library Hold_The_Line;
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
uses
ModiSDK in '..\SDK\ModiSDK.pas',
USDXStrUtils in '..\SDK\USDXStrUtils.pas',
sdl in '..\..\src\lib\JEDI-SDL\SDL\Pas\sdl.pas',
moduleloader in '..\..\src\lib\JEDI-SDL\SDL\Pas\moduleloader.pas',
gl in '..\..\src\lib\JEDI-SDL\OpenGL\Pas\gl.pas';
var
PointerTex: TSmallTexture;
CountSentences: cardinal;
Limit: byte;
MethodRec: TMethodRec;
Frame: integer;
PlayerTimes: array[0..5] of integer;
LastTick: cardinal;
PointerVisible: boolean;
DismissedSound: cardinal;
// Give the plugin's info
procedure PluginInfo (var Info: TPluginInfo); {$IFDEF MSWINDOWS} stdcall; {$ELSE} cdecl; {$ENDIF}
begin
Info.Name := 'PLUGIN_HDL_NAME';
Info.Creator := 'Whiteshark';
Info.PluginDesc := 'PLUGIN_HDL_DESC';
// Set to Party Modi Plugin
Info.Typ := 8;
Info.NumPlayers := 31;
// 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 full size
Info.BGShowFull_O := true; // Whether the Background or the Video should be shown full size
Info.ShowRateBar := true; // Whether the bar that shows how good the player was should be displayed
Info.ShowRateBar_O := false; // Load from ini whether the bar should be displayed
Info.EnLineBonus := false; // Whether line bonus should be enabled
Info.EnLineBonus_O := true; // Load from ini whether line bonus 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 sound data is available
Info.Dummy := false; // Should be set to false... for updating 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 Methods: TMethodRec)
: boolean; {$IFDEF MSWINDOWS} stdcall; {$ELSE} cdecl; {$ENDIF}
var
Index: integer;
Texname: PChar;
TexType: TTextureType;
begin
TexName := CreateStr(PChar('HDL_Pointer'));
TexType := TEXTURE_TYPE_TRANSPARENT;
PointerTex := Methods.LoadTex(TexName, TexType);
FreeStr(TexName);
TexName := CreateStr(PChar('dismissed.mp3'));
DismissedSound := Methods.LoadSound (TexName);
FreeStr(TexName);
CountSentences := Sentences.High;
Limit := 0;
Frame := 0;
MethodRec := Methods;
for Index := 0 to PlayerInfo.NumPlayers-1 do
begin
PlayerInfo.Playerinfo[Index].Enabled := true;
PlayerInfo.Playerinfo[Index].Percentage := 100;
PlayerTimes[Index] := 0;
end;
Result := true;
end;
function Draw (var Playerinfo: TPlayerinfo;
const CurSentence: cardinal)
: boolean; {$IFDEF MSWINDOWS} stdcall; {$ELSE} cdecl; {$ENDIF}
var
Index: integer;
L: byte;
C: byte;
Text: PChar;
Blink: boolean;
Tick: cardinal;
begin
// activate blink
if (CurSentence = CountSentences div 5 * 2 - 1) or (CurSentence = CountSentences div 3 * 2 - 1) then
begin
Tick := SDL_GetTicks() 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 Index := 0 to PlayerInfo.NumPlayers-1 do
begin
if PlayerInfo.Playerinfo[Index].Enabled then
begin
if PlayerInfo.Playerinfo[Index].Bar < L then
begin
PlayerInfo.Playerinfo[Index].Enabled := false;
Inc(C);
PlayerTimes[Index] := CurSentence; // Save Time of Dismission
// PlaySound
MethodRec.PlaySound (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[Index].PosX + L - 3, PlayerInfo.Playerinfo[Index].PosY - 4);
glTexCoord2f(1/32, 1); glVertex2f(PlayerInfo.Playerinfo[Index].PosX + L - 3, PlayerInfo.Playerinfo[Index].PosY + 12);
glTexCoord2f(31/32, 1); glVertex2f(PlayerInfo.Playerinfo[Index].PosX+ L + 3, PlayerInfo.Playerinfo[Index].PosY + 12);
glTexCoord2f(31/32, 0); glVertex2f(PlayerInfo.Playerinfo[Index].PosX+ L + 3, PlayerInfo.Playerinfo[Index].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);
MethodRec.Print (1, 18, PlayerInfo.Playerinfo[Index].PosX, PlayerInfo.Playerinfo[Index].PosY-8, Text);
FreeStr(Text);
end;
end;
if (C >= PlayerInfo.NumPlayers-1) then
Result := false;
end;
// is executed on finish, returns the player number of the winner
function Finish (var Playerinfo: TPlayerinfo): byte; {$IFDEF MSWINDOWS} stdcall; {$ELSE} cdecl; {$ENDIF}
var
Index: integer;
begin
Result := 0;
for Index := 0 to PlayerInfo.NumPlayers-1 do
begin
PlayerInfo.Playerinfo[Index].Percentage := (PlayerTimes[Index] * 100) div CountSentences;
if (PlayerInfo.Playerinfo[Index].Enabled) then
begin
PlayerInfo.Playerinfo[Index].Percentage := 100;
case Index 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.