Tweak probabilities for default set. jetpack, invuln, molotov cocktail
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2009 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
unit uWorld;
interface
uses SDLh, uGears, uConsts, uFloat;
{$INCLUDE options.inc}
const WorldDx: LongInt = -512;
WorldDy: LongInt = -256;
procedure InitWorld;
procedure DrawWorld(Lag: LongInt);
procedure AddCaption(s: string; Color: Longword; Group: TCapGroup);
{$IFDEF COUNTTICKS}
var cntTicks: LongWord;
{$ENDIF}
var FollowGear: PGear = nil;
WindBarWidth: LongInt = 0;
bShowAmmoMenu: boolean = false;
bSelected: boolean = false;
bShowFinger: boolean = false;
Frames: Longword = 0;
WaterColor, DeepWaterColor: TSDL_Color;
implementation
uses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound,
{$IFDEF GLES11}
gles11,
{$ELSE}
GL,
{$ENDIF}
uAmmos, uVisualGears, uChat, uLandTexture, uLand;
const FPS: Longword = 0;
CountTicks: Longword = 0;
SoundTimerTicks: Longword = 0;
prevPoint: TPoint = (X: 0; Y: 0);
type TCaptionStr = record
Tex: PTexture;
EndTime: LongWord;
end;
var cWaveWidth, cWaveHeight: LongInt;
Captions: array[TCapGroup] of TCaptionStr;
AMxShift, SlotsNum: LongInt;
tmpSurface: PSDL_Surface;
fpsTexture: PTexture = nil;
procedure InitWorld;
begin
cWaveWidth:= SpritesData[sprWater].Width;
//cWaveHeight:= SpritesData[sprWater].Height;
cWaveHeight:= 32;
cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
prevPoint.X:= 0;
prevPoint.Y:= cScreenHeight div 2;
WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2;
WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
AMxShift:= 210
end;
procedure ShowAmmoMenu;
const MENUSPEED = 15;
var x, y, i, t, l, g: LongInt;
Slot, Pos: LongInt;
begin
if (TurnTimeLeft = 0) or (((CurAmmoGear = nil) or ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu) then bShowAmmoMenu:= false;
if bShowAmmoMenu then
begin
FollowGear:= nil;
if AMxShift = 210 then prevPoint.X:= 0;
if cReducedQuality then
AMxShift:= 0
else
if AMxShift > 0 then dec(AMxShift, MENUSPEED);
end else
begin
if AMxShift = 0 then
begin
CursorPoint.X:= cScreenWidth div 2;
CursorPoint.Y:= cScreenHeight div 2;
prevPoint:= CursorPoint;
SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y)
end;
if cReducedQuality then
AMxShift:= 210
else
if AMxShift < 210 then inc(AMxShift, MENUSPEED);
end;
if CurrentTeam = nil then exit;
Slot:= 0;
Pos:= -1;
with CurrentHedgehog^ do
begin
if Ammo = nil then exit;
SlotsNum:= 0;
x:= cScreenWidth div 2 - 210 + AMxShift;
y:= cScreenHeight - 40;
dec(y);
DrawSprite(sprAMBorders, x, y, 0);
dec(y);
DrawSprite(sprAMBorders, x, y, 1);
dec(y, 33);
DrawSprite(sprAMSlotName, x, y, 0);
for i:= cMaxSlotIndex downto 0 do
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i;
dec(y, 33);
inc(SlotsNum);
DrawSprite(sprAMSlot, x, y, 0);
DrawSprite(sprAMSlotKeys, x + 2, y + 1, i);
t:= 0;
g:= 0;
while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
begin
if (Ammo^[i, t].AmmoType <> amNothing) then
begin
l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
if l >= 0 then
begin
DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l);
end else
DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
if (Slot = i)
and (CursorPoint.X >= x + g * 33 + 35)
and (CursorPoint.X < x + g * 33 + 68) then
begin
if (l < 0) then DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0);
Pos:= t;
end;
inc(g)
end;
inc(t)
end
end;
dec(y, 1);
DrawSprite(sprAMBorders, x, y, 0);
if (Pos >= 0) then
if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
begin
DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]);
if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
begin
bShowAmmoMenu:= false;
SetWeapon(Ammo^[Slot, Pos].AmmoType);
bSelected:= false;
exit
end;
end;
end;
bSelected:= false;
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end;
procedure MoveCamera; forward;
procedure DrawWater(Alpha: byte);
var VertexBuffer: array [0..3] of TVertex2f;
r: TSDL_Rect;
lw, lh: GLfloat;
begin
WaterColorArray[0].a := Alpha;
WaterColorArray[1].a := Alpha;
WaterColorArray[2].a := Alpha;
WaterColorArray[3].a := Alpha;
lw:= cScreenWidth / cScaleFactor;
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
// Water
r.y:= WorldDy + cWaterLine;
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
begin
if r.y < 0 then r.y:= 0;
glDisable(GL_TEXTURE_2D);
VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= lw;
VertexBuffer[2].Y:= lh;
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= lh;
glEnableClientState (GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_COLOR_ARRAY);
glColor4f(1, 1, 1, 1); // disable coloring
glEnable(GL_TEXTURE_2D)
end
end;
procedure DrawWaves(Dir, dX, dY: LongInt);
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
lw, waves, shift: GLfloat;
begin
lw:= cScreenWidth / cScaleFactor;
waves:= lw * 2 / cWaveWidth;
glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id);
VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= VertexBuffer[0].Y;
VertexBuffer[2].X:= lw;
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprWater].Height;
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= VertexBuffer[2].Y;
shift:= - lw / cWaveWidth;
TextureBuffer[0].X:= shift + (( - WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
TextureBuffer[0].Y:= 0;
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
TextureBuffer[1].Y:= TextureBuffer[0].Y;
TextureBuffer[2].X:= TextureBuffer[1].X;
TextureBuffer[2].Y:= 1;
TextureBuffer[3].X:= TextureBuffer[0].X;
TextureBuffer[3].Y:= TextureBuffer[2].Y;
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
{for i:= -1 to cWaterSprCount do
DrawSprite(sprWater,
i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2),
cWaterLine + WorldDy + dY,
0)}
end;
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift: LongInt);
var i, w, sw: LongInt;
begin
sw:= round(cScreenWidth / cScaleFactor);
if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then
begin
w:= SpritesData[spr].Width;
i:= Shift mod w;
if i > 0 then dec(i, w);
dec(i, w * (sw div w + 1));
repeat
DrawSprite(spr, i, WorldDy + LAND_HEIGHT - SpritesData[spr].Height, 0);
inc(i, w)
until i > sw
end else
begin
w:= SpritesData[spr].Width;
dec(Shift, w div 2);
DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT - SpritesData[spr].Height, 0);
sw:= round(cScreenWidth / cScaleFactor);
i:= Shift - SpritesData[sprL].Width;
while i >= -sw - SpritesData[sprL].Width do
begin
DrawSprite(sprL, i, WorldDy + LAND_HEIGHT - SpritesData[sprL].Height, 0);
dec(i, SpritesData[sprL].Width);
end;
i:= Shift + w;
while i <= sw do
begin
DrawSprite(sprR, i, WorldDy + LAND_HEIGHT - SpritesData[sprR].Height, 0);
inc(i, SpritesData[sprR].Width)
end
end
end;
procedure DrawWorld(Lag: LongInt);
var i, t: LongInt;
r: TSDL_Rect;
tdx, tdy: Double;
grp: TCapGroup;
s: string[15];
begin
if ZoomValue < zoom then
begin
zoom:= zoom - 0.002 * Lag;
if ZoomValue > zoom then zoom:= ZoomValue
end else
if ZoomValue > zoom then
begin
zoom:= zoom + 0.002 * Lag;
if ZoomValue < zoom then zoom:= ZoomValue
end;
// Sky
glClear(GL_COLOR_BUFFER_BIT);
glEnable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
//glPushMatrix;
//glScalef(1.0, 1.0, 1.0);
if not isPaused then MoveCamera;
if not cReducedQuality then
begin
// background
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8);
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5);
DrawVisualGears(0);
end;
// Waves
DrawWaves( 1, 0, - (cWaveHeight * 2));
DrawWaves(-1, 100, - (cWaveHeight + cWaveHeight div 2));
DrawLand(WorldDx, WorldDy);
DrawWater(255);
// Attack bar
if CurrentTeam <> nil then
case AttackBar of
(* 1: begin
r:= StuffPoz[sPowerBar];
{$WARNINGS OFF}
r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
{$WARNINGS ON}
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
end;*)
2: with CurrentHedgehog^ do
begin
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
DrawSprite(sprPower,
hwRound(Gear^.X) + system.round(WorldDx + tdx * (24 + i * 2)) - 16,
hwRound(Gear^.Y) + system.round(WorldDy + tdy * (24 + i * 2)) - 12,
i)
end
end;
DrawGears;
DrawVisualGears(1);
DrawWater(cWaterOpacity);
// Waves
DrawWaves( 1, 25, - cWaveHeight);
DrawWaves(-1, 50, - (cWaveHeight div 2));
DrawWaves( 1, 75, 0);
{$WARNINGS OFF}
// Target
if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0);
{$WARNINGS ON}
SetScale(2.0);
// Turn time
if TurnTimeLeft <> 0 then
begin
i:= Succ(Pred(TurnTimeLeft) div 1000);
if i>99 then t:= 112
else if i>9 then t:= 96
else t:= 80;
DrawSprite(sprFrame, -cScreenWidth div 2 + t, cScreenHeight - 48, 1);
while i > 0 do
begin
dec(t, 32);
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, cScreenHeight - 48, i mod 10);
i:= i div 10
end;
DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, cScreenHeight - 48, 0);
end;
// Timetrial
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then
begin
if TimeTrialStopTime = 0 then i:= RealTicks - TimeTrialStartTime else i:= TimeTrialStopTime - TimeTrialStartTime;
t:= 272;
// right frame
DrawSprite(sprFrame, -cScreenWidth div 2 + t, 8, 1);
dec(t, 32);
// 1 ms
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 10 ms
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 100 ms
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 16);
// Point
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 11);
dec(t, 32);
i:= i div 10;
// 1 s
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 10s
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 6);
dec(t, 16);
// Point
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 10);
dec(t, 32);
i:= i div 6;
// 1 m
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 10 m
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
// left frame
DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, 8, 0);
end;
// Captions
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then i:= 48 else i:= 8;
for grp:= Low(TCapGroup) to High(TCapGroup) do
with Captions[grp] do
if Tex <> nil then
begin
DrawCentered(0, i, Tex);
inc(i, Tex^.h + 2);
if EndTime <= RealTicks then
begin
FreeTexture(Tex);
Tex:= nil;
EndTime:= 0
end
end;
// Teams Healths
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
DrawTexture(- NameTagTex^.w - 3, cScreenHeight + DrawHealthY, NameTagTex);
r.x:= 0;
r.y:= 0;
r.w:= 2 + TeamHealthBarWidth;
r.h:= HealthTex^.h;
DrawFromRect(0, cScreenHeight + DrawHealthY, @r, HealthTex);
inc(r.x, cTeamHealthWidth + 2);
r.w:= 3;
DrawFromRect(TeamHealthBarWidth + 2, cScreenHeight + DrawHealthY, @r, HealthTex);
end;
// Lag alert
if isInLag then DrawSprite(sprLag, 32 - cScreenWidth div 2, 32, (RealTicks shr 7) mod 12);
// Wind bar
DrawSprite(sprWindBar, cScreenWidth div 2 - 180, cScreenHeight - 30, 0);
if WindBarWidth > 0 then
begin
{$WARNINGS OFF}
r.x:= 8 - (RealTicks shr 6) mod 8;
{$WARNINGS ON}
r.y:= 0;
r.w:= WindBarWidth;
r.h:= 13;
DrawSpriteFromRect(sprWindR, r, cScreenWidth div 2 - 103, cScreenHeight - 28, 13, 0);
end else
if WindBarWidth < 0 then
begin
{$WARNINGS OFF}
r.x:= (WindBarWidth + RealTicks shr 6) mod 8;
{$WARNINGS ON}
r.y:= 0;
r.w:= - WindBarWidth;
r.h:= 13;
DrawSpriteFromRect(sprWindL, r, cScreenWidth div 2 - 106 + WindBarWidth, cScreenHeight - 28, 13, 0);
end;
// AmmoMenu
if (AMxShift < 210) or bShowAmmoMenu then ShowAmmoMenu;
// Cursor
if isCursorVisible and bShowAmmoMenu then
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
DrawChat;
if fastUntilLag then DrawCentered(0, cScreenHeight div 2, SyncTexture);
if isPaused then DrawCentered(0, cScreenHeight div 2, PauseTexture);
inc(Frames);
if cShowFPS then
begin
inc(CountTicks, Lag);
if CountTicks >= 1000 then
begin
FPS:= Frames;
Frames:= 0;
CountTicks:= 0;
s:= inttostr(FPS) + ' fps';
if fpsTexture <> nil then FreeTexture(fpsTexture);
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), $FFFFFF);
fpsTexture:= Surface2Tex(tmpSurface, false);
SDL_FreeSurface(tmpSurface)
end;
if fpsTexture <> nil then
DrawTexture(cScreenWidth div 2 - 50, 10, fpsTexture);
end;
inc(SoundTimerTicks, Lag);
if SoundTimerTicks >= 50 then
begin
SoundTimerTicks:= 0;
if cVolumeDelta <> 0 then
begin
str(ChangeVolume(cVolumeDelta), s);
AddCaption(Format(trmsg[sidVolume], s), $FFFFFF, capgrpVolume)
end
end;
if GameState = gsConfirm then DrawCentered(0, cScreenHeight div 2, ConfirmTexture);
SetScale(zoom);
// Cursor
if isCursorVisible then
begin
if not bShowAmmoMenu then
with CurrentHedgehog^ do
if (Gear^.State and gstHHChooseTarget) <> 0 then
begin
i:= Ammo^[CurSlot, CurAmmo].Pos;
with Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType] do
if PosCount > 1 then
DrawSprite(PosSprite, CursorPoint.X - SpritesData[PosSprite].Width div 2,
cScreenHeight - CursorPoint.Y - SpritesData[PosSprite].Height div 2,
i);
end;
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND)
end;
procedure AddCaption(s: string; Color: Longword; Group: TCapGroup);
begin
//if Group in [capgrpGameState] then WriteLnToConsole(s);
if Captions[Group].Tex <> nil then FreeTexture(Captions[Group].Tex);
Captions[Group].Tex:= RenderStringTex(s, Color, fntBig);
case Group of
capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
else
Captions[Group].EndTime:= RealTicks + 1570
end;
end;
procedure MoveCamera;
const PrevSentPointTime: LongWord = 0;
var EdgesDist, wdy: LongInt;
begin
if (not (CurrentTeam^.ExtDriven and isCursorVisible)) and cHasFocus then
begin
{$IFDEF SDL13}
SDL_GetMouseState(0, @CursorPoint.X, @CursorPoint.Y);
{$ELSE}
SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
{$ENDIF}
CursorPoint.X:= CursorPoint.X - cScreenWidth div 2;
CursorPoint.Y:= cScreenHeight - CursorPoint.Y;
end;
if (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then
if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then
begin
FollowGear:= nil;
prevPoint:= CursorPoint;
exit
end
else begin
CursorPoint.x:= (prevPoint.x * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8;
CursorPoint.y:= (prevPoint.y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8;
end;
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
if WorldDy < wdy then WorldDy:= wdy;
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;
if AMxShift < 210 then
begin
if CursorPoint.X < cScreenWidth div 2 + AMxShift - 175 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 175;
if CursorPoint.X > cScreenWidth div 2 + AMxShift - 10 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 10;
if CursorPoint.Y > 75 + SlotsNum * 33 then CursorPoint.Y:= 75 + SlotsNum * 33;
if CursorPoint.Y < 76 then CursorPoint.Y:= 76;
prevPoint:= CursorPoint;
if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
exit
end;
if isCursorVisible then
begin
if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
begin
SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
PrevSentPointTime:= GameTicks
end;
end;
if isCursorVisible or (FollowGear <> nil) then
begin
if isCursorVisible then EdgesDist:= cCursorEdgesDist
else EdgesDist:= cGearScrEdgesDist;
if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
begin
WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
end else
if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
begin
WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
CursorPoint.X:= cScreenWidth div 2 - EdgesDist
end;
if CursorPoint.Y < EdgesDist then
begin
WorldDy:= WorldDy + CursorPoint.Y - EdgesDist;
CursorPoint.Y:= EdgesDist
end else
if CursorPoint.Y > cScreenHeight - EdgesDist then
begin
WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
CursorPoint.Y:= cScreenHeight - EdgesDist
end;
end else
if cHasFocus then
begin
WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
CursorPoint.X:= 0;
CursorPoint.Y:= cScreenHeight div 2;
end;
prevPoint:= CursorPoint;
if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y);
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
if WorldDy < wdy then WorldDy:= wdy;
if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024;
if WorldDx > 1024 then WorldDx:= 1024;
end;
initialization
FillChar(Captions, sizeof(Captions), 0)
end.