add for mine strike too. as cheezemonkey points out, mine bounce is height dependent.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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;
procedure initModule;
procedure freeModule;
procedure InitWorld;
procedure DrawWorld(Lag: LongInt);
procedure DrawWorldStereo(Lag: LongInt; RM: TRenderMode);
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
procedure HideMission;
procedure ShakeCamera(amount: LongWord);
procedure MoveCamera;
procedure onFocusStateChanged;
implementation
uses
uStore,
uMisc,
uIO,
uLocale,
uSound,
uAmmos,
uVisualGears,
uChat,
uLandTexture,
GLunit,
uVariables,
uUtils,
uTextures,
uRender,
uCaptions,
uCursor,
uCommands
;
var cWaveWidth, cWaveHeight: LongInt;
AMSlotSize, AMxOffset, AMyOffset, AMWidth, AMxShift, SlotsNum: LongInt;
tmpSurface: PSDL_Surface;
fpsTexture: PTexture;
timeTexture: PTexture;
FPS: Longword;
CountTicks: Longword;
SoundTimerTicks: Longword;
prevPoint: TPoint;
amSel: TAmmoType = amNothing;
missionTex: PTexture;
missionTimer: LongInt;
stereoDepth: GLfloat;
const cStereo_Sky = 0.0500;
cStereo_Horizon = 0.0250;
cStereo_Water_distant = 0.0125;
cStereo_Land = 0.0075;
cStereo_Water_near = 0.0025;
cStereo_Outside = 0.0400;
procedure InitWorld;
var i, t: LongInt;
cp: PClan;
g: ansistring;
// helper functions to create the goal/game mode string
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
var t: ansistring;
begin
if (GameFlags and gf) <> 0 then
begin
t:= inttostr(i);
s:= s + format(trgoal[si], t) + '|'
end;
AddGoal:= s;
end;
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
begin
if (GameFlags and gf) <> 0 then
s:= s + trgoal[si] + '|';
AddGoal:= s;
end;
begin
missionTimer:= 0;
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit
begin
for i:= 0 to ClansCount * 4 do
begin
t:= GetRandom(ClansCount);
if t <> 0 then
begin
cp:= ClansArray[0];
ClansArray[0]:= ClansArray[t];
ClansArray[t]:= cp;
ClansArray[t]^.ClanIndex:= t;
ClansArray[0]^.ClanIndex:= 0;
if (LocalClan = t) then LocalClan:= 0
else if (LocalClan = 0) then LocalClan:= t
end;
end;
CurrentTeam:= ClansArray[0]^.Teams[0];
end;
// if special game flags/settings are changed, add them to the game mode notice window and then show it
g:= ''; // no text/things to note yet
// 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;
cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);
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);
AMSlotSize:= 33;
{$IFDEF IPHONEOS}
AMxOffset:= 10;
AMyOffset:= 10 + 123; // moved downwards
AMWidth:= (cMaxSlotAmmoIndex + 1) * AMSlotSize + AMxOffset;
{$ELSE}
AMxOffset:= 10;
AMyOffset:= 60;
AMWidth:= (cMaxSlotAmmoIndex + 2) * AMSlotSize + AMxOffset;
{$ENDIF}
AMxShift:= AMWidth;
SkyOffset:= 0;
HorizontOffset:= 0;
end;
procedure ShowAmmoMenu;
const MENUSPEED = 15;
const BORDERSIZE = 2;
var x, y, i, t, g: LongInt;
Slot, Pos, STurns: LongInt;
Ammo: PHHAmmo;
begin
if (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or ((Ammoz[CurAmmoGear^.AmmoType].Ammo.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then
bShowAmmoMenu:= false;
if bShowAmmoMenu then
begin
FollowGear:= nil;
if AMxShift = AMWidth then prevPoint.X:= 0;
if (cReducedQuality and rqSlowMenu) <> 0 then
AMxShift:= 0
else
if AMxShift > MENUSPEED then
dec(AMxShift, MENUSPEED)
else
AMxShift:= 0;
end else
begin
if AMxShift = 0 then
begin
CursorPoint.X:= cScreenWidth shr 1;
CursorPoint.Y:= cScreenHeight shr 1;
prevPoint:= CursorPoint;
end;
if (cReducedQuality and rqSlowMenu) <> 0 then
AMxShift:= AMWidth
else
if AMxShift < (AMWidth - MENUSPEED) then
inc(AMxShift, MENUSPEED)
else
AMxShift:= AMWidth;
end;
Ammo:= nil;
if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then
Ammo:= CurrentHedgehog^.Ammo
else if (LocalAmmo <> -1) then
Ammo:= GetAmmoByNum(LocalAmmo);
Pos:= -1;
if Ammo = nil then
begin
bShowAmmoMenu:= false;
exit
end;
SlotsNum:= 0;
x:= (cScreenWidth shr 1) - AMWidth + AMxShift;
{$IFDEF IPHONEOS}
Slot:= cMaxSlotIndex;
x:= x - cOffsetY;
y:= AMyOffset;
dec(y, BORDERSIZE);
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
for i:= 0 to cMaxSlotAmmoIndex do
DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
inc(y, BORDERSIZE);
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
if (cScreenHeight - CursorPoint.Y >= y) and (cScreenHeight - CursorPoint.Y <= y + AMSlotSize) then Slot:= i;
inc(SlotsNum);
DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
t:= 0;
g:= 0;
while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
begin
DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
if (Ammo^[i, t].AmmoType <> amNothing) then
begin
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
if STurns >= 0 then
begin
DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
end else
DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
if (Slot = i)
and (CursorPoint.X >= x + g * AMSlotSize)
and (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
begin
if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
Pos:= t;
end;
inc(g)
end;
inc(t)
end;
for g:= g to cMaxSlotAmmoIndex do
DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
inc(y, AMSlotSize);
end;
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
for i:= 0 to cMaxSlotAmmoIndex do
DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
{$ELSE}
Slot:= 0;
y:= cScreenHeight - AMyOffset;
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 2);
for i:= 0 to cMaxSlotAmmoIndex + 1 do
DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 1);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 3);
dec(y, AMSlotSize);
DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
for i:= 0 to cMaxSlotAmmoIndex do
DrawSprite(sprAMSlot, x + i * AMSlotSize, y, 2);
DrawSprite(sprAMSlot, x + (cMaxSlotAmmoIndex + 1) * AMSlotSize, y, 1);
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
for i:= cMaxSlotIndex downto 0 do
if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then
begin
if (cScreenHeight - CursorPoint.Y >= y - AMSlotSize) and (cScreenHeight - CursorPoint.Y <= y) then Slot:= i;
dec(y, AMSlotSize);
inc(SlotsNum);
DrawSprite(sprAMBorderVertical, x - BORDERSIZE, y, 0);
DrawSprite(sprAMSlot, x, y, 1);
DrawSprite(sprAMSlotKeys, x, y + 1, i);
t:= 0;
g:= 1;
while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do
begin
DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
if (Ammo^[i, t].AmmoType <> amNothing) then
begin
STurns:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber;
if STurns >= 0 then
begin
DrawSprite(sprAMAmmosBW, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
if STurns < 100 then DrawSprite(sprTurnsLeft, x + (g + 1) * AMSlotSize - 16, y + AMSlotSize - 16, STurns);
end else
DrawSprite(sprAMAmmos, x + g * AMSlotSize, y + 1, LongInt(Ammo^[i, t].AmmoType)-1);
if (Slot = i)
and (CursorPoint.X >= x + g * AMSlotSize)
and (CursorPoint.X <= x + (g + 1) * AMSlotSize) then
begin
if (STurns < 0) then DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 0);
Pos:= t;
end;
inc(g)
end;
inc(t)
end;
for g:= g to cMaxSlotAmmoIndex + 1 do
DrawSprite(sprAMSlot, x + g * AMSlotSize, y, 1);
DrawSprite(sprAMBorderVertical, x + AMWidth - AMxOffset, y, 1);
end;
dec(y, BORDERSIZE);
DrawSprite(sprAMCorners, x - BORDERSIZE, y, 0);
for i:= 0 to cMaxSlotAmmoIndex + 1 do
DrawSprite(sprAMBorderHorizontal, x + i * AMSlotSize, y, 0);
DrawSprite(sprAMCorners, x + AMWidth - AMxOffset, y, 1);
{$ENDIF}
if (Pos >= 0) then
begin
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;
{$IFDEF IPHONEOS}
DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
DrawTexture(cScreenWidth div 2 + AMxOffset - 45, AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
{$ELSE}
DrawTexture(cScreenWidth div 2 - (AMWidth - 10) + AMxShift, cScreenHeight - AMyOffset - 25, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex);
if Ammo^[Slot, Pos].Count < AMMO_INFINITE then
DrawTexture(cScreenWidth div 2 + AMxOffset - 45, cScreenHeight - AMyOffset - 25, CountTexz[Ammo^[Slot, Pos].Count]);
{$ENDIF}
if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then
begin
bShowAmmoMenu:= false;
SetWeapon(Ammo^[Slot, Pos].AmmoType);
bSelected:= false;
FreeWeaponTooltip;
exit
end;
end
end
else
FreeWeaponTooltip;
if (WeaponTooltipTex <> nil) and (AMxShift = 0) then
{$IFDEF IPHONEOS}
ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, AMyOffset - 1);
{$ELSE}
ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, Min(y + 1, cScreenHeight - WeaponTooltipTex^.h - 40));
{$ENDIF}
bSelected:= false;
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
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) or (SpritesData[sprR].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;
rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale;
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;
while i <= sw do
begin
DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
inc(i, rw)
end
end
end;
procedure DrawWorld(Lag: LongInt);
begin
if not isPaused then
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
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: LongInt;
r: TSDL_Rect;
tdx, tdy: Double;
s: string[15];
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, $FF);
end;
DrawVisualGears(0);
if (cReducedQuality and rq2DWater) = 0 then
begin
// Waves
DrawWater(255, SkyOffset);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
ChangeDepth(RM, -cStereo_Water_distant);
DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
end
else
DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
changeDepth(RM, cStereo_Land);
DrawLand(WorldDx, WorldDy);
DrawWater(255, 0);
// Attack bar
if CurrentTeam <> nil then
case AttackBar of
(* 1: begin
r:= StuffPoz[sPowerBar];
{$WARNINGS OFF}
r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor;
{$WARNINGS ON}
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
end;*)
2: with CurrentHedgehog^ do
begin
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
DrawSprite(sprPower,
hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + LongInt(round(WorldDx + tdx * (24 + i * 2))) - 16,
hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + LongInt(round(WorldDy + tdy * (24 + i * 2))) - 16,
i)
end
end;
DrawVisualGears(1);
DrawGears;
if SuddenDeathDmg then
DrawWater(cSDWaterOpacity, 0)
else
DrawWater(cWaterOpacity, 0);
// Waves
ChangeDepth(RM, cStereo_Water_near);
DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
if (cReducedQuality and rq2DWater) = 0 then
begin
//DrawWater(cWaterOpacity, - offsetY div 40);
ChangeDepth(RM, cStereo_Water_near);
DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
if SuddenDeathDmg then
DrawWater(cSDWaterOpacity, - offsetY div 20)
else
DrawWater(cWaterOpacity, - offsetY div 20);
ChangeDepth(RM, cStereo_Water_near);
DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
if SuddenDeathDmg then
DrawWater(cSDWaterOpacity, - offsetY div 10)
else
DrawWater(cWaterOpacity, - offsetY div 10);
ChangeDepth(RM, cStereo_Water_near);
DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
end
else
DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
// everything after this ChangeDepth will be drawn outside the screen
// note: negative parallax gears should last very little for a smooth stereo effect
ChangeDepth(RM, cStereo_Outside);
DrawVisualGears(2);
// everything after this ResetDepth will be drawn at screen level (depth = 0)
// note: everything that needs to be readable should be on this level
ResetDepth(RM);
DrawVisualGears(3);
{$WARNINGS OFF}
// Target
if (TargetPoint.X <> NoPointX) and (CurrentTeam <> nil) and (CurrentHedgehog <> nil) then
begin
with PHedgehog(CurrentHedgehog)^ do
begin
if CurAmmoType = amBee then
DrawRotatedF(sprTargetBee, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
else
DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360)
end
end;
{$WARNINGS ON}
// this scale is used to keep the various widgets at the same dimension at all zoom levels
SetScale(cDefaultZoomLevel);
// Turn time
{$IFDEF IPHONEOS}
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;
// Teams Healths
if TeamsCount * 20 > cScreenHeight div 7 then // take up less screen on small displays
begin
SetScale(1.5);
smallScreenOffset:= cScreenHeight div 6;
if TeamsCount * 20 > 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
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
if highlight then
Tint(Clan^.Color shl 8 or $FF);
// draw name
DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY + smallScreenOffset, NameTagTex);
// draw flag
DrawTexture(-14, cScreenHeight + DrawHealthY + smallScreenOffset, FlagTex);
// draw health bar
r.x:= 0;
r.y:= 0;
r.w:= 2 + TeamHealthBarWidth;
r.h:= HealthTex^.h;
DrawFromRect(14, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
// draw health bars right border
inc(r.x, cTeamHealthWidth + 2);
r.w:= 3;
DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY + smallScreenOffset, @r, HealthTex);
// draw ai kill counter for gfAISurvival
if (GameFlags and gfAISurvival) <> 0 then begin
DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY + smallScreenOffset,
AIKillsTex);
end;
// if highlighted, draw flag and other contents again to keep their colors
// this approach should be faster than drawing all borders one by one tinted or not
if highlight then
begin
if TeamsCount * 20 > cScreenHeight div 5 then Tint($FF,$FF,$FF,$80)
else Tint($FF, $FF, $FF, $FF);
// draw name
r.x:= 2;
r.y:= 2;
r.w:= NameTagTex^.w - 4;
r.h:= NameTagTex^.h - 4;
DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, NameTagTex);
// draw flag
r.w:= 22;
r.h:= 15;
DrawFromRect(-12, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, FlagTex);
// draw health bar
r.w:= TeamHealthBarWidth + 1;
r.h:= HealthTex^.h - 4;
DrawFromRect(16, cScreenHeight + DrawHealthY + smallScreenOffset + 2, @r, HealthTex);
end;
end;
if smallScreenOffset <> 0 then
begin
SetScale(cDefaultZoomLevel);
if TeamsCount * 20 > cScreenHeight div 5 then Tint($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 IPHONEOS}
offsetX:= cScreenHeight - 13;
offsetY:= (cScreenWidth shr 1) + 74;
{$ELSE}
offsetX:= 30;
offsetY:= 180;
{$ENDIF}
DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
if WindBarWidth > 0 then
begin
{$WARNINGS OFF}
r.x:= 8 - (RealTicks shr 6) mod 8;
{$WARNINGS ON}
r.y:= 0;
r.w:= WindBarWidth;
r.h:= 13;
DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
end
else
if WindBarWidth < 0 then
begin
{$WARNINGS OFF}
r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
{$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 (AMxShift < AMWidth) or bShowAmmoMenu 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 DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
if isPaused then DrawCentered(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
DrawCentered(0, Min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex);
end;
// fps
{$IFDEF IPHONEOS}
offsetX:= 8;
{$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;
if timeTexture <> nil then
FreeTexture(timeTexture);
timeTexture:= nil;
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);
timeTexture:= Surface2Tex(tmpSurface, false);
SDL_FreeSurface(tmpSurface)
end;
if timeTexture <> nil then
DrawTexture((cScreenWidth shr 1) - 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';
if fpsTexture <> nil then
FreeTexture(fpsTexture);
fpsTexture:= nil;
tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels);
tmpSurface:= doSurfaceConversion(tmpSurface);
fpsTexture:= Surface2Tex(tmpSurface, false);
SDL_FreeSurface(tmpSurface)
end;
if fpsTexture <> nil then
DrawTexture((cScreenWidth shr 1) - 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
DrawCentered(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, $FF);
i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
with Ammoz[CurAmmoType] do
if PosCount > 1 then
DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
end;
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end
end;
isFirstFrame:= false
end;
procedure MoveCamera;
var EdgesDist, wdy, shs: LongInt;
PrevSentPointTime: LongWord = 0;
begin
{$IFNDEF IPHONEOS}
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus and (GameState <> gsConfirm) then
uCursor.updatePosition();
{$ENDIF}
if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then
if (not autoCameraOn) or (abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4) then
begin
FollowGear:= nil;
prevPoint:= CursorPoint;
exit
end
else
begin
CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8;
CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8;
end;
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
if WorldDy < wdy then WorldDy:= wdy;
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;
if AMxShift < AMWidth then
begin
{$IFDEF IPHONEOS}
if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth;
if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
if CursorPoint.Y < cScreenHeight - AMyOffset - SlotsNum * AMSlotSize then CursorPoint.Y:= cScreenHeight - AMyOffset - SlotsNum * AMSlotSize;
if CursorPoint.Y > cScreenHeight - AMyOffset then CursorPoint.Y:= cScreenHeight - AMyOffset;
{$ELSE}
if CursorPoint.X < cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMWidth + AMSlotSize;
if CursorPoint.X > cScreenWidth div 2 + AMxShift - AMxOffset then CursorPoint.X:= cScreenWidth div 2 + AMxShift - AMxOffset;
if CursorPoint.Y > AMyOffset + (SlotsNum + 1) * AMSlotSize then CursorPoint.Y:= AMyOffset + (SlotsNum + 1) * AMSlotSize;
if CursorPoint.Y < AMyOffset + AMSlotSize then CursorPoint.Y:= AMyOffset + AMSlotSize;
{$ENDIF}
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;
if missionTex <> nil then
FreeTexture(missionTex);
missionTex:= nil;
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;
if missionTex <> nil then FreeTexture(missionTex);
end;
procedure ShakeCamera(amount: LongWord);
begin
amount:= Max(1, amount);
WorldDx:= WorldDx - amount + LongInt(getRandom(1 + amount * 2));
WorldDy:= WorldDy - amount + LongInt(getRandom(1 + amount * 2));
end;
procedure onFocusStateChanged;
begin
if (not cHasFocus) and (GameState <> gsConfirm) then
ParseCommand('quit', true);
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;
end;
procedure freeModule;
begin
stereoDepth:= stereoDepth; // avoid hint
FreeTexture(fpsTexture);
FreeTexture(timeTexture);
FreeTexture(missionTex);
end;
end.