Revert camera shake. Now to make sure we don't desync anymore.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uLandPainted;
interface
procedure Draw;
procedure initModule;
procedure freeModule;
implementation
uses uLandGraphics, uConsts, uUtils, SDLh, uCommands, uDebug;
type PointRec = packed record
X, Y: SmallInt;
flags: byte;
end;
type
PPointEntry = ^PointEntry;
PointEntry = record
point: PointRec;
next: PPointEntry;
end;
var pointsListHead, pointsListLast: PPointEntry;
procedure DrawLineOnLand(X1, Y1, X2, Y2: LongInt);
var eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
b: boolean;
len: LongWord;
begin
len:= 0;
if (X1 = X2) and (Y1 = Y2) then
begin
exit
end;
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end else sX:= dX;
if (dY > 0) then sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end else sY:= dY;
if (dX > dY) then d:= dX
else d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
b:= false;
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
b:= true
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
b:= true
end;
if b then
begin
inc(len);
if (len mod 4) = 0 then FillRoundInLand(X, Y, 34, lfBasic)
end
end
end;
procedure chDraw(var s: shortstring);
var rec: PointRec;
prec: ^PointRec;
pe: PPointEntry;
i, l: byte;
begin
i:= 1;
l:= length(s);
while i < l do
begin
prec:= @s[i];
rec:= prec^;
rec.X:= SDLNet_Read16(@rec.X);
rec.Y:= SDLNet_Read16(@rec.Y);
pe:= new(PPointEntry);
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;
begin
// shutup compiler
prevPoint.X:= 0;
prevPoint.Y:= 0;
pe:= pointsListHead;
TryDo((pe = nil) or (pe^.point.flags and $80 <> 0), 'Corrupted draw data', true);
while(pe <> nil) do
begin
if (pe^.point.flags and $80 <> 0) then
begin
AddFileLog('[DRAW] Move to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+')');
FillRoundInLand(pe^.point.X, pe^.point.Y, 34, lfBasic)
end
else
begin
AddFileLog('[DRAW] Line to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+')');
DrawLineOnLand(prevPoint.X, prevPoint.Y, pe^.point.X, pe^.point.Y);
end;
prevPoint:= pe^.point;
pe:= pe^.next;
end;
end;
procedure initModule;
begin
pointsListHead:= nil;
pointsListLast:= nil;
RegisterVariable('draw', vtCommand, @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.