- Correct initialisation of TeamsGameOver (on mobile it doesn't get reset between plays, so ones set to true, prevents game to be finished next time)
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uLandGraphics;
interface
uses uFloat, uConsts, uTypes, Math, uRenderUtils;
type
fillType = (nullPixel, backgroundPixel, ebcPixel, icePixel, addNotHHObj, removeNotHHObj, addHH, removeHH, setCurrentHog, removeCurrentHog);
type TRangeArray = array[0..31] of record
Left, Right: LongInt;
end;
PRangeArray = ^TRangeArray;
TLandCircleProcedure = procedure (landX, landY, pixelX, pixelY: Longint);
function addBgColor(OldColor, NewColor: LongWord): LongWord;
function SweepDirty: boolean;
function Despeckle(X, Y: LongInt): Boolean;
procedure Smooth(X, Y: LongInt);
function CheckLandValue(X, Y: LongInt; LandFlag: Word): boolean;
function DrawExplosion(X, Y, Radius: LongInt): Longword;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
function FillRoundInLand(X, Y, Radius: LongInt; Value: Longword): Longword;
function FillRoundInLandFT(X, Y, Radius: LongInt; fill: fillType): Longword;
procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet, isCurrent, isHH: boolean);
function LandBackPixel(x, y: LongInt): LongWord;
procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword);
function DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword): Longword;
procedure DumpLandToLog(x, y, r: LongInt);
procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint);
function TryPlaceOnLandSimple(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, indestructible: boolean): boolean; inline;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; LandFlags: Word): boolean; inline;
function ForcePlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word; Tint: LongWord; Behind, flipHoriz, flipVert: boolean): boolean; inline;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, outOfMap, force, behind, flipHoriz, flipVert: boolean; LandFlags: Word; Tint: LongWord): boolean;
procedure EraseLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word; eraseOnLFMatch, onlyEraseLF, flipHoriz, flipVert: boolean);
function GetPlaceCollisionTex(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): PTexture;
implementation
uses SDLh, uLandTexture, uTextures, uVariables, uUtils, uDebug, uScript;
procedure calculatePixelsCoordinates(landX, landY: Longint; var pixelX, pixelY: Longint); inline;
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
pixelX := landX;
pixelY := landY;
end
else
begin
pixelX := LandX div 2;
pixelY := LandY div 2;
end;
end;
function drawPixelBG(landX, landY, pixelX, pixelY: Longint): Longword; inline;
begin
drawPixelBG := 0;
if (Land[LandY, landX] and lfIndestructible) = 0 then
begin
if ((Land[landY, landX] and lfBasic) <> 0) and (((LandPixels[pixelY, pixelX] and AMask) shr AShift) = 255) and (not disableLandBack) then
begin
LandPixels[pixelY, pixelX]:= LandBackPixel(landX, landY);
inc(drawPixelBG);
end
else if ((Land[landY, landX] and lfObject) <> 0) or (((LandPixels[pixelY, pixelX] and AMask) shr AShift) < 255) then
LandPixels[pixelY, pixelX]:= ExplosionBorderColorNoA
end;
end;
procedure drawPixelEBC(landX, landY, pixelX, pixelY: Longint); inline;
begin
if (Land[landY, landX] and lfIndestructible = 0) and
(((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;
end;
end;
function isLandscapeEdge(weight:Longint):boolean; inline;
begin
isLandscapeEdge := (weight < 8) and (weight >= 2);
end;
function getPixelWeight(x, y:Longint): Longint;
var
i, j, r: Longint;
begin
r := 0;
for i := x - 1 to x + 1 do
for j := y - 1 to y + 1 do
begin
if (i < 0) or
(i > LAND_WIDTH - 1) or
(j < 0) or
(j > LAND_HEIGHT -1) then
exit(9);
if Land[j, i] and lfLandMask and (not lfIce) = 0 then
inc(r)
end;
getPixelWeight:= r
end;
procedure fillPixelFromIceSprite(pixelX, pixelY:Longint); inline;
var
iceSurface: PSDL_Surface;
icePixels: PLongwordArray;
w: LongWord;
begin
if cOnlyStats then exit;
// 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[pixelY, pixelX];
if w > 0 then
begin
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[pixelY, pixelX] and AMask);
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
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
LandPixels[pixelY, pixelX]:= LandPixels[pixelY, pixelX] and (not AMask) or 254 shl AShift;
end;
end;
procedure DrawPixelIce(landX, landY, pixelX, pixelY: Longint); inline;
begin
if ((Land[landY, landX] and lfIce) <> 0) then exit;
if isLandscapeEdge(getPixelWeight(landX, landY)) then
begin
if (LandPixels[pixelY, pixelX] and AMask < 255) and (LandPixels[pixelY, pixelX] and AMask > 0) then
LandPixels[pixelY, pixelX] := (IceEdgeColor and (not AMask)) or (LandPixels[pixelY, pixelX] and AMask)
else if (LandPixels[pixelY, pixelX] and AMask < 255) or (Land[landY, landX] > 255) then
LandPixels[pixelY, pixelX] := IceEdgeColor
end
else if Land[landY, landX] > 255 then
begin
fillPixelFromIceSprite(pixelX, pixelY);
end;
if Land[landY, landX] > 255 then Land[landY, landX] := Land[landY, landX] or lfIce and (not lfDamaged);
end;
function FillLandCircleLineFT(y, fromPix, toPix: LongInt; fill : fillType): Longword;
var px, py, i: LongInt;
begin
//get rid of compiler warning
px := 0;
py := 0;
FillLandCircleLineFT := 0;
case fill of
backgroundPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
inc(FillLandCircleLineFT, drawPixelBG(i, y, px, py));
end;
ebcPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
drawPixelEBC(i, y, px, py);
end;
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]:= ExplosionBorderColorNoA;
end;
icePixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
DrawPixelIce(i, y, px, py);
end;
addNotHHObj:
for i:= fromPix to toPix do
begin
if Land[y, i] and lfNotHHObjMask shr lfNotHHObjShift < lfNotHHObjSize then
Land[y, i]:= (Land[y, i] and (not lfNotHHObjMask)) or ((Land[y, i] and lfNotHHObjMask shr lfNotHHObjShift + 1) shl lfNotHHObjShift);
end;
removeNotHHObj:
for i:= fromPix to toPix do
begin
if Land[y, i] and lfNotHHObjMask <> 0 then
Land[y, i]:= (Land[y, i] and (not lfNotHHObjMask)) or ((Land[y, i] and lfNotHHObjMask shr lfNotHHObjShift - 1) shl lfNotHHObjShift);
end;
addHH:
for i:= fromPix to toPix do
begin
if Land[y, i] and lfHHMask < lfHHMask then
Land[y, i]:= Land[y, i] + 1
end;
removeHH:
for i:= fromPix to toPix do
begin
if Land[y, i] and lfHHMask > 0 then
Land[y, i]:= Land[y, i] - 1;
end;
setCurrentHog:
for i:= fromPix to toPix do
begin
Land[y, i]:= Land[y, i] or lfCurrentHog
end;
removeCurrentHog:
for i:= fromPix to toPix do
begin
Land[y, i]:= Land[y, i] and lfNotCurrentMask;
end;
end;
end;
function FillLandCircleSegmentFT(x, y, dx, dy: LongInt; fill : fillType): Longword; inline;
begin
FillLandCircleSegmentFT := 0;
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y + dy, Max(x - dx, 0), Min(x + dx, LAND_WIDTH - 1), fill));
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y - dy, Max(x - dx, 0), Min(x + dx, LAND_WIDTH - 1), fill));
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y + dx, Max(x - dy, 0), Min(x + dy, LAND_WIDTH - 1), fill));
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y - dx, Max(x - dy, 0), Min(x + dy, LAND_WIDTH - 1), fill));
end;
function FillRoundInLandFT(X, Y, Radius: LongInt; fill: fillType): Longword; inline;
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
FillRoundInLandFT := 0;
while (dx < dy) do
begin
inc(FillRoundInLandFT, FillLandCircleSegmentFT(x, y, dx, dy, fill));
if (d < 0) then
d:= d + 4 * dx + 6
else
begin
d:= d + 4 * (dx - dy) + 10;
dec(dy)
end;
inc(dx)
end;
if (dx = dy) then
inc (FillRoundInLandFT, FillLandCircleSegmentFT(x, y, dx, dy, fill));
end;
function addBgColor(OldColor, NewColor: LongWord): LongWord;
// Factor ranges from 0 to 100% NewColor
var
oRed, oBlue, oGreen, oAlpha, nRed, nBlue, nGreen, nAlpha: byte;
begin
oAlpha := (OldColor shr AShift);
nAlpha := (NewColor shr AShift);
// shortcircuit
if (oAlpha = 0) or (nAlpha = $FF) then
begin
addBgColor:= NewColor;
exit
end;
// Get colors
oRed := (OldColor shr RShift);
oGreen := (OldColor shr GShift);
oBlue := (OldColor shr BShift);
nRed := (NewColor shr RShift);
nGreen := (NewColor shr GShift);
nBlue := (NewColor shr BShift);
// Mix colors
nRed := min(255,((nRed*nAlpha) div 255) + ((oRed*oAlpha*byte(255-nAlpha)) div 65025));
nGreen := min(255,((nGreen*nAlpha) div 255) + ((oGreen*oAlpha*byte(255-nAlpha)) div 65025));
nBlue := min(255,((nBlue*nAlpha) div 255) + ((oBlue*oAlpha*byte(255-nAlpha)) div 65025));
nAlpha := min(255, oAlpha + nAlpha);
addBgColor := (nAlpha shl AShift) or (nRed shl RShift) or (nGreen shl GShift) or (nBlue shl BShift);
end;
function FillCircleLines(x, y, dx, dy: LongInt; Value: Longword): Longword;
var i: LongInt;
begin
FillCircleLines:= 0;
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y + dy, i] and lfIndestructible) = 0 then
begin
if Land[y + dy, i] <> Value then inc(FillCircleLines);
Land[y + dy, i]:= Value;
end;
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[y - dy, i] and lfIndestructible) = 0 then
begin
if Land[y - dy, i] <> Value then inc(FillCircleLines);
Land[y - dy, i]:= Value;
end;
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y + dx, i] and lfIndestructible) = 0 then
begin
if Land[y + dx, i] <> Value then inc(FillCircleLines);
Land[y + dx, i]:= Value;
end;
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[y - dx, i] and lfIndestructible) = 0 then
begin
if Land[y - dx, i] <> Value then inc(FillCircleLines);
Land[y - dx, i]:= Value;
end;
end;
function FillRoundInLand(X, Y, Radius: LongInt; Value: Longword): Longword;
var dx, dy, d: LongInt;
begin
FillRoundInLand:= 0;
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
inc(FillRoundInLand, FillCircleLines(x, y, dx, dy, Value));
if (d < 0) then
d:= d + 4 * dx + 6
else
begin
d:= d + 4 * (dx - dy) + 10;
dec(dy)
end;
inc(dx)
end;
if (dx = dy) then
inc(FillRoundInLand, FillCircleLines(x, y, dx, dy, Value));
end;
procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet, isCurrent, isHH: boolean);
begin
if not doSet and isCurrent then
FillRoundInLandFT(X, Y, Radius, removeCurrentHog)
else if (not doSet) and (not IsCurrent) and isHH then
FillRoundInLandFT(X, Y, Radius, removeHH)
else if (not doSet) and (not IsCurrent) and (not isHH) then
FillRoundInLandFT(X, Y, Radius, removeNotHHObj)
else if doSet and IsCurrent then
FillRoundInLandFT(X, Y, Radius, setCurrentHog)
else if doSet and (not IsCurrent) and isHH then
FillRoundInLandFT(X, Y, Radius, addHH)
else if doSet and (not IsCurrent) and (not isHH) then
FillRoundInLandFT(X, Y, Radius, addNotHHObj);
end;
procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint);
var
i, j, iceL, iceR, IceT, iceB: LongInt;
landRect: TSDL_Rect;
begin
// figure out bottom/left/right/top coords of ice to draw
// determine absolute limits first
iceT:= 0;
iceB:= min(cWaterLine, LAND_HEIGHT - 1);
iceL:= 0;
iceR:= LAND_WIDTH - 1;
if WorldEdge <> weNone then
begin
iceL:= max(leftX, iceL);
iceR:= min(rightX, iceR);
end;
// adjust based on location but without violating absolute limits
if y >= cWaterLine then
begin
iceL:= max(x - iceRadius, iceL);
iceR:= min(x + iceRadius, iceR);
iceT:= max(cWaterLine - iceHeight, iceT);
end
else {if WorldEdge = weSea then}
begin
iceT:= max(y - iceRadius, iceT);
iceB:= min(y + iceRadius, iceB);
if x <= leftX then
iceR:= min(leftX + iceHeight, iceR)
else {if x >= rightX then}
iceL:= max(LongInt(rightX) - iceHeight, iceL);
end;
// don't continue if all ice is outside land array
if (iceL > iceR) or (iceT > iceB) then
exit();
for i := iceL to iceR do
begin
for j := iceT to iceB do
begin
if Land[j, i] = 0 then
begin
Land[j, i] := lfIce;
if (cReducedQuality and rqBlurryLand) = 0 then
fillPixelFromIceSprite(i, j)
else
fillPixelFromIceSprite(i div 2, j div 2);
end;
end;
end;
landRect.x := iceL;
landRect.y := iceT;
landRect.w := iceR - IceL + 1;
landRect.h := iceB - iceT + 1;
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
DrawExplosion := FillRoundInLandFT(x, y, Radius, backgroundPixel);
if Radius > 20 then
FillRoundInLandFT(x, y, Radius - 15, nullPixel);
FillRoundInLand(X, Y, Radius, 0);
FillRoundInLandFT(x, y, Radius + 4, ebcPixel);
tx:= Max(X - Radius - 5, 0);
dx:= Min(X + Radius + 5, LAND_WIDTH) - tx;
ty:= Max(Y - Radius - 5, 0);
dy:= Min(Y + Radius + 5, LAND_HEIGHT) - ty;
UpdateLandTexture(tx, dx, ty, dy, false);
end;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
var tx, ty, by, bx, i: LongInt;
begin
for i:= 0 to Pred(Count) do
begin
for ty:= Max(y - Radius, 0) to Min(y + Radius, LAND_HEIGHT) do
for tx:= Max(0, ar^[i].Left - Radius) to Min(LAND_WIDTH, ar^[i].Right + Radius) do
begin
if (Land[ty, tx] and lfIndestructible) = 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= ty; bx:= tx;
end
else
begin
by:= ty div 2; bx:= tx div 2;
end;
if ((Land[ty, tx] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
LandPixels[by, bx]:= LandBackPixel(tx, ty)
else if ((Land[ty, tx] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= LandPixels[by, bx] and (not AMASK)
end
end;
inc(y, dY)
end;
inc(Radius, 4);
dec(y, Count * dY);
for i:= 0 to Pred(Count) do
begin
for ty:= Max(y - Radius, 0) to Min(y + Radius, LAND_HEIGHT) do
for tx:= Max(0, ar^[i].Left - Radius) to Min(LAND_WIDTH, ar^[i].Right + Radius) do
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]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor;
Land[ty, tx]:= (Land[ty, tx] or lfDamaged) and (not lfIce);
LandDirty[ty div 32, tx div 32]:= 1;
end;
inc(y, dY)
end;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false)
end;
procedure DrawExplosionBorder(X, Y, dx, dy:hwFloat; despeckle : Boolean);
var
t, tx, ty :Longint;
begin
for t:= 0 to 7 do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and (((Land[ty, tx] and lfBasic) <> 0)
or ((Land[ty, tx] and lfObject) <> 0)) then
begin
Land[ty, tx]:= (Land[ty, tx] or lfDamaged) and (not lfIce);
if despeckle then
LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
end
end;
end;
type TWrapNeeded = (wnNone, wnLeft, wnRight);
//
// - (dX, dY) - direction, vector of length = 0.5
//
function DrawTunnel_real(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt): TWrapNeeded;
var nx, ny, dX8, dY8: hwFloat;
i, t, tx, ty, by, bx, stX, stY, ddy, ddx: Longint;
despeckle : Boolean;
begin // (-dY, dX) is (dX, dY) rotated by PI/2
DrawTunnel_real:= wnNone;
stY:= hwRound(Y);
stX:= hwRound(X);
despeckle:= HalfWidth > 1;
nx:= X + dY * (HalfWidth + 8);
ny:= Y - dX * (HalfWidth + 8);
dX8:= dX * 8;
dY8:= dY * 8;
for i:= 0 to 7 do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= -8 to ticks + 8 do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0)
and ((tx and LAND_WIDTH_MASK) = 0)
and (((Land[ty, tx] and lfBasic) <> 0) or ((Land[ty, tx] and lfObject) <> 0)) then
begin
Land[ty, tx]:= Land[ty, tx] and (not lfIce);
if despeckle then
begin
Land[ty, tx]:= Land[ty, tx] or lfDamaged;
LandDirty[ty div 32, tx div 32]:= 1
end;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
end
end;
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= -HalfWidth to HalfWidth do
begin
X:= nx - dX8;
Y:= ny - dY8;
DrawExplosionBorder(X, Y, dx, dy, despeckle);
X:= nx;
Y:= ny;
for t:= 0 to ticks do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and ((Land[ty, tx] and lfIndestructible) = 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= ty; bx:= tx;
end
else
begin
by:= ty div 2; bx:= tx div 2;
end;
if ((Land[ty, tx] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
LandPixels[by, bx]:= LandBackPixel(tx, ty)
else if ((Land[ty, tx] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= LandPixels[by, bx] and (not AMASK);
Land[ty, tx]:= 0;
end
end;
DrawExplosionBorder(X, Y, dx, dy, despeckle);
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= 0 to 7 do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= -8 to ticks + 8 do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) and (((Land[ty, tx] and lfBasic) <> 0)
or ((Land[ty, tx] and lfObject) <> 0)) then
begin
Land[ty, tx]:= (Land[ty, tx] or lfDamaged) and (not lfIce);
if despeckle then
LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
end
end;
nx:= nx - dY;
ny:= ny + dX;
end;
tx:= stX - HalfWidth * 2 - 4 - abs(hwRound(dX * ticks));
ddx:= stX + HalfWidth * 2 + 4 + abs(hwRound(dX * ticks));
if WorldEdge = weWrap then
begin
if (tx < leftX) or (ddx < leftX) then
DrawTunnel_real:= wnLeft
else if (tx > rightX) or (ddx > rightX) then
DrawTunnel_real:= wnRight;
end;
tx:= Max(tx, 0);
ty:= Max(stY - HalfWidth * 2 - 4 - abs(hwRound(dY * ticks)), 0);
ddx:= Min(ddx, LAND_WIDTH) - tx;
ddy:= Min(stY + HalfWidth * 2 + 4 + abs(hwRound(dY * ticks)), LAND_HEIGHT) - ty;
UpdateLandTexture(tx, ddx, ty, ddy, false)
end;
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
var wn: TWrapNeeded;
begin
wn:= DrawTunnel_real(X, Y, dX, dY, ticks, HalfWidth);
if wn <> wnNone then
begin
if wn = wnLeft then
DrawTunnel_real(X + int2hwFloat(playWidth), Y, dX, dY, ticks, HalfWidth)
else
DrawTunnel_real(X - int2hwFloat(playWidth), Y, dX, dY, ticks, HalfWidth);
end;
end;
function TryPlaceOnLandSimple(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, indestructible: boolean): boolean; inline;
var lf: Word;
begin
if indestructible then
lf:= lfIndestructible
else
lf:= 0;
TryPlaceOnLandSimple:= TryPlaceOnLand(cpX, cpY, Obj, Frame, doPlace, false, false, false, false, false, lf, $FFFFFFFF);
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; LandFlags: Word): boolean; inline;
begin
TryPlaceOnLand:= TryPlaceOnLand(cpX, cpY, Obj, Frame, doPlace, false, false, false, false, false, LandFlags, $FFFFFFFF);
end;
function ForcePlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word; Tint: LongWord; Behind, flipHoriz, flipVert: boolean): boolean; inline;
begin
ForcePlaceOnLand:= TryPlaceOnLand(cpX, cpY, Obj, Frame, true, false, true, behind, flipHoriz, flipVert, LandFlags, Tint)
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, outOfMap, force, behind, flipHoriz, flipVert: boolean; LandFlags: Word; Tint: LongWord): boolean;
var X, Y, bpp, h, w, row, col, gx, gy, numFramesFirstCol: LongInt;
p: PByteArray;
Image: PSDL_Surface;
pixel: LongWord;
begin
TryPlaceOnLand:= false;
numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height;
if outOfMap then doPlace:= false; // just using for a check
if checkFails(SpritesData[Obj].Surface <> nil, 'Assert SpritesData[Obj].Surface failed', true) then exit;
Image:= SpritesData[Obj].Surface;
w:= SpritesData[Obj].Width;
h:= SpritesData[Obj].Height;
if flipVert then flipSurface(Image, true);
if flipHoriz then flipSurface(Image, false);
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
if SDL_MustLock(Image) then
if SDLCheck(SDL_LockSurface(Image) >= 0, 'TryPlaceOnLand', true) then exit;
bpp:= Image^.format^.BytesPerPixel;
if checkFails(bpp = 4, 'It should be 32 bpp sprite', true) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
// Check that sprite fits free space
p:= PByteArray(@(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]));
case bpp of
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if ((PLongword(@(p^[x * 4]))^) and AMask) <> 0 then
if (outOfMap and
((cpY + y) < LAND_HEIGHT) and ((cpY + y) >= 0) and
((cpX + x) < LAND_WIDTH) and ((cpX + x) >= 0) and
((not force) and (Land[cpY + y, cpX + x] <> 0))) or
(not outOfMap and
(((cpY + y) <= Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or
((cpX + x) <= Longint(leftX)) or ((cpX + x) >= Longint(rightX)) or
((not force) and (Land[cpY + y, cpX + x] <> 0)))) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
p:= PByteArray(@(p^[Image^.pitch]))
end
end;
TryPlaceOnLand:= true;
if not doPlace then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
// Checked, now place
p:= PByteArray(@(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]));
case bpp of
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if ((PLongword(@(p^[x * 4]))^) and AMask) <> 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
gX:= cpX + x;
gY:= cpY + y;
end
else
begin
gX:= (cpX + x) div 2;
gY:= (cpY + y) div 2;
end;
if (not behind) or (Land[cpY + y, cpX + x] and lfLandMask = 0) then
begin
if (LandFlags and lfBasic <> 0) or
((LandPixels[gY, gX] and AMask shr AShift > 128) and // This test assumes lfBasic and lfObject differ only graphically
(LandFlags and lfObject = 0)) then
Land[cpY + y, cpX + x]:= lfBasic or LandFlags
else Land[cpY + y, cpX + x]:= lfObject or LandFlags
end;
if (not behind) or (LandPixels[gY, gX] = 0) then
begin
if tint = $FFFFFFFF then
LandPixels[gY, gX]:= PLongword(@(p^[x * 4]))^
else
begin
pixel:= PLongword(@(p^[x * 4]))^;
LandPixels[gY, gX]:=
ceil((pixel shr RShift and $FF) * ((tint shr 24) / 255)) shl RShift or
ceil((pixel shr GShift and $FF) * ((tint shr 16 and $ff) / 255)) shl GShift or
ceil((pixel shr BShift and $FF) * ((tint shr 8 and $ff) / 255)) shl BShift or
ceil((pixel shr AShift and $FF) * ((tint and $ff) / 255)) shl AShift;
end
end
end;
p:= PByteArray(@(p^[Image^.pitch]));
end;
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
if flipVert then flipSurface(Image, true);
if flipHoriz then flipSurface(Image, false);
x:= Max(cpX, leftX);
w:= Min(cpX + Image^.w, LAND_WIDTH) - x;
y:= Max(cpY, topY);
h:= Min(cpY + Image^.h, LAND_HEIGHT) - y;
UpdateLandTexture(x, w, y, h, true);
ScriptCall('onSpritePlacement', ord(Obj), cpX + w div 2, cpY + h div 2);
if Obj = sprAmGirder then
ScriptCall('onGirderPlacement', frame, cpX + w div 2, cpY + h div 2)
else if Obj = sprAmRubber then
ScriptCall('onRubberPlacement', frame, cpX + w div 2, cpY + h div 2);
end;
procedure EraseLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word; eraseOnLFMatch, onlyEraseLF, flipHoriz, flipVert: boolean);
var X, Y, bpp, h, w, row, col, gx, gy, numFramesFirstCol: LongInt;
p: PByteArray;
Image: PSDL_Surface;
begin
numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height;
if checkFails(SpritesData[Obj].Surface <> nil, 'Assert SpritesData[Obj].Surface failed', true) then exit;
Image:= SpritesData[Obj].Surface;
w:= SpritesData[Obj].Width;
h:= SpritesData[Obj].Height;
if flipVert then flipSurface(Image, true);
if flipHoriz then flipSurface(Image, false);
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
if SDL_MustLock(Image) then
if SDLCheck(SDL_LockSurface(Image) >= 0, 'EraseLand', true) then exit;
bpp:= Image^.format^.BytesPerPixel;
if checkFails(bpp = 4, 'It should be 32 bpp sprite', true) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
// Check that sprite fits free space
p:= PByteArray(@(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]));
for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if ((PLongword(@(p^[x * 4]))^) and AMask) <> 0 then
if ((cpY + y) <= Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or
((cpX + x) <= Longint(leftX)) or ((cpX + x) >= Longint(rightX)) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
p:= PByteArray(@(p^[Image^.pitch]))
end;
// Checked, now place
p:= PByteArray(@(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]));
for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if ((PLongword(@(p^[x * 4]))^) and AMask) <> 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
gX:= cpX + x;
gY:= cpY + y;
end
else
begin
gX:= (cpX + x) div 2;
gY:= (cpY + y) div 2;
end;
if (not eraseOnLFMatch or (Land[cpY + y, cpX + x] and LandFlags <> 0)) and
((PLongword(@(p^[x * 4]))^) and AMask <> 0) then
begin
if not onlyEraseLF then
begin
LandPixels[gY, gX]:= 0;
Land[cpY + y, cpX + x]:= 0
end
else Land[cpY + y, cpX + x]:= Land[cpY + y, cpX + x] and (not LandFlags)
end
end;
p:= PByteArray(@(p^[Image^.pitch]));
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
if flipVert then flipSurface(Image, true);
if flipHoriz then flipSurface(Image, false);
x:= Max(cpX, leftX);
w:= Min(cpX + Image^.w, LAND_WIDTH) - x;
y:= Max(cpY, topY);
h:= Min(cpY + Image^.h, LAND_HEIGHT) - y;
UpdateLandTexture(x, w, y, h, true)
end;
function GetPlaceCollisionTex(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): PTexture;
var X, Y, bpp, h, w, row, col, numFramesFirstCol: LongInt;
p, pt: PLongWordArray;
Image, finalSurface: PSDL_Surface;
begin
GetPlaceCollisionTex:= nil;
numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height;
checkFails(SpritesData[Obj].Surface <> nil, 'Assert SpritesData[Obj].Surface failed', true);
Image:= SpritesData[Obj].Surface;
w:= SpritesData[Obj].Width;
h:= SpritesData[Obj].Height;
row:= Frame mod numFramesFirstCol;
col:= Frame div numFramesFirstCol;
if SDL_MustLock(Image) then
if SDLCheck(SDL_LockSurface(Image) >= 0, 'SDL_LockSurface', true) then
exit;
bpp:= Image^.format^.BytesPerPixel;
checkFails(bpp = 4, 'It should be 32 bpp sprite', true);
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
checkFails(finalSurface <> nil, 'GetPlaceCollisionTex: fail to create surface', true);
if SDL_MustLock(finalSurface) then
SDLCheck(SDL_LockSurface(finalSurface) >= 0, 'GetPlaceCollisionTex', true);
if not allOK then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
if SDL_MustLock(finalSurface) then
SDL_UnlockSurface(finalSurface);
if finalSurface <> nil then
SDL_FreeSurface(finalSurface);
end;
p:= PLongWordArray(@(PLongWordArray(Image^.pixels)^[ (Image^.pitch div 4) * row * h + col * w ]));
pt:= PLongWordArray(finalSurface^.pixels);
for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if ((p^[x] and AMask) <> 0)
and (((cpY + y) < Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or
((cpX + x) < Longint(leftX)) or ((cpX + x) > Longint(rightX)) or (Land[cpY + y, cpX + x] <> 0)) then
pt^[x]:= cWhiteColor
else
(pt^[x]):= cWhiteColor and (not AMask);
p:= PLongWordArray(@(p^[Image^.pitch div 4]));
pt:= PLongWordArray(@(pt^[finalSurface^.pitch div 4]));
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
if SDL_MustLock(finalSurface) then
SDL_UnlockSurface(finalSurface);
GetPlaceCollisionTex:= Surface2Tex(finalSurface, true);
SDL_FreeSurface(finalSurface);
end;
function Despeckle(X, Y: LongInt): boolean;
var nx, ny, i, j, c, xx, yy: LongInt;
pixelsweep: boolean;
begin
Despeckle:= true;
if (cReducedQuality and rqBlurryLand) = 0 then
begin
xx:= X;
yy:= Y;
end
else
begin
xx:= X div 2;
yy:= Y div 2;
end;
pixelsweep:= (Land[Y, X] <= lfAllObjMask) and ((LandPixels[yy, xx] and AMask) <> 0);
if (((Land[Y, X] and lfDamaged) <> 0) and ((Land[Y, X] and lfIndestructible) = 0)) or pixelsweep then
begin
c:= 0;
for i:= -1 to 1 do
for j:= -1 to 1 do
if (i <> 0) or (j <> 0) then
begin
ny:= Y + i;
nx:= X + j;
if ((ny and LAND_HEIGHT_MASK) = 0) and ((nx and LAND_WIDTH_MASK) = 0) then
begin
if pixelsweep then
begin
if ((cReducedQuality and rqBlurryLand) <> 0) then
begin
ny:= Y div 2 + i;
nx:= X div 2 + j;
if ((ny and (LAND_HEIGHT_MASK div 2)) = 0) and ((nx and (LAND_WIDTH_MASK div 2)) = 0) then
if (LandPixels[ny, nx] and AMASK) <> 0 then
inc(c);
end
else if (LandPixels[ny, nx] and AMASK) <> 0 then
inc(c);
end
else if Land[ny, nx] > 255 then
inc(c);
end
end;
if c < 4 then // 0-3 neighbours
begin
if ((Land[Y, X] and lfBasic) <> 0) and (not disableLandBack) then
LandPixels[yy, xx]:= LandBackPixel(X, Y)
else
LandPixels[yy, xx]:= LandPixels[yy, xx] and (not AMASK);
if not pixelsweep then
begin
Land[Y, X]:= 0;
exit
end
end;
end;
Despeckle:= false
end;
// a bit of AA for explosions
procedure Smooth(X, Y: LongInt);
var c, r, g, b, a, i: integer;
nx, ny: LongInt;
pixel: LongWord;
begin
// only AA inwards
if (Land[Y, X] and lfDamaged) = 0 then
exit;
// check location
if (Y <= LongInt(topY) + 1) or (Y >= LAND_HEIGHT-2)
or (X <= LongInt(leftX) + 1) or (X >= LongInt(rightX) - 1) then
exit;
// counter for neighbor pixels that are not known to be undamaged
c:= 8;
// accumalating rgba value of relevant pixels here
r:= 0;
g:= 0;
b:= 0;
a:= 0;
// iterate over all neighbor pixels (also itself, will be skipped anyway)
for nx:= X-1 to X+1 do
for ny:= Y-1 to Y+1 do
// only consider undamaged neighbors (also leads to skipping itself)
if (Land[ny, nx] and lfDamaged) = 0 then
begin
pixel:= LandPixels[ny, nx];
inc(r, (pixel and RMask) shr RShift);
inc(g, (pixel and GMask) shr GShift);
inc(b, (pixel and BMask) shr BShift);
inc(a, (pixel and AMask) shr AShift);
dec(c);
end;
// nothing do to if all neighbors damaged
if c < 1 then
exit;
// use explosion color for damaged pixels
for i:= 1 to c do
begin
inc(r, ExplosionBorderColorR);
inc(g, ExplosionBorderColorG);
inc(b, ExplosionBorderColorB);
inc(a, 255);
end;
// set resulting color value based on average of all neighbors
r:= r div 8;
g:= g div 8;
b:= b div 8;
a:= a div 8;
LandPixels[y,x]:= (r shl RShift) or (g shl GShift) or (b shl BShift) or (a shl AShift);
end;
procedure Smooth_oldImpl(X, Y: LongInt);
begin
// a bit of AA for explosions
if (Land[Y, X] = 0) 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))
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
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if ((LandPixels[y,x] and AMask) shr AShift) < 10 then
LandPixels[y,x]:= (ExplosionBorderColor and (not AMask)) or (128 shl AShift)
else
LandPixels[y,x]:=
(((((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
else if (Land[y, x+1] = lfObject) then
Land[y,x]:= lfObject
else
Land[y,x]:= lfBasic;
}
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))
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))
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))
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))
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))
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))
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
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if ((LandPixels[y,x] and AMask) shr AShift) < 10 then
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)+((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
else if (Land[y, x+1] = lfObject) then
Land[y, x]:= lfObject
else if (Land[y+1, x] = lfObject) then
Land[y, x]:= lfObject
else if (Land[y-1, x] = lfObject) then
Land[y, x]:= lfObject
else Land[y,x]:= lfBasic
}
end
end
else if ((cReducedQuality and rqBlurryLand) = 0) and ((LandPixels[Y, X] and AMask) = AMask)
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))
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)+((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))
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))
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))
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))
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))
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))
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)+((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;
function SweepDirty: boolean;
var x, y, xx, yy, ty, tx: LongInt;
bRes, resweep, recheck: boolean;
begin
bRes:= false;
reCheck:= true;
while recheck do
begin
recheck:= false;
for y:= 0 to LAND_HEIGHT div 32 - 1 do
begin
for x:= 0 to LAND_WIDTH div 32 - 1 do
begin
if LandDirty[y, x] = 1 then
begin
resweep:= true;
ty:= y * 32;
tx:= x * 32;
while(resweep) do
begin
resweep:= false;
for yy:= ty to ty + 31 do
for xx:= tx to tx + 31 do
if Despeckle(xx, yy) then
begin
bRes:= true;
resweep:= true;
if (yy = ty) and (y > 0) then
begin
LandDirty[y-1, x]:= 1;
recheck:= true;
end
else if (yy = ty+31) and (y < LAND_HEIGHT div 32 - 1) then
begin
LandDirty[y+1, x]:= 1;
recheck:= true;
end;
if (xx = tx) and (x > 0) then
begin
LandDirty[y, x-1]:= 1;
recheck:= true;
end
else if (xx = tx+31) and (x < LAND_WIDTH div 32 - 1) then
begin
LandDirty[y, x+1]:= 1;
recheck:= true;
end
end;
end;
end;
end;
end;
end;
// smooth explosion borders (except if land is blurry)
if (cReducedQuality and rqBlurryLand) = 0 then
for y:= 0 to LAND_HEIGHT div 32 - 1 do
for x:= 0 to LAND_WIDTH div 32 - 1 do
if LandDirty[y, x] <> 0 then
begin
ty:= y * 32;
tx:= x * 32;
for yy:= ty to ty + 31 do
for xx:= tx to tx + 31 do
Smooth(xx,yy)
end;
for y:= 0 to LAND_HEIGHT div 32 - 1 do
for x:= 0 to LAND_WIDTH div 32 - 1 do
if LandDirty[y, x] <> 0 then
begin
LandDirty[y, x]:= 0;
ty:= y * 32;
tx:= x * 32;
UpdateLandTexture(tx, 32, ty, 32, false);
end;
SweepDirty:= bRes;
end;
// 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
function CheckLandValue(X, Y: LongInt; LandFlag: Word): boolean; inline;
begin
CheckLandValue:= ((X and LAND_WIDTH_MASK <> 0) or (Y and LAND_HEIGHT_MASK <> 0)) or ((Land[Y, X] and LandFlag) = 0)
end;
function LandBackPixel(x, y: LongInt): LongWord; inline;
var p: PLongWordArray;
begin
if LandBackSurface = nil then
LandBackPixel:= 0
else
begin
p:= LandBackSurface^.pixels;
LandBackPixel:= p^[LandBackSurface^.w * (y mod LandBackSurface^.h) + (x mod LandBackSurface^.w)];// or $FF000000;
end
end;
procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword);
var
eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
begin
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then
sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end
else
sX:= dX;
if (dY > 0) then
sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end
else
sY:= dY;
if (dX > dY) then
d:= dX
else
d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
end;
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
Land[y, x]:= Color;
end
end;
function DrawDots(x, y, xx, yy: Longint; Color: Longword): Longword; inline;
begin
DrawDots:= 0;
if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) and (Land[y + yy, x + xx] <> Color) then
begin inc(DrawDots); Land[y + yy, x + xx]:= Color; end;
if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) and (Land[y - yy, x + xx] <> Color) then
begin inc(DrawDots); Land[y - yy, x + xx]:= Color; end;
if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) and (Land[y + yy, x - xx] <> Color) then
begin inc(DrawDots); Land[y + yy, x - xx]:= Color; end;
if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) and (Land[y - yy, x - xx] <> Color) then
begin inc(DrawDots); Land[y - yy, x - xx]:= Color; end;
if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) and (Land[y + xx, x + yy] <> Color) then
begin inc(DrawDots); Land[y + xx, x + yy]:= Color; end;
if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) and (Land[y - xx, x + yy] <> Color) then
begin inc(DrawDots); Land[y - xx, x + yy]:= Color; end;
if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) and (Land[y + xx, x - yy] <> Color) then
begin inc(DrawDots); Land[y + xx, x - yy]:= Color; end;
if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) and (Land[y - xx, x - yy] <> Color) then
begin inc(DrawDots); Land[y - xx, x - yy]:= Color; end;
end;
function DrawLines(X1, Y1, X2, Y2, XX, YY: LongInt; color: Longword): Longword;
var
eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
f: boolean;
begin
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
DrawLines:= 0;
if (dX > 0) then
sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end
else
sX:= dX;
if (dY > 0) then
sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end
else
sY:= dY;
if (dX > dY) then
d:= dX
else
d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
f:= eX > d;
if f then
begin
dec(eX, d);
inc(x, sX);
inc(DrawLines, DrawDots(x, y, xx, yy, color))
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
f:= true;
inc(DrawLines, DrawDots(x, y, xx, yy, color))
end;
if not f then
inc(DrawLines, DrawDots(x, y, xx, yy, color))
end
end;
function DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword): Longword;
var dx, dy, d: LongInt;
begin
DrawThickLine:= 0;
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
inc(DrawThickLine, DrawLines(x1, y1, x2, y2, dx, dy, color));
if (d < 0) then
d:= d + 4 * dx + 6
else
begin
d:= d + 4 * (dx - dy) + 10;
dec(dy)
end;
inc(dx)
end;
if (dx = dy) then
inc(DrawThickLine, DrawLines(x1, y1, x2, y2, dx, dy, color));
end;
procedure DumpLandToLog(x, y, r: LongInt);
var xx, yy, dx: LongInt;
s: shortstring;
begin
s[0]:= char(r * 2 + 1);
for yy:= y - r to y + r do
begin
for dx:= 0 to r*2 do
begin
xx:= dx - r + x;
if (xx = x) and (yy = y) then
s[dx + 1]:= 'X'
else if Land[yy, xx] > 255 then
s[dx + 1]:= 'O'
else if Land[yy, xx] > 0 then
s[dx + 1]:= '*'
else
s[dx + 1]:= '.'
end;
AddFileLog('Land dump: ' + s);
end;
end;
end.