Engine:
* Temporary fix to log file writing when running from command line (standalone demo/savegame playback)
Frontend:
* Added a button to the settings menu to associate demos and savegames (.hwd/.hws) with the engine in Windows Explorer and other programs such as web browsers (Win32 only)
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2009 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *){$INCLUDE "options.inc"}unit uLandTexture;interfaceuses SDLh;procedure initModule;procedure freeModule;procedure UpdateLandTexture(X, Width, Y, Height: LongInt);procedure DrawLand(dX, dY: LongInt);implementationuses uMisc, uLand, uStore, uConsts, GLunit;const TEXSIZE = 256;type TLandRecord = record shouldUpdate: boolean; tex: PTexture; end;var LandTextures: array of array of TLandRecord; tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord; LANDTEXARW: LongWord; LANDTEXARH: LongWord;function Pixels(x, y: Longword): Pointer;var ty: Longword;beginfor ty:= 0 to TEXSIZE - 1 do Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);Pixels:= @tmpPixelsend;function Pixels2(x, y: Longword): Pointer;var tx, ty: Longword;beginfor ty:= 0 to TEXSIZE - 1 do for tx:= 0 to TEXSIZE - 1 do tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask;Pixels2:= @tmpPixelsend;procedure UpdateLandTexture(X, Width, Y, Height: LongInt);var tx, ty: Longword;begin if (Width <= 0) or (Height <= 0) then exit; TryDo((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true); TryDo(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true); TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true); TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true); if (cReducedQuality and rqBlurryLand) = 0 then for ty:= Y div TEXSIZE to (Y + Height - 1) div TEXSIZE do for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do LandTextures[tx, ty].shouldUpdate:= true else for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do LandTextures[tx, ty].shouldUpdate:= true;end;procedure RealLandTexUpdate;var x, y: LongWord;beginif LandTextures[0, 0].tex = nil then for x:= 0 to LANDTEXARW -1 do for y:= 0 to LANDTEXARH - 1 do with LandTextures[x, y] do begin tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y)); glBindTexture(GL_TEXTURE_2D, tex^.id); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh); endelse for x:= 0 to LANDTEXARW -1 do for y:= 0 to LANDTEXARH - 1 do with LandTextures[x, y] do if shouldUpdate then begin shouldUpdate:= false; glBindTexture(GL_TEXTURE_2D, tex^.id); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y)); endend;procedure DrawLand(dX, dY: LongInt);var x, y: LongInt;beginRealLandTexUpdate;for x:= 0 to LANDTEXARW -1 do for y:= 0 to LANDTEXARH - 1 do with LandTextures[x, y] do if (cReducedQuality and rqBlurryLand) = 0 then DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex) else DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)end;procedure initModule;begin if (cReducedQuality and rqBlurryLand) = 0 then begin LANDTEXARW:= LAND_WIDTH div TEXSIZE; LANDTEXARH:= LAND_HEIGHT div TEXSIZE; end else begin LANDTEXARW:= (LAND_WIDTH div TEXSIZE) div 2; LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2; end; SetLength(LandTextures, LANDTEXARW, LANDTEXARH);end;procedure freeModule;var x, y: LongInt;begin for x:= 0 to LANDTEXARW -1 do for y:= 0 to LANDTEXARH - 1 do with LandTextures[x, y] do begin FreeTexture(tex); tex:= nil; end; if LandBackSurface <> nil then SDL_FreeSurface(LandBackSurface); LandBackSurface:= nil; LandTextures:= nil;end;end.