hedgewars/uLandPainted.pas
author Henek
Mon, 13 Dec 2010 15:02:04 +0100
changeset 4517 0618b31023dc
parent 4494 9585435e20f7
child 4648 d8e1b43482d2
permissions -rw-r--r--
added team flag to AddTeam and made AI team allowed to have custom flags. added GetGearVelocity and SetGearVelocity and removed CopyPV2. changed knockball to use use these functions instead.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2010 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uLandPainted;
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interface
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procedure LoadFromFile(fileName: shortstring);
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procedure Draw;
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procedure initModule;
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implementation
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uses uLandGraphics, uConsts, uUtils, SDLh, uCommands;
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type PointRec = packed record
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    X, Y: SmallInt;
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    flags: byte;
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    end;
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type
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    PPointEntry = ^PointEntry;
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    PointEntry = record
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        point: PointRec;
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        next: PPointEntry;
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        end;
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var pointsListHead, pointsListLast: PPointEntry;
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procedure DrawLineOnLand(X1, Y1, X2, Y2: LongInt);
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var  eX, eY, dX, dY: LongInt;
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    i, sX, sY, x, y, d: LongInt;
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    b: boolean;
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    len: LongWord;
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begin
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    len:= 0;
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    if (X1 = X2) and (Y1 = Y2) then
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        begin
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        exit
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        end;
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    eX:= 0;
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    eY:= 0;
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    dX:= X2 - X1;
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    dY:= Y2 - Y1;
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    if (dX > 0) then sX:= 1
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    else
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    if (dX < 0) then
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        begin
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        sX:= -1;
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        dX:= -dX
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        end else sX:= dX;
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    if (dY > 0) then sY:= 1
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    else
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    if (dY < 0) then
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        begin
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        sY:= -1;
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        dY:= -dY
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        end else sY:= dY;
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        if (dX > dY) then d:= dX
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                    else d:= dY;
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        x:= X1;
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        y:= Y1;
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        for i:= 0 to d do
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            begin
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            inc(eX, dX);
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            inc(eY, dY);
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            b:= false;
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            if (eX > d) then
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                begin
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                dec(eX, d);
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                inc(x, sX);
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                b:= true
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                end;
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            if (eY > d) then
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                begin
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                dec(eY, d);
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                inc(y, sY);
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                b:= true
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                end;
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            if b then
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                begin
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                inc(len);
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                if (len mod 4) = 0 then FillRoundInLand(X, Y, 34, lfBasic)
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                end
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        end
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end;
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procedure LoadFromFile(fileName: shortstring);
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var
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    f: file of PointRec;
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    rec, prevRec: PointRec;
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begin
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    fileMode:= 0;
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    assignFile(f, fileName);
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    reset(f);
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    while not eof(f) do
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        begin
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        read(f, rec);
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        rec.X:= SDLNet_Read16(@rec.X);
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        rec.Y:= SDLNet_Read16(@rec.Y);
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        // FIXME: handle single point
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        if eof(f) or (rec.flags and $80 <> 0) then
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            else
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            DrawLineOnLand(prevRec.X, prevRec.Y, rec.X, rec.Y);
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        prevRec:= rec;
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        end;
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    closeFile(f);
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end;
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procedure chDraw(var s: shortstring);
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var rec: PointRec;
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    prec: ^PointRec;
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    pe: PPointEntry;
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    i, l: byte;
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begin
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    i:= 1;
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    l:= length(s);
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    while i < l do
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        begin
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        prec:= @s[i];
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        rec:= prec^;
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        rec.X:= SDLNet_Read16(@rec.X);
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        rec.Y:= SDLNet_Read16(@rec.Y);
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        pe:= new(PPointEntry);
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        if pointsListLast = nil then
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            pointsListHead:= pe
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        else
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            pointsListLast^.next:= pe;
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        pointsListLast:= pe;
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        pe^.point:= rec;
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        pe^.next:= nil;
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        inc(i, 5)
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        end;
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end;
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procedure Draw;
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var pe: PPointEntry;
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    prevPoint: PointRec;
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begin
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    pe:= pointsListHead;
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    while(pe <> nil) do
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        begin
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        if (pe^.point.flags and $80 <> 0) then
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            FillRoundInLand(pe^.point.X, pe^.point.Y, 34, lfBasic)
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            else
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            DrawLineOnLand(prevPoint.X, prevPoint.Y, pe^.point.X, pe^.point.Y);
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        prevPoint:= pe^.point;
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        pe:= pe^.next;
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        end;
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end;
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procedure initModule;
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begin
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    pointsListHead:= nil;
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    pointsListLast:= nil;
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    RegisterVariable('draw', vtCommand, @chDraw, false);
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end;
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end.