unit uLandGraphics;interfacetype 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);implementationuses SDLh, uMisc, uLand, uConsts;procedure FillCircleLines(x, y, dx, dy: integer; Value: Longword);var i: integer;beginif ((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;beginp:= @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; endend;procedure SetLandPixel(y, x: integer);var p: PByteArray;beginp:= @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; endend;procedure FillLandCircleLines0(x, y, dx, dy: integer);var i: integer;beginif ((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;beginif ((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;beginFillRoundInLand(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;beginif SDL_MustLock(LandSurface) then SDL_LockSurface(LandSurface);for i:= 0 to Pred(Count) do begin for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do ClearLandPixel(ty, tx); inc(y, dY) end;inc(Radius, 4);dec(y, Count*dY);for i:= 0 to Pred(Count) do begin for ty:= max(y - Radius, 0) to min(y + Radius, 1023) do for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do if Land[ty, tx] = $FFFFFF then SetLandPixel(ty, tx); inc(y, dY) end;if SDL_MustLock(LandSurface) then SDL_UnlockSurface(LandSurface);end;//// - (dX, dY) - direction, vector of length = 0.5//procedure DrawTunnel(X, Y, dX, dY: Double; ticks, HalfWidth: integer);var nx, ny: Double; i, t, tx, ty: Longint;begin // (-dY, dX) is (dX, dY) rotated by PI/2if SDL_MustLock(LandSurface) then SDL_LockSurface(LandSurface);nx:= X + dY * (HalfWidth + 8);ny:= Y - dX * (HalfWidth + 8);for i:= 0 to 7 do begin X:= nx - 8 * dX; Y:= ny - 8 * dY; for t:= -8 to ticks + 8 do {$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.