hedgewars/uWorld.pas
author sheepluva
Sun, 25 Sep 2011 20:54:51 +0200
changeset 6026 2833862a7e00
parent 6016 85410eef7ba4
child 6023 a28be05b20bc
child 6098 959219241c67
permissions -rw-r--r--
get rid of that annoying 'Invalid state: in Lobby' message after room being closed or player being kicked from room. (the frontend always tried to leave the room he already left again)
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
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unit uWorld;
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interface
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uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes;
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procedure initModule;
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procedure freeModule;
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procedure InitWorld;
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procedure DrawWorld(Lag: LongInt);
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procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
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procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
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procedure HideMission;
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procedure ShakeCamera(amount: LongInt);
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procedure InitCameraBorders;
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procedure MoveCamera;
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procedure onFocusStateChanged;
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implementation
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uses
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    uStore,
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    uMisc,
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    uIO,
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    uLocale,
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    uSound,
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    uAmmos,
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    uVisualGears,
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    uChat,
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    uLandTexture,
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    GLunit,
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    uVariables,
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    uUtils,
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    uTextures,
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    uRender,
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    uCaptions,
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    uCursor,
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    uCommands,
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    uMobile
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    ;
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var cWaveWidth, cWaveHeight: LongInt;
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    AMSlotSize, AMxOffset, AMyOffset, AMWidth, AMxShift, SlotsNum: LongInt;
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    tmpSurface: PSDL_Surface;
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    fpsTexture: PTexture;
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    timeTexture: PTexture;
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    FPS: Longword;
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    CountTicks: Longword;
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    SoundTimerTicks: Longword;
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    prevPoint: TPoint;
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    amSel: TAmmoType = amNothing;
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    missionTex: PTexture;
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    missionTimer: LongInt;
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    stereoDepth: GLfloat;
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const cStereo_Sky           = 0.0500;
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      cStereo_Horizon       = 0.0250;
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      cStereo_Water_distant = 0.0125;
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      cStereo_Land          = 0.0075;
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      cStereo_Water_near    = 0.0025;
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      cStereo_Outside       = 0.0400;
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procedure InitWorld;
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var i, t: LongInt;
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    cp: PClan;
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    g: ansistring;
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    // helper functions to create the goal/game mode string
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    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
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    var t: ansistring;
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    begin
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        if (GameFlags and gf) <> 0 then
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            begin
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            t:= inttostr(i);
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            s:= s + format(trgoal[si], t) + '|'
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            end;
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        AddGoal:= s;
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    end;
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    function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
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    begin
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        if (GameFlags and gf) <> 0 then
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            s:= s + trgoal[si] + '|';
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        AddGoal:= s;
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    end;
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begin
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missionTimer:= 0;
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if (GameFlags and gfRandomOrder) <> 0 then  // shuffle them up a bit
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   begin
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   for i:= 0 to ClansCount * 4 do
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      begin
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      t:= GetRandom(ClansCount);
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      if t <> 0 then
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         begin
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         cp:= ClansArray[0];
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         ClansArray[0]:= ClansArray[t];
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         ClansArray[t]:= cp;
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         ClansArray[t]^.ClanIndex:= t;
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         ClansArray[0]^.ClanIndex:= 0;
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         if (LocalClan = t) then LocalClan:= 0
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         else if (LocalClan = 0) then LocalClan:= t
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         end;
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      end;
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   CurrentTeam:= ClansArray[0]^.Teams[0];
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   end;
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// if special game flags/settings are changed, add them to the game mode notice window and then show it
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g:= ''; // no text/things to note yet
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// add custom goals from lua script if there are any
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if LuaGoals <> '' then g:= LuaGoals + '|';
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// check different game flags (goals/game modes first for now)
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g:= AddGoal(g, gfKing, gidKing); // king?
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g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
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// other important flags
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g:= AddGoal(g, gfForts, gidForts); // forts?
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g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
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g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
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g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
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g:= AddGoal(g, gfKarma, gidKarma); // karma?
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g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
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g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
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g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
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g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
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g:= AddGoal(g, gfResetHealth, gidResetHealth);
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g:= AddGoal(g, gfAISurvival, gidAISurvival);
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g:= AddGoal(g, gfInfAttack, gidInfAttack);
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g:= AddGoal(g, gfResetWeps, gidResetWeps);
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g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
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// modified damage modificator?
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if cDamagePercent <> 100 then
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    g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
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parents: 2905
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   156
3107
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   157
// fade in
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   158
ScreenFade:= sfFromBlack;
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   159
ScreenFadeValue:= sfMax;
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   160
ScreenFadeSpeed:= 1;
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   161
2908
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parents: 2905
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   162
// modified mine timers?
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34393349f96e Restore millisecond precision for mines time
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parents: 4393
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   163
if cMinesTime <> 3000 then
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unc0rr
parents: 2931
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   164
    begin
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   165
    if cMinesTime = 0 then
4003
ca0600ab38bf disable gfMines and update variable names (landadds -> minesnum, cLandAdditions -> cLandMines)
koda
parents: 3976
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   166
        g:= AddGoal(g, gfAny, gidNoMineTimer)
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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)
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unc0rr
parents: 2931
diff changeset
   169
    else
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parents: 4393
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   170
        g:= AddGoal(g, gfAny, gidMineTimer, cMinesTime div 1000);
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parents: 2931
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   171
    end;
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   172
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   173
// if the string has been set, show it for (default timeframe) seconds
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   174
if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
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   175
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c929f9111141 Nemo's patch allowing different water sprites size
unc0rr
parents: 1812
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   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
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   177
//cWaveHeight:= SpritesData[sprWater].Height;
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nemo
parents: 2226
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   178
cWaveHeight:= 32;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
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   179
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sheepluva
parents: 5675
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   180
InitCameraBorders();
5191
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unc0rr
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   181
uCursor.init();
2197
a02adcdaa939 Some work on camera
unc0rr
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   182
prevPoint.X:= 0;
74
42257fee61ae - Unicode support for team and hedgehogs names
unc0rr
parents: 71
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   183
prevPoint.Y:= cScreenHeight div 2;
1760
55a1edd97911 Fix nemo's large land patch
unc0rr
parents: 1753
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   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
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   185
WorldDy:=  - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
3434
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   186
AMSlotSize:= 33;
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   187
{$IFDEF IPHONEOS}
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   188
AMxOffset:= 10;
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parents: 3463
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   189
AMyOffset:= 10 + 123;   // moved downwards
3434
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   190
AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset;
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   191
{$ELSE}
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   192
AMxOffset:= 10;
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   193
AMyOffset:= 60;
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   194
AMWidth:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset;
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   195
{$ENDIF}
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   196
AMxShift:= AMWidth;
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
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   197
SkyOffset:= 0;
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palewolf
parents: 3249
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   198
HorizontOffset:= 0;
161
d8870bbf960e - AmmoMenu
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parents: 154
diff changeset
   199
end;
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
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   200
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06d5f561f772 some camera adjustments (should also fix cam flickering on lowerst res)
sheepluva
parents: 5675
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   201
procedure InitCameraBorders;
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sheepluva
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   202
begin
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sheepluva
parents: 5675
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   203
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
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sheepluva
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   204
end;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
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   205
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
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   206
procedure ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
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parents: 154
diff changeset
   207
const MENUSPEED = 15;
3434
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   208
const BORDERSIZE = 2;
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nemo
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   209
var x, y, i, t, g: LongInt;
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   210
    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
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   211
    Ammo: PHHAmmo;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
   212
begin
3952
d6412423da45 moved some utilities to a separate column with round buttons
koda
parents: 3890
diff changeset
   213
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
d6412423da45 moved some utilities to a separate column with round buttons
koda
parents: 3890
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   214
    bShowAmmoMenu:= false;
3434
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nemo
parents: 3407
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   215
if bShowAmmoMenu then
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nemo
parents: 3407
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   216
   begin
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nemo
parents: 3407
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   217
   FollowGear:= nil;
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nemo
parents: 3407
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   218
   if AMxShift = AMWidth then prevPoint.X:= 0;
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
   219
   if (cReducedQuality and rqSlowMenu) <> 0 then
3434
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nemo
parents: 3407
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   220
       AMxShift:= 0
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nemo
parents: 3407
diff changeset
   221
   else
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parents: 3407
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   222
       if AMxShift > MENUSPEED then
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   223
           dec(AMxShift, MENUSPEED)
3434
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   224
       else
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   225
           AMxShift:= 0;
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   226
   end else
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   227
   begin
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nemo
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   228
   if AMxShift = 0 then
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nemo
parents: 3407
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   229
      begin
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nemo
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   230
      CursorPoint.X:= cScreenWidth shr 1;
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nemo
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   231
      CursorPoint.Y:= cScreenHeight shr 1;
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nemo
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   232
      prevPoint:= CursorPoint;
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   233
      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
   234
   if (cReducedQuality and rqSlowMenu) <> 0 then
3434
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nemo
parents: 3407
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   235
       AMxShift:= AMWidth
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nemo
parents: 3407
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   236
   else
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nemo
parents: 3407
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   237
       if AMxShift < (AMWidth - MENUSPEED) then
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nemo
parents: 3407
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   238
           inc(AMxShift, MENUSPEED)
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nemo
parents: 3407
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   239
       else
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   240
           AMxShift:= AMWidth;
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parents: 3407
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   241
   end;
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   242
Ammo:= nil;
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parents: 3407
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   243
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
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nemo
parents: 3407
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   244
   Ammo:= CurrentHedgehog^.Ammo
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nemo
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   245
else if (LocalAmmo <> -1) then
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nemo
parents: 3407
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   246
   Ammo:= GetAmmoByNum(LocalAmmo);
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nemo
parents: 3407
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   247
Pos:= -1;
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nemo
parents: 3407
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   248
if Ammo = nil then
2971
c65929077646 Ensure ammo menu is flagged false if no ammo
nemo
parents: 2970
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   249
    begin
3434
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parents: 3407
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   250
    bShowAmmoMenu:= false;
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parents: 3407
diff changeset
   251
    exit
2971
c65929077646 Ensure ammo menu is flagged false if no ammo
nemo
parents: 2970
diff changeset
   252
    end;
3434
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nemo
parents: 3407
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   253
SlotsNum:= 0;
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nemo
parents: 3407
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   254
x:= (cScreenWidth shr 1) - AMWidth + AMxShift;
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
   255
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
   256
{$IFDEF IPHONEOS}
3434
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nemo
parents: 3407
diff changeset
   257
Slot:= cMaxSlotIndex;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   258
x:= x - cOffsetY;
3464
cdb0ddeb38ba unbreak build (everyone saw this coming)
koda
parents: 3463
diff changeset
   259
y:= AMyOffset;
3434
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nemo
parents: 3407
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   260
dec(y, BORDERSIZE);
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nemo
parents: 3407
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   261
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
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nemo
parents: 3407
diff changeset
   262
for i:= 0 to cMaxSlotAmmoIndex do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   263
    DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
3434
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nemo
parents: 3407
diff changeset
   264
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
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nemo
parents: 3407
diff changeset
   265
inc(y, BORDERSIZE);
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nemo
parents: 3407
diff changeset
   266
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nemo
parents: 3407
diff changeset
   267
for i:= 0 to cMaxSlotIndex do
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nemo
parents: 3407
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   268
    if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
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nemo
parents: 3407
diff changeset
   269
        begin
3961
cf0ca1ff6c1a Constrain to <= to avoid a bug on bottom edge reported by Henek
nemo
parents: 3890
diff changeset
   270
        if (cScreenHeight - CursorPoint.Y >= y) and (cScreenHeight - CursorPoint.Y <= y + AMSlotSize) then Slot:= i;
3434
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   271
        inc(SlotsNum);
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nemo
parents: 3407
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   272
        DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
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nemo
parents: 3407
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   273
        t:= 0;
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nemo
parents: 3407
diff changeset
   274
        g:= 0;
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parents: 3407
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   275
        while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
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nemo
parents: 3407
diff changeset
   276
            begin
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nemo
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   277
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
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nemo
parents: 3407
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   278
            if (Ammo^[i, t].AmmoType <> amNothing) then
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nemo
parents: 3407
diff changeset
   279
                begin
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nemo
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   280
                STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
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nemo
parents: 3407
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   281
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nemo
parents: 3407
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   282
                if STurns >= 0 then
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nemo
parents: 3407
diff changeset
   283
                    begin
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nemo
parents: 3407
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   284
                    DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
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nemo
parents: 3407
diff changeset
   285
                    if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
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nemo
parents: 3407
diff changeset
   286
                    end else
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parents: 3407
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   287
                    DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
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nemo
parents: 3407
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   288
                if (Slot = i)
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nemo
parents: 3407
diff changeset
   289
                and (CursorPoint.X >= x + g * AMSlotSize)
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   290
                and (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
3434
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nemo
parents: 3407
diff changeset
   291
                    begin
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parents: 3407
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   292
                    if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
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parents: 3407
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   293
                    Pos:= t;
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nemo
parents: 3407
diff changeset
   294
                    end;
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parents: 3407
diff changeset
   295
                inc(g)
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parents: 3407
diff changeset
   296
                end;
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parents: 3407
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   297
                inc(t)
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diff changeset
   298
            end;
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parents: 3407
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   299
        for g:= g to cMaxSlotAmmoIndex do
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nemo
parents: 3407
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   300
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
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parents: 3407
diff changeset
   301
        DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
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   302
        inc(y, AMSlotSize);
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parents: 3407
diff changeset
   303
        end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   304
3434
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parents: 3407
diff changeset
   305
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
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nemo
parents: 3407
diff changeset
   306
for i:= 0 to cMaxSlotAmmoIndex do
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nemo
parents: 3407
diff changeset
   307
	DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   308
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
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
   309
{$ELSE}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   310
Slot:= 0;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   311
y:= cScreenHeight - AMyOffset;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   312
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   313
for i:= 0 to cMaxSlotAmmoIndex + 1 do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   314
    DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   315
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   316
dec(y, AMSlotSize);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   317
DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   318
for i:= 0 to cMaxSlotAmmoIndex do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   319
    DrawSprite(sprAMSlot, x + i * AMSlotSize, y, 2);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   320
DrawSprite(sprAMSlot, x + (cMaxSlotAmmoIndex + 1) * AMSlotSize, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   321
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   322
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   323
for i:= cMaxSlotIndex downto 0 do
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   324
    if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   325
        begin
3961
cf0ca1ff6c1a Constrain to <= to avoid a bug on bottom edge reported by Henek
nemo
parents: 3890
diff changeset
   326
        if (cScreenHeight - CursorPoint.Y >= y - AMSlotSize) and (cScreenHeight - CursorPoint.Y <= y) then Slot:= i;
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   327
        dec(y, AMSlotSize);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   328
        inc(SlotsNum);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   329
        DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   330
        DrawSprite(sprAMSlot, x, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   331
        DrawSprite(sprAMSlotKeys, x, y + 1, i);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   332
        t:= 0;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   333
        g:= 1;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   334
        while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   335
            begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   336
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   337
            if (Ammo^[i, t].AmmoType <> amNothing) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   338
                begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   339
                STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   340
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   341
                if STurns >= 0 then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   342
                    begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   343
                    DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   344
                    if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   345
                    end else
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   346
                    DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   347
                if (Slot = i)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   348
                and (CursorPoint.X >= x + g * AMSlotSize)
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   349
                and (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   350
                    begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   351
                    if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   352
                    Pos:= t;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   353
                    end;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   354
                inc(g)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   355
                end;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   356
                inc(t)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   357
            end;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   358
        for g:= g to cMaxSlotAmmoIndex + 1 do
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   359
            DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   360
        DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   361
        end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   362
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   363
dec(y, BORDERSIZE);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   364
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   365
for i:= 0 to cMaxSlotAmmoIndex + 1 do
5191
c7000a6b397b - Implement a thin wrapper over real cursor, which eliminates need in SDL_WarpMouse outside game window
unc0rr
parents: 5149
diff changeset
   366
    DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   367
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
   368
{$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
   369
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   370
if (Pos >= 0) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   371
    begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   372
    if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   373
        begin
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   374
        if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   375
            begin
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   376
            amSel:= Ammo^[Slot, Pos].AmmoType;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   377
            RenderWeaponTooltip(amSel)
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   378
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   379
3629
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   380
{$IFDEF IPHONEOS}
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   381
        DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   382
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   383
        if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   384
            DrawTexture(cScreenWidth div 2 + AMxOffset - 45, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
86212d2b116a redo spinning wheel, redo fix for detail selection, redo ammo quantity and name in ammomenu
koda
parents: 3611
diff changeset
   385
{$ELSE}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   386
        DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   387
        if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   388
            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
   389
{$ENDIF}
1529
3bc916b419cd Don't hide ammo menu when user clicks on not yet available weapon
unc0rr
parents: 1439
diff changeset
   390
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   391
        if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   392
            begin
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   393
            bShowAmmoMenu:= false;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   394
            SetWeapon(Ammo^[Slot, Pos].AmmoType);
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   395
            bSelected:= false;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   396
            FreeWeaponTooltip;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   397
            exit
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   398
            end;
3967
5b9bc77acd04 Extend the >0 / amNothing check
nemo
parents: 3966
diff changeset
   399
       end
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   400
    end
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   401
else
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   402
    FreeWeaponTooltip;
3663
8c28abf427f5 reduce the number of keywords used and switch to BMP format for screenshots
koda
parents: 3641
diff changeset
   403
if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   404
{$IFDEF IPHONEOS}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   405
    ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, AMyOffset - 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
   406
{$ELSE}
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
   407
    ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, Min(y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
3395
095273ad0e08 adding a somewhat working autoration for ipad (uStore.pas and uWorld.pas got mixed in the last two commits)
koda
parents: 3390
diff changeset
   408
{$ENDIF}
961
a9a349b2b3fa Use turnsleft sprites to indicate turns left to activate ammo
unc0rr
parents: 956
diff changeset
   409
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   410
bSelected:= false;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
   411
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   412
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   413
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   414
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   415
var VertexBuffer: array [0..3] of TVertex2f;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   416
    r: TSDL_Rect;
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   417
    lw, lh: GLfloat;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   418
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   419
    if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   420
        begin
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   421
        SDWaterColorArray[0].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   422
        SDWaterColorArray[1].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   423
        SDWaterColorArray[2].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   424
        SDWaterColorArray[3].a := Alpha
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   425
        end
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   426
    else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   427
        begin
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   428
        WaterColorArray[0].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   429
        WaterColorArray[1].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   430
        WaterColorArray[2].a := Alpha;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   431
        WaterColorArray[3].a := Alpha
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   432
        end;
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   433
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   434
    lw:= cScreenWidth / cScaleFactor;
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   435
    lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   436
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   437
    // Water
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   438
    r.y:= OffsetY + WorldDy + cWaterLine;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   439
    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
   440
    begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   441
        if r.y < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   442
            r.y:= 0;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   443
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   444
        glDisable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   445
        VertexBuffer[0].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   446
        VertexBuffer[0].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   447
        VertexBuffer[1].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   448
        VertexBuffer[1].Y:= r.y;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   449
        VertexBuffer[2].X:= lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   450
        VertexBuffer[2].Y:= lh;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   451
        VertexBuffer[3].X:= -lw;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   452
        VertexBuffer[3].Y:= lh;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   453
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   454
        glDisableClientState(GL_TEXTURE_COORD_ARRAY);
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   455
        glEnableClientState(GL_COLOR_ARRAY);
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   456
        if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   457
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   458
        else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   459
            glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   460
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   461
        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
   462
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   463
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   464
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   465
        glDisableClientState(GL_COLOR_ARRAY);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
   466
        glEnableClientState(GL_TEXTURE_COORD_ARRAY);
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
   467
        glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   468
        glEnable(GL_TEXTURE_2D);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   469
    end;
1915
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   470
end;
c357f5b55320 patch by nemo:
unc0rr
parents: 1911
diff changeset
   471
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
   472
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
   473
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   474
    lw, waves, shift: GLfloat;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   475
    sprite: TSprite;
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   476
begin
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   477
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   478
    sprite:= sprSDWater
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   479
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   480
    sprite:= sprWater;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   481
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   482
cWaveWidth:= SpritesData[sprite].Width;
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   483
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   484
lw:= cScreenWidth / cScaleFactor;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   485
waves:= lw * 2 / cWaveWidth;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   486
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   487
if SuddenDeathDmg then
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   488
    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   489
         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   490
         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   491
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   492
    )
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   493
else
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   494
    Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   495
         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   496
         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   497
         255
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   498
    );
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   499
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   500
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
   501
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   502
VertexBuffer[0].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   503
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   504
VertexBuffer[1].X:= lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   505
VertexBuffer[1].Y:= VertexBuffer[0].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   506
VertexBuffer[2].X:= lw;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   507
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
   508
VertexBuffer[3].X:= -lw;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   509
VertexBuffer[3].Y:= VertexBuffer[2].Y;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   510
2374
d584bb4b836e Fix water position when zooming
unc0rr
parents: 2373
diff changeset
   511
shift:= - lw / cWaveWidth;
2495
b6b9523e06bf Fix warning
unc0rr
parents: 2447
diff changeset
   512
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
   513
TextureBuffer[0].Y:= 0;
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   514
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
   515
TextureBuffer[1].Y:= TextureBuffer[0].Y;
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   516
TextureBuffer[2].X:= TextureBuffer[1].X;
4748
ce9b48de1f52 sudden death, now with visual and audial effects :D
Henek
parents: 4626
diff changeset
   517
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
   518
TextureBuffer[3].X:= TextureBuffer[0].X;
2447
08d623a494e6 Smaxx's updated german translation + texture gap fixes + updated room list
koda
parents: 2434
diff changeset
   519
TextureBuffer[3].Y:= TextureBuffer[2].Y;
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   520
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   521
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   522
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   523
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   524
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   525
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
   526
Tint($FF, $FF, $FF, $FF);
2292
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   527
87af4ad0ec98 New waves rendering procedure based on using texture coodrinates > 1.0
unc0rr
parents: 2290
diff changeset
   528
{for i:= -1 to cWaterSprCount do
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   529
    DrawSprite(sprWater,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   530
        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
   531
        cWaterLine + WorldDy + dY,
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   532
        0)}
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   533
end;
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   534
3089
8ad00781be08 First go at water depth
palewolf
parents: 3045
diff changeset
   535
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
   536
var i, w, h, lw, lh, rw, rh, sw: LongInt;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   537
begin
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   538
    sw:= round(cScreenWidth / cScaleFactor);
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
   539
    if ((SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil)) and (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
   540
        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
   541
        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
   542
        h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   543
        i:= Shift mod w;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   544
        if i > 0 then dec(i, w);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   545
        dec(i, w * (sw div w + 1));
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   546
        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
   547
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   548
            inc(i, w)
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   549
        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
   550
        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
   551
    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
   552
        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
   553
        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
   554
        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
   555
        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
   556
        lh:= SpritesData[sprL].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
   557
        rw:= SpritesData[sprR].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
   558
        rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   559
        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
   560
        DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   561
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
        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
   563
        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
   564
            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
   565
            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
   566
            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
   567
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   568
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   569
        i:= Shift + w;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   570
        while i <= sw 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
   571
            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
   572
            DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].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
   573
            inc(i, rw)
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
   574
            end
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   575
        end
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   576
end;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   577
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
   578
956
19003f7fc174 Get rid of unused Surface parameter
unc0rr
parents: 942
diff changeset
   579
procedure DrawWorld(Lag: LongInt);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   580
begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   581
    if not isPaused then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   582
    begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   583
        if ZoomValue < zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   584
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   585
            zoom:= zoom - 0.002 * Lag;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   586
            if ZoomValue > zoom then
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   587
                zoom:= ZoomValue
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   588
        end
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   589
        else
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   590
        if ZoomValue > zoom then
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   591
        begin
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   592
            zoom:= zoom + 0.002 * Lag;
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   593
            if ZoomValue < zoom then
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   594
                zoom:= ZoomValue
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   595
            end
3444
9d501dc22f71 * no zooming when game is paused
sheepluva
parents: 3434
diff changeset
   596
        end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   597
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   598
        ZoomValue:= zoom;
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2375
diff changeset
   599
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   600
    // Sky
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   601
    glClear(GL_COLOR_BUFFER_BIT);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   602
    //glPushMatrix;
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   603
    //glScalef(1.0, 1.0, 1.0);
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
   604
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
   605
    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
   606
        MoveCamera;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
   607
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   608
    if cStereoMode = smNone then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   609
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   610
        glClear(GL_COLOR_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   611
        DrawWorldStereo(Lag, rmDefault)
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   612
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   613
{$IFNDEF S3D_DISABLED}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   614
    else if (cStereoMode = smAFR) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   615
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   616
        AFRToggle:= not AFRToggle;
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   617
        glClear(GL_COLOR_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   618
        if AFRToggle then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   619
            DrawWorldStereo(Lag, rmLeftEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   620
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   621
            DrawWorldStereo(Lag, rmRightEye)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   622
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   623
    else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   624
        begin
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   625
        // create left fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   626
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   627
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   628
        DrawWorldStereo(Lag, rmLeftEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   629
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   630
        // create right fb
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   631
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   632
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   633
        DrawWorldStereo(0, rmRightEye);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   634
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   635
        // detatch drawing from fbs
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   636
        glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   637
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   638
        SetScale(cDefaultZoomLevel);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   639
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   640
        // draw left frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   641
        glBindTexture(GL_TEXTURE_2D, texl);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   642
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   643
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   644
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   645
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   646
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   647
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   648
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   649
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   650
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   651
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   652
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   653
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   654
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   655
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   656
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   657
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   658
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   659
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   660
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   661
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   662
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   663
                glVertex2d(cScreenWidth / -2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   664
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   665
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   666
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   667
        // draw right frame
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   668
        glBindTexture(GL_TEXTURE_2D, texr);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   669
        glBegin(GL_QUADS);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   670
            if cStereoMode = smHorizontal then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   671
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   672
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   673
                glVertex2d(0, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   674
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   675
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   676
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   677
                glVertex2d(cScreenWidth / 2, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   678
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   679
                glVertex2d(0, 0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   680
                end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   681
            else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   682
                begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   683
                glTexCoord2f(0.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   684
                glVertex2d(cScreenWidth / -2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   685
                glTexCoord2f(1.0, 0.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   686
                glVertex2d(cScreenWidth / 2, cScreenHeight);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   687
                glTexCoord2f(1.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   688
                glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   689
                glTexCoord2f(0.0, 1.0);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   690
                glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   691
                end;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   692
        glEnd();
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   693
        SetScale(zoom);
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   694
        end
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   695
    else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   696
        begin
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   697
        // clear scene
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   698
        glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   699
        glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   700
        // draw left eye in red channel only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   701
        if cStereoMode = smGreenRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   702
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   703
        else if cStereoMode = smBlueRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   704
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   705
        else if cStereoMode = smCyanRed then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   706
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   707
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   708
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   709
        DrawWorldStereo(Lag, rmLeftEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   710
        // draw right eye in selected channel(s) only
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   711
        if cStereoMode = smRedGreen then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   712
            glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   713
        else if cStereoMode = smRedBlue then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   714
            glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   715
        else if cStereoMode = smRedCyan then
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   716
            glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   717
        else
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   718
            glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   719
        DrawWorldStereo(Lag, rmRightEye);
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   720
        end
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   721
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   722
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   723
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   724
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   725
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   726
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   727
    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
   728
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   729
{$ELSE}
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   730
    d:= d / 5;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   731
    if rm = rmDefault then exit
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
   732
    else if rm = rmLeftEye then d:= -d;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   733
    stereoDepth:= stereoDepth + d;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   734
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   735
    glTranslatef(d, 0, 0);
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   736
    glMatrixMode(GL_MODELVIEW);
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   737
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   738
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   739
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   740
procedure ResetDepth(rm: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   741
begin
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   742
{$IFDEF S3D_DISABLED}
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
   743
    rm:= rm; // avoid hint
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   744
    exit;
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   745
{$ELSE}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   746
    if rm = rmDefault then exit;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   747
    glMatrixMode(GL_PROJECTION);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   748
    glTranslatef(-stereoDepth, 0, 0);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   749
    glMatrixMode(GL_MODELVIEW);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   750
    stereoDepth:= 0;
4347
0ddb100fea61 add a S3D_DISABLED symbol to disable/enable stereo rendering at compilation time
koda
parents: 4345
diff changeset
   751
{$ENDIF}
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   752
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   753
 
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   754
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   755
var i, t: LongInt;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   756
    r: TSDL_Rect;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   757
    tdx, tdy: Double;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   758
    s: string[15];
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   759
    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
   760
    smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   761
    VertexBuffer: array [0..3] of TVertex2f;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
   762
begin
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   763
    if (cReducedQuality and rqNoBackground) = 0 then
1812
3d4692e825e7 'Reduce quality' patch by nemo
unc0rr
parents: 1807
diff changeset
   764
    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
   765
        // 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
   766
        ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
   767
        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
   768
        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
   769
        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
   770
        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
   771
            HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   772
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
   773
        // background
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   774
        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
   775
        if SuddenDeathDmg then Tint(SDTint, SDTint, SDTint, $FF);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   776
        DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
3688
fd8c22a358de add some comments and fix indentation
koda
parents: 3686
diff changeset
   777
        ChangeDepth(RM, -cStereo_Horizon);
3594
aeca3d8f1b29 turn cReducedQuality into a LongInt and provide a series of quality flags (and best of all, this is still compatible with current frontend)
koda
parents: 3582
diff changeset
   778
        DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
4835
a6924450e694 added rq-sky to themes so it can set sky color for low quality. also added tint of sky on sudden death. underwater theme is an example of this
Henek
parents: 4810
diff changeset
   779
        if SuddenDeathDmg then Tint($FF, $FF, $FF, $FF);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   780
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   781
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   782
    DrawVisualGears(0);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   783
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   784
    if (cReducedQuality and rq2DWater) = 0 then
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   785
    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
   786
        // 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
   787
        DrawWater(255, SkyOffset); 
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   788
        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
   789
        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
   790
        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
   791
        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
   792
        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
   793
        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
   794
        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
   795
        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
   796
    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
   797
    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
   798
        DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   799
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   800
    changeDepth(RM, cStereo_Land);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   801
    DrawLand(WorldDx, WorldDy);
1911
6283bd8a960b use glVertexPointer to render water
unc0rr
parents: 1906
diff changeset
   802
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   803
    DrawWater(255, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   804
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   805
// Attack bar
5862
b4229b0abc70 better?
nemo
parents: 5856
diff changeset
   806
    if CurrentTeam <> nil then
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   807
        case AttackBar of
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   808
(*        1: begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   809
        r:= StuffPoz[sPowerBar];
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   810
        {$WARNINGS OFF}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   811
        r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   812
        {$WARNINGS ON}
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   813
        DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   814
        end;*)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   815
        2: with CurrentHedgehog^ do
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   816
                begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   817
                tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   818
                tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   819
                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
   820
                    DrawSprite(sprPower,
4159
64e677349124 REmove stupid int64 conversions, provide real fixes to compiler hints
unc0rr
parents: 4132
diff changeset
   821
                            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
   822
                            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
   823
                            i)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   824
                end
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
   825
        end;
1660
0eaa6cf36276 shutup tiyuri
unc0rr
parents: 1595
diff changeset
   826
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   827
    DrawVisualGears(1);
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   828
    DrawGears;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   829
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
   830
    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
   831
        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
   832
    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
   833
        DrawWater(cWaterOpacity, 0);
2269
00f5704f5f39 add extra semi-opaque layer of water to discolour objects in the water.
nemo
parents: 2268
diff changeset
   834
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   835
    // Waves
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   836
    ChangeDepth(RM, cStereo_Water_near);
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   837
    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
   838
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
   839
    if (cReducedQuality and rq2DWater) = 0 then
3265
5fe62296fdea - Parallax effect for horizont when water is out of sight
palewolf
parents: 3249
diff changeset
   840
    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
   841
        //DrawWater(cWaterOpacity, - offsetY div 40);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   842
        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
   843
        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
   844
        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
   845
            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
   846
        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
   847
            DrawWater(cWaterOpacity, - offsetY div 20);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   848
        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
   849
        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
   850
        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
   851
            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
   852
        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
   853
            DrawWater(cWaterOpacity, - offsetY div 10);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   854
        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
   855
        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
   856
    end
3611
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   857
    else
ed00aa2b339e interpret parameters before initializing everything
koda
parents: 3594
diff changeset
   858
        DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   859
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   860
// 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
   861
// 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
   862
    ChangeDepth(RM, cStereo_Outside);
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   863
    DrawVisualGears(2);
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   864
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   865
// 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
   866
// 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
   867
    ResetDepth(RM);
4818
202eef454354 rename "frame alternate" to "wiggle" as it's more appropriate
koda
parents: 4816
diff changeset
   868
    DrawVisualGears(3);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   869
2288
c01b8258918d Move water waves rendering to a separate procedure
unc0rr
parents: 2287
diff changeset
   870
{$WARNINGS OFF}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   871
// Target
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   872
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   873
    begin
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   874
    with PHedgehog(CurrentHedgehog)^ do
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   875
        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
   876
        if CurAmmoType = amBee then
3110
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   877
            DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
c8d7c852e26a Engine:
smxx
parents: 3107
diff changeset
   878
        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
   879
            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
   880
        end
3104
6cdc45b3b8a6 - Bee sprites for target and HH hand
palewolf
parents: 3093
diff changeset
   881
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   882
{$WARNINGS ON}
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
   883
3523
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   884
// this scale is used to keep the various widgets at the same dimension at all zoom levels
6592fbb969da fix zoom smoothness
koda
parents: 3513
diff changeset
   885
SetScale(cDefaultZoomLevel);
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   886
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
   887
// Turn time
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   888
{$IFDEF IPHONEOS}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   889
offsetX:= cScreenHeight - 13;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   890
{$ELSE}
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
   891
offsetX:= 48;
2803
1f446fc5c8ec allow to compile engine as library with HWLIBRARY symbol
koda
parents: 2786
diff changeset
   892
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   893
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
   894
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   895
    begin
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   896
    if ReadyTimeLeft <> 0 then
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   897
        i:= Succ(Pred(ReadyTimeLeft) div 1000)
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   898
    else
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   899
        i:= Succ(Pred(TurnTimeLeft) div 1000);
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
   900
   
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   901
   if i>99 then t:= 112
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   902
      else if i>9 then t:= 96
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   903
                  else t:= 80;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   904
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, 1);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   905
   while i > 0 do
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   906
         begin
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   907
         dec(t, 32);
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   908
         DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   909
         i:= i div 10
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   910
         end;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
   911
   DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   912
   end;
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
   913
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   914
// Captions
4393
883b979697e4 uCaptions
unc0rr
parents: 4380
diff changeset
   915
DrawCaptions;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   916
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   917
// Teams Healths
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
   918
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
   919
    begin
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   920
    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
   921
    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
   922
    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
   923
    end
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   924
else smallScreenOffset:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   925
for t:= 0 to Pred(TeamsCount) do
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   926
   with TeamsArray[t]^ do
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   927
      begin
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   928
      highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   929
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   930
      if highlight then
4810
76315fdfb7a5 Apply RGBA consistently in Tint
nemo
parents: 4808
diff changeset
   931
         Tint(Clan^.Color shl 8 or $FF);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   932
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   933
      // 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
   934
      DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   935
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   936
      // 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
   937
      DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
   938
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   939
      // draw health bar
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   940
      r.x:= 0;
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   941
      r.y:= 0;
547
b81a055f2d06 Convert teams list to array
unc0rr
parents: 526
diff changeset
   942
      r.w:= 2 + TeamHealthBarWidth;
764
7513452b1d51 Now game looks almost like it did before switching to OpenGL
unc0rr
parents: 762
diff changeset
   943
      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
   944
      DrawFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   945
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
   946
      // draw health bars right border
83
207c85fbef51 - First hedgehog in team has first turn in team
unc0rr
parents: 82
diff changeset
   947
      inc(r.x, cTeamHealthWidth + 2);
207c85fbef51 - First hedgehog in team has first turn in team
unc0rr
parents: 82
diff changeset
   948
      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
   949
      DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
3770
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   950
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   951
      // draw ai kill counter for gfAISurvival
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   952
      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
   953
          DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset,
3773
f552c7b439fa Fixes memory leak -Burp
tiyuri@gmail.com
parents: 3770
diff changeset
   954
              AIKillsTex);
3770
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   955
      end;
f54e8cb9a12b Add kill counter to Survival Mode -Burp
tiyuri@gmail.com
parents: 3764
diff changeset
   956
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   957
      // if highlighted, draw flag and other contents again to keep their colors
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   958
      // this approach should be faster than drawing all borders one by one tinted or not
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   959
      if highlight then
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   960
         begin
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
   961
         if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$80)
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   962
         else Tint($FF, $FF, $FF, $FF);
690
e9d35e319328 Finally, get rid of large stupid StoreSurface
unc0rr
parents: 689
diff changeset
   963
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   964
         // draw name
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   965
         r.x:= 2;
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   966
         r.y:= 2;
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   967
         r.w:= NameTagTex^.w - 4;
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   968
         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
   969
         DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   970
         // draw flag
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   971
         r.w:= 22;
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   972
         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
   973
         DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
2839
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   974
         // draw health bar
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   975
         r.w:= TeamHealthBarWidth + 1;
95977f876122 Engine:
smxx
parents: 2803
diff changeset
   976
         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
   977
         DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
2747
7889a3a9724f Server:
smxx
parents: 2735
diff changeset
   978
         end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   979
      end;
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   980
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
   981
    begin
5485
e943a005d0e8 Reset to default zoom. Unbreaks waves
nemo
parents: 5380
diff changeset
   982
    SetScale(cDefaultZoomLevel);
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
   983
    if TeamsCount * 20 > Longword(cScreenHeight) div 5 then Tint($FF,$FF,$FF,$FF);
5380
6ba1e40a360c Based on some user complaints on forum, try to reduce impact of teams on small displays.
nemo
parents: 5372
diff changeset
   984
    end;
47
8daf1ee0b9a3 Show team health bars, without sorting yet
unc0rr
parents: 39
diff changeset
   985
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
   986
// Lag alert
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   987
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
   988
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
   989
// Wind bar
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   990
{$IFDEF IPHONEOS}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   991
    offsetX:= cScreenHeight - 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   992
    offsetY:= (cScreenWidth shr 1) + 74;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   993
{$ELSE}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   994
    offsetX:= 30;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   995
    offsetY:= 180;
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
   996
{$ENDIF}
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   997
    DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   998
    if WindBarWidth > 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
   999
    begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1000
        {$WARNINGS OFF}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1001
        r.x:= 8 - (RealTicks shr 6) mod 8;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1002
        {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1003
        r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1004
        r.w:= WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1005
        r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1006
        DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1007
    end
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1008
    else
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1009
        if WindBarWidth < 0 then
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1010
        begin
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1011
            {$WARNINGS OFF}
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1012
            r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
3405
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1013
            {$WARNINGS ON}
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1014
            r.y:= 0;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1015
            r.w:= - WindBarWidth;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1016
            r.h:= 13;
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1017
            DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0);
8fdb08497bf1 js' patch that restores Vsync on snow leopard
koda
parents: 3395
diff changeset
  1018
        end;
5
0dafbd19a04c Show wind speed on bar
unc0rr
parents: 4
diff changeset
  1019
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1020
// AmmoMenu
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1021
if (AMxShift < AMWidth) or bShowAmmoMenu then ShowAmmoMenu;
161
d8870bbf960e - AmmoMenu
unc0rr
parents: 154
diff changeset
  1022
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1023
// Cursor
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1024
if isCursorVisible and bShowAmmoMenu then
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1025
   DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
942
b41af014d85e Stub for chat implementation
unc0rr
parents: 883
diff changeset
  1026
4816
c2575faeac3d use a different depth for different layers (land, water, explosions)
koda
parents: 4812
diff changeset
  1027
// Chat
2287
e34b5363ae91 Better handle pointing with mouse cursor on zoom
unc0rr
parents: 2285
diff changeset
  1028
DrawChat;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1029
4976
088d40d8aba2 Happy 2011 :)
koda
parents: 4901
diff changeset
  1030
// various captions
2567
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1031
if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
02ff5f9510b5 WE HAVE TOUCH INPUT
koda
parents: 2553
diff changeset
  1032
if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1033
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
  1034
    begin
3774
af0e68ca273e Engine:
smaxx
parents: 3773
diff changeset
  1035
    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
  1036
    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
  1037
    if missionTex <> nil then
4374
bcefeeabaa33 Move some stuff from uMisc to uUtils
unC0Rr
parents: 4371
diff changeset
  1038
        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
  1039
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1040
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1041
// fps
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1042
{$IFDEF IPHONEOS}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1043
offsetX:= 8;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1044
{$ELSE}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1045
offsetX:= 10;
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1046
{$ENDIF}
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1047
offsetY:= cOffsetY;
3696
6009d8378422 Engine:
smaxx
parents: 3692
diff changeset
  1048
if (RM = rmDefault) or (RM = rmRightEye) then
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1049
begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1050
    inc(Frames);
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1051
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1052
    if cShowFPS or (GameType = gmtDemo) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1053
        inc(CountTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1054
    if (GameType = gmtDemo) and (CountTicks >= 1000) then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1055
    begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1056
        i:=GameTicks div 1000;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1057
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1058
        s:= inttostr(t);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1059
        if t < 10 then s:= '0' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1060
        i:= i div 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1061
        t:= i mod 60;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1062
        s:= inttostr(t) + ':' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1063
        if t < 10 then s:= '0' + s;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1064
        s:= inttostr(i div 60) + ':' + s;
3407
dcc129c4352e Engine:
smxx
parents: 3405
diff changeset
  1065
   
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1066
        if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1067
            FreeTexture(timeTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1068
        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
  1069
    
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1070
        tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1071
        tmpSurface:= doSurfaceConversion(tmpSurface);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1072
        timeTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1073
        SDL_FreeSurface(tmpSurface)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1074
    end;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1075
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1076
    if timeTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1077
        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
  1078
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1079
    if cShowFPS then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1080
    begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1081
        if CountTicks >= 1000 then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1082
        begin
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1083
            FPS:= Frames;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1084
            Frames:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1085
            CountTicks:= 0;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1086
            s:= inttostr(FPS) + ' fps';
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1087
            if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1088
                FreeTexture(fpsTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1089
            fpsTexture:= nil;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1090
            tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1091
            tmpSurface:= doSurfaceConversion(tmpSurface);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1092
            fpsTexture:= Surface2Tex(tmpSurface, false);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1093
            SDL_FreeSurface(tmpSurface)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1094
        end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1095
        if fpsTexture <> nil then
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1096
            DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1097
    end;
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1098
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1099
    if CountTicks >= 1000 then CountTicks:= 0;
2850
f6f8db825ce7 A little clock for convenience in finding things in demos
nemo
parents: 2839
diff changeset
  1100
3692
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1101
    // lag warning (?)
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1102
    inc(SoundTimerTicks, Lag);
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1103
end;
bbec1275e46f these were removed by mistake
koda
parents: 3690
diff changeset
  1104
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1105
if SoundTimerTicks >= 50 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1106
   begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1107
   SoundTimerTicks:= 0;
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1108
   if cVolumeDelta <> 0 then
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1109
      begin
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1110
      str(ChangeVolume(cVolumeDelta), s);
2619
bc2786a00fb8 fix wrong ttf blending in ppc
koda
parents: 2609
diff changeset
  1111
      AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume)
174
0b2c5b22f644 Changeable volume
unc0rr
parents: 165
diff changeset
  1112
      end
756
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1113
   end;
2b307457fd68 Respect alpha channel
unc0rr
parents: 755
diff changeset
  1114
2724
601158aaa201 redo LANDSCAPE MODE in a saner way with lots of fps
koda
parents: 2716
diff changeset
  1115
if GameState = gsConfirm then
3025
01682ec58eb0 update project for ipad target
koda
parents: 2999
diff changeset
  1116
    DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture);
2161
0c8634241fa4 Some work on zooming. Hedgewars are now unplayable.
unc0rr
parents: 2152
diff changeset
  1117
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1118
if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1119
    begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1120
    if not isFirstFrame then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1121
        case ScreenFade of
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1122
            sfToBlack, sfToWhite:     if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1123
                                          inc(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1124
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1125
                                          ScreenFadeValue:= sfMax;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1126
            sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1127
                                          dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1128
                                      else
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1129
                                          ScreenFadeValue:= 0;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1130
            end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1131
    if ScreenFade <> sfNone then
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1132
        begin
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1133
        case ScreenFade of
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1134
            sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1135
            sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1136
            end;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1137
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1138
        VertexBuffer[0].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1139
        VertexBuffer[0].Y:= cScreenHeight;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1140
        VertexBuffer[1].X:= -cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1141
        VertexBuffer[1].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1142
        VertexBuffer[2].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1143
        VertexBuffer[2].Y:= 0;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1144
        VertexBuffer[3].X:= cScreenWidth;
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1145
        VertexBuffer[3].Y:= cScreenHeight;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1146
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1147
        glDisable(GL_TEXTURE_2D);
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1148
3113
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1149
        glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
2829ea0dd47c * port fadeout to opengles
koda
parents: 3110
diff changeset
  1150
        glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
3641
98319a621dc8 save the gl client state to get a nice 80% fps boost
koda
parents: 3638
diff changeset
  1151
3376
faee68a28b82 Engine:
smxx
parents: 3304
diff changeset
  1152
        glEnable(GL_TEXTURE_2D);
3390
1d4926d10a9e Engine:
smxx
parents: 3381
diff changeset
  1153
        Tint($FF, $FF, $FF, $FF);
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1154
        if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1155
        end
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1156
    end;
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1157
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1158
SetScale(zoom);
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1159
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1160
// Cursor
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1161
if isCursorVisible then
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1162
   begin
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1163
   if not bShowAmmoMenu then
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1164
     begin
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1165
     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
  1166
       if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1167
         begin
5675
cd10d6cba644 add for mine strike too. as cheezemonkey points out, mine bounce is height dependent.
nemo
parents: 5523
diff changeset
  1168
         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
  1169
           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
  1170
         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
  1171
         with Ammoz[CurAmmoType] do
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1172
           if PosCount > 1 then
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1173
             DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1174
         end;
3204
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1175
     DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
65222383bf7d Engine:
smxx
parents: 3165
diff changeset
  1176
     end
3123
b0a02930a1dc Engine:
smxx
parents: 3113
diff changeset
  1177
   end;
3107
1fa539758c10 Engine:
smxx
parents: 3104
diff changeset
  1178
isFirstFrame:= false
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1179
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1180
79
29b477319854 - New test map
unc0rr
parents: 75
diff changeset
  1181
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
  1182
var EdgesDist, wdy, shs,z: LongInt;
3638
33ee433749ba touch overlay reworked, improvements to zoom and confirmation
koda
parents: 3629
diff changeset
  1183
    PrevSentPointTime: LongWord = 0;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1184
begin
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1185
{$IFNDEF IPHONEOS}
5522
5a4bc518c59a Release mouse cursor in gsConfirm state
unc0rr
parents: 5521
diff changeset
  1186
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
  1187
    uCursor.updatePosition();
3551
d4de36b3801a moar zoom, fixed fort mode, other glitches
koda
parents: 3537
diff changeset
  1188
{$ENDIF}
5852
nemo
parents: 5851
diff changeset
  1189
z:= round(200/zoom);
2762
2fbc8d35eb52 Mode to place hogs at start of game. Will probably need a bit more testing.
nemo
parents: 2747
diff changeset
  1190
if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) 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
  1191
    if (not autoCameraOn) or ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1192
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1193
        FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1194
        prevPoint:= CursorPoint;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1195
        exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1196
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1197
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1198
    begin
5852
nemo
parents: 5851
diff changeset
  1199
        CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx) div 8;
6016
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1200
        if isPhone() then
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1201
            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
  1202
        else
85410eef7ba4 disable the followgear vertical offset for small screen devices
koda
parents: 6011
diff changeset
  1203
            CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + WorldDy)) div 8;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1204
    end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1205
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1206
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1207
if WorldDy < wdy then WorldDy:= wdy;
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1208
2197
a02adcdaa939 Some work on camera
unc0rr
parents: 2178
diff changeset
  1209
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1210
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1211
if AMxShift < AMWidth then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1212
begin
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1213
{$IFDEF IPHONEOS}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1214
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1215
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1216
    if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1217
    if CursorPoint.Y > cScreenHeight - AMyOffset then CursorPoint.Y:= cScreenHeight - AMyOffset;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1218
{$ELSE}
3434
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1219
    if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1220
    if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1221
    if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize;
6af73e7f2438 Henek makes AmmoMenu more flexible
nemo
parents: 3407
diff changeset
  1222
    if CursorPoint.Y < AMyOffset + AMSlotSize then CursorPoint.Y:= AMyOffset + AMSlotSize;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1223
{$ENDIF}
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1224
    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
  1225
    //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
  1226
    exit
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1227
end;
162
4822f6face35 Ammo menu now works!
unc0rr
parents: 161
diff changeset
  1228
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1229
if isCursorVisible then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1230
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1231
    if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1232
    begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1233
        SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy);
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1234
        PrevSentPointTime:= GameTicks
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1235
    end;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1236
    EdgesDist:= cCursorEdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1237
end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1238
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1239
    EdgesDist:= cGearScrEdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1240
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1241
// this generates the border around the screen that moves the camera when cursor is near it
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1242
if isCursorVisible or (FollowGear <> nil) then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1243
begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1244
    if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1245
    begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1246
        WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1247
        CursorPoint.X:= - cScreenWidth div 2 + EdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1248
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1249
    else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1250
        if CursorPoint.X > cScreenWidth div 2 - EdgesDist then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1251
        begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1252
            WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1253
            CursorPoint.X:= cScreenWidth div 2 - EdgesDist
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1254
        end;
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1255
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1256
    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
  1257
    if CursorPoint.Y < shs then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1258
    begin
5149
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1259
        WorldDy:= WorldDy + CursorPoint.Y - shs;
9aa840fdf922 Try to allow cursor to reach water when zooming out
unc0rr
parents: 5022
diff changeset
  1260
        CursorPoint.Y:= shs;
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1261
    end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1262
    else
5302
eaa445230124 Fix camera jerking on zoom in
unc0rr
parents: 5294
diff changeset
  1263
        if (CursorPoint.Y > cScreenHeight - EdgesDist) then
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1264
        begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1265
           WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1266
           CursorPoint.Y:= cScreenHeight - EdgesDist
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1267
        end;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1268
end
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1269
else
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1270
    if cHasFocus then
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1271
    begin
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1272
        WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1273
        WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1274
        CursorPoint.X:= 0;
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1275
        CursorPoint.Y:= cScreenHeight div 2;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1276
    end;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 308
diff changeset
  1277
3680
aaf832c6fbd7 fix panning when zoomed (finally)
koda
parents: 3663
diff changeset
  1278
// this moves the camera according to CursorPoint X and Y
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1279
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
  1280
//if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);
1760
55a1edd97911 Fix nemo's large land patch
unc0rr
parents: 1753
diff changeset
  1281
if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;
2375
99f05a01a6a3 Don't allow to look too deep
unc0rr
parents: 2374
diff changeset
  1282
if WorldDy < wdy then WorldDy:= wdy;
2426
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1283
if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024;
9d674c5c828d - Fix camera area with different zoom levels
unc0rr
parents: 2413
diff changeset
  1284
if WorldDx > 1024 then WorldDx:= 1024;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1285
end;
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1286
2905
f3c79f7193a9 Engine:
smxx
parents: 2904
diff changeset
  1287
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1288
var r: TSDL_Rect;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1289
begin
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1290
r.w:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1291
r.h:= 32;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1292
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1293
if time = 0 then time:= 5000;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1294
missionTimer:= time;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1295
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
  1296
    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
  1297
missionTex:= nil;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1298
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1299
if icon > -1 then
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1300
    begin
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1301
    r.x:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1302
    r.y:= icon * 32;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1303
    missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r)
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1304
    end
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1305
else
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1306
    begin
4626
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1307
    r.x:= ((-icon - 1) shr 4) * 32;
775f43e90383 fixed showmission so it actually displays the right icons
Henek
parents: 4482
diff changeset
  1308
    r.y:= ((-icon - 1) mod 16) * 32;
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1309
    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
  1310
    end;
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1311
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1312
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1313
procedure HideMission;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1314
begin
3045
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1315
    missionTimer:= 0;
41732f986b4f Clean Augean stables
unc0rr
parents: 3038
diff changeset
  1316
    if missionTex <> nil then FreeTexture(missionTex);
2786
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1317
end;
85f6425a4d74 Engine:
smxx
parents: 2765
diff changeset
  1318
6011
519f8a58c021 Fix a bunch of warnings (also improves speed a bit in 32 bit code)
unC0Rr
parents: 5862
diff changeset
  1319
procedure ShakeCamera(amount: LongInt);
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1320
begin
5800
3a04c30e5ac7 NEEDS TESTING. Try reenabling camera shake based on unc0rr's comment.
nemo
parents: 5684
diff changeset
  1321
    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
  1322
    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
  1323
    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
  1324
    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
  1325
    //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
  1326
    //CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
3032
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1327
end;
9c190d3c165b Insert commit message here
palewolf
parents: 3025
diff changeset
  1328
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1329
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1330
procedure onFocusStateChanged;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1331
begin
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1332
if (not cHasFocus) and (GameState <> gsConfirm) then
5523
9ac5acc4f3e5 Also unhide mouse cursor when in gsConfirm state
unc0rr
parents: 5522
diff changeset
  1333
    ParseCommand('quit', true);
5521
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1334
end;
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1335
3be9fda5c3c2 Enter gsConfirm state when loosing focus
unc0rr
parents: 5485
diff changeset
  1336
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1337
procedure initModule;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1338
begin
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1339
    fpsTexture:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1340
    FollowGear:= nil;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1341
    WindBarWidth:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1342
    bShowAmmoMenu:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1343
    bSelected:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1344
    bShowFinger:= false;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1345
    Frames:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1346
    WorldDx:= -512;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1347
    WorldDy:= -256;
3697
d5b30d6373fc remove trailing spaces from end of line
koda
parents: 3695
diff changeset
  1348
2948
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1349
    FPS:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1350
    CountTicks:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1351
    SoundTimerTicks:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1352
    prevPoint.X:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1353
    prevPoint.Y:= 0;
3f21a9dc93d0 Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents: 2931
diff changeset
  1354
    missionTimer:= 0;
3240
smxx
parents: 3236
diff changeset
  1355
    missionTex:= nil;
3463
23c50be687a9 update sdl functions to latest revision
koda
parents: 3445
diff changeset
  1356
    cOffsetY:= 0;
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1357
    stereoDepth:= 0;
2699
249adefa9c1c replace initialization/finalization statements with custom init functions
koda
parents: 2682
diff changeset
  1358
end;
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1359
3038
4e48c276a468 In pascal unit is a namespace
unc0rr
parents: 3032
diff changeset
  1360
procedure freeModule;
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1361
begin
4850
434cd1284204 code cleanup
koda
parents: 4844
diff changeset
  1362
    stereoDepth:= stereoDepth; // avoid hint
4901
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1363
    FreeTexture(fpsTexture);
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1364
    FreeTexture(timeTexture);
d1e2d82d9ccc Thou shalt not leak!
sheepluva
parents: 4883
diff changeset
  1365
    FreeTexture(missionTex);
2716
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1366
end;
b9ca1bfca24f complete the replacement of init/free wrappers for every unit
koda
parents: 2713
diff changeset
  1367
4
bcbd7adb4e4b - set svn:eol-style to native
unc0rr
parents: 1
diff changeset
  1368
end.