hedgewars/uLandPainted.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 28 Oct 2019 18:58:13 +0100
changeset 15494 3c0a3c824c49
parent 15245 4195d2852974
permissions -rw-r--r--
Racer: Force-enable solid land Otherwise, the land could degrade after each round, making the game progressively easier for later players
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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 Draw;
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procedure initModule;
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procedure freeModule;
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implementation
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uses uLandGraphics, uConsts, uVariables, uUtils, SDLh, uCommands, uScript, uIO;
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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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    PPointRec = ^PointRec;
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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 chDraw(var s: shortstring);
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var rec: PointRec;
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    prec: PPointRec;
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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:= PPointRec(@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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        if rec.X < -318 then rec.X:= -318;
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        if rec.X > 4096+318 then rec.X:= 4096+318;
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        if rec.Y < -318 then rec.Y:= -318;
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        if rec.Y > 2048+318 then rec.Y:= 2048+318;
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        new(pe);
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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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    radius: LongInt;
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    color, Xoffset, Yoffset: Longword;
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    lineNumber, linePoints: Longword;
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begin
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    // shutup compiler
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    prevPoint.X:= 0;
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    prevPoint.Y:= 0;
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    radius:= 0;
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    linePoints:= 0;
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    Xoffset:= (LAND_WIDTH-(playWidth)) div 2;
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    Yoffset:= LAND_HEIGHT-(playHeight);
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    pe:= pointsListHead;
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    while (pe <> nil) and (pe^.point.flags and $80 = 0) do
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        begin
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        ScriptCall('onSpecialPoint', pe^.point.X, pe^.point.Y, pe^.point.flags);
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        pe:= pe^.next;
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        end;
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    lineNumber:= 0;
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    while(pe <> nil) do
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        begin
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        pe^.point.X:= LongInt(pe^.point.X) * playWidth div 4096 + Xoffset;
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        pe^.point.Y:= LongInt(pe^.point.Y) * playHeight div 2048 + Yoffset;
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        if (pe^.point.flags and $80 <> 0) then
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            begin
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            if (lineNumber > 0) and (linePoints = 0) and cAdvancedMapGenMode then
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                    SendIPC('|' + inttostr(lineNumber - 1));
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            inc(lineNumber);
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            if (pe^.point.flags and $40 <> 0) then
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                color:= 0
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                else
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                color:= lfBasic;
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            radius:= (pe^.point.flags and $3F) * 5 + 3;
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            radius:= (radius * playWidth div 4096);
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            linePoints:= FillRoundInLand(pe^.point.X, pe^.point.Y, radius, color);
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            end
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        else
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            begin
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            inc(linePoints, DrawThickLine(prevPoint.X, prevPoint.Y, pe^.point.X, pe^.point.Y, radius, color));
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            end;
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        prevPoint:= pe^.point;
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        pe:= pe^.next;
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        end;
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    if (topY > 0) then
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        EraseLandRectRaw(0, 0, LAND_WIDTH, topY);
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    if (leftX > 0) then
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        EraseLandRectRaw(0, topY, leftX, LAND_HEIGHT - topY);
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    if (rightX < (LAND_WIDTH - 1)) then
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        EraseLandRectRaw(rightX + 1, topY, LAND_WIDTH - (rightX + 1), LAND_HEIGHT - topY);
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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', @chDraw, false);
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end;
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procedure freeModule;
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var pe, pp: PPointEntry;
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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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        pp:= pe;
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        pe:= pe^.next;
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        dispose(pp);
d2684b6f02ce fix leaking of hand-drawn maps
sheepluva
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   158
        end;
d2684b6f02ce fix leaking of hand-drawn maps
sheepluva
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   159
end;
d2684b6f02ce fix leaking of hand-drawn maps
sheepluva
parents: 4976
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   160
4457
ffb766e85150 - Change painted map file format
unc0rr
parents:
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   161
end.