Fix build with CMake & gcc 4.1.2 on my system (treating #include <QtGui> as including directory)
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005-2007 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
*)
unit uLandGraphics;
interface
uses uFloat, uConsts;
{$INCLUDE options.inc}
type PRangeArray = ^TRangeArray;
TRangeArray = array[0..31] of record
Left, Right: LongInt;
end;
procedure DrawExplosion(X, Y, Radius: LongInt);
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): boolean;
implementation
uses SDLh, uMisc, uLand;
procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);
var i: LongInt;
begin
if ((y + dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do Land[y + dy, i]:= Value;
if ((y - dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do Land[y - dy, i]:= Value;
if ((y + dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do Land[y + dx, i]:= Value;
if ((y - dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do Land[y - dx, i]:= Value;
end;
procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
FillCircleLines(x, y, dx, dy, Value);
if (d < 0)
then d:= d + 4 * dx + 6
else begin
d:= d + 4 * (dx - dy) + 10;
dec(dy)
end;
inc(dx)
end;
if (dx = dy) then FillCircleLines(x, y, dx, dy, Value);
end;
procedure ClearLandPixel(y, x: LongInt);
var p: PByteArray;
begin
p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
case LandSurface^.format^.BytesPerPixel of
2: PWord(@(p^[x * 2]))^:= 0;
3: begin
p^[x * 3 + 0]:= 0;
p^[x * 3 + 1]:= 0;
p^[x * 3 + 2]:= 0;
end;
4: PLongword(@(p^[x * 4]))^:= 0;
end
end;
procedure SetLandPixel(y, x: LongInt);
var p: PByteArray;
begin
p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
case LandSurface^.format^.BytesPerPixel of
2: PWord(@(p^[x * 2]))^:= cExplosionBorderColor;
3: begin
p^[x * 3 + 0]:= cExplosionBorderColor and $FF;
p^[x * 3 + 1]:= (cExplosionBorderColor shr 8) and $FF;
p^[x * 3 + 2]:= cExplosionBorderColor shr 16;
end;
4: PLongword(@(p^[x * 4]))^:= cExplosionBorderColor;
end
end;
procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
var i: LongInt;
begin
if ((y + dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y + dy, i);
if ((y - dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y - dy, i);
if ((y + dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y + dx, i);
if ((y - dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y - dx, i);
end;
procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
var i: LongInt;
begin
if ((y + dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do
if Land[y + dy, i] = COLOR_LAND then SetLandPixel(y + dy, i);
if ((y - dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do
if Land[y - dy, i] = COLOR_LAND then SetLandPixel(y - dy, i);
if ((y + dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do
if Land[y + dx, i] = COLOR_LAND then SetLandPixel(y + dx, i);
if ((y - dx) and $FFFFFC00) = 0 then
for i:= max(x - dy, 0) to min(x + dy, 2047) do
if Land[y - dx, i] = COLOR_LAND then SetLandPixel(y - dx, i);
end;
procedure DrawExplosion(X, Y, Radius: LongInt);
var dx, dy, d: LongInt;
begin
FillRoundInLand(X, Y, Radius, 0);
if SDL_MustLock(LandSurface) then
SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
FillLandCircleLines0(x, y, dx, dy);
if (d < 0)
then d:= d + 4 * dx + 6
else begin
d:= d + 4 * (dx - dy) + 10;
dec(dy)
end;
inc(dx)
end;
if (dx = dy) then FillLandCircleLines0(x, y, dx, dy);
inc(Radius, 4);
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
FillLandCircleLinesEBC(x, y, dx, dy);
if (d < 0)
then d:= d + 4 * dx + 6
else begin
d:= d + 4 * (dx - dy) + 10;
dec(dy)
end;
inc(dx)
end;
if (dx = dy) then FillLandCircleLinesEBC(x, y, dx, dy);
if SDL_MustLock(LandSurface) then
SDL_UnlockSurface(LandSurface);
end;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
var tx, ty, i: LongInt;
begin
if SDL_MustLock(LandSurface) then
SDL_LockSurface(LandSurface);
for i:= 0 to Pred(Count) do
begin
for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do
for tx:= max(0, ar^[i].Left - Radius) to min(2047, ar^[i].Right + Radius) do
ClearLandPixel(ty, tx);
inc(y, dY)
end;
inc(Radius, 4);
dec(y, Count * dY);
for i:= 0 to Pred(Count) do
begin
for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do
for tx:= max(0, ar^[i].Left - Radius) to min(2047, ar^[i].Right + Radius) do
if Land[ty, tx] = $FFFFFF then
SetLandPixel(ty, tx);
inc(y, dY)
end;
if SDL_MustLock(LandSurface) then
SDL_UnlockSurface(LandSurface);
end;
//
// - (dX, dY) - direction, vector of length = 0.5
//
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
var nx, ny, dX8, dY8: hwFloat;
i, t, tx, ty: Longint;
begin // (-dY, dX) is (dX, dY) rotated by PI/2
if SDL_MustLock(LandSurface) then
SDL_LockSurface(LandSurface);
nx:= X + dY * (HalfWidth + 8);
ny:= Y - dX * (HalfWidth + 8);
dX8:= dX * 8;
dY8:= dY * 8;
for i:= 0 to 7 do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= -8 to ticks + 8 do
{$include tunsetborder.inc}
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= -HalfWidth to HalfWidth do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= 0 to 7 do
{$include tunsetborder.inc}
X:= nx;
Y:= ny;
for t:= 0 to ticks do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and $FFFFFC00) = 0) and ((tx and $FFFFF800) = 0) then
begin
Land[ty, tx]:= 0;
ClearLandPixel(ty, tx);
end
end;
for t:= 0 to 7 do
{$include tunsetborder.inc}
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= 0 to 7 do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= -8 to ticks + 8 do
{$include tunsetborder.inc}
nx:= nx - dY;
ny:= ny + dX;
end;
if SDL_MustLock(LandSurface) then
SDL_UnlockSurface(LandSurface)
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): boolean;
var X, Y, bpp, h, w: LongInt;
p: PByteArray;
r, rr: TSDL_Rect;
Image: PSDL_Surface;
begin
Image:= SpritesData[Obj].Surface;
w:= SpritesData[Obj].Width;
h:= SpritesData[Obj].Height;
if SDL_MustLock(Image) then
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
TryDo(bpp <> 1, 'We don''t work with 8 bit surfaces', true);
// Check that sprites fits free space
p:= @(PByteArray(Image^.pixels)^[Image^.pitch * Frame * h]);
case bpp of
2: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PWord(@(p^[x * 2]))^ <> 0 then
if (((cpY + y) and $FFFFFC00) <> 0) or
(((cpX + x) and $FFFFF800) <> 0) or
(Land[cpY + y, cpX + x] <> 0) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit(false)
end;
p:= @(p^[Image^.pitch]);
end;
3: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if (p^[x * 3 + 0] <> 0)
or (p^[x * 3 + 1] <> 0)
or (p^[x * 3 + 2] <> 0) then
if (((cpY + y) and $FFFFFC00) <> 0) or
(((cpX + x) and $FFFFF800) <> 0) or
(Land[cpY + y, cpX + x] <> 0) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit(false)
end;
p:= @(p^[Image^.pitch]);
end;
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PLongword(@(p^[x * 4]))^ <> 0 then
if (((cpY + y) and $FFFFFC00) <> 0) or
(((cpX + x) and $FFFFF800) <> 0) or
(Land[cpY + y, cpX + x] <> 0) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit(false)
end;
p:= @(p^[Image^.pitch]);
end;
end;
// Checked, now place
p:= @(PByteArray(Image^.pixels)^[Image^.pitch * Frame * h]);
case bpp of
2: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PWord(@(p^[x * 2]))^ <> 0 then Land[cpY + y, cpX + x]:= COLOR_LAND;
p:= @(p^[Image^.pitch]);
end;
3: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if (p^[x * 3 + 0] <> 0)
or (p^[x * 3 + 1] <> 0)
or (p^[x * 3 + 2] <> 0) then Land[cpY + y, cpX + x]:= COLOR_LAND;
p:= @(p^[Image^.pitch]);
end;
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PLongword(@(p^[x * 4]))^ <> 0 then Land[cpY + y, cpX + x]:= COLOR_LAND;
p:= @(p^[Image^.pitch]);
end;
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
// Draw sprite on Land surface
r.x:= 0;
r.y:= SpritesData[Obj].Height * Frame;
r.w:= SpritesData[Obj].Width;
r.h:= SpritesData[Obj].Height;
rr.x:= cpX;
rr.y:= cpY;
SDL_UpperBlit(Image, @r, LandSurface, @rr);
TryPlaceOnLand:= true
end;
end.