ios: this commit just removes the overlay class files (with all submenus and resources) while working on a proper restoration
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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
*)
{$INCLUDE "options.inc"}
{$IF GLunit = GL}{$DEFINE GLunit:=GL,GLext}{$ENDIF}
unit uWorld;
interface
uses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils;
procedure initModule;
procedure freeModule;
procedure InitWorld;
procedure ResetWorldTex;
procedure DrawWorld(Lag: LongInt);
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
procedure HideMission;
procedure ShakeCamera(amount: LongInt);
procedure InitCameraBorders;
procedure InitTouchInterface;
procedure SetUtilityWidgetState(ammoType: TAmmoType);
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
procedure MoveCamera;
procedure onFocusStateChanged;
implementation
uses
uStore,
uMisc,
uIO,
uLocale,
uSound,
uAmmos,
uVisualGears,
uChat,
uLandTexture,
GLunit,
uVariables,
uUtils,
uTextures,
uRender,
uCaptions,
uCursor,
uCommands,
uMobile
;
var cWaveWidth, cWaveHeight: LongInt;
AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
AMAnimStartTime, AMState : LongInt;
AMAnimState: Single;
tmpSurface: PSDL_Surface;
fpsTexture: PTexture;
timeTexture: PTexture;
FPS: Longword;
CountTicks: Longword;
SoundTimerTicks: Longword;
prevPoint: TPoint;
amSel: TAmmoType = amNothing;
missionTex: PTexture;
missionTimer: LongInt;
stereoDepth: GLfloat;
isFirstFrame: boolean;
AMAnimType: LongInt;
const cStereo_Sky = 0.0500;
cStereo_Horizon = 0.0250;
cStereo_MidDistance = 0.0175;
cStereo_Water_distant = 0.0125;
cStereo_Land = 0.0075;
cStereo_Water_near = 0.0025;
cStereo_Outside = -0.0400;
// 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;
procedure InitWorld;
var i, t: LongInt;
cp: PClan;
g: ansistring;
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
// add custom goals from lua script if there are any
if LuaGoals <> '' then
g:= LuaGoals + '|';
// check different game flags (goals/game modes first for now)
g:= AddGoal(g, gfKing, gidKing); // king?
g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?
// 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?
g:= AddGoal(g, gfResetHealth, gidResetHealth);
g:= AddGoal(g, gfAISurvival, gidAISurvival);
g:= AddGoal(g, gfInfAttack, gidInfAttack);
g:= AddGoal(g, gfResetWeps, gidResetWeps);
g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);
// 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, gfAny, gidNoMineTimer)
else if cMinesTime < 0 then
g:= AddGoal(g, gfAny, gidRandomMineTimer)
else
g:= AddGoal(g, gfAny, 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;
InitCameraBorders();
uCursor.init();
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);
//aligns it to the bottom of the screen, minus the border
SkyOffset:= 0;
HorizontOffset:= 0;
InitTouchInterface();
AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;
end;
procedure InitCameraBorders;
begin
cGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);
end;
procedure InitTouchInterface;
begin
{$IFDEF USE_TOUCH_INTERFACE}
//positioning of the buttons
buttonScale:= 1.5/cDefaultZoomLevel;
with JumpWidget do
begin
show:= true;
sprite:= sprJumpWidget;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= (cScreenWidth shr 1) - Round(frame.w * 1.2);
frame.y:= cScreenHeight - frame.h * 2;
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
end;
with AMWidget do
begin
show:= true;
sprite:= sprAMWidget;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= (cScreenWidth shr 1) - frame.w * 2;
frame.y:= cScreenHeight - Round(frame.h * 1.2);
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
end;
with arrowLeft do
begin
show:= true;
sprite:= sprArrowLeft;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 0.25);
frame.y:= cScreenHeight - Round(frame.h * 1.5);
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
end;
with arrowRight do
begin
show:= true;
sprite:= sprArrowRight;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= -(cScreenWidth shr 1) + Round(frame.w * 1.5);
frame.y:= cScreenHeight - Round(frame.h * 1.5);
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
end;
with firebutton do
begin
show:= true;
sprite:= sprFireButton;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= arrowRight.frame.x + arrowRight.frame.w;
frame.y:= arrowRight.frame.y + (arrowRight.frame.w shr 1) - (frame.w shr 1);
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
end;
with arrowUp do
begin
show:= false;
sprite:= sprArrowUp;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= (cScreenWidth shr 1) - frame.w * 2;
frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
with moveAnim do
begin
target.x:= frame.x;
target.y:= frame.y;
source.x:= frame.x - Round(frame.w * 0.75);
source.y:= frame.y;
end;
end;
with arrowDown do
begin
show:= false;
sprite:= sprArrowDown;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= (cScreenWidth shr 1) - frame.w * 2;
frame.y:= jumpWidget.frame.y - Round(frame.h * 1.25);
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
with moveAnim do
begin
target.x:= frame.x;
target.y:= frame.y;
source.x:= frame.x + Round(frame.w * 0.75);
source.y:= frame.y;
end;
end;
with pauseButton do
begin
show:= true;
sprite:= sprPauseButton;
frame.w:= Round(spritesData[sprPauseButton].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprPauseButton].Texture^.h * buttonScale);
frame.x:= cScreenWidth div 2 - frame.w;
frame.y:= 0;
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
end;
with utilityWidget do
begin
show:= false;
sprite:= sprTimerButton;
frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale);
frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale);
frame.x:= arrowLeft.frame.x;
frame.y:= arrowLeft.frame.y - Round(frame.h * 1.25);
active.x:= frame.x;
active.y:= frame.y;
active.w:= frame.w;
active.h:= frame.h;
with moveAnim do
begin
target.x:= frame.x;
target.y:= frame.y;
source.x:= frame.x;
source.y:= frame.y;
end;
end;
{$ENDIF}
end;
// for uStore texture resetting
procedure ResetWorldTex;
begin
FreeTexture(fpsTexture);
fpsTexture:= nil;
FreeTexture(timeTexture);
timeTexture:= nil;
FreeTexture(missionTex);
missionTex:= nil;
end;
function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;
const BORDERSIZE = 2;
var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt;
STurns: LongInt;
amSurface: PSDL_Surface;
AMRect: TSDL_Rect;
tmpsurf: PSDL_Surface;
begin
SlotsNum:= 0;
for i:= 0 to cMaxSlotIndex do
if((i = 0) and (Ammo^[i,1].Count > 0)) or ((i <> 0) and (Ammo^[i,0].Count > 0)) then
inc(SlotsNum);
{$IFDEF USE_LANDSCAPE_AMMOMENU}
SlotsNumX:= SlotsNum;
SlotsNumY:= cMaxSlotAmmoIndex + 2;
{$IFDEF USE_AM_NUMCOLUMN}
inc(SlotsNumY);
{$ENDIF}
{$ELSE}
SlotsNumX:= cMaxSlotAmmoIndex + 1;
SlotsNumY:= SlotsNum + 1;
{$IFDEF USE_AM_NUMCOLUMN}
inc(SlotsNumX);
{$ENDIF}
{$ENDIF}
AmmoRect.w:= (BORDERSIZE*2) + (SlotsNumX * AMSlotSize) + (SlotsNumX-1);
AmmoRect.h:= (BORDERSIZE*2) + (SlotsNumY * AMSlotSize) + (SlotsNumY-1);
amSurface := SDL_CreateRGBSurface(SDL_SWSURFACE, AmmoRect.w, AmmoRect.h, 32, RMask, GMask, BMask, AMask);
AMRect.x:= BORDERSIZE;
AMRect.y:= BORDERSIZE;
AMRect.w:= AmmoRect.w - (BORDERSIZE*2);
AMRect.h:= AmmoRect.h - (BORDERSIZE*2);
SDL_FillRect(amSurface, @AMRect, SDL_MapRGB(amSurface^.format, 0,0,0));
x:= AMRect.x;
y:= AMRect.y;
for i:= 0 to cMaxSlotIndex do
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
{$IFDEF USE_LANDSCAPE_AMMOMENU}
y:= AMRect.y;
{$ELSE}
x:= AMRect.x;
{$ENDIF}
{$IFDEF USE_AM_NUMCOLUMN}
tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F' + IntToStr(i+1)), cWhiteColorChannels);
copyToXY(tmpsurf, amSurface,
x + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.w shr 1),
y + AMSlotPadding + (AMSlotSize shr 1) - (tmpsurf^.h shr 1));
SDL_FreeSurface(tmpsurf);
{$IFDEF USE_LANDSCAPE_AMMOMENU}
y:= AMRect.y + AMSlotSize + 1;
{$ELSE}
x:= AMRect.x + AMSlotSize + 1;
{$ENDIF}
{$ENDIF}
for t:=0 to cMaxSlotAmmoIndex do
begin
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
begin
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
AMFrame:= LongInt(Ammo^[i,t].AmmoType) - 1;
if STurns >= 0 then //weapon not usable yet, draw grayed out with turns remaining
begin
DrawSpriteFrame2Surf(sprAMAmmosBW, amSurface, x + AMSlotPadding,
y + AMSlotPadding, AMFrame);
if STurns < 100 then
DrawSpriteFrame2Surf(sprTurnsLeft, amSurface,
x + AMSlotSize-16,
y + AMSlotSize + 1 - 16, STurns);
end
else //draw colored version
begin
DrawSpriteFrame2Surf(sprAMAmmos, amSurface, x + AMSlotPadding,
y + AMSlotPadding, AMFrame);
end;
{$IFDEF USE_LANDSCAPE_AMMOMENU}
inc(y, AMSlotSize + 1); //the plus one is for the border
{$ELSE}
inc(x, AMSlotSize + 1);
{$ENDIF}
end;
end;
{$IFDEF USE_LANDSCAPE_AMMOMENU}
inc(x, AMSlotSize + 1);
{$ELSE}
inc(y, AMSlotSize + 1);
{$ENDIF}
end;
for i:= 1 to SlotsNumX -1 do
DrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);
for i:= 1 to SlotsNumY -1 do
DrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);
//draw outer border
DrawSpriteFrame2Surf(sprAMCorners, amSurface, 0 , 0 , 0);
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.y , 1);
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.x , AMRect.h + BORDERSIZE, 2);
DrawSpriteFrame2Surf(sprAMCorners, amSurface, AMRect.w + BORDERSIZE, AMRect.h + BORDERSIZE, 3);
for i:=0 to BORDERSIZE-1 do
begin
DrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//top
DrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottom
DrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//left
DrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//right
end;
GetAmmoMenuTexture:= Surface2Tex(amSurface, false);
if amSurface <> nil then SDL_FreeSurface(amSurface);
end;
procedure ShowAmmoMenu;
const BORDERSIZE = 2;
var Slot, Pos: LongInt;
Ammo: PHHAmmo;
c,i,g,t,STurns: LongInt;
begin
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil)
or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
bShowAmmoMenu:= false;
// give the assigned ammo to hedgehog
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);
Pos:= -1;
if Ammo = nil then
begin
bShowAmmoMenu:= false;
AMState:= AMHidden;
exit
end;
//Init the menu
if(AmmoMenuInvalidated) then
begin
AmmoMenuInvalidated:= false;
FreeTexture(AmmoMenuTex);
AmmoMenuTex:= GetAmmoMenuTexture(Ammo);
{$IFDEF USE_LANDSCAPE_AMMOMENU}
if isPhone() then
begin
AmmoRect.x:= -(AmmoRect.w shr 1);
AmmoRect.y:= (cScreenHeight shr 1) - (AmmoRect.h shr 1);
end
else
begin
AmmoRect.x:= -(AmmoRect.w shr 1);
AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
end;
{$ELSE}
AmmoRect.x:= (cScreenWidth shr 1) - AmmoRect.w - AMSlotSize;
AmmoRect.y:= cScreenHeight - (AmmoRect.h + AMSlotSize);
{$ENDIF}
AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x;
AMShiftTargetY:= cScreenHeight - AmmoRect.y;
if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x
else AMShiftTargetX:= 0;
if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight - AmmoRect.y
else AMShiftTargetY:= 0;
AMShiftX:= AMShiftTargetX;
AMShiftY:= AMShiftTargetY;
end;
AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;
if AMState = AMShowing then
begin
FollowGear:=nil;
end;
if AMState = AMShowingUp then // show ammo menu
begin
if (cReducedQuality and rqSlowMenu) <> 0 then
begin
AMShiftX:= 0;
AMShiftY:= 0;
AMState:= AMShowing;
end
else
if AMAnimState < 1 then
begin
AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState));
AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState));
if (AMAnimType and AMTypeMaskAlpha) <> 0 then
Tint($FF, $ff, $ff, Round($ff * AMAnimState));
end
else
begin
AMShiftX:= 0;
AMShiftY:= 0;
CursorPoint.X:= AmmoRect.x + AmmoRect.w;
CursorPoint.Y:= AmmoRect.y;
AMState:= AMShowing;
end;
end;
if AMState = AMHiding then // hide ammo menu
begin
if (cReducedQuality and rqSlowMenu) <> 0 then
begin
AMShiftX:= AMShiftTargetX;
AMShiftY:= AMShiftTargetY;
AMState:= AMHidden;
end
else
if AMAnimState < 1 then
begin
AMShiftX:= Round(AMShiftTargetX * AMAnimState);
AMShiftY:= Round(AMShiftTargetY * AMAnimState);
if (AMAnimType and AMTypeMaskAlpha) <> 0 then
Tint($FF, $ff, $ff, Round($ff * (1-AMAnimState)));
end
else
begin
AMShiftX:= AMShiftTargetX;
AMShiftY:= AMShiftTargetY;
prevPoint:= CursorPoint;
AMState:= AMHidden;
end;
end;
DrawTexture(AmmoRect.x + AMShiftX, AmmoRect.y + AMShiftY, AmmoMenuTex);
if ((AMState = AMHiding) or (AMState = AMShowingUp)) and ((AMAnimType and AMTypeMaskAlpha) <> 0 )then
Tint($FF, $ff, $ff, $ff);
Pos:= -1;
Slot:= -1;
{$IFDEF USE_LANDSCAPE_AMMOMENU}
{$IFDEF USE_AM_NUMCOLUMN}
c:= 0;
{$ELSE}
c:= -1;
{$ENDIF}
for i:= 0 to cMaxSlotIndex do
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
inc(c);
{$IFDEF USE_AM_NUMCOLUMN}
g:= 1;
{$ELSE}
g:= 0;
{$ENDIF}
for t:=0 to cMaxSlotAmmoIndex do
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
begin
if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( g * (AMSlotSize+1))) and
(CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((g+1) * (AMSlotSize+1))) and
(CursorPoint.X >= AmmoRect.x + ( c * (AMSlotSize+1))) and
(CursorPoint.X <= AmmoRect.x + ((c+1) * (AMSlotSize+1))) then
begin
Slot:= i;
Pos:= t;
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
DrawSprite(sprAMSlot,
AmmoRect.x + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding,
AmmoRect.y + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding -1, 0);
end;
inc(g);
end;
end;
{$ELSE}
{$IFDEF USE_AM_NUMCOLUMN}
c:= -1;
{$ELSE}
c:= 0;
{$ENDIF}
for i:= 0 to cMaxSlotIndex do
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
inc(c);
{$IFDEF USE_AM_NUMCOLUMN}
g:= 1;
{$ELSE}
g:= 0;
{$ENDIF}
for t:=0 to cMaxSlotAmmoIndex do
if (Ammo^[i, t].Count > 0) and (Ammo^[i, t].AmmoType <> amNothing) then
begin
if (CursorPoint.Y <= (cScreenHeight - AmmoRect.y) - ( c * (AMSlotSize+1))) and
(CursorPoint.Y >= (cScreenHeight - AmmoRect.y) - ((c+1) * (AMSlotSize+1))) and
(CursorPoint.X >= AmmoRect.x + ( g * (AMSlotSize+1))) and
(CursorPoint.X <= AmmoRect.x + ((g+1) * (AMSlotSize+1))) then
begin
Slot:= i;
Pos:= t;
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
if (STurns < 0) and (AMShiftX = 0) and (AMShiftY = 0) then
DrawSprite(sprAMSlot,
AmmoRect.x + BORDERSIZE + (g * (AMSlotSize+1)) + AMSlotPadding,
AmmoRect.y + BORDERSIZE + (c * (AMSlotSize+1)) + AMSlotPadding -1, 0);
end;
inc(g);
end;
end;
{$ENDIF}
if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex)then
begin
if (AMShiftX = 0) and (AMShiftY = 0) then
if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
begin
if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
begin
amSel:= Ammo^[Slot, Pos].AmmoType;
RenderWeaponTooltip(amSel)
end;
DrawTexture(AmmoRect.x + (AMSlotSize shr 1),
AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1),
Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w),
AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.w shr 1),
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;
{$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animation
if (Ammo^[Slot, Pos].Propz and ammoprop_NeedUpDown) <> 0 then
begin
if not(arrowUp.show) then
begin
animateWidget(@arrowUp, true, true);
animateWidget(@arrowDown, true, true);
end;
end
else
if arrowUp.show then
begin
animateWidget(@arrowUp, true, false);
animateWidget(@arrowDown, true, false);
end;
SetUtilityWidgetState(Ammo^[Slot, Pos].AmmoType);
{$ENDIF}
exit
end;
end
end
else
FreeWeaponTooltip;
if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then
{$IFDEF USE_LANDSCAPE_AMMOMENU}
if not isPhone() then
ShowWeaponTooltip(-WeaponTooltipTex^.w div 2, AmmoRect.y - WeaponTooltipTex^.h - AMSlotSize);
{$ELSE}
ShowWeaponTooltip(AmmoRect.x - WeaponTooltipTex^.w - 3, Min(AmmoRect.y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
{$ENDIF}
bSelected:= false;
{$IFNDEF USE_TOUCH_INTERFACE}
if (AMShiftX = 0) and (AMShiftY = 0) then
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
{$ENDIF}
end;
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
var VertexBuffer: array [0..3] of TVertex2f;
r: TSDL_Rect;
lw, lh: GLfloat;
begin
if SuddenDeathDmg then
begin
SDWaterColorArray[0].a := Alpha;
SDWaterColorArray[1].a := Alpha;
SDWaterColorArray[2].a := Alpha;
SDWaterColorArray[3].a := Alpha
end
else
begin
WaterColorArray[0].a := Alpha;
WaterColorArray[1].a := Alpha;
WaterColorArray[2].a := Alpha;
WaterColorArray[3].a := Alpha
end;
lw:= cScreenWidth / cScaleFactor;
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
// Water
r.y:= OffsetY + WorldDy + cWaterLine;
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
begin
if r.y < 0 then
r.y:= 0;
glDisable(GL_TEXTURE_2D);
VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= lw;
VertexBuffer[2].Y:= lh;
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= lh;
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
if SuddenDeathDmg then
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @SDWaterColorArray[0])
else
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
glEnable(GL_TEXTURE_2D);
end;
end;
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
lw, waves, shift: GLfloat;
sprite: TSprite;
begin
if SuddenDeathDmg then
sprite:= sprSDWater
else
sprite:= sprWater;
cWaveWidth:= SpritesData[sprite].Width;
lw:= cScreenWidth / cScaleFactor;
waves:= lw * 2 / cWaveWidth;
if SuddenDeathDmg then
Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
255
)
else
Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
255
);
glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= VertexBuffer[0].Y;
VertexBuffer[2].X:= lw;
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= VertexBuffer[2].Y;
shift:= - lw / cWaveWidth;
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
TextureBuffer[0].Y:= 0;
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
TextureBuffer[1].Y:= TextureBuffer[0].Y;
TextureBuffer[2].X:= TextureBuffer[1].X;
TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
TextureBuffer[3].X:= TextureBuffer[0].X;
TextureBuffer[3].Y:= TextureBuffer[2].Y;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
Tint($FF, $FF, $FF, $FF);
{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, h, lw, lh, rw, rh, sw: LongInt;
begin
sw:= round(cScreenWidth / cScaleFactor);
if (SpritesData[sprL].Texture = nil) and (SpritesData[spr].Texture <> nil) then
begin
w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
i:= Shift mod w;
if i > 0 then
dec(i, w);
dec(i, w * (sw div w + 1));
repeat
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
inc(i, w)
until i > sw
end
else if SpritesData[spr].Texture <> nil then
begin
w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
if SpritesData[sprR].Texture <> nil then
begin
rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale
end;
dec(Shift, w div 2);
DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
i:= Shift - lw;
while i >= -sw - lw do
begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
dec(i, lw);
end;
i:= Shift + w;
if SpritesData[sprR].Texture <> nil then
while i <= sw do
begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
inc(i, rw)
end
else
while i <= sw do
begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
inc(i, lw)
end
end
end;
procedure DrawWorld(Lag: LongInt);
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
else
ZoomValue:= zoom;
// Sky
glClear(GL_COLOR_BUFFER_BIT);
//glPushMatrix;
//glScalef(1.0, 1.0, 1.0);
if not isPaused then
MoveCamera;
if cStereoMode = smNone then
begin
glClear(GL_COLOR_BUFFER_BIT);
DrawWorldStereo(Lag, rmDefault)
end
{$IFNDEF S3D_DISABLED}
else if (cStereoMode = smAFR) then
begin
AFRToggle:= not AFRToggle;
glClear(GL_COLOR_BUFFER_BIT);
if AFRToggle then
DrawWorldStereo(Lag, rmLeftEye)
else
DrawWorldStereo(Lag, rmRightEye)
end
else if (cStereoMode = smHorizontal) or (cStereoMode = smVertical) then
begin
// create left fb
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framel);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
DrawWorldStereo(Lag, rmLeftEye);
// create right fb
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framer);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
DrawWorldStereo(0, rmRightEye);
// detatch drawing from fbs
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
SetScale(cDefaultZoomLevel);
// draw left frame
glBindTexture(GL_TEXTURE_2D, texl);
glBegin(GL_QUADS);
if cStereoMode = smHorizontal then
begin
glTexCoord2f(0.0, 0.0);
glVertex2d(cScreenWidth / -2, cScreenHeight);
glTexCoord2f(1.0, 0.0);
glVertex2d(0, cScreenHeight);
glTexCoord2f(1.0, 1.0);
glVertex2d(0, 0);
glTexCoord2f(0.0, 1.0);
glVertex2d(cScreenWidth / -2, 0);
end
else
begin
glTexCoord2f(0.0, 0.0);
glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
glTexCoord2f(1.0, 0.0);
glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
glTexCoord2f(1.0, 1.0);
glVertex2d(cScreenWidth / 2, 0);
glTexCoord2f(0.0, 1.0);
glVertex2d(cScreenWidth / -2, 0);
end;
glEnd();
// draw right frame
glBindTexture(GL_TEXTURE_2D, texr);
glBegin(GL_QUADS);
if cStereoMode = smHorizontal then
begin
glTexCoord2f(0.0, 0.0);
glVertex2d(0, cScreenHeight);
glTexCoord2f(1.0, 0.0);
glVertex2d(cScreenWidth / 2, cScreenHeight);
glTexCoord2f(1.0, 1.0);
glVertex2d(cScreenWidth / 2, 0);
glTexCoord2f(0.0, 1.0);
glVertex2d(0, 0);
end
else
begin
glTexCoord2f(0.0, 0.0);
glVertex2d(cScreenWidth / -2, cScreenHeight);
glTexCoord2f(1.0, 0.0);
glVertex2d(cScreenWidth / 2, cScreenHeight);
glTexCoord2f(1.0, 1.0);
glVertex2d(cScreenWidth / 2, cScreenHeight / 2);
glTexCoord2f(0.0, 1.0);
glVertex2d(cScreenWidth / -2, cScreenHeight / 2);
end;
glEnd();
SetScale(zoom);
end
else
begin
// clear scene
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
// draw left eye in red channel only
if cStereoMode = smGreenRed then
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
else if cStereoMode = smBlueRed then
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
else if cStereoMode = smCyanRed then
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
else
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
DrawWorldStereo(Lag, rmLeftEye);
// draw right eye in selected channel(s) only
if cStereoMode = smRedGreen then
glColorMask(GL_FALSE, GL_TRUE, GL_FALSE, GL_TRUE)
else if cStereoMode = smRedBlue then
glColorMask(GL_FALSE, GL_FALSE, GL_TRUE, GL_TRUE)
else if cStereoMode = smRedCyan then
glColorMask(GL_FALSE, GL_TRUE, GL_TRUE, GL_TRUE)
else
glColorMask(GL_TRUE, GL_FALSE, GL_FALSE, GL_TRUE);
DrawWorldStereo(Lag, rmRightEye);
end
{$ENDIF}
end;
procedure ChangeDepth(rm: TRenderMode; d: GLfloat);
begin
{$IFDEF S3D_DISABLED}
rm:= rm; d:= d; // avoid hint
exit;
{$ELSE}
d:= d / 5;
if rm = rmDefault then
exit
else if rm = rmLeftEye then
d:= -d;
stereoDepth:= stereoDepth + d;
glMatrixMode(GL_PROJECTION);
glTranslatef(d, 0, 0);
glMatrixMode(GL_MODELVIEW);
{$ENDIF}
end;
procedure ResetDepth(rm: TRenderMode);
begin
{$IFDEF S3D_DISABLED}
rm:= rm; // avoid hint
exit;
{$ELSE}
if rm = rmDefault then
exit;
glMatrixMode(GL_PROJECTION);
glTranslatef(-stereoDepth, 0, 0);
glMatrixMode(GL_MODELVIEW);
stereoDepth:= 0;
{$ENDIF}
end;
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
var i, t, h: LongInt;
r: TSDL_Rect;
tdx, tdy: Double;
s: shortstring;
highlight: Boolean;
smallScreenOffset, offsetX, offsetY, screenBottom: LongInt;
VertexBuffer: array [0..3] of TVertex2f;
begin
if (cReducedQuality and rqNoBackground) = 0 then
begin
// Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway
ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);
offsetY:= 10 * Min(0, -145 - ScreenBottom);
SkyOffset:= offsetY div 35 + cWaveHeight;
HorizontOffset:= SkyOffset;
if ScreenBottom > SkyOffset then
HorizontOffset:= HorizontOffset + ((ScreenBottom-SkyOffset) div 20);
// background
ChangeDepth(RM, cStereo_Sky);
if SuddenDeathDmg then
Tint(SDTint, SDTint, SDTint, $FF);
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
ChangeDepth(RM, -cStereo_Horizon);
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
if SuddenDeathDmg then
Tint($FF, $FF, $FF, $FF);
end;
DrawVisualGears(0);
ChangeDepth(RM, -cStereo_MidDistance);
DrawVisualGears(4);
if (cReducedQuality and rq2DWater) = 0 then
begin
// Waves
DrawWater(255, SkyOffset);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
end
else
DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
changeDepth(RM, cStereo_Land);
DrawVisualGears(5);
DrawLand(WorldDx, WorldDy);
DrawWater(255, 0);
// Attack bar
if CurrentTeam <> nil then
case AttackBar of
(* 1: begin
r:= StuffPoz[sPowerBar];
{$WARNINGS OFF}
r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
{$WARNINGS ON}
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
end;*)
2: with CurrentHedgehog^ do
begin
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
DrawSprite(sprPower,
hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
i)
end
end;
DrawVisualGears(1);
DrawGears;
DrawVisualGears(6);
if SuddenDeathDmg then
DrawWater(SDWaterOpacity, 0)
else
DrawWater(WaterOpacity, 0);
// Waves
ChangeDepth(RM, cStereo_Water_near);
DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
if (cReducedQuality and rq2DWater) = 0 then
begin
//DrawWater(WaterOpacity, - offsetY div 40);
ChangeDepth(RM, cStereo_Water_near);
DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
if SuddenDeathDmg then
DrawWater(SDWaterOpacity, - offsetY div 20)
else
DrawWater(WaterOpacity, - offsetY div 20);
ChangeDepth(RM, cStereo_Water_near);
DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
if SuddenDeathDmg then
DrawWater(SDWaterOpacity, - offsetY div 10)
else
DrawWater(WaterOpacity, - offsetY div 10);
ChangeDepth(RM, cStereo_Water_near);
DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
end
else
DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
// everything after this ChangeDepth will be drawn outside the screen
// note: negative parallax gears should last very little for a smooth stereo effect
ChangeDepth(RM, cStereo_Outside);
DrawVisualGears(2);
// everything after this ResetDepth will be drawn at screen level (depth = 0)
// note: everything that needs to be readable should be on this level
ResetDepth(RM);
DrawVisualGears(3);
{$WARNINGS OFF}
// Target
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
begin
with PHedgehog(CurrentHedgehog)^ do
begin
if CurAmmoType = amBee then
DrawSpriteRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else
DrawSpriteRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
end
end;
{$WARNINGS ON}
// this scale is used to keep the various widgets at the same dimension at all zoom levels
SetScale(cDefaultZoomLevel);
// Turn time
{$IFDEF USE_TOUCH_INTERFACE}
offsetX:= cScreenHeight - 13;
{$ELSE}
offsetX:= 48;
{$ENDIF}
offsetY:= cOffsetY;
if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 1000000)) or (ReadyTimeLeft <> 0) then
begin
if ReadyTimeLeft <> 0 then
i:= Succ(Pred(ReadyTimeLeft) div 1000)
else
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 + offsetY, cScreenHeight - offsetX, 1);
while i > 0 do
begin
dec(t, 32);
DrawSprite(sprBigDigit, -(cScreenWidth shr 1) + t + offsetY, cScreenHeight - offsetX, i mod 10);
i:= i div 10
end;
DrawSprite(sprFrame, -(cScreenWidth shr 1) + t - 4 + offsetY, cScreenHeight - offsetX, 0);
end;
// Captions
DrawCaptions;
{$IFDEF USE_TOUCH_INTERFACE}
// Draw buttons Related to the Touch interface
DrawScreenWidget(@arrowLeft);
DrawScreenWidget(@arrowRight);
DrawScreenWidget(@arrowUp);
DrawScreenWidget(@arrowDown);
DrawScreenWidget(@fireButton);
DrawScreenWidget(@jumpWidget);
DrawScreenWidget(@AMWidget);
DrawScreenWidget(@pauseButton);
DrawScreenWidget(@utilityWidget);
{$ENDIF}
// Teams Healths
if TeamsCount * 20 > Longword(cScreenHeight) div 7 then // take up less screen on small displays
begin
SetScale(1.5);
smallScreenOffset:= cScreenHeight div 6;
if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
Tint($FF,$FF,$FF,$80);
end
else smallScreenOffset:= 0;
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
h:= 0;
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
if highlight then
Tint(Clan^.Color shl 8 or $FF);
// draw name
DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
// draw flag
DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
// draw health bar
r.x:= 0;
r.y:= 0;
r.w:= 2 + TeamHealthBarWidth;
r.h:= HealthTex^.h;
DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
// draw health bars right border
inc(r.x, cTeamHealthWidth + 2);
if TeamHealth = 0 then inc(r.x);
r.w:= 3;
DrawTextureFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
if not highlight and not hasGone and (TeamHealth > 1) then
for i:= 0 to cMaxHHIndex do
if Hedgehogs[i].Gear <> nil then
begin
inc(h,Hedgehogs[i].Gear^.Health);
if h < TeamHealth then DrawTexture(15 + h*TeamHealthBarWidth div TeamHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture);
end;
// draw ai kill counter for gfAISurvival
if (GameFlags and gfAISurvival) <> 0 then
begin
DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex);
end;
// if highlighted, draw flag and other contents again to keep their colors
// this approach should be faster than drawing all borders one by one tinted or not
if highlight then
begin
if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
Tint($FF,$FF,$FF,$80)
else Tint($FF, $FF, $FF, $FF);
// draw name
r.x:= 2;
r.y:= 2;
r.w:= NameTagTex^.w - 4;
r.h:= NameTagTex^.h - 4;
DrawTextureFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
// draw flag
r.w:= 22;
r.h:= 15;
DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
// draw health bar
r.w:= TeamHealthBarWidth + 1;
r.h:= HealthTex^.h - 4;
DrawTextureFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
end;
end;
if smallScreenOffset <> 0 then
begin
SetScale(cDefaultZoomLevel);
if TeamsCount * 20 > Longword(cScreenHeight) div 5 then
Tint($FF,$FF,$FF,$FF);
end;
// Lag alert
if isInLag then
DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
// Wind bar
{$IFDEF USE_TOUCH_INTERFACE}
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
{$WARNINGS OFF}
r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
{$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 bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then
begin
if (AMState = AMHidden) then
AMAnimStartTime:= RealTicks
else
AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
AMState:= AMShowingUp;
end;
if not(bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then
begin
if (AMState = AMShowing) then
AMAnimStartTime:= RealTicks
else
AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime));
AMState:= AMHiding;
end;
if bShowAmmoMenu or (AMState = AMHiding) then
ShowAmmoMenu;
// Cursor
if isCursorVisible and bShowAmmoMenu then
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);
// Chat
DrawChat;
// various captions
if fastUntilLag then
DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture);
if isPaused then
DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);
if not isFirstFrame and (missionTimer <> 0) or isPaused or fastUntilLag or (GameState = gsConfirm) then
begin
if (ReadyTimeLeft = 0) and (missionTimer > 0) then
dec(missionTimer, Lag);
if missionTimer < 0 then
missionTimer:= 0; // avoid subtracting below 0
if missionTex <> nil then
DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
end;
// fps
{$IFDEF USE_TOUCH_INTERFACE}
offsetX:= pauseButton.frame.y + pauseButton.frame.h + 12;
{$ELSE}
offsetX:= 10;
{$ENDIF}
offsetY:= cOffsetY;
if (RM = rmDefault) or (RM = rmRightEye) then
begin
inc(Frames);
if cShowFPS or (GameType = gmtDemo) then
inc(CountTicks, Lag);
if (GameType = gmtDemo) and (CountTicks >= 1000) then
begin
i:= GameTicks div 1000;
t:= i mod 60;
s:= inttostr(t);
if t < 10 then
s:= '0' + s;
i:= i div 60;
t:= i mod 60;
s:= inttostr(t) + ':' + s;
if t < 10 then
s:= '0' + s;
s:= inttostr(i div 60) + ':' + s;
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);
FreeTexture(timeTexture);
timeTexture:= Surface2Tex(tmpSurface, false);
SDL_FreeSurface(tmpSurface)
end;
if timeTexture <> nil then
DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetY, offsetX + timeTexture^.h+5, timeTexture);
if cShowFPS then
begin
if CountTicks >= 1000 then
begin
FPS:= Frames;
Frames:= 0;
CountTicks:= 0;
s:= inttostr(FPS) + ' fps';
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);
FreeTexture(fpsTexture);
fpsTexture:= Surface2Tex(tmpSurface, false);
SDL_FreeSurface(tmpSurface)
end;
if fpsTexture <> nil then
DrawTexture((cScreenWidth shr 1) - 60 - offsetY, offsetX, fpsTexture);
end;
if CountTicks >= 1000 then
CountTicks:= 0;
// lag warning (?)
inc(SoundTimerTicks, Lag);
end;
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
DrawTextureCentered(0, (cScreenHeight shr 1), ConfirmTexture);
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
ScreenFadeValue:= sfMax;
sfFromBlack, sfFromWhite: if ScreenFadeValue - Lag * ScreenFadeSpeed > 0 then
dec(ScreenFadeValue, Lag * ScreenFadeSpeed)
else
ScreenFadeValue:= 0;
end;
if ScreenFade <> sfNone then
begin
case ScreenFade of
sfToBlack, sfFromBlack: Tint(0, 0, 0, ScreenFadeValue * 255 div 1000);
sfToWhite, sfFromWhite: Tint($FF, $FF, $FF, ScreenFadeValue * 255 div 1000);
end;
VertexBuffer[0].X:= -cScreenWidth;
VertexBuffer[0].Y:= cScreenHeight;
VertexBuffer[1].X:= -cScreenWidth;
VertexBuffer[1].Y:= 0;
VertexBuffer[2].X:= cScreenWidth;
VertexBuffer[2].Y:= 0;
VertexBuffer[3].X:= cScreenWidth;
VertexBuffer[3].Y:= cScreenHeight;
glDisable(GL_TEXTURE_2D);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glEnable(GL_TEXTURE_2D);
Tint($FF, $FF, $FF, $FF);
if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then
ScreenFade:= sfNone
end
end;
SetScale(zoom);
// Cursor
if isCursorVisible then
begin
if not bShowAmmoMenu then
begin
with CurrentHedgehog^ do
if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
begin
if (CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) then
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, $FF);
i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos;
with Ammoz[CurAmmoType] do
if PosCount > 1 then
DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
end;
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end
end;
isFirstFrame:= false
end;
procedure MoveCamera;
var EdgesDist, wdy, shs,z: LongInt;
PrevSentPointTime: LongWord = 0;
begin
{$IFNDEF MOBILE}
if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu))) and cHasFocus and (GameState <> gsConfirm) then
uCursor.updatePosition();
{$ENDIF}
z:= round(200/zoom);
if not PlacingHogs and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) then
if (not autoCameraOn) or ((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) * z + WorldDx) div 8;
if isPhone() or (cScreenHeight < 600) or ((hwSign(FollowGear^.dY) * z) < 10) then
CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8
else
CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + hwSign(FollowGear^.dY) * z + 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 (AMState = AMShowingUp) or (AMState = AMShowing) then
begin
if CursorPoint.X < AmmoRect.x then//check left
CursorPoint.X:= AmmoRect.x;
if CursorPoint.X > AmmoRect.x + AmmoRect.w then//check right
CursorPoint.X:= AmmoRect.x + AmmoRect.w;
if CursorPoint.Y > cScreenHeight - AmmoRect.y then//check top
CursorPoint.Y:= cScreenHeight - AmmoRect.y;
if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2) then//check bottom
CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 2);
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;
EdgesDist:= cCursorEdgesDist
end
else
EdgesDist:= cGearScrEdgesDist;
// this generates the border around the screen that moves the camera when cursor is near it
if isCursorVisible or (FollowGear <> nil) then
begin
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;
shs:= min(cScreenHeight div 2 - trunc(cScreenHeight / cScaleFactor) + EdgesDist, cScreenHeight - EdgesDist);
if CursorPoint.Y < shs then
begin
WorldDy:= WorldDy + CursorPoint.Y - shs;
CursorPoint.Y:= shs;
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;
// this moves the camera according to CursorPoint X and Y
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;
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 4) * 32;
r.y:= ((-icon - 1) mod 16) * 32;
missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
end;
end;
procedure HideMission;
begin
missionTimer:= 0;
end;
procedure ShakeCamera(amount: LongInt);
begin
if isCursorVisible then
exit;
amount:= Max(1, round(amount*zoom/2));
WorldDx:= WorldDx - amount + LongInt(random(1 + amount * 2));
WorldDy:= WorldDy - amount + LongInt(random(1 + amount * 2));
//CursorPoint.X:= CursorPoint.X - amount + LongInt(random(1 + amount * 2));
//CursorPoint.Y:= CursorPoint.Y - amount + LongInt(random(1 + amount * 2))
end;
procedure onFocusStateChanged;
begin
if (not cHasFocus) and (GameState <> gsConfirm) then
ParseCommand('quit', true);
if not cHasFocus then DampenAudio()
else UndampenAudio();
end;
procedure SetUtilityWidgetState(ammoType: TAmmoType);
begin
{$IFDEF TOUCH_INTERFACE}
if(ammoType = amNothing)then
ammoType:= CurrentHedgehog^.CurAmmoType;
if(CurrentHedgehog <> nil)then
if (Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0 then
begin
utilityWidget.sprite:= sprTimerButton;
animateWidget(@utilityWidget, true, true);
end
else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then
begin
utilityWidget.sprite:= sprTargetButton;
animateWidget(@utilityWidget, true, true);
end
else if ammoType = amSwitch then
begin
utilityWidget.sprite:= sprTargetButton;
animateWidget(@utilityWidget, true, true);
end
else if utilityWidget.show then
animateWidget(@utilityWidget, true, false);
{$ELSE}
ammoType:= ammoType; // avoid hint
{$ENDIF}
end;
procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);
begin
with widget^ do
begin
show:= showWidget;
if fade then fadeAnimStart:= RealTicks;
with moveAnim do
begin
animate:= true;
startTime:= RealTicks;
source.x:= source.x xor target.x; //swap source <-> target
target.x:= source.x xor target.x;
source.x:= source.x xor target.x;
source.y:= source.y xor target.y;
target.y:= source.y xor target.y;
source.y:= source.y xor target.y;
end;
end;
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;
missionTex:= nil;
cOffsetY:= 0;
stereoDepth:= 0;
AMState:= AMHidden;
isFirstFrame:= true;
end;
procedure freeModule;
begin
stereoDepth:= stereoDepth; // avoid hint
FreeTexture(fpsTexture);
fpsTexture:= nil;
FreeTexture(timeTexture);
timeTexture:= nil;
FreeTexture(missionTex);
missionTex:= nil
end;
end.