moved some utilities to a separate column with round buttons
some improvements to rotation handling, overlay appears later so device shouldn't be stressed
removed some code and autoset to default only when textfield is empty (for weaps and schemes)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2010 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uWorld;
interface
uses SDLh, uGears, uConsts, uFloat, uRandom;
var FollowGear: PGear;
WindBarWidth: LongInt;
bShowAmmoMenu: boolean;
bSelected: boolean;
bShowFinger: boolean;
Frames: Longword;
WaterColor, DeepWaterColor: TSDL_Color;
WorldDx: LongInt;
WorldDy: LongInt;
SkyOffset: LongInt;
HorizontOffset: LongInt;
{$IFDEF COUNTTICKS}
cntTicks: LongWord;
{$ENDIF}
cOffsetY: LongInt;
procedure initModule;
procedure freeModule;
procedure InitWorld;
procedure DrawWorld(Lag: LongInt);
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);
procedure HideMission;
procedure ShakeCamera(amount: LongWord);
procedure MoveCamera;
implementation
uses uStore, uMisc, uTeams, uIO, uKeys, uLocale, uSound, uAmmos, uVisualGears, uChat, uLandTexture, uLand, GLunit;
type TCaptionStr = record
Tex: PTexture;
EndTime: LongWord;
end;
var cWaveWidth, cWaveHeight: LongInt;
Captions: array[TCapGroup] of TCaptionStr;
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;
procedure InitWorld;
var i, t: LongInt;
cp: PClan;
g: ansistring;
// helper functions to create the goal/game mode string
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring;
var t: ansistring;
begin
if (GameFlags and gf) <> 0 then
begin
t:= inttostr(i);
s:= s + format(trgoal[si], t) + '|'
end;
AddGoal:= s;
end;
function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring;
begin
if (GameFlags and gf) <> 0 then
s:= s + trgoal[si] + '|';
AddGoal:= s;
end;
begin
missionTimer:= 0;
if (GameFlags and gfRandomOrder) <> 0 then // shuffle them up a bit
begin
for i:= 0 to ClansCount * 4 do
begin
t:= GetRandom(ClansCount);
if t <> 0 then
begin
cp:= ClansArray[0];
ClansArray[0]:= ClansArray[t];
ClansArray[t]:= cp;
ClansArray[t]^.ClanIndex:= t;
ClansArray[0]^.ClanIndex:= 0;
if (LocalClan = t) then LocalClan:= 0
else if (LocalClan = 0) then LocalClan:= t
end;
end;
CurrentTeam:= ClansArray[0]^.Teams[0];
end;
// if special game flags/settings are changed, add them to the game mode notice window and then show it
g:= ''; // no text/things to note yet
// check different game flags (goals/game modes first for now)
g:= AddGoal(g, gfKing, gidKing); // king?
// other important flags
g:= AddGoal(g, gfForts, gidForts); // forts?
g:= AddGoal(g, gfLowGravity, gidLowGravity); // low gravity?
g:= AddGoal(g, gfInvulnerable, gidInvulnerable); // invulnerability?
g:= AddGoal(g, gfVampiric, gidVampiric); // vampirism?
g:= AddGoal(g, gfKarma, gidKarma); // karma?
g:= AddGoal(g, gfPlaceHog, gidPlaceHog); // placement?
g:= AddGoal(g, gfArtillery, gidArtillery); // artillery?
g:= AddGoal(g, gfSolidLand, gidSolidLand); // solid land?
g:= AddGoal(g, gfSharedAmmo, gidSharedAmmo); // shared ammo?
// modified damage modificator?
if cDamagePercent <> 100 then
g:= AddGoal(g, gfAny, gidDamageModifier, cDamagePercent);
// fade in
ScreenFade:= sfFromBlack;
ScreenFadeValue:= sfMax;
ScreenFadeSpeed:= 1;
// modified mine timers?
if cMinesTime <> 3000 then
begin
if cMinesTime = 0 then
g:= AddGoal(g, gfMines, gidNoMineTimer)
else if cMinesTime < 0 then
g:= AddGoal(g, gfMines, gidRandomMineTimer)
else
g:= AddGoal(g, gfMines, gidMineTimer, cMinesTime div 1000);
end;
// if the string has been set, show it for (default timeframe) seconds
if g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
cWaveWidth:= SpritesData[sprWater].Width;
//cWaveHeight:= SpritesData[sprWater].Height;
cWaveHeight:= 32;
cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);
SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);
prevPoint.X:= 0;
prevPoint.Y:= cScreenHeight div 2;
WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2;
WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
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;
SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y)
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);
{$ENDIF}
if (Pos >= 0) then
begin
if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then
if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then
begin
amSel:= Ammo^[Slot, Pos].AmmoType;
RenderWeaponTooltip(amSel)
end;
{$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
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));
{$ENDIF}
bSelected:= false;
if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end;
procedure DrawWater(Alpha: byte; OffsetY: LongInt);
var VertexBuffer: array [0..3] of TVertex2f;
r: TSDL_Rect;
lw, lh: GLfloat;
begin
WaterColorArray[0].a := Alpha;
WaterColorArray[1].a := Alpha;
WaterColorArray[2].a := Alpha;
WaterColorArray[3].a := Alpha;
lw:= cScreenWidth / cScaleFactor;
lh:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 + 16;
// Water
r.y:= OffsetY + WorldDy + cWaterLine;
if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then
begin
if r.y < 0 then
r.y:= 0;
glDisable(GL_TEXTURE_2D);
VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= r.y;
VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= r.y;
VertexBuffer[2].X:= lw;
VertexBuffer[2].Y:= lh;
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= lh;
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
glDisableClientState(GL_COLOR_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glColor4ub($FF, $FF, $FF, $FF); // must not be Tint() as color array seems to stay active and color reset is required
glEnable(GL_TEXTURE_2D);
end;
end;
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
lw, waves, shift: GLfloat;
begin
lw:= cScreenWidth / cScaleFactor;
waves:= lw * 2 / cWaveWidth;
Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
255
);
glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id);
VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
VertexBuffer[1].X:= lw;
VertexBuffer[1].Y:= VertexBuffer[0].Y;
VertexBuffer[2].X:= lw;
VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprWater].Height;
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= VertexBuffer[2].Y;
shift:= - lw / cWaveWidth;
TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
TextureBuffer[0].Y:= 0;
TextureBuffer[1].X:= TextureBuffer[0].X + waves;
TextureBuffer[1].Y:= TextureBuffer[0].Y;
TextureBuffer[2].X:= TextureBuffer[1].X;
TextureBuffer[2].Y:= SpritesData[sprWater].Texture^.ry;
TextureBuffer[3].X:= TextureBuffer[0].X;
TextureBuffer[3].Y:= TextureBuffer[2].Y;
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
Tint($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) 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
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);
var i, t: LongInt;
r: TSDL_Rect;
tdx, tdy: Double;
grp: TCapGroup;
s: string[15];
highlight: Boolean;
offset, offsetX, offsetY, ScreenBottom: LongInt;
VertexBuffer: array [0..3] of TVertex2f;
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 (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
DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8, SkyOffset);
DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5, HorizontOffset);
end;
DrawVisualGears(0);
if (cReducedQuality and rq2DWater) = 0 then
begin
// Waves
DrawWater(255, SkyOffset);
DrawWaves( 1, 0 - WorldDx div 32, - cWaveHeight + offsetY div 35, 64);
DrawWaves( -1, 25 + WorldDx div 25, - cWaveHeight + offsetY div 38, 48);
DrawWaves( 1, 75 - WorldDx div 19, - cWaveHeight + offsetY div 45, 32);
DrawWaves(-1, 100 + WorldDx div 14, - cWaveHeight + offsetY div 70, 24);
end
else
DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)), 0);
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;
{$WARNINGS ON}
DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface);
end;*)
2: with CurrentHedgehog^ do
begin
tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle);
tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle);
for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do
DrawSprite(sprPower,
hwRound(Gear^.X) + GetLaunchX(CurAmmoType, hwSign(Gear^.dX), Gear^.Angle) + round(WorldDx + tdx * (24 + i * 2)) - 16,
hwRound(Gear^.Y) + GetLaunchY(CurAmmoType, Gear^.Angle) + round(WorldDy + tdy * (24 + i * 2)) - 16,
i)
end
end;
DrawVisualGears(1);
DrawGears;
DrawVisualGears(2);
DrawWater(cWaterOpacity, 0);
// Waves
DrawWaves( 1, 25 - WorldDx div 9, - cWaveHeight, 12);
if (cReducedQuality and rq2DWater) = 0 then
begin
//DrawWater(cWaterOpacity, - offsetY div 40);
DrawWaves(-1, 50 + WorldDx div 6, - cWaveHeight - offsetY div 40, 8);
DrawWater(cWaterOpacity, - offsetY div 20);
DrawWaves( 1, 75 - WorldDx div 4, - cWaveHeight - offsetY div 20, 2);
DrawWater(cWaterOpacity, - offsetY div 10);
DrawWaves( -1, 25 + WorldDx div 3, - cWaveHeight - offsetY div 10, 0);
end
else
DrawWaves(-1, 50, - (cWaveHeight shr 1), 0);
{$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;
{$IFNDEF IPHONEOS}
// Timetrial
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then
begin
if TimeTrialStopTime = 0 then i:= RealTicks - TimeTrialStartTime else i:= TimeTrialStopTime - TimeTrialStartTime;
t:= 272;
// right frame
DrawSprite(sprFrame, -cScreenWidth div 2 + t, 8, 1);
dec(t, 32);
// 1 ms
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 10 ms
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 100 ms
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 16);
// Point
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 11);
dec(t, 32);
i:= i div 10;
// 1 s
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 10s
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 6);
dec(t, 16);
// Point
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 10);
dec(t, 32);
i:= i div 6;
// 1 m
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
dec(t, 32);
i:= i div 10;
// 10 m
DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10);
// left frame
DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, 8, 0);
end;
{$ENDIF}
// Captions
{$IFDEF IPHONEOS}
offset:= 40;
{$ELSE}
if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then offset:= 48
else offset:= 8;
{$ENDIF}
for grp:= Low(TCapGroup) to High(TCapGroup) do
with Captions[grp] do
if Tex <> nil then
begin
DrawCentered(0, offset, Tex);
inc(offset, Tex^.h + 2);
if EndTime <= RealTicks then
begin
FreeTexture(Tex);
Tex:= nil;
EndTime:= 0
end;
end;
// Teams Healths
for t:= 0 to Pred(TeamsCount) do
with TeamsArray[t]^ do
begin
highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500);
if highlight then
Tint(Clan^.Color);
// draw name
DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex);
// draw flag
DrawTexture(-14, cScreenHeight + DrawHealthY, FlagTex);
// draw health bar
r.x:= 0;
r.y:= 0;
r.w:= 2 + TeamHealthBarWidth;
r.h:= HealthTex^.h;
DrawFromRect(14, cScreenHeight + DrawHealthY, @r, HealthTex);
// draw health bar's right border
inc(r.x, cTeamHealthWidth + 2);
r.w:= 3;
DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY, @r, HealthTex);
// draw ai kill counter for gfAISurvival
if (GameFlags and gfAISurvival) <> 0 then begin
DrawTexture(TeamHealthBarWidth + 22, cScreenHeight + DrawHealthY,
AIKillsTex);
end;
// if highlighted, draw flag and other contents again to keep their colors
// this approach should be faster than drawing all borders one by one tinted or not
if highlight then
begin
Tint($FF, $FF, $FF, $FF);
// draw name
r.x:= 2;
r.y:= 2;
r.w:= NameTagTex^.w - 4;
r.h:= NameTagTex^.h - 4;
DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + 2, @r, NameTagTex);
// draw flag
r.w:= 22;
r.h:= 15;
DrawFromRect(-12, cScreenHeight + DrawHealthY + 2, @r, FlagTex);
// draw health bar
r.w:= TeamHealthBarWidth + 1;
r.h:= HealthTex^.h - 4;
DrawFromRect(16, cScreenHeight + DrawHealthY + 2, @r, HealthTex);
end;
end;
// Lag alert
if isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);
// Wind bar
{$IFDEF IPHONEOS}
offsetX:= cScreenHeight - 13;
offsetY:= (cScreenWidth shr 1) + 74;
{$ELSE}
offsetX:= 30;
offsetY:= 180;
{$ENDIF}
DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);
if WindBarWidth > 0 then
begin
{$WARNINGS OFF}
r.x:= 8 - (RealTicks shr 6) mod 8;
{$WARNINGS ON}
r.y:= 0;
r.w:= WindBarWidth;
r.h:= 13;
DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0);
end
else
if WindBarWidth < 0 then
begin
{$WARNINGS OFF}
r.x:= (Longword(WindBarWidth) + RealTicks shr 6) mod 8;
{$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);
DrawChat;
if fastUntilLag then DrawCentered(0, (cScreenHeight shr 1), SyncTexture);
if isPaused then DrawCentered(0, (cScreenHeight shr 1), PauseTexture);
if not isFirstFrame and (missionTimer <> 0) 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;
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);
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, $FF);
if not isFirstFrame and ((ScreenFadeValue = 0) or (ScreenFadeValue = sfMax)) then ScreenFade:= sfNone
end
end;
SetScale(zoom);
// Cursor
if isCursorVisible then
begin
if not bShowAmmoMenu then
begin
with CurrentHedgehog^ do
if (Gear <> nil) and ((Gear^.State and gstHHChooseTarget) <> 0) then
begin
i:= GetAmmoEntry(CurrentHedgehog^)^.Pos;
with Ammoz[CurAmmoType] do
if PosCount > 1 then
DrawSprite(PosSprite, CursorPoint.X - (SpritesData[PosSprite].Width shr 1), cScreenHeight - CursorPoint.Y - (SpritesData[PosSprite].Height shr 1),i);
end;
DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)
end
end;
isFirstFrame:= false
end;
procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);
begin
//if Group in [capgrpGameState] then WriteLnToConsole(s);
if Captions[Group].Tex <> nil then
FreeTexture(Captions[Group].Tex);
Captions[Group].Tex:= nil;
Captions[Group].Tex:= RenderStringTex(s, Color, fntBig);
case Group of
capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200
else
Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3;
end;
end;
procedure MoveCamera;
var EdgesDist, wdy: LongInt;
PrevSentPointTime: LongWord = 0;
begin
{$IFNDEF IPHONEOS}
if (not (CurrentTeam^.ExtDriven and isCursorVisible and not bShowAmmoMenu)) and cHasFocus then
begin
SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y);
CursorPoint.X:= CursorPoint.X - (cScreenWidth shr 1);
CursorPoint.Y:= cScreenHeight - CursorPoint.Y;
end;
{$ENDIF}
if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then
if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then
begin
FollowGear:= nil;
prevPoint:= CursorPoint;
exit
end
else
begin
CursorPoint.X:= (prevPoint.X * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8;
CursorPoint.Y:= (prevPoint.Y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8;
end;
wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;
if WorldDy < wdy then WorldDy:= wdy;
if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;
if AMxShift < AMWidth then
begin
{$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;
if CursorPoint.Y < EdgesDist then
begin
WorldDy:= WorldDy + CursorPoint.Y - EdgesDist;
CursorPoint.Y:= EdgesDist
end
else
if CursorPoint.Y > cScreenHeight - EdgesDist then
begin
WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist;
CursorPoint.Y:= cScreenHeight - EdgesDist
end;
end
else
if cHasFocus then
begin
WorldDx:= WorldDx - CursorPoint.X + prevPoint.X;
WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y;
CursorPoint.X:= 0;
CursorPoint.Y:= cScreenHeight div 2;
end;
// 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 5) * 32;
r.y:= ((-icon - 1) mod 32) * 32;
missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, SpritesData[sprAMAmmos].Surface, @r)
end;
end;
procedure HideMission;
begin
missionTimer:= 0;
if missionTex <> nil then FreeTexture(missionTex);
end;
procedure ShakeCamera(amount: LongWord);
begin
amount:= max(1, amount);
WorldDx:= WorldDx - amount + LongInt(getRandom(1 + amount * 2));
WorldDy:= WorldDy - amount + LongInt(getRandom(1 + amount * 2));
end;
procedure initModule;
begin
fpsTexture:= nil;
FollowGear:= nil;
WindBarWidth:= 0;
bShowAmmoMenu:= false;
bSelected:= false;
bShowFinger:= false;
Frames:= 0;
WorldDx:= -512;
WorldDy:= -256;
FPS:= 0;
CountTicks:= 0;
SoundTimerTicks:= 0;
prevPoint.X:= 0;
prevPoint.Y:= 0;
missionTimer:= 0;
missionTex:= nil;
cOffsetY:= 0;
FillChar(Captions, sizeof(Captions), 0)
end;
procedure freeModule;
begin
end;
end.