--- a/hedgewars/uLandGraphics.pas Thu Jul 01 00:34:39 2010 -0400
+++ b/hedgewars/uLandGraphics.pas Thu Jul 01 14:17:22 2010 -0400
@@ -141,153 +141,172 @@
end;
procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
-var i: LongInt;
+var i, t: LongInt;
begin
-if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
+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[y + dy, i] and lfIndestructible) = 0)) or ((Land[y + dy, i] and lfBasic) <> 0) then
+ 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[y + dy, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y + dy) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
-if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
+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[y - dy, i] and lfIndestructible) = 0)) or ((Land[y - dy, i] and lfBasic) <> 0) then
+ 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[y - dy, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y - dy) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
-if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
+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[y + dx, i] and lfIndestructible) = 0)) or ((Land[y + dx, i] and lfBasic) <> 0) then
+ 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[y + dx, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y + dx) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
-if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
+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[y - dx, i] and lfIndestructible) = 0)) or ((Land[y - dx, i] and lfBasic) <> 0) then
+ 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[y - dx, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y - dx) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
end;
procedure FillLandCircleLinesBG(x, y, dx, dy: LongInt);
-var i: LongInt;
+var i, t: LongInt;
begin
-if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
+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[y + dy, i] and lfBasic) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y + dy, i]:= LandBackPixel(i, y + dy)
+ LandPixels[t, i]:= LandBackPixel(i, t)
else
- LandPixels[(y + dy) div 2, i div 2]:= LandBackPixel(i, y + dy)
+ LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
else
- if ((Land[y + dy, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfObject) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y + dy, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y + dy) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
-if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
+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[y - dy, i] and lfBasic) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y - dy, i]:= LandBackPixel(i, y - dy)
+ LandPixels[t, i]:= LandBackPixel(i, t)
else
- LandPixels[(y - dy) div 2, i div 2]:= LandBackPixel(i, y - dy)
+ LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
else
- if ((Land[y - dy, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfObject) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y - dy, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y - dy) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
-if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
+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[y + dx, i] and lfBasic) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y + dx, i]:= LandBackPixel(i, y + dx)
+ LandPixels[t, i]:= LandBackPixel(i, t)
else
- LandPixels[(y + dx) div 2, i div 2]:= LandBackPixel(i, y + dx)
+ LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
else
- if ((Land[y + dx, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfObject) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y + dx, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y + dx) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
-if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
+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[y - dx, i] and lfBasic) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y - dx, i]:= LandBackPixel(i, y - dx)
+ LandPixels[t, i]:= LandBackPixel(i, t)
else
- LandPixels[(y - dx) div 2, i div 2]:= LandBackPixel(i, y - dx)
+ LandPixels[t div 2, i div 2]:= LandBackPixel(i, t)
else
- if ((Land[y - dx, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfObject) <> 0) then
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y - dx, i]:= 0
+ LandPixels[t, i]:= 0
else
- LandPixels[(y - dx) div 2, i div 2]:= 0;
+ LandPixels[t div 2, i div 2]:= 0;
end;
procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
-var i: LongInt;
+var i, t: LongInt;
begin
-if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
+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[y + dy, i] and lfBasic) <> 0) or ((Land[y + dy, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y + dy, i]:= cExplosionBorderColor
+ LandPixels[t, i]:= cExplosionBorderColor
else
- LandPixels[(y + dy) div 2, i div 2]:= cExplosionBorderColor;
+ LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
- Land[y + dy, i]:= Land[y + dy, i] or lfDamaged;
- LandDirty[(y + dy) div 32, i div 32]:= 1;
+ Land[t, i]:= Land[t, i] or lfDamaged;
+ //Despeckle(i, t);
+ LandDirty[t div 32, i div 32]:= 1;
end;
-if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
+
+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[y - dy, i] and lfBasic) <> 0) or ((Land[y - dy, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y - dy, i]:= cExplosionBorderColor
+ LandPixels[t, i]:= cExplosionBorderColor
else
- LandPixels[(y - dy) div 2, i div 2]:= cExplosionBorderColor;
- Land[y - dy, i]:= Land[y - dy, i] or lfDamaged;
- LandDirty[(y - dy) div 32, i div 32]:= 1;
+ 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;
-if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
+
+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[y + dx, i] and lfBasic) <> 0) or ((Land[y + dx, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y + dx, i]:= cExplosionBorderColor
+ LandPixels[t, i]:= cExplosionBorderColor
else
- LandPixels[(y + dx) div 2, i div 2]:= cExplosionBorderColor;
+ LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
- Land[y + dx, i]:= Land[y + dx, i] or lfDamaged;
- LandDirty[(y + dx) div 32, i div 32]:= 1;
+ Land[t, i]:= Land[t, i] or lfDamaged;
+ //Despeckle(i, t);
+ LandDirty[t div 32, i div 32]:= 1;
end;
-if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
+
+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[y - dx, i] and lfBasic) <> 0) or ((Land[y - dx, i] and lfObject) <> 0) then
+ if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
- LandPixels[y - dx, i]:= cExplosionBorderColor
+ LandPixels[t, i]:= cExplosionBorderColor
else
- LandPixels[(y - dx) div 2, i div 2]:= cExplosionBorderColor;
+ LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
- Land[y - dx, i]:= Land[y - dx, i] or lfDamaged;
- LandDirty[(y - dx) div 32, i div 32]:= 1;
+ Land[t, i]:= Land[t, i] or lfDamaged;
+ //Despeckle(i, y - dy);
+ LandDirty[t div 32, i div 32]:= 1;
end;
end;
@@ -632,6 +651,7 @@
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: LongInt;
begin
@@ -670,7 +690,7 @@
end;
function SweepDirty: boolean;
-var x, y, xx, yy: LongInt;
+var x, y, xx, yy, ty, tx: LongInt;
bRes, updateBlock, resweep, recheck: boolean;
begin
bRes:= false;
@@ -687,39 +707,41 @@
begin
updateBlock:= false;
resweep:= true;
+ ty:= y * 32;
+ tx:= x * 32;
while(resweep) do
begin
resweep:= false;
- for yy:= y * 32 to y * 32 + 31 do
- for xx:= x * 32 to x * 32 + 31 do
+ for yy:= ty to ty + 31 do
+ for xx:= tx to tx + 31 do
if Despeckle(xx, yy) then
begin
bRes:= true;
updateBlock:= true;
resweep:= true;
- if (yy = y*32) and (y > 0) then
+ if (yy = ty) and (y > 0) then
begin
LandDirty[y-1, x]:= 1;
recheck:= true;
end
- else if (yy = y*32+31) and (y < LAND_HEIGHT div 32 - 1) then
+ else if (yy = ty+31) and (y < LAND_HEIGHT div 32 - 1) then
begin
LandDirty[y+1, x]:= 1;
recheck:= true;
end;
- if (xx = x*32) and (x > 0) then
+ if (xx = tx) and (x > 0) then
begin
LandDirty[y, x-1]:= 1;
recheck:= true;
end
- else if (xx = x*32+31) and (x < LAND_WIDTH div 32 - 1) then
+ else if (xx = tx+31) and (x < LAND_WIDTH div 32 - 1) then
begin
LandDirty[y, x+1]:= 1;
recheck:= true;
end
end;
end;
- if updateBlock then UpdateLandTexture(x * 32, 32, y * 32, 32);
+ if updateBlock then UpdateLandTexture(tx, 32, ty, 32);
LandDirty[y, x]:= 0;
end;
end;