Fix team getting inf. ammo when stockpiling >= 100 ammo
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2012 Richard Deurwaarder <xeli@xelification.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uTouch;
interface
uses SysUtils, uUtils, uConsole, uVariables, SDLh, uFloat, uConsts, uCommands, GLUnit, uTypes, uCaptions, uAmmos, uWorld;
procedure initModule;
procedure freeModule;
procedure ProcessTouch;
procedure NewTurnBeginning;
procedure onTouchDown(x, y: Single; pointerId: TSDL_FingerId);
procedure onTouchMotion(x, y, dx, dy: Single; pointerId: TSDL_FingerId);
procedure onTouchUp(x, y: Single; pointerId: TSDL_FingerId);
function convertToCursorX(x: LongInt): LongInt;
function convertToCursorY(y: LongInt): LongInt;
function addFinger(x,y: Longword; id: TSDL_FingerId): PTouch_Data;
function updateFinger(x,y,dx,dy: Longword; id: TSDL_FingerId): PTouch_Data;
procedure deleteFinger(id: TSDL_FingerId);
procedure onTouchClick(finger: TTouch_Data);
procedure onTouchDoubleClick(finger: TTouch_Data);
procedure onTouchLongClick(finger: TTouch_Data);
function findFinger(id: TSDL_FingerId): PTouch_Data;
procedure aim(finger: TTouch_Data);
function isOnCrosshair(finger: TTouch_Data): boolean;
function isOnCurrentHog(finger: TTouch_Data): boolean;
procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
procedure convertToFingerCoord(var x,y: LongInt; oldX, oldY: LongInt);
function fingerHasMoved(finger: TTouch_Data): boolean;
function calculateDelta(finger1, finger2: TTouch_Data): LongInt;
function getSecondFinger(finger: TTouch_Data): PTouch_Data;
function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
procedure printFinger(finger: TTouch_Data);
implementation
const
clickTime = 200;
nilFingerId = High(TSDL_FingerId);
baseRectSize = 96;
var
rectSize, halfRectSize: LongInt;
pointerCount : Longword;
fingers: array of TTouch_Data;
moveCursor : boolean;
invertCursor : boolean;
xTouchClick,yTouchClick : LongInt;
timeSinceClick : Longword;
//Pinch to zoom
pinchSize : LongInt;
baseZoomValue: GLFloat;
//aiming
aimingCrosshair: boolean;
aimingUp, aimingDown: boolean;
targetAngle: LongInt;
buttonsDown: Longword;
targetting, targetted: boolean; //true when targetting an airstrike or the like
procedure onTouchDown(x, y: Single; pointerId: TSDL_FingerId);
var
finger: PTouch_Data;
xr, yr: LongWord;
begin
xr:= round(x * cScreenWidth);
yr:= round(y * cScreenHeight);
finger:= addFinger(xr, yr, pointerId);
inc(buttonsDown);//inc buttonsDown, if we don't see a button down we'll dec it
if isOnCrosshair(finger^) then
begin
aimingCrosshair:= true;
aim(finger^);
moveCursor:= false;
exit;
end;
if isOnWidget(fireButton, finger^) then
begin
ParseTeamCommand('+attack');
moveCursor:= false;
finger^.pressedWidget:= @fireButton;
exit;
end;
if isOnWidget(arrowLeft, finger^) then
begin
ParseTeamCommand('+left');
moveCursor:= false;
finger^.pressedWidget:= @arrowLeft;
exit;
end;
if isOnWidget(arrowRight, finger^) then
begin
ParseTeamCommand('+right');
moveCursor:= false;
finger^.pressedWidget:= @arrowRight;
exit;
end;
if isOnWidget(arrowUp, finger^) then
begin
ParseTeamCommand('+up');
aimingUp:= true;
moveCursor:= false;
finger^.pressedWidget:= @arrowUp;
exit;
end;
if isOnWidget(arrowDown, finger^) then
begin
ParseTeamCommand('+down');
aimingDown:= true;
moveCursor:= false;
finger^.pressedWidget:= @arrowDown;
exit;
end;
if isOnWidget(pauseButton, finger^) then
begin
isPaused:= not isPaused;
moveCursor:= false;
finger^.pressedWidget:= @pauseButton;
exit;
end;
if isOnWidget(utilityWidget, finger^) then
begin
finger^.pressedWidget:= @utilityWidget;
moveCursor:= false;
if(CurrentHedgehog <> nil) then
begin
if Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_Timerable <> 0 then
ParseTeamCommand('/timer ' + inttostr((GetCurAmmoEntry(CurrentHedgeHog^)^.Timer div 1000) mod 5 + 1));
end;
exit;
end;
dec(buttonsDown);//no buttonsDown, undo the inc() above
if buttonsDown = 0 then
begin
moveCursor:= true;
case pointerCount of
1:
targetting:= not(targetted) and (CurrentHedgehog <> nil) and (Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0);
2:
begin
moveCursor:= false;
pinchSize := calculateDelta(finger^, getSecondFinger(finger^)^);
baseZoomValue := ZoomValue
end;
end;
end;
end;
procedure onTouchMotion(x, y, dx, dy: Single; pointerId: TSDL_FingerId);
var
finger, secondFinger: PTouch_Data;
currentPinchDelta, zoom : Single;
xr, yr, dxr, dyr: LongWord;
begin
xr:= round(x * cScreenWidth);
yr:= round(y * cScreenHeight);
dxr:= round(dx * cScreenWidth);
dyr:= round(dy * cScreenHeight);
finger:= updateFinger(xr, yr, dxr, dyr, pointerId);
if finger = nil then
exit;
if moveCursor then
begin
if invertCursor then
begin
CursorPoint.X := CursorPoint.X - finger^.dx;
CursorPoint.Y := CursorPoint.Y + finger^.dy;
end
else
begin
CursorPoint.X := CursorPoint.X + finger^.dx;
CursorPoint.Y := CursorPoint.Y - finger^.dy;
end;
exit //todo change into switch rather than ugly ifs
end;
if aimingCrosshair then
begin
aim(finger^);
exit
end;
if (buttonsDown = 0) and (pointerCount = 2) then
begin
secondFinger := getSecondFinger(finger^);
currentPinchDelta := calculateDelta(finger^, secondFinger^) - pinchSize;
zoom := currentPinchDelta/cScreenWidth;
ZoomValue := baseZoomValue - (zoom * cMinMaxZoomLevelDelta);
if ZoomValue < cMaxZoomLevel then
ZoomValue := cMaxZoomLevel;
if ZoomValue > cMinZoomLevel then
ZoomValue := cMinZoomLevel;
end;
end;
procedure onTouchUp(x,y: Single; pointerId: TSDL_FingerId);
var
finger: PTouch_Data;
widget: POnScreenWidget;
xr, yr: LongWord;
begin
xr:= round(x * cScreenWidth);
yr:= round(y * cScreenHeight);
finger:= updateFinger(xr, yr, 0, 0, pointerId);
if finger = nil then
exit;
//Check for onTouchClick event
if not(fingerHasMoved(finger^)) then
begin
if (RealTicks - finger^.timeSinceDown) < clickTime then
onTouchClick(finger^)
else
onTouchLongClick(finger^);
end;
if aimingCrosshair then
begin
aimingCrosshair:= false;
ParseTeamCommand('-up');
ParseTeamCommand('-down');
dec(buttonsDown);
end;
widget:= finger^.pressedWidget;
if (buttonsDown > 0) and (widget <> nil) then
begin
dec(buttonsDown);
if widget = @arrowLeft then
ParseTeamCommand('-left');
if widget = @arrowRight then
ParseTeamCommand('-right');
if widget = @arrowUp then
ParseTeamCommand('-up');
if widget = @arrowDown then
ParseTeamCommand('-down');
if widget = @fireButton then
ParseTeamCommand('-attack');
if widget = @utilityWidget then
if (CurrentHedgehog <> nil)then
if(Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget <> 0)then
begin
ParseTeamCommand('put');
targetted:= true;
end
else if (CurAmmoGear <> nil) and (CurAmmoGear^.AmmoType = amSwitch) then
ParseTeamCommand('switch')
else WriteLnToConsole(inttostr(ord(Ammoz[CurrentHedgehog^.CurAmmoType].NameId)) + ' ' + inttostr(ord(sidSwitch)));
end;
if targetting then
AddCaption(trmsg[sidPressTarget], cWhiteColor, capgrpAmmoInfo);
deleteFinger(pointerId);
end;
procedure onTouchDoubleClick(finger: TTouch_Data);
begin
finger := finger;//avoid compiler hint
end;
procedure onTouchLongClick(finger: TTouch_Data);
begin
if isOnWidget(jumpWidget, finger) then
begin
ParseTeamCommand('ljump');
exit;
end;
end;
procedure onTouchClick(finger: TTouch_Data);
begin
//if (RealTicks - timeSinceClick < 300) and (sqrt(sqr(finger.X-xTouchClick) + sqr(finger.Y-yTouchClick)) < 30) then
// begin
// onTouchDoubleClick(finger);
// timeSinceClick:= 0;//we make an assumption there won't be an 'click' in the first 300 ticks(milliseconds)
// exit;
// end;
xTouchClick:= finger.x;
yTouchClick:= finger.y;
timeSinceClick:= RealTicks;
if bShowAmmoMenu then
begin
if isOnRect(AmmoRect, finger) then
begin
CursorPoint.X:= finger.x;
CursorPoint.Y:= finger.y;
ParseTeamCommand('put');
end
else
bShowAmmoMenu:= false;
exit;
end;
if isOnCurrentHog(finger) or isOnWidget(AMWidget, finger) then
begin
bShowAmmoMenu := true;
exit;
end;
if isOnWidget(jumpWidget, finger) then
begin
ParseTeamCommand('hjump');
exit;
end;
end;
function addFinger(x,y: Longword; id: TSDL_FingerId): PTouch_Data;
var
xCursor, yCursor, index : LongInt;
begin
// check array size
// note: pointerCount will be incremented later,
// so at this point it's the index of the new entry
if Length(fingers) <= pointerCount then
begin
setLength(fingers, Length(fingers)*2);
for index := Length(fingers) div 2 to (Length(fingers)-1) do
fingers[index].id := nilFingerId;
end;
xCursor := convertToCursorX(x);
yCursor := convertToCursorY(y);
//on removing fingers, all fingers are moved to the left
//with dynamic arrays being zero based, the new position of the finger is the old pointerCount
fingers[pointerCount].id := id;
fingers[pointerCount].historicalX := xCursor;
fingers[pointerCount].historicalY := yCursor;
fingers[pointerCount].x := xCursor;
fingers[pointerCount].y := yCursor;
fingers[pointerCount].dx := 0;
fingers[pointerCount].dy := 0;
fingers[pointerCount].timeSinceDown:= RealTicks;
fingers[pointerCount].pressedWidget:= nil;
addFinger:= @fingers[pointerCount];
inc(pointerCount);
end;
function updateFinger(x, y, dx, dy: Longword; id: TSDL_FingerId): PTouch_Data;
var finger : PTouch_Data;
begin
finger:= findFinger(id);
if finger <> nil then
begin
finger^.x:= convertToCursorX(x);
finger^.y:= convertToCursorY(y);
finger^.dx:= dx;
finger^.dy:= dy;
end
else
WriteLnToConsole('finger ' + inttostr(id) + ' not found');
updateFinger:= finger
end;
procedure deleteFinger(id: TSDL_FingerId);
var
index : Longword;
begin
dec(pointerCount);
for index := 0 to pointerCount do
begin
if fingers[index].id = id then
begin
//put the last finger into the spot of the finger to be removed,
//so that all fingers are packed to the far left
if pointerCount <> index then
begin
fingers[index].id := fingers[pointerCount].id;
fingers[index].x := fingers[pointerCount].x;
fingers[index].y := fingers[pointerCount].y;
fingers[index].historicalX := fingers[pointerCount].historicalX;
fingers[index].historicalY := fingers[pointerCount].historicalY;
fingers[index].timeSinceDown := fingers[pointerCount].timeSinceDown;
fingers[index].pressedWidget := fingers[pointerCount].pressedWidget;
fingers[pointerCount].id := nilFingerId;
end
else
fingers[index].id := nilFingerId;
break;
end;
end;
end;
procedure NewTurnBeginning;
begin
targetted:= false;
targetting:= false;
SetUtilityWidgetState(amNothing);
end;
procedure ProcessTouch;
var
deltaAngle: LongInt;
begin
invertCursor := not(bShowAmmoMenu or targetting);
if aimingCrosshair then
if CurrentHedgehog^.Gear <> nil then
begin
deltaAngle:= CurrentHedgehog^.Gear^.Angle - targetAngle;
if (deltaAngle > -5) and (deltaAngle < 5) then
begin
if(aimingUp)then
begin
aimingUp:= false;
ParseTeamCommand('-up');
end;
if(aimingDown)then
begin
aimingDown:= false;
ParseTeamCommand('-down');
end
end
else
begin
if (deltaAngle < 0) then
begin
if aimingUp then
begin
aimingUp:= false;
ParseTeamCommand('-up');
end;
if(aimingDown)then
begin
aimingDown:= true;
ParseTeamCommand('-down');
end
end
else
begin
if aimingDown then
begin
ParseTeamCommand('-down');
aimingDown:= false;
end;
if aimingUp then
begin
aimingUp:= true;
ParseTeamCommand('+up');
end;
end;
end;
end
else
begin
if aimingUp then
begin
ParseTeamCommand('-up');
aimingUp:= false;
end;
if aimingDown then
begin
ParseTeamCommand('-down');
aimingDown:= false;
end;
end;
end;
function findFinger(id: TSDL_FingerId): PTouch_Data;
var
index: LongWord;
begin
for index:= 0 to (Length(fingers)-1) do
if fingers[index].id = id then
begin
findFinger:= @fingers[index];
exit;
end;
findFinger:= nil;
end;
procedure aim(finger: TTouch_Data);
var
hogX, hogY, touchX, touchY, deltaX, deltaY: LongInt;
begin
if CurrentHedgehog^.Gear <> nil then
begin
touchX := 0;//avoid compiler hint
touchY := 0;
hogX := hwRound(CurrentHedgehog^.Gear^.X);
hogY := hwRound(CurrentHedgehog^.Gear^.Y);
convertToWorldCoord(touchX, touchY, finger);
deltaX := abs(TouchX-HogX);
deltaY := TouchY-HogY;
targetAngle:= (Round(DeltaY / sqrt(sqr(deltaX) + sqr(deltaY)) * 2048) + 2048) div 2;
end; //if CurrentHedgehog^.Gear <> nil
end;
// These 4 convertToCursor functions convert xy coords from the SDL coordinate system to our CursorPoint coor system:
// - the SDL coordinate system is proportional to the screen and values are normalized in the onTouch* functions
// - the CursorPoint coordinate system goes from -cScreenWidth/2 to cScreenWidth/2 on the x axis
// and 0 to cScreenHeight on the x axis, (-cScreenWidth, cScreenHeight) being top left.
function convertToCursorX(x: LongInt): LongInt;
begin
convertToCursorX:= x - cScreenWidth shr 1;
end;
function convertToCursorY(y: LongInt): LongInt;
begin
convertToCursorY:= cScreenHeight - y;
end;
function isOnCrosshair(finger: TTouch_Data): boolean;
var
x, y: LongInt;
begin
x:= 0;
y:= 0;
convertToFingerCoord(x, y, CrosshairX, CrosshairY);
isOnCrosshair:= isOnRect(x - HalfRectSize, y - HalfRectSize, RectSize, RectSize, finger);
end;
function isOnCurrentHog(finger: TTouch_Data): boolean;
var
x, y: LongInt;
begin
x:= 0;
y:= 0;
convertToFingerCoord(x, y, hwRound(CurrentHedgehog^.Gear^.X), hwRound(CurrentHedgehog^.Gear^.Y));
isOnCurrentHog:= isOnRect(x - HalfRectSize, y - HalfRectSize, RectSize, RectSize, finger);
end;
procedure convertToFingerCoord(var x, y : LongInt; oldX, oldY: LongInt);
begin
x := oldX + WorldDx;
y := cScreenHeight - oldY - WorldDy;
end;
procedure convertToWorldCoord(var x,y: LongInt; finger: TTouch_Data);
begin
x := finger.x - WorldDx;
y := cScreenHeight - finger.y - WorldDy;
end;
//Method to calculate the distance this finger has moved since the downEvent
function fingerHasMoved(finger: TTouch_Data): boolean;
begin
fingerHasMoved := trunc(sqrt(sqr(finger.X-finger.historicalX) + sqr(finger.y-finger.historicalY))) > 30;
end;
function calculateDelta(finger1, finger2: TTouch_Data): LongInt; inline;
begin
calculateDelta := Round(sqrt(sqr(finger2.x-finger1.x) + sqr(finger2.y-finger1.y)));
end;
// Under the premise that all pointer ids in pointerIds:TSDL_FingerId are packed to the far left.
// If the pointer to be ignored is not pointerIds[0] the second must be there
function getSecondFinger(finger: TTouch_Data): PTouch_Data;
begin
if fingers[0].id = finger.id then
getSecondFinger := @fingers[1]
else
getSecondFinger := @fingers[0];
end;
function isOnRect(rect: TSDL_Rect; finger: TTouch_Data): boolean;
begin
isOnRect:= isOnRect(rect.x, rect.y, rect.w, rect.h, finger);
end;
function isOnRect(x,y,w,h: LongInt; finger: TTouch_Data): boolean;
begin
isOnRect:= (finger.x > x) and
(finger.x < x + w) and
(cScreenHeight - finger.y > y) and
(cScreenHeight - finger.y < y + h);
end;
function isOnWidget(widget: TOnScreenWidget; finger: TTouch_Data): boolean;
begin
isOnWidget:= widget.show and isOnRect(widget.active, finger);
end;
procedure printFinger(finger: TTouch_Data);
begin
WriteLnToConsole(Format('id: %d, x: %d y: %d (rel x: %d rel y: %d), time: %d',
[finger.id, finger.x, finger.y, finger.historicalX, finger.historicalY, finger.timeSinceDown]));
end;
procedure initModule;
var
index: Longword;
//uRenderCoordScaleX, uRenderCoordScaleY: Longword;
begin
buttonsDown:= 0;
pointerCount:= 0;
setLength(fingers, 4);
for index := 0 to (Length(fingers)-1) do
fingers[index].id := nilFingerId;
rectSize:= baseRectSize;
halfRectSize:= baseRectSize shr 1;
end;
procedure freeModule;
begin
end;
begin
end.