author | nemo |
Tue, 01 Jan 2013 14:21:51 -0500 | |
changeset 8349 | a1dbe148f10f |
parent 8204 | 9a6030d96273 |
child 8330 | aaefa587e277 |
child 8359 | 9a7024b2a4d3 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *) {$INCLUDE "options.inc"} {$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF} 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 ShakeCamera(amount: LongInt); procedure InitCameraBorders; procedure InitTouchInterface; procedure SetUtilityWidgetState(ammoType: TAmmoType); procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean); procedure MoveCamera; procedure onFocusStateChanged; implementation uses uStore , uMisc , uIO , uLocale , uSound , uAmmos , uVisualGears , uChat , uLandTexture , GLunit , uVariables , uUtils , uTextures , uRender , uCaptions , uCursor , uCommands {$IFDEF USE_VIDEO_RECORDING} , uVideoRec {$ENDIF} ; var cWaveWidth, cWaveHeight: LongInt; AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt; AMAnimStartTime, AMState : LongInt; AMAnimState: Single; tmpSurface: PSDL_Surface; fpsTexture: PTexture; timeTexture: PTexture; FPS: Longword; CountTicks: Longword; SoundTimerTicks: Longword; prevPoint: TPoint; amSel: TAmmoType = amNothing; missionTex: PTexture; missionTimer: LongInt; stereoDepth: GLfloat; isFirstFrame: boolean; AMAnimType: LongInt; recTexture: PTexture; AmmoMenuTex : PTexture; HorizontOffset: LongInt; cOffsetY: LongInt; AFRToggle: Boolean; 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; AMTITLE = 30; {$ELSE} AMSlotSize = 32; {$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 if (GameFlags and gf) <> 0 then begin t:= inttostr(i); s:= s + FormatA(trgoal[si], t) + '|' end; AddGoal:= s; end; function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring; begin if (GameFlags and gf) <> 0 then s:= s + trgoal[si] + '|'; 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 (goals/game modes first for now) g:= AddGoal(g, gfKing, gidKing); // king? g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode? // other important flags g:= AddGoal(g, gfForts, gidForts); // forts? g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity? g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability? g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism? g:= AddGoal(g, gfKarma, gidKarma); // karma? g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement? g:= AddGoal(g, gfArtillery, gidArtillery); // artillery? g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land? g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo? g:= AddGoal(g, gfResetHealth, gidResetHealth); g:= AddGoal(g, gfAISurvival, gidAISurvival); g:= AddGoal(g, gfInfAttack, gidInfAttack); g:= AddGoal(g, gfResetWeps, gidResetWeps); g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo); // 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 g <> '' 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; WorldDx:= -(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:= mobileRecord.getScreenDPI()/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 FreeTexture(fpsTexture); fpsTexture:= nil; FreeTexture(timeTexture); timeTexture:= nil; FreeTexture(missionTex); missionTex:= nil; FreeTexture(recTexture); recTexture:= nil; 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 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); {$ENDIF} end; for i:= 1 to SlotsNumX -1 do DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160); for i:= 1 to SlotsNumY -1 do DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160); //draw outer border DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0 , 0 , 0); DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y , 1); DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x , AMRect.h + BORDERSIZE, 2); DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3); for i:=0 to BORDERSIZE-1 do begin DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right end; GetAmmoMenuTexture:= Surface2Tex(amSurface, false); if amSurface <> nil then SDL_FreeSurface(amSurface); end; procedure ShowAmmoMenu; const BORDERSIZE = 2; var Slot, Pos: LongInt; Ammo: PHHAmmo; c,i,g,t,STurns: LongInt; begin if TurnTimeLeft = 0 then bShowAmmoMenu:= false; // give the assigned ammo to hedgehog Ammo:= nil; if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then Ammo:= CurrentHedgehog^.Ammo else if (LocalAmmo <> -1) then Ammo:= GetAmmoByNum(LocalAmmo); Pos:= -1; if Ammo = nil then begin bShowAmmoMenu:= false; AMState:= AMHidden; exit end; //Init the menu if(AmmoMenuInvalidated) then begin AmmoMenuInvalidated:= false; FreeTexture(AmmoMenuTex); AmmoMenuTex:= GetAmmoMenuTexture(Ammo); {$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; AMState:= AMHidden; end; end; DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex); if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then Tint($FF, $ff, $ff, $ff); Pos:= -1; Slot:= -1; {$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; FreeWeaponTooltip; {$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then begin if not(arrowUp.show) then begin animateWidget(@arrowUp, true, true); animateWidget(@arrowDown, true, true); end; end else if arrowUp.show then begin animateWidget(@arrowUp, true, false); animateWidget(@arrowDown, true, false); end; SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType); {$ENDIF} exit end; end end else FreeWeaponTooltip; 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); {$ENDIF} end; procedure DrawWater(Alpha: byte; OffsetY: LongInt); var VertexBuffer: array [0..3] of TVertex2f; r: TSDL_Rect; lw, lh: GLfloat; begin if SuddenDeathDmg then begin SDWaterColorArray[0].a := Alpha; SDWaterColorArray[1].a := Alpha; SDWaterColorArray[2].a := Alpha; SDWaterColorArray[3].a := Alpha end else begin WaterColorArray[0].a := Alpha; WaterColorArray[1].a := Alpha; WaterColorArray[2].a := Alpha; WaterColorArray[3].a := Alpha end; lw:= cScreenWidth / cScaleFactor; lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16; // Water r.y:= OffsetY + WorldDy + cWaterLine; if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then begin if r.y < 0 then r.y:= 0; glDisable(GL_TEXTURE_2D); VertexBuffer[0].X:= -lw; VertexBuffer[0].Y:= r.y; VertexBuffer[1].X:= lw; VertexBuffer[1].Y:= r.y; VertexBuffer[2].X:= lw; VertexBuffer[2].Y:= lh; VertexBuffer[3].X:= -lw; VertexBuffer[3].Y:= lh; glDisableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_COLOR_ARRAY); if SuddenDeathDmg then glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0]) else glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glDisableClientState(GL_COLOR_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required glEnable(GL_TEXTURE_2D); end; end; procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte); var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; lw, waves, shift: GLfloat; sprite: TSprite; begin if SuddenDeathDmg then sprite:= sprSDWater else sprite:= sprWater; cWaveWidth:= SpritesData[sprite].Width; lw:= cScreenWidth / cScaleFactor; waves:= lw * 2 / cWaveWidth; if SuddenDeathDmg then Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt, LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt, LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt, 255 ) else Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt, LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt, LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt, 255 ); glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id); VertexBuffer[0].X:= -lw; VertexBuffer[0].Y:= cWaterLine + WorldDy + dY; VertexBuffer[1].X:= lw; VertexBuffer[1].Y:= VertexBuffer[0].Y; VertexBuffer[2].X:= lw; VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height; VertexBuffer[3].X:= -lw; VertexBuffer[3].Y:= VertexBuffer[2].Y; shift:= - lw / cWaveWidth; TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1); TextureBuffer[0].Y:= 0; TextureBuffer[1].X:= TextureBuffer[0].X + waves; TextureBuffer[1].Y:= TextureBuffer[0].Y; TextureBuffer[2].X:= TextureBuffer[1].X; TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry; TextureBuffer[3].X:= TextureBuffer[0].X; TextureBuffer[3].Y:= TextureBuffer[2].Y; glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); Tint($FF, $FF, $FF, $FF); {for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), cWaterLine + WorldDy + dY, 0)} 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; // Sky glClear(GL_COLOR_BUFFER_BIT); //glPushMatrix; //glScalef(1.0, 1.0, 1.0); if (not isPaused) and (GameType <> gmtRecord) then MoveCamera; if cStereoMode = smNone then begin glClear(GL_COLOR_BUFFER_BIT); DrawWorldStereo(Lag, rmDefault) end {$IFDEF USE_S3D_RENDERING} else if (cStereoMode = smAFR) then begin AFRToggle:= not AFRToggle; glClear(GL_COLOR_BUFFER_BIT); if AFRToggle then DrawWorldStereo(Lag, rmLeftEye) else DrawWorldStereo(Lag, rmRightEye) end else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then begin // create left fb glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); DrawWorldStereo(Lag, rmLeftEye); // create right fb glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); DrawWorldStereo(0, rmRightEye); // detatch drawing from fbs glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, defaultFrame); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); SetScale(cDefaultZoomLevel); // draw left frame glBindTexture(GL_TEXTURE_2D, texl); glBegin(GL_QUADS); if cStereoMode = smHorizontal then begin glTexCoord2f(0.0, 0.0); glVertex2d(cScreenWidth / -2, cScreenHeight); glTexCoord2f(1.0, 0.0); glVertex2d(0, cScreenHeight); glTexCoord2f(1.0, 1.0); glVertex2d(0, 0); glTexCoord2f(0.0, 1.0); glVertex2d(cScreenWidth / -2, 0); end else begin glTexCoord2f(0.0, 0.0); glVertex2d(cScreenWidth / -2, cScreenHeight / 2); glTexCoord2f(1.0, 0.0); glVertex2d(cScreenWidth / 2, cScreenHeight / 2); glTexCoord2f(1.0, 1.0); glVertex2d(cScreenWidth / 2, 0); glTexCoord2f(0.0, 1.0); glVertex2d(cScreenWidth / -2, 0); end; glEnd(); // draw right frame glBindTexture(GL_TEXTURE_2D, texr); glBegin(GL_QUADS); if cStereoMode = smHorizontal then begin glTexCoord2f(0.0, 0.0); glVertex2d(0, cScreenHeight); glTexCoord2f(1.0, 0.0); glVertex2d(cScreenWidth / 2, cScreenHeight); glTexCoord2f(1.0, 1.0); glVertex2d(cScreenWidth / 2, 0); glTexCoord2f(0.0, 1.0); glVertex2d(0, 0); end else begin glTexCoord2f(0.0, 0.0); glVertex2d(cScreenWidth / -2, cScreenHeight); glTexCoord2f(1.0, 0.0); glVertex2d(cScreenWidth / 2, cScreenHeight); glTexCoord2f(1.0, 1.0); glVertex2d(cScreenWidth / 2, cScreenHeight / 2); glTexCoord2f(0.0, 1.0); glVertex2d(cScreenWidth / -2, cScreenHeight / 2); end; glEnd(); SetScale(zoom); end else begin // clear scene glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); // draw left eye in red channel only if cStereoMode = smGreenRed then glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) else if cStereoMode = smBlueRed then glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) else if cStereoMode = smCyanRed then glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) else glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); DrawWorldStereo(Lag, rmLeftEye); // draw right eye in selected channel(s) only if cStereoMode = smRedGreen then glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) else if cStereoMode = smRedBlue then glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) else if cStereoMode = smRedCyan then glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) else glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); DrawWorldStereo(Lag, rmRightEye); end {$ENDIF} end; procedure ChangeDepth(rm: TRenderMode; d: GLfloat); begin {$IFNDEF USE_S3D_RENDERING} rm:= rm; d:= d; // avoid hint exit; {$ELSE} d:= d / 5; if rm = rmDefault then exit else if rm = rmLeftEye then d:= -d; stereoDepth:= stereoDepth + d; glMatrixMode(GL_PROJECTION); glTranslatef(d, 0, 0); glMatrixMode(GL_MODELVIEW); {$ENDIF} end; procedure ResetDepth(rm: TRenderMode); begin {$IFNDEF USE_S3D_RENDERING} rm:= rm; // avoid hint exit; {$ELSE} if rm = rmDefault then exit; glMatrixMode(GL_PROJECTION); glTranslatef(-stereoDepth, 0, 0); glMatrixMode(GL_MODELVIEW); stereoDepth:= 0; {$ENDIF} end; procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); var i, t, h: LongInt; r: TSDL_Rect; tdx, tdy: Double; s: shortstring; highlight: Boolean; smallScreenOffset, offsetX, offsetY, screenBottom: LongInt; VertexBuffer: array [0..3] of TVertex2f; begin if (cReducedQuality and rqNoBackground) = 0 then begin // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine); offsetY:= 10 * Min(0, -145 - ScreenBottom); 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, SDTint, SDTint, $FF); DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); ChangeDepth(RM, -cStereo_Horizon); DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF); end; DrawVisualGears(0); ChangeDepth(RM, -cStereo_MidDistance); DrawVisualGears(4); if (cReducedQuality and rq2DWater) = 0 then begin // Waves DrawWater(255, SkyOffset); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24); end else DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0); changeDepth(RM, cStereo_Land); DrawVisualGears(5); DrawLand(WorldDx, WorldDy); DrawWater(255, 0); DrawVisualGears(1); DrawGears; DrawVisualGears(6); if SuddenDeathDmg then DrawWater(SDWaterOpacity, 0) else DrawWater(WaterOpacity, 0); // Waves ChangeDepth(RM, cStereo_Water_near); DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12); if (cReducedQuality and rq2DWater) = 0 then begin //DrawWater(WaterOpacity, - offsetY div 40); ChangeDepth(RM, cStereo_Water_near); DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8); if SuddenDeathDmg then DrawWater(SDWaterOpacity, - offsetY div 20) else DrawWater(WaterOpacity, - offsetY div 20); ChangeDepth(RM, cStereo_Water_near); DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2); if SuddenDeathDmg then DrawWater(SDWaterOpacity, - offsetY div 10) else DrawWater(WaterOpacity, - offsetY div 10); ChangeDepth(RM, cStereo_Water_near); DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0); end else DrawWaves(-1, 50, - (cWaveHeight shr 1), 0); // 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); 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); 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; {$WARNINGS ON} // this scale is used to keep the various widgets at the same dimension at all zoom levels SetScale(cDefaultZoomLevel); // Turn time {$IFDEF USE_TOUCH_INTERFACE} offsetX:= cScreenHeight - 13; {$ELSE} offsetX:= 48; {$ENDIF} offsetY:= cOffsetY; if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) 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); DrawSprite(sprBigDigit, -(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; {$IFDEF USE_TOUCH_INTERFACE} // Draw buttons Related to the Touch interface DrawScreenWidget(@arrowLeft); DrawScreenWidget(@arrowRight); DrawScreenWidget(@arrowUp); DrawScreenWidget(@arrowDown); DrawScreenWidget(@fireButton); DrawScreenWidget(@jumpWidget); DrawScreenWidget(@AMWidget); DrawScreenWidget(@pauseButton); DrawScreenWidget(@utilityWidget); {$ENDIF} // Teams Healths 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 * 20 > Longword(cScreenHeight) div 5 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 h:= 0; highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); if highlight then Tint(Clan^.Color shl 8 or $FF); // draw name DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex); // draw flag DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex); // draw health bar r.x:= 0; r.y:= 0; r.w:= 2 + TeamHealthBarWidth; r.h:= HealthTex^.h; DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex); // draw health bars right border inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawTextureFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex); if not highlight and (not hasGone) then for i:= 0 to cMaxHHIndex do if Hedgehogs[i].Gear <> nil then begin inc(h,Hedgehogs[i].Gear^.Health); if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture); end; // draw ai kill counter for gfAISurvival if (GameFlags and gfAISurvival) <> 0 then begin DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex); end; // if highlighted, draw flag and other contents again to keep their colors // this approach should be faster than drawing all borders one by one tinted or not if highlight then begin if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80) else Tint($FF, $FF, $FF, $FF); // 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); // draw flag r.w:= 22; r.h:= 15; DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex); // draw health bar r.w:= TeamHealthBarWidth + 1; r.h:= HealthTex^.h - 4; DrawTextureFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex); if not hasGone and (TeamHealth > 1) then begin Tint(Clan^.Color shl 8 or $FF); for i:= 0 to cMaxHHIndex do if Hedgehogs[i].Gear <> nil then begin inc(h,Hedgehogs[i].Gear^.Health); if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture); end; if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80) else Tint($FF, $FF, $FF, $FF); end; end; end; if smallScreenOffset <> 0 then begin SetScale(cDefaultZoomLevel); if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$FF); end; // Lag alert if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12); // Wind bar {$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; // 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 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); FreeTexture(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); FreeTexture(fpsTexture); fpsTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if fpsTexture <> nil then DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture); end; // lag warning (?) inc(SoundTimerTicks, Lag); end; if SoundTimerTicks >= 50 then begin SoundTimerTicks:= 0; if cVolumeDelta <> 0 then begin str(ChangeVolume(cVolumeDelta), s); AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume); end; if isAudioMuted then AddCaption(trmsg[sidMute], cWhiteColor, capgrpVolume) end; if GameState = gsConfirm then DrawTextureCentered(0, (cScreenHeight shr 1), 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 case ScreenFade of sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000); sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000); end; VertexBuffer[0].X:= -cScreenWidth; VertexBuffer[0].Y:= cScreenHeight; VertexBuffer[1].X:= -cScreenWidth; VertexBuffer[1].Y:= 0; VertexBuffer[2].X:= cScreenWidth; VertexBuffer[2].Y:= 0; VertexBuffer[3].X:= cScreenWidth; VertexBuffer[3].Y:= cScreenHeight; glDisable(GL_TEXTURE_2D); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glEnable(GL_TEXTURE_2D); Tint($FF, $FF, $FF, $FF); if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone end end; {$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); FreeTexture(recTexture); recTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture); // draw red circle glDisable(GL_TEXTURE_2D); Tint($FF, $00, $00, Byte(Round(127*(1 + sin(SDL_GetTicks()*0.007))))); glBegin(GL_POLYGON); for i:= 0 to 20 do glVertex2f(-(cScreenWidth shr 1) + 30 + sin(i*2*Pi/20)*10, 35 + cos(i*2*Pi/20)*10); glEnd(); Tint($FF, $FF, $FF, $FF); glEnable(GL_TEXTURE_2D); end; {$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 then begin if not bShowAmmoMenu then begin with CurrentHedgehog^ do if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then begin if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) 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, $FF); i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos; with Ammoz[CurAmmoType] do if PosCount > 1 then DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i); end; DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) end end; isFirstFrame:= false end; var PrevSentPointTime: LongWord = 0; procedure MoveCamera; var EdgesDist, wdy, shs,z, amNumOffsetX, amNumOffsetY: LongInt; begin {$IFNDEF MOBILE} if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu))) and cHasFocus and (GameState <> gsConfirm) then uCursor.updatePosition(); {$ENDIF} z:= round(200/zoom); if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and autoCameraOn then if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then begin FollowGear:= nil; prevPoint:= CursorPoint; exit end else begin CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8; if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10) then CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8 else CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8; end; wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater; if WorldDy < wdy then WorldDy:= wdy; if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit; if (AMState = AMShowingUp) or (AMState = AMShowing) then begin {$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 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 r.w:= 32; r.h:= 32; if time = 0 then time:= 5000; missionTimer:= time; FreeTexture(missionTex); if icon > -1 then begin r.x:= 0; r.y:= icon * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, '', 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, '', 0, SpritesData[sprAMAmmos].Surface, @r) end; end; procedure HideMission; begin missionTimer:= 0; 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 SetUtilityWidgetState(ammoType: TAmmoType); begin {$IFDEF USE_TOUCH_INTERFACE} if(ammoType = amNothing)then ammoType:= CurrentHedgehog^.CurAmmoType; if(CurrentHedgehog <> nil)then if (Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0 then begin utilityWidget.sprite:= sprTimerButton; animateWidget(@utilityWidget, true, true); end else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then begin utilityWidget.sprite:= sprTargetButton; animateWidget(@utilityWidget, true, true); end else if ammoType = amSwitch then begin utilityWidget.sprite:= sprTargetButton; animateWidget(@utilityWidget, true, true); end else if utilityWidget.show then animateWidget(@utilityWidget, true, false); {$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; stereoDepth:= 0; AMState:= AMHidden; isFirstFrame:= true; stereoDepth:= stereoDepth; // avoid hint end; procedure freeModule; begin ResetWorldTex(); end; end.