library Hold_The_Line;
uses
ModiSDK in '..\SDK\ModiSDK.pas',
StrUtils in '..\SDK\StrUtils.pas',
OpenGL12,
Windows;
var
PointerTex: TSmallTexture;
CountSentences: Cardinal;
Limit: Byte;
fPrint: fModi_Print;
fPlaySound: fModi_PlaySound;
Frame: Integer;
PlayerTimes: array[0..5] of Integer;
LastTick: Cardinal;
PointerVisible: Boolean;
DismissedSound: Cardinal;
//Gave the Plugins Info
procedure PluginInfo (var Info: TPluginInfo); stdcall;
begin
Info.Name := 'PLUGIN_HDL_NAME';
Info.NumPlayers := 31;
Info.Creator := 'Whiteshark';
Info.PluginDesc := 'PLUGIN_HDL_DESC';
//Options
Info.LoadSong := True; //Whether or not a Song should be Loaded
//Only When Song is Loaded:
Info.ShowScore := True; //Whether or not the Score should be shown
Info.ShowNotes := True; //Whether the Note Lines should be displayed
Info.LoadVideo := True; //Should the Video be loaded ?
Info.LoadBack := True; //Should the Background be loaded ?
Info.BGShowFull := False; //Whether the Background or the Video should be shown Fullsize
Info.BGShowFull_O := True; //Whether the Background or the Video should be shown Fullsize
Info.ShowRateBar:= True; //Whether the Bar that shows how good the player was sould be displayed
Info.ShowRateBar_O := False; //Load from Ini whether the Bar should be Displayed
Info.EnLineBonus := False; //Whether LineBonus Should be enabled
Info.EnLineBonus_O := True; //Load from Ini whether LineBonus Should be enabled
//Options even when song is Not loaded
Info.ShowBars := False; //Whether the White Bars on Top and Bottom should be Drawn
Info.TeamModeOnly := False; //If True the Plugin can only be Played in Team Mode
Info.GetSoundData := False; //If True the RData Procedure is called when new SoundData is available
Info.Dummy := False; //Should be Set to False... for Updateing Plugin Interface
end;
//Executed on Game Start //If True Game begins, else Failure
function Init (const TeamInfo: TTeamInfo; var Playerinfo: TPlayerinfo; const Sentences: TSentences; const LoadTex: fModi_LoadTex; const Print: fModi_Print; LoadSound: fModi_LoadSound; PlaySound: fModi_PlaySound): boolean; stdcall;
var
I: Integer;
Texname, TexType: PChar;
begin
TexName := CreateStr(PChar('HDL_Pointer'));
TexType := CreateStr(PChar('Font Black'));
PointerTex := LoadTex(TexName, TexType);
FreeStr(TexName);
FreeStr(TexType);
TexName := CreateStr(PChar('dismissed.mp3'));
DismissedSound := LoadSound (TexName);
FreeStr(TexName);
CountSentences := Sentences.High;
Limit := 0;
Frame := 0;
fPrint := Print;
fPlaySound := PlaySound;
for I := 0 to PlayerInfo.NumPlayers-1 do
begin
PlayerInfo.Playerinfo[I].Enabled := True;
PlayerInfo.Playerinfo[I].Percentage := 100;
PlayerTimes[I] := 0;
end;
LoadOpenGL;
Result := True;
end;
//Executed everytime the Screen is Drawed //If False The Game finishes
function Draw (var Playerinfo: TPlayerinfo; const CurSentence: Cardinal): boolean; stdcall;
var
I: Integer;
L: Byte;
C: Byte;
Text: PChar;
Blink: Boolean;
tick: Cardinal;
begin
//Aktivate Blink
If (CurSentence = CountSentences div 5 * 2 - 1) OR (CurSentence = CountSentences div 3 * 2 - 1) then
begin
Tick := Gettickcount div 400;
If (Tick <> LastTick) then
begin
LastTick := Tick;
PointerVisible := Not PointerVisible;
end;
end
else
PointerVisible := True;
//Inc Limit
if (Limit = 0) And (CurSentence >= CountSentences div 5 * 2) then
Inc(Limit)
else if (Limit = 1) And (CurSentence >= CountSentences div 3 * 2) then
Inc(Limit);
case Limit of
0: L := 20;
1: L := 50;
2: L := 75;
end;
C:= 0;
Result := True;
for I := 0 to PlayerInfo.NumPlayers-1 do
begin
if PlayerInfo.Playerinfo[I].Enabled then
begin
if PlayerInfo.Playerinfo[I].Bar < L then
begin
PlayerInfo.Playerinfo[I].Enabled := False;
Inc(C);
PlayerTimes[I] := CurSentence; //Save Time of Dismission
//PlaySound
fPlaySound (DismissedSound);
end;
//Draw Pointer
if (PointerVisible) then
begin
glColor4f (0.2, 0.8, 0.1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, PointerTex.TexNum);
glBegin(GL_QUADS);
glTexCoord2f(1/32, 0); glVertex2f(PlayerInfo.Playerinfo[I].PosX + L - 3, PlayerInfo.Playerinfo[I].PosY - 4);
glTexCoord2f(1/32, 1); glVertex2f(PlayerInfo.Playerinfo[I].PosX + L - 3, PlayerInfo.Playerinfo[I].PosY + 12);
glTexCoord2f(31/32, 1); glVertex2f(PlayerInfo.Playerinfo[I].PosX+ L + 3, PlayerInfo.Playerinfo[I].PosY + 12);
glTexCoord2f(31/32, 0); glVertex2f(PlayerInfo.Playerinfo[I].PosX+ L + 3, PlayerInfo.Playerinfo[I].PosY - 4);
glEnd;
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
end;
end
else
begin
Inc(C);
//Draw Dismissed
Text := CreateStr(PChar('PARTY_DISMISSED'));
glColor4f (0.8, 0.8, 0.8, 1);
fPrint (1, 6, PlayerInfo.Playerinfo[I].PosX, PlayerInfo.Playerinfo[I].PosY-8, Text);
FreeStr(Text);
end;
end;
if (C >= PlayerInfo.NumPlayers-1) then
Result := False;
end;
//Is Executed on Finish, Returns the Playernum of the Winner
function Finish (var Playerinfo: TPlayerinfo): byte; stdcall;
var
I:Integer;
begin
Result := 0;
for I := 0 to PlayerInfo.NumPlayers-1 do
begin
PlayerInfo.Playerinfo[I].Percentage := (PlayerTimes[I] * 100) div CountSentences;
if (PlayerInfo.Playerinfo[I].Enabled) then
begin
PlayerInfo.Playerinfo[I].Percentage := 100;
Case I of
0: Result := Result OR 1;
1: Result := Result OR 2;
2: Result := Result OR 4;
3: Result := Result OR 8;
4: Result := Result OR 16;
5: Result := Result OR 32;
end;
end;
end;
end;
exports
PluginInfo, Init, Draw, Finish;
begin
end.