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.