hedgewars/uLandGraphics.pas
author unc0rr
Sun, 28 Jan 2007 16:40:04 +0000
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permissions -rw-r--r--
- UFO smokes - Bots use grenade
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unit uLandGraphics;
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interface
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uses uFloat;
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{$INCLUDE options.inc}
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type PRangeArray = ^TRangeArray;
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     TRangeArray = array[0..31] of record
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                                   Left, Right: LongInt;
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                                   end;
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procedure DrawExplosion(X, Y, Radius: LongInt);
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procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
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procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
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procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
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implementation
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uses SDLh, uMisc, uLand, uConsts;
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procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);
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var i: LongInt;
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begin
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if ((y + dy) and $FFFFFC00) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, 2047) do Land[y + dy, i]:= Value;
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if ((y - dy) and $FFFFFC00) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, 2047) do Land[y - dy, i]:= Value;
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if ((y + dx) and $FFFFFC00) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, 2047) do Land[y + dx, i]:= Value;
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if ((y - dx) and $FFFFFC00) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, 2047) do Land[y - dx, i]:= Value;
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end;
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procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
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var dx, dy, d: LongInt;
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begin
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  dx:= 0;
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  dy:= Radius;
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  d:= 3 - 2 * Radius;
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  while (dx < dy) do
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     begin
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     FillCircleLines(x, y, dx, dy, Value);
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     if (d < 0)
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     then d:= d + 4 * dx + 6
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     else begin
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          d:= d + 4 * (dx - dy) + 10;
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          dec(dy)
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          end;
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     inc(dx)
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     end;
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  if (dx = dy) then FillCircleLines(x, y, dx, dy, Value);
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end;
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procedure ClearLandPixel(y, x: LongInt);
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var p: PByteArray;
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begin
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p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
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case LandSurface^.format^.BytesPerPixel of
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     1: ;// not supported
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     2: PWord(@(p^[x * 2]))^:= 0;
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     3: begin
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        p^[x * 3 + 0]:= 0;
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        p^[x * 3 + 1]:= 0;
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        p^[x * 3 + 2]:= 0;
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        end;
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     4: PLongword(@(p^[x * 4]))^:= 0;
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     end
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end;
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procedure SetLandPixel(y, x: LongInt);
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var p: PByteArray;
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begin
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p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
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case LandSurface^.format^.BytesPerPixel of
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     1: ;// not supported
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     2: PWord(@(p^[x * 2]))^:= cExplosionBorderColor;
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     3: begin
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        p^[x * 3 + 0]:= cExplosionBorderColor and $FF;
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        p^[x * 3 + 1]:= (cExplosionBorderColor shr 8) and $FF;
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        p^[x * 3 + 2]:= cExplosionBorderColor shr 16;
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        end;
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     4: PLongword(@(p^[x * 4]))^:= cExplosionBorderColor;
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     end
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end;
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procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
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var i: LongInt;
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begin
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if ((y + dy) and $FFFFFC00) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y + dy, i);
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if ((y - dy) and $FFFFFC00) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y - dy, i);
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if ((y + dx) and $FFFFFC00) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y + dx, i);
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if ((y - dx) and $FFFFFC00) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y - dx, i);
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end;
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procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
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var i: LongInt;
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begin
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if ((y + dy) and $FFFFFC00) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, 2047) do
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       if Land[y + dy, i] = COLOR_LAND then SetLandPixel(y + dy, i);
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if ((y - dy) and $FFFFFC00) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, 2047) do
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       if Land[y - dy, i] = COLOR_LAND then SetLandPixel(y - dy, i);
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if ((y + dx) and $FFFFFC00) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, 2047) do
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       if Land[y + dx, i] = COLOR_LAND then SetLandPixel(y + dx, i);
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if ((y - dx) and $FFFFFC00) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, 2047) do
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       if Land[y - dx, i] = COLOR_LAND then SetLandPixel(y - dx, i);
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end;
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procedure DrawExplosion(X, Y, Radius: LongInt);
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var dx, dy, d: LongInt;
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begin
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FillRoundInLand(X, Y, Radius, 0);
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if SDL_MustLock(LandSurface) then
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   SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
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  dx:= 0;
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  dy:= Radius;
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  d:= 3 - 2 * Radius;
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  while (dx < dy) do
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     begin
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     FillLandCircleLines0(x, y, dx, dy);
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     if (d < 0)
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     then d:= d + 4 * dx + 6
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     else begin
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          d:= d + 4 * (dx - dy) + 10;
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          dec(dy)
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          end;
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     inc(dx)
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     end;
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  if (dx = dy) then FillLandCircleLines0(x, y, dx, dy);
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  inc(Radius, 4);
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  dx:= 0;
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  dy:= Radius;
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  d:= 3 - 2 * Radius;
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  while (dx < dy) do
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     begin
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     FillLandCircleLinesEBC(x, y, dx, dy);
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     if (d < 0)
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     then d:= d + 4 * dx + 6
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     else begin
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          d:= d + 4 * (dx - dy) + 10;
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          dec(dy)
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          end;
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     inc(dx)
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     end;
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  if (dx = dy) then FillLandCircleLinesEBC(x, y, dx, dy);
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if SDL_MustLock(LandSurface) then
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   SDL_UnlockSurface(LandSurface);
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end;
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procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
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var tx, ty, i: LongInt;
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begin
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if SDL_MustLock(LandSurface) then
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   SDL_LockSurface(LandSurface);
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for i:= 0 to Pred(Count) do
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    begin
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    for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do
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        for tx:= max(0, ar^[i].Left - Radius) to min(2047, ar^[i].Right + Radius) do
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            ClearLandPixel(ty, tx);
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    inc(y, dY)
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    end;
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inc(Radius, 4);
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dec(y, Count * dY);
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for i:= 0 to Pred(Count) do
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    begin
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    for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do
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        for tx:= max(0, ar^[i].Left - Radius) to min(2047, ar^[i].Right + Radius) do
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            if Land[ty, tx] = $FFFFFF then
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                  SetLandPixel(ty, tx);
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    inc(y, dY)
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    end;
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if SDL_MustLock(LandSurface) then
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   SDL_UnlockSurface(LandSurface);
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end;
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//
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//  - (dX, dY) - direction, vector of length = 0.5
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//
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procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
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var nx, ny, dX8, dY8: hwFloat;
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    i, t, tx, ty: Longint;
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begin  // (-dY, dX) is (dX, dY) rotated by PI/2
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if SDL_MustLock(LandSurface) then
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   SDL_LockSurface(LandSurface);
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nx:= X + dY * (HalfWidth + 8);
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ny:= Y - dX * (HalfWidth + 8);
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dX8:= dX * 8;
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dY8:= dY * 8;
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for i:= 0 to 7 do
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    begin
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    X:= nx - dX8;
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    Y:= ny - dY8;
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    for t:= -8 to ticks + 8 do
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        {$include tunsetborder.inc}
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    nx:= nx - dY;
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    ny:= ny + dX;
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    end;
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for i:= -HalfWidth to HalfWidth do
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    begin
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    X:= nx - dX8;
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    Y:= ny - dY8;
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    for t:= 0 to 7 do
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        {$include tunsetborder.inc}
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    X:= nx;
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    Y:= ny;
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    for t:= 0 to ticks do
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        begin
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        X:= X + dX;
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        Y:= Y + dY;
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        tx:= hwRound(X);
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        ty:= hwRound(Y);
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        if ((ty and $FFFFFC00) = 0) and ((tx and $FFFFF800) = 0) then
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           begin
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           Land[ty, tx]:= 0;
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           ClearLandPixel(ty, tx);
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           end
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        end;
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    for t:= 0 to 7 do
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        {$include tunsetborder.inc}
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    nx:= nx - dY;
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    ny:= ny + dX;
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    end;
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for i:= 0 to 7 do
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    begin
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    X:= nx - dX8;
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    Y:= ny - dY8;
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    for t:= -8 to ticks + 8 do
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        {$include tunsetborder.inc}
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    nx:= nx - dY;
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    ny:= ny + dX;
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    end;
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if SDL_MustLock(LandSurface) then
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   SDL_UnlockSurface(LandSurface)
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end;
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end.