library Hold_The_Line; {$IFDEF FPC} {$MODE Delphi} {$ENDIF} uses ModiSDK in '..\SDK\ModiSDK.pas', StrUtils in '..\SDK\StrUtils.pas', sdl in '..\..\src\lib\JEDI-SDL\SDL\Pas\sdl.pas', moduleloader in '..\..\src\lib\JEDI-SDL\SDL\Pas\moduleloader.pas', gl in '..\..\src\lib\JEDI-SDL\OpenGL\Pas\gl.pas'; var PointerTex: TSmallTexture; CountSentences: cardinal; Limit: byte; MethodRec: TMethodRec; Frame: integer; PlayerTimes: array[0..5] of integer; LastTick: cardinal; PointerVisible: boolean; DismissedSound: cardinal; // Gave the Plugins Info procedure PluginInfo (var Info: TPluginInfo); {$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 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 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 Playernum 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.