author | koda |
Sun, 06 Nov 2011 17:43:57 +0100 | |
changeset 6301 | 1259736c0134 |
parent 6296 | 0cd63375e80b |
child 6302 | db8bdbb34e03 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
4976 | 3 |
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com> |
4 | 4 |
* |
183 | 5 |
* This program is free software; you can redistribute it and/or modify |
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
4 | 8 |
* |
183 | 9 |
* This program is distributed in the hope that it will be useful, |
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
4 | 13 |
* |
183 | 14 |
* You should have received a copy of the GNU General Public License |
15 |
* along with this program; if not, write to the Free Software |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
4 | 17 |
*) |
18 |
||
2630 | 19 |
{$INCLUDE "options.inc"} |
4850 | 20 |
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF} |
2630 | 21 |
|
4 | 22 |
unit uWorld; |
23 |
interface |
|
4357
a1fcfc341a52
Introduce unit uTypes in order to remove some cyclic unit dependencies
unC0Rr
parents:
4248
diff
changeset
|
24 |
uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes; |
3697 | 25 |
|
3038 | 26 |
procedure initModule; |
27 |
procedure freeModule; |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
28 |
|
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
29 |
procedure InitWorld; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
30 |
procedure DrawWorld(Lag: LongInt); |
3692 | 31 |
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
2905 | 32 |
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); |
2786 | 33 |
procedure HideMission; |
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5862
diff
changeset
|
34 |
procedure ShakeCamera(amount: LongInt); |
5682
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
35 |
procedure InitCameraBorders; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3629
diff
changeset
|
36 |
procedure MoveCamera; |
5521 | 37 |
procedure onFocusStateChanged; |
4 | 38 |
|
39 |
implementation |
|
4359 | 40 |
uses |
41 |
uStore, |
|
42 |
uMisc, |
|
43 |
uIO, |
|
44 |
uLocale, |
|
45 |
uSound, |
|
46 |
uAmmos, |
|
47 |
uVisualGears, |
|
48 |
uChat, |
|
49 |
uLandTexture, |
|
50 |
GLunit, |
|
4374 | 51 |
uVariables, |
4375 | 52 |
uUtils, |
4378 | 53 |
uTextures, |
4380 | 54 |
uRender, |
5191
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents:
5149
diff
changeset
|
55 |
uCaptions, |
5521 | 56 |
uCursor, |
6016
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
parents:
6011
diff
changeset
|
57 |
uCommands, |
85410eef7ba4
disable the followgear vertical offset for small screen devices
koda
parents:
6011
diff
changeset
|
58 |
uMobile |
4359 | 59 |
; |
4 | 60 |
|
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
61 |
var cWaveWidth, cWaveHeight: LongInt; |
3434 | 62 |
AMSlotSize, AMxOffset, AMyOffset, AMWidth, AMxShift, SlotsNum: LongInt; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
63 |
tmpSurface: PSDL_Surface; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
64 |
fpsTexture: PTexture; |
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
65 |
timeTexture: PTexture; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
66 |
FPS: Longword; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
67 |
CountTicks: Longword; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
68 |
SoundTimerTicks: Longword; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
69 |
prevPoint: TPoint; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
70 |
amSel: TAmmoType = amNothing; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
71 |
missionTex: PTexture; |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
72 |
missionTimer: LongInt; |
4850 | 73 |
stereoDepth: GLfloat; |
3692 | 74 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
75 |
const cStereo_Sky = 0.0500; |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
76 |
cStereo_Horizon = 0.0250; |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
77 |
cStereo_Water_distant = 0.0125; |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
78 |
cStereo_Land = 0.0075; |
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
79 |
cStereo_Water_near = 0.0025; |
6289
95ffd59d0f4a
Increase rarity of near flakes (don't want them intruding in game much). Also fix stereo. Near flakes were being drawn far.
nemo
parents:
6276
diff
changeset
|
80 |
cStereo_Outside = -0.0400; |
4 | 81 |
|
82 |
procedure InitWorld; |
|
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
83 |
var i, t: LongInt; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
84 |
cp: PClan; |
2863 | 85 |
g: ansistring; |
86 |
||
2904 | 87 |
// helper functions to create the goal/game mode string |
2908 | 88 |
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring; |
2905 | 89 |
var t: ansistring; |
2904 | 90 |
begin |
91 |
if (GameFlags and gf) <> 0 then |
|
92 |
begin |
|
93 |
t:= inttostr(i); |
|
94 |
s:= s + format(trgoal[si], t) + '|' |
|
95 |
end; |
|
96 |
AddGoal:= s; |
|
97 |
end; |
|
98 |
||
2908 | 99 |
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring; |
2863 | 100 |
begin |
2904 | 101 |
if (GameFlags and gf) <> 0 then |
102 |
s:= s + trgoal[si] + '|'; |
|
2863 | 103 |
AddGoal:= s; |
104 |
end; |
|
4 | 105 |
begin |
3764 | 106 |
missionTimer:= 0; |
2786 | 107 |
|
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
108 |
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
109 |
begin |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
110 |
for i:= 0 to ClansCount * 4 do |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
111 |
begin |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
112 |
t:= GetRandom(ClansCount); |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
113 |
if t <> 0 then |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
114 |
begin |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
115 |
cp:= ClansArray[0]; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
116 |
ClansArray[0]:= ClansArray[t]; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
117 |
ClansArray[t]:= cp; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
118 |
ClansArray[t]^.ClanIndex:= t; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
119 |
ClansArray[0]^.ClanIndex:= 0; |
2856
cc70797a0b75
Adjust LocalClan when shuffling, set to -1 in case all local clans are bots.
nemo
parents:
2855
diff
changeset
|
120 |
if (LocalClan = t) then LocalClan:= 0 |
cc70797a0b75
Adjust LocalClan when shuffling, set to -1 in case all local clans are bots.
nemo
parents:
2855
diff
changeset
|
121 |
else if (LocalClan = 0) then LocalClan:= t |
2704
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
122 |
end; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
123 |
end; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
124 |
CurrentTeam:= ClansArray[0]^.Teams[0]; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
125 |
end; |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
nemo
parents:
2699
diff
changeset
|
126 |
|
2908 | 127 |
// if special game flags/settings are changed, add them to the game mode notice window and then show it |
2863 | 128 |
g:= ''; // no text/things to note yet |
2908 | 129 |
|
4883
7cddc9201a1d
added dummy for tardis and ugly icons for tardis and structure
Henek
parents:
4850
diff
changeset
|
130 |
// add custom goals from lua script if there are any |
7cddc9201a1d
added dummy for tardis and ugly icons for tardis and structure
Henek
parents:
4850
diff
changeset
|
131 |
if LuaGoals <> '' then g:= LuaGoals + '|'; |
7cddc9201a1d
added dummy for tardis and ugly icons for tardis and structure
Henek
parents:
4850
diff
changeset
|
132 |
|
2958 | 133 |
// check different game flags (goals/game modes first for now) |
134 |
g:= AddGoal(g, gfKing, gidKing); // king? |
|
5022
d2a2f6c9b236
some final work and buggfix for Tag Team, it is now playable
Henek
parents:
4976
diff
changeset
|
135 |
g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode? |
2958 | 136 |
|
137 |
// other important flags |
|
138 |
g:= AddGoal(g, gfForts, gidForts); // forts? |
|
139 |
g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity? |
|
140 |
g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability? |
|
141 |
g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism? |
|
142 |
g:= AddGoal(g, gfKarma, gidKarma); // karma? |
|
143 |
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement? |
|
144 |
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery? |
|
145 |
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land? |
|
146 |
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo? |
|
4132 | 147 |
g:= AddGoal(g, gfResetHealth, gidResetHealth); |
148 |
g:= AddGoal(g, gfAISurvival, gidAISurvival); |
|
149 |
g:= AddGoal(g, gfInfAttack, gidInfAttack); |
|
150 |
g:= AddGoal(g, gfResetWeps, gidResetWeps); |
|
151 |
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo); |
|
2958 | 152 |
|
2908 | 153 |
// modified damage modificator? |
154 |
if cDamagePercent <> 100 then |
|
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
155 |
g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent); |
2908 | 156 |
|
3107 | 157 |
// fade in |
158 |
ScreenFade:= sfFromBlack; |
|
159 |
ScreenFadeValue:= sfMax; |
|
160 |
ScreenFadeSpeed:= 1; |
|
161 |
||
2908 | 162 |
// modified mine timers? |
4482 | 163 |
if cMinesTime <> 3000 then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
164 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
165 |
if cMinesTime = 0 then |
4003
ca0600ab38bf
disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents:
3976
diff
changeset
|
166 |
g:= AddGoal(g, gfAny, gidNoMineTimer) |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
167 |
else if cMinesTime < 0 then |
4003
ca0600ab38bf
disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents:
3976
diff
changeset
|
168 |
g:= AddGoal(g, gfAny, gidRandomMineTimer) |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
169 |
else |
4482 | 170 |
g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000); |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
171 |
end; |
2908 | 172 |
|
2863 | 173 |
// if the string has been set, show it for (default timeframe) seconds |
174 |
if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0); |
|
175 |
||
1825 | 176 |
cWaveWidth:= SpritesData[sprWater].Width; |
2268
053eb81e60ee
little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
parents:
2226
diff
changeset
|
177 |
//cWaveHeight:= SpritesData[sprWater].Height; |
053eb81e60ee
little experiment to see if this improve appearance of laser/ufo/cake/laser guided missile - of course, can't actually see it until unc0rr restores waves
nemo
parents:
2226
diff
changeset
|
178 |
cWaveHeight:= 32; |
2292
87af4ad0ec98
New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents:
2290
diff
changeset
|
179 |
|
5682
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
180 |
InitCameraBorders(); |
5191
c7000a6b397b
- Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents:
5149
diff
changeset
|
181 |
uCursor.init(); |
2197 | 182 |
prevPoint.X:= 0; |
74 | 183 |
prevPoint.Y:= cScreenHeight div 2; |
1760 | 184 |
WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2; |
2139
5a083e71a71d
Properly decrement sniper rifle if timed out. Try to get camera position straight for once.
nemo
parents:
2119
diff
changeset
|
185 |
WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); |
3434 | 186 |
AMSlotSize:= 33; |
187 |
{$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
|
188 |
if isPhone() then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
189 |
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
|
190 |
AMxOffset:= -30 + cScreenHeight div 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
|
191 |
AMyOffset:= 10; |
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
|
192 |
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
|
193 |
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
|
194 |
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
|
195 |
AMxOffset:= AMSlotSize + cScreenHeight div 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
|
196 |
AMyOffset:= -10 + cScreenWidth div 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
|
197 |
end; |
3434 | 198 |
AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset; |
199 |
{$ELSE} |
|
200 |
AMxOffset:= 10; |
|
201 |
AMyOffset:= 60; |
|
202 |
AMWidth:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset; |
|
203 |
{$ENDIF} |
|
204 |
AMxShift:= AMWidth; |
|
3265
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
205 |
SkyOffset:= 0; |
5fe62296fdea
- Parallax effect for horizont when water is out of sight
palewolf
parents:
3249
diff
changeset
|
206 |
HorizontOffset:= 0; |
161 | 207 |
end; |
208 |
||
5682
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
209 |
procedure InitCameraBorders; |
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
210 |
begin |
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
211 |
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5); |
06d5f561f772
some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents:
5675
diff
changeset
|
212 |
end; |
3405 | 213 |
|
956 | 214 |
procedure ShowAmmoMenu; |
161 | 215 |
const MENUSPEED = 15; |
3434 | 216 |
const BORDERSIZE = 2; |
217 |
var x, y, i, t, g: LongInt; |
|
218 |
Slot, Pos, STurns: LongInt; |
|
2855
7e6adeb57427
Show the ammo menu of the last local non-bot team when not local turn. needs testing
nemo
parents:
2851
diff
changeset
|
219 |
Ammo: PHHAmmo; |
161 | 220 |
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
|
221 |
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or |
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
|
222 |
((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) 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
|
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
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
|
225 |
if bShowAmmoMenu then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
226 |
// show ammo menu |
3434 | 227 |
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
|
228 |
FollowGear:= nil; |
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
|
229 |
if AMxShift = AMWidth then prevPoint.X:= 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
|
230 |
if (cReducedQuality and rqSlowMenu) <> 0 then AMxShift:= 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
|
231 |
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
|
232 |
if AMxShift > MENUSPEED then dec(AMxShift, MENUSPEED) |
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
|
233 |
else AMxShift:= 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
|
234 |
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
|
235 |
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
|
236 |
// hide ammo menu |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
237 |
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
|
238 |
if AMxShift = 0 then |
3434 | 239 |
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
|
240 |
CursorPoint.X:= cScreenWidth shr 1; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
241 |
CursorPoint.Y:= cScreenHeight shr 1; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
242 |
prevPoint:= CursorPoint; |
3434 | 243 |
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
|
244 |
if (cReducedQuality and rqSlowMenu) <> 0 then AMxShift:= AMWidth+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
|
245 |
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
|
246 |
if AMxShift < (AMWidth - MENUSPEED) then inc(AMxShift, MENUSPEED) |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
247 |
else AMxShift:= AMWidth; |
3434 | 248 |
end; |
3697 | 249 |
|
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
|
250 |
// give the assigned ammo to hedgehog |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
251 |
Ammo:= nil; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
252 |
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) 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
|
253 |
(not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 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
|
254 |
Ammo:= CurrentHedgehog^.Ammo |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
255 |
else if (LocalAmmo <> -1) then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
256 |
Ammo:= GetAmmoByNum(LocalAmmo); |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
257 |
Pos:= -1; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
258 |
if Ammo = nil then |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
259 |
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
|
260 |
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
|
261 |
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
|
262 |
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
|
263 |
SlotsNum:= 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
|
264 |
x:= (cScreenWidth shr 1) - AMWidth + AMxShift; |
3434 | 265 |
|
6276
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
266 |
{$IFDEF IPHONEOS} |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
267 |
Slot:= cMaxSlotIndex; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
268 |
x:= x - cOffsetY; |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
269 |
y:= 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
|
270 |
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
|
271 |
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
|
272 |
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
|
273 |
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
|
274 |
DrawSprite(sprAMCorners, 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
|
275 |
inc(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
|
276 |
|
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
|
277 |
for i:= 0 to cMaxSlotIndex do |
1e2f8da1860a
while formatting the ammomenu code i found out that it's simpler to move than i thought, and fixed a small glitch when animation was disabled
koda
parents:
6250
diff
changeset
|
278 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
3434 | 279 |
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
|
280 |
if (cScreenHeight - CursorPoint.Y >= y) and (cScreenHeight - CursorPoint.Y <= y + AMSlotSize) 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
|
281 |
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
|
282 |
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
|
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 421 |
end; |
422 |
||
3104 | 423 |
procedure DrawWater(Alpha: byte; OffsetY: LongInt); |
1915 | 424 |
var VertexBuffer: array [0..3] of TVertex2f; |
425 |
r: TSDL_Rect; |
|
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
426 |
lw, lh: GLfloat; |
1915 | 427 |
begin |
4748 | 428 |
if SuddenDeathDmg then |
429 |
begin |
|
430 |
SDWaterColorArray[0].a := Alpha; |
|
431 |
SDWaterColorArray[1].a := Alpha; |
|
432 |
SDWaterColorArray[2].a := Alpha; |
|
433 |
SDWaterColorArray[3].a := Alpha |
|
434 |
end |
|
435 |
else |
|
436 |
begin |
|
437 |
WaterColorArray[0].a := Alpha; |
|
438 |
WaterColorArray[1].a := Alpha; |
|
439 |
WaterColorArray[2].a := Alpha; |
|
440 |
WaterColorArray[3].a := Alpha |
|
441 |
end; |
|
2269
00f5704f5f39
add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents:
2268
diff
changeset
|
442 |
|
3463 | 443 |
lw:= cScreenWidth / cScaleFactor; |
444 |
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16; |
|
3697 | 445 |
|
3405 | 446 |
// Water |
447 |
r.y:= OffsetY + WorldDy + cWaterLine; |
|
3463 | 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 | 450 |
if r.y < 0 then |
451 |
r.y:= 0; |
|
1915 | 452 |
|
3405 | 453 |
glDisable(GL_TEXTURE_2D); |
454 |
VertexBuffer[0].X:= -lw; |
|
455 |
VertexBuffer[0].Y:= r.y; |
|
456 |
VertexBuffer[1].X:= lw; |
|
457 |
VertexBuffer[1].Y:= r.y; |
|
458 |
VertexBuffer[2].X:= lw; |
|
459 |
VertexBuffer[2].Y:= lh; |
|
460 |
VertexBuffer[3].X:= -lw; |
|
461 |
VertexBuffer[3].Y:= lh; |
|
1915 | 462 |
|
3641 | 463 |
glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
464 |
glEnableClientState(GL_COLOR_ARRAY); |
|
4748 | 465 |
if SuddenDeathDmg then |
466 |
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0]) |
|
467 |
else |
|
468 |
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); |
|
1915 | 469 |
|
3405 | 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 | 472 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
1915 | 473 |
|
3405 | 474 |
glDisableClientState(GL_COLOR_ARRAY); |
3641 | 475 |
glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
3407 | 476 |
glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required |
3405 | 477 |
glEnable(GL_TEXTURE_2D); |
478 |
end; |
|
1915 | 479 |
end; |
480 |
||
3376 | 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 | 484 |
sprite: TSprite; |
2288 | 485 |
begin |
4748 | 486 |
if SuddenDeathDmg then |
487 |
sprite:= sprSDWater |
|
488 |
else |
|
489 |
sprite:= sprWater; |
|
490 |
||
491 |
cWaveWidth:= SpritesData[sprite].Width; |
|
492 |
||
3463 | 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 | 496 |
if SuddenDeathDmg then |
497 |
Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt, |
|
498 |
LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt, |
|
499 |
LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt, |
|
500 |
255 |
|
501 |
) |
|
502 |
else |
|
503 |
Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt, |
|
504 |
LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt, |
|
505 |
LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt, |
|
506 |
255 |
|
507 |
); |
|
3089 | 508 |
|
4748 | 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 | 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 | 520 |
shift:= - lw / cWaveWidth; |
2495 | 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 | 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 | 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 | 542 |
end; |
543 |
||
3089 | 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 | 546 |
begin |
3405 | 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 | 552 |
i:= Shift mod w; |
553 |
if i > 0 then dec(i, w); |
|
554 |
dec(i, w * (sw div w + 1)); |
|
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 | 557 |
inc(i, w) |
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 | 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 | 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 | 580 |
|
3405 | 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 | 595 |
end; |
596 |
||
597 |
||
956 | 598 |
procedure DrawWorld(Lag: LongInt); |
4 | 599 |
begin |
3523 | 600 |
if not isPaused then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2931
diff
changeset
|
601 |
begin |
3523 | 602 |
if ZoomValue < zoom then |
3444 | 603 |
begin |
3523 | 604 |
zoom:= zoom - 0.002 * Lag; |
3697 | 605 |
if ZoomValue > zoom then |
3523 | 606 |
zoom:= ZoomValue |
3697 | 607 |
end |
3774 | 608 |
else |
3523 | 609 |
if ZoomValue > zoom then |
3444 | 610 |
begin |
3523 | 611 |
zoom:= zoom + 0.002 * Lag; |
612 |
if ZoomValue < zoom then |
|
613 |
zoom:= ZoomValue |
|
3611 | 614 |
end |
3444 | 615 |
end |
3611 | 616 |
else |
617 |
ZoomValue:= zoom; |
|
2376 | 618 |
|
3611 | 619 |
// Sky |
620 |
glClear(GL_COLOR_BUFFER_BIT); |
|
621 |
//glPushMatrix; |
|
622 |
//glScalef(1.0, 1.0, 1.0); |
|
756 | 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 | 626 |
|
3696 | 627 |
if cStereoMode = smNone then |
628 |
begin |
|
3692 | 629 |
glClear(GL_COLOR_BUFFER_BIT); |
630 |
DrawWorldStereo(Lag, rmDefault) |
|
3696 | 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 | 633 |
else if (cStereoMode = smAFR) then |
634 |
begin |
|
635 |
AFRToggle:= not AFRToggle; |
|
636 |
glClear(GL_COLOR_BUFFER_BIT); |
|
637 |
if AFRToggle then |
|
638 |
DrawWorldStereo(Lag, rmLeftEye) |
|
639 |
else |
|
640 |
DrawWorldStereo(Lag, rmRightEye) |
|
641 |
end |
|
642 |
else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then |
|
643 |
begin |
|
3692 | 644 |
// create left fb |
645 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel); |
|
646 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
647 |
DrawWorldStereo(Lag, rmLeftEye); |
|
648 |
||
649 |
// create right fb |
|
650 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer); |
|
651 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
652 |
DrawWorldStereo(0, rmRightEye); |
|
653 |
||
654 |
// detatch drawing from fbs |
|
655 |
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0); |
|
656 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
657 |
SetScale(cDefaultZoomLevel); |
|
658 |
||
659 |
// draw left frame |
|
660 |
glBindTexture(GL_TEXTURE_2D, texl); |
|
661 |
glBegin(GL_QUADS); |
|
3696 | 662 |
if cStereoMode = smHorizontal then |
663 |
begin |
|
664 |
glTexCoord2f(0.0, 0.0); |
|
665 |
glVertex2d(cScreenWidth / -2, cScreenHeight); |
|
666 |
glTexCoord2f(1.0, 0.0); |
|
667 |
glVertex2d(0, cScreenHeight); |
|
668 |
glTexCoord2f(1.0, 1.0); |
|
669 |
glVertex2d(0, 0); |
|
670 |
glTexCoord2f(0.0, 1.0); |
|
671 |
glVertex2d(cScreenWidth / -2, 0); |
|
672 |
end |
|
673 |
else |
|
674 |
begin |
|
675 |
glTexCoord2f(0.0, 0.0); |
|
676 |
glVertex2d(cScreenWidth / -2, cScreenHeight / 2); |
|
677 |
glTexCoord2f(1.0, 0.0); |
|
678 |
glVertex2d(cScreenWidth / 2, cScreenHeight / 2); |
|
679 |
glTexCoord2f(1.0, 1.0); |
|
680 |
glVertex2d(cScreenWidth / 2, 0); |
|
681 |
glTexCoord2f(0.0, 1.0); |
|
682 |
glVertex2d(cScreenWidth / -2, 0); |
|
683 |
end; |
|
3692 | 684 |
glEnd(); |
685 |
||
686 |
// draw right frame |
|
687 |
glBindTexture(GL_TEXTURE_2D, texr); |
|
688 |
glBegin(GL_QUADS); |
|
3696 | 689 |
if cStereoMode = smHorizontal then |
690 |
begin |
|
691 |
glTexCoord2f(0.0, 0.0); |
|
692 |
glVertex2d(0, cScreenHeight); |
|
693 |
glTexCoord2f(1.0, 0.0); |
|
694 |
glVertex2d(cScreenWidth / 2, cScreenHeight); |
|
695 |
glTexCoord2f(1.0, 1.0); |
|
696 |
glVertex2d(cScreenWidth / 2, 0); |
|
697 |
glTexCoord2f(0.0, 1.0); |
|
698 |
glVertex2d(0, 0); |
|
699 |
end |
|
700 |
else |
|
701 |
begin |
|
702 |
glTexCoord2f(0.0, 0.0); |
|
703 |
glVertex2d(cScreenWidth / -2, cScreenHeight); |
|
704 |
glTexCoord2f(1.0, 0.0); |
|
705 |
glVertex2d(cScreenWidth / 2, cScreenHeight); |
|
706 |
glTexCoord2f(1.0, 1.0); |
|
707 |
glVertex2d(cScreenWidth / 2, cScreenHeight / 2); |
|
708 |
glTexCoord2f(0.0, 1.0); |
|
709 |
glVertex2d(cScreenWidth / -2, cScreenHeight / 2); |
|
710 |
end; |
|
3692 | 711 |
glEnd(); |
712 |
SetScale(zoom); |
|
3696 | 713 |
end |
714 |
else |
|
715 |
begin |
|
716 |
// clear scene |
|
717 |
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); |
|
718 |
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); |
|
719 |
// draw left eye in red channel only |
|
720 |
if cStereoMode = smGreenRed then |
|
721 |
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) |
|
722 |
else if cStereoMode = smBlueRed then |
|
723 |
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) |
|
724 |
else if cStereoMode = smCyanRed then |
|
725 |
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) |
|
726 |
else |
|
727 |
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); |
|
728 |
DrawWorldStereo(Lag, rmLeftEye); |
|
729 |
// draw right eye in selected channel(s) only |
|
730 |
if cStereoMode = smRedGreen then |
|
731 |
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE) |
|
732 |
else if cStereoMode = smRedBlue then |
|
733 |
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE) |
|
734 |
else if cStereoMode = smRedCyan then |
|
735 |
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE) |
|
736 |
else |
|
737 |
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE); |
|
738 |
DrawWorldStereo(Lag, rmRightEye); |
|
739 |
end |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
740 |
{$ENDIF} |
3692 | 741 |
end; |
742 |
||
743 |
procedure ChangeDepth(rm: TRenderMode; d: GLfloat); |
|
744 |
begin |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
745 |
{$IFDEF S3D_DISABLED} |
4850 | 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 |
{$ELSE} |
3696 | 749 |
d:= d / 5; |
3692 | 750 |
if rm = rmDefault then exit |
3696 | 751 |
else if rm = rmLeftEye then d:= -d; |
3692 | 752 |
stereoDepth:= stereoDepth + d; |
753 |
glMatrixMode(GL_PROJECTION); |
|
754 |
glTranslatef(d, 0, 0); |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
755 |
glMatrixMode(GL_MODELVIEW); |
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
756 |
{$ENDIF} |
3692 | 757 |
end; |
758 |
||
759 |
procedure ResetDepth(rm: TRenderMode); |
|
760 |
begin |
|
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
761 |
{$IFDEF S3D_DISABLED} |
4850 | 762 |
rm:= rm; // avoid hint |
4347
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
763 |
exit; |
0ddb100fea61
add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents:
4345
diff
changeset
|
764 |
{$ELSE} |
3692 | 765 |
if rm = rmDefault then exit; |
766 |
glMatrixMode(GL_PROJECTION); |
|
767 |
glTranslatef(-stereoDepth, 0, 0); |
|
768 |
glMatrixMode(GL_MODELVIEW); |
|
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 | 771 |
end; |
772 |
||
773 |
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode); |
|
774 |
var i, t: LongInt; |
|
775 |
r: TSDL_Rect; |
|
776 |
tdx, tdy: Double; |
|
777 |
s: string[15]; |
|
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 | 780 |
VertexBuffer: array [0..3] of TVertex2f; |
781 |
begin |
|
3611 | 782 |
if (cReducedQuality and rqNoBackground) = 0 then |
1812 | 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 | 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 | 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, $FF); |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
795 |
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset); |
3688 | 796 |
ChangeDepth(RM, -cStereo_Horizon); |
3594
aeca3d8f1b29
turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents:
3582
diff
changeset
|
797 |
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset); |
4835
a6924450e694
added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Henek
parents:
4810
diff
changeset
|
798 |
if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF); |
3611 | 799 |
end; |
4 | 800 |
|
3611 | 801 |
DrawVisualGears(0); |
3697 | 802 |
|
3611 | 803 |
if (cReducedQuality and rq2DWater) = 0 then |
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 | 818 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
819 |
changeDepth(RM, cStereo_Land); |
3611 | 820 |
DrawLand(WorldDx, WorldDy); |
1911 | 821 |
|
3611 | 822 |
DrawWater(255, 0); |
4 | 823 |
|
1660 | 824 |
// Attack bar |
5862 | 825 |
if CurrentTeam <> nil then |
3611 | 826 |
case AttackBar of |
1660 | 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 | 845 |
|
3611 | 846 |
DrawVisualGears(1); |
847 |
DrawGears; |
|
4 | 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 | 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 | 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 | 876 |
else |
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 | 889 |
{$WARNINGS OFF} |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
890 |
// Target |
3104 | 891 |
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then |
892 |
begin |
|
893 |
with PHedgehog(CurrentHedgehog)^ do |
|
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 | 896 |
DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) |
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 | 900 |
end; |
4 | 901 |
{$WARNINGS ON} |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
902 |
|
3523 | 903 |
// this scale is used to keep the various widgets at the same dimension at all zoom levels |
904 |
SetScale(cDefaultZoomLevel); |
|
2724 | 905 |
|
906 |
// Turn time |
|
2803
1f446fc5c8ec
allow to compile engine as library with HWLIBRARY symbol
koda
parents:
2786
diff
changeset
|
907 |
{$IFDEF IPHONEOS} |
3025 | 908 |
offsetX:= cScreenHeight - 13; |
2803
1f446fc5c8ec
allow to compile engine as library with HWLIBRARY symbol
koda
parents:
2786
diff
changeset
|
909 |
{$ELSE} |
3025 | 910 |
offsetX:= 48; |
2803
1f446fc5c8ec
allow to compile engine as library with HWLIBRARY symbol
koda
parents:
2786
diff
changeset
|
911 |
{$ENDIF} |
3463 | 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 | 914 |
begin |
915 |
if ReadyTimeLeft <> 0 then |
|
916 |
i:= Succ(Pred(ReadyTimeLeft) div 1000) |
|
917 |
else |
|
918 |
i:= Succ(Pred(TurnTimeLeft) div 1000); |
|
919 |
||
4 | 920 |
if i>99 then t:= 112 |
921 |
else if i>9 then t:= 96 |
|
922 |
else t:= 80; |
|
3463 | 923 |
DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1); |
4 | 924 |
while i > 0 do |
925 |
begin |
|
926 |
dec(t, 32); |
|
3463 | 927 |
DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10); |
4 | 928 |
i:= i div 10 |
929 |
end; |
|
3463 | 930 |
DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0); |
4 | 931 |
end; |
79 | 932 |
|
4 | 933 |
// Captions |
4393 | 934 |
DrawCaptions; |
4 | 935 |
|
47 | 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 | 944 |
for t:= 0 to Pred(TeamsCount) do |
945 |
with TeamsArray[t]^ do |
|
47 | 946 |
begin |
2839 | 947 |
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
3697 | 948 |
|
2747 | 949 |
if highlight then |
4810 | 950 |
Tint(Clan^.Color shl 8 or $FF); |
2839 | 951 |
|
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 | 954 |
|
2839 | 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 | 957 |
|
2839 | 958 |
// draw health bar |
690 | 959 |
r.x:= 0; |
960 |
r.y:= 0; |
|
547 | 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 | 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 | 966 |
inc(r.x, cTeamHealthWidth + 2); |
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 | 969 |
|
970 |
// draw ai kill counter for gfAISurvival |
|
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 | 973 |
AIKillsTex); |
3770 | 974 |
end; |
975 |
||
2839 | 976 |
// if highlighted, draw flag and other contents again to keep their colors |
977 |
// this approach should be faster than drawing all borders one by one tinted or not |
|
978 |
if highlight then |
|
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, $FF); |
690 | 982 |
|
2839 | 983 |
// draw name |
2747 | 984 |
r.x:= 2; |
985 |
r.y:= 2; |
|
2839 | 986 |
r.w:= NameTagTex^.w - 4; |
987 |
r.h:= NameTagTex^.h - 4; |
|
5380
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
988 |
DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex); |
2839 | 989 |
// draw flag |
2747 | 990 |
r.w:= 22; |
991 |
r.h:= 15; |
|
5380
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
992 |
DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex); |
2839 | 993 |
// draw health bar |
994 |
r.w:= TeamHealthBarWidth + 1; |
|
995 |
r.h:= HealthTex^.h - 4; |
|
5380
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
996 |
DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex); |
2747 | 997 |
end; |
47 | 998 |
end; |
5380
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
999 |
if smallScreenOffset <> 0 then |
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
1000 |
begin |
5485 | 1001 |
SetScale(cDefaultZoomLevel); |
6011
519f8a58c021
Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents:
5862
diff
changeset
|
1002 |
if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$FF); |
5380
6ba1e40a360c
Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents:
5372
diff
changeset
|
1003 |
end; |
47 | 1004 |
|
5 | 1005 |
// Lag alert |
2567 | 1006 |
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12); |
4 | 1007 |
|
5 | 1008 |
// Wind bar |
2567 | 1009 |
{$IFDEF IPHONEOS} |
3405 | 1010 |
offsetX:= cScreenHeight - 13; |
1011 |
offsetY:= (cScreenWidth shr 1) + 74; |
|
2567 | 1012 |
{$ELSE} |
3405 | 1013 |
offsetX:= 30; |
1014 |
offsetY:= 180; |
|
2567 | 1015 |
{$ENDIF} |
3405 | 1016 |
DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0); |
1017 |
if WindBarWidth > 0 then |
|
1018 |
begin |
|
1019 |
{$WARNINGS OFF} |
|
1020 |
r.x:= 8 - (RealTicks shr 6) mod 8; |
|
1021 |
{$WARNINGS ON} |
|
1022 |
r.y:= 0; |
|
1023 |
r.w:= WindBarWidth; |
|
1024 |
r.h:= 13; |
|
1025 |
DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0); |
|
1026 |
end |
|
1027 |
else |
|
1028 |
if WindBarWidth < 0 then |
|
1029 |
begin |
|
1030 |
{$WARNINGS OFF} |
|
3407 | 1031 |
r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8; |
3405 | 1032 |
{$WARNINGS ON} |
1033 |
r.y:= 0; |
|
1034 |
r.w:= - WindBarWidth; |
|
1035 |
r.h:= 13; |
|
1036 |
DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0); |
|
1037 |
end; |
|
5 | 1038 |
|
161 | 1039 |
// AmmoMenu |
3434 | 1040 |
if (AMxShift < AMWidth) or bShowAmmoMenu then ShowAmmoMenu; |
161 | 1041 |
|
2287 | 1042 |
// Cursor |
1043 |
if isCursorVisible and bShowAmmoMenu then |
|
1044 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); |
|
942 | 1045 |
|
4816
c2575faeac3d
use a different depth for different layers (land, water, explosions)
koda
parents:
4812
diff
changeset
|
1046 |
// Chat |
2287 | 1047 |
DrawChat; |
4 | 1048 |
|
4976 | 1049 |
// various captions |
2567 | 1050 |
if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture); |
1051 |
if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture); |
|
3774 | 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 | 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 | 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 | 1059 |
|
2724 | 1060 |
// fps |
1061 |
{$IFDEF IPHONEOS} |
|
3463 | 1062 |
offsetX:= 8; |
2724 | 1063 |
{$ELSE} |
3463 | 1064 |
offsetX:= 10; |
2724 | 1065 |
{$ENDIF} |
3463 | 1066 |
offsetY:= cOffsetY; |
3696 | 1067 |
if (RM = rmDefault) or (RM = rmRightEye) then |
3692 | 1068 |
begin |
1069 |
inc(Frames); |
|
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1070 |
|
3692 | 1071 |
if cShowFPS or (GameType = gmtDemo) then |
1072 |
inc(CountTicks, Lag); |
|
1073 |
if (GameType = gmtDemo) and (CountTicks >= 1000) then |
|
1074 |
begin |
|
1075 |
i:=GameTicks div 1000; |
|
1076 |
t:= i mod 60; |
|
1077 |
s:= inttostr(t); |
|
1078 |
if t < 10 then s:= '0' + s; |
|
1079 |
i:= i div 60; |
|
1080 |
t:= i mod 60; |
|
1081 |
s:= inttostr(t) + ':' + s; |
|
1082 |
if t < 10 then s:= '0' + s; |
|
1083 |
s:= inttostr(i div 60) + ':' + s; |
|
3407 | 1084 |
|
3692 | 1085 |
if timeTexture <> nil then |
1086 |
FreeTexture(timeTexture); |
|
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 | 1089 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); |
1090 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
|
1091 |
timeTexture:= Surface2Tex(tmpSurface, false); |
|
1092 |
SDL_FreeSurface(tmpSurface) |
|
1093 |
end; |
|
2850
f6f8db825ce7
A little clock for convenience in finding things in demos
nemo
parents:
2839
diff
changeset
|
1094 |
|
3692 | 1095 |
if timeTexture <> nil then |
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 | 1098 |
if cShowFPS then |
1099 |
begin |
|
1100 |
if CountTicks >= 1000 then |
|
1101 |
begin |
|
1102 |
FPS:= Frames; |
|
1103 |
Frames:= 0; |
|
1104 |
CountTicks:= 0; |
|
1105 |
s:= inttostr(FPS) + ' fps'; |
|
1106 |
if fpsTexture <> nil then |
|
1107 |
FreeTexture(fpsTexture); |
|
1108 |
fpsTexture:= nil; |
|
1109 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); |
|
1110 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
|
1111 |
fpsTexture:= Surface2Tex(tmpSurface, false); |
|
1112 |
SDL_FreeSurface(tmpSurface) |
|
1113 |
end; |
|
1114 |
if fpsTexture <> nil then |
|
1115 |
DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture); |
|
1116 |
end; |
|
174 | 1117 |
|
3692 | 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 | 1120 |
// lag warning (?) |
1121 |
inc(SoundTimerTicks, Lag); |
|
1122 |
end; |
|
1123 |
||
174 | 1124 |
if SoundTimerTicks >= 50 then |
1125 |
begin |
|
1126 |
SoundTimerTicks:= 0; |
|
1127 |
if cVolumeDelta <> 0 then |
|
1128 |
begin |
|
1129 |
str(ChangeVolume(cVolumeDelta), s); |
|
2619 | 1130 |
AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume) |
174 | 1131 |
end |
756 | 1132 |
end; |
1133 |
||
2724 | 1134 |
if GameState = gsConfirm then |
3025 | 1135 |
DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture); |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
1136 |
|
3107 | 1137 |
if ScreenFade <> sfNone then |
1138 |
begin |
|
1139 |
if not isFirstFrame then |
|
1140 |
case ScreenFade of |
|
1141 |
sfToBlack, sfToWhite: if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then |
|
1142 |
inc(ScreenFadeValue, Lag * ScreenFadeSpeed) |
|
1143 |
else |
|
3123 | 1144 |
ScreenFadeValue:= sfMax; |
3107 | 1145 |
sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then |
1146 |
dec(ScreenFadeValue, Lag * ScreenFadeSpeed) |
|
1147 |
else |
|
3123 | 1148 |
ScreenFadeValue:= 0; |
3107 | 1149 |
end; |
1150 |
if ScreenFade <> sfNone then |
|
1151 |
begin |
|
1152 |
case ScreenFade of |
|
3376 | 1153 |
sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000); |
1154 |
sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000); |
|
3107 | 1155 |
end; |
3697 | 1156 |
|
3113 | 1157 |
VertexBuffer[0].X:= -cScreenWidth; |
1158 |
VertexBuffer[0].Y:= cScreenHeight; |
|
1159 |
VertexBuffer[1].X:= -cScreenWidth; |
|
1160 |
VertexBuffer[1].Y:= 0; |
|
1161 |
VertexBuffer[2].X:= cScreenWidth; |
|
1162 |
VertexBuffer[2].Y:= 0; |
|
1163 |
VertexBuffer[3].X:= cScreenWidth; |
|
1164 |
VertexBuffer[3].Y:= cScreenHeight; |
|
3697 | 1165 |
|
3376 | 1166 |
glDisable(GL_TEXTURE_2D); |
3641 | 1167 |
|
3113 | 1168 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
1169 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
|
3641 | 1170 |
|
3376 | 1171 |
glEnable(GL_TEXTURE_2D); |
3390 | 1172 |
Tint($FF, $FF, $FF, $FF); |
3123 | 1173 |
if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone |
3107 | 1174 |
end |
1175 |
end; |
|
1176 |
||
3123 | 1177 |
SetScale(zoom); |
1178 |
||
1179 |
// Cursor |
|
1180 |
if isCursorVisible then |
|
1181 |
begin |
|
1182 |
if not bShowAmmoMenu then |
|
3204 | 1183 |
begin |
3123 | 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 | 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, $FF); |
3836
833c0f32e326
Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents:
3811
diff
changeset
|
1189 |
i:= GetAmmoEntry(CurrentHedgehog^)^.Pos; |
833c0f32e326
Change all use of curslot/idx to CurAmmoType to try and avoid some bugs with use of last weapon.
nemo
parents:
3811
diff
changeset
|
1190 |
with Ammoz[CurAmmoType] do |
3123 | 1191 |
if PosCount > 1 then |
3204 | 1192 |
DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i); |
3123 | 1193 |
end; |
3204 | 1194 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) |
1195 |
end |
|
3123 | 1196 |
end; |
3107 | 1197 |
isFirstFrame:= false |
4 | 1198 |
end; |
1199 |
||
79 | 1200 |
procedure MoveCamera; |
5851
e6151aca2d7c
Focus camera on moving current hog (probably more important to player). Should make tumbler, sine gun play, attacking off rope and saucer more playable. Also fix a typo in prior offset, and compensate for zoom.
nemo
parents:
5848
diff
changeset
|
1201 |
var EdgesDist, wdy, shs,z: LongInt; |
3638
33ee433749ba
touch overlay reworked, improvements to zoom and confirmation
koda
parents:
3629
diff
changeset
|
1202 |
PrevSentPointTime: LongWord = 0; |
4 | 1203 |
begin |
3551 | 1204 |
{$IFNDEF IPHONEOS} |
5522 | 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 | 1207 |
{$ENDIF} |
5852 | 1208 |
z:= round(200/zoom); |
6296 | 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 | 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 | 1215 |
end |
3680 | 1216 |
else |
6296 | 1217 |
begin |
5852 | 1218 |
CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8; |
6098 | 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 | 1223 |
end; |
4 | 1224 |
|
2375 | 1225 |
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater; |
1226 |
if WorldDy < wdy then WorldDy:= wdy; |
|
1227 |
||
2197 | 1228 |
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit; |
4 | 1229 |
|
3434 | 1230 |
if AMxShift < AMWidth then |
3680 | 1231 |
begin |
3463 | 1232 |
{$IFDEF IPHONEOS} |
3434 | 1233 |
if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth; |
1234 |
if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset; |
|
1235 |
if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize; |
|
1236 |
if CursorPoint.Y > cScreenHeight - AMyOffset then CursorPoint.Y:= cScreenHeight - AMyOffset; |
|
3463 | 1237 |
{$ELSE} |
3434 | 1238 |
if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize; |
1239 |
if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset; |
|
1240 |
if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize; |
|
1241 |
if CursorPoint.Y < AMyOffset + AMSlotSize then CursorPoint.Y:= AMyOffset + AMSlotSize; |
|
3463 | 1242 |
{$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 | 1246 |
end; |
162 | 1247 |
|
4 | 1248 |
if isCursorVisible then |
3680 | 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 | 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 | 1254 |
end; |
1255 |
EdgesDist:= cCursorEdgesDist |
|
1256 |
end |
|
1257 |
else |
|
1258 |
EdgesDist:= cGearScrEdgesDist; |
|
1259 |
||
1260 |
// this generates the border around the screen that moves the camera when cursor is near it |
|
1261 |
if isCursorVisible or (FollowGear <> nil) then |
|
1262 |
begin |
|
1263 |
if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then |
|
1264 |
begin |
|
1265 |
WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist; |
|
1266 |
CursorPoint.X:= - cScreenWidth div 2 + EdgesDist |
|
1267 |
end |
|
1268 |
else |
|
1269 |
if CursorPoint.X > cScreenWidth div 2 - EdgesDist then |
|
1270 |
begin |
|
1271 |
WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist; |
|
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 | 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 | 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 | 1280 |
end |
1281 |
else |
|
5302 | 1282 |
if (CursorPoint.Y > cScreenHeight - EdgesDist) then |
3680 | 1283 |
begin |
1284 |
WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist; |
|
1285 |
CursorPoint.Y:= cScreenHeight - EdgesDist |
|
1286 |
end; |
|
1287 |
end |
|
1288 |
else |
|
1289 |
if cHasFocus then |
|
1290 |
begin |
|
1291 |
WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; |
|
1292 |
WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y; |
|
1293 |
CursorPoint.X:= 0; |
|
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 | 1296 |
|
3680 | 1297 |
// this moves the camera according to CursorPoint X and Y |
4 | 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 | 1300 |
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024; |
2375 | 1301 |
if WorldDy < wdy then WorldDy:= wdy; |
2426 | 1302 |
if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024; |
1303 |
if WorldDx > 1024 then WorldDx:= 1024; |
|
4 | 1304 |
end; |
1305 |
||
2905 | 1306 |
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); |
2786 | 1307 |
var r: TSDL_Rect; |
1308 |
begin |
|
1309 |
r.w:= 32; |
|
1310 |
r.h:= 32; |
|
1311 |
||
1312 |
if time = 0 then time:= 5000; |
|
1313 |
missionTimer:= time; |
|
3697 | 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 | 1317 |
|
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 | 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 | 1330 |
end; |
1331 |
||
1332 |
procedure HideMission; |
|
1333 |
begin |
|
3045 | 1334 |
missionTimer:= 0; |
2786 | 1335 |
end; |
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 | 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 | 1345 |
end; |
1346 |
||
5521 | 1347 |
|
1348 |
procedure onFocusStateChanged; |
|
1349 |
begin |
|
1350 |
if (not cHasFocus) and (GameState <> gsConfirm) then |
|
5523 | 1351 |
ParseCommand('quit', true); |
5521 | 1352 |
end; |
1353 |
||
1354 |
||
3038 | 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 | 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 | 1373 |
missionTex:= nil; |
3463 | 1374 |
cOffsetY:= 0; |
4850 | 1375 |
stereoDepth:= 0; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
1376 |
end; |
4 | 1377 |
|
3038 | 1378 |
procedure freeModule; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
1379 |
begin |
4850 | 1380 |
stereoDepth:= stereoDepth; // avoid hint |
4901 | 1381 |
FreeTexture(fpsTexture); |
1382 |
FreeTexture(timeTexture); |
|
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 | 1386 |
end. |