hedgewars/uLandPainted.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 16 Sep 2019 17:33:49 +0200
changeset 15410 8504fee3b601
parent 15240 4195d2852974
permissions -rw-r--r--
Racer: Fix weird water splashes after waypoint placement Does not affect official racer, as only waypoint placement is touched. The reason was that the air attack gear sometimes was not deleted fast enough so it might occassionally drop some air bombs (these are deleted now). Also, the airplane position was set to water level, which caused another water splash.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
 *)

{$INCLUDE "options.inc"}

unit uLandPainted;

interface

procedure Draw;
procedure initModule;
procedure freeModule;

implementation
uses uLandGraphics, uConsts, uVariables, uUtils, SDLh, uCommands, uScript, uIO;

type PointRec = packed record
    X, Y: SmallInt;
    flags: byte;
    end;
    PPointRec = ^PointRec;

type
    PPointEntry = ^PointEntry;
    PointEntry = record
        point: PointRec;
        next: PPointEntry;
        end;

var pointsListHead, pointsListLast: PPointEntry;

procedure chDraw(var s: shortstring);
var rec: PointRec;
    prec: PPointRec;
    pe: PPointEntry;
    i, l: byte;
begin
    i:= 1;
    l:= length(s);
    while i < l do
        begin
        prec:= PPointRec(@s[i]);
        rec:= prec^;
        rec.X:= SDLNet_Read16(@rec.X);
        rec.Y:= SDLNet_Read16(@rec.Y);

        if rec.X < -318 then rec.X:= -318;
        if rec.X > 4096+318 then rec.X:= 4096+318;
        if rec.Y < -318 then rec.Y:= -318;
        if rec.Y > 2048+318 then rec.Y:= 2048+318;

        new(pe);
        if pointsListLast = nil then
            pointsListHead:= pe
        else
            pointsListLast^.next:= pe;
        pointsListLast:= pe;

        pe^.point:= rec;
        pe^.next:= nil;

        inc(i, 5)
        end;
end;

procedure Draw;
var pe: PPointEntry;
    prevPoint: PointRec;
    radius: LongInt;
    color, Xoffset, Yoffset: Longword;
    lineNumber, linePoints: Longword;
begin
    // shutup compiler
    prevPoint.X:= 0;
    prevPoint.Y:= 0;
    radius:= 0;
    linePoints:= 0;
    Xoffset:= (LAND_WIDTH-(playWidth)) div 2;
    Yoffset:= LAND_HEIGHT-(playHeight);

    pe:= pointsListHead;
    while (pe <> nil) and (pe^.point.flags and $80 = 0) do
        begin
        ScriptCall('onSpecialPoint', pe^.point.X, pe^.point.Y, pe^.point.flags);
        pe:= pe^.next;
        end;

    lineNumber:= 0;

    while(pe <> nil) do
        begin
        pe^.point.X:= LongInt(pe^.point.X) * playWidth div 4096 + Xoffset;
        pe^.point.Y:= LongInt(pe^.point.Y) * playHeight div 2048 + Yoffset;
        if (pe^.point.flags and $80 <> 0) then
            begin
            if (lineNumber > 0) and (linePoints = 0) and cAdvancedMapGenMode then
                    SendIPC('|' + inttostr(lineNumber - 1));

            inc(lineNumber);

            if (pe^.point.flags and $40 <> 0) then
                color:= 0
                else
                color:= lfBasic;
            radius:= (pe^.point.flags and $3F) * 5 + 3;
            radius:= (radius * playWidth div 4096);
            linePoints:= FillRoundInLand(pe^.point.X, pe^.point.Y, radius, color);
            end
        else
            begin
            inc(linePoints, DrawThickLine(prevPoint.X, prevPoint.Y, pe^.point.X, pe^.point.Y, radius, color));
            end;

        prevPoint:= pe^.point;
        pe:= pe^.next;
        end;

    if (topY > 0) then
        EraseLandRectRaw(0, 0, LAND_WIDTH, topY);
    if (leftX > 0) then
        EraseLandRectRaw(0, topY, leftX, LAND_HEIGHT - topY);
    if (rightX < (LAND_WIDTH - 1)) then
        EraseLandRectRaw(rightX + 1, topY, LAND_WIDTH - (rightX + 1), LAND_HEIGHT - topY);
end;

procedure initModule;
begin
    pointsListHead:= nil;
    pointsListLast:= nil;

    RegisterVariable('draw', @chDraw, false);
end;

procedure freeModule;
var pe, pp: PPointEntry;
begin
    pe:= pointsListHead;
    while(pe <> nil) do
        begin
        pp:= pe;
        pe:= pe^.next;
        dispose(pp);
        end;
end;

end.