hedgewars/uLandGraphics.pas
author nemo
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2005-2008 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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unit uLandGraphics;
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interface
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uses uFloat, uConsts;
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{$INCLUDE options.inc}
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type PRangeArray = ^TRangeArray;
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     TRangeArray = array[0..31] of record
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                                   Left, Right: LongInt;
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                                   end;
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function SweepDirty: boolean;
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function Despeckle(X, Y: LongInt): boolean;
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function CheckLandValue(X, Y: LongInt; Color: Word): boolean;
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procedure DrawExplosion(X, Y, Radius: LongInt);
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procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
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procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
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procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
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procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet: boolean);
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function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;
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implementation
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uses SDLh, uMisc, uLand, uLandTexture;
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procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);
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var i: LongInt;
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begin
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if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
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    for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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        if Land[y + dy, i] <> COLOR_INDESTRUCTIBLE then
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            Land[y + dy, i]:= Value;
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if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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        if Land[y - dy, i] <> COLOR_INDESTRUCTIBLE then
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            Land[y - dy, i]:= Value;
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if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
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    for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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        if Land[y + dx, i] <> COLOR_INDESTRUCTIBLE then
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            Land[y + dx, i]:= Value;
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if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
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    for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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        if Land[y - dx, i] <> COLOR_INDESTRUCTIBLE then
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            Land[y - dx, i]:= Value;
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end;
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procedure ChangeCircleLines(x, y, dx, dy: LongInt; doSet: boolean);
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var i: LongInt;
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begin
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if not doSet then
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   begin
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   if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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          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
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   if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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          if (Land[y - dy, i] > 0) and (Land[y - dy, i] < 256) then dec(Land[y - dy, i]);
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   if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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          if (Land[y + dx, i] > 0) and (Land[y + dx, i] < 256) then dec(Land[y + dx, i]);
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   if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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          if (Land[y - dx, i] > 0) and (Land[y - dx, i] < 256) then dec(Land[y - dx, i]);
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   end else
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   begin
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   if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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          if (Land[y + dy, i] < 256) then
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              inc(Land[y + dy, i]);
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   if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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          if (Land[y - dy, i] < 256) then
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              inc(Land[y - dy, i]);
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   if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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          if (Land[y + dx, i] < 256) then
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              inc(Land[y + dx, i]);
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   if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
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      for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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          if (Land[y - dx, i] < 256) then
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              inc(Land[y - dx, i]);
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   end
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end;
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procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
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var dx, dy, d: LongInt;
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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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procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet: boolean);
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var dx, dy, d: LongInt;
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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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     ChangeCircleLines(x, y, dx, dy, doSet);
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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 ChangeCircleLines(x, y, dx, dy, doSet)
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end;
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procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
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var i: LongInt;
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begin
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if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
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    for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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        if Land[y + dy, i] = COLOR_LAND then
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            LandPixels[y + dy, i]:= 0;
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if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
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    for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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        if Land[y - dy, i] = COLOR_LAND then
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             LandPixels[y - dy, i]:= 0;
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if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
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    for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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        if Land[y + dx, i] = COLOR_LAND then
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            LandPixels[y + dx, i]:= 0;
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if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
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    for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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        if Land[y - dx, i] = COLOR_LAND then
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             LandPixels[y - dx, i]:= 0;
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end;
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procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
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var i: LongInt;
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begin
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if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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       if Land[y + dy, i] = COLOR_LAND then
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          begin
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          LandPixels[y + dy, i]:= cExplosionBorderColor;
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//          Despeckle(y + dy, i);
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          LandDirty[(y + dy) div 32, i div 32]:= 1;
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          end;
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if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
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   for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do
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       if Land[y - dy, i] = COLOR_LAND then
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          begin
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          LandPixels[y - dy, i]:= cExplosionBorderColor;
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//          Despeckle(y - dy, i);
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          LandDirty[(y - dy) div 32, i div 32]:= 1;
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          end;
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if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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       if Land[y + dx, i] = COLOR_LAND then
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           begin
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           LandPixels[y + dx, i]:= cExplosionBorderColor;
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//           Despeckle(y + dx, i);
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           LandDirty[(y + dx) div 32, i div 32]:= 1;
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           end;
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if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
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   for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do
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       if Land[y - dx, i] = COLOR_LAND then
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          begin
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          LandPixels[y - dx, i]:= cExplosionBorderColor;
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//          Despeckle(y - dx, i);
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          LandDirty[(y - dx) div 32, i div 32]:= 1;
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          end;
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end;
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procedure DrawExplosion(X, Y, Radius: LongInt);
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var dx, dy, ty, tx, d: LongInt;
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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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     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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     end;
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  if (dx = dy) then FillLandCircleLines0(x, y, dx, dy);
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  // FillRoundInLand after erasing land pixels to allow Land 0 check for mask.png to function
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  FillRoundInLand(X, Y, Radius, 0);
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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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     end;
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  if (dx = dy) then FillLandCircleLinesEBC(x, y, dx, dy);
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tx:= max(X - Radius - 1, 0);
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dx:= min(X + Radius + 1, LAND_WIDTH) - tx;
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ty:= max(Y - Radius - 1, 0);
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dy:= min(Y + Radius + 1, LAND_HEIGHT) - ty;
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UpdateLandTexture(tx, dx, ty, dy)
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end;
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procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
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var tx, ty, i: LongInt;
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begin
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for i:= 0 to Pred(Count) do
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    begin
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    for ty:= max(y - Radius, 0) to min(y + Radius, LAND_HEIGHT) do
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        for tx:= max(0, ar^[i].Left - Radius) to min(LAND_WIDTH, ar^[i].Right + Radius) do
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            if Land[ty, tx] = COLOR_LAND then
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                LandPixels[ty, tx]:= 0;
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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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    for ty:= max(y - Radius, 0) to min(y + Radius, LAND_HEIGHT) do
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        for tx:= max(0, ar^[i].Left - Radius) to min(LAND_WIDTH, ar^[i].Right + Radius) do
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            if Land[ty, tx] = COLOR_LAND then
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                begin
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                LandPixels[ty, tx]:= cExplosionBorderColor;
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                LandDirty[trunc((y + dy)/32), trunc(i/32)]:= 1;
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                end;
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    inc(y, dY)
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    end;
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UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT)
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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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procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
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var nx, ny, dX8, dY8: hwFloat;
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    i, t, tx, ty, stX, stY, ddy, ddx: Longint;
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begin  // (-dY, dX) is (dX, dY) rotated by PI/2
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stY:= hwRound(Y);
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stX:= hwRound(X);
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nx:= X + dY * (HalfWidth + 8);
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ny:= Y - dX * (HalfWidth + 8);
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dX8:= dX * 8;
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dY8:= dY * 8;
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for i:= 0 to 7 do
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    begin
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    X:= nx - dX8;
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    Y:= ny - dY8;
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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 - dX8;
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    Y:= ny - dY8;
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    for t:= 0 to 7 do
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        {$include tunsetborder.inc}
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    X:= nx;
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    Y:= ny;
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    for t:= 0 to ticks do
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        begin
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        X:= X + dX;
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        Y:= Y + dY;
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        tx:= hwRound(X);
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        ty:= hwRound(Y);
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        if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) then
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         if Land[ty, tx] = COLOR_LAND then
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parents: 109
diff changeset
   316
           begin
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   317
           Land[ty, tx]:= 0;
768
2886dafa5bcf Store Land surface in memory:
unc0rr
parents: 767
diff changeset
   318
           LandPixels[ty, tx]:= 0;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   319
           end
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   320
        end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   321
    for t:= 0 to 7 do
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   322
        {$include tunsetborder.inc}
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   323
    nx:= nx - dY;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   324
    ny:= ny + dX;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   325
    end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   326
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   327
for i:= 0 to 7 do
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   328
    begin
358
236bbd12d4d9 - New Land Generator
unc0rr
parents: 351
diff changeset
   329
    X:= nx - dX8;
236bbd12d4d9 - New Land Generator
unc0rr
parents: 351
diff changeset
   330
    Y:= ny - dY8;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   331
    for t:= -8 to ticks + 8 do
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   332
        {$include tunsetborder.inc}
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   333
    nx:= nx - dY;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   334
    ny:= ny + dX;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   335
    end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   336
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   337
tx:= max(stX - HalfWidth * 2 - 4 - abs(hwRound(dX * ticks)), 0);
1807
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   338
ty:= max(stY - HalfWidth * 2 - 4 - abs(hwRound(dY * ticks)), 0);
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   339
ddx:= min(stX + HalfWidth * 2 + 4 + abs(hwRound(dX * ticks)), LAND_WIDTH) - tx;
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   340
ddy:= min(stY + HalfWidth * 2 + 4 + abs(hwRound(dY * ticks)), LAND_HEIGHT) - ty;
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   341
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   342
UpdateLandTexture(tx, ddx, ty, ddy)
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   343
end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   344
520
e83dfb7ffead Teleportation tool
unc0rr
parents: 511
diff changeset
   345
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;
2235
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   346
var X, Y, bpp, h, w, row, col, numFramesFirstCol: LongInt;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   347
    p: PByteArray;
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   348
    Image: PSDL_Surface;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   349
begin
2235
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   350
numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height;
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   351
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   352
TryDo(SpritesData[Obj].Surface <> nil, 'Assert SpritesData[Obj].Surface failed', true);
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   353
Image:= SpritesData[Obj].Surface;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   354
w:= SpritesData[Obj].Width;
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   355
h:= SpritesData[Obj].Height;
2235
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   356
row:= Frame mod numFramesFirstCol;
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   357
col:= Frame div numFramesFirstCol;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   358
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   359
if SDL_MustLock(Image) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   360
   SDLTry(SDL_LockSurface(Image) >= 0, true);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   361
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   362
bpp:= Image^.format^.BytesPerPixel;
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   363
TryDo(bpp = 4, 'It should be 32 bpp sprite', true);
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   364
// Check that sprite fits free space
2236
af8fc3311748 the -1 was a bad idea
nemo
parents: 2235
diff changeset
   365
p:= @(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]);
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   366
case bpp of
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   367
     4: for y:= 0 to Pred(h) do
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   368
            begin
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   369
            for x:= 0 to Pred(w) do
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   370
                if PLongword(@(p^[x * 4]))^ <> 0 then
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   371
                   if ((cpY + y) < Longint(topY)) or
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   372
                      ((cpY + y) > LAND_HEIGHT) or
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   373
                      ((cpX + x) < Longint(leftX)) or
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   374
                      ((cpX + x) > Longint(rightX)) or
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   375
                      (Land[cpY + y, cpX + x] <> 0) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   376
                      begin
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   377
                      if SDL_MustLock(Image) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   378
                         SDL_UnlockSurface(Image);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   379
                      exit(false)
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   380
                      end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   381
            p:= @(p^[Image^.pitch]);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   382
            end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   383
     end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   384
520
e83dfb7ffead Teleportation tool
unc0rr
parents: 511
diff changeset
   385
TryPlaceOnLand:= true;
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   386
if not doPlace then
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   387
   begin
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   388
   if SDL_MustLock(Image) then
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   389
      SDL_UnlockSurface(Image);
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   390
   exit
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   391
   end;
520
e83dfb7ffead Teleportation tool
unc0rr
parents: 511
diff changeset
   392
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   393
// Checked, now place
2236
af8fc3311748 the -1 was a bad idea
nemo
parents: 2235
diff changeset
   394
p:= @(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]);
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   395
case bpp of
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   396
     4: for y:= 0 to Pred(h) do
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   397
            begin
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   398
            for x:= 0 to Pred(w) do
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   399
                if PLongword(@(p^[x * 4]))^ <> 0 then
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   400
                   begin
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   401
                   Land[cpY + y, cpX + x]:= COLOR_LAND;
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   402
                   LandPixels[cpY + y, cpX + x]:= PLongword(@(p^[x * 4]))^
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   403
                   end;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   404
            p:= @(p^[Image^.pitch]);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   405
            end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   406
     end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   407
if SDL_MustLock(Image) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   408
   SDL_UnlockSurface(Image);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   409
1807
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   410
x:= max(cpX, leftX);
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   411
w:= min(cpX + Image^.w, LAND_WIDTH) - x;
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   412
y:= max(cpY, topY);
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1738
diff changeset
   413
h:= min(cpY + Image^.h, LAND_HEIGHT) - y;
1807
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   414
UpdateLandTexture(x, w, y, h)
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   415
end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   416
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   417
// was experimenting with applying as damage occurred.
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   418
function Despeckle(X, Y: LongInt): boolean;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   419
var nx, ny, i, j, c: LongInt;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   420
begin
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   421
if (Land[Y, X] <> 0) and (Land[Y, X] <> COLOR_INDESTRUCTIBLE) and (LandPixels[Y, X] = cExplosionBorderColor)then // check neighbours
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   422
	begin
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   423
	c:= 0;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   424
	for i:= -1 to 1 do
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   425
		for j:= -1 to 1 do
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   426
			if (i <> 0) or (j <> 0) then
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   427
				begin
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   428
				ny:= Y + i;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   429
				nx:= X + j;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1738
diff changeset
   430
				if ((ny and LAND_HEIGHT_MASK) = 0) and ((nx and LAND_WIDTH_MASK) = 0) then
1892
fddc1201df25 Some tweaks by nemo
unc0rr
parents: 1861
diff changeset
   431
					if Land[ny, nx] > 255 then
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   432
						inc(c);
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   433
				end;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   434
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   435
	if c < 4 then // 0-3 neighbours
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   436
		begin
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   437
		LandPixels[Y, X]:= 0;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   438
		Land[Y, X]:= 0;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   439
		exit(true);
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   440
		end;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   441
	end;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   442
Despeckle:= false
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   443
end;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   444
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   445
function SweepDirty: boolean;
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   446
var x, y, xx, yy: LongInt;
2167
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   447
    Result, updateBlock, resweep: boolean;
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   448
begin
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   449
Result:= false;
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   450
1761
c7038eade58d Fix width/height dependant consts
unc0rr
parents: 1760
diff changeset
   451
for y:= 0 to LAND_HEIGHT div 32 - 1 do
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   452
	begin
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2331
diff changeset
   453
1761
c7038eade58d Fix width/height dependant consts
unc0rr
parents: 1760
diff changeset
   454
	for x:= 0 to LAND_WIDTH div 32 - 1 do
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   455
		begin
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   456
		if LandDirty[y, x] <> 0 then
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   457
			begin
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   458
			updateBlock:= false;
2167
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   459
            resweep:= true;
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   460
            while(resweep) do
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   461
                begin
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   462
                resweep:= false;
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   463
                for yy:= y * 32 to y * 32 + 31 do
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   464
                    for xx:= x * 32 to x * 32 + 31 do
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   465
                        if Despeckle(xx, yy) then
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   466
                            begin
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   467
                            Result:= true;
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   468
                            updateBlock:= true;
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   469
                            resweep:= true;
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   470
                            end;
4e9ad395c1d1 Loop sweeping to avoid stray pixels. Avoided at first hoping there was a cleverer approach. Fortunately sweep is infrequent.
nemo
parents: 1892
diff changeset
   471
                end;
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   472
			if updateBlock then UpdateLandTexture(x * 32, 32, y * 32, 32);
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   473
			LandDirty[y, x]:= 0;
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   474
			end;
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   475
		end;
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   476
	end;
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   477
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   478
SweepDirty:= Result
1738
00e8dadce69a Add nemo's depixeling patch. Still needs some polishing for the case when we delete pixel on which hedgehog stays
unc0rr
parents: 1066
diff changeset
   479
end;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   480
2331
e4941a7986d6 Another try at keeping blowtorch/firepunch/jackhammer from going through indestructible stuff. Shame these routines don't use hedgehog movement
nemo
parents: 2236
diff changeset
   481
// 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
e4941a7986d6 Another try at keeping blowtorch/firepunch/jackhammer from going through indestructible stuff. Shame these routines don't use hedgehog movement
nemo
parents: 2236
diff changeset
   482
function CheckLandValue(X, Y: LongInt; Color: Word): boolean;
e4941a7986d6 Another try at keeping blowtorch/firepunch/jackhammer from going through indestructible stuff. Shame these routines don't use hedgehog movement
nemo
parents: 2236
diff changeset
   483
begin
e4941a7986d6 Another try at keeping blowtorch/firepunch/jackhammer from going through indestructible stuff. Shame these routines don't use hedgehog movement
nemo
parents: 2236
diff changeset
   484
     CheckLandValue:= ((X and LAND_WIDTH_MASK <> 0) or (Y and LAND_HEIGHT_MASK <> 0)) or (Land[Y, X] <> Color)
e4941a7986d6 Another try at keeping blowtorch/firepunch/jackhammer from going through indestructible stuff. Shame these routines don't use hedgehog movement
nemo
parents: 2236
diff changeset
   485
end;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   486
end.