Changeset 537 for trunk/LocalPlayer/Term.pas
- Timestamp:
- Apr 16, 2024, 10:35:07 AM (7 months ago)
- File:
-
- 1 edited
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trunk/LocalPlayer/Term.pas
r535 r537 995 995 procedure TMainScreen.PaintZoomedTile(Dst: TBitmap; X, Y, Loc: Integer); 996 996 997 procedure T Sprite(xDst, yDst, xSrc, ySrc: Integer);997 procedure TerrainSprite(xDst, yDst, xSrc, ySrc: Integer); 998 998 begin 999 999 with NoMapPanel do … … 1002 1002 end; 1003 1003 1004 procedure T Sprite4(xSrc, ySrc: Integer);1004 procedure TerrainSprite4(xSrc, ySrc: Integer); 1005 1005 begin 1006 1006 with NoMapPanel do begin … … 1042 1042 1043 1043 if Tile and fTerrain >= fForest then 1044 T Sprite4(2, 2)1044 TerrainSprite4(2, 2) 1045 1045 else 1046 T Sprite4(Tile and fTerrain, 0);1046 TerrainSprite4(Tile and fTerrain, 0); 1047 1047 if Tile and fTerrain >= fForest then 1048 1048 begin … … 1051 1051 else 1052 1052 ySrc := 3 + 2 * (Tile and fTerrain - fForest); 1053 T Sprite(xxt, 0, 6, ySrc);1054 T Sprite(0, yyt, 3, ySrc);1055 T Sprite((xxt * 2), yyt, 4, ySrc + 1);1056 T Sprite(xxt, (yyt * 2), 1, ySrc + 1);1053 TerrainSprite(xxt, 0, 6, ySrc); 1054 TerrainSprite(0, yyt, 3, ySrc); 1055 TerrainSprite((xxt * 2), yyt, 4, ySrc + 1); 1056 TerrainSprite(xxt, (yyt * 2), 1, ySrc + 1); 1057 1057 end; 1058 1058 … … 1060 1060 case Tile and fTerImp of 1061 1061 tiIrrigation: begin 1062 T Sprite(xxt, 0, 0, 12);1063 T Sprite(xxt * 2, yyt, 0, 12);1062 TerrainSprite(xxt, 0, 0, 12); 1063 TerrainSprite(xxt * 2, yyt, 0, 12); 1064 1064 end; 1065 1065 tiFarm: begin 1066 T Sprite(xxt, 0, 1, 12);1067 T Sprite(xxt * 2, yyt, 1, 12);1066 TerrainSprite(xxt, 0, 1, 12); 1067 TerrainSprite(xxt * 2, yyt, 1, 12); 1068 1068 end; 1069 1069 end; … … 1071 1071 // river/canal/road/railroad 1072 1072 if Tile and fRiver <> 0 then begin 1073 T Sprite(0, yyt, 2, 14);1074 T Sprite(xxt, (yyt * 2), 2, 14);1073 TerrainSprite(0, yyt, 2, 14); 1074 TerrainSprite(xxt, (yyt * 2), 2, 14); 1075 1075 end; 1076 1076 if Tile and fCanal <> 0 then begin 1077 T Sprite(xxt, 0, 7, 11);1078 T Sprite(xxt, 0, 3, 11);1079 T Sprite(xxt * 2, yyt, 7, 11);1080 T Sprite(xxt * 2, yyt, 3, 11);1077 TerrainSprite(xxt, 0, 7, 11); 1078 TerrainSprite(xxt, 0, 3, 11); 1079 TerrainSprite(xxt * 2, yyt, 7, 11); 1080 TerrainSprite(xxt * 2, yyt, 3, 11); 1081 1081 end; 1082 1082 if Tile and fRR <> 0 then begin 1083 T Sprite((xxt * 2), yyt, 1, 10);1084 T Sprite((xxt * 2), yyt, 5, 10);1085 T Sprite(xxt, (yyt * 2), 1, 10);1086 T Sprite(xxt, (yyt * 2), 5, 10);1083 TerrainSprite((xxt * 2), yyt, 1, 10); 1084 TerrainSprite((xxt * 2), yyt, 5, 10); 1085 TerrainSprite(xxt, (yyt * 2), 1, 10); 1086 TerrainSprite(xxt, (yyt * 2), 5, 10); 1087 1087 end 1088 1088 else if Tile and fRoad <> 0 then begin 1089 T Sprite((xxt * 2), yyt, 8, 9);1090 T Sprite((xxt * 2), yyt, 5, 9);1091 T Sprite(xxt, (yyt * 2), 1, 9);1092 T Sprite(xxt, (yyt * 2), 5, 9);1089 TerrainSprite((xxt * 2), yyt, 8, 9); 1090 TerrainSprite((xxt * 2), yyt, 5, 9); 1091 TerrainSprite(xxt, (yyt * 2), 1, 9); 1092 TerrainSprite(xxt, (yyt * 2), 5, 9); 1093 1093 end; 1094 1094 1095 1095 if Tile and fPoll <> 0 then 1096 T Sprite(xxt, (yyt * 2), 6, 12);1096 TerrainSprite(xxt, (yyt * 2), 6, 12); 1097 1097 1098 1098 // special 1099 if Tile and (fTerrain or fSpecial) = fGrass or fSpecial1 then T Sprite4(2, 1)1099 if Tile and (fTerrain or fSpecial) = fGrass or fSpecial1 then TerrainSprite4(2, 1) 1100 1100 else if Tile and fSpecial <> 0 then 1101 1101 if Tile and fTerrain < fForest then 1102 T Sprite(0, yyt, Tile and fTerrain, Tile and fSpecial shr 5)1102 TerrainSprite(0, yyt, Tile and fTerrain, Tile and fSpecial shr 5) 1103 1103 else if (Tile and fTerrain = fForest) and IsJungle(Loc div G.lx) then 1104 T Sprite(0, yyt, 8, 17 + Tile and fSpecial shr 5)1104 TerrainSprite(0, yyt, 8, 17 + Tile and fSpecial shr 5) 1105 1105 else 1106 T Sprite(0, yyt, 8, 2 + (Tile and fTerrain - fForest) * 2 + Tile and1106 TerrainSprite(0, yyt, 8, 2 + (Tile and fTerrain - fForest) * 2 + Tile and 1107 1107 fSpecial shr 5) 1108 1108 else if Tile and fDeadLands <> 0 then begin 1109 T Sprite4(6, 2);1110 T Sprite(xxt, yyt, 8, 12 + Tile shr 25 and 3);1109 TerrainSprite4(6, 2); 1110 TerrainSprite(xxt, yyt, 8, 12 + Tile shr 25 and 3); 1111 1111 end; 1112 1112 1113 1113 // other improvements 1114 1114 case Tile and fTerImp of 1115 tiMine: T Sprite(xxt, 0, 2, 12);1115 tiMine: TerrainSprite(xxt, 0, 2, 12); 1116 1116 tiFort: begin 1117 T Sprite(xxt, 0, 7, 12);1118 T Sprite(xxt, 0, 3, 12);1119 end; 1120 tiBase: T Sprite(xxt, 0, 4, 12);1117 TerrainSprite(xxt, 0, 7, 12); 1118 TerrainSprite(xxt, 0, 3, 12); 1119 end; 1120 tiBase: TerrainSprite(xxt, 0, 4, 12); 1121 1121 end; 1122 1122 end;
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