author | koda |
Sat, 27 Mar 2010 16:57:18 +0000 | |
changeset 3113 | 2829ea0dd47c |
parent 3110 | c8d7c852e26a |
child 3123 | b0a02930a1dc |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2009 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *) {$INCLUDE "options.inc"} unit uWorld; interface uses SDLh, uGears, uConsts, uFloat, uRandom; var FollowGear: PGear; WindBarWidth: LongInt; bShowAmmoMenu: boolean; bSelected: boolean; bShowFinger: boolean; Frames: Longword; WaterColor, DeepWaterColor: TSDL_Color; WorldDx: LongInt; WorldDy: LongInt; {$IFDEF COUNTTICKS} cntTicks: LongWord; {$ENDIF} procedure initModule; procedure freeModule; procedure InitWorld; procedure DrawWorld(Lag: LongInt); procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup); procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); procedure HideMission; procedure ShakeCamera(amount: LongWord); implementation uses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound, uAmmos, uVisualGears, uChat, uLandTexture, uLand, {$IFDEF GLES11} gles11; {$ELSE} GL; {$ENDIF} type TCaptionStr = record Tex: PTexture; EndTime: LongWord; end; var cWaveWidth, cWaveHeight: LongInt; Captions: array[TCapGroup] of TCaptionStr; AMxShift, SlotsNum: LongInt; tmpSurface: PSDL_Surface; fpsTexture: PTexture; timeTexture: PTexture; FPS: Longword; CountTicks: Longword; SoundTimerTicks: Longword; prevPoint: TPoint; amSel: TAmmoType = amNothing; missionTex: PTexture; missionTimer: LongInt; procedure InitWorld; var i, t: LongInt; cp: PClan; g: ansistring; // helper functions to create the goal/game mode string function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring; var t: ansistring; begin if (GameFlags and gf) <> 0 then begin t:= inttostr(i); s:= s + format(trgoal[si], t) + '|' end; AddGoal:= s; end; function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring; begin if (GameFlags and gf) <> 0 then s:= s + trgoal[si] + '|'; AddGoal:= s; end; begin missionTimer:= 0; if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit begin for i:= 0 to ClansCount * 4 do begin t:= GetRandom(ClansCount); if t <> 0 then begin cp:= ClansArray[0]; ClansArray[0]:= ClansArray[t]; ClansArray[t]:= cp; ClansArray[t]^.ClanIndex:= t; ClansArray[0]^.ClanIndex:= 0; if (LocalClan = t) then LocalClan:= 0 else if (LocalClan = 0) then LocalClan:= t end; end; CurrentTeam:= ClansArray[0]^.Teams[0]; end; // if special game flags/settings are changed, add them to the game mode notice window and then show it g:= ''; // no text/things to note yet // check different game flags (goals/game modes first for now) g:= AddGoal(g, gfKing, gidKing); // king? // other important flags g:= AddGoal(g, gfForts, gidForts); // forts? g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity? g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability? g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism? g:= AddGoal(g, gfKarma, gidKarma); // karma? g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement? g:= AddGoal(g, gfArtillery, gidArtillery); // artillery? g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land? g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo? // modified damage modificator? if cDamagePercent <> 100 then g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent); // fade in ScreenFade:= sfFromBlack; ScreenFadeValue:= sfMax; ScreenFadeSpeed:= 1; // modified mine timers? if cMinesTime <> 3000 then begin if cMinesTime = 0 then g:= AddGoal(g, gfMines, gidNoMineTimer) else if cMinesTime < 0 then g:= AddGoal(g, gfMines, gidRandomMineTimer) else g:= AddGoal(g, gfMines, gidMineTimer, cMinesTime div 1000); end; // if the string has been set, show it for (default timeframe) seconds if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0); cWaveWidth:= SpritesData[sprWater].Width; //cWaveHeight:= SpritesData[sprWater].Height; cWaveHeight:= 32; cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50); SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2); prevPoint.X:= 0; prevPoint.Y:= cScreenHeight div 2; WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2; WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2); AMxShift:= 210; end; procedure ShowAmmoMenu; const MENUSPEED = 15; var x, y, i, t, l, g: LongInt; Slot, Pos: LongInt; Ammo: PHHAmmo; begin if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then bShowAmmoMenu:= false; if bShowAmmoMenu then begin FollowGear:= nil; if AMxShift = 210 then prevPoint.X:= 0; if cReducedQuality then AMxShift:= 0 else if AMxShift > 0 then dec(AMxShift, MENUSPEED); end else begin if AMxShift = 0 then begin CursorPoint.X:= cScreenWidth shr 1; CursorPoint.Y:= cScreenHeight shr 1; prevPoint:= CursorPoint; SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y) end; if cReducedQuality then AMxShift:= 210 else if AMxShift < 210 then inc(AMxShift, MENUSPEED); end; Ammo:= nil; if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then Ammo:= CurrentHedgehog^.Ammo else if (LocalAmmo <> -1) then Ammo:= GetAmmoByNum(LocalAmmo); Slot:= 0; Pos:= -1; if Ammo = nil then begin bShowAmmoMenu:= false; exit end; SlotsNum:= 0; x:= (cScreenWidth shr 1) - 210 + AMxShift; y:= cScreenHeight - 40; dec(y); DrawSprite(sprAMBorders, x, y, 0); dec(y); DrawSprite(sprAMBorders, x, y, 1); dec(y, 33); DrawSprite(sprAMSlotName, x, y, 0); for i:= cMaxSlotIndex downto 0 do if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then begin if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i; dec(y, 33); inc(SlotsNum); DrawSprite(sprAMSlot, x, y, 0); DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); t:= 0; g:= 0; while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do begin if (Ammo^[i, t].AmmoType <> amNothing) then begin l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; if l >= 0 then begin DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); if l < 100 then DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l); end else DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); if (Slot = i) and (CursorPoint.X >= x + g * 33 + 35) and (CursorPoint.X < x + g * 33 + 68) then begin if (l < 0) then DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0); Pos:= t; end; inc(g) end; inc(t) end end; dec(y, 1); DrawSprite(sprAMBorders, x, y, 0); if (Pos >= 0) then begin if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then begin amSel:= Ammo^[Slot, Pos].AmmoType; RenderWeaponTooltip(amSel) end; DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); if Ammo^[Slot, Pos].Count < AMMO_INFINITE then DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then begin bShowAmmoMenu:= false; SetWeapon(Ammo^[Slot, Pos].AmmoType); bSelected:= false; FreeWeaponTooltip; exit end; end else FreeWeaponTooltip; if (WeaponTooltipTex <> nil) and (AMxShift = 0) then ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, min(y, cScreenHeight - WeaponTooltipTex^.h - 40)); bSelected:= false; if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) end; procedure MoveCamera; forward; procedure DrawWater(Alpha: byte; OffsetY: LongInt); var VertexBuffer: array [0..3] of TVertex2f; r: TSDL_Rect; lw, lh: GLfloat; begin WaterColorArray[0].a := Alpha; WaterColorArray[1].a := Alpha; WaterColorArray[2].a := Alpha; WaterColorArray[3].a := Alpha; lw:= cScreenWidth / cScaleFactor; lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16; // Water r.y:= OffsetY + WorldDy + cWaterLine; if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then begin if r.y < 0 then r.y:= 0; glDisable(GL_TEXTURE_2D); VertexBuffer[0].X:= -lw; VertexBuffer[0].Y:= r.y; VertexBuffer[1].X:= lw; VertexBuffer[1].Y:= r.y; VertexBuffer[2].X:= lw; VertexBuffer[2].Y:= lh; VertexBuffer[3].X:= -lw; VertexBuffer[3].Y:= lh; glEnableClientState (GL_COLOR_ARRAY); glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glColor4f(1, 1, 1, 1); // disable coloring glEnable(GL_TEXTURE_2D) end end; procedure DrawWaves(Dir, dX, dY: LongInt; Tint: GLfloat); var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; lw, waves, shift: GLfloat; begin lw:= cScreenWidth / cScaleFactor; waves:= lw * 2 / cWaveWidth; glColor4f( (Tint * WaterColorArray[2].r / 255) + (1-Tint) , (Tint * WaterColorArray[2].g / 255) + (1-Tint) , (Tint * WaterColorArray[2].b / 255) + (1-Tint) , 1 ); glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id); VertexBuffer[0].X:= -lw; VertexBuffer[0].Y:= cWaterLine + WorldDy + dY; VertexBuffer[1].X:= lw; VertexBuffer[1].Y:= VertexBuffer[0].Y; VertexBuffer[2].X:= lw; VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprWater].Height; VertexBuffer[3].X:= -lw; VertexBuffer[3].Y:= VertexBuffer[2].Y; shift:= - lw / cWaveWidth; TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1); TextureBuffer[0].Y:= 0; TextureBuffer[1].X:= TextureBuffer[0].X + waves; TextureBuffer[1].Y:= TextureBuffer[0].Y; TextureBuffer[2].X:= TextureBuffer[1].X; TextureBuffer[2].Y:= SpritesData[sprWater].Texture^.ry; TextureBuffer[3].X:= TextureBuffer[0].X; TextureBuffer[3].Y:= TextureBuffer[2].Y; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glDisableClientState(GL_TEXTURE_COORD_ARRAY); glDisableClientState(GL_VERTEX_ARRAY); glColor4f(1, 1, 1, 1); {for i:= -1 to cWaterSprCount do DrawSprite(sprWater, i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2), cWaterLine + WorldDy + dY, 0)} end; procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt); var i, w, sw: LongInt; begin sw:= round(cScreenWidth / cScaleFactor); if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then begin w:= SpritesData[spr].Width; i:= Shift mod w; if i > 0 then dec(i, w); dec(i, w * (sw div w + 1)); repeat DrawSprite(spr, i, WorldDy + LAND_HEIGHT - SpritesData[spr].Height - OffsetY, 0); inc(i, w) until i > sw end else begin w:= SpritesData[spr].Width; dec(Shift, w div 2); DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT - SpritesData[spr].Height - OffsetY, 0); sw:= round(cScreenWidth / cScaleFactor); i:= Shift - SpritesData[sprL].Width; while i >= -sw - SpritesData[sprL].Width do begin DrawSprite(sprL, i, WorldDy + LAND_HEIGHT - SpritesData[sprL].Height - OffsetY, 0); dec(i, SpritesData[sprL].Width); end; i:= Shift + w; while i <= sw do begin DrawSprite(sprR, i, WorldDy + LAND_HEIGHT - SpritesData[sprR].Height - OffsetY, 0); inc(i, SpritesData[sprR].Width) end end end; procedure DrawWorld(Lag: LongInt); var i, t: LongInt; r: TSDL_Rect; tdx, tdy: Double; grp: TCapGroup; s: string[15]; highlight: Boolean; offset, offsetX, offsetY, screenBottom: LongInt; scale: GLfloat; VertexBuffer: array [0..3] of TVertex2f; begin if ZoomValue < zoom then begin zoom:= zoom - 0.002 * Lag; if ZoomValue > zoom then zoom:= ZoomValue end else if ZoomValue > zoom then begin zoom:= zoom + 0.002 * Lag; if ZoomValue < zoom then zoom:= ZoomValue end; screenBottom:= WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine; // Sky glClear(GL_COLOR_BUFFER_BIT); glEnable(GL_BLEND); glEnable(GL_TEXTURE_2D); //glPushMatrix; //glScalef(1.0, 1.0, 1.0); if not isPaused then MoveCamera; if not cReducedQuality then begin // background DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, 0); DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, - cWaveHeight - screenBottom div 10); DrawVisualGears(0); end; // Waves offsetY:= 10 * min(0, -145 - screenBottom); DrawWater(255, offsetY div 35); DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 0.25); DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 0.19); DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 0.14); DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 0.09); DrawLand(WorldDx, WorldDy); DrawWater(255, 0); // Attack bar if CurrentTeam <> nil then case AttackBar of (* 1: begin r:= StuffPoz[sPowerBar]; {$WARNINGS OFF} r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; {$WARNINGS ON} DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); end;*) 2: with CurrentHedgehog^ do begin tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do DrawSprite(sprPower, hwRound(Gear^.X) + round(WorldDx + tdx * (24 + i * 2)) - 16, hwRound(Gear^.Y) + round(WorldDy + tdy * (24 + i * 2)) - 12, i) end end; DrawVisualGears(1); DrawGears; DrawVisualGears(2); DrawWater(cWaterOpacity, 0); // Waves DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 0.05); //DrawWater(cWaterOpacity, - offsetY div 40); DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 0.03); DrawWater(cWaterOpacity, - offsetY div 20); DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 0.01); DrawWater(cWaterOpacity, - offsetY div 10); DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0); {$WARNINGS OFF} // Target if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then begin with PHedgehog(CurrentHedgehog)^ do begin if (Ammo^[CurSlot, CurAmmo].AmmoType = amBee) then DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) else DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); end; end; {$WARNINGS ON} {$IFDEF IPHONEOS} scale:= 1.5; {$ELSE} scale:= 2.0; {$ENDIF} SetScale(scale); // Turn time {$IFDEF IPHONEOS} offsetX:= cScreenHeight - 13; {$ELSE} offsetX:= 48; {$ENDIF} if TurnTimeLeft <> 0 then begin i:= Succ(Pred(TurnTimeLeft) div 1000); if i>99 then t:= 112 else if i>9 then t:= 96 else t:= 80; DrawSprite(sprFrame, -(cScreenWidth shr 1) + t, cScreenHeight - offsetX, 1); while i > 0 do begin dec(t, 32); DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t, cScreenHeight - offsetX, i mod 10); i:= i div 10 end; DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4, cScreenHeight - offsetX, 0); end; {$IFNDEF IPHONEOS} // Timetrial if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then begin if TimeTrialStopTime = 0 then i:= RealTicks - TimeTrialStartTime else i:= TimeTrialStopTime - TimeTrialStartTime; t:= 272; // right frame DrawSprite(sprFrame, -cScreenWidth div 2 + t, 8, 1); dec(t, 32); // 1 ms DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 10 ms DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 100 ms DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 16); // Point DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 11); dec(t, 32); i:= i div 10; // 1 s DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 10s DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 6); dec(t, 16); // Point DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 10); dec(t, 32); i:= i div 6; // 1 m DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 10 m DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); // left frame DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, 8, 0); end; {$ENDIF} // Captions {$IFDEF IPHONEOS} offset:= 40; {$ELSE} if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then offset:= 48 else offset:= 8; {$ENDIF} for grp:= Low(TCapGroup) to High(TCapGroup) do with Captions[grp] do if Tex <> nil then begin DrawCentered(0, offset, Tex); inc(offset, Tex^.h + 2); if EndTime <= RealTicks then begin FreeTexture(Tex); Tex:= nil; EndTime:= 0 end; end; // Teams Healths for t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do begin highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); if highlight then glColor4f(((Clan^.Color shr 16) and $ff) / $ff, ((Clan^.Color shr 8) and $ff) / $ff, (Clan^.Color and $ff) / $ff, 1); // draw name DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex); // draw flag DrawTexture(-14, cScreenHeight + DrawHealthY, FlagTex); // draw health bar r.x:= 0; r.y:= 0; r.w:= 2 + TeamHealthBarWidth; r.h:= HealthTex^.h; DrawFromRect(14, cScreenHeight + DrawHealthY, @r, HealthTex); // draw health bar's right border inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY, @r, HealthTex); // if highlighted, draw flag and other contents again to keep their colors // this approach should be faster than drawing all borders one by one tinted or not if highlight then begin glColor4f(1, 1, 1, 1); // draw name r.x:= 2; r.y:= 2; r.w:= NameTagTex^.w - 4; r.h:= NameTagTex^.h - 4; DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + 2, @r, NameTagTex); // draw flag r.w:= 22; r.h:= 15; DrawFromRect(-12, cScreenHeight + DrawHealthY + 2, @r, FlagTex); // draw health bar r.w:= TeamHealthBarWidth + 1; r.h:= HealthTex^.h - 4; DrawFromRect(16, cScreenHeight + DrawHealthY + 2, @r, HealthTex); end; end; // Lag alert if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12); // Wind bar {$IFDEF IPHONEOS} offsetX:= cScreenHeight - 13; offsetY:= (cScreenWidth shr 1) + 74; {$ELSE} offsetX:= 30; offsetY:= 180; {$ENDIF} DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0); if WindBarWidth > 0 then begin {$WARNINGS OFF} r.x:= 8 - (RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0); end else if WindBarWidth < 0 then begin {$WARNINGS OFF} r.x:= (WindBarWidth + RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= - WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0); end; // AmmoMenu if (AMxShift < 210) or bShowAmmoMenu then ShowAmmoMenu; // Cursor if isCursorVisible and bShowAmmoMenu then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8); DrawChat; if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture); if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture); if not isFirstFrame and (missionTimer <> 0) then begin if missionTimer > 0 then dec(missionTimer, Lag); if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0 if missionTex <> nil then DrawCentered(0, min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex); end; // fps {$IFDEF IPHONEOS} offset:= 8; {$ELSE} offset:= 10; {$ENDIF} inc(Frames); if cShowFPS or (GameType = gmtDemo) then inc(CountTicks, Lag); if (GameType = gmtDemo) and (CountTicks >= 1000) then begin i:=GameTicks div 60000; t:=(GameTicks-(i*60000)) div 1000; s:=''; if i<10 then s:='0'; s:= s+inttostr(i)+':'; if t<10 then s:=s+'0'; s:= s+inttostr(t); if timeTexture <> nil then FreeTexture(timeTexture); tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); timeTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if timeTexture <> nil then DrawTexture((cScreenWidth shr 1) - 10 - timeTexture^.w, offset + timeTexture^.h+5, timeTexture); if cShowFPS then begin if CountTicks >= 1000 then begin FPS:= Frames; Frames:= 0; CountTicks:= 0; s:= inttostr(FPS) + ' fps'; if fpsTexture <> nil then FreeTexture(fpsTexture); tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); fpsTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if fpsTexture <> nil then DrawTexture((cScreenWidth shr 1) - 50, offset, fpsTexture); end; if CountTicks >= 1000 then CountTicks:= 0; // lag warning (?) inc(SoundTimerTicks, Lag); if SoundTimerTicks >= 50 then begin SoundTimerTicks:= 0; if cVolumeDelta <> 0 then begin str(ChangeVolume(cVolumeDelta), s); AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume) end end; if GameState = gsConfirm then DrawCentered(0, (cScreenHeight shr 1), ConfirmTexture); SetScale(zoom); // Cursor if isCursorVisible then begin if not bShowAmmoMenu then with CurrentHedgehog^ do if (Gear^.State and gstHHChooseTarget) <> 0 then begin i:= Ammo^[CurSlot, CurAmmo].Pos; with Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType] do if PosCount > 1 then DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1), i); end; DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) end; glDisable(GL_TEXTURE_2D); if ScreenFade <> sfNone then begin if not isFirstFrame then case ScreenFade of sfToBlack, sfToWhite: if ScreenFadeValue + Lag * ScreenFadeSpeed < sfMax then inc(ScreenFadeValue, Lag * ScreenFadeSpeed) else ScreenFade:= sfNone; sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then dec(ScreenFadeValue, Lag * ScreenFadeSpeed) else ScreenFade:= sfNone; end; if ScreenFade <> sfNone then begin case ScreenFade of sfToBlack, sfFromBlack: glColor4f(0, 0, 0, ScreenFadeValue / 1000); sfToWhite, sfFromWhite: glColor4f(1, 1, 1, ScreenFadeValue / 1000); end; glDisable(GL_TEXTURE_2D); VertexBuffer[0].X:= -cScreenWidth; VertexBuffer[0].Y:= cScreenHeight; VertexBuffer[1].X:= -cScreenWidth; VertexBuffer[1].Y:= 0; VertexBuffer[2].X:= cScreenWidth; VertexBuffer[2].Y:= 0; VertexBuffer[3].X:= cScreenWidth; VertexBuffer[3].Y:= cScreenHeight; glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glDisableClientState(GL_VERTEX_ARRAY); glColor4f(1, 1, 1, 1) end end; glDisable(GL_BLEND); isFirstFrame:= false end; procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup); begin //if Group in [capgrpGameState] then WriteLnToConsole(s); if Captions[Group].Tex <> nil then FreeTexture(Captions[Group].Tex); Captions[Group].Tex:= RenderStringTex(s, Color, fntBig); case Group of capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200 else Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3; end; end; procedure MoveCamera; const PrevSentPointTime: LongWord = 0; var EdgesDist, wdy: LongInt; begin if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus then begin SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y); CursorPoint.X:= CursorPoint.X - (cScreenWidth shr 1); CursorPoint.Y:= cScreenHeight - CursorPoint.Y; end; if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then begin FollowGear:= nil; prevPoint:= CursorPoint; exit end else begin CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8; CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8; end; wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater; if WorldDy < wdy then WorldDy:= wdy; if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit; if AMxShift < 210 then begin if CursorPoint.X < cScreenWidth div 2 + AMxShift - 175 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 175; if CursorPoint.X > cScreenWidth div 2 + AMxShift - 10 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 10; if CursorPoint.Y > 75 + SlotsNum * 33 then CursorPoint.Y:= 75 + SlotsNum * 33; if CursorPoint.Y < 76 then CursorPoint.Y:= 76; prevPoint:= CursorPoint; if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y); exit end; if isCursorVisible then begin if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then begin SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy); PrevSentPointTime:= GameTicks end; end; if isCursorVisible or (FollowGear <> nil) then begin if isCursorVisible then EdgesDist:= cCursorEdgesDist else EdgesDist:= cGearScrEdgesDist; if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist; CursorPoint.X:= - cScreenWidth div 2 + EdgesDist end else if CursorPoint.X > cScreenWidth div 2 - EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist; CursorPoint.X:= cScreenWidth div 2 - EdgesDist end; if CursorPoint.Y < EdgesDist then begin WorldDy:= WorldDy + CursorPoint.Y - EdgesDist; CursorPoint.Y:= EdgesDist end else if CursorPoint.Y > cScreenHeight - EdgesDist then begin WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist; CursorPoint.Y:= cScreenHeight - EdgesDist end; end else if cHasFocus then begin WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y; CursorPoint.X:= 0; CursorPoint.Y:= cScreenHeight div 2; end; prevPoint:= CursorPoint; if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y); if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024; if WorldDy < wdy then WorldDy:= wdy; if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024; if WorldDx > 1024 then WorldDx:= 1024; end; procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt); var r: TSDL_Rect; begin r.w:= 32; r.h:= 32; if time = 0 then time:= 5000; missionTimer:= time; if missionTex <> nil then FreeTexture(missionTex); if icon > -1 then begin r.x:= 0; r.y:= icon * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r) end else begin r.x:= ((-icon - 1) shr 5) * 32; r.y:= ((-icon - 1) mod 32) * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r) end; end; procedure HideMission; begin missionTimer:= 0; if missionTex <> nil then FreeTexture(missionTex); end; procedure ShakeCamera(amount: LongWord); begin amount:= max(1, amount); WorldDx:= WorldDx - amount + LongInt(getRandom(1 + amount * 2)); WorldDy:= WorldDy - amount + LongInt(getRandom(1 + amount * 2)); end; procedure initModule; begin fpsTexture:= nil; FollowGear:= nil; WindBarWidth:= 0; bShowAmmoMenu:= false; bSelected:= false; bShowFinger:= false; Frames:= 0; WorldDx:= -512; WorldDy:= -256; FPS:= 0; CountTicks:= 0; SoundTimerTicks:= 0; prevPoint.X:= 0; prevPoint.Y:= 0; missionTimer:= 0; FillChar(Captions, sizeof(Captions), 0) end; procedure freeModule; begin end; end.