hedgewars/uLandGraphics.pas
author smxx
Mon, 15 Feb 2010 21:56:49 +0000
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Training Missions: * Missions won't fail if you win within the last seconds (check for win) * Granting more time for Bazooka training to finish
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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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{$INCLUDE "options.inc"}
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unit uLandGraphics;
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interface
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uses uFloat, uConsts;
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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_INDESTRUCTIBLE) 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_INDESTRUCTIBLE) 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_INDESTRUCTIBLE) 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_INDESTRUCTIBLE) then
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             LandPixels[y - dx, i]:= 0;
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end;
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procedure FillLandCircleLinesBG(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]:= LandBackPixel(i, y + dy)
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       else
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          if (Land[y + dy, i] = COLOR_OBJECT) then 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]:= LandBackPixel(i, y - dy)
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       else
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          if (Land[y - dy, i] = COLOR_OBJECT) then 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]:= LandBackPixel(i, y + dx)
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       else
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          if (Land[y + dx, i] = COLOR_OBJECT) then 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]:= LandBackPixel(i, y - dx)
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       else
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          if (Land[y - dx, i] = COLOR_OBJECT) then 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) or (Land[y + dy, i] = COLOR_OBJECT) then
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          begin
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          LandPixels[y + dy, i]:= cExplosionBorderColor;
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          Despeckle(i, y + dy);
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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) or (Land[y - dy, i] = COLOR_OBJECT) then
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          begin
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          LandPixels[y - dy, i]:= cExplosionBorderColor;
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          Despeckle(i, y - dy);
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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) or (Land[y + dx, i] = COLOR_OBJECT) then
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           begin
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           LandPixels[y + dx, i]:= cExplosionBorderColor;
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           Despeckle(i, y + dx);
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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) or (Land[y - dx, i] = COLOR_OBJECT) then
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          begin
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          LandPixels[y - dx, i]:= cExplosionBorderColor;
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          Despeckle(i, y - dy);
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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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// draw background land texture
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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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		FillLandCircleLinesBG(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 FillLandCircleLinesBG(x, y, dx, dy);
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	end;
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// draw a hole in land
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if Radius > 20 then
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	begin
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	dx:= 0;
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	dy:= Radius - 15;
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	d:= 3 - 2 * dy;
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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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	end;
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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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// draw explosion border
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	begin
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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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	end;
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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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   309
	begin
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
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	for ty:= max(y - Radius, 0) to min(y + Radius, LAND_HEIGHT) do
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unc0rr
parents: 2646
diff changeset
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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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unc0rr
parents: 2646
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   312
			if Land[ty, tx] = COLOR_LAND then
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unc0rr
parents: 2646
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   313
				LandPixels[ty, tx]:= LandBackPixel(tx, ty)
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unc0rr
parents: 2646
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   314
			else if Land[ty, tx] = COLOR_OBJECT then
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unc0rr
parents: 2646
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   315
				LandPixels[ty, tx]:= 0;
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unc0rr
parents: 2646
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   316
	inc(y, dY)
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unc0rr
parents: 2646
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   317
	end;
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diff changeset
   318
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parents: 109
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   319
inc(Radius, 4);
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 345
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   320
dec(y, Count * dY);
184
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parents: 109
diff changeset
   321
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parents: 109
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   322
for i:= 0 to Pred(Count) do
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parents: 109
diff changeset
   323
    begin
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1738
diff changeset
   324
    for ty:= max(y - Radius, 0) to min(y + Radius, LAND_HEIGHT) do
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parents: 1738
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   325
        for tx:= max(0, ar^[i].Left - Radius) to min(LAND_WIDTH, ar^[i].Right + Radius) do
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unc0rr
parents: 2646
diff changeset
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            if (Land[ty, tx] = COLOR_LAND) or (Land[ty, tx] = COLOR_OBJECT) then
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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
   327
                begin
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parents: 1066
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                LandPixels[ty, tx]:= cExplosionBorderColor;
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unc0rr
parents: 2646
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                LandDirty[(y + dy) shr 5, i shr 5]:= 1;
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parents: 1066
diff changeset
   330
                end;
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parents: 109
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   331
    inc(y, dY)
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   332
    end;
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parents: 109
diff changeset
   333
818
635e58295079 Fix drill bug
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parents: 772
diff changeset
   334
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795f97007833 Split land texture into small ones:
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parents: 1806
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UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT)
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   336
end;
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   337
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parents: 109
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   338
//
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parents: 109
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   339
//  - (dX, dY) - direction, vector of length = 0.5
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   340
//
371
731ad6d27bd1 integer -> LongInt
unc0rr
parents: 358
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   341
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
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var nx, ny, dX8, dY8: hwFloat;
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parents: 1807
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   343
    i, t, tx, ty, stX, stY, ddy, ddx: Longint;
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parents: 109
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   344
begin  // (-dY, dX) is (dX, dY) rotated by PI/2
772
e8d530ca77be Don't update all land texture when drawing tunnel (saves video throughput)
unc0rr
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stY:= hwRound(Y);
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stX:= hwRound(X);
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unc0rr
parents: 769
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   347
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   348
nx:= X + dY * (HalfWidth + 8);
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   349
ny:= Y - dX * (HalfWidth + 8);
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   350
358
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   351
dX8:= dX * 8;
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   352
dY8:= dY * 8;
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parents: 109
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   353
for i:= 0 to 7 do
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   354
    begin
358
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   355
    X:= nx - dX8;
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   356
    Y:= ny - dY8;
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parents: 109
diff changeset
   357
    for t:= -8 to ticks + 8 do
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koda
parents: 2648
diff changeset
   358
    begin
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koda
parents: 2648
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   359
	X:= X + dX;
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koda
parents: 2648
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   360
	Y:= Y + dY;
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koda
parents: 2648
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   361
	tx:= hwRound(X);
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koda
parents: 2648
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   362
	ty:= hwRound(Y);
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koda
parents: 2648
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   363
	if ((ty and LAND_HEIGHT_MASK) = 0) and
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koda
parents: 2648
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	   ((tx and LAND_WIDTH_MASK) = 0) and
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koda
parents: 2648
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	   ((Land[ty, tx] = COLOR_LAND) or 
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koda
parents: 2648
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   366
	   (Land[ty, tx] = COLOR_OBJECT)) then
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koda
parents: 2648
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   367
		LandPixels[ty, tx]:= cExplosionBorderColor
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parents: 2648
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   368
    end;
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parents: 109
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   369
    nx:= nx - dY;
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   370
    ny:= ny + dX;
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unc0rr
parents: 109
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   371
    end;
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unc0rr
parents: 109
diff changeset
   372
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unc0rr
parents: 109
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   373
for i:= -HalfWidth to HalfWidth do
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unc0rr
parents: 109
diff changeset
   374
    begin
358
236bbd12d4d9 - New Land Generator
unc0rr
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   375
    X:= nx - dX8;
236bbd12d4d9 - New Land Generator
unc0rr
parents: 351
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   376
    Y:= ny - dY8;
184
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unc0rr
parents: 109
diff changeset
   377
    for t:= 0 to 7 do
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koda
parents: 2648
diff changeset
   378
    begin
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koda
parents: 2648
diff changeset
   379
	X:= X + dX;
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   380
	Y:= Y + dY;
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koda
parents: 2648
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   381
	tx:= hwRound(X);
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
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   382
	ty:= hwRound(Y);
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   383
	if ((ty and LAND_HEIGHT_MASK) = 0) and
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   384
	   ((tx and LAND_WIDTH_MASK) = 0) and
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   385
	   ((Land[ty, tx] = COLOR_LAND) or 
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   386
	   (Land[ty, tx] = COLOR_OBJECT)) then
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
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   387
		LandPixels[ty, tx]:= cExplosionBorderColor
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koda
parents: 2648
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   388
    end;
184
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unc0rr
parents: 109
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   389
    X:= nx;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   390
    Y:= ny;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   391
    for t:= 0 to ticks do
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   392
        begin
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
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   393
        X:= X + dX;
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unc0rr
parents: 109
diff changeset
   394
        Y:= Y + dY;
351
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 345
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   395
        tx:= hwRound(X);
29bc9c36ad5f Fixed-point arithmetics in engine.
unc0rr
parents: 345
diff changeset
   396
        ty:= hwRound(Y);
2741
7a84ce33f52f Fix crash in DrawTunnel
nemo
parents: 2733
diff changeset
   397
        if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and (Land[ty, tx] <> COLOR_INDESTRUCTIBLE) then
2647
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   398
            begin
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   399
            if Land[ty, tx] = COLOR_LAND then
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   400
                LandPixels[ty, tx]:= LandBackPixel(tx, ty)
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   401
            else if Land[ty, tx] = COLOR_OBJECT then
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   402
                LandPixels[ty, tx]:= 0;
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   403
            Land[ty, tx]:= 0;
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   404
            end
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   405
        end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   406
    for t:= 0 to 7 do
2666
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   407
    begin
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   408
	X:= X + dX;
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   409
	Y:= Y + dY;
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   410
	tx:= hwRound(X);
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   411
	ty:= hwRound(Y);
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   412
	if ((ty and LAND_HEIGHT_MASK) = 0) and
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   413
	   ((tx and LAND_WIDTH_MASK) = 0) and
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   414
	   ((Land[ty, tx] = COLOR_LAND) or 
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   415
	   (Land[ty, tx] = COLOR_OBJECT)) then
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   416
		LandPixels[ty, tx]:= cExplosionBorderColor
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   417
    end;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   418
    nx:= nx - dY;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   419
    ny:= ny + dX;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   420
    end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   421
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   422
for i:= 0 to 7 do
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   423
    begin
358
236bbd12d4d9 - New Land Generator
unc0rr
parents: 351
diff changeset
   424
    X:= nx - dX8;
236bbd12d4d9 - New Land Generator
unc0rr
parents: 351
diff changeset
   425
    Y:= ny - dY8;
184
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unc0rr
parents: 109
diff changeset
   426
    for t:= -8 to ticks + 8 do
2666
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   427
    begin
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   428
	X:= X + dX;
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   429
	Y:= Y + dY;
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   430
	tx:= hwRound(X);
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   431
	ty:= hwRound(Y);
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   432
	if ((ty and LAND_HEIGHT_MASK) = 0) and
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   433
	   ((tx and LAND_WIDTH_MASK) = 0) and
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   434
	   ((Land[ty, tx] = COLOR_LAND) or 
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   435
	   (Land[ty, tx] = COLOR_OBJECT)) then
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   436
		LandPixels[ty, tx]:= cExplosionBorderColor
2b8c8f16421e update SDLMain.m/.h to latest version
koda
parents: 2648
diff changeset
   437
    end;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   438
    nx:= nx - dY;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   439
    ny:= ny + dX;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   440
    end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   441
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   442
tx:= max(stX - HalfWidth * 2 - 4 - abs(hwRound(dX * ticks)), 0);
1807
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   443
ty:= max(stY - HalfWidth * 2 - 4 - abs(hwRound(dY * ticks)), 0);
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   444
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
   445
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
   446
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   447
UpdateLandTexture(tx, ddx, ty, ddy)
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   448
end;
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   449
520
e83dfb7ffead Teleportation tool
unc0rr
parents: 511
diff changeset
   450
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;
2235
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   451
var X, Y, bpp, h, w, row, col, numFramesFirstCol: LongInt;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   452
    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
   453
    Image: PSDL_Surface;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   454
begin
2235
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   455
numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height;
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   456
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   457
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
   458
Image:= SpritesData[Obj].Surface;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   459
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
   460
h:= SpritesData[Obj].Height;
2235
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   461
row:= Frame mod numFramesFirstCol;
79c9542c1058 multi-column support
nemo
parents: 2167
diff changeset
   462
col:= Frame div numFramesFirstCol;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   463
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   464
if SDL_MustLock(Image) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   465
   SDLTry(SDL_LockSurface(Image) >= 0, true);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   466
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   467
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
   468
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
   469
// Check that sprite fits free space
2236
af8fc3311748 the -1 was a bad idea
nemo
parents: 2235
diff changeset
   470
p:= @(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]);
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   471
case bpp of
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   472
     4: for y:= 0 to Pred(h) do
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   473
            begin
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   474
            for x:= 0 to Pred(w) do
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   475
                if PLongword(@(p^[x * 4]))^ <> 0 then
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   476
                   if ((cpY + y) < Longint(topY)) or
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   477
                      ((cpY + y) > LAND_HEIGHT) or
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   478
                      ((cpX + x) < Longint(leftX)) or
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   479
                      ((cpX + x) > Longint(rightX)) or
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   480
                      (Land[cpY + y, cpX + x] <> 0) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   481
                      begin
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   482
                      if SDL_MustLock(Image) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   483
                         SDL_UnlockSurface(Image);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   484
                      exit(false)
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   485
                      end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   486
            p:= @(p^[Image^.pitch]);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   487
            end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   488
     end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   489
520
e83dfb7ffead Teleportation tool
unc0rr
parents: 511
diff changeset
   490
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
   491
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
   492
   begin
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   493
   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
   494
      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
   495
   exit
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   496
   end;
520
e83dfb7ffead Teleportation tool
unc0rr
parents: 511
diff changeset
   497
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   498
// Checked, now place
2236
af8fc3311748 the -1 was a bad idea
nemo
parents: 2235
diff changeset
   499
p:= @(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]);
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   500
case bpp of
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   501
     4: for y:= 0 to Pred(h) do
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   502
            begin
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   503
            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
   504
                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
   505
                   begin
2647
0e1208e92dfe Smaxx patch with tuning by me:
unc0rr
parents: 2646
diff changeset
   506
                   Land[cpY + y, cpX + x]:= COLOR_OBJECT;
769
788efc1d649f - Save 8 MB of memory by freeing LandSurface and not using it anymore after game initialization
unc0rr
parents: 768
diff changeset
   507
                   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
   508
                   end;
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   509
            p:= @(p^[Image^.pitch]);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   510
            end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   511
     end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   512
if SDL_MustLock(Image) then
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   513
   SDL_UnlockSurface(Image);
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   514
1807
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   515
x:= max(cpX, leftX);
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   516
w:= min(cpX + Image^.w, LAND_WIDTH) - x;
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   517
y:= max(cpY, topY);
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1738
diff changeset
   518
h:= min(cpY + Image^.h, LAND_HEIGHT) - y;
1807
795f97007833 Split land texture into small ones:
unc0rr
parents: 1806
diff changeset
   519
UpdateLandTexture(x, w, y, h)
409
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   520
end;
4f1841929ccc Construction tool
unc0rr
parents: 393
diff changeset
   521
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
   522
// 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
   523
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
   524
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
   525
begin
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   526
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
   527
	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
   528
	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
   529
	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
   530
		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
   531
			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
   532
				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
   533
				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
   534
				nx:= X + j;
1753
2ccba26f1aa4 Apply nemo's world resize patch
unc0rr
parents: 1738
diff changeset
   535
				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
   536
					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
   537
						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
   538
				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
   539
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
   540
	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
   541
		begin
2648
415a75d45693 Get rid of stupid ToggleLongInt and ToggleString functions
unc0rr
parents: 2647
diff changeset
   542
        if Land[Y, X] = COLOR_LAND then LandPixels[Y, X]:= LandBackPixel(X, Y) else LandPixels[Y, X]:= 0;
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
   543
		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
   544
		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
   545
		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
   546
	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
   547
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
   548
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
   549
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   550
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
   551
var x, y, xx, yy: LongInt;
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2666
diff changeset
   552
    bRes, 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
   553
begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2666
diff changeset
   554
bRes:= false;
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   555
1761
c7038eade58d Fix width/height dependant consts
unc0rr
parents: 1760
diff changeset
   556
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
   557
	begin
2376
ece7b87f1334 Strip trailing spaces
nemo
parents: 2331
diff changeset
   558
1761
c7038eade58d Fix width/height dependant consts
unc0rr
parents: 1760
diff changeset
   559
	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
   560
		begin
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   561
		if LandDirty[y, x] <> 0 then
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   562
			begin
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   563
			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
   564
            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
   565
            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
   566
                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
   567
                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
   568
                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
   569
                    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
   570
                        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
   571
                            begin
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2666
diff changeset
   572
                            bRes:= true;
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
   573
                            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
   574
                            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
   575
                            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
   576
                end;
1809
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   577
			if updateBlock then UpdateLandTexture(x * 32, 32, y * 32, 32);
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   578
			LandDirty[y, x]:= 0;
77923087a1ce Some optimization of land texture updating
unc0rr
parents: 1807
diff changeset
   579
			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
   580
		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
   581
	end;
1792
c30c6944bd49 engine part of nemo's patch
unc0rr
parents: 1761
diff changeset
   582
2695
ed789a7ef68d makes freepascal code compatible with OBJFPC mode
koda
parents: 2666
diff changeset
   583
SweepDirty:= bRes;
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
   584
end;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   585
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
   586
// 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
   587
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
   588
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
   589
     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
   590
end;
184
f97a7a3dc8f6 - Update more headers
unc0rr
parents: 109
diff changeset
   591
end.