isOnCurrentHog and isOnCrosshair now look at the distance relative to the screen rather than world coords, this means that zooming out doesn't make it harder to touch the hog or crosshair
(*
* 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.