diff -r 57c2ef19f719 -r f97a7a3dc8f6 hedgewars/uLandGraphics.pas --- a/hedgewars/uLandGraphics.pas Thu Oct 05 16:33:18 2006 +0000 +++ b/hedgewars/uLandGraphics.pas Thu Oct 05 17:02:09 2006 +0000 @@ -1,250 +1,250 @@ -unit uLandGraphics; -interface - -type PRangeArray = ^TRangeArray; - TRangeArray = array[0..31] of record - Left, Right: integer; - end; - -procedure DrawExplosion(X, Y, Radius: integer); -procedure DrawHLinesExplosions(ar: PRangeArray; Radius: integer; y, dY: integer; Count: Byte); -procedure DrawTunnel(X, Y, dX, dY: Double; ticks, HalfWidth: integer); -procedure FillRoundInLand(X, Y, Radius: integer; Value: Longword); - -implementation -uses SDLh, uStore, uMisc, uLand, uConsts; - -procedure FillCircleLines(x, y, dx, dy: integer; Value: Longword); -var i: integer; -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: integer; Value: Longword); -var dx, dy, d: integer; -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: integer); -var p: PByteArray; -begin -p:= @PByteArray(LandSurface.pixels)^[LandSurface.pitch*y]; -case LandSurface.format.BytesPerPixel of - 1: ;// not supported - 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: integer); -var p: PByteArray; -begin -p:= @PByteArray(LandSurface.pixels)^[LandSurface.pitch*y]; -case LandSurface.format.BytesPerPixel of - 1: ;// not supported - 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: integer); -var i: integer; -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: integer); -var i: integer; -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: integer); -var dx, dy, d: integer; -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: integer; y, dY: integer; 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(-Radius, -y) to min(Radius, 1023 - y) do - for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do - ClearLandPixel(y + ty, tx); - inc(y, dY) - end; - -inc(Radius, 4); -dec(y, Count*dY); - -for i:= 0 to Pred(Count) do - begin - for ty:= max(-Radius, -y) to min(Radius, 1023 - y) do - for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do - if Land[y + ty, tx] = $FFFFFF then - SetLandPixel(y + ty, tx); - inc(y, dY) - end; - -if SDL_MustLock(LandSurface) then - SDL_UnlockSurface(LandSurface); -end; - -// -// - (dX, dY) - direction, vector of length = 0.5 -// -procedure DrawTunnel(X, Y, dX, dY: Double; ticks, HalfWidth: integer); -var nx, ny: Double; - i, t, tx, ty: Longint; -begin // (-dY, dX) is (dX, dY) rotated by PI/2 -if SDL_MustLock(LandSurface) then - SDL_LockSurface(LandSurface); - -nx:= X + dY * (HalfWidth + 8); -ny:= Y - dX * (HalfWidth + 8); - -for i:= 0 to 7 do - begin - X:= nx - 8 * dX; - Y:= ny - 8 * dY; - for t:= -8 to ticks + 8 do - {$include tunsetborder.inc} - nx:= nx - dY; - ny:= ny + dX; - end; - -for i:= -HalfWidth to HalfWidth do - begin - X:= nx - dX * 8; - Y:= ny - dY * 8; - 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:= round(X); - ty:= round(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 - 8 * dX; - Y:= ny - 8 * dY; - 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; - - -end. +unit uLandGraphics; +interface + +type PRangeArray = ^TRangeArray; + TRangeArray = array[0..31] of record + Left, Right: integer; + end; + +procedure DrawExplosion(X, Y, Radius: integer); +procedure DrawHLinesExplosions(ar: PRangeArray; Radius: integer; y, dY: integer; Count: Byte); +procedure DrawTunnel(X, Y, dX, dY: Double; ticks, HalfWidth: integer); +procedure FillRoundInLand(X, Y, Radius: integer; Value: Longword); + +implementation +uses SDLh, uStore, uMisc, uLand, uConsts; + +procedure FillCircleLines(x, y, dx, dy: integer; Value: Longword); +var i: integer; +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: integer; Value: Longword); +var dx, dy, d: integer; +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: integer); +var p: PByteArray; +begin +p:= @PByteArray(LandSurface.pixels)^[LandSurface.pitch*y]; +case LandSurface.format.BytesPerPixel of + 1: ;// not supported + 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: integer); +var p: PByteArray; +begin +p:= @PByteArray(LandSurface.pixels)^[LandSurface.pitch*y]; +case LandSurface.format.BytesPerPixel of + 1: ;// not supported + 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: integer); +var i: integer; +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: integer); +var i: integer; +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: integer); +var dx, dy, d: integer; +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: integer; y, dY: integer; 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(-Radius, -y) to min(Radius, 1023 - y) do + for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do + ClearLandPixel(y + ty, tx); + inc(y, dY) + end; + +inc(Radius, 4); +dec(y, Count*dY); + +for i:= 0 to Pred(Count) do + begin + for ty:= max(-Radius, -y) to min(Radius, 1023 - y) do + for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do + if Land[y + ty, tx] = $FFFFFF then + SetLandPixel(y + ty, tx); + inc(y, dY) + end; + +if SDL_MustLock(LandSurface) then + SDL_UnlockSurface(LandSurface); +end; + +// +// - (dX, dY) - direction, vector of length = 0.5 +// +procedure DrawTunnel(X, Y, dX, dY: Double; ticks, HalfWidth: integer); +var nx, ny: Double; + i, t, tx, ty: Longint; +begin // (-dY, dX) is (dX, dY) rotated by PI/2 +if SDL_MustLock(LandSurface) then + SDL_LockSurface(LandSurface); + +nx:= X + dY * (HalfWidth + 8); +ny:= Y - dX * (HalfWidth + 8); + +for i:= 0 to 7 do + begin + X:= nx - 8 * dX; + Y:= ny - 8 * dY; + for t:= -8 to ticks + 8 do + {$include tunsetborder.inc} + nx:= nx - dY; + ny:= ny + dX; + end; + +for i:= -HalfWidth to HalfWidth do + begin + X:= nx - dX * 8; + Y:= ny - dY * 8; + 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:= round(X); + ty:= round(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 - 8 * dX; + Y:= ny - 8 * dY; + 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; + + +end.