--- a/hedgewars/uGearsHandlersMess.pas Fri Nov 23 16:38:47 2018 -0500
+++ b/hedgewars/uGearsHandlersMess.pas Fri Nov 23 21:38:34 2018 -0500
@@ -6615,7 +6615,7 @@
if (Gear^.State and gstTmpFlag <> 0) or (GameTicks and $7 = 0) then
begin
doStepFallingGear(Gear);
- if (Gear^.Tag = 1) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < leftX) or (hwRound(Gear^.X) > rightX) or (hwRound(Gear^.Y) < LongInt(topY)) then
+ if (Gear^.Tag = 1) and (GameTicks and $FF = 0) and (hwRound(Gear^.X) < leftX) or (hwRound(Gear^.X) > rightX) or (hwRound(Gear^.Y) < topY) then
begin
Gear^.X:= int2hwFloat(GetRandom(rightX-leftX)+leftX);
Gear^.Y:= int2hwFloat(GetRandom(LAND_HEIGHT-topY)+topY);
--- a/hedgewars/uGearsRender.pas Fri Nov 23 16:38:47 2018 -0500
+++ b/hedgewars/uGearsRender.pas Fri Nov 23 21:38:34 2018 -0500
@@ -820,7 +820,7 @@
DrawSpriteClipped(sprGirder,
rightX+(ox-leftX)-256,
oy-256,
- LongInt(topY)+WorldDy,
+ topY+WorldDy,
rightX+WorldDx,
cWaterLine+WorldDy,
leftX+WorldDx);
@@ -828,7 +828,7 @@
DrawSpriteClipped(sprGirder,
leftX-(rightX-ox)-256,
oy-256,
- LongInt(topY)+WorldDy,
+ topY+WorldDy,
rightX+WorldDx,
cWaterLine+WorldDy,
leftX+WorldDx)
@@ -836,7 +836,7 @@
DrawSpriteClipped(sprGirder,
ox-256,
oy-256,
- LongInt(topY)+WorldDy,
+ topY+WorldDy,
rightX+WorldDx,
cWaterLine+WorldDy,
leftX+WorldDx)
--- a/hedgewars/uLand.pas Fri Nov 23 16:38:47 2018 -0500
+++ b/hedgewars/uLand.pas Fri Nov 23 21:38:34 2018 -0500
@@ -379,7 +379,7 @@
if gameFlags and gfShoppaBorder <> 0 then DrawShoppaBorder;
for x:= LongWord(leftX+2) to LongWord(rightX-2) do
- for y:= topY+2 to LAND_HEIGHT-3 do
+ for y:= LongWord(topY+2) to LAND_HEIGHT-3 do
if (Land[y, x] = 0) and
(((Land[y, x-1] = lfBasic) and ((Land[y+1,x] = lfBasic)) or (Land[y-1,x] = lfBasic)) or
((Land[y, x+1] = lfBasic) and ((Land[y-1,x] = lfBasic) or (Land[y+1,x] = lfBasic)))) then
@@ -754,7 +754,7 @@
if (GameFlags and gfBorder) <> 0 then
hasBorder:= true
else
- for y:= topY to topY + 5 do
+ for y:= LongWord(topY) to LongWord(topY + 5) do
for x:= LongWord(leftX) to LongWord(rightX) do
if Land[y, x] <> 0 then
begin
@@ -772,12 +772,12 @@
begin
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
- if (y < topY) or (x < LongWord(leftX)) or (x > LongWord(rightX)) then
+ if (y < LongWord(topY)) or (x < LongWord(leftX)) or (x > LongWord(rightX)) then
Land[y, x]:= lfIndestructible;
end
else if topY > 0 then
begin
- for y:= 0 to LongInt(topY) - 1 do
+ for y:= 0 to LongWord(topY - 1) do
for x:= 0 to LAND_WIDTH - 1 do
Land[y, x]:= lfIndestructible;
end;
@@ -786,7 +786,7 @@
for w:= 0 to 5 do // width of 3 allowed hogs to be knocked through with grenade
begin
if (WorldEdge <> weBounce) and (WorldEdge <> weWrap) then
- for y:= topY to LAND_HEIGHT - 1 do
+ for y:= LongWord(topY) to LAND_HEIGHT - 1 do
begin
Land[y, leftX + w]:= lfIndestructible;
Land[y, rightX - w]:= lfIndestructible;
@@ -847,7 +847,7 @@
begin
if (cReducedQuality and rqBlurryLand) = 0 then
for x:= LongWord(leftX) to LongWord(rightX) do
- for y:= topY to LAND_HEIGHT-1 do
+ for y:= LongWord(topY) to LAND_HEIGHT-1 do
begin
w:= LandPixels[y,x];
w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
@@ -860,7 +860,7 @@
end
else
for x:= LongWord(leftX div 2) to LongWord(rightX div 2) do
- for y:= topY div 2 to LAND_HEIGHT-1 div 2 do
+ for y:= LongWord(topY div 2) to LAND_HEIGHT-1 div 2 do
begin
w:= LandPixels[y div 2,x div 2];
w:= ((w shr RShift and $FF) + (w shr BShift and $FF) + (w shr GShift and $FF)) div 3;
--- a/hedgewars/uLandGenTemplateBased.pas Fri Nov 23 16:38:47 2018 -0500
+++ b/hedgewars/uLandGenTemplateBased.pas Fri Nov 23 21:38:34 2018 -0500
@@ -116,7 +116,7 @@
or (dab < minDistance * 3)
or (mp.x < leftX + mapBorderMargin)
or (mp.x > rightX - mapBorderMargin)
- or (mp.y < LongInt(topY) + mapBorderMargin)
+ or (mp.y < topY + mapBorderMargin)
or (mp.y > LongInt(LAND_HEIGHT) - mapBorderMargin)
then
begin
@@ -146,7 +146,7 @@
if b <> 0 then
begin
// top border
- ix:= (LongInt(topY) + mapBorderMargin - mp.y) * a div b + mp.x;
+ ix:= (topY + mapBorderMargin - mp.y) * a div b + mp.x;
d:= DistanceI(mp.y - topY - mapBorderMargin, mp.x - ix).Round;
t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix);
if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
--- a/hedgewars/uLandGraphics.pas Fri Nov 23 16:38:47 2018 -0500
+++ b/hedgewars/uLandGraphics.pas Fri Nov 23 21:38:34 2018 -0500
@@ -753,7 +753,7 @@
((not force) and (Land[cpY + y, cpX + x] <> 0))) or
(not outOfMap and
- (((cpY + y) <= Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or
+ (((cpY + y) <= topY) or ((cpY + y) >= LAND_HEIGHT) or
((cpX + x) <= leftX) or ((cpX + x) >= rightX) or
((not force) and (Land[cpY + y, cpX + x] <> 0)))) then
begin
@@ -873,7 +873,7 @@
begin
for x:= 0 to Pred(w) do
if ((PLongword(@(p^[x * 4]))^) and AMask) <> 0 then
- if ((cpY + y) <= Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or
+ if ((cpY + y) <= topY) or ((cpY + y) >= LAND_HEIGHT) or
((cpX + x) <= leftX) or ((cpX + x) >= rightX) then
begin
if SDL_MustLock(Image) then
@@ -976,7 +976,7 @@
begin
for x:= 0 to Pred(w) do
if ((p^[x] and AMask) <> 0)
- and (((cpY + y) < Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or
+ and (((cpY + y) < topY) or ((cpY + y) >= LAND_HEIGHT) or
((cpX + x) < leftX) or ((cpX + x) > rightX) or (Land[cpY + y, cpX + x] <> 0)) then
pt^[x]:= cWhiteColor
else
@@ -1074,7 +1074,7 @@
exit;
// check location
-if (Y <= LongInt(topY) + 1) or (Y >= LAND_HEIGHT-2)
+if (Y <= topY + 1) or (Y >= LAND_HEIGHT-2)
or (X <= leftX + 1) or (X >= rightX - 1) then
exit;
@@ -1126,7 +1126,7 @@
procedure Smooth_oldImpl(X, Y: LongInt);
begin
// a bit of AA for explosions
-if (Land[Y, X] = 0) and (Y > LongInt(topY) + 1) and
+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))
@@ -1185,7 +1185,7 @@
end
else if ((cReducedQuality and rqBlurryLand) = 0) and ((LandPixels[Y, X] and AMask) = AMask)
and (Land[Y, X] and (lfDamaged or lfBasic) = lfBasic)
-and (Y > LongInt(topY) + 1) and (Y < LAND_HEIGHT-2) and (X > leftX + 1) and (X < rightX - 1) then
+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