--- a/hedgewars/uLandGraphics.pas Tue Mar 26 22:39:22 2013 +0200
+++ b/hedgewars/uLandGraphics.pas Wed Mar 27 11:18:00 2013 +0100
@@ -81,22 +81,22 @@
LandPixels[pixelY, pixelX]:= 0
end;
end;
-
+
procedure drawPixelEBC(landX, landY, pixelX, pixelY: Longint); inline;
begin
if ((Land[landY, landX] and lfBasic) <> 0) or ((Land[landY, landX] and lfObject) <> 0) then
begin
LandPixels[pixelY, pixelX]:= ExplosionBorderColor;
Land[landY, landX]:= (Land[landY, landX] or lfDamaged) and not lfIce;
- LandDirty[landY div 32, landX div 32]:= 1;
+ LandDirty[landY div 32, landX div 32]:= 1;
end;
end;
-
+
function isLandscapeEdge(weight:Longint):boolean; inline;
begin
result := (weight < 8) and (weight >= 2);
end;
-
+
function getPixelWeight(x, y:Longint): Longint;
var
i, j:Longint;
@@ -109,7 +109,7 @@
(i > LAND_WIDTH - 1) or
(j < 0) or
(j > LAND_HEIGHT -1) then
- begin
+ begin
result := 9;
exit;
end;
@@ -140,12 +140,12 @@
LandPixels[pixelY, pixelX]:= addBgColor(w, IceColor);
LandPixels[pixelY, pixelX]:= addBgColor(LandPixels[pixelY, pixelX], icePixels^[iceSurface^.w * (pixelY mod iceSurface^.h) + (pixelX mod iceSurface^.w)])
end
- else
+ else
begin
LandPixels[pixelY, pixelX]:= IceColor and not AMask or $E8 shl AShift;
LandPixels[pixelY, pixelX]:= addBgColor(LandPixels[pixelY, pixelX], icePixels^[iceSurface^.w * (pixelY mod iceSurface^.h) + (pixelX mod iceSurface^.w)]);
// silly workaround to avoid having to make background erasure a tadb it smarter about sea ice
- if LandPixels[pixelY, pixelX] and AMask shr AShift = 255 then
+ if LandPixels[pixelY, pixelX] and AMask shr AShift = 255 then
LandPixels[pixelY, pixelX]:= LandPixels[pixelY, pixelX] and not AMask or 254 shl AShift;
end;
end;
@@ -177,43 +177,43 @@
py := 0;
FillLandCircleLine := 0;
case fill of
- backgroundPixel:
+ backgroundPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
inc(FillLandCircleLine, drawPixelBG(i, y, px, py));
end;
- ebcPixel:
+ ebcPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
drawPixelEBC(i, y, px, py);
end;
- nullPixel:
+ nullPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
if ((Land[y, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[y, i] > 255)) then
- LandPixels[py, px]:= 0
+ LandPixels[py, px]:= 0
end;
- icePixel:
+ icePixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
DrawPixelIce(i, y, px, py);
end;
- setNotCurrentMask:
+ setNotCurrentMask:
for i:= fromPix to toPix do
begin
Land[y, i]:= Land[y, i] and lfNotCurrentMask;
end;
- changePixelSetNotCurrent:
+ changePixelSetNotCurrent:
for i:= fromPix to toPix do
begin
if Land[y, i] and lfObjMask > 0 then
Land[y, i]:= (Land[y, i] and lfNotObjMask) or ((Land[y, i] and lfObjMask) - 1);
end;
- setCurrentHog:
+ setCurrentHog:
for i:= fromPix to toPix do
begin
Land[y, i]:= Land[y, i] or lfCurrentHog
@@ -222,11 +222,11 @@
for i:= fromPix to toPix do
begin
if Land[y, i] and lfObjMask < lfObjMask then
- Land[y, i]:= (Land[y, i] and lfNotObjMask) or ((Land[y, i] and lfObjMask) + 1)
+ Land[y, i]:= (Land[y, i] and lfNotObjMask) or ((Land[y, i] and lfObjMask) + 1)
end;
- end;
+ end;
end;
-
+
function FillLandCircleSegment(x, y, dx, dy: LongInt; fill : fillType): Longword; inline;
begin
FillLandCircleSegment := 0;
@@ -361,22 +361,22 @@
begin
if Land[j, i] = 0 then
begin
- Land[j, i] := lfIce;
+ Land[j, i] := lfIce;
fillPixelFromIceSprite(i, j);
end;
- end;
+ end;
end;
landRect.x := min(max(x - iceRadius, 0), LAND_WIDTH - 1);
landRect.y := min(max(y, 0), LAND_HEIGHT - 1);
landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
landRect.h := min(iceHeight, LAND_HEIGHT - landRect.y - 1);
-UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
+UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
end;
function DrawExplosion(X, Y, Radius: LongInt): Longword;
var
tx, ty, dx, dy: Longint;
-begin
+begin
DrawExplosion := FillRoundInLand(x, y, Radius, backgroundPixel);
if Radius > 20 then
FillRoundInLand(x, y, Radius - 15, nullPixel);
@@ -463,7 +463,7 @@
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
end
- end;
+ end;
end;