author | smxx |
Thu, 04 Feb 2010 20:49:23 +0000 | |
changeset 2749 | 0d24a4a9a82a |
parent 2747 | 7889a3a9724f |
child 2762 | 2fbc8d35eb52 |
permissions | -rw-r--r-- |
4 | 1 |
(* |
1066 | 2 |
* Hedgewars, a free turn based strategy game |
1689 | 3 |
* Copyright (c) 2004-2009 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 |
{$INCLUDE "options.inc"} |
20 |
||
4 | 21 |
unit uWorld; |
22 |
interface |
|
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23 |
uses SDLh, uGears, uConsts, uFloat, uRandom; |
2630 | 24 |
|
4 | 25 |
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var FollowGear: PGear; |
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27 |
WindBarWidth: LongInt; |
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28 |
bShowAmmoMenu: boolean; |
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29 |
bSelected: boolean; |
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30 |
bShowFinger: boolean; |
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31 |
Frames: Longword; |
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32 |
WaterColor, DeepWaterColor: TSDL_Color; |
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33 |
WorldDx: LongInt; |
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34 |
WorldDy: LongInt; |
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35 |
{$IFDEF COUNTTICKS} |
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36 |
cntTicks: LongWord; |
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37 |
{$ENDIF} |
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38 |
|
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39 |
procedure init_uWorld; |
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40 |
procedure free_uWorld; |
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41 |
|
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42 |
procedure InitWorld; |
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procedure DrawWorld(Lag: LongInt); |
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procedure AddCaption(s: string; Color: Longword; Group: TCapGroup); |
4 | 45 |
|
46 |
implementation |
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47 |
uses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound, uAmmos, uVisualGears, uChat, uLandTexture, uLand, |
2152 | 48 |
{$IFDEF GLES11} |
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49 |
gles11; |
1906 | 50 |
{$ELSE} |
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51 |
GL; |
1906 | 52 |
{$ENDIF} |
1807 | 53 |
|
4 | 54 |
type TCaptionStr = record |
762 | 55 |
Tex: PTexture; |
4 | 56 |
EndTime: LongWord; |
57 |
end; |
|
58 |
||
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Some work on zooming. Hedgewars are now unplayable.
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59 |
var cWaveWidth, cWaveHeight: LongInt; |
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Captions: array[TCapGroup] of TCaptionStr; |
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AMxShift, SlotsNum: LongInt; |
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62 |
tmpSurface: PSDL_Surface; |
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63 |
fpsTexture: PTexture; |
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64 |
FPS: Longword; |
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CountTicks: Longword; |
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SoundTimerTicks: Longword; |
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67 |
prevPoint: TPoint; |
2747 | 68 |
amSel: TAmmoType = amNothing; |
4 | 69 |
|
70 |
procedure InitWorld; |
|
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71 |
var i, t: LongInt; |
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72 |
cp: PClan; |
4 | 73 |
begin |
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74 |
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit |
51cda17b7c3b
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75 |
begin |
51cda17b7c3b
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76 |
for i:= 0 to ClansCount * 4 do |
51cda17b7c3b
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nemo
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77 |
begin |
51cda17b7c3b
Rolling random numbers before land is generated is bad, m'kay? InitWorld probably not the best place for it.
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78 |
t:= GetRandom(ClansCount); |
51cda17b7c3b
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79 |
if t <> 0 then |
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nemo
parents:
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80 |
begin |
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81 |
cp:= ClansArray[0]; |
51cda17b7c3b
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82 |
ClansArray[0]:= ClansArray[t]; |
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83 |
ClansArray[t]:= cp; |
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84 |
ClansArray[t]^.ClanIndex:= t; |
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85 |
ClansArray[0]^.ClanIndex:= 0; |
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86 |
end; |
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87 |
end; |
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88 |
CurrentTeam:= ClansArray[0]^.Teams[0]; |
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89 |
end; |
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90 |
|
1825 | 91 |
cWaveWidth:= SpritesData[sprWater].Width; |
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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
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92 |
//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
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93 |
cWaveHeight:= 32; |
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New waves rendering procedure based on using texture coodrinates > 1.0
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94 |
|
284 | 95 |
cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50); |
74 | 96 |
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); |
2197 | 97 |
prevPoint.X:= 0; |
74 | 98 |
prevPoint.Y:= cScreenHeight div 2; |
1760 | 99 |
WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2; |
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Properly decrement sniper rifle if timed out. Try to get camera position straight for once.
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100 |
WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); |
1120 | 101 |
AMxShift:= 210 |
161 | 102 |
end; |
103 |
||
956 | 104 |
procedure ShowAmmoMenu; |
161 | 105 |
const MENUSPEED = 15; |
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106 |
var x, y, i, t, l, g: LongInt; |
371 | 107 |
Slot, Pos: LongInt; |
161 | 108 |
begin |
2428 | 109 |
if (TurnTimeLeft = 0) or (((CurAmmoGear = nil) or ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu) then bShowAmmoMenu:= false; |
165 | 110 |
if bShowAmmoMenu then |
111 |
begin |
|
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Try turning off follow gear while ammo menu is open - needs testing w/ rope/parachute/jetpack
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112 |
FollowGear:= nil; |
1120 | 113 |
if AMxShift = 210 then prevPoint.X:= 0; |
1812 | 114 |
if cReducedQuality then |
115 |
AMxShift:= 0 |
|
116 |
else |
|
117 |
if AMxShift > 0 then dec(AMxShift, MENUSPEED); |
|
165 | 118 |
end else |
119 |
begin |
|
1120 | 120 |
if AMxShift = 0 then |
165 | 121 |
begin |
2579 | 122 |
CursorPoint.X:= cScreenWidth shr 1; |
123 |
CursorPoint.Y:= cScreenHeight shr 1; |
|
165 | 124 |
prevPoint:= CursorPoint; |
2197 | 125 |
SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y) |
165 | 126 |
end; |
1812 | 127 |
if cReducedQuality then |
128 |
AMxShift:= 210 |
|
129 |
else |
|
130 |
if AMxShift < 210 then inc(AMxShift, MENUSPEED); |
|
165 | 131 |
end; |
161 | 132 |
|
133 |
if CurrentTeam = nil then exit; |
|
162 | 134 |
Slot:= 0; |
135 |
Pos:= -1; |
|
602 | 136 |
with CurrentHedgehog^ do |
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137 |
begin |
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138 |
if Ammo = nil then exit; |
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139 |
SlotsNum:= 0; |
2579 | 140 |
x:= (cScreenWidth shr 1) - 210 + AMxShift; |
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141 |
y:= cScreenHeight - 40; |
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142 |
dec(y); |
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143 |
DrawSprite(sprAMBorders, x, y, 0); |
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144 |
dec(y); |
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145 |
DrawSprite(sprAMBorders, x, y, 1); |
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146 |
dec(y, 33); |
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147 |
DrawSprite(sprAMSlotName, x, y, 0); |
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|
148 |
for i:= cMaxSlotIndex downto 0 do |
2361 | 149 |
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then |
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|
150 |
begin |
2197 | 151 |
if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i; |
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152 |
dec(y, 33); |
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|
153 |
inc(SlotsNum); |
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154 |
DrawSprite(sprAMSlot, x, y, 0); |
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155 |
DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); |
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156 |
t:= 0; |
2581 | 157 |
g:= 0; |
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nemo
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158 |
while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do |
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159 |
begin |
2379 | 160 |
if (Ammo^[i, t].AmmoType <> amNothing) then |
161 |
begin |
|
162 |
l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; |
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163 |
|
2379 | 164 |
if l >= 0 then |
165 |
begin |
|
166 |
DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); |
|
167 |
DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l); |
|
168 |
end else |
|
169 |
DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); |
|
961
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Use turnsleft sprites to indicate turns left to activate ammo
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|
170 |
|
2379 | 171 |
if (Slot = i) |
172 |
and (CursorPoint.X >= x + g * 33 + 35) |
|
173 |
and (CursorPoint.X < x + g * 33 + 68) then |
|
174 |
begin |
|
175 |
if (l < 0) then DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0); |
|
176 |
Pos:= t; |
|
177 |
end; |
|
178 |
inc(g) |
|
179 |
end; |
|
180 |
inc(t) |
|
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181 |
end |
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182 |
end; |
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|
183 |
dec(y, 1); |
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|
184 |
DrawSprite(sprAMBorders, x, y, 0); |
961
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Use turnsleft sprites to indicate turns left to activate ammo
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185 |
|
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|
186 |
if (Pos >= 0) then |
2747 | 187 |
begin |
2357
babe1a55e284
Add an empty weapon to avoid selection of weapons which aren't yet ready. Might all be useful to switch to amNothing in certain situations, like after using up all ropes, instead of bazooka.
nemo
parents:
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|
188 |
if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then |
2747 | 189 |
if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then |
190 |
begin |
|
191 |
amSel:= Ammo^[Slot, Pos].AmmoType; |
|
192 |
RenderWeaponTooltip(amSel) |
|
193 |
end; |
|
194 |
||
195 |
DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); |
|
2376 | 196 |
|
2747 | 197 |
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then |
198 |
DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); |
|
2376 | 199 |
|
2747 | 200 |
if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then |
201 |
begin |
|
202 |
bShowAmmoMenu:= false; |
|
203 |
SetWeapon(Ammo^[Slot, Pos].AmmoType); |
|
204 |
bSelected:= false; |
|
205 |
FreeWeaponTooltip; |
|
206 |
exit |
|
207 |
end; |
|
208 |
end |
|
209 |
else |
|
210 |
FreeWeaponTooltip; |
|
211 |
||
212 |
if (WeaponTooltipTex <> nil) and (AMxShift = 0) then |
|
213 |
ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, y); |
|
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214 |
end; |
162 | 215 |
|
216 |
bSelected:= false; |
|
2197 | 217 |
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) |
4 | 218 |
end; |
219 |
||
162 | 220 |
procedure MoveCamera; forward; |
221 |
||
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222 |
procedure DrawWater(Alpha: byte); |
1915 | 223 |
var VertexBuffer: array [0..3] of TVertex2f; |
224 |
r: TSDL_Rect; |
|
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225 |
lw, lh: GLfloat; |
1915 | 226 |
begin |
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227 |
WaterColorArray[0].a := Alpha; |
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228 |
WaterColorArray[1].a := Alpha; |
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229 |
WaterColorArray[2].a := Alpha; |
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230 |
WaterColorArray[3].a := Alpha; |
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231 |
|
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232 |
lw:= cScreenWidth / cScaleFactor; |
2378 | 233 |
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16; |
1915 | 234 |
// Water |
2378 | 235 |
r.y:= WorldDy + cWaterLine; |
236 |
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then |
|
1915 | 237 |
begin |
238 |
if r.y < 0 then r.y:= 0; |
|
239 |
||
240 |
glDisable(GL_TEXTURE_2D); |
|
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241 |
VertexBuffer[0].X:= -lw; |
1915 | 242 |
VertexBuffer[0].Y:= r.y; |
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243 |
VertexBuffer[1].X:= lw; |
1915 | 244 |
VertexBuffer[1].Y:= r.y; |
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|
245 |
VertexBuffer[2].X:= lw; |
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246 |
VertexBuffer[2].Y:= lh; |
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247 |
VertexBuffer[3].X:= -lw; |
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248 |
VertexBuffer[3].Y:= lh; |
1915 | 249 |
|
250 |
glEnableClientState (GL_COLOR_ARRAY); |
|
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|
251 |
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); |
1915 | 252 |
|
253 |
glEnableClientState(GL_VERTEX_ARRAY); |
|
254 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
|
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|
255 |
|
1915 | 256 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
257 |
||
2330 | 258 |
glDisableClientState(GL_VERTEX_ARRAY); |
1915 | 259 |
glDisableClientState(GL_COLOR_ARRAY); |
260 |
||
261 |
glColor4f(1, 1, 1, 1); // disable coloring |
|
262 |
glEnable(GL_TEXTURE_2D) |
|
263 |
end |
|
264 |
end; |
|
265 |
||
2288 | 266 |
procedure DrawWaves(Dir, dX, dY: LongInt); |
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267 |
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; |
2374 | 268 |
lw, waves, shift: GLfloat; |
2288 | 269 |
begin |
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270 |
lw:= cScreenWidth / cScaleFactor; |
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271 |
waves:= lw * 2 / cWaveWidth; |
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272 |
|
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273 |
glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id); |
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274 |
|
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|
275 |
VertexBuffer[0].X:= -lw; |
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276 |
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY; |
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277 |
VertexBuffer[1].X:= lw; |
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278 |
VertexBuffer[1].Y:= VertexBuffer[0].Y; |
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279 |
VertexBuffer[2].X:= lw; |
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280 |
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprWater].Height; |
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281 |
VertexBuffer[3].X:= -lw; |
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282 |
VertexBuffer[3].Y:= VertexBuffer[2].Y; |
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changeset
|
283 |
|
2374 | 284 |
shift:= - lw / cWaveWidth; |
2495 | 285 |
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1); |
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286 |
TextureBuffer[0].Y:= 0; |
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changeset
|
287 |
TextureBuffer[1].X:= TextureBuffer[0].X + waves; |
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changeset
|
288 |
TextureBuffer[1].Y:= TextureBuffer[0].Y; |
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changeset
|
289 |
TextureBuffer[2].X:= TextureBuffer[1].X; |
2553 | 290 |
TextureBuffer[2].Y:= SpritesData[sprWater].Texture^.ry; |
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291 |
TextureBuffer[3].X:= TextureBuffer[0].X; |
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changeset
|
292 |
TextureBuffer[3].Y:= TextureBuffer[2].Y; |
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|
293 |
|
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|
294 |
glEnableClientState(GL_VERTEX_ARRAY); |
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|
295 |
glEnableClientState(GL_TEXTURE_COORD_ARRAY); |
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|
296 |
|
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|
297 |
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); |
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|
298 |
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); |
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|
299 |
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); |
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|
300 |
|
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|
301 |
glDisableClientState(GL_TEXTURE_COORD_ARRAY); |
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|
302 |
glDisableClientState(GL_VERTEX_ARRAY); |
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|
303 |
|
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|
304 |
|
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changeset
|
305 |
{for i:= -1 to cWaterSprCount do |
2288 | 306 |
DrawSprite(sprWater, |
307 |
i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), |
|
308 |
cWaterLine + WorldDy + dY, |
|
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|
309 |
0)} |
2288 | 310 |
end; |
311 |
||
2426 | 312 |
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift: LongInt); |
313 |
var i, w, sw: LongInt; |
|
314 |
begin |
|
315 |
sw:= round(cScreenWidth / cScaleFactor); |
|
316 |
if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then |
|
317 |
begin |
|
318 |
w:= SpritesData[spr].Width; |
|
319 |
i:= Shift mod w; |
|
320 |
if i > 0 then dec(i, w); |
|
321 |
dec(i, w * (sw div w + 1)); |
|
322 |
repeat |
|
323 |
DrawSprite(spr, i, WorldDy + LAND_HEIGHT - SpritesData[spr].Height, 0); |
|
324 |
inc(i, w) |
|
325 |
until i > sw |
|
326 |
end else |
|
327 |
begin |
|
328 |
w:= SpritesData[spr].Width; |
|
329 |
dec(Shift, w div 2); |
|
330 |
DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT - SpritesData[spr].Height, 0); |
|
331 |
||
332 |
sw:= round(cScreenWidth / cScaleFactor); |
|
333 |
||
334 |
i:= Shift - SpritesData[sprL].Width; |
|
335 |
while i >= -sw - SpritesData[sprL].Width do |
|
336 |
begin |
|
337 |
DrawSprite(sprL, i, WorldDy + LAND_HEIGHT - SpritesData[sprL].Height, 0); |
|
338 |
dec(i, SpritesData[sprL].Width); |
|
339 |
end; |
|
340 |
||
341 |
i:= Shift + w; |
|
342 |
while i <= sw do |
|
343 |
begin |
|
344 |
DrawSprite(sprR, i, WorldDy + LAND_HEIGHT - SpritesData[sprR].Height, 0); |
|
345 |
inc(i, SpritesData[sprR].Width) |
|
346 |
end |
|
347 |
end |
|
348 |
end; |
|
349 |
||
350 |
||
956 | 351 |
procedure DrawWorld(Lag: LongInt); |
371 | 352 |
var i, t: LongInt; |
4 | 353 |
r: TSDL_Rect; |
107 | 354 |
tdx, tdy: Double; |
175 | 355 |
grp: TCapGroup; |
174 | 356 |
s: string[15]; |
2747 | 357 |
highlight: Boolean; |
2567 | 358 |
offset: LongInt; |
2724 | 359 |
scale: GLfloat; |
4 | 360 |
begin |
2372 | 361 |
if ZoomValue < zoom then |
362 |
begin |
|
2379 | 363 |
zoom:= zoom - 0.002 * Lag; |
2374 | 364 |
if ZoomValue > zoom then zoom:= ZoomValue |
2372 | 365 |
end else |
366 |
if ZoomValue > zoom then |
|
367 |
begin |
|
2379 | 368 |
zoom:= zoom + 0.002 * Lag; |
2374 | 369 |
if ZoomValue < zoom then zoom:= ZoomValue |
2372 | 370 |
end; |
2376 | 371 |
|
770 | 372 |
// Sky |
756 | 373 |
glClear(GL_COLOR_BUFFER_BIT); |
374 |
glEnable(GL_BLEND); |
|
775 | 375 |
glEnable(GL_TEXTURE_2D); |
777 | 376 |
//glPushMatrix; |
377 |
//glScalef(1.0, 1.0, 1.0); |
|
756 | 378 |
|
281
5b483aa9f2ab
Pause support (mouse cursor is released when the game is paused)
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244
diff
changeset
|
379 |
if not isPaused then MoveCamera; |
162 | 380 |
|
1812 | 381 |
if not cReducedQuality then |
382 |
begin |
|
383 |
// background |
|
2426 | 384 |
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8); |
385 |
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5); |
|
4 | 386 |
|
1812 | 387 |
DrawVisualGears(0); |
2288 | 388 |
end; |
803 | 389 |
|
2288 | 390 |
// Waves |
2579 | 391 |
DrawWaves( 1, 0, - (cWaveHeight shl 1)); |
392 |
DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1))); |
|
1812 | 393 |
|
4 | 394 |
|
762 | 395 |
DrawLand(WorldDx, WorldDy); |
1911 | 396 |
|
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2268
diff
changeset
|
397 |
DrawWater(255); |
4 | 398 |
|
1660 | 399 |
// Attack bar |
400 |
if CurrentTeam <> nil then |
|
401 |
case AttackBar of |
|
402 |
(* 1: begin |
|
403 |
r:= StuffPoz[sPowerBar]; |
|
404 |
{$WARNINGS OFF} |
|
405 |
r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; |
|
406 |
{$WARNINGS ON} |
|
407 |
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); |
|
408 |
end;*) |
|
409 |
2: with CurrentHedgehog^ do |
|
410 |
begin |
|
411 |
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); |
|
412 |
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); |
|
413 |
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do |
|
414 |
DrawSprite(sprPower, |
|
2609 | 415 |
hwRound(Gear^.X) + round(WorldDx + tdx * (24 + i * 2)) - 16, |
416 |
hwRound(Gear^.Y) + round(WorldDy + tdy * (24 + i * 2)) - 12, |
|
1660 | 417 |
i) |
418 |
end |
|
419 |
end; |
|
420 |
||
2713 | 421 |
DrawVisualGears(1); |
422 |
||
956 | 423 |
DrawGears; |
4 | 424 |
|
2713 | 425 |
DrawVisualGears(2); |
1045 | 426 |
|
2273 | 427 |
DrawWater(cWaterOpacity); |
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00f5704f5f39
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nemo
parents:
2268
diff
changeset
|
428 |
|
5 | 429 |
// Waves |
2288 | 430 |
DrawWaves( 1, 25, - cWaveHeight); |
2567 | 431 |
DrawWaves(-1, 50, - (cWaveHeight shr 1)); |
2288 | 432 |
DrawWaves( 1, 75, 0); |
2161
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parents:
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diff
changeset
|
433 |
|
0c8634241fa4
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parents:
2152
diff
changeset
|
434 |
|
2288 | 435 |
{$WARNINGS OFF} |
2161
0c8634241fa4
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parents:
2152
diff
changeset
|
436 |
// Target |
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
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diff
changeset
|
437 |
if TargetPoint.X <> NoPointX then DrawSprite(sprTargetP, TargetPoint.X + WorldDx - 16, TargetPoint.Y + WorldDy - 16, 0); |
4 | 438 |
{$WARNINGS ON} |
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unc0rr
parents:
2152
diff
changeset
|
439 |
|
2567 | 440 |
{$IFDEF IPHONEOS} |
2724 | 441 |
scale:= 1.5; |
2567 | 442 |
{$ELSE} |
2724 | 443 |
scale:= 2.0; |
444 |
{$ENDIF} |
|
445 |
SetScale(scale); |
|
446 |
||
447 |
||
448 |
// Turn time |
|
2567 | 449 |
offset:= 48; |
4 | 450 |
if TurnTimeLeft <> 0 then |
451 |
begin |
|
452 |
i:= Succ(Pred(TurnTimeLeft) div 1000); |
|
453 |
if i>99 then t:= 112 |
|
454 |
else if i>9 then t:= 96 |
|
455 |
else t:= 80; |
|
2567 | 456 |
DrawSprite(sprFrame, -cScreenWidth div 2 + t, cScreenHeight - offset, 1); |
4 | 457 |
while i > 0 do |
458 |
begin |
|
459 |
dec(t, 32); |
|
2567 | 460 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, cScreenHeight - offset, i mod 10); |
4 | 461 |
i:= i div 10 |
462 |
end; |
|
2567 | 463 |
DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, cScreenHeight - offset, 0); |
4 | 464 |
end; |
79 | 465 |
|
2567 | 466 |
{$IFNDEF IPHONEOS} |
2428 | 467 |
// Timetrial |
468 |
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then |
|
469 |
begin |
|
470 |
if TimeTrialStopTime = 0 then i:= RealTicks - TimeTrialStartTime else i:= TimeTrialStopTime - TimeTrialStartTime; |
|
471 |
t:= 272; |
|
472 |
// right frame |
|
473 |
DrawSprite(sprFrame, -cScreenWidth div 2 + t, 8, 1); |
|
474 |
dec(t, 32); |
|
475 |
// 1 ms |
|
476 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); |
|
477 |
dec(t, 32); |
|
478 |
i:= i div 10; |
|
479 |
// 10 ms |
|
480 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); |
|
481 |
dec(t, 32); |
|
482 |
i:= i div 10; |
|
483 |
// 100 ms |
|
484 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); |
|
485 |
dec(t, 16); |
|
486 |
// Point |
|
487 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 11); |
|
488 |
dec(t, 32); |
|
489 |
i:= i div 10; |
|
490 |
// 1 s |
|
491 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); |
|
492 |
dec(t, 32); |
|
493 |
i:= i div 10; |
|
494 |
// 10s |
|
495 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 6); |
|
496 |
dec(t, 16); |
|
497 |
// Point |
|
498 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 10); |
|
499 |
dec(t, 32); |
|
500 |
i:= i div 6; |
|
501 |
// 1 m |
|
502 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); |
|
503 |
dec(t, 32); |
|
504 |
i:= i div 10; |
|
505 |
// 10 m |
|
506 |
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); |
|
507 |
// left frame |
|
508 |
DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, 8, 0); |
|
509 |
end; |
|
2567 | 510 |
{$ENDIF} |
511 |
||
4 | 512 |
// Captions |
2567 | 513 |
{$IFDEF IPHONEOS} |
2724 | 514 |
offset:= 49; |
2567 | 515 |
{$ELSE} |
2724 | 516 |
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then offset:= 48 |
517 |
else offset:= 8; |
|
2567 | 518 |
{$ENDIF} |
2428 | 519 |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
520 |
for grp:= Low(TCapGroup) to High(TCapGroup) do |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
521 |
with Captions[grp] do |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
522 |
if Tex <> nil then |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
523 |
begin |
2724 | 524 |
DrawCentered(0, offset, Tex); |
525 |
inc(offset, Tex^.h + 2); |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
526 |
if EndTime <= RealTicks then |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
527 |
begin |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
528 |
FreeTexture(Tex); |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
529 |
Tex:= nil; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
530 |
EndTime:= 0 |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
531 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
532 |
end; |
4 | 533 |
|
47 | 534 |
// Teams Healths |
2747 | 535 |
|
547 | 536 |
for t:= 0 to Pred(TeamsCount) do |
537 |
with TeamsArray[t]^ do |
|
47 | 538 |
begin |
2747 | 539 |
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); |
540 |
||
541 |
if highlight then |
|
542 |
glColor4f(((Clan^.Color shr 16) and $ff) / $ff, ((Clan^.Color shr 8) and $ff) / $ff, (Clan^.Color and $ff) / $ff, 1); |
|
543 |
DrawTexture(- NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex); |
|
544 |
||
690 | 545 |
r.x:= 0; |
546 |
r.y:= 0; |
|
2747 | 547 |
|
548 |
r.w:= 26; |
|
549 |
r.h:= 19; |
|
550 |
DrawFromRect(-14, cScreenHeight + DrawHealthY, @r, FlagTex); |
|
551 |
||
547 | 552 |
r.w:= 2 + TeamHealthBarWidth; |
764
7513452b1d51
Now game looks almost like it did before switching to OpenGL
unc0rr
parents:
762
diff
changeset
|
553 |
r.h:= HealthTex^.h; |
2747 | 554 |
DrawFromRect(14, cScreenHeight + DrawHealthY, @r, HealthTex); |
690 | 555 |
|
83 | 556 |
inc(r.x, cTeamHealthWidth + 2); |
557 |
r.w:= 3; |
|
690 | 558 |
|
2747 | 559 |
DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY, @r, HealthTex); |
560 |
if highlight then // if highlighted, draw flag again to keep its colors |
|
561 |
begin |
|
562 |
r.x:= 2; |
|
563 |
r.y:= 2; |
|
564 |
r.w:= 22; |
|
565 |
r.h:= 15; |
|
566 |
glColor4f(1, 1, 1, 1); |
|
567 |
DrawFromRect(-12, cScreenHeight + DrawHealthY + 2, @r, FlagTex); |
|
568 |
end; |
|
47 | 569 |
end; |
570 |
||
5 | 571 |
// Lag alert |
2567 | 572 |
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12); |
4 | 573 |
|
5 | 574 |
// Wind bar |
2567 | 575 |
{$IFDEF IPHONEOS} |
2724 | 576 |
offset:= 305; |
2567 | 577 |
{$ELSE} |
578 |
offset:= 30; |
|
579 |
{$ENDIF} |
|
580 |
DrawSprite(sprWindBar, (cScreenWidth shr 1) - 180, cScreenHeight - offset, 0); |
|
6 | 581 |
if WindBarWidth > 0 then |
5 | 582 |
begin |
689 | 583 |
{$WARNINGS OFF} |
584 |
r.x:= 8 - (RealTicks shr 6) mod 8; |
|
585 |
{$WARNINGS ON} |
|
586 |
r.y:= 0; |
|
587 |
r.w:= WindBarWidth; |
|
588 |
r.h:= 13; |
|
2571 | 589 |
DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - 103, cScreenHeight - offset + 2, 13, 0); |
5 | 590 |
end else |
6 | 591 |
if WindBarWidth < 0 then |
5 | 592 |
begin |
689 | 593 |
{$WARNINGS OFF} |
594 |
r.x:= (WindBarWidth + RealTicks shr 6) mod 8; |
|
595 |
{$WARNINGS ON} |
|
596 |
r.y:= 0; |
|
597 |
r.w:= - WindBarWidth; |
|
598 |
r.h:= 13; |
|
2571 | 599 |
DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - 106 + WindBarWidth, cScreenHeight - offset + 2, 13, 0); |
5 | 600 |
end; |
601 |
||
161 | 602 |
// AmmoMenu |
1120 | 603 |
if (AMxShift < 210) or bShowAmmoMenu then ShowAmmoMenu; |
161 | 604 |
|
2287 | 605 |
// Cursor |
606 |
if isCursorVisible and bShowAmmoMenu then |
|
607 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); |
|
942 | 608 |
|
2287 | 609 |
DrawChat; |
4 | 610 |
|
2567 | 611 |
if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture); |
612 |
if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture); |
|
281
5b483aa9f2ab
Pause support (mouse cursor is released when the game is paused)
unc0rr
parents:
244
diff
changeset
|
613 |
|
2724 | 614 |
// fps |
615 |
{$IFDEF IPHONEOS} |
|
616 |
offset:= 40; |
|
617 |
{$ELSE} |
|
618 |
offset:= 10; |
|
619 |
{$ENDIF} |
|
4 | 620 |
inc(Frames); |
298
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
621 |
if cShowFPS then |
4 | 622 |
begin |
298
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
623 |
inc(CountTicks, Lag); |
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
624 |
if CountTicks >= 1000 then |
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
625 |
begin |
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
626 |
FPS:= Frames; |
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
627 |
Frames:= 0; |
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
628 |
CountTicks:= 0; |
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
629 |
s:= inttostr(FPS) + ' fps'; |
759 | 630 |
if fpsTexture <> nil then FreeTexture(fpsTexture); |
2665
50b4e544c163
complete transition of longword->sdl_color for TTF bindings
koda
parents:
2630
diff
changeset
|
631 |
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); |
2670 | 632 |
tmpSurface:= doSurfaceConversion(tmpSurface); |
2290
bf87ca44782e
Selectively enable clamping - seeing if this helps avoid weird flake problems while still fixing vertical lines in waves and sky
nemo
parents:
2288
diff
changeset
|
633 |
fpsTexture:= Surface2Tex(tmpSurface, false); |
759 | 634 |
SDL_FreeSurface(tmpSurface) |
298
112e61bd2cc2
Render FPS value to its own surface one time a second
unc0rr
parents:
295
diff
changeset
|
635 |
end; |
759 | 636 |
if fpsTexture <> nil then |
2724 | 637 |
DrawTexture((cScreenWidth shr 1) - 50, offset, fpsTexture); |
4 | 638 |
end; |
174 | 639 |
|
2724 | 640 |
// lag warning (?) |
174 | 641 |
inc(SoundTimerTicks, Lag); |
642 |
if SoundTimerTicks >= 50 then |
|
643 |
begin |
|
644 |
SoundTimerTicks:= 0; |
|
645 |
if cVolumeDelta <> 0 then |
|
646 |
begin |
|
647 |
str(ChangeVolume(cVolumeDelta), s); |
|
2619 | 648 |
AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume) |
174 | 649 |
end |
756 | 650 |
end; |
651 |
||
2724 | 652 |
if GameState = gsConfirm then |
653 |
DrawCentered(0, cScreenHeight div 2, ConfirmTexture); |
|
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
654 |
|
2162 | 655 |
SetScale(zoom); |
1023 | 656 |
|
2287 | 657 |
// Cursor |
658 |
if isCursorVisible then |
|
659 |
begin |
|
660 |
if not bShowAmmoMenu then |
|
661 |
with CurrentHedgehog^ do |
|
662 |
if (Gear^.State and gstHHChooseTarget) <> 0 then |
|
663 |
begin |
|
664 |
i:= Ammo^[CurSlot, CurAmmo].Pos; |
|
665 |
with Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType] do |
|
666 |
if PosCount > 1 then |
|
667 |
DrawSprite(PosSprite, CursorPoint.X - SpritesData[PosSprite].Width div 2, |
|
668 |
cScreenHeight - CursorPoint.Y - SpritesData[PosSprite].Height div 2, |
|
669 |
i); |
|
670 |
end; |
|
671 |
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) |
|
672 |
end; |
|
673 |
||
674 |
||
775 | 675 |
glDisable(GL_TEXTURE_2D); |
756 | 676 |
glDisable(GL_BLEND) |
4 | 677 |
end; |
678 |
||
108 | 679 |
procedure AddCaption(s: string; Color: Longword; Group: TCapGroup); |
4 | 680 |
begin |
2142 | 681 |
//if Group in [capgrpGameState] then WriteLnToConsole(s); |
762 | 682 |
if Captions[Group].Tex <> nil then FreeTexture(Captions[Group].Tex); |
4 | 683 |
|
762 | 684 |
Captions[Group].Tex:= RenderStringTex(s, Color, fntBig); |
2142 | 685 |
|
686 |
case Group of |
|
687 |
capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200 |
|
688 |
else |
|
2735 | 689 |
Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3; |
2142 | 690 |
end; |
4 | 691 |
end; |
692 |
||
79 | 693 |
procedure MoveCamera; |
4 | 694 |
const PrevSentPointTime: LongWord = 0; |
2428 | 695 |
var EdgesDist, wdy: LongInt; |
4 | 696 |
begin |
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
|
697 |
if (not (CurrentTeam^.ExtDriven and isCursorVisible)) and cHasFocus then |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
698 |
begin |
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
699 |
SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y); |
2567 | 700 |
CursorPoint.X:= CursorPoint.X - (cScreenWidth shr 1); |
2197 | 701 |
CursorPoint.Y:= cScreenHeight - CursorPoint.Y; |
2161
0c8634241fa4
Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents:
2152
diff
changeset
|
702 |
end; |
678 | 703 |
|
2397
2ca4ca6b4bab
- Patch for "Syncronizing" message by Smaxx + some tweaks by me
unc0rr
parents:
2379
diff
changeset
|
704 |
if (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then |
1689 | 705 |
if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then |
706 |
begin |
|
707 |
FollowGear:= nil; |
|
2197 | 708 |
prevPoint:= CursorPoint; |
1689 | 709 |
exit |
710 |
end |
|
711 |
else begin |
|
2198 | 712 |
CursorPoint.x:= (prevPoint.x * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8; |
2197 | 713 |
CursorPoint.y:= (prevPoint.y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8; |
1689 | 714 |
end; |
4 | 715 |
|
2375 | 716 |
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater; |
717 |
if WorldDy < wdy then WorldDy:= wdy; |
|
718 |
||
2197 | 719 |
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit; |
4 | 720 |
|
1120 | 721 |
if AMxShift < 210 then |
1689 | 722 |
begin |
2178
d8b3417b2704
Some fixes on camera broken by zoom code (ammo menu should work now)
unc0rr
parents:
2171
diff
changeset
|
723 |
if CursorPoint.X < cScreenWidth div 2 + AMxShift - 175 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 175; |
d8b3417b2704
Some fixes on camera broken by zoom code (ammo menu should work now)
unc0rr
parents:
2171
diff
changeset
|
724 |
if CursorPoint.X > cScreenWidth div 2 + AMxShift - 10 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 10; |
2197 | 725 |
if CursorPoint.Y > 75 + SlotsNum * 33 then CursorPoint.Y:= 75 + SlotsNum * 33; |
726 |
if CursorPoint.Y < 76 then CursorPoint.Y:= 76; |
|
1689 | 727 |
prevPoint:= CursorPoint; |
2197 | 728 |
if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y); |
1689 | 729 |
exit |
730 |
end; |
|
162 | 731 |
|
4 | 732 |
if isCursorVisible then |
1689 | 733 |
begin |
2197 | 734 |
if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then |
1689 | 735 |
begin |
2407
9f413bd5150e
- Fix mouse cursor bugs in net game (still has a bug near water)
unc0rr
parents:
2397
diff
changeset
|
736 |
SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy); |
1689 | 737 |
PrevSentPointTime:= GameTicks |
738 |
end; |
|
739 |
end; |
|
351 | 740 |
|
4 | 741 |
if isCursorVisible or (FollowGear <> nil) then |
742 |
begin |
|
284 | 743 |
if isCursorVisible then EdgesDist:= cCursorEdgesDist |
744 |
else EdgesDist:= cGearScrEdgesDist; |
|
2197 | 745 |
if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then |
4 | 746 |
begin |
2197 | 747 |
WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist; |
748 |
CursorPoint.X:= - cScreenWidth div 2 + EdgesDist |
|
4 | 749 |
end else |
2197 | 750 |
if CursorPoint.X > cScreenWidth div 2 - EdgesDist then |
4 | 751 |
begin |
2197 | 752 |
WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist; |
2198 | 753 |
CursorPoint.X:= cScreenWidth div 2 - EdgesDist |
4 | 754 |
end; |
284 | 755 |
if CursorPoint.Y < EdgesDist then |
4 | 756 |
begin |
2197 | 757 |
WorldDy:= WorldDy + CursorPoint.Y - EdgesDist; |
284 | 758 |
CursorPoint.Y:= EdgesDist |
4 | 759 |
end else |
284 | 760 |
if CursorPoint.Y > cScreenHeight - EdgesDist then |
4 | 761 |
begin |
2197 | 762 |
WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist; |
284 | 763 |
CursorPoint.Y:= cScreenHeight - EdgesDist |
4 | 764 |
end; |
765 |
end else |
|
308 | 766 |
if cHasFocus then |
767 |
begin |
|
70 | 768 |
WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; |
2197 | 769 |
WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y; |
2162 | 770 |
CursorPoint.X:= 0; |
771 |
CursorPoint.Y:= cScreenHeight div 2; |
|
308 | 772 |
end; |
351 | 773 |
|
4 | 774 |
prevPoint:= CursorPoint; |
2567 | 775 |
if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y); |
1760 | 776 |
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024; |
2375 | 777 |
if WorldDy < wdy then WorldDy:= wdy; |
2426 | 778 |
if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024; |
779 |
if WorldDx > 1024 then WorldDx:= 1024; |
|
4 | 780 |
end; |
781 |
||
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
782 |
procedure init_uWorld; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
783 |
begin |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
784 |
fpsTexture:= nil; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
785 |
FollowGear:= nil; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
786 |
WindBarWidth:= 0; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
787 |
bShowAmmoMenu:= false; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
788 |
bSelected:= false; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
789 |
bShowFinger:= false; |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
790 |
Frames:= 0; |
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
791 |
WorldDx:= -512; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
792 |
WorldDy:= -256; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
793 |
|
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
794 |
FPS:= 0; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
795 |
CountTicks:= 0; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
796 |
SoundTimerTicks:= 0; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
797 |
prevPoint.X:= 0; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
798 |
prevPoint.Y:= 0; |
2699
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
799 |
|
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
800 |
FillChar(Captions, sizeof(Captions), 0) |
249adefa9c1c
replace initialization/finalization statements with custom init functions
koda
parents:
2682
diff
changeset
|
801 |
end; |
4 | 802 |
|
2716
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
803 |
procedure free_uWorld; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
804 |
begin |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
805 |
|
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
806 |
end; |
b9ca1bfca24f
complete the replacement of init/free wrappers for every unit
koda
parents:
2713
diff
changeset
|
807 |
|
4 | 808 |
end. |