--- a/hedgewars/uLandGraphics.pas Sat Jan 27 14:06:29 2007 +0000
+++ b/hedgewars/uLandGraphics.pas Sat Jan 27 14:18:33 2007 +0000
@@ -5,19 +5,19 @@
type PRangeArray = ^TRangeArray;
TRangeArray = array[0..31] of record
- Left, Right: integer;
+ Left, Right: LongInt;
end;
-procedure DrawExplosion(X, Y, Radius: integer);
-procedure DrawHLinesExplosions(ar: PRangeArray; Radius: integer; y, dY: integer; Count: Byte);
-procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: integer);
-procedure FillRoundInLand(X, Y, Radius: integer; Value: Longword);
+procedure DrawExplosion(X, Y, Radius: LongInt);
+procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
+procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
+procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
implementation
uses SDLh, uMisc, uLand, uConsts;
-procedure FillCircleLines(x, y, dx, dy: integer; Value: Longword);
-var i: integer;
+procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);
+var i: LongInt;
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;
@@ -29,8 +29,8 @@
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;
+procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
+var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
@@ -49,7 +49,7 @@
if (dx = dy) then FillCircleLines(x, y, dx, dy, Value);
end;
-procedure ClearLandPixel(y, x: integer);
+procedure ClearLandPixel(y, x: LongInt);
var p: PByteArray;
begin
p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
@@ -65,7 +65,7 @@
end
end;
-procedure SetLandPixel(y, x: integer);
+procedure SetLandPixel(y, x: LongInt);
var p: PByteArray;
begin
p:= @PByteArray(LandSurface^.pixels)^[LandSurface^.pitch * y];
@@ -81,8 +81,8 @@
end
end;
-procedure FillLandCircleLines0(x, y, dx, dy: integer);
-var i: integer;
+procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
+var i: LongInt;
begin
if ((y + dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y + dy, i);
@@ -94,8 +94,8 @@
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;
+procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
+var i: LongInt;
begin
if ((y + dy) and $FFFFFC00) = 0 then
for i:= max(x - dx, 0) to min(x + dx, 2047) do
@@ -111,8 +111,8 @@
if Land[y - dx, i] = COLOR_LAND then SetLandPixel(y - dx, i);
end;
-procedure DrawExplosion(X, Y, Radius: integer);
-var dx, dy, d: integer;
+procedure DrawExplosion(X, Y, Radius: LongInt);
+var dx, dy, d: LongInt;
begin
FillRoundInLand(X, Y, Radius, 0);
@@ -155,7 +155,7 @@
SDL_UnlockSurface(LandSurface);
end;
-procedure DrawHLinesExplosions(ar: PRangeArray; Radius: integer; y, dY: integer; Count: Byte);
+procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
var tx, ty, i: LongInt;
begin
if SDL_MustLock(LandSurface) then
@@ -188,7 +188,7 @@
//
// - (dX, dY) - direction, vector of length = 0.5
//
-procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: integer);
+procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
var nx, ny, dX8, dY8: hwFloat;
i, t, tx, ty: Longint;
begin // (-dY, dX) is (dX, dY) rotated by PI/2