54
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1 |
unit uLandGraphics;
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interface
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4 |
type PRangeArray = ^TRangeArray;
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TRangeArray = array[0..31] of record
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Left, Right: integer;
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end;
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procedure DrawExplosion(X, Y, Radius: integer);
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101
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10 |
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: integer; y, dY: integer; Count: Byte);
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107
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11 |
procedure DrawTunnel(X, Y, dX, dY: Double; ticks, HalfWidth: integer);
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54
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procedure FillRoundInLand(X, Y, Radius: integer; Value: Longword);
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implementation
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64
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15 |
uses SDLh, uStore, uMisc, uLand, uConsts;
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54
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16 |
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procedure FillCircleLines(x, y, dx, dy: integer; Value: Longword);
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var i: integer;
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begin
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if ((y + dy) and $FFFFFC00) = 0 then
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for i:= max(x - dx, 0) to min(x + dx, 2047) do Land[y + dy, i]:= Value;
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if ((y - dy) and $FFFFFC00) = 0 then
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for i:= max(x - dx, 0) to min(x + dx, 2047) do Land[y - dy, i]:= Value;
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if ((y + dx) and $FFFFFC00) = 0 then
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for i:= max(x - dy, 0) to min(x + dy, 2047) do Land[y + dx, i]:= Value;
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if ((y - dx) and $FFFFFC00) = 0 then
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for i:= max(x - dy, 0) to min(x + dy, 2047) do Land[y - dx, i]:= Value;
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end;
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procedure FillRoundInLand(X, Y, Radius: integer; Value: Longword);
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var dx, dy, d: integer;
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begin
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dx:= 0;
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dy:= Radius;
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d:= 3 - 2 * Radius;
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while (dx < dy) do
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begin
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FillCircleLines(x, y, dx, dy, Value);
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if (d < 0)
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then d:= d + 4 * dx + 6
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else begin
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d:= d + 4 * (dx - dy) + 10;
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dec(dy)
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end;
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inc(dx)
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end;
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if (dx = dy) then FillCircleLines(x, y, dx, dy, Value);
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end;
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57
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procedure ClearLandPixel(y, x: integer);
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101
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var p: PByteArray;
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57
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begin
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101
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p:= @PByteArray(LandSurface.pixels)^[LandSurface.pitch*y];
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57
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case LandSurface.format.BytesPerPixel of
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1: ;// not supported
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101
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2: PWord(@p[x * 2])^:= 0;
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57
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3: begin
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101
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p[x * 3 + 0]:= 0;
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p[x * 3 + 1]:= 0;
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p[x * 3 + 2]:= 0;
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57
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end;
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101
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4: PLongword(@p[x * 4])^:= 0;
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end
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57
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end;
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procedure SetLandPixel(y, x: integer);
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101
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var p: PByteArray;
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57
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begin
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101
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p:= @PByteArray(LandSurface.pixels)^[LandSurface.pitch*y];
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57
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case LandSurface.format.BytesPerPixel of
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1: ;// not supported
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101
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2: PWord(@p[x * 2])^:= cExplosionBorderColor;
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57
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3: begin
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101
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p[x * 3 + 0]:= cExplosionBorderColor and $FF;
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p[x * 3 + 1]:= (cExplosionBorderColor shr 8) and $FF;
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p[x * 3 + 2]:= cExplosionBorderColor shr 16;
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57
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end;
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101
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4: PLongword(@p[x * 4])^:= cExplosionBorderColor;
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end
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57
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end;
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procedure FillLandCircleLines0(x, y, dx, dy: integer);
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var i: integer;
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begin
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if ((y + dy) and $FFFFFC00) = 0 then
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for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y + dy, i);
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if ((y - dy) and $FFFFFC00) = 0 then
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for i:= max(x - dx, 0) to min(x + dx, 2047) do ClearLandPixel(y - dy, i);
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if ((y + dx) and $FFFFFC00) = 0 then
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for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y + dx, i);
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if ((y - dx) and $FFFFFC00) = 0 then
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for i:= max(x - dy, 0) to min(x + dy, 2047) do ClearLandPixel(y - dx, i);
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end;
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procedure FillLandCircleLinesEBC(x, y, dx, dy: integer);
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var i: integer;
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begin
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if ((y + dy) and $FFFFFC00) = 0 then
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for i:= max(x - dx, 0) to min(x + dx, 2047) do
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64
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if Land[y + dy, i] = COLOR_LAND then SetLandPixel(y + dy, i);
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57
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if ((y - dy) and $FFFFFC00) = 0 then
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for i:= max(x - dx, 0) to min(x + dx, 2047) do
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64
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if Land[y - dy, i] = COLOR_LAND then SetLandPixel(y - dy, i);
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57
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if ((y + dx) and $FFFFFC00) = 0 then
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for i:= max(x - dy, 0) to min(x + dy, 2047) do
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64
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if Land[y + dx, i] = COLOR_LAND then SetLandPixel(y + dx, i);
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57
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if ((y - dx) and $FFFFFC00) = 0 then
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for i:= max(x - dy, 0) to min(x + dy, 2047) do
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64
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if Land[y - dx, i] = COLOR_LAND then SetLandPixel(y - dx, i);
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57
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end;
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54
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procedure DrawExplosion(X, Y, Radius: integer);
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57
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var dx, dy, d: integer;
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54
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begin
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FillRoundInLand(X, Y, Radius, 0);
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if SDL_MustLock(LandSurface) then
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SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
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57
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dx:= 0;
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dy:= Radius;
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d:= 3 - 2 * Radius;
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while (dx < dy) do
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begin
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FillLandCircleLines0(x, y, dx, dy);
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if (d < 0)
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then d:= d + 4 * dx + 6
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else begin
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d:= d + 4 * (dx - dy) + 10;
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dec(dy)
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end;
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inc(dx)
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54
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end;
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57
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if (dx = dy) then FillLandCircleLines0(x, y, dx, dy);
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inc(Radius, 4);
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dx:= 0;
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dy:= Radius;
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d:= 3 - 2 * Radius;
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while (dx < dy) do
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begin
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FillLandCircleLinesEBC(x, y, dx, dy);
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if (d < 0)
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then d:= d + 4 * dx + 6
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else begin
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d:= d + 4 * (dx - dy) + 10;
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dec(dy)
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end;
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inc(dx)
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54
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end;
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57
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if (dx = dy) then FillLandCircleLinesEBC(x, y, dx, dy);
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54
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if SDL_MustLock(LandSurface) then
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SDL_UnlockSurface(LandSurface);
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end;
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101
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procedure DrawHLinesExplosions(ar: PRangeArray; Radius: integer; y, dY: integer; Count: Byte);
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var tx, ty, i: integer;
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54
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begin
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if SDL_MustLock(LandSurface) then
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SDL_LockSurface(LandSurface);
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for i:= 0 to Pred(Count) do
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begin
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101
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for ty:= max(-Radius, -y) to min(Radius, 1023 - y) do
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for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do
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ClearLandPixel(y + ty, tx);
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54
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inc(y, dY)
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end;
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inc(Radius, 4);
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dec(y, Count*dY);
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for i:= 0 to Pred(Count) do
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begin
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101
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for ty:= max(-Radius, -y) to min(Radius, 1023 - y) do
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for tx:= max(0, ar[i].Left - Radius) to min(2047, ar[i].Right + Radius) do
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if Land[y + ty, tx] = $FFFFFF then
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SetLandPixel(y + ty, tx);
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54
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inc(y, dY)
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end;
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if SDL_MustLock(LandSurface) then
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SDL_UnlockSurface(LandSurface);
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end;
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//
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// - (dX, dY) - direction, vector of length = 0.5
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//
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107
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procedure DrawTunnel(X, Y, dX, dY: Double; ticks, HalfWidth: integer);
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var nx, ny: Double;
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101
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i, t, tx, ty: integer;
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54
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begin // (-dY, dX) is (dX, dY) turned by PI/2
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if SDL_MustLock(LandSurface) then
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SDL_LockSurface(LandSurface);
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nx:= X + dY * (HalfWidth + 8);
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ny:= Y - dX * (HalfWidth + 8);
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for i:= 0 to 7 do
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begin
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X:= nx - 8 * dX;
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Y:= ny - 8 * dY;
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for t:= -8 to ticks + 8 do
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{$include tunsetborder.inc}
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nx:= nx - dY;
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ny:= ny + dX;
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end;
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for i:= -HalfWidth to HalfWidth do
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begin
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X:= nx - dX * 8;
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Y:= ny - dY * 8;
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for t:= 0 to 7 do
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{$include tunsetborder.inc}
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X:= nx;
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Y:= ny;
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for t:= 0 to ticks do
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begin
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X:= X + dX;
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Y:= Y + dY;
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tx:= round(X);
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ty:= round(Y);
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if ((ty and $FFFFFC00) = 0) and ((tx and $FFFFF800) = 0) then
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begin
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Land[ty, tx]:= 0;
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101
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ClearLandPixel(ty, tx);
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54
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end
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end;
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for t:= 0 to 7 do
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{$include tunsetborder.inc}
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nx:= nx - dY;
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ny:= ny + dX;
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end;
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for i:= 0 to 7 do
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begin
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X:= nx - 8 * dX;
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Y:= ny - 8 * dY;
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for t:= -8 to ticks + 8 do
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{$include tunsetborder.inc}
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nx:= nx - dY;
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ny:= ny + dX;
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end;
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if SDL_MustLock(LandSurface) then
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SDL_UnlockSurface(LandSurface)
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end;
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end.
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