hedgewars/uLandGraphics.pas
changeset 6982 8d41d22a291d
parent 6700 e04da46ee43c
child 6990 40e5af28d026
--- a/hedgewars/uLandGraphics.pas	Tue May 01 20:54:30 2012 +0400
+++ b/hedgewars/uLandGraphics.pas	Tue May 01 19:56:55 2012 +0200
@@ -328,9 +328,9 @@
         if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
             begin
             if (cReducedQuality and rqBlurryLand) = 0 then
-                LandPixels[t, i]:= cExplosionBorderColor
+                LandPixels[t, i]:= ExplosionBorderColor
             else
-                LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
+                LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
 
             Land[t, i]:= Land[t, i] or lfDamaged;
             //Despeckle(i, t);
@@ -343,9 +343,9 @@
         if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
             begin
             if (cReducedQuality and rqBlurryLand) = 0 then
-                LandPixels[t, i]:= cExplosionBorderColor
+                LandPixels[t, i]:= ExplosionBorderColor
             else
-                LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
+                LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
             Land[t, i]:= Land[t, i] or lfDamaged;
             //Despeckle(i, t);
             LandDirty[t div 32, i div 32]:= 1;
@@ -357,9 +357,9 @@
         if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
             begin
             if (cReducedQuality and rqBlurryLand) = 0 then
-                LandPixels[t, i]:= cExplosionBorderColor
+                LandPixels[t, i]:= ExplosionBorderColor
             else
-               LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
+               LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
 
             Land[t, i]:= Land[t, i] or lfDamaged;
             //Despeckle(i, t);
@@ -372,9 +372,9 @@
         if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
             begin
             if (cReducedQuality and rqBlurryLand) = 0 then
-                LandPixels[t, i]:= cExplosionBorderColor
+                LandPixels[t, i]:= ExplosionBorderColor
             else
-                LandPixels[t div 2, i div 2]:= cExplosionBorderColor;
+                LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
 
             Land[t, i]:= Land[t, i] or lfDamaged;
             //Despeckle(i, y - dy);
@@ -503,9 +503,9 @@
             if ((Land[ty, tx] and lfBasic) <> 0) or ((Land[ty, tx] and lfObject) <> 0) then
                 begin
                  if (cReducedQuality and rqBlurryLand) = 0 then
-                    LandPixels[ty, tx]:= cExplosionBorderColor
+                    LandPixels[ty, tx]:= ExplosionBorderColor
                 else
-                    LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor;
+                    LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor;
 
                 Land[ty, tx]:= Land[ty, tx] or lfDamaged;
                 LandDirty[ty div 32, tx div 32]:= 1;
@@ -555,9 +555,9 @@
             LandDirty[ty div 32, tx div 32]:= 1
             end;
         if (cReducedQuality and rqBlurryLand) = 0 then
-            LandPixels[ty, tx]:= cExplosionBorderColor
+            LandPixels[ty, tx]:= ExplosionBorderColor
         else
-            LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
+            LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
         end
     end;
     nx:= nx - dY;
@@ -581,9 +581,9 @@
             if despeckle then
                 LandDirty[ty div 32, tx div 32]:= 1;
             if (cReducedQuality and rqBlurryLand) = 0 then
-                LandPixels[ty, tx]:= cExplosionBorderColor
+                LandPixels[ty, tx]:= ExplosionBorderColor
             else
-                LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
+                LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
             end
         end;
     X:= nx;
@@ -624,9 +624,9 @@
         if despeckle then
             LandDirty[ty div 32, tx div 32]:= 1;
         if (cReducedQuality and rqBlurryLand) = 0 then
-            LandPixels[ty, tx]:= cExplosionBorderColor
+            LandPixels[ty, tx]:= ExplosionBorderColor
         else
-            LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
+            LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
         end
         end;
     nx:= nx - dY;
@@ -650,9 +650,9 @@
         if despeckle then
             LandDirty[ty div 32, tx div 32]:= 1;
         if (cReducedQuality and rqBlurryLand) = 0 then
-            LandPixels[ty, tx]:= cExplosionBorderColor
+            LandPixels[ty, tx]:= ExplosionBorderColor
         else
-            LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor
+            LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
         end
     end;
     nx:= nx - dY;
@@ -824,12 +824,12 @@
         if (cReducedQuality and rqBlurryLand) = 0 then
             begin
             if ((LandPixels[y,x] and AMask) shr AShift) < 10 then
-                LandPixels[y,x]:= (cExplosionBorderColor and (not AMask)) or (128 shl AShift)
+                LandPixels[y,x]:= (ExplosionBorderColor and (not AMask)) or (128 shl AShift)
             else
                 LandPixels[y,x]:=
-                                (((((LandPixels[y,x] and RMask shr RShift) div 2)+((cExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
-                                (((((LandPixels[y,x] and GMask shr GShift) div 2)+((cExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
-                                (((((LandPixels[y,x] and BMask shr BShift) div 2)+((cExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift)
+                                (((((LandPixels[y,x] and RMask shr RShift) div 2)+((ExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
+                                (((((LandPixels[y,x] and GMask shr GShift) div 2)+((ExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
+                                (((((LandPixels[y,x] and BMask shr BShift) div 2)+((ExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift)
             end;
         if (Land[y, x-1] = lfObject) then
             Land[y,x]:= lfObject
@@ -850,12 +850,12 @@
         if (cReducedQuality and rqBlurryLand) = 0 then
             begin
             if ((LandPixels[y,x] and AMask) shr AShift) < 10 then
-                LandPixels[y,x]:= (cExplosionBorderColor and (not AMask)) or (64 shl AShift)
+                LandPixels[y,x]:= (ExplosionBorderColor and (not AMask)) or (64 shl AShift)
             else
                 LandPixels[y,x]:=
-                                (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((cExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
-                                (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((cExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
-                                (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((cExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift)
+                                (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((ExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
+                                (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((ExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
+                                (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((ExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift)
             end;
         if (Land[y, x-1] = lfObject) then
             Land[y, x]:= lfObject
@@ -876,9 +876,9 @@
     or (((Land[y, x+1] and lfDamaged) <> 0) and (((Land[y-1,x] and lfDamaged) <> 0) or ((Land[y+1,x] and lfDamaged) <> 0)))) then
         begin
         LandPixels[y,x]:=
-                        (((((LandPixels[y,x] and RMask shr RShift) div 2)+((cExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
-                        (((((LandPixels[y,x] and GMask shr GShift) div 2)+((cExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
-                        (((((LandPixels[y,x] and BMask shr BShift) div 2)+((cExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift)
+                        (((((LandPixels[y,x] and RMask shr RShift) div 2)+((ExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
+                        (((((LandPixels[y,x] and GMask shr GShift) div 2)+((ExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
+                        (((((LandPixels[y,x] and BMask shr BShift) div 2)+((ExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift)
         end
     else if ((((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0))
     or (((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0))
@@ -890,9 +890,9 @@
     or (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))) then
         begin
         LandPixels[y,x]:=
-                        (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((cExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
-                        (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((cExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
-                        (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((cExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift)
+                        (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((ExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
+                        (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((ExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
+                        (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((ExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift)
         end
     end
 end;