Display special icon when moving bee cursor over gray wrap area
This is done as a reminder to remind the player the bee will attempt to fly through the edge first when placing the target in one of the two gray areas.
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA *){$INCLUDE "options.inc"}unit uWorld;interfaceuses SDLh, uGears, uConsts, uFloat, uRandom, uTypes, uRenderUtils;procedure initModule;procedure freeModule;procedure InitWorld;procedure ResetWorldTex;procedure DrawWorld(Lag: LongInt);procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt; forceDisplay : boolean);procedure HideMission;procedure SetAmmoTexts(ammoType: TAmmoType; name: ansistring; caption: ansistring; description: ansistring; autoLabels: boolean);procedure ShakeCamera(amount: LongInt);procedure InitCameraBorders;procedure InitTouchInterface;procedure SetUtilityWidgetState(ammoType: TAmmoType);procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);procedure MoveCamera;procedure onFocusStateChanged;procedure updateCursorVisibility;procedure updateTouchWidgets(ammoType: TAmmoType);implementationuses uStore , uMisc , uIO , uLocale , uSound , uAmmos , uVisualGears , uChat , uLandTexture , uVariables , uUtils , uTextures , uRender , uCaptions , uCursor , uCommands , uTeams , uDebug , uInputHandler{$IFDEF USE_VIDEO_RECORDING} , uVideoRec{$ENDIF} ;var AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt; AMAnimStartTime, AMState : LongInt; AMAnimState: Single; tmpSurface: PSDL_Surface; fpsTexture: PTexture; timeTexture: PTexture; FPS: Longword; CountTicks: Longword; prevPoint: TPoint; amSel: TAmmoType = amNothing; missionTex: PTexture; missionTimer: LongInt; isFirstFrame: boolean; AMAnimType: LongInt; recTexture: PTexture; AmmoMenuTex : PTexture; HorizontOffset: LongInt; cOffsetY: LongInt; WorldEnd, WorldFade : array[0..3] of HwColor4f;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; AMAnimDuration = 200; AMHidden = 0;//AMState values AMShowingUp = 1; AMShowing = 2; AMHiding = 3; AMTypeMaskX = $00000001; AMTypeMaskY = $00000002; AMTypeMaskAlpha = $00000004;{$IFDEF MOBILE} AMSlotSize = 48;{$ELSE} AMSlotSize = 32;{$ENDIF} AMSlotPadding = (AMSlotSize - 32) shr 1;{$IFDEF USE_LANDSCAPE_AMMOMENU} amNumOffsetX = 0; {$IFDEF USE_AM_NUMCOLUMN} amNumOffsetY = AMSlotSize; {$ELSE} amNumOffsetY = 0; {$ENDIF}{$ELSE} amNumOffsetY = 0; {$IFDEF USE_AM_NUMCOLUMN} amNumOffsetX = AMSlotSize; {$ELSE} amNumOffsetX = 0; {$ENDIF}{$ENDIF} cSendCursorPosTime = 50; cCursorEdgesDist = 100;// helper functions to create the goal/game mode stringfunction 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 + FormatA(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;beginmissionTimer:= 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; end; end; CurrentTeam:= ClansArray[0]^.Teams[0]; end;if (GameFlags and gfInvulnerable) <> 0 then cTagsMask:= cTagsMask and (not htHealth);// if special game flags/settings are changed, add them to the game mode notice window and then show itg:= ''; // no text/things to note yet// add custom goals from lua script if there are anyif LuaGoals <> ansistring('') then g:= LuaGoals + '|';// check different game flagsg:= AddGoal(g, gfKing, gidKing); // king?if ((GameFlags and gfKing) <> 0) and ((GameFlags and gfPlaceHog) = 0) then g:= AddGoal(g, gfAny, gidPlaceKing);g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?g:= AddGoal(g, gfTagTeam, gidTagTeam); // tag team mode?g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?g:= AddGoal(g, gfPerHogAmmo, gidPerHogAmmo);g:= AddGoal(g, gfMoreWind, gidMoreWind);g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?g:= AddGoal(g, gfInfAttack, gidInfAttack);g:= AddGoal(g, gfResetWeps, gidResetWeps);g:= AddGoal(g, gfResetHealth, gidResetHealth);g:= AddGoal(g, gfKarma, gidKarma); // karma?g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?g:= AddGoal(g, gfAISurvival, gidAISurvival);// modified damage modificator?if cDamagePercent <> 100 then g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);// fade inScreenFade:= 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) secondsif length(g) > 0 then // choose icon if ((GameFlags and gfKing) <> 0) then // crown icon for King Mode ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 0, 0) else // target icon for anything else ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);cWaveHeight:= 32;InitCameraBorders();uCursor.init();prevPoint.X:= 0;prevPoint.Y:= cScreenHeight div 2;WorldDx:= -(LongInt(leftX + (playWidth div 2)));WorldDy:= -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);//aligns it to the bottom of the screen, minus the borderSkyOffset:= 0;HorizontOffset:= 0;InitTouchInterface();AMAnimType:= AMTypeMaskX or AMTypeMaskAlpha;end;procedure InitCameraBorders;begincGearScrEdgesDist:= min(2 * cScreenHeight div 5, 2 * cScreenWidth div 5);end;procedure InitTouchInterface;begin{$IFDEF USE_TOUCH_INTERFACE}//positioning of the buttonsbuttonScale:= 1 / 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;with utilityWidget2 do begin show:= false; sprite:= sprBounceButton; frame.w:= Round(spritesData[sprite].Texture^.w * buttonScale); frame.h:= Round(spritesData[sprite].Texture^.h * buttonScale); frame.x:= utilityWidget.frame.x + Round(frame.w * 1.25); 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;{$ENDIF}end;// for uStore texture resettingprocedure ResetWorldTex;begin FreeAndNilTexture(fpsTexture); FreeAndNilTexture(timeTexture); FreeAndNilTexture(missionTex); FreeAndNilTexture(recTexture); FreeAndNilTexture(AmmoMenuTex); AmmoMenuInvalidated:= true;end;function GetAmmoMenuTexture(Ammo: PHHAmmo): PTexture;const BORDERSIZE = 2;var x, y, i, t, SlotsNumY, SlotsNumX, AMFrame: LongInt; STurns: LongInt; amSurface: PSDL_Surface; AMRect: TSDL_Rect;{$IFDEF USE_AM_NUMCOLUMN} tmpsurf: PSDL_Surface; usesDefaultSlotKeys: boolean;{$ENDIF}begin if cOnlyStats then exit(nil); SlotsNum:= 0; for i:= 0 to cMaxSlotIndex do if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then inc(SlotsNum);{$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;{$IFDEF USE_AM_NUMCOLUMN} usesDefaultSlotKeys:= CheckDefaultSlotKeys;{$ENDIF USE_AM_NUMCOLUMN} for i:= 0 to cMaxSlotIndex do if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then begin{$IFDEF USE_LANDSCAPE_AMMOMENU} y:= AMRect.y;{$ELSE} x:= AMRect.x;{$ENDIF}{$IFDEF USE_AM_NUMCOLUMN} // Ammo slot number column if usesDefaultSlotKeys then // F1, F2, F3, F4, ... tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar('F'+IntToStr(i+1)), cWhiteColorChannels) else // 1, 2, 3, 4, ... tmpsurf:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(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 doDrawLine2Surf(amSurface, i * (AMSlotSize+1)+1, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.h + BORDERSIZE - AMSlotSize - 2,160,160,160);for i:= 1 to SlotsNumY -1 doDrawLine2Surf(amSurface, BORDERSIZE, i * (AMSlotSize+1)+1, AMRect.w + BORDERSIZE, i * (AMSlotSize+1)+1,160,160,160);//draw outer borderDrawSpriteFrame2Surf(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 dobeginDrawLine2Surf(amSurface, BORDERSIZE, i, AMRect.w + BORDERSIZE, i,160,160,160);//topDrawLine2Surf(amSurface, BORDERSIZE, AMRect.h+BORDERSIZE+i, AMRect.w + BORDERSIZE, AMRect.h+BORDERSIZE+i,160,160,160);//bottomDrawLine2Surf(amSurface, i, BORDERSIZE, i, AMRect.h + BORDERSIZE,160,160,160);//leftDrawLine2Surf(amSurface, AMRect.w+BORDERSIZE+i, BORDERSIZE, AMRect.w + BORDERSIZE+i, AMRect.h + BORDERSIZE, 160,160,160);//rightend;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;beginif TurnTimeLeft = 0 then bShowAmmoMenu:= false;// give the assigned ammo to hedgehogAmmo:= nil;if (CurrentTeam <> nil) and (CurrentHedgehog <> nil)and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then Ammo:= CurrentHedgehog^.Ammoelse if (LocalAmmo <> -1) then Ammo:= GetAmmoByNum(LocalAmmo);Pos:= -1;if Ammo = nil then begin bShowAmmoMenu:= false; AMState:= AMHidden; exit end;//Init the menuif(AmmoMenuInvalidated) then begin AmmoMenuInvalidated:= false; FreeAndNilTexture(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);{$ENDIF} if AMState <> AMShowing then begin AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x; AMShiftTargetY:= cScreenHeight - AmmoRect.y; if (AMAnimType and AMTypeMaskX) <> 0 then AMShiftTargetX:= (cScreenWidth shr 1) - AmmoRect.x else AMShiftTargetX:= 0; if (AMAnimType and AMTypeMaskY) <> 0 then AMShiftTargetY:= cScreenHeight - AmmoRect.y else AMShiftTargetY:= 0; AMShiftX:= AMShiftTargetX; AMShiftY:= AMShiftTargetY endend;AMAnimState:= (RealTicks - AMAnimStartTime) / AMAnimDuration;if AMState = AMShowing then begin FollowGear:=nil; end;if AMState = AMShowingUp then // show ammo menu begin // No "appear" animation in low quality or playing with very short turn time. if ((cReducedQuality and rqSlowMenu) <> 0) or (cHedgehogTurnTime <= 10000) then begin AMShiftX:= 0; AMShiftY:= 0; CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3; CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1; AMState:= AMShowing; end // "Appear" animation else if AMAnimState < 1 then begin AMShiftX:= Round(AMShiftTargetX * (1 - AMAnimState)); AMShiftY:= Round(AMShiftTargetY * (1 - AMAnimState)); if (AMAnimType and AMTypeMaskAlpha) <> 0 then Tint($FF, $ff, $ff, Round($ff * AMAnimState)); end else begin AMShiftX:= 0; AMShiftY:= 0; CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3; CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1; AMState:= AMShowing; end; end;if AMState = AMHiding then // hide ammo menu begin // No "disappear" animation (see above) if ((cReducedQuality and rqSlowMenu) <> 0) or (cHedgehogTurnTime <= 10000) then begin AMShiftX:= AMShiftTargetX; AMShiftY:= AMShiftTargetY; prevPoint:= CursorPoint; AMState:= AMHidden; end // "Disappear" animation 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 untint;Pos:= -1;Slot:= -1;{$IFDEF USE_LANDSCAPE_AMMOMENU}c:= -1; for i:= 0 to cMaxSlotIndex do if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then begin inc(c); {$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;{$ELSE}c:= -1; for i:= 0 to cMaxSlotIndex do if (i <> cHiddenSlotIndex) and (Ammo^[i, 0].Count > 0) then begin inc(c); {$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;{$ENDIF} if (Pos >= 0) and (Pos <= cMaxSlotAmmoIndex) and (Slot >= 0) and (Slot <= cMaxSlotIndex) and (Slot <> cHiddenSlotIndex) then begin if (AMShiftX = 0) and (AMShiftY = 0) then if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then begin if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then begin amSel:= Ammo^[Slot, Pos].AmmoType; RenderWeaponTooltip(amSel) end; DrawTexture(AmmoRect.x + (AMSlotSize shr 1), AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMSlotSize shr 1) - (Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex^.h shr 1), Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); if Ammo^[Slot, Pos].Count < AMMO_INFINITE then DrawTexture(AmmoRect.x + AmmoRect.w - 20 - (CountTexz[Ammo^[Slot, Pos].Count]^.w), AmmoRect.y + AmmoRect.h - BORDERSIZE - (AMslotSize shr 1) - (CountTexz[Ammo^[Slot, Pos].Count]^.h shr 1), CountTexz[Ammo^[Slot, Pos].Count]); if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then begin bShowAmmoMenu:= false; SetWeapon(Ammo^[Slot, Pos].AmmoType); bSelected:= false; FreeAndNilTexture(WeaponTooltipTex); updateTouchWidgets(Ammo^[Slot, Pos].AmmoType); exit end; end end else FreeAndNilTexture(WeaponTooltipTex); if (WeaponTooltipTex <> nil) and (AMShiftX = 0) and (AMShiftY = 0) then{$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 DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);var i, w, h, lw, lh, rw, rh, sw: LongInt;beginsw:= 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 endelse 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 endend;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; if (not isPaused) and (not isAFK) and (GameType <> gmtRecord) then MoveCamera; if cStereoMode = smNone then begin RenderClear(); DrawWorldStereo(Lag, rmDefault){$IFDEF USE_S3D_RENDERING} end else begin // draw frame for left eye RenderClear(rmLeftEye); DrawWorldStereo(Lag, rmLeftEye); // draw frame for right eye RenderClear(rmRightEye); DrawWorldStereo(0, rmRightEye);{$ENDIF} end;FinishRender();end;procedure RenderWorldEdge;var tmp, w: LongInt; rect: TSDL_Rect;beginif (WorldEdge <> weNone) and (WorldEdge <> weSea) then begin(* I think for a bounded world, will fill the left and right areas with black or something. Also will probably want various border effects/animations based on border type. Prob also, say, trigger a border animation timer on an impact. *) rect.y:= ViewTopY; rect.h:= ViewHeight; tmp:= leftX + WorldDx; w:= tmp - ViewLeftX; if w > 0 then begin rect.w:= w; rect.x:= ViewLeftX; DrawRect(rect, $10, $10, $10, $80, true); if WorldEdge = weBounce then DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF); end; tmp:= rightX + WorldDx; w:= ViewRightX - tmp; if w > 0 then begin rect.w:= w; rect.x:= tmp; DrawRect(rect, $10, $10, $10, $80, true); if WorldEdge = weBounce then DrawLineOnScreen(tmp - 1, ViewTopY, tmp - 1, ViewBottomY, 2, $54, $54, $FF, $FF); end; end;end;procedure RenderTeamsHealth;var t, i, h, v, smallScreenOffset, TeamHealthBarWidth : LongInt; r: TSDL_Rect; highlight: boolean; hasVisibleHog: boolean; htex: PTexture;beginif VisibleTeamsCount * 20 > Longword(cScreenHeight) div 7 then // take up less screen on small displays begin SetScale(1.5); smallScreenOffset:= cScreenHeight div 6; if VisibleTeamsCount * 100 > Longword(cScreenHeight) then Tint($FF,$FF,$FF,$80); endelse smallScreenOffset:= 0;v:= 0; // for updating VisibleTeamsCountfor t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do begin hasVisibleHog:= false; for i:= 0 to cMaxHHIndex do if (Hedgehogs[i].Gear <> nil) then hasVisibleHog:= true; if (TeamHealth > 0) and hasVisibleHog then begin // count visible teams inc(v); highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); if highlight then begin Tint(Clan^.Color shl 8 or $FF); htex:= GenericHealthTexture end else htex:= Clan^.HealthTex; // draw owner if OwnerTex <> nil then DrawTexture(-OwnerTex^.w - NameTagTex^.w - 18, cScreenHeight + DrawHealthY + smallScreenOffset, OwnerTex); // draw name DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex); // draw flag DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex); TeamHealthBarWidth:= cTeamHealthWidth * TeamHealthBarHealth div MaxTeamHealth; // draw team health bar r.x:= 0; r.y:= 0; r.w:= 2 + TeamHealthBarWidth; r.h:= htex^.h; DrawTextureFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex); // draw health bar's right border inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawTextureFromRect(TeamHealthBarWidth + 15, cScreenHeight + DrawHealthY + smallScreenOffset, @r, htex); // draw hedgehog health separators in team health bar h:= 0; if not hasGone then for i:= 0 to cMaxHHIndex do begin inc(h, Hedgehogs[i].HealthBarHealth); if (h < TeamHealthBarHealth) and (Hedgehogs[i].HealthBarHealth > 0) then if (IsTooDarkToRead(Clan^.Color)) then DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSlider].Texture) else DrawTexture(15 + h * TeamHealthBarWidth div TeamHealthBarHealth, cScreenHeight + DrawHealthY + smallScreenOffset + 1, SpritesData[sprSliderInverted].Texture); end; // draw Lua value, if set if (hasLuaTeamValue) then DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, LuaTeamValueTex) // otherwise, draw AI kill counter for gfAISurvival else if (GameFlags and gfAISurvival) <> 0 then DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset, AIKillsTex); // 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 VisibleTeamsCount * 100 > Longword(cScreenHeight) then Tint($FF,$FF,$FF,$80) else untint; // 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); if OwnerTex <> nil then begin r.w:= OwnerTex^.w - 4; r.h:= OwnerTex^.h - 4; DrawTextureFromRect(-OwnerTex^.w - NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, OwnerTex) end; if (hasLuaTeamValue) then begin r.w:= LuaTeamValueTex^.w - 4; r.h:= LuaTeamValueTex^.h - 4; DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, LuaTeamValueTex); end else if (GameFlags and gfAISurvival) <> 0 then begin r.w:= AIKillsTex^.w - 4; r.h:= AIKillsTex^.h - 4; DrawTextureFromRect(TeamHealthBarWidth + 24, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, AIKillsTex); end; // draw flag r.w:= 22; r.h:= 15; DrawTextureFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex); end // draw an arrow next to active team else if (CurrentTeam = TeamsArray[t]) and (TurnTimeLeft > 0) then begin h:= -NameTagTex^.w - 24; if OwnerTex <> nil then h:= h - OwnerTex^.w - 4; if (IsTooDarkToRead(TeamsArray[t]^.Clan^.Color)) then DrawSpriteRotatedF(sprFingerBackInv, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFingerBackInv].Width div 4, 0, 1, -90) else DrawSpriteRotatedF(sprFingerBack, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFingerBack].Width div 4, 0, 1, -90); Tint(TeamsArray[t]^.Clan^.Color shl 8 or $FF); DrawSpriteRotatedF(sprFinger, h, cScreenHeight + DrawHealthY + smallScreenOffset + 2 + SpritesData[sprFinger].Width div 4, 0, 1, -90); untint; end; end; end;if smallScreenOffset <> 0 then begin SetScale(cDefaultZoomLevel); if VisibleTeamsCount * 20 > Longword(cScreenHeight) div 5 then untint; end;VisibleTeamsCount:= v;end;procedure RenderAttackBar();var i: LongInt; tdx, tdy: Double;begin if CurrentTeam <> nil then case AttackBar of 2: with CurrentHedgehog^ do begin tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do DrawSprite(sprPower, hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16, hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16, i) end; end;end;var preShiftWorldDx: LongInt;procedure ShiftWorld(Dir: LongInt); inline;begin preShiftWorldDx:= WorldDx; WorldDx:= WorldDx + LongInt(Dir * LongInt(playWidth));end;procedure UnshiftWorld(); inline;begin WorldDx:= preShiftWorldDx;end;procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);var i, t: LongInt; spr: TSprite; r: TSDL_Rect; s: shortstring; offsetX, offsetY, screenBottom: LongInt; replicateToLeft, replicateToRight, tmp, isNotHiddenByCinematic: boolean;{$IFDEF USE_VIDEO_RECORDING} a: Byte;{$ENDIF}beginif WorldEdge <> weWrap then begin replicateToLeft := false; replicateToRight:= false; endelse begin replicateToLeft := (leftX + WorldDx > ViewLeftX); replicateToRight:= (rightX + WorldDx < ViewRightX); end;ScreenBottom:= (WorldDy - trunc(cScreenHeight/cScaleFactor) - (cScreenHeight div 2) + cWaterLine);// note: offsetY is negative!offsetY:= 10 * Min(0, -145 - ScreenBottom); // TODO limit this in the other direction too// Sky and horizontif (cReducedQuality and rqNoBackground) = 0 then begin // Offsets relative to camera - spare them to wimpier cpus, no bg or flakes for them anyway 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.r, SDTint.g, SDTint.b, SDTint.a); 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 untint; end;DrawVisualGears(0, false);ChangeDepth(RM, -cStereo_MidDistance);DrawVisualGears(4, false);if (cReducedQuality and rq2DWater) = 0 then begin // Waves DrawWater(255, SkyOffset, 0); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( 1, 0 - WorldDx div 32, offsetY div 35, -49, 64); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( -1, 25 + WorldDx div 25, offsetY div 38, -37, 48); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves( 1, 75 - WorldDx div 19, offsetY div 45, -23, 32); ChangeDepth(RM, -cStereo_Water_distant); DrawWaves(-1, 100 + WorldDx div 14, offsetY div 70, -7, 24); endelse DrawWaves(-1, 100, - cWaveHeight div 2, - cWaveHeight div 2, 0);ChangeDepth(RM, cStereo_Land);DrawVisualGears(5, false);DrawLand(WorldDx, WorldDy);if replicateToLeft then begin ShiftWorld(-1); DrawLand(WorldDx, WorldDy); UnshiftWorld(); end;if replicateToRight then begin ShiftWorld(1); DrawLand(WorldDx, WorldDy); UnshiftWorld(); end;DrawWater(255, 0, 0);tmp:= bShowFinger;bShowFinger:= false;if replicateToLeft then begin ShiftWorld(-1); DrawVisualGears(1, true); DrawGears(); DrawVisualGears(6, true); UnshiftWorld(); end;if replicateToRight then begin ShiftWorld(1); DrawVisualGears(1, true); DrawGears(); DrawVisualGears(6, true); UnshiftWorld(); end;bShowFinger:= tmp;DrawVisualGears(1, false);DrawGears;DrawVisualGears(6, false);if SuddenDeathDmg then DrawWater(SDWaterOpacity, 0, 0)else DrawWater(WaterOpacity, 0, 0);// WavesChangeDepth(RM, cStereo_Water_near);DrawWaves( 1, 25 - WorldDx div 9, 0, 0, 12);if (cReducedQuality and rq2DWater) = 0 then begin ChangeDepth(RM, cStereo_Water_near); DrawWaves(-1, 50 + WorldDx div 6, - offsetY div 40, 23, 8); if SuddenDeathDmg then DrawWater(SDWaterOpacity, - offsetY div 20, 23) else DrawWater(WaterOpacity, - offsetY div 20, 23); ChangeDepth(RM, cStereo_Water_near); DrawWaves( 1, 75 - WorldDx div 4, - offsetY div 20, 37, 2); if SuddenDeathDmg then DrawWater(SDWaterOpacity, - offsetY div 10, 47) else DrawWater(WaterOpacity, - offsetY div 10, 47); ChangeDepth(RM, cStereo_Water_near); DrawWaves( -1, 25 + WorldDx div 3, - offsetY div 10, 59, 0); end else DrawWaves(-1, 50, cWaveHeight div 2, cWaveHeight div 2, 0);// line at airplane height for certain airstrike types (when spawning height is important)with CurrentHedgehog^ do if (isCursorVisible) and ((CurAmmoType = amNapalm) or (CurAmmoType = amMineStrike) or (((GameFlags and gfMoreWind) <> 0) and ((CurAmmoType = amDrillStrike) or (CurAmmoType = amAirAttack)))) 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);// gear HUD extras (fuel indicator, secondary ammo, etc.)if replicateToLeft then begin ShiftWorld(-1); DrawGearsGui(); UnshiftWorld(); end;if replicateToRight then begin ShiftWorld(1); DrawGearsGui(); UnshiftWorld(); end;DrawGearsGui();// 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); if replicateToLeft then begin ShiftWorld(-1); DrawVisualGears(2, true); UnshiftWorld(); end; if replicateToRight then begin ShiftWorld(1); DrawVisualGears(2, true); UnshiftWorld(); end; DrawVisualGears(2, false);// 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); if replicateToLeft then begin ShiftWorld(-1); DrawVisualGears(3, true); UnshiftWorld(); end; if replicateToRight then begin ShiftWorld(1); DrawVisualGears(3, true); UnshiftWorld(); end; DrawVisualGears(3, false);// Target (e.g. air attack, bee, ...)if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then begin with PHedgehog(CurrentHedgehog)^ do begin if CurAmmoType = amBee then spr:= sprTargetBee else spr:= sprTargetP; if replicateToLeft then begin ShiftWorld(-1); if spr = sprTargetP then begin if IsTooDarkToRead(Team^.Clan^.Color) then DrawSpriteRotatedF(sprTargetPBackInv, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) else DrawSpriteRotatedF(sprTargetPBack, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); Tint(Team^.Clan^.Color shl 8 or $FF); end; DrawSpriteRotatedF(spr, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); if spr = sprTargetP then untint; UnshiftWorld(); end; if replicateToRight then begin ShiftWorld(1); if spr = sprTargetP then begin if IsTooDarkToRead(Team^.Clan^.Color) then DrawSpriteRotatedF(sprTargetPBackInv, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) else DrawSpriteRotatedF(sprTargetPBack, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); Tint(Team^.Clan^.Color shl 8 or $FF); end; DrawSpriteRotatedF(spr, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); if spr = sprTargetP then untint; UnshiftWorld(); end; if spr = sprTargetP then begin if IsTooDarkToRead(Team^.Clan^.Color) then DrawSpriteRotatedF(sprTargetPBackInv, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360) else DrawSpriteRotatedF(sprTargetPBack, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); Tint(Team^.Clan^.Color shl 8 or $FF); end; DrawSpriteRotatedF(spr, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360); if spr = sprTargetP then untint; end; end;// Attack barif replicateToLeft then begin ShiftWorld(-1); RenderAttackBar(); UnshiftWorld(); end;if replicateToRight then begin ShiftWorld(1); RenderAttackBar(); UnshiftWorld(); end;RenderAttackBar();// World edgeRenderWorldEdge();// This scale is used to keep the various widgets at the same dimension at all zoom levelsSetScale(cDefaultZoomLevel);isNotHiddenByCinematic:= true;// Cinematic Mode: Determine effects and stateif CinematicScript or (InCinematicMode and autoCameraOn and ((CurrentHedgehog = nil) or CurrentHedgehog^.Team^.ExtDriven or (CurrentHedgehog^.BotLevel <> 0) or (GameType = gmtDemo))) then begin if CinematicSteps < 300 then begin inc(CinematicSteps, Lag); if CinematicSteps > 300 then begin CinematicSteps:= 300; isNotHiddenByCinematic:= false; end; end; endelse if CinematicSteps > 0 then begin dec(CinematicSteps, Lag); if CinematicSteps < 0 then CinematicSteps:= 0; end;// Turn timeif (UIDisplay <> uiNone) and (isNotHiddenByCinematic) then begin{$IFDEF USE_TOUCH_INTERFACE} offsetX:= cScreenHeight - 13;{$ELSE} offsetX:= 48;{$ENDIF} offsetY:= cOffsetY; if ((TurnTimeLeft <> 0) and (TurnTimeLeft < 999000)) 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); if isPaused or (not IsClockRunning()) then spr := sprBigDigitGray else if (ReadyTimeLeft <> 0) then spr := sprBigDigitGreen else if IsGetAwayTime then spr := sprBigDigitRed else spr := sprBigDigit; DrawSprite(spr, -(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; end;// Team barsif (UIDisplay = uiAll) and (isNotHiddenByCinematic) then RenderTeamsHealth;// Current hedgehog health in top left cornerif ((UIDisplay = uiAll) or (UIDisplay = uiNoTeams)) and (isNotHiddenByCinematic) and (CurrentHedgehog <> nil) and (CurrentHedgehog^.Gear <> nil) and (CurrentHedgehog^.HealthTagTex <> nil) and ((CurrentHedgehog^.Gear^.State and gstHHDriven) <> 0) then begin t:= 11; i:= t;{$IFDEF USE_TOUCH_INTERFACE} i:= t + pauseButton.frame.y + pauseButton.frame.h;{$ENDIF} // Hide health and healh icons in gfInvulnerable mode (except heResurrectable) if ((GameFlags and gfInvulnerable) = 0) then begin // Health tag DrawTexture(cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - 16, i, CurrentHedgehog^.HealthTagTex); inc(t, CurrentHedgehog^.HealthTagTex^.h); cDemoClockFPSOffsetY:= t; t:= SpritesData[sprHealthHud].Width + 18; // Main health icon. Appearance depends on game mode and poisoning state if ((GameFlags and gfResetHealth) = 0) then if (CurrentHedgehog^.Effects[hePoisoned] <> 0) then DrawSprite(sprHealthPoisonHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t), i, 0) else DrawSprite(sprHealthHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t), i, 0) else if (CurrentHedgehog^.Effects[hePoisoned] <> 0) then DrawSprite(sprMedicPoisonHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t), i, 0) else DrawSprite(sprMedicHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t), i, 0); // Put halo above health icon for resurrectable hog if (CurrentHedgehog^.Effects[heResurrectable] <> 0) then DrawSprite(sprHaloHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t - 2), i - SpritesData[sprHaloHud].Height + 1, 0); // Additional health-related states inc(t, 2); // Invulnerable if (CurrentHedgehog^.Effects[heInvulnerable] <> 0) then begin inc(t, SpritesData[sprInvulnHud].Width + 2); DrawSprite(sprInvulnHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t), i, 0) end // Karma else if ((GameFlags and gfKarma) <> 0) then begin inc(t, SpritesData[sprKarmaHud].Width + 2); DrawSprite(sprKarmaHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t), i, 0) end; // Vampirism if cVampiric then begin inc(t, SpritesData[sprVampHud].Width + 2); DrawSprite(sprVampHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t), i, 0); end; end // in gfInvulnerable mode ... else if (CurrentHedgehog^.Effects[heResurrectable] <> 0) then // show halo for resurrectable hog DrawSprite(sprHaloHud, (cScreenWidth div 2 - CurrentHedgehog^.HealthTagTex^.w - t - 2), i, 0); endelse cDemoClockFPSOffsetY:= 0;// Wind barif (UIDisplay <> uiNone) and (isNotHiddenByCinematic) then begin{$IFDEF USE_TOUCH_INTERFACE} offsetX:= cScreenHeight - 13; offsetY:= (cScreenWidth shr 1) + 74;{$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 9; {$WARNINGS ON} r.y:= 0; r.w:= WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0); end else if WindBarWidth < 0 then begin {$WARNINGS OFF} r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 9; {$WARNINGS ON} r.y:= 0; r.w:= - WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0); end end;// Indicators for global effects (extra damage, low gravity)if (UIDisplay <> uiNone) and (isNotHiddenByCinematic) then begin{$IFDEF USE_TOUCH_INTERFACE} offsetX:= (cScreenWidth shr 1) - 95; offsetY:= cScreenHeight - 21;{$ELSE} offsetX:= 45; offsetY:= 51;{$ENDIF} if cDamageModifier = _1_5 then begin DrawTextureF(ropeIconTex, 1, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, 0, 1, 32, 32); DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.90, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, ord(amExtraDamage) - 1, 1, 32, 32);{$IFDEF USE_TOUCH_INTERFACE} offsetX := offsetX - 33{$ELSE} offsetX := offsetX + 33{$ENDIF} end; if (cLowGravity) or ((GameFlags and gfLowGravity) <> 0) then begin DrawTextureF(ropeIconTex, 1, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, 0, 1, 32, 32); DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.90, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, ord(amLowGravity) - 1, 1, 32, 32);{$IFDEF USE_TOUCH_INTERFACE} offsetX := offsetX - 33{$ELSE} offsetX := offsetX + 33{$ENDIF} end; if cLaserSighting then begin DrawTextureF(ropeIconTex, 1, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, 0, 1, 32, 32); DrawTextureF(SpritesData[sprAMAmmos].Texture, 0.90, (cScreenWidth shr 1) - offsetX, cScreenHeight - offsetY, ord(amLaserSight) - 1, 1, 32, 32); end; end;// Cinematic Mode: Render black barsif CinematicSteps > 0 then begin r.x:= ViewLeftX; r.w:= ViewWidth; r.y:= ViewTopY; CinematicBarH:= (ViewHeight * CinematicSteps) div 2048; r.h:= CinematicBarH; DrawRect(r, 0, 0, 0, $FF, true); r.y:= ViewBottomY - r.h; DrawRect(r, 0, 0, 0, $FF, true); end;// Touchscreen interface widgets{$IFDEF USE_TOUCH_INTERFACE}DrawScreenWidget(@arrowLeft);DrawScreenWidget(@arrowRight);DrawScreenWidget(@arrowUp);DrawScreenWidget(@arrowDown);DrawScreenWidget(@fireButton);DrawScreenWidget(@jumpWidget);DrawScreenWidget(@AMWidget);DrawScreenWidget(@utilityWidget);DrawScreenWidget(@utilityWidget2);DrawScreenWidget(@pauseButton);{$ENDIF}// Captionsif UIDisplay <> uiNone then DrawCaptions;// Lag alertif isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);// ChatDrawChat;// Mission panelif not isFirstFrame and (missionTimer <> 0) or isShowMission or isPaused or fastUntilLag or (GameState = gsConfirm) then begin if (ReadyTimeLeft = 0) and (missionTimer > 0) then dec(missionTimer, Lag); if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0 if missionTex <> nil then DrawTextureCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex); end;if missionTimer = 0 then isForceMission := false;// AmmoMenuif bShowAmmoMenu and ((AMState = AMHidden) or (AMState = AMHiding)) then begin if (AMState = AMHidden) then AMAnimStartTime:= RealTicks else AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); AMState:= AMShowingUp; end;if (not bShowAmmoMenu) and ((AMstate = AMShowing) or (AMState = AMShowingUp)) then begin if (AMState = AMShowing) then AMAnimStartTime:= RealTicks else AMAnimStartTime:= RealTicks - (AMAnimDuration - (RealTicks - AMAnimStartTime)); AMState:= AMHiding; end;if bShowAmmoMenu or (AMState = AMHiding) then ShowAmmoMenu;// Centered status/menu messages (synchronizing, auto skip, pause, etc.)if fastUntilLag then DrawTextureCentered(0, (cScreenHeight shr 1), SyncTexture)else if isAFK then DrawTextureCentered(0, (cScreenHeight shr 1), AFKTexture)else if isPaused then DrawTextureCentered(0, (cScreenHeight shr 1), PauseTexture);// Cursorif isCursorVisible and bShowAmmoMenu then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8);// FPS and demo replay time{$IFDEF USE_TOUCH_INTERFACE}offsetY:= cDemoClockFPSOffsetY + 10 + pauseButton.frame.y + pauseButton.frame.h;{$ELSE}offsetY:= cDemoClockFPSOffsetY + 10;{$ENDIF}offsetX:= cOffsetY;if (RM = rmDefault) or (RM = rmRightEye) then begin inc(Frames); if cShowFPS or (GameType = gmtDemo) then inc(CountTicks, Lag); // Demo replay time 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); FreeAndNilTexture(timeTexture); timeTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if (timeTexture <> nil) and (UIDisplay <> uiNone) then DrawTexture((cScreenWidth shr 1) - 20 - timeTexture^.w - offsetX, offsetY, timeTexture); // FPS counter if cShowFPS and (UIDisplay <> uiNone) then begin if CountTicks >= 1000 then begin FPS:= Frames; Frames:= 0; CountTicks:= 0; s:= Format(shortstring(trmsg[sidFPS]), inttostr(FPS)); tmpSurface:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(trmsg[sidFPS],fnt16)].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); FreeAndNilTexture(fpsTexture); fpsTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if fpsTexture <> nil then begin if timeTexture <> nil then i:= fpsTexture^.h + 5 else i:= 0; DrawTexture((cScreenWidth shr 1) - 60 - offsetX, offsetY + i, fpsTexture); end; end;end;// Quit Y/N questionif GameState = gsConfirm then DrawTextureCentered(0, (cScreenHeight shr 1)-40, 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 r.x:= ViewLeftX; r.y:= ViewTopY; r.w:= ViewWidth; r.h:= ViewHeight; case ScreenFade of sfToBlack, sfFromBlack: DrawRect(r, 0, 0, 0, ScreenFadeValue * 255 div 1000, true); sfToWhite, sfFromWhite: DrawRect(r, $FF, $FF, $FF, ScreenFadeValue * 255 div 1000, true); end; if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone end end;{$IFDEF USE_VIDEO_RECORDING}// During video prerecording draw red blinking circle and text 'rec'if flagPrerecording then begin if recTexture = nil then begin s:= 'rec'; tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fntBig].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); FreeAndNilTexture(recTexture); recTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; DrawTexture( -(cScreenWidth shr 1) + 50, 20, recTexture); t:= -255 + ((RealTicks div 2) and 511); a:= Byte(min(255, abs(t))); // draw red circle DrawCircleFilled(-(cScreenWidth shr 1) + 30, 35, 10, $FF, $00, $00, a); end;{$ENDIF}SetScale(zoom);// Cursorif isCursorVisible and (not bShowAmmoMenu) then begin if not CurrentTeam^.ExtDriven then TargetCursorPoint:= CursorPoint; with CurrentHedgehog^ do if (Gear <> nil) and ((Gear^.State and gstChooseTarget) <> 0) then begin i:= GetCurAmmoEntry(CurrentHedgehog^)^.Pos; with Ammoz[CurAmmoType] do if PosCount > 0 then begin if (CurAmmoType = amGirder) or (CurAmmoType = amTeleport) then begin // pulsating transparency if ((GameTicks div 16) mod $80) >= $40 then Tint($FF, $FF, $FF, $C0 - (GameTicks div 16) mod $40) else Tint($FF, $FF, $FF, $80 + (GameTicks div 16) mod $40); end; DrawSprite(PosSprite, TargetCursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i); Untint(); if (WorldEdge = weWrap) and (CurAmmoType = amBee) then begin if (TargetCursorPoint.X - WorldDx > rightX) then DrawSprite(sprThroughWrap, TargetCursorPoint.X - (SpritesData[sprThroughWrap].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1) - SpritesData[sprThroughWrap].Height - 2, 0) else if (TargetCursorPoint.X - WorldDx < leftX) then DrawSprite(sprThroughWrap, TargetCursorPoint.X - (SpritesData[sprThroughWrap].Width shr 1), cScreenHeight - TargetCursorPoint.Y - (SpritesData[PosSprite].Height shr 1) - SpritesData[sprThroughWrap].Height - 2, 1); end; end; end; DrawTextureF(SpritesData[sprArrow].Texture, cDefaultZoomLevel / cScaleFactor, TargetCursorPoint.X + round(SpritesData[sprArrow].Width / cScaleFactor), cScreenHeight + round(SpritesData[sprArrow].Height / cScaleFactor) - TargetCursorPoint.Y, (RealTicks shr 6) mod 8, 1, SpritesData[sprArrow].Width, SpritesData[sprArrow].Height); end;// debug stuffif cViewLimitsDebug then begin r.x:= ViewLeftX; r.y:= ViewTopY; r.w:= ViewWidth; r.h:= ViewHeight; DrawRect(r, 255, 0, 0, 128, false); end;isFirstFrame:= falseend;var PrevSentPointTime: LongWord = 0;procedure MoveCamera;var EdgesDist, wdy, shs,z, dstX: LongInt; inbtwnTrgtAttks: Boolean;begin{$IFNDEF MOBILE}if (not (CurrentTeam^.ExtDriven and isCursorVisible and (not bShowAmmoMenu) and autoCameraOn)) and cHasFocus and (GameState <> gsConfirm) then uCursor.updatePosition();{$ENDIF}z:= round(200/zoom);inbtwnTrgtAttks := ((GameFlags and gfInfAttack) <> 0) and (CurrentHedgehog <> nil) and ((CurrentHedgehog^.Gear = nil) or (CurrentHedgehog^.Gear <> FollowGear)) and ((Ammoz[CurrentHedgehog^.CurAmmoType].Ammo.Propz and ammoprop_NeedTarget) <> 0);if autoCameraOn and (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not bShowAmmoMenu) and (not fastUntilLag) and (not inbtwnTrgtAttks) then if ((abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y)) > 4) then begin FollowGear:= nil; prevPoint:= CursorPoint; exit end else begin dstX:= hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * z + WorldDx; if (WorldEdge = weWrap) then begin if dstX - prevPoint.X < (leftX - rightX) div 2 then CursorPoint.X:= (prevPoint.X * 7 + dstX - (leftX - rightX)) div 8 else if dstX - prevPoint.X > (rightX - leftX) div 2 then CursorPoint.X:= (prevPoint.X * 7 + dstX - (rightX - leftX)) div 8 else CursorPoint.X:= (prevPoint.X * 7 + dstX) div 8; end else // usual camera movement routine begin CursorPoint.X:= (prevPoint.X * 7 + dstX) div 8; end; if isPhone() or (cScreenHeight < 600) or (hwFloat(FollowGear^.dY * z).Round < 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;if (WorldEdge = weWrap) then begin if -WorldDx < leftX then WorldDx:= WorldDx - rightX + leftX else if -WorldDx > rightX then WorldDx:= WorldDx + rightX - leftX; end;wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - (cVisibleWater + trunc(CinematicBarH / (cScaleFactor / 2.0)));if WorldDy < wdy then WorldDy:= wdy;if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;if (AMState = AMShowingUp) or (AMState = AMShowing) thenbegin if CursorPoint.X < AmmoRect.x + amNumOffsetX + 3 then//check left CursorPoint.X:= AmmoRect.x + amNumOffsetX + 3; if CursorPoint.X > AmmoRect.x + AmmoRect.w - 3 then//check right CursorPoint.X:= AmmoRect.x + AmmoRect.w - 3; if CursorPoint.Y > cScreenHeight - AmmoRect.y -amNumOffsetY - 1 then//check top CursorPoint.Y:= cScreenHeight - AmmoRect.y - amNumOffsetY - 1; if CursorPoint.Y < cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5) then//check bottom CursorPoint.Y:= cScreenHeight - (AmmoRect.y + AmmoRect.h - AMSlotSize - 5); prevPoint:= CursorPoint; exitend;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 endelse EdgesDist:= cGearScrEdgesDist;// this generates the border around the screen that moves the camera when cursor is near itif (CurrentTeam^.ExtDriven and isCursorVisible and autoCameraOn) or (not CurrentTeam^.ExtDriven and isCursorVisible) or ((FollowGear <> nil) and autoCameraOn) 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; endelse 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 YprevPoint:= CursorPoint;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);begin ShowMission(caption, subcaption, text, icon, time, false);end;procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt; forceDisplay : boolean);var r: TSDL_Rect;beginif cOnlyStats then exit;r.w:= 32;r.h:= 32;// If true, then mission panel cannot be hidden by releasing the mission panel key.// Is in effect until timer runs out, is hidden with HideMission or ShowMission is called with forceDisplay=false.isForceMission := forceDisplay;if time = 0 then time:= 5000;missionTimer:= time;FreeAndNilTexture(missionTex);if icon > -1 then begin r.x:= 0; r.y:= icon * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, MissionIcons, @r) endelse begin r.x:= ((-icon - 1) shr 4) * 32; r.y:= ((-icon - 1) mod 16) * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, ansistring(''), 0, SpritesData[sprAMAmmos].Surface, @r) end;end;procedure HideMission;begin missionTimer:= 0; isForceMission:= false;end;procedure SetAmmoTexts(ammoType: TAmmoType; name: ansistring; caption: ansistring; description: ansistring; autoLabels: boolean);var ammoStrId: TAmmoStrId; ammoStr: ansistring; tmpsurf: PSDL_Surface;begin if cOnlyStats then exit; ammoStrId := Ammoz[ammoType].NameId; trluaammo[ammoStrId] := name; if length(trluaammo[ammoStrId]) > 0 then ammoStr:= trluaammo[ammoStrId] else ammoStr:= trammo[ammoStrId]; if checkFails(length(ammoStr) > 0,'No default text/translation found for ammo type #' + intToStr(ord(ammoType)) + '!',true) then exit; tmpsurf:= TTF_RenderUTF8_Blended(Fontz[CheckCJKFont(ammoStr,fnt16)].Handle, PChar(ammoStr), cWhiteColorChannels); if checkFails(tmpsurf <> nil,'Name-texture creation for ammo type #' + intToStr(ord(ammoType)) + ' failed!',true) then exit; tmpsurf:= doSurfaceConversion(tmpsurf); FreeAndNilTexture(Ammoz[ammoType].NameTex); Ammoz[ammoType].NameTex:= Surface2Tex(tmpsurf, false); SDL_FreeSurface(tmpsurf); trluaammoc[ammoStrId] := caption; trluaammod[ammoStrId] := description; trluaammoe[ammoStrId] := autoLabels;end;procedure ShakeCamera(amount: LongInt);beginif 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));end;procedure onFocusStateChanged;begin{$IFDEF MOBILE}if (not cHasFocus) and (not isPaused) then ParseCommand('pause', true);// when created SDL receives an exposure event that calls UndampenAudio at full power, muting audioexit;{$ENDIF}if (not cHasFocus) and (GameState <> gsConfirm) then ParseCommand('quit', true);{$IFDEF USE_VIDEO_RECORDING}// do not change volume during prerecording as it will affect sound in video fileif (not flagPrerecording) then{$ENDIF} begin if (not cHasFocus) then DampenAudio() else UndampenAudio(); end;end;procedure updateCursorVisibility;begin if isPaused or isAFK or (GameState = gsConfirm) then begin{$IFNDEF USE_TOUCH_INTERFACE} SDL_SetRelativeMouseMode(SDL_FALSE);{$ENDIF} if SDL_ShowCursor(SDL_QUERY) = SDL_DISABLE then begin uCursor.resetPosition;{$IFNDEF USE_TOUCH_INTERFACE} SDL_ShowCursor(SDL_ENABLE);{$ENDIF} end; end else begin uCursor.resetPositionDelta;{$IFNDEF USE_TOUCH_INTERFACE} SDL_ShowCursor(SDL_DISABLE); SDL_SetRelativeMouseMode(SDL_TRUE);{$ENDIF} end;end;procedure updateTouchWidgets(ammoType: TAmmoType);begin{$IFDEF USE_TOUCH_INTERFACE}//show the aiming buttons + animationif (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedUpDown) <> 0 then begin if (not arrowUp.show) then begin animateWidget(@arrowUp, true, true); animateWidget(@arrowDown, true, true); end; endelse if arrowUp.show then begin animateWidget(@arrowUp, true, false); animateWidget(@arrowDown, true, false); end;SetUtilityWidgetState(ammoType);{$ELSE}ammoType:= ammoType; // avoid hint{$ENDIF}end;procedure SetUtilityWidgetState(ammoType: TAmmoType);begin{$IFDEF USE_TOUCH_INTERFACE}if(ammoType = amNothing)then ammoType:= CurrentHedgehog^.CurAmmoType;if(CurrentHedgehog <> nil)then if ((Ammoz[ammoType].Ammo.Propz and ammoprop_Timerable) <> 0) and (ammoType <> amDrillStrike) then begin utilityWidget.sprite:= sprTimerButton; if (not utilityWidget.show) then animateWidget(@utilityWidget, true, true); end else if (Ammoz[ammoType].Ammo.Propz and ammoprop_NeedTarget) <> 0 then begin utilityWidget.sprite:= sprTargetButton; if (not utilityWidget.show) then animateWidget(@utilityWidget, true, true); end else if ammoType = amSwitch then begin utilityWidget.sprite:= sprSwitchButton; if (not utilityWidget.show) then animateWidget(@utilityWidget, true, true); end else if utilityWidget.show then animateWidget(@utilityWidget, true, false); if ((Ammoz[ammoType].Ammo.Propz and ammoprop_SetBounce) <> 0) then begin utilityWidget2.sprite:= sprBounceButton; if (not utilityWidget2.show) then animateWidget(@utilityWidget2, true, true); end else if utilityWidget2.show then animateWidget(@utilityWidget2, true, false);{$ELSE}ammoType:= ammoType; // avoid hint{$ENDIF}end;procedure animateWidget(widget: POnScreenWidget; fade, showWidget: boolean);beginwith 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; recTexture:= nil; FollowGear:= nil; WindBarWidth:= 0; bShowAmmoMenu:= false; bSelected:= false; bShowFinger:= false; Frames:= 0; WorldDx:= -512; WorldDy:= -256; PrevSentPointTime:= 0; FPS:= 0; CountTicks:= 0; SoundTimerTicks:= 0; prevPoint.X:= 0; prevPoint.Y:= 0; missionTimer:= 0; missionTex:= nil; cOffsetY:= 0; AMState:= AMHidden; isFirstFrame:= true; FillChar(WorldFade, sizeof(WorldFade), 0); WorldFade[0].a:= 255; WorldFade[1].a:= 255; FillChar(WorldEnd, sizeof(WorldEnd), 0); WorldEnd[0].a:= 255; WorldEnd[1].a:= 255; WorldEnd[2].a:= 255; WorldEnd[3].a:= 255; AmmoMenuTex:= nil; AmmoMenuInvalidated:= trueend;procedure freeModule;begin ResetWorldTex();end;end.