Play sndFirstBlood after first damage/kill/poisoning of enemy (instead of ANY damage)
This avoids sndFirstBlood being played for self-harm, for which this taunt is a bit odd.
unit uLandOutline;
interface
uses uConsts, SDLh, uFloat;
type TPixAr = record
Count: Longword;
ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
end;
procedure DrawEdge(var pa: TPixAr; value: Word);
procedure FillLand(x, y: LongInt; border, value: Word);
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
implementation
uses uLandGraphics, uDebug, uVariables, uLandTemplates;
var Stack: record
Count: Longword;
points: array[0..8192] of record
xl, xr, y, dir: LongInt;
end
end;
procedure Push(_xl, _xr, _y, _dir: LongInt);
begin
if checkFails(Stack.Count <= 8192, 'FillLand: stack overflow', true) then exit;
_y:= _y + _dir;
if (_y < 0) or (_y >= LAND_HEIGHT) then
exit;
with Stack.points[Stack.Count] do
begin
xl:= _xl;
xr:= _xr;
y:= _y;
dir:= _dir
end;
inc(Stack.Count)
end;
procedure Pop(var _xl, _xr, _y, _dir: LongInt);
begin
dec(Stack.Count);
with Stack.points[Stack.Count] do
begin
_xl:= xl;
_xr:= xr;
_y:= y;
_dir:= dir
end
end;
procedure FillLand(x, y: LongInt; border, value: Word);
var xl, xr, dir: LongInt;
begin
Stack.Count:= 0;
xl:= x - 1;
xr:= x;
Push(xl, xr, y, -1);
Push(xl, xr, y, 1);
dir:= 0;
while Stack.Count > 0 do
begin
Pop(xl, xr, y, dir);
while (xl > 0) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
dec(xl);
while (xr < LAND_WIDTH - 1) and (Land[y, xr] <> border) and (Land[y, xr] <> value) do
inc(xr);
while (xl < xr) do
begin
while (xl <= xr) and ((Land[y, xl] = border) or (Land[y, xl] = value)) do
inc(xl);
x:= xl;
while (xl <= xr) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
begin
Land[y, xl]:= value;
inc(xl)
end;
if x < xl then
begin
Push(x, Pred(xl), y, dir);
Push(x, Pred(xl), y,-dir);
end;
end;
end;
end;
procedure DrawEdge(var pa: TPixAr; value: Word);
var i: LongInt;
begin
i:= 0;
with pa do
while i < LongInt(Count) - 1 do
if (ar[i + 1].X = NTPX) then
inc(i, 2)
else
begin
DrawLine(ar[i].x, ar[i].y, ar[i + 1].x, ar[i + 1].y, value);
inc(i)
end
end;
procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);
var d1, d2, d: hwFloat;
begin
Vx:= int2hwFloat(p1.X - p3.X);
Vy:= int2hwFloat(p1.Y - p3.Y);
d2:= Distance(Vx, Vy);
if d2.QWordValue = 0 then
begin
Vx:= _0;
Vy:= _0
end
else
begin
d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);
d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);
if d1 < d then
d:= d1;
if d2 < d then
d:= d2;
d2:= d * _1div3 / d2;
Vx:= Vx * d2;
Vy:= Vy * d2
end
end;
procedure AddLoopPoints(var pa, opa: TPixAr; StartI, EndI: LongInt; Delta: hwFloat);
var i, pi, ni: LongInt;
NVx, NVy, PVx, PVy: hwFloat;
x1, x2, y1, y2: LongInt;
tsq, tcb, t, r1, r2, r3, cx1, cx2, cy1, cy2: hwFloat;
X, Y: LongInt;
begin
if pa.Count < cMaxEdgePoints - 2 then
begin
pi:= EndI;
i:= StartI;
ni:= Succ(StartI);
{$HINTS OFF}
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
{$HINTS ON}
repeat
i:= ni;
inc(pi);
if pi > EndI then
pi:= StartI;
inc(ni);
if ni > EndI then
ni:= StartI;
PVx:= NVx;
PVy:= NVy;
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
x1:= opa.ar[pi].x;
y1:= opa.ar[pi].y;
x2:= opa.ar[i].x;
y2:= opa.ar[i].y;
cx1:= int2hwFloat(x1) - PVx;
cy1:= int2hwFloat(y1) - PVy;
cx2:= int2hwFloat(x2) + NVx;
cy2:= int2hwFloat(y2) + NVy;
t:= _0;
while (t.Round = 0) and (pa.Count < cMaxEdgePoints-2) do
begin
tsq:= t * t;
tcb:= tsq * t;
r1:= (_1 - t*3 + tsq*3 - tcb);
r2:= ( t*3 - tsq*6 + tcb*3);
r3:= ( tsq*3 - tcb*3);
X:= hwRound(r1 * x1 + r2 * cx1 + r3 * cx2 + tcb * x2);
Y:= hwRound(r1 * y1 + r2 * cy1 + r3 * cy2 + tcb * y2);
t:= t + Delta;
pa.ar[pa.Count].x:= X;
pa.ar[pa.Count].y:= Y;
inc(pa.Count);
//TryDo(pa.Count <= cMaxEdgePoints, 'Edge points overflow', true)
end;
until i = StartI;
end;
pa.ar[pa.Count].x:= opa.ar[StartI].X;
pa.ar[pa.Count].y:= opa.ar[StartI].Y;
inc(pa.Count)
end;
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
var i, StartLoop: LongInt;
opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
i:= 0;
StartLoop:= 0;
while (i < LongInt(opa.Count)) and (pa.Count < cMaxEdgePoints-1) do
if (opa.ar[i + 1].X = NTPX) then
begin
AddLoopPoints(pa, opa, StartLoop, i, Delta);
inc(i, 2);
StartLoop:= i;
pa.ar[pa.Count].X:= NTPX;
pa.ar[pa.Count].Y:= 0;
inc(pa.Count);
end else inc(i)
end;
end.