hedgewars/uLandPainted.pas
author nemo
Sun, 10 Jun 2012 14:36:40 -0400
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child 7277 b817a478dcfb
permissions -rw-r--r--
Ensure that Clan ammo always takes precedence over Per Hog Ammo in the flags. It'd be best for the user sake if these buttons acted more like radio buttons.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 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 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, uUtils, SDLh, uCommands, uDebug;
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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 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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        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: 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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    pe:= pointsListHead;
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    TryDo((pe = nil) or (pe^.point.flags and $80 <> 0), 'Corrupted draw data', true);
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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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            begin
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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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            AddFileLog('[DRAW] Move to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+'), radius = '+inttostr(radius));
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            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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            AddFileLog('[DRAW] Line to: ('+inttostr(pe^.point.X)+','+inttostr(pe^.point.Y)+'), radius = '+inttostr(radius));
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            DrawThickLine(prevPoint.X, prevPoint.Y, pe^.point.X, pe^.point.Y, radius, color);
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            FillRoundInLand(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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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);
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        end;
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end;
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end.