hedgewars/uWorld.pas
author koda
Sun, 06 Nov 2011 17:43:57 +0100
changeset 6301 1259736c0134
parent 6296 0cd63375e80b
child 6302 db8bdbb34e03
permissions -rw-r--r--
engine interaction class refactoring, round 4 or 5, can't remember: this time use the class methods to create an instance object and operates on that, reducing the number of arguments between methods and simplifying memory management
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
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unit uWorld;
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interface
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uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes;
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procedure initModule;
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procedure freeModule;
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procedure InitWorld;
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procedure DrawWorld(Lag: LongInt);
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procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
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procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
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procedure HideMission;
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procedure ShakeCamera(amount: LongInt);
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procedure InitCameraBorders;
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procedure MoveCamera;
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procedure onFocusStateChanged;
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implementation
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uses
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    uStore,
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    uMisc,
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    uIO,
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    uLocale,
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    uSound,
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    uAmmos,
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    uVisualGears,
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    uChat,
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    uLandTexture,
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    GLunit,
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    uVariables,
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    uUtils,
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    uTextures,
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    uRender,
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    uCaptions,
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    uCursor,
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    uCommands,
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    uMobile
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    ;
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var cWaveWidth, cWaveHeight: LongInt;
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    AMSlotSize, AMxOffset, AMyOffset, AMWidth, AMxShift, SlotsNum: LongInt;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    SoundTimerTicks: Longword;
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    prevPoint: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    stereoDepth: GLfloat;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_Water_distant = 0.0125;
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      cStereo_Land          = 0.0075;
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      cStereo_Water_near    = 0.0025;
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      cStereo_Outside       = -0.0400;
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procedure InitWorld;
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var i, t: LongInt;
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    cp: PClan;
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    g: ansistring;
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    // helper functions to create the goal/game mode string
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    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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    var t: ansistring;
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    begin
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        if (GameFlags and gf) <> 0 then
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            begin
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            t:= inttostr(i);
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            s:= s + format(trgoal[si], t) + '|'
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            end;
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        AddGoal:= s;
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    end;
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    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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    begin
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        if (GameFlags and gf) <> 0 then
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            s:= s + trgoal[si] + '|';
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        AddGoal:= s;
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    end;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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   begin
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   for i:= 0 to ClansCount * 4 do
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      begin
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      t:= GetRandom(ClansCount);
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      if t <> 0 then
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         begin
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         cp:= ClansArray[0];
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         ClansArray[0]:= ClansArray[t];
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         ClansArray[t]:= cp;
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         ClansArray[t]^.ClanIndex:= t;
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         ClansArray[0]^.ClanIndex:= 0;
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         if (LocalClan = t) then LocalClan:= 0
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         else if (LocalClan = 0) then LocalClan:= t
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         end;
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      end;
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   CurrentTeam:= ClansArray[0]^.Teams[0];
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   end;
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// if special game flags/settings are changed, add them to the game mode notice window and then show it
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g:= ''; // no text/things to note yet
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// add custom goals from lua script if there are any
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if LuaGoals <> '' then g:= LuaGoals + '|';
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// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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// other important flags
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g:= AddGoal(g, gfForts, gidForts); // forts?
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
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g:= AddGoal(g, gfResetHealth, gidResetHealth);
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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g:= AddGoal(g, gfInfAttack, gidInfAttack);
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g:= AddGoal(g, gfResetWeps, gidResetWeps);
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g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
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// modified damage modificator?
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if cDamagePercent <> 100 then
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    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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   156
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// fade in
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ScreenFade:= sfFromBlack;
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ScreenFadeValue:= sfMax;
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ScreenFadeSpeed:= 1;
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   161
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   162
// modified mine timers?
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   163
if cMinesTime <> 3000 then
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   164
    begin
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   165
    if cMinesTime = 0 then
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   166
        g:= AddGoal(g, gfAny, gidNoMineTimer)
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   167
    else if cMinesTime < 0 then
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   168
        g:= AddGoal(g, gfAny, gidRandomMineTimer)
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   169
    else
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        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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   171
    end;
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// if the string has been set, show it for (default timeframe) seconds
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   174
if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
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   175
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c929f9111141 Nemo's patch allowing different water sprites size
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   176
cWaveWidth:= SpritesData[sprWater].Width;
2268
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   177
//cWaveHeight:= SpritesData[sprWater].Height;
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   178
cWaveHeight:= 32;
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   179
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InitCameraBorders();
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   181
uCursor.init();
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a02adcdaa939 Some work on camera
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   182
prevPoint.X:= 0;
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42257fee61ae - Unicode support for team and hedgehogs names
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   183
prevPoint.Y:= cScreenHeight div 2;
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   184
WorldDx:=  - (LAND_WIDTH div 2) + cScreenWidth div 2;
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5a083e71a71d Properly decrement sniper rifle if timed out. Try to get camera position straight for once.
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   185
WorldDy:=  - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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AMSlotSize:= 33;
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   187
{$IFDEF IPHONEOS}
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if isPhone() then
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   189
    begin
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   190
    AMxOffset:= -30 + cScreenHeight div 2;
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   191
    AMyOffset:= 10;
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   192
    end
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   193
else
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   194
    begin
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   195
    AMxOffset:= AMSlotSize + cScreenHeight div 2;
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   196
    AMyOffset:= -10 + cScreenWidth div 3;
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   197
    end;
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   198
AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset;
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   199
{$ELSE}
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   200
AMxOffset:= 10;
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   201
AMyOffset:= 60;
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   202
AMWidth:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset;
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   203
{$ENDIF}
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   204
AMxShift:= AMWidth;
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palewolf
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   205
SkyOffset:= 0;
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palewolf
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   206
HorizontOffset:= 0;
161
d8870bbf960e - AmmoMenu
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   207
end;
d8870bbf960e - AmmoMenu
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parents: 154
diff changeset
   208
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sheepluva
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   209
procedure InitCameraBorders;
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sheepluva
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   210
begin
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   211
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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   212
end;
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8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
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   213
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
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   214
procedure ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
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parents: 154
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   215
const MENUSPEED = 15;
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   216
const BORDERSIZE = 2;
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   217
var x, y, i, t, g: LongInt;
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   218
    Slot, Pos, STurns: LongInt;
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7e6adeb57427 Show the ammo menu of the last local non-bot team when not local turn. needs testing
nemo
parents: 2851
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   219
    Ammo: PHHAmmo;
161
d8870bbf960e - AmmoMenu
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   220
begin
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   221
    if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or
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   222
       ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
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   223
        bShowAmmoMenu:= false;
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   224
6276
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   225
    if bShowAmmoMenu then
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   226
    // show ammo menu
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   227
        begin
6276
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   228
        FollowGear:= nil;
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   229
        if AMxShift = AMWidth then prevPoint.X:= 0;
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   230
        if (cReducedQuality and rqSlowMenu) <> 0 then AMxShift:= 0
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diff changeset
   231
        else
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   232
            if AMxShift > MENUSPEED then dec(AMxShift, MENUSPEED)
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   233
            else AMxShift:= 0;
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   234
        end
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   235
    else
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   236
    // hide ammo menu
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   237
        begin
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   238
        if AMxShift = 0 then
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   239
            begin
6276
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   240
            CursorPoint.X:= cScreenWidth shr 1;
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   241
            CursorPoint.Y:= cScreenHeight shr 1;
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   242
            prevPoint:= CursorPoint;
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   243
            end;
6276
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   244
        if (cReducedQuality and rqSlowMenu) <> 0 then AMxShift:= AMWidth+2
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   245
        else
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   246
            if AMxShift < (AMWidth - MENUSPEED) then inc(AMxShift, MENUSPEED)
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diff changeset
   247
            else AMxShift:= AMWidth;
3434
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diff changeset
   248
        end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   249
6276
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   250
    // give the assigned ammo to hedgehog
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   251
    Ammo:= nil;
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diff changeset
   252
    if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and
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diff changeset
   253
       (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
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   254
        Ammo:= CurrentHedgehog^.Ammo
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diff changeset
   255
    else if (LocalAmmo <> -1) then
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   256
        Ammo:= GetAmmoByNum(LocalAmmo);
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   257
    Pos:= -1;
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diff changeset
   258
    if Ammo = nil then
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diff changeset
   259
        begin
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diff changeset
   260
        bShowAmmoMenu:= false;
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diff changeset
   261
        exit
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parents: 6250
diff changeset
   262
        end;
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diff changeset
   263
    SlotsNum:= 0;
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parents: 6250
diff changeset
   264
    x:= (cScreenWidth shr 1) - AMWidth + AMxShift;
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nemo
parents: 3407
diff changeset
   265
6276
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diff changeset
   266
{$IFDEF IPHONEOS}
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diff changeset
   267
    Slot:= cMaxSlotIndex;
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diff changeset
   268
    x:= x - cOffsetY;
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parents: 6250
diff changeset
   269
    y:= AMyOffset;
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koda
parents: 6250
diff changeset
   270
    dec(y, BORDERSIZE);
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parents: 6250
diff changeset
   271
    DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
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   272
    for i:= 0 to cMaxSlotAmmoIndex do
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   273
        DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
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diff changeset
   274
    DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
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   275
    inc(y, BORDERSIZE);
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parents: 6250
diff changeset
   276
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koda
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   277
    for i:= 0 to cMaxSlotIndex do
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diff changeset
   278
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
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diff changeset
   279
            begin
6276
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diff changeset
   280
            if (cScreenHeight - CursorPoint.Y >= y) and (cScreenHeight - CursorPoint.Y <= y + AMSlotSize) then Slot:= i;
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diff changeset
   281
            inc(SlotsNum);
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   282
            DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
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   283
            t:= 0;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   284
            g:= 0;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   285
            while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   286
                begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   287
                DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   288
                if (Ammo^[i, t].AmmoType <> amNothing) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   289
                    begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   290
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   291
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   292
                    if STurns >= 0 then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   293
                        begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   294
                        DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   295
                        if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   296
                        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   297
                    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   298
                        DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   299
                    if (Slot = i) and (CursorPoint.X >= x + g * AMSlotSize) and
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   300
                       (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   301
                        begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   302
                        if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   303
                        Pos:= t;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   304
                        end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   305
                    inc(g)
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   306
                    end;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   307
                inc(t)
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   308
                end;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   309
            for g:= g to cMaxSlotAmmoIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   310
                DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   311
            DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   312
            inc(y, AMSlotSize);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   313
            end;
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   314
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   315
    DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   316
    for i:= 0 to cMaxSlotAmmoIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   317
	DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   318
    DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   319
{$ELSE}
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   320
    Slot:= 0;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   321
    y:= cScreenHeight - AMyOffset;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   322
    DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   323
    for i:= 0 to cMaxSlotAmmoIndex + 1 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   324
        DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   325
    DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   326
    dec(y, AMSlotSize);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   327
    DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   328
    for i:= 0 to cMaxSlotAmmoIndex do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   329
        DrawSprite(sprAMSlot, x + i * AMSlotSize, y, 2);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   330
    DrawSprite(sprAMSlot, x + (cMaxSlotAmmoIndex + 1) * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   331
    DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   332
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   333
    for i:= cMaxSlotIndex downto 0 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   334
        if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   335
            begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   336
            if (cScreenHeight - CursorPoint.Y >= y - AMSlotSize) and (cScreenHeight - CursorPoint.Y <= y) then Slot:= i;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   337
            dec(y, AMSlotSize);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   338
            inc(SlotsNum);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   339
            DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   340
            DrawSprite(sprAMSlot, x, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   341
            DrawSprite(sprAMSlotKeys, x, y + 1, i);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   342
            t:= 0;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   343
            g:= 1;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   344
            while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   345
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   346
                DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   347
                if (Ammo^[i, t].AmmoType <> amNothing) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   348
                    begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   349
                    STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   350
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   351
                    if STurns >= 0 then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   352
                        begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   353
                        DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   354
                        if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   355
                        end else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   356
                        DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   357
                    if (Slot = i) and (CursorPoint.X >= x + g * AMSlotSize) and
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   358
                       (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   359
                        begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   360
                        if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   361
                        Pos:= t;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   362
                        end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   363
                    inc(g)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   364
                    end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   365
                    inc(t)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   366
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   367
            for g:= g to cMaxSlotAmmoIndex + 1 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   368
                DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   369
            DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   370
            end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   371
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   372
    dec(y, BORDERSIZE);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   373
    DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   374
    for i:= 0 to cMaxSlotAmmoIndex + 1 do
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   375
        DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   376
    DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   377
{$ENDIF}
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   378
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   379
    if (Pos >= 0) then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   380
        begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   381
        if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   382
            begin
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   383
            if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   384
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   385
                amSel:= Ammo^[Slot, Pos].AmmoType;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   386
                RenderWeaponTooltip(amSel)
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   387
                end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   388
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   389
{$IFDEF IPHONEOS}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   390
            DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   391
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   392
                DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + 163, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   393
{$ELSE}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   394
            DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   395
            if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   396
                DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   397
{$ENDIF}
1529
3bc916b419cd Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents: 1439
diff changeset
   398
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   399
            if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   400
                begin
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   401
                bShowAmmoMenu:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   402
                SetWeapon(Ammo^[Slot, Pos].AmmoType);
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   403
                bSelected:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   404
                FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   405
                exit
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   406
                end;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   407
            end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   408
        end
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   409
    else
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   410
        FreeWeaponTooltip;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   411
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   412
    if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   413
{$IFDEF IPHONEOS}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   414
        ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, 100);
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   415
{$ELSE}
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   416
        ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, Min(y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   417
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   418
6276
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   419
    bSelected:= false;
1e2f8da1860a while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents: 6250
diff changeset
   420
    if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   421
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   422
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   423
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   424
var VertexBuffer: array [0..3] of TVertex2f;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   425
    r: TSDL_Rect;
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   426
    lw, lh: GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   427
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   428
    if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   429
        begin
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   430
        SDWaterColorArray[0].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   431
        SDWaterColorArray[1].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   432
        SDWaterColorArray[2].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   433
        SDWaterColorArray[3].a := Alpha
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   434
        end
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   435
    else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   436
        begin
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   437
        WaterColorArray[0].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   438
        WaterColorArray[1].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   439
        WaterColorArray[2].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   440
        WaterColorArray[3].a := Alpha
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   441
        end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   442
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   443
    lw:= cScreenWidth / cScaleFactor;
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   444
    lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   445
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   446
    // Water
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   447
    r.y:= OffsetY + WorldDy + cWaterLine;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   448
    if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   449
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   450
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   451
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   452
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   453
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   454
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   455
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   456
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   457
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   458
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   459
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   460
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   461
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   462
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   463
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   464
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   465
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   466
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   467
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   468
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   469
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   470
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2171
8208946331ba Smaxx refactor of LoadImage to use flags, iphone changes by koda (mostly use of rgba instead of rgb)
nemo
parents: 2162
diff changeset
   471
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   472
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   473
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   474
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   475
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   476
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   477
        glEnable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   478
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   479
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   480
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   481
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   482
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   483
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   484
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   485
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   486
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   487
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   488
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   489
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   490
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   491
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   492
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   493
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   494
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   495
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   496
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   497
    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   498
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   499
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   500
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   501
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   502
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   503
    Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   504
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   505
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   506
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   507
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   508
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   509
glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   510
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   511
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   512
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   513
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   514
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   515
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   516
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   517
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   518
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   519
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   520
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   521
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   522
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   523
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   524
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   525
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   526
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   527
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   528
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   529
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   530
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   531
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   532
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   533
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   534
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   535
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   536
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   537
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   538
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   539
        i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2),
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   540
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   541
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   542
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   543
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   544
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   545
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   546
begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   547
    sw:= round(cScreenWidth / cScaleFactor);
6135
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   548
    if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   549
        begin
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   550
        w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   551
        h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   552
        i:= Shift mod w;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   553
        if i > 0 then dec(i, w);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   554
        dec(i, w * (sw div w + 1));
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   555
        repeat
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   556
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   557
            inc(i, w)
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   558
        until i > sw
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   559
        end
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   560
    else if SpritesData[spr].Texture <> nil then
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   561
        begin
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   562
        w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   563
        h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   564
        lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   565
        lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
6135
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   566
        if SpritesData[sprR].Texture <> nil then
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   567
            begin
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   568
            rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   569
            rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   570
            end;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   571
        dec(Shift, w div 2);
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   572
        DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   573
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   574
        i:= Shift - lw;
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   575
        while i >= -sw - lw do
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   576
            begin
3537
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   577
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
8f5b3108f29c New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
nemo
parents: 3523
diff changeset
   578
            dec(i, lw);
5285
af4dc03dd60d Make sky, horizon, flakes and clouds optional, replace repeated strips of skyL/skyR with 2x2 transparent PNGs instead of larger images of variable dimensions, remove a number of empty unused images
nemo
parents: 5191
diff changeset
   579
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   580
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   581
        i:= Shift + w;
6135
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   582
        if SpritesData[sprR].Texture <> nil then
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   583
            while i <= sw do
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   584
                begin
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   585
                DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   586
                inc(i, rw)
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   587
                end
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   588
        else
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   589
            while i <= sw do
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   590
                begin
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   591
                DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   592
                inc(i, lw)
2172330ad52a Use SkyL if SkyR is not included. Saves a bit of texture memory and removes some redundant files.
nemo
parents: 6131
diff changeset
   593
                end
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   594
        end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   595
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   596
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   597
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   598
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   599
begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   600
    if not isPaused then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   601
    begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   602
        if ZoomValue < zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   603
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   604
            zoom:= zoom - 0.002 * Lag;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   605
            if ZoomValue > zoom then
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   606
                zoom:= ZoomValue
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   607
        end
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   608
        else
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   609
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   610
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   611
            zoom:= zoom + 0.002 * Lag;
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   612
            if ZoomValue < zoom then
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   613
                zoom:= ZoomValue
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   614
            end
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   615
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   616
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   617
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   618
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   619
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   620
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   621
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   622
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   623
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   624
    if not isPaused then
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   625
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   626
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   627
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   628
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   629
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   630
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   631
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   632
{$IFNDEF S3D_DISABLED}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   633
    else if (cStereoMode = smAFR) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   634
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   635
        AFRToggle:= not AFRToggle;
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   636
        glClear(GL_COLOR_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   637
        if AFRToggle then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   638
            DrawWorldStereo(Lag, rmLeftEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   639
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   640
            DrawWorldStereo(Lag, rmRightEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   641
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   642
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   643
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   644
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   645
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   646
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   647
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   648
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   649
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   650
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   651
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   652
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   653
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   654
        // detatch drawing from fbs
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   655
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   656
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   657
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   658
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   659
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   660
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   661
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   662
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   663
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   664
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   665
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   666
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   667
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   668
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   669
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   670
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   671
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   672
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   673
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   674
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   675
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   676
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   677
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   678
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   679
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   680
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   681
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   682
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   683
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   684
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   685
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   686
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   687
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   688
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   689
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   690
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   691
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   692
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   693
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   694
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   695
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   696
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   697
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   698
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   699
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   700
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   701
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   702
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   703
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   704
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   705
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   706
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   707
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   708
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   709
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   710
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   711
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   712
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   713
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   714
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   715
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   716
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   717
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   718
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   719
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   720
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   721
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   722
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   723
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   724
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   725
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   726
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   727
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   728
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   729
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   730
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   731
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   732
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   733
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   734
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   735
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   736
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   737
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   738
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   739
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   740
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   741
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   742
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   743
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   744
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   745
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   746
    rm:= rm; d:= d; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   747
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   748
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   749
    d:= d / 5;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   750
    if rm = rmDefault then exit
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   751
    else if rm = rmLeftEye then d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   752
    stereoDepth:= stereoDepth + d;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   753
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   754
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   755
    glMatrixMode(GL_MODELVIEW);
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   756
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   757
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   758
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   759
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   760
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   761
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   762
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   763
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   764
{$ELSE}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   765
    if rm = rmDefault then exit;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   766
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   767
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   768
    glMatrixMode(GL_MODELVIEW);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   769
    stereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   770
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   771
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   772
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   773
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   774
var i, t: LongInt;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   775
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   776
    tdx, tdy: Double;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   777
    s: string[15];
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   778
    highlight: Boolean;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   779
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   780
    VertexBuffer: array [0..3] of TVertex2f;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   781
begin
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   782
    if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
   783
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   784
        // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   785
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
   786
        offsetY:= 10 * Min(0, -145 - ScreenBottom);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   787
        SkyOffset:= offsetY div 35 + cWaveHeight;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   788
        HorizontOffset:= SkyOffset;
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   789
        if ScreenBottom > SkyOffset then
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   790
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   791
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   792
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   793
        ChangeDepth(RM, cStereo_Sky);
4835
a6924450e694 added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Henek
parents: 4810
diff changeset
   794
        if SuddenDeathDmg then Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   795
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   796
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   797
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
4835
a6924450e694 added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Henek
parents: 4810
diff changeset
   798
        if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   799
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   800
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   801
    DrawVisualGears(0);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   802
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   803
    if (cReducedQuality and rq2DWater) = 0 then
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   804
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   805
        // Waves
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   806
        DrawWater(255, SkyOffset); 
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   807
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   808
        DrawWaves( 1,  0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   809
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   810
        DrawWaves( -1,  25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   811
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   812
        DrawWaves( 1,  75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   813
        ChangeDepth(RM, -cStereo_Water_distant);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   814
        DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   815
    end
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   816
    else
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   817
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   818
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   819
    changeDepth(RM, cStereo_Land);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   820
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
   821
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   822
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   823
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   824
// Attack bar
5862
b4229b0abc70 better?
nemo
parents: 5856
diff changeset
   825
    if CurrentTeam <> nil then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   826
        case AttackBar of
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   827
(*        1: begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   828
        r:= StuffPoz[sPowerBar];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   829
        {$WARNINGS OFF}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   830
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   831
        {$WARNINGS ON}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   832
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   833
        end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   834
        2: with CurrentHedgehog^ do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   835
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   836
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   837
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   838
                for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   839
                    DrawSprite(sprPower,
4159
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   840
                            hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   841
                            hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   842
                            i)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   843
                end
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   844
        end;
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   845
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   846
    DrawVisualGears(1);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   847
    DrawGears;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   848
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   849
    if SuddenDeathDmg then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   850
        DrawWater(cSDWaterOpacity, 0)
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   851
    else
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   852
        DrawWater(cWaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   853
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   854
    // Waves
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   855
    ChangeDepth(RM, cStereo_Water_near);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   856
    DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   857
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   858
    if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   859
    begin
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   860
        //DrawWater(cWaterOpacity, - offsetY div 40);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   861
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   862
        DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   863
        if SuddenDeathDmg then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   864
            DrawWater(cSDWaterOpacity, - offsetY div 20)
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   865
        else
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   866
            DrawWater(cWaterOpacity, - offsetY div 20);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   867
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   868
        DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
4792
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   869
        if SuddenDeathDmg then
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   870
            DrawWater(cSDWaterOpacity, - offsetY div 10)
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   871
        else
68f9b331014a sudden death changes: only change visual bit on health decrease and support for water transparancy change and clouds number change
Henek
parents: 4748
diff changeset
   872
            DrawWater(cWaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   873
        ChangeDepth(RM, cStereo_Water_near);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   874
        DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   875
    end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   876
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   877
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   878
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   879
// everything after this ChangeDepth will be drawn outside the screen
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   880
// note: negative parallax gears should last very little for a smooth stereo effect
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   881
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   882
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   883
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   884
// everything after this ResetDepth will be drawn at screen level (depth = 0)
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   885
// note: everything that needs to be readable should be on this level
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   886
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   887
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   888
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   889
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   890
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   891
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   892
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   893
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   894
        begin
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
   895
        if CurAmmoType = amBee then
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   896
            DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   897
        else
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
   898
            DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
   899
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   900
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   901
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   902
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   903
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   904
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   905
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   906
// Turn time
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   907
{$IFDEF IPHONEOS}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   908
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   909
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   910
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   911
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   912
offsetY:= cOffsetY;
3890
e4b7b30232fd Extend time limit to 9999, remove ready timer if time is over 999 and stop drawing time if it is over 999 (draws wrong over 999 anyway) - this has the effect of allowing an "unlimited" time appearance if turns are over a quarter hour or so. This can be used to add an unlimited time scheme or button to ipad
nemo
parents: 3836
diff changeset
   913
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   914
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   915
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   916
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   917
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   918
        i:= Succ(Pred(TurnTimeLeft) div 1000);
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   919
   
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   920
   if i>99 then t:= 112
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   921
      else if i>9 then t:= 96
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   922
                  else t:= 80;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   923
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   924
   while i > 0 do
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   925
         begin
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   926
         dec(t, 32);
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   927
         DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   928
         i:= i div 10
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   929
         end;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   930
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   931
   end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   932
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   933
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
   934
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   935
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   936
// Teams Healths
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
   937
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then  // take up less screen on small displays
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   938
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   939
    SetScale(1.5);
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   940
    smallScreenOffset:= cScreenHeight div 6;
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
   941
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   942
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   943
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   944
for t:= 0 to Pred(TeamsCount) do
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   945
   with TeamsArray[t]^ do
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   946
      begin
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   947
      highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   948
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   949
      if highlight then
4810
76315fdfb7a5 Apply RGBA consistently in Tint
nemo
parents: 4808
diff changeset
   950
         Tint(Clan^.Color shl 8 or $FF);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   951
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   952
      // draw name
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   953
      DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   954
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   955
      // draw flag
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   956
      DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   957
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   958
      // draw health bar
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   959
      r.x:= 0;
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   960
      r.y:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   961
      r.w:= 2 + TeamHealthBarWidth;
764
7513452b1d51 Now game looks almost like it did before switching to OpenGL
unc0rr
parents: 762
diff changeset
   962
      r.h:= HealthTex^.h;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   963
      DrawFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   964
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   965
      // draw health bars right border
83
207c85fbef51 - First hedgehog in team has first turn in team
unc0rr
parents: 82
diff changeset
   966
      inc(r.x, cTeamHealthWidth + 2);
207c85fbef51 - First hedgehog in team has first turn in team
unc0rr
parents: 82
diff changeset
   967
      r.w:= 3;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   968
      DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
3770
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   969
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   970
      // draw ai kill counter for gfAISurvival
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   971
      if (GameFlags and gfAISurvival) <> 0 then begin
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   972
          DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset,
3773
f552c7b439fa Fixes memory leak -Burp
tiyuri@gmail.com
parents: 3770
diff changeset
   973
              AIKillsTex);
3770
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   974
      end;
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   975
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   976
      // if highlighted, draw flag and other contents again to keep their colors
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   977
      // this approach should be faster than drawing all borders one by one tinted or not
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   978
      if highlight then
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   979
         begin
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
   980
         if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80)
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   981
         else Tint($FF, $FF, $FF, $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   982
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   983
         // draw name
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   984
         r.x:= 2;
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   985
         r.y:= 2;
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   986
         r.w:= NameTagTex^.w - 4;
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   987
         r.h:= NameTagTex^.h - 4;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   988
         DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   989
         // draw flag
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   990
         r.w:= 22;
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   991
         r.h:= 15;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   992
         DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   993
         // draw health bar
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   994
         r.w:= TeamHealthBarWidth + 1;
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   995
         r.h:= HealthTex^.h - 4;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   996
         DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   997
         end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   998
      end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   999
if smallScreenOffset <> 0 then
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1000
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
  1001
    SetScale(cDefaultZoomLevel);
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1002
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$FF);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
  1003
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
  1004
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1005
// Lag alert
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1006
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1007
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1008
// Wind bar
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1009
{$IFDEF IPHONEOS}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1010
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1011
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1012
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1013
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1014
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1015
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1016
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1017
    if WindBarWidth > 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1018
    begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1019
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1020
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1021
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1022
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1023
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1024
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1025
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1026
    end
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1027
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1028
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1029
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1030
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1031
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1032
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1033
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1034
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1035
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1036
            DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1037
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1038
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1039
// AmmoMenu
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1040
if (AMxShift < AMWidth) or bShowAmmoMenu then ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1041
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1042
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1043
if isCursorVisible and bShowAmmoMenu then
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1044
   DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1045
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1046
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1047
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1048
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1049
// various captions
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1050
if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1051
if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1052
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1053
    begin
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1054
    if (ReadyTimeLeft = 0) and (missionTimer > 0) then dec(missionTimer, Lag);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1055
    if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1056
    if missionTex <> nil then
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1057
        DrawCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1058
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1059
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1060
// fps
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1061
{$IFDEF IPHONEOS}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1062
offsetX:= 8;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1063
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1064
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1065
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1066
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1067
if (RM = rmDefault) or (RM = rmRightEye) then
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1068
begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1069
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1070
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1071
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1072
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1073
    if (GameType = gmtDemo) and (CountTicks >= 1000) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1074
    begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1075
        i:=GameTicks div 1000;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1076
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1077
        s:= inttostr(t);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1078
        if t < 10 then s:= '0' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1079
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1080
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1081
        s:= inttostr(t) + ':' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1082
        if t < 10 then s:= '0' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1083
        s:= inttostr(i div 60) + ':' + s;
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1084
   
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1085
        if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1086
            FreeTexture(timeTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1087
        timeTexture:= nil;
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1088
    
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1089
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1090
        tmpSurface:= doSurfaceConversion(tmpSurface);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1091
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1092
        SDL_FreeSurface(tmpSurface)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1093
    end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1094
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1095
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1096
        DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1097
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1098
    if cShowFPS then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1099
    begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1100
        if CountTicks >= 1000 then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1101
        begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1102
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1103
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1104
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1105
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1106
            if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1107
                FreeTexture(fpsTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1108
            fpsTexture:= nil;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1109
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1110
            tmpSurface:= doSurfaceConversion(tmpSurface);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1111
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1112
            SDL_FreeSurface(tmpSurface)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1113
        end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1114
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1115
            DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1116
    end;
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1117
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1118
    if CountTicks >= 1000 then CountTicks:= 0;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1119
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1120
    // lag warning (?)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1121
    inc(SoundTimerTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1122
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1123
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1124
if SoundTimerTicks >= 50 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1125
   begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1126
   SoundTimerTicks:= 0;
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1127
   if cVolumeDelta <> 0 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1128
      begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1129
      str(ChangeVolume(cVolumeDelta), s);
2619
bc2786a00fb8 fix wrong ttf blending in ppc
koda
parents: 2609
diff changeset
  1130
      AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1131
      end
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1132
   end;
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1133
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1134
if GameState = gsConfirm then
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1135
    DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1136
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1137
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1138
    begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1139
    if not isFirstFrame then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1140
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1141
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1142
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1143
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1144
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1145
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1146
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1147
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1148
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1149
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1150
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1151
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1152
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1153
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1154
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1155
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1156
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1157
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1158
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1159
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1160
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1161
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1162
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1163
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1164
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1165
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1166
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1167
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1168
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1169
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1170
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1171
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1172
        Tint($FF, $FF, $FF, $FF);
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1173
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1174
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1175
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1176
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1177
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1178
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1179
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1180
if isCursorVisible then
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1181
   begin
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1182
   if not bShowAmmoMenu then
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1183
     begin
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1184
     with CurrentHedgehog^ do
3582
4debed8656d7 fix segfault on HH-gear being 0 (e.g. after drowning) in cursor/target selection mode, thanks "ivze" for the heads-up!
sheepluva
parents: 3580
diff changeset
  1185
       if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1186
         begin
5675
cd10d6cba644 add for mine strike too. as cheezemonkey points out, mine bounce is height dependent.
nemo
parents: 5523
diff changeset
  1187
         if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
5372
7283bc768228 Change bee pos sprite, make aiming napalm a little easier, adjust napalm flames to be more centred on the target
nemo
parents: 5302
diff changeset
  1188
           DrawLine(-3000, topY-300, 7000, topY-300, 3.0, (Team^.Clan^.Color shr 16), (Team^.Clan^.Color shr 8) and $FF, Team^.Clan^.Color and $FF, $FF);
3836
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3811
diff changeset
  1189
         i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
833c0f32e326 Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents: 3811
diff changeset
  1190
         with Ammoz[CurAmmoType] do
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1191
           if PosCount > 1 then
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1192
             DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1193
         end;
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1194
     DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1195
     end
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1196
   end;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1197
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1198
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1199
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1200
procedure MoveCamera;
5851
e6151aca2d7c Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents: 5848
diff changeset
  1201
var EdgesDist, wdy, shs,z: LongInt;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3629
diff changeset
  1202
    PrevSentPointTime: LongWord = 0;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1203
begin
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1204
{$IFNDEF IPHONEOS}
5522
5a4bc518c59a Release mouse cursor in gsConfirm state
unc0rr
parents: 5521
diff changeset
  1205
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus and (GameState <> gsConfirm) then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1206
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1207
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1208
z:= round(200/zoom);
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1209
if not PlacingHogs and (FollowGear <> nil) and not isCursorVisible and not bShowAmmoMenu and not fastUntilLag then
5851
e6151aca2d7c Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents: 5848
diff changeset
  1210
    if (not autoCameraOn) or ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1211
        begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1212
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1213
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1214
        exit
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1215
        end
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1216
    else
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1217
        begin
5852
nemo
parents: 5851
diff changeset
  1218
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
6098
959219241c67 tweak Y movement
nemo
parents: 6016
diff changeset
  1219
        if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10)  then
6016
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1220
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1221
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1222
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8;
6296
0cd63375e80b not sure why this condition wasn't here before
nemo
parents: 6289
diff changeset
  1223
        end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1224
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1225
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1226
if WorldDy < wdy then WorldDy:= wdy;
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1227
2197
a02adcdaa939 Some work on camera
unc0rr
parents: 2178
diff changeset
  1228
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1229
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1230
if AMxShift < AMWidth then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1231
begin
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1232
{$IFDEF IPHONEOS}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1233
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1234
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1235
    if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1236
    if CursorPoint.Y > cScreenHeight - AMyOffset then CursorPoint.Y:= cScreenHeight - AMyOffset;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1237
{$ELSE}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1238
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1239
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1240
    if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1241
    if CursorPoint.Y < AMyOffset + AMSlotSize then CursorPoint.Y:= AMyOffset + AMSlotSize;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1242
{$ENDIF}
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1243
    prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1244
    //if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1245
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1246
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1247
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1248
if isCursorVisible then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1249
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1250
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1251
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1252
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1253
        PrevSentPointTime:= GameTicks
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1254
    end;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1255
    EdgesDist:= cCursorEdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1256
end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1257
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1258
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1259
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1260
// this generates the border around the screen that moves the camera when cursor is near it
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1261
if isCursorVisible or (FollowGear <> nil) then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1262
begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1263
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1264
    begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1265
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1266
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1267
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1268
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1269
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1270
        begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1271
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1272
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1273
        end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1274
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1275
    shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1276
    if CursorPoint.Y < shs then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1277
    begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1278
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1279
        CursorPoint.Y:= shs;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1280
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1281
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1282
        if (CursorPoint.Y > cScreenHeight - EdgesDist) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1283
        begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1284
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1285
           CursorPoint.Y:= cScreenHeight - EdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1286
        end;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1287
end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1288
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1289
    if cHasFocus then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1290
    begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1291
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1292
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1293
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1294
        CursorPoint.Y:= cScreenHeight div 2;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1295
    end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1296
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1297
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1298
prevPoint:= CursorPoint;
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
  1299
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
1760
55a1edd97911 Fix nemo's large land patch
unc0rr
parents: 1753
diff changeset
  1300
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1301
if WorldDy < wdy then WorldDy:= wdy;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1302
if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1303
if WorldDx > 1024 then WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1304
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1305
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
  1306
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1307
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1308
begin
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1309
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1310
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1311
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1312
if time = 0 then time:= 5000;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1313
missionTimer:= time;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1314
if missionTex <> nil then
3513
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1315
    FreeTexture(missionTex);
f589230fa21b now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive)
koda
parents: 3483
diff changeset
  1316
missionTex:= nil;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1317
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1318
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1319
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1320
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1321
    r.y:= icon * 32;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1322
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1323
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1324
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1325
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1326
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1327
    r.y:= ((-icon - 1) mod 16) * 32;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1328
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1329
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1330
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1331
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1332
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1333
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1334
    missionTimer:= 0;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1335
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1336
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1337
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1338
begin
5800
3a04c30e5ac7 NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
nemo
parents: 5684
diff changeset
  1339
    if isCursorVisible then exit;
5855
74c621e12baa I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents: 5852
diff changeset
  1340
    amount:= Max(1, round(amount*zoom/2));
74c621e12baa I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents: 5852
diff changeset
  1341
    WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
74c621e12baa I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents: 5852
diff changeset
  1342
    WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
74c621e12baa I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents: 5852
diff changeset
  1343
    //CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
74c621e12baa I do believe the only thing that was *ever* wrong with camera shake was someone decided to use getRandom on something that had always been a visual effect anyway. Pretty sure WorldDx is in fact safe to modify.
nemo
parents: 5852
diff changeset
  1344
    //CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1345
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1346
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1347
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1348
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1349
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1350
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  1351
    ParseCommand('quit', true);
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1352
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1353
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1354
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1355
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1356
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1357
    fpsTexture:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1358
    FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1359
    WindBarWidth:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1360
    bShowAmmoMenu:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1361
    bSelected:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1362
    bShowFinger:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1363
    Frames:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1364
    WorldDx:= -512;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1365
    WorldDy:= -256;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1366
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1367
    FPS:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1368
    CountTicks:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1369
    SoundTimerTicks:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1370
    prevPoint.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1371
    prevPoint.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1372
    missionTimer:= 0;
3240
smxx
parents: 3236
diff changeset
  1373
    missionTex:= nil;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1374
    cOffsetY:= 0;
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1375
    stereoDepth:= 0;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1376
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1377
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1378
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1379
begin
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1380
    stereoDepth:= stereoDepth; // avoid hint
4901
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1381
    FreeTexture(fpsTexture);
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1382
    FreeTexture(timeTexture);
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1383
    FreeTexture(missionTex);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1384
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1385
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1386
end.