--- a/hedgewars/uLandGraphics.pas Tue Feb 26 16:04:35 2013 +0200
+++ b/hedgewars/uLandGraphics.pas Tue Feb 26 16:46:58 2013 +0200
@@ -247,20 +247,8 @@
end;
-function isLandscapeEdge(weight:Longint):boolean;
-begin
- result := (weight < 8) and (weight >= 2);
-end;
-function isLandscape(weight:Longint):boolean;
-begin
- result := weight < 2;
-end;
-function isEmptySpace(weight:Longint):boolean;
-begin
- result := not isLandscape(weight) and not isLandscapeEdge(weight);
-end;
function getPixelWeight(x, y:Longint): Longint;
var
@@ -289,37 +277,38 @@
w, c: LongWord;
weight: Longint;
begin
- weight := getPixelWeight(x, y);
- if (land[y, x] and lfIce) <> 0 then
- exit;
- if isLandscape(weight) then
- begin
- // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
- c:= $7dc1ccff;
- // FIXME should be a global value, not set every single pixel. Just for test purposes
- c:= ($44 shl RShift) or ($97 shl GShift) or ($A9 shl BShift) or ($A0 shl AShift);
- iceSurface:= SpritesData[sprIceTexture].Surface;
- pictureX := x mod iceSurface^.w;
- pictureY := y mod iceSurface^.h;
- icePixels := iceSurface^.pixels;
- w:= LandPixels[y, x];
- w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
- (w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
- (w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
- if w < 128 then w:= w+128;
- if w > 255 then w:= 255;
- w:= (w shl RShift) or (w shl BShift) or (w shl GShift) or (LandPixels[y,x] and AMask);
- //LandPixels[y, x]:= w;
- LandPixels[y, x]:= addBgColor(w, c);
- LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
- Land[y, x] := land[y, x] or lfIce;
- end
- else if (isLandscapeEdge(weight)) then
- begin
- LandPixels[y, x] := $FFB2AF8A;
- if Land[y, x] > 255 then Land[y, x] := Land[y, x] or lfIce;
- end;
-
+weight := getPixelWeight(x, y);
+if (land[y, x] and lfIce) <> 0 then
+ exit;
+//pixel in landscape
+if weight < 2 then
+ begin
+ // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
+ c:= $7dc1ccff;
+ // FIXME should be a global value, not set every single pixel. Just for test purposes
+ c:= ($44 shl RShift) or ($97 shl GShift) or ($A9 shl BShift) or ($A0 shl AShift);
+ iceSurface:= SpritesData[sprIceTexture].Surface;
+ pictureX := x mod iceSurface^.w;
+ pictureY := y mod iceSurface^.h;
+ icePixels := iceSurface^.pixels;
+ w:= LandPixels[y, x];
+ w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
+ (w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
+ (w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
+ if w < 128 then w:= w+128;
+ if w > 255 then w:= 255;
+ w:= (w shl RShift) or (w shl BShift) or (w shl GShift) or (LandPixels[y,x] and AMask);
+ //LandPixels[y, x]:= w;
+ LandPixels[y, x]:= addBgColor(w, c);
+ LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
+ Land[y, x] := land[y, x] or lfIce;
+ end
+//pixel is on edge of lanscape
+else if (weight < 8) then
+ begin
+ LandPixels[y, x] := $FFB2AF8A;
+ if Land[y, x] > 255 then Land[y, x] := Land[y, x] or lfIce;
+ end;
end;
function getIncrementInquarter(dx, dy, quarter: Longint): Longint;
@@ -354,24 +343,31 @@
procedure FillRoundInLandWithIce(X, Y, Radius: LongInt);
var dx, dy, d: LongInt;
+ landRect : TSDL_RECT;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
- while (dx < dy) do
+while (dx < dy) do
+ begin
+ FillLandCircleLinesIce(x, y, dx, dy);
+ if (d < 0) then
+ d:= d + 4 * dx + 6
+ else
begin
- FillLandCircleLinesIce(x, y, dx, dy);
- if (d < 0) then
- d:= d + 4 * dx + 6
- else
- begin
- d:= d + 4 * (dx - dy) + 10;
- dec(dy)
- end;
- inc(dx)
+ d:= d + 4 * (dx - dy) + 10;
+ dec(dy)
end;
- if (dx = dy) then
- FillLandCircleLinesIce(x, y, dx, dy);
+ inc(dx)
+ end;
+if (dx = dy) then
+ FillLandCircleLinesIce(x, y, dx, dy);
+
+landRect.x := min(max(x - Radius, 0), LAND_WIDTH - 1);
+landRect.y := min(max(y - Radius, 0), LAND_HEIGHT - 1);
+landRect.w := min(2*Radius, LAND_WIDTH - landRect.x - 1);
+landRect.h := min(2*Radius, LAND_HEIGHT - landRect.y - 1);
+UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
end;