= icon * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, MissionIcons, @r) end else begin r.x:= ((-icon - 1) shr 4) * 32; r.y:= ((-icon - 1) mod 16) * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, SpritesData[sprAMAmmos].Surface, @r) end; end; procedure HideMission; begin missionTimer:= 0; end; procedure SetAmmoTexts(ammoType: TAmmoType; name: ansistring; caption: ansistring; description: ansistring); var ammoStrId: TAmmoStrId; ammoStr: ansistring; tmpsurf: PSDL_Surface; begin ammoStrId := Ammoz[ammoType].NameId; trluaammo[ammoStrId] := name; if length(trluaammo[ammoStrId]) > 0 then ammoStr:= trluaammo[ammoStrId] else ammoStr:= trammo[ammoStrId]; if checkFails(length(ammoStr) > 0,'No default text/translation found for ammo type #' + intToStr(ord(ammoType)) + '!',true) then exit; tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(ammoStr,fnt16)].Handle, PChar(ammoStr), cWhiteColorChannels); if checkFails(tmpsurf <> nil,'Name-texture creation for ammo type #' + intToStr(ord(ammoType)) + ' failed!',true) then exit; tmpsurf:= doSurfaceConversion(tmpsurf); FreeAndNilTexture(Ammoz[ammoType].NameTex); Ammoz[ammoType].NameTex:= Surface2Tex(tmpsurf, false); SDL_FreeSurface(tmpsurf); trluaammoc[ammoStrId] := caption; trluaammod[ammoStrId] := description; end; procedure ShakeCamera(amount: LongInt); begin if isCursorVisible then exit; amount:= Max(1, round(amount*zoom/2)); WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2)); WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2)); //CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2)); //CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2)) end; procedure onFocusStateChanged; begin if (not cHasFocus) and (GameState <> gsConfirm) then ParseCommand('quit', true); {$IFDEF MOBILE} // when created SDL receives an exposure event that calls UndampenAudio at full power, muting audio exit; {$ENDIF} {$IFDEF USE_VIDEO_RECORDING} // do not change volume during prerecording as it will affect sound in video file if (not flagPrerecording) then {$ENDIF} begin if (not cHasFocus) then DampenAudio() else UndampenAudio(); end; end; procedure updateCursorVisibility; begin if isPaused or isAFK then SDL_ShowCursor(1) else SDL_ShowCursor(ord(GameState = gsConfirm)) end; procedure SetUtilityWidgetState(ammoType: TAmmoType); begin {$IFDEF USE_TOUCH_INTERFACE} if(ammoType = amNothing)then ammoType:= CurrentHedgehog^.CurAmmoType; if(CurrentHedgehog <> nil)then if ((Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0) and (ammoType <> amDrillStrike) then begin utilityWidget.sprite:= sprTimerButton; animateWidget(@utilityWidget, true, true); end else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then begin utilityWidget.sprite:= sprTargetButton; animateWidget(@utilityWidget, true, true); end else if ammoType = amSwitch then begin utilityWidget.sprite:= sprSwitchButton; animateWidget(@utilityWidget, true, true); end else if utilityWidget.show then animateWidget(@utilityWidget, true, false); {$ELSE} ammoType:= ammoType; // avoid hint {$ENDIF} end; procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean); begin with widget^ do begin show:= showWidget; if fade then fadeAnimStart:= RealTicks; with moveAnim do begin animate:= true; startTime:= RealTicks; source.x:= source.x xor target.x; //swap source <-> target target.x:= source.x xor target.x; source.x:= source.x xor target.x; source.y:= source.y xor target.y; target.y:= source.y xor target.y; source.y:= source.y xor target.y; end; end; end; procedure initModule; begin fpsTexture:= nil; recTexture:= nil; FollowGear:= nil; WindBarWidth:= 0; bShowAmmoMenu:= false; bSelected:= false; bShowFinger:= false; Frames:= 0; WorldDx:= -512; WorldDy:= -256; PrevSentPointTime:= 0; FPS:= 0; CountTicks:= 0; SoundTimerTicks:= 0; prevPoint.X:= 0; prevPoint.Y:= 0; missionTimer:= 0; missionTex:= nil; cOffsetY:= 0; AMState:= AMHidden; isFirstFrame:= true; FillChar(WorldFade, sizeof(WorldFade), 0); WorldFade[0].a:= 255; WorldFade[1].a:= 255; FillChar(WorldEnd, sizeof(WorldEnd), 0); WorldEnd[0].a:= 255; WorldEnd[1].a:= 255; WorldEnd[2].a:= 255; WorldEnd[3].a:= 255; AmmoMenuTex:= nil; AmmoMenuInvalidated:= true end; procedure freeModule; begin ResetWorldTex(); end; end.