--- a/hedgewars/uLandGraphics.pas Wed Feb 27 23:15:37 2013 +0100
+++ b/hedgewars/uLandGraphics.pas Wed Feb 27 21:30:33 2013 -0500
@@ -247,21 +247,11 @@
end;
-function isLandscapeEdge(weight:Longint):boolean;
+function isLandscapeEdge(weight:Longint):boolean; inline;
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
i, j:Longint;
@@ -289,42 +279,29 @@
w, c: LongWord;
weight: Longint;
begin
- weight := getPixelWeight(x, y);
- if isLandscape(weight) then
- begin
- // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
- 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, IceColor);
- 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] := IceEdgeColor;
- if Land[y, x] > 255 then Land[y, x] := Land[y, x] or lfIce and not lfDamaged;
- end;
-
+ // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
+ iceSurface:= SpritesData[sprIceTexture].Surface;
+ 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, IceColor);
+ LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
end;
-function getIncrementInquarter(dx, dy, quarter: Longint): Longint;
+function getIncrementInquarter(dx, dy, quarter: Longint): Longint; inline;
const directionX : array [0..3] of Longint = (0, 0, 1, -1);
const directionY : array [0..3] of Longint = (1, -1, 0, 0);
begin
getIncrementInquarter := directionX[quarter] * dx + directionY[quarter] * dy;
end;
-function getIncrementInquarter2(dx, dy, quarter: Longint): Longint;
+function getIncrementInquarter2(dx, dy, quarter: Longint): Longint; inline;
const directionY : array [0..3] of Longint = (0, 0, 1, 1);
const directionX : array [0..3] of Longint = (1, 1, 0, 0);
begin
@@ -332,19 +309,38 @@
end;
procedure FillLandCircleLinesIce(x, y, dx, dy: LongInt);
-var q, i, t: LongInt;
+var q, i, t, px, py: LongInt;
begin
for q := 0 to 3 do
begin
- t:= y + getIncrementInquarter(dx, dy, q);
- if (t and LAND_HEIGHT_MASK) = 0 then
- for i:= Max(x - getIncrementInquarter2(dx, dy, q), 0) to Min(x + getIncrementInquarter2(dx, dy, q), LAND_WIDTH - 1) do
- if (Land[t, i] and (lfIndestructible or lfIce) = 0) and (not disableLandBack or (Land[t, i] > 255)) then
- if (cReducedQuality and rqBlurryLand) = 0 then
- drawIcePixel(t, i)
- else
- drawIcePixel(t div 2, i div 2) ;
- end;
+ t:= y + getIncrementInquarter(dx, dy, q);
+ if (t and LAND_HEIGHT_MASK) = 0 then
+ for i:= Max(x - getIncrementInquarter2(dx, dy, q), 0) to Min(x + getIncrementInquarter2(dx, dy, q), LAND_WIDTH - 1) do
+ if Land[t, i] and lfIce = 0 then
+ begin
+ if (cReducedQuality and rqBlurryLand) = 0 then
+ begin
+ px:= i; py:= t
+ end
+ else
+ begin
+ px:= i div 2; py:= t div 2
+ end;
+ if isLandscapeEdge(getPixelWeight(i, t)) then
+ begin
+ if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
+ if (LandPixels[py, px] and AMask < 255) and (LandPixels[py, px] and AMask > 0) then
+ LandPixels[py, px] := (IceEdgeColor and not AMask) or (LandPixels[py, px] and AMask)
+ else if (LandPixels[py, px] and AMask < 255) or (Land[t, i] > 255) then
+ LandPixels[py, px] := IceEdgeColor
+ end
+ else if Land[t, i] > 255 then
+ begin
+ Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
+ drawIcePixel(py, px)
+ end
+ end
+ end
end;
procedure FillRoundInLandWithIce(X, Y, Radius: LongInt);
@@ -1019,7 +1015,7 @@
end
end
else if ((cReducedQuality and rqBlurryLand) = 0) and (LandPixels[Y, X] and AMask = 255)
-and ((Land[Y, X] and (lfDamaged or lfBasic) = lfBasic) or (Land[Y, X] and (lfDamaged or lfBasic) = lfBasic))
+and (Land[Y, X] and (lfDamaged or lfBasic) = lfBasic)
and (Y > LongInt(topY) + 1) and (Y < LAND_HEIGHT-2) and (X > LongInt(leftX) + 1) and (X < LongInt(rightX) - 1) then
begin
if ((((Land[y, x-1] and lfDamaged) <> 0) and (((Land[y+1,x] and lfDamaged) <> 0)) or ((Land[y-1,x] and lfDamaged) <> 0))