Engine:
* Changed order of game goals
* Added texture drawing (based on pixel width/height; unused in HEAD right now but working on some ideas)
* Added comments to trainings
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2009 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *){$INCLUDE "options.inc"}unit uWorld;interfaceuses SDLh, uGears, uConsts, uFloat, uRandom;var FollowGear: PGear; WindBarWidth: LongInt; bShowAmmoMenu: boolean; bSelected: boolean; bShowFinger: boolean; Frames: Longword; WaterColor, DeepWaterColor: TSDL_Color; WorldDx: LongInt; WorldDy: LongInt;{$IFDEF COUNTTICKS} cntTicks: LongWord;{$ENDIF}procedure init_uWorld;procedure free_uWorld;procedure InitWorld;procedure DrawWorld(Lag: LongInt);procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);procedure HideMission;implementationuses uStore, uMisc, uTeams, uIO, uConsole, uKeys, uLocale, uSound, uAmmos, uVisualGears, uChat, uLandTexture, uLand,{$IFDEF GLES11} gles11;{$ELSE} GL;{$ENDIF}type TCaptionStr = record Tex: PTexture; EndTime: LongWord; end;var cWaveWidth, cWaveHeight: LongInt; Captions: array[TCapGroup] of TCaptionStr; AMxShift, SlotsNum: LongInt; tmpSurface: PSDL_Surface; fpsTexture: PTexture; timeTexture: PTexture; FPS: Longword; CountTicks: Longword; SoundTimerTicks: Longword; prevPoint: TPoint; amSel: TAmmoType = amNothing; missionTex: PTexture; missionTimer: LongInt;procedure InitWorld;var i, t: LongInt; cp: PClan; g: ansistring; // helper functions to create the goal/game mode string function AddGoal(s: ansistring; gf: longword; si: TGoalStrId; i: LongInt): ansistring; var t: ansistring; begin if (GameFlags and gf) <> 0 then begin t:= inttostr(i); s:= s + format(trgoal[si], t) + '|' end; AddGoal:= s; end; function AddGoal(s: ansistring; gf: longword; si: TGoalStrId): ansistring; begin if (GameFlags and gf) <> 0 then s:= s + trgoal[si] + '|'; AddGoal:= s; end;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; 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 itg:= ''; // no text/things to note yet// check different game flags (goals/game modes first for now)g:= AddGoal(g, gfKing, gidKing); // king?g:= AddGoal(g, gfTreasureHunt, gidTreasureHunt, cTreasureHuntGoalScore); // treasure hunt?// other important flagsg:= 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);// 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) secondsif g <> '' then ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);cWaveWidth:= SpritesData[sprWater].Width;//cWaveHeight:= SpritesData[sprWater].Height;cWaveHeight:= 32;cGearScrEdgesDist:= Min(cScreenWidth div 2 - 100, cScreenHeight div 2 - 50);SDL_WarpMouse(cScreenWidth div 2, cScreenHeight div 2);prevPoint.X:= 0;prevPoint.Y:= cScreenHeight div 2;WorldDx:= - (LAND_WIDTH div 2) + cScreenWidth div 2;WorldDy:= - (LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);AMxShift:= 210end;procedure ShowAmmoMenu;const MENUSPEED = 15;var x, y, i, t, l, g: LongInt; Slot, Pos: LongInt; Ammo: PHHAmmo;beginif (TurnTimeLeft = 0) or (not CurrentTeam^.ExtDriven and (((CurAmmoGear = nil) or ((CurAmmoGear^.Ammo^.Propz and ammoprop_AltAttack) = 0)) and hideAmmoMenu)) then bShowAmmoMenu:= false;if bShowAmmoMenu then begin FollowGear:= nil; if AMxShift = 210 then prevPoint.X:= 0; if cReducedQuality then AMxShift:= 0 else if AMxShift > 0 then dec(AMxShift, MENUSPEED); end else begin if AMxShift = 0 then begin CursorPoint.X:= cScreenWidth shr 1; CursorPoint.Y:= cScreenHeight shr 1; prevPoint:= CursorPoint; SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y) end; if cReducedQuality then AMxShift:= 210 else if AMxShift < 210 then inc(AMxShift, MENUSPEED); end;Ammo:= nil;if (CurrentTeam <> nil) and (CurrentHedgehog <> nil) and (not CurrentTeam^.ExtDriven) and (CurrentHedgehog^.BotLevel = 0) then Ammo:= CurrentHedgehog^.Ammoelse if (LocalAmmo <> -1) then Ammo:= GetAmmoByNum(LocalAmmo);Slot:= 0;Pos:= -1;if Ammo = nil then exit;SlotsNum:= 0;x:= (cScreenWidth shr 1) - 210 + AMxShift;y:= cScreenHeight - 40;dec(y);DrawSprite(sprAMBorders, x, y, 0);dec(y);DrawSprite(sprAMBorders, x, y, 1);dec(y, 33);DrawSprite(sprAMSlotName, x, y, 0);for i:= cMaxSlotIndex downto 0 do if ((i = 0) and (Ammo^[i, 1].Count > 0)) or ((i <> 0) and (Ammo^[i, 0].Count > 0)) then begin if (cScreenHeight - CursorPoint.Y >= y - 33) and (cScreenHeight - CursorPoint.Y < y) then Slot:= i; dec(y, 33); inc(SlotsNum); DrawSprite(sprAMSlot, x, y, 0); DrawSprite(sprAMSlotKeys, x + 2, y + 1, i); t:= 0; g:= 0; while (t <= cMaxSlotAmmoIndex) and (Ammo^[i, t].Count > 0) do begin if (Ammo^[i, t].AmmoType <> amNothing) then begin l:= Ammoz[Ammo^[i, t].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber; if l >= 0 then begin DrawSprite(sprAMAmmosBW, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); if l < 100 then DrawSprite(sprTurnsLeft, x + g * 33 + 51, y + 17, l); end else DrawSprite(sprAMAmmos, x + g * 33 + 35, y + 1, LongInt(Ammo^[i, t].AmmoType)-1); if (Slot = i) and (CursorPoint.X >= x + g * 33 + 35) and (CursorPoint.X < x + g * 33 + 68) then begin if (l < 0) then DrawSprite(sprAMSelection, x + g * 33 + 35, y + 1, 0); Pos:= t; end; inc(g) end; inc(t) end end;dec(y, 1);DrawSprite(sprAMBorders, x, y, 0);if (Pos >= 0) then begin if (Ammo^[Slot, Pos].Count > 0) and (Ammo^[Slot, Pos].AmmoType <> amNothing) then if (amSel <> Ammo^[Slot, Pos].AmmoType) or (WeaponTooltipTex = nil) then begin amSel:= Ammo^[Slot, Pos].AmmoType; RenderWeaponTooltip(amSel) end; DrawTexture(cScreenWidth div 2 - 200 + AMxShift, cScreenHeight - 68, Ammoz[Ammo^[Slot, Pos].AmmoType].NameTex); if Ammo^[Slot, Pos].Count < AMMO_INFINITE then DrawTexture(cScreenWidth div 2 + AMxShift - 35, cScreenHeight - 68, CountTexz[Ammo^[Slot, Pos].Count]); if bSelected and (Ammoz[Ammo^[Slot, Pos].AmmoType].SkipTurns - CurrentTeam^.Clan^.TurnNumber < 0) then begin bShowAmmoMenu:= false; SetWeapon(Ammo^[Slot, Pos].AmmoType); bSelected:= false; FreeWeaponTooltip; exit end; endelse FreeWeaponTooltip;if (WeaponTooltipTex <> nil) and (AMxShift = 0) then ShowWeaponTooltip(x - WeaponTooltipTex^.w - 3, y);bSelected:= false;if AMxShift = 0 then DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8)end;procedure MoveCamera; forward;procedure DrawWater(Alpha: byte);var VertexBuffer: array [0..3] of TVertex2f; r: TSDL_Rect; lw, lh: GLfloat;beginWaterColorArray[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;// Waterr.y:= WorldDy + cWaterLine;if WorldDy < trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine then begin if r.y < 0 then r.y:= 0; glDisable(GL_TEXTURE_2D); VertexBuffer[0].X:= -lw; VertexBuffer[0].Y:= r.y; VertexBuffer[1].X:= lw; VertexBuffer[1].Y:= r.y; VertexBuffer[2].X:= lw; VertexBuffer[2].Y:= lh; VertexBuffer[3].X:= -lw; VertexBuffer[3].Y:= lh; glEnableClientState (GL_COLOR_ARRAY); glColorPointer(4, GL_UNSIGNED_BYTE, 0, @WaterColorArray[0]); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]); glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer)); glDisableClientState(GL_VERTEX_ARRAY); glDisableClientState(GL_COLOR_ARRAY); glColor4f(1, 1, 1, 1); // disable coloring glEnable(GL_TEXTURE_2D) endend;procedure DrawWaves(Dir, dX, dY: LongInt);var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f; lw, waves, shift: GLfloat;beginlw:= cScreenWidth / cScaleFactor;waves:= lw * 2 / cWaveWidth;glBindTexture(GL_TEXTURE_2D, SpritesData[sprWater].Texture^.id);VertexBuffer[0].X:= -lw;VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;VertexBuffer[1].X:= lw;VertexBuffer[1].Y:= VertexBuffer[0].Y;VertexBuffer[2].X:= lw;VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprWater].Height;VertexBuffer[3].X:= -lw;VertexBuffer[3].Y:= VertexBuffer[2].Y;shift:= - lw / cWaveWidth;TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);TextureBuffer[0].Y:= 0;TextureBuffer[1].X:= TextureBuffer[0].X + waves;TextureBuffer[1].Y:= TextureBuffer[0].Y;TextureBuffer[2].X:= TextureBuffer[1].X;TextureBuffer[2].Y:= SpritesData[sprWater].Texture^.ry;TextureBuffer[3].X:= TextureBuffer[0].X;TextureBuffer[3].Y:= TextureBuffer[2].Y;glEnableClientState(GL_VERTEX_ARRAY);glEnableClientState(GL_TEXTURE_COORD_ARRAY);glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));glDisableClientState(GL_TEXTURE_COORD_ARRAY);glDisableClientState(GL_VERTEX_ARRAY);{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: LongInt);var i, w, sw: LongInt;beginsw:= round(cScreenWidth / cScaleFactor);if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then begin w:= SpritesData[spr].Width; i:= Shift mod w; if i > 0 then dec(i, w); dec(i, w * (sw div w + 1)); repeat DrawSprite(spr, i, WorldDy + LAND_HEIGHT - SpritesData[spr].Height, 0); inc(i, w) until i > sw end else begin w:= SpritesData[spr].Width; dec(Shift, w div 2); DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT - SpritesData[spr].Height, 0); sw:= round(cScreenWidth / cScaleFactor); i:= Shift - SpritesData[sprL].Width; while i >= -sw - SpritesData[sprL].Width do begin DrawSprite(sprL, i, WorldDy + LAND_HEIGHT - SpritesData[sprL].Height, 0); dec(i, SpritesData[sprL].Width); end; i:= Shift + w; while i <= sw do begin DrawSprite(sprR, i, WorldDy + LAND_HEIGHT - SpritesData[sprR].Height, 0); inc(i, SpritesData[sprR].Width) end endend;procedure DrawWorld(Lag: LongInt);var i, t: LongInt; r: TSDL_Rect; tdx, tdy: Double; grp: TCapGroup; s: string[15]; highlight: Boolean; offset, offsetX, offsetY: LongInt; scale: GLfloat;beginif ZoomValue < zoom then begin zoom:= zoom - 0.002 * Lag; if ZoomValue > zoom then zoom:= ZoomValue end elseif ZoomValue > zoom then begin zoom:= zoom + 0.002 * Lag; if ZoomValue < zoom then zoom:= ZoomValue end;// SkyglClear(GL_COLOR_BUFFER_BIT);glEnable(GL_BLEND);glEnable(GL_TEXTURE_2D);//glPushMatrix;//glScalef(1.0, 1.0, 1.0);if not isPaused then MoveCamera;if not cReducedQuality then begin // background DrawRepeated(sprSky, sprSkyL, sprSkyR, (WorldDx + LAND_WIDTH div 2) * 3 div 8); DrawRepeated(sprHorizont, sprHorizontL, sprHorizontR, (WorldDx + LAND_WIDTH div 2) * 3 div 5); DrawVisualGears(0); end;// WavesDrawWaves( 1, 0, - (cWaveHeight shl 1));DrawWaves(-1, 100, - (cWaveHeight + (cWaveHeight shr 1)));DrawLand(WorldDx, WorldDy);DrawWater(255);// Attack barif CurrentTeam <> nil then case AttackBar of(* 1: begin r:= StuffPoz[sPowerBar]; {$WARNINGS OFF} r.w:= (CurrentHedgehog^.Gear^.Power * 256) div cPowerDivisor; {$WARNINGS ON} DrawSpriteFromRect(r, cScreenWidth - 272, cScreenHeight - 48, 16, 0, Surface); end;*) 2: with CurrentHedgehog^ do begin tdx:= hwSign(Gear^.dX) * Sin(Gear^.Angle * Pi / cMaxAngle); tdy:= - Cos(Gear^.Angle * Pi / cMaxAngle); for i:= (Gear^.Power * 24) div cPowerDivisor downto 0 do DrawSprite(sprPower, hwRound(Gear^.X) + round(WorldDx + tdx * (24 + i * 2)) - 16, hwRound(Gear^.Y) + round(WorldDy + tdy * (24 + i * 2)) - 12, i) end end;DrawVisualGears(1);DrawGears;DrawVisualGears(2);DrawWater(cWaterOpacity);// WavesDrawWaves( 1, 25, - cWaveHeight);DrawWaves(-1, 50, - (cWaveHeight shr 1));DrawWaves( 1, 75, 0);{$WARNINGS OFF}// Targetif TargetPoint.X <> NoPointX then DrawRotatedF(sprTargetP, TargetPoint.X + WorldDx, TargetPoint.Y + WorldDy, 0, 0, (RealTicks shr 3) mod 360);{$WARNINGS ON}{$IFDEF IPHONEOS}scale:= 1.5;{$ELSE}scale:= 2.0;{$ENDIF}SetScale(scale);// Turn time{$IFDEF IPHONEOS}offset:= 313;{$ELSE}offset:= 48;{$ENDIF}if TurnTimeLeft <> 0 then begin i:= Succ(Pred(TurnTimeLeft) div 1000); if i>99 then t:= 112 else if i>9 then t:= 96 else t:= 80; DrawSprite(sprFrame, -cScreenWidth div 2 + t, cScreenHeight - offset, 1); while i > 0 do begin dec(t, 32); DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, cScreenHeight - offset, i mod 10); i:= i div 10 end; DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, cScreenHeight - offset, 0); end;{$IFNDEF IPHONEOS}// Timetrialif ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then begin if TimeTrialStopTime = 0 then i:= RealTicks - TimeTrialStartTime else i:= TimeTrialStopTime - TimeTrialStartTime; t:= 272; // right frame DrawSprite(sprFrame, -cScreenWidth div 2 + t, 8, 1); dec(t, 32); // 1 ms DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 10 ms DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 100 ms DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 16); // Point DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 11); dec(t, 32); i:= i div 10; // 1 s DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 10s DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 6); dec(t, 16); // Point DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, 10); dec(t, 32); i:= i div 6; // 1 m DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); dec(t, 32); i:= i div 10; // 10 m DrawSprite(sprBigDigit, -cScreenWidth div 2 + t, 8, i mod 10); // left frame DrawSprite(sprFrame, -cScreenWidth div 2 + t - 4, 8, 0); end;{$ENDIF}// Captions{$IFDEF IPHONEOS}offset:= 40;{$ELSE}if ((TrainingFlags and tfTimeTrial) <> 0) and (TimeTrialStartTime > 0) then offset:= 48else 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 Healthsfor t:= 0 to Pred(TeamsCount) do with TeamsArray[t]^ do begin highlight:= bShowFinger and (CurrentTeam = TeamsArray[t]) and ((RealTicks mod 1000) < 500); if highlight then glColor4f(((Clan^.Color shr 16) and $ff) / $ff, ((Clan^.Color shr 8) and $ff) / $ff, (Clan^.Color and $ff) / $ff, 1); // draw name DrawTexture(-NameTagTex^.w - 16, cScreenHeight + DrawHealthY, NameTagTex); // draw flag DrawTexture(-14, cScreenHeight + DrawHealthY, FlagTex); // draw health bar r.x:= 0; r.y:= 0; r.w:= 2 + TeamHealthBarWidth; r.h:= HealthTex^.h; DrawFromRect(14, cScreenHeight + DrawHealthY, @r, HealthTex); // draw health bar's right border inc(r.x, cTeamHealthWidth + 2); r.w:= 3; DrawFromRect(TeamHealthBarWidth + 16, cScreenHeight + DrawHealthY, @r, HealthTex); // if highlighted, draw flag and other contents again to keep their colors // this approach should be faster than drawing all borders one by one tinted or not if highlight then begin glColor4f(1, 1, 1, 1); // draw name r.x:= 2; r.y:= 2; r.w:= NameTagTex^.w - 4; r.h:= NameTagTex^.h - 4; DrawFromRect(-NameTagTex^.w - 14, cScreenHeight + DrawHealthY + 2, @r, NameTagTex); // draw flag r.w:= 22; r.h:= 15; DrawFromRect(-12, cScreenHeight + DrawHealthY + 2, @r, FlagTex); // draw health bar r.w:= TeamHealthBarWidth + 1; r.h:= HealthTex^.h - 4; DrawFromRect(16, cScreenHeight + DrawHealthY + 2, @r, HealthTex); end; end;// Lag alertif isInLag then DrawSprite(sprLag, 32 - (cScreenWidth shr 1), 32, (RealTicks shr 7) mod 12);// Wind bar{$IFDEF IPHONEOS}offsetX:= 305;offsetY:= 315;{$ELSE}offsetX:= 30;offsetY:= 180;{$ENDIF}DrawSprite(sprWindBar, (cScreenWidth shr 1) - offsetY, cScreenHeight - offsetX, 0);if WindBarWidth > 0 then begin {$WARNINGS OFF} r.x:= 8 - (RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindR, r, (cScreenWidth shr 1) - offsetY + 77, cScreenHeight - offsetX + 2, 13, 0); end else if WindBarWidth < 0 then begin {$WARNINGS OFF} r.x:= (WindBarWidth + RealTicks shr 6) mod 8; {$WARNINGS ON} r.y:= 0; r.w:= - WindBarWidth; r.h:= 13; DrawSpriteFromRect(sprWindL, r, (cScreenWidth shr 1) - offsetY + 74 + WindBarWidth, cScreenHeight - offsetX + 2, 13, 0); end;// AmmoMenuif (AMxShift < 210) or bShowAmmoMenu then ShowAmmoMenu;// Cursorif 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 missionTimer <> 0 then begin if missionTimer > 0 then dec(missionTimer, Lag); if missionTimer < 0 then missionTimer:= 0; // avoid subtracting below 0 if missionTex <> nil then DrawCentered(0, min((cScreenHeight shr 1) + 100, cScreenHeight - 48 - missionTex^.h), missionTex); end;// fps{$IFDEF IPHONEOS}offset:= 300;{$ELSE}offset:= 10;{$ENDIF}inc(Frames);if cShowFPS or (GameType = gmtDemo) then inc(CountTicks, Lag);if (GameType = gmtDemo) and (CountTicks >= 1000) then begin i:=GameTicks div 60000; t:=(GameTicks-(i*60000)) div 1000; s:=''; if i<10 then s:='0'; s:= s+inttostr(i)+':'; if t<10 then s:=s+'0'; s:= s+inttostr(t); if timeTexture <> nil then FreeTexture(timeTexture); tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); timeTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end;if timeTexture <> nil then DrawTexture((cScreenWidth shr 1) - 10 - timeTexture^.w, offset + timeTexture^.h+5, timeTexture);if cShowFPS then begin if CountTicks >= 1000 then begin FPS:= Frames; Frames:= 0; CountTicks:= 0; s:= inttostr(FPS) + ' fps'; if fpsTexture <> nil then FreeTexture(fpsTexture); tmpSurface:= TTF_RenderUTF8_Blended(Fontz[fnt16].Handle, Str2PChar(s), cWhiteColorChannels); tmpSurface:= doSurfaceConversion(tmpSurface); fpsTexture:= Surface2Tex(tmpSurface, false); SDL_FreeSurface(tmpSurface) end; if fpsTexture <> nil then DrawTexture((cScreenWidth shr 1) - 50, offset, fpsTexture); end;if CountTicks >= 1000 then CountTicks:= 0;// lag warning (?)inc(SoundTimerTicks, Lag);if SoundTimerTicks >= 50 then begin SoundTimerTicks:= 0; if cVolumeDelta <> 0 then begin str(ChangeVolume(cVolumeDelta), s); AddCaption(Format(trmsg[sidVolume], s), cWhiteColor, capgrpVolume) end end;if GameState = gsConfirm then DrawCentered(0, cScreenHeight div 2, ConfirmTexture);SetScale(zoom);// Cursorif isCursorVisible then begin if not bShowAmmoMenu then with CurrentHedgehog^ do if (Gear^.State and gstHHChooseTarget) <> 0 then begin i:= Ammo^[CurSlot, CurAmmo].Pos; with Ammoz[Ammo^[CurSlot, CurAmmo].AmmoType] do if PosCount > 1 then DrawSprite(PosSprite, CursorPoint.X - SpritesData[PosSprite].Width div 2, cScreenHeight - CursorPoint.Y - SpritesData[PosSprite].Height div 2, i); end; DrawSprite(sprArrow, CursorPoint.X, cScreenHeight - CursorPoint.Y, (RealTicks shr 6) mod 8) end;glDisable(GL_TEXTURE_2D);glDisable(GL_BLEND)end;procedure AddCaption(s: shortstring; Color: Longword; Group: TCapGroup);begin//if Group in [capgrpGameState] then WriteLnToConsole(s);if Captions[Group].Tex <> nil then FreeTexture(Captions[Group].Tex);Captions[Group].Tex:= RenderStringTex(s, Color, fntBig);case Group of capgrpGameState: Captions[Group].EndTime:= RealTicks + 2200 else Captions[Group].EndTime:= RealTicks + 1400 + LongWord(Captions[Group].Tex^.w) * 3; end;end;procedure MoveCamera;const PrevSentPointTime: LongWord = 0;var EdgesDist, wdy: LongInt;beginif (not (CurrentTeam^.ExtDriven and isCursorVisible)) and cHasFocus then begin SDL_GetMouseState(@CursorPoint.X, @CursorPoint.Y); CursorPoint.X:= CursorPoint.X - (cScreenWidth shr 1); CursorPoint.Y:= cScreenHeight - CursorPoint.Y; end;if (not PlacingHogs) and (FollowGear <> nil) and (not isCursorVisible) and (not fastUntilLag) then if abs(CursorPoint.X - prevPoint.X) + abs(CursorPoint.Y - prevpoint.Y) > 4 then begin FollowGear:= nil; prevPoint:= CursorPoint; exit end else begin CursorPoint.x:= (prevPoint.x * 7 + hwRound(FollowGear^.X) + hwSign(FollowGear^.dX) * 100 + WorldDx) div 8; CursorPoint.y:= (prevPoint.y * 7 + cScreenHeight - (hwRound(FollowGear^.Y) + WorldDy)) div 8; end;wdy:= trunc(cScreenHeight / cScaleFactor) + cScreenHeight div 2 - cWaterLine - cVisibleWater;if WorldDy < wdy then WorldDy:= wdy;if ((CursorPoint.X = prevPoint.X) and (CursorPoint.Y = prevpoint.Y)) then exit;if AMxShift < 210 then begin if CursorPoint.X < cScreenWidth div 2 + AMxShift - 175 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 175; if CursorPoint.X > cScreenWidth div 2 + AMxShift - 10 then CursorPoint.X:= cScreenWidth div 2 + AMxShift - 10; if CursorPoint.Y > 75 + SlotsNum * 33 then CursorPoint.Y:= 75 + SlotsNum * 33; if CursorPoint.Y < 76 then CursorPoint.Y:= 76; prevPoint:= CursorPoint; if cHasFocus then SDL_WarpMouse(CursorPoint.X + cScreenWidth div 2, cScreenHeight - CursorPoint.Y); exit end;if isCursorVisible then begin if (not CurrentTeam^.ExtDriven) and (GameTicks >= PrevSentPointTime + cSendCursorPosTime) then begin SendIPCXY('P', CursorPoint.X - WorldDx, cScreenHeight - CursorPoint.Y - WorldDy); PrevSentPointTime:= GameTicks end; end;if isCursorVisible or (FollowGear <> nil) then begin if isCursorVisible then EdgesDist:= cCursorEdgesDist else EdgesDist:= cGearScrEdgesDist; if CursorPoint.X < - cScreenWidth div 2 + EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X - cScreenWidth div 2 + EdgesDist; CursorPoint.X:= - cScreenWidth div 2 + EdgesDist end else if CursorPoint.X > cScreenWidth div 2 - EdgesDist then begin WorldDx:= WorldDx - CursorPoint.X + cScreenWidth div 2 - EdgesDist; CursorPoint.X:= cScreenWidth div 2 - EdgesDist end; if CursorPoint.Y < EdgesDist then begin WorldDy:= WorldDy + CursorPoint.Y - EdgesDist; CursorPoint.Y:= EdgesDist end else if CursorPoint.Y > cScreenHeight - EdgesDist then begin WorldDy:= WorldDy + CursorPoint.Y - cScreenHeight + EdgesDist; CursorPoint.Y:= cScreenHeight - EdgesDist end; end else if cHasFocus then begin WorldDx:= WorldDx - CursorPoint.X + prevPoint.X; WorldDy:= WorldDy + CursorPoint.Y - prevPoint.Y; CursorPoint.X:= 0; CursorPoint.Y:= cScreenHeight div 2; end;prevPoint:= CursorPoint;if cHasFocus then SDL_WarpMouse(CursorPoint.X + (cScreenWidth shr 1), cScreenHeight - CursorPoint.Y);if WorldDy > LAND_HEIGHT + 1024 then WorldDy:= LAND_HEIGHT + 1024;if WorldDy < wdy then WorldDy:= wdy;if WorldDx < - LAND_WIDTH - 1024 then WorldDx:= - LAND_WIDTH - 1024;if WorldDx > 1024 then WorldDx:= 1024;end;procedure ShowMission(caption, subcaption, text: ansistring; icon, time : LongInt);var r: TSDL_Rect;beginr.w:= 32;r.h:= 32;if time = 0 then time:= 5000;missionTimer:= time;if missionTex <> nil then FreeTexture(missionTex);if icon > -1 then begin r.x:= 0; r.y:= icon * 32; missionTex:= RenderHelpWindow(caption, subcaption, text, '', 0, MissionIcons, @r) endelse 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;beginmissionTimer:= 0end;procedure init_uWorld;begin fpsTexture:= nil; FollowGear:= nil; WindBarWidth:= 0; bShowAmmoMenu:= false; bSelected:= false; bShowFinger:= false; Frames:= 0; WorldDx:= -512; WorldDy:= -256; FPS:= 0; CountTicks:= 0; SoundTimerTicks:= 0; prevPoint.X:= 0; prevPoint.Y:= 0; missionTimer:= 0; FillChar(Captions, sizeof(Captions), 0)end;procedure free_uWorld;beginif missionTex <> nil then FreeTexture(missionTex);end;end.