hedgewars/PascalExports.pas
author tiyuri@gmail.com
Wed, 01 Sep 2010 22:18:13 +0100
changeset 3800 32cb5e1a6293
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child 3836 833c0f32e326
permissions -rw-r--r--
New Art theme music (thank the lord!)
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(*
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 *  PascalExports.pas
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 *  hwengine
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 *
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 *  Created by Vittorio on 09/01/10.
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 *  Copyright 2009 __MyCompanyName__. All rights reserved.
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 *
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 *)
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{$INCLUDE "options.inc"}
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unit PascalExports;
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interface
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uses uKeys, GLunit, uWorld, uMisc, uConsole, uTeams, uConsts, uChat, uGears, uSound, hwengine;
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{$INCLUDE "config.inc"}
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implementation
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{$IFDEF HWLIBRARY}
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var cZoomVal: GLfloat;
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// retrieve protocol information
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procedure HW_versionInfo(netProto: PShortInt; versionStr: PPChar); cdecl; export;
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begin
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// http://bugs.freepascal.org/view.php?id=16156
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    if netProto <> nil then netProto^:= cNetProtoVersion;
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    if versionStr <> nil then versionStr^:= cVersionString;
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end;
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procedure HW_click; cdecl; export;
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begin
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    leftClick:= true;
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end;
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procedure HW_ammoMenu; cdecl; export;
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begin
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    rightClick:= true;
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end;
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procedure HW_zoomSet(value: GLfloat); cdecl; export;
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begin
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    cZoomVal:= value;
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    ZoomValue:= value;
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end;
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procedure HW_zoomIn; cdecl; export;
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begin
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    if wheelDown = false then
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        wheelUp:= true;
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end;
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procedure HW_zoomOut; cdecl; export;
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begin
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    if wheelUp = false then
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        wheelDown:= true;
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end;
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procedure HW_zoomReset; cdecl; export;
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begin
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    ZoomValue:= cZoomVal;
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    //middleClick:= true;
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    // center the camera at current hog
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    if CurrentHedgehog <> nil then
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        followGear:= CurrentHedgehog^.Gear;
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end;
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function HW_zoomFactor: GLfloat; cdecl; export;
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begin
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    exit( ZoomValue / cDefaultZoomLevel );
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end;
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function HW_zoomLevel: LongInt; cdecl; export;
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begin
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    exit( trunc((ZoomValue - cDefaultZoomLevel) / cZoomDelta) );
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end;
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procedure HW_walkingKeysUp; cdecl; export;
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begin
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    leftKey:= false;
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    rightKey:= false;
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    upKey:= false;
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    downKey:= false;
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    preciseKey:= false;
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end;
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procedure HW_otherKeysUp; cdecl; export;
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begin
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    spaceKey:= false;
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    enterKey:= false;
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    backspaceKey:= false;
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end;
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procedure HW_allKeysUp; cdecl; export;
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begin
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    // set all keys to released
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    uKeys.initModule;
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end;
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procedure HW_walkLeft; cdecl; export;
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begin
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    leftKey:= true;
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end;
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procedure HW_walkRight; cdecl; export;
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begin
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    rightKey:= true;
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end;
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procedure HW_preciseSet(status:boolean); cdecl; export;
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begin
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    preciseKey:= status;
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end;
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procedure HW_aimUp; cdecl; export;
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begin
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    upKey:= true;
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end;
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procedure HW_aimDown; cdecl; export;
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begin
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    downKey:= true;
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end;
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procedure HW_shoot; cdecl; export;
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begin
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    spaceKey:= true;
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end;
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procedure HW_jump; cdecl; export;
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begin
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    enterKey:= true;
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end;
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procedure HW_backjump; cdecl; export;
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begin
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    backspaceKey:= true;
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end;
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procedure HW_tab; cdecl; export;
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begin
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    tabKey:= true;
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end;
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procedure HW_chat; cdecl; export;
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begin
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    chatAction:= true;
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end;
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procedure HW_chatEnd; cdecl; export;
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begin
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    KeyPressChat(27); // esc - cleans buffer
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    KeyPressChat(13); // enter - removes chat
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end;
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procedure HW_pause; cdecl; export;
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begin
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    pauseAction:= true;
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end;
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procedure HW_terminate(closeFrontend: boolean); cdecl; export;
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begin
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    isTerminated:= true;
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    if closeFrontend then alsoShutdownFrontend:= true;
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end;
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procedure HW_dismissReady; cdecl; export;
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begin
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    ReadyTimeLeft:= 0;
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end;
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procedure HW_setLandscape(landscape: boolean); cdecl; export;
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begin
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    if landscape then
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    begin
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        cOffsetY:= 0;
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    end
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    else
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    begin
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        cOffsetY:= 120;
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    end;
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end;
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procedure HW_setCursor(x,y: LongInt); cdecl; export;
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begin
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    CursorPoint.X:= x;
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    CursorPoint.Y:= y;
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end;
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procedure HW_getCursor(x,y: PLongInt); cdecl; export;
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begin
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    x^:= CursorPoint.X;
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    y^:= CursorPoint.Y;
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end;
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function HW_isAmmoOpen: boolean; cdecl; export;
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begin
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    exit(bShowAmmoMenu);
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end;
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function HW_isPaused: boolean; cdecl; export;
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begin
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    exit( isPaused );
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end;
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function HW_isWaiting: boolean; cdecl; export;
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begin
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    exit( ReadyTimeLeft > 0 );
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end;
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function HW_isWeaponRequiringClick: boolean; cdecl; export;
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begin
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit( (CurrentHedgehog^.Gear^.State and gstHHChooseTarget) <> 0 )
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    else
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        exit(false);
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end;
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function HW_isWeaponTimerable: boolean; cdecl; export;
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var CurSlot, CurAmmo: LongWord;
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begin
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    CurSlot:= CurrentHedgehog^.CurSlot;
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    CurAmmo:= CurrentHedgehog^.CurAmmo;
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit( (CurrentHedgehog^.Ammo^[CurSlot, CurAmmo].Propz and ammoprop_Timerable) <> 0)
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    else
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        exit(false);
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end;
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function HW_isWeaponSwitch: boolean cdecl; export;
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begin
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    if (CurAmmoGear <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit(CurAmmoGear^.AmmoType = amSwitch)
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    else
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        exit(false)
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end;
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function HW_isWeaponRope: boolean cdecl; export;
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var CurSlot, CurAmmo: LongWord;
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begin
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    CurSlot:= CurrentHedgehog^.CurSlot;
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    CurAmmo:= CurrentHedgehog^.CurAmmo;
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0) then
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        exit (CurrentHedgehog^.Ammo^[CurSlot, CurAmmo].AmmoType = amRope)
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    else
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        exit(false);
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end;
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procedure HW_setGrenadeTime(time: LongInt); cdecl; export;
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begin
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    ParseCommand('/timer ' + inttostr(time), true);
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end;
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procedure HW_setPianoSound(snd: LongInt); cdecl; export;
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var CurSlot, CurAmmo: LongWord;
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begin
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    CurSlot:= CurrentHedgehog^.CurSlot;
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    CurAmmo:= CurrentHedgehog^.CurAmmo;
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    // this most likely won't work in network game
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    if (CurrentHedgehog <> nil) and (CurrentHedgehog^.Ammo <> nil) and (CurrentHedgehog^.BotLevel = 0)
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       and (CurrentHedgehog^.Ammo^[CurSlot, CurAmmo].AmmoType = amPiano) then
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        case snd of
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            0: PlaySound(sndPiano0);
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            1: PlaySound(sndPiano1);
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            2: PlaySound(sndPiano2);
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            3: PlaySound(sndPiano3);
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            4: PlaySound(sndPiano4);
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            5: PlaySound(sndPiano5);
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            6: PlaySound(sndPiano6);
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            7: PlaySound(sndPiano7);
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            else PlaySound(sndPiano8);
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        end;
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end;
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{$ENDIF}
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end.
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