Fix random weapons with per-hog ammo, fix ammo store loadout number in scripting for per-clan and per-hog ammo, add an advanced script hook into parsecommand to override values, add check for empty map in chSetMap, load script earlier in game params from frontend
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uLandGraphics;
interface
uses uFloat, uConsts, uTypes;
type PRangeArray = ^TRangeArray;
TRangeArray = array[0..31] of record
Left, Right: LongInt;
end;
function addBgColor(OldColor, NewColor: LongWord): LongWord;
function SweepDirty: boolean;
function Despeckle(X, Y: LongInt): boolean;
procedure Smooth(X, Y: LongInt);
function CheckLandValue(X, Y: LongInt; LandFlag: Word): boolean;
function DrawExplosion(X, Y, Radius: LongInt): Longword;
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);
procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet: boolean);
function LandBackPixel(x, y: LongInt): LongWord;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean;
implementation
uses SDLh, uLandTexture, uVariables, uUtils, uDebug;
function addBgColor(OldColor, NewColor: LongWord): LongWord;
// Factor ranges from 0 to 100% NewColor
var
oRed, oBlue, oGreen, oAlpha, nRed, nBlue, nGreen, nAlpha: Byte;
begin
// Get colors
oAlpha := (OldColor shr AShift) and $FF;
oRed := (OldColor shr RShift) and $FF;
oGreen := (OldColor shr GShift) and $FF;
oBlue := (OldColor shr BShift) and $FF;
nAlpha := (NewColor shr AShift) and $FF;
nRed := (NewColor shr RShift) and $FF;
nGreen := (NewColor shr GShift) and $FF;
nBlue := (NewColor shr BShift) and $FF;
// Mix colors
nAlpha := min(255, oAlpha + nAlpha);
nRed := ((oRed * oAlpha) + (nRed * Byte(255-oAlpha))) div 255;
nGreen := ((oGreen * oAlpha) + (nGreen * Byte(255-oAlpha))) div 255;
nBlue := ((oBlue * oAlpha) + (nBlue * Byte(255-oAlpha))) div 255;
addBgColor := (nAlpha shl AShift) or (nRed shl RShift) or (nGreen shl GShift) or (nBlue shl BShift);
end;
procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);
var i: LongInt;
begin
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y + dy, i] and lfIndestructible) = 0 then
Land[y + dy, i]:= Value;
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y - dy, i] and lfIndestructible) = 0 then
Land[y - dy, i]:= Value;
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y + dx, i] and lfIndestructible) = 0 then
Land[y + dx, i]:= Value;
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y - dx, i] and lfIndestructible) = 0 then
Land[y - dx, i]:= Value;
end;
procedure ChangeCircleLines(x, y, dx, dy: LongInt; doSet: boolean);
var i: LongInt;
begin
if not doSet then
begin
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y + dy, i] > 0) and (Land[y + dy, i] < 256) then dec(Land[y + dy, i]); // check > 0 because explosion can erase collision data
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y - dy, i] > 0) and (Land[y - dy, i] < 256) then dec(Land[y - dy, i]);
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y + dx, i] > 0) and (Land[y + dx, i] < 256) then dec(Land[y + dx, i]);
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y - dx, i] > 0) and (Land[y - dx, i] < 256) then dec(Land[y - dx, i]);
end else
begin
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y + dy, i] < 256) then
inc(Land[y + dy, i]);
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y - dy, i] < 256) then
inc(Land[y - dy, i]);
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y + dx, i] < 256) then
inc(Land[y + dx, i]);
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y - dx, i] < 256) then
inc(Land[y - dx, i]);
end
end;
procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
var dx, dy, d: LongInt;
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 ChangeRoundInLand(X, Y, Radius: LongInt; doSet: boolean);
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
ChangeCircleLines(x, y, dx, dy, doSet);
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 ChangeCircleLines(x, y, dx, dy, doSet)
end;
procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
var i, t: LongInt;
begin
t:= y + dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y - dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y + dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y - dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
end;
function FillLandCircleLinesBG(x, y, dx, dy: LongInt): Longword;
var i, t: LongInt;
cnt: Longword;
begin
cnt:= 0;
t:= y + dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) and not disableLandBack then
begin
inc(cnt);
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= LandBackPixel(i, t)
else
LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
end
else
if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y - dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) and not disableLandBack then
begin
inc(cnt);
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= LandBackPixel(i, t)
else
LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
end
else
if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y + dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) and not disableLandBack then
begin
inc(cnt);
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= LandBackPixel(i, t)
else
LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
end
else
if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y - dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) and not disableLandBack then
begin
inc(cnt);
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= LandBackPixel(i, t)
else
LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
end
else
if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
FillLandCircleLinesBG:= cnt;
end;
procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
var i, t: LongInt;
begin
t:= y + dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= cExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
Land[t, i]:= Land[t, i] or lfDamaged;
//Despeckle(i, t);
LandDirty[t div 32, i div 32]:= 1;
end;
t:= y - dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= cExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
Land[t, i]:= Land[t, i] or lfDamaged;
//Despeckle(i, t);
LandDirty[t div 32, i div 32]:= 1;
end;
t:= y + dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= cExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
Land[t, i]:= Land[t, i] or lfDamaged;
//Despeckle(i, t);
LandDirty[t div 32, i div 32]:= 1;
end;
t:= y - dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= cExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
Land[t, i]:= Land[t, i] or lfDamaged;
//Despeckle(i, y - dy);
LandDirty[t div 32, i div 32]:= 1;
end;
end;
function DrawExplosion(X, Y, Radius: LongInt): Longword;
var dx, dy, ty, tx, d: LongInt;
cnt: Longword;
begin
// draw background land texture
begin
cnt:= 0;
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
inc(cnt, FillLandCircleLinesBG(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 inc(cnt, FillLandCircleLinesBG(x, y, dx, dy));
end;
// draw a hole in land
if Radius > 20 then
begin
dx:= 0;
dy:= Radius - 15;
d:= 3 - 2 * dy;
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);
end;
// FillRoundInLand after erasing land pixels to allow Land 0 check for mask.png to function
FillRoundInLand(X, Y, Radius, 0);
// draw explosion border
begin
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);
end;
tx:= Max(X - Radius - 1, 0);
dx:= Min(X + Radius + 1, LAND_WIDTH) - tx;
ty:= Max(Y - Radius - 1, 0);
dy:= Min(Y + Radius + 1, LAND_HEIGHT) - ty;
UpdateLandTexture(tx, dx, ty, dy);
DrawExplosion:= cnt
end;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
var tx, ty, i: LongInt;
begin
for i:= 0 to Pred(Count) do
begin
for ty:= Max(y - Radius, 0) to Min(y + Radius, LAND_HEIGHT) do
for tx:= Max(0, ar^[i].Left - Radius) to Min(LAND_WIDTH, ar^[i].Right + Radius) do
if ((Land[ty, tx] and lfBasic) <> 0) and not disableLandBack then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= LandBackPixel(tx, ty)
else
LandPixels[ty div 2, tx div 2]:= LandBackPixel(tx, ty)
else
if ((Land[ty, tx] and lfObject) <> 0) or (disableLandBack and ((Land[ty, tx] and lfIndestructible) = 0)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= 0
else
LandPixels[ty div 2, tx div 2]:= 0;
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, LAND_HEIGHT) do
for tx:= Max(0, ar^[i].Left - Radius) to Min(LAND_WIDTH, ar^[i].Right + Radius) do
if ((Land[ty, tx] and lfBasic) <> 0) or ((Land[ty, tx] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= cExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor;
Land[ty, tx]:= Land[ty, tx] or lfDamaged;
LandDirty[ty div 32, tx div 32]:= 1;
end;
inc(y, dY)
end;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT)
end;
//
// - (dX, dY) - direction, vector of length = 0.5
//
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
var nx, ny, dX8, dY8: hwFloat;
i, t, tx, ty, stX, stY, ddy, ddx: Longint;
despeckle : Boolean;
begin // (-dY, dX) is (dX, dY) rotated by PI/2
stY:= hwRound(Y);
stX:= hwRound(X);
despeckle:= HalfWidth > 1;
nx:= X + dY * (HalfWidth + 8);
ny:= Y - dX * (HalfWidth + 8);
dX8:= dX * 8;
dY8:= dY * 8;
for i:= 0 to 7 do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= -8 to ticks + 8 do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and
((tx and LAND_WIDTH_MASK) = 0) and
(((Land[ty, tx] and lfBasic) <> 0) or
((Land[ty, tx] and lfObject) <> 0)) then
begin
Land[ty, tx]:= Land[ty, tx] or lfDamaged;
if despeckle then LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= cExplosionBorderColor
else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
end
end;
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= -HalfWidth to HalfWidth do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= 0 to 7 do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and
((tx and LAND_WIDTH_MASK) = 0) and
(((Land[ty, tx] and lfBasic) <> 0) or
((Land[ty, tx] and lfObject) <> 0)) then
begin
Land[ty, tx]:= Land[ty, tx] or lfDamaged;
if despeckle then LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= cExplosionBorderColor
else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
end
end;
X:= nx;
Y:= ny;
for t:= 0 to ticks do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and ((Land[ty, tx] and lfIndestructible) = 0) then
begin
if ((Land[ty, tx] and lfBasic) <> 0) and not disableLandBack then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= LandBackPixel(tx, ty)
else
LandPixels[ty div 2, tx div 2]:= LandBackPixel(tx, ty)
else
if ((Land[ty, tx] and lfObject) <> 0) or (disableLandBack and ((Land[ty, tx] and lfIndestructible) = 0)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= 0
else
LandPixels[ty div 2, tx div 2]:= 0;
Land[ty, tx]:= 0;
end
end;
for t:= 0 to 7 do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and
((tx and LAND_WIDTH_MASK) = 0) and
(((Land[ty, tx] and lfBasic) <> 0) or
((Land[ty, tx] and lfObject) <> 0)) then
begin
Land[ty, tx]:= Land[ty, tx] or lfDamaged;
if despeckle then LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= cExplosionBorderColor
else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
end
end;
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= 0 to 7 do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= -8 to ticks + 8 do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and
((tx and LAND_WIDTH_MASK) = 0) and
(((Land[ty, tx] and lfBasic) <> 0) or
((Land[ty, tx] and lfObject) <> 0)) then
begin
Land[ty, tx]:= Land[ty, tx] or lfDamaged;
if despeckle then LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= cExplosionBorderColor
else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
end
end;
nx:= nx - dY;
ny:= ny + dX;
end;
tx:= Max(stX - HalfWidth * 2 - 4 - abs(hwRound(dX * ticks)), 0);
ty:= Max(stY - HalfWidth * 2 - 4 - abs(hwRound(dY * ticks)), 0);
ddx:= Min(stX + HalfWidth * 2 + 4 + abs(hwRound(dX * ticks)), LAND_WIDTH) - tx;
ddy:= Min(stY + HalfWidth * 2 + 4 + abs(hwRound(dY * ticks)), LAND_HEIGHT) - ty;
UpdateLandTexture(tx, ddx, ty, ddy)
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean;
var X, Y, bpp, h, w, row, col, numFramesFirstCol: LongInt;
p: PByteArray;
Image: PSDL_Surface;
begin
numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height;
TryDo(SpritesData[Obj].Surface <> nil, 'Assert SpritesData[Obj].Surface failed', true);
Image:= SpritesData[Obj].Surface;
w:= SpritesData[Obj].Width;
h:= SpritesData[Obj].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
if SDL_MustLock(Image) then
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
TryDo(bpp = 4, 'It should be 32 bpp sprite', true);
// Check that sprite fits free space
p:= @(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]);
case bpp of
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PLongword(@(p^[x * 4]))^ <> 0 then
if ((cpY + y) <= Longint(topY)) or
((cpY + y) >= LAND_HEIGHT) or
((cpX + x) <= Longint(leftX)) or
((cpX + x) >= Longint(rightX)) or
(Land[cpY + y, cpX + x] <> 0) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit(false)
end;
p:= @(p^[Image^.pitch]);
end;
end;
TryPlaceOnLand:= true;
if not doPlace then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
// Checked, now place
p:= @(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]);
case bpp of
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PLongword(@(p^[x * 4]))^ <> 0 then
begin
if indestructible then
Land[cpY + y, cpX + x]:= lfIndestructible
else
Land[cpY + y, cpX + x]:= lfObject;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[cpY + y, cpX + x]:= PLongword(@(p^[x * 4]))^
else
LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= PLongword(@(p^[x * 4]))^
end;
p:= @(p^[Image^.pitch]);
end;
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
x:= Max(cpX, leftX);
w:= Min(cpX + Image^.w, LAND_WIDTH) - x;
y:= Max(cpY, topY);
h:= Min(cpY + Image^.h, LAND_HEIGHT) - y;
UpdateLandTexture(x, w, y, h)
end;
// was experimenting with applying as damage occurred.
function Despeckle(X, Y: LongInt): boolean;
var nx, ny, i, j, c, xx, yy: LongInt;
pixelsweep: boolean;
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
xx:= X;
yy:= Y;
end
else
begin
xx:= X div 2;
yy:= Y div 2;
end;
pixelsweep:= ((Land[Y, X] and $FF00) = 0) and (LandPixels[yy, xx] <> 0);
if ((((Land[Y, X] and lfDamaged) <> 0) or
(((Land[Y, X] and lfBasic) <> 0) and (LandPixels[yy,xx] <> 0) and ((LandPixels[yy,xx] and AMask) shl AShift < 255)))
and ((Land[Y, X] and lfIndestructible) = 0)) or pixelsweep then
begin
c:= 0;
for i:= -1 to 1 do
for j:= -1 to 1 do
if (i <> 0) or (j <> 0) then
begin
ny:= Y + i;
nx:= X + j;
if ((ny and LAND_HEIGHT_MASK) = 0) and ((nx and LAND_WIDTH_MASK) = 0) then
begin
if pixelsweep then
begin
if ((cReducedQuality and rqBlurryLand) <> 0) then
begin
nx:= nx div 2;
ny:= ny div 2
end;
if LandPixels[ny, nx] <> 0 then inc(c);
end
else if Land[ny, nx] > 255 then inc(c);
end
end;
if c < 4 then // 0-3 neighbours
begin
if ((Land[Y, X] and lfBasic) <> 0) and not disableLandBack then
LandPixels[yy, xx]:= LandBackPixel(X, Y)
else
LandPixels[yy, xx]:= 0;
Land[Y, X]:= 0;
exit(true);
end;
end;
Despeckle:= false
end;
procedure Smooth(X, Y: LongInt);
begin
// a bit of AA for explosions
if (Land[Y, X] = 0) and (Y > topY+1) and
(Y < LAND_HEIGHT-2) and (X>leftX+1) and (X<rightX-1) then
begin
if ((((Land[y, x-1] and lfDamaged) <> 0) and (((Land[y+1,x] and lfDamaged) <> 0)) or ((Land[y-1,x] and lfDamaged) <> 0)) or
(((Land[y, x+1] and lfDamaged) <> 0) and (((Land[y-1,x] and lfDamaged) <> 0) or ((Land[y+1,x] and lfDamaged) <> 0)))) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (LandPixels[y,x] = 0) then LandPixels[y,x]:= (cExplosionBorderColor and not AMask) or (128 shl AShift)
else
LandPixels[y,x]:=
(((((LandPixels[y,x] and RMask shr RShift) div 2)+((cExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
(((((LandPixels[y,x] and GMask shr GShift) div 2)+((cExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
(((((LandPixels[y,x] and BMask shr BShift) div 2)+((cExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift)
end;
Land[y,x]:= lfBasic
end
else if ((((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0)) or
(((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0)) or
(((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0)) or
(((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0)) or
(((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0)) or
(((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0)) or
(((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0)) or
(((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (LandPixels[y,x] = 0) then LandPixels[y,x]:= (cExplosionBorderColor and not AMask) or (64 shl AShift)
else
LandPixels[y,x]:=
(((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((cExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
(((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((cExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
(((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((cExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift)
end;
Land[y,x]:= lfBasic
end
end
end;
function SweepDirty: boolean;
var x, y, xx, yy, ty, tx: LongInt;
bRes, updateBlock, resweep, recheck, firstpass: boolean;
begin
bRes:= false;
reCheck:= true;
while recheck do
begin
recheck:= false;
for y:= 0 to LAND_HEIGHT div 32 - 1 do
begin
for x:= 0 to LAND_WIDTH div 32 - 1 do
begin
if LandDirty[y, x] <> 0 then
begin
updateBlock:= false;
resweep:= true;
firstpass:= true;
ty:= y * 32;
tx:= x * 32;
while(resweep) do
begin
resweep:= false;
for yy:= ty to ty + 31 do
for xx:= tx to tx + 31 do
begin
if Despeckle(xx, yy) then
begin
bRes:= true;
updateBlock:= true;
resweep:= true;
if (yy = ty) and (y > 0) then
begin
LandDirty[y-1, x]:= 1;
recheck:= true;
end
else if (yy = ty+31) and (y < LAND_HEIGHT div 32 - 1) then
begin
LandDirty[y+1, x]:= 1;
recheck:= true;
end;
if (xx = tx) and (x > 0) then
begin
LandDirty[y, x-1]:= 1;
recheck:= true;
end
else if (xx = tx+31) and (x < LAND_WIDTH div 32 - 1) then
begin
LandDirty[y, x+1]:= 1;
recheck:= true;
end
end;
if firstpass then Smooth(xx,yy);
end;
firstpass:= false
end;
if updateBlock then UpdateLandTexture(tx, 32, ty, 32);
LandDirty[y, x]:= 0;
end;
end;
end;
end;
SweepDirty:= bRes;
end;
// Return true if outside of land or not the value tested, used right now for some X/Y movement that does not use normal hedgehog movement in GSHandlers.inc
function CheckLandValue(X, Y: LongInt; LandFlag: Word): boolean;
begin
CheckLandValue:= ((X and LAND_WIDTH_MASK <> 0) or (Y and LAND_HEIGHT_MASK <> 0)) or ((Land[Y, X] and LandFlag) = 0)
end;
function LandBackPixel(x, y: LongInt): LongWord;
var p: PLongWordArray;
begin
if LandBackSurface = nil then LandBackPixel:= 0
else
begin
p:= LandBackSurface^.pixels;
LandBackPixel:= p^[LandBackSurface^.w * (y mod LandBackSurface^.h) + (x mod LandBackSurface^.w)];// or $FF000000;
end
end;
end.