(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2008 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
*)
unit uLandGraphics;
interface
uses uFloat, uConsts;
{$INCLUDE options.inc}
type PRangeArray = ^TRangeArray;
TRangeArray = array[0..31] of record
Left, Right: LongInt;
end;
procedure SweepDirty;
function Despeckle(X, Y: LongInt): boolean;
procedure DrawExplosion(X, Y, Radius: LongInt);
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet: boolean);
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;
implementation
uses SDLh, uMisc, uLand;
procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);
var i: LongInt;
begin
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] <> COLOR_INDESTRUCTIBLE then
Land[y + dy, i]:= Value;
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] <> COLOR_INDESTRUCTIBLE then
Land[y - dy, i]:= Value;
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] <> COLOR_INDESTRUCTIBLE then
Land[y + dx, i]:= Value;
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] <> COLOR_INDESTRUCTIBLE then
Land[y - dx, i]:= Value;
end;
procedure ChangeCircleLines(x, y, dx, dy: LongInt; doSet: boolean);
var i: LongInt;
begin
if not doSet then
begin
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] > 0) then dec(Land[y + dy, i]); // check > 0 because explosion can erase collision data
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] > 0) then dec(Land[y - dy, i]);
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] > 0) then dec(Land[y + dx, i]);
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] > 0) then dec(Land[y - dx, i]);
end else
begin
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do inc(Land[y + dy, i]);
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= max(x - dx, 0) to min(x + dx, LAND_WIDTH - 1) do inc(Land[y - dy, i]);
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do inc(Land[y + dx, i]);
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= max(x - dy, 0) to min(x + dy, LAND_WIDTH - 1) do inc(Land[y - dx, i]);
end
end;
procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
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 FillCircleLines(x, y, dx, dy, Value);
end;
procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet: boolean);
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
ChangeCircleLines(x, y, dx, dy, doSet);
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 ChangeCircleLines(x, y, dx, dy, doSet)
end;
procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
var i: LongInt;
begin
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] <> COLOR_INDESTRUCTIBLE then
LandPixels[y + dy, i]:= 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] <> COLOR_INDESTRUCTIBLE then
LandPixels[y - dy, i]:= 0;
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] <> COLOR_INDESTRUCTIBLE then
LandPixels[y + dx, i]:= 0;
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] <> COLOR_INDESTRUCTIBLE then
LandPixels[y - dx, i]:= 0;
end;
procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
var i: LongInt;
begin
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] = COLOR_LAND then
begin
LandPixels[y + dy, i]:= cExplosionBorderColor;
// Despeckle(y + dy, i);
LandDirty[(y + dy) div 32, i div 32]:= 1;
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] = COLOR_LAND then
begin
LandPixels[y - dy, i]:= cExplosionBorderColor;
// Despeckle(y - dy, i);
LandDirty[(y - dy) div 32, i div 32]:= 1;
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] = COLOR_LAND then
begin
LandPixels[y + dx, i]:= cExplosionBorderColor;
// Despeckle(y + dx, i);
LandDirty[(y + dx) div 32, i div 32]:= 1;
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] = COLOR_LAND then
begin
LandPixels[y - dx, i]:= cExplosionBorderColor;
// Despeckle(y - dx, i);
LandDirty[(y - dx) div 32, i div 32]:= 1;
end;
end;
procedure DrawExplosion(X, Y, Radius: LongInt);
var dx, dy, d: LongInt;
begin
FillRoundInLand(X, Y, Radius, 0);
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
FillLandCircleLines0(x, y, dx, dy);
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 FillLandCircleLines0(x, y, dx, dy);
inc(Radius, 4);
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
FillLandCircleLinesEBC(x, y, dx, dy);
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 FillLandCircleLinesEBC(x, y, dx, dy);
d:= max(Y - Radius - 1, 0);
dy:= min(Y + Radius + 1, LAND_HEIGHT) - d;
UpdateLandTexture(d, dy)
end;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
var tx, ty, 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
if Land[ty, tx] <> COLOR_INDESTRUCTIBLE then
LandPixels[ty, tx]:= 0;
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] = COLOR_LAND then
begin
LandPixels[ty, tx]:= cExplosionBorderColor;
LandDirty[trunc((y + dy)/32), trunc(i/32)]:= 1;
end;
inc(y, dY)
end;
UpdateLandTexture(0, LAND_HEIGHT)
end;
//
// - (dX, dY) - direction, vector of length = 0.5
//
procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt);
var nx, ny, dX8, dY8: hwFloat;
i, t, tx, ty, stY: Longint;
begin // (-dY, dX) is (dX, dY) rotated by PI/2
stY:= hwRound(Y);
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
{$include tunsetborder.inc}
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= -HalfWidth to HalfWidth do
begin
X:= nx - dX8;
Y:= ny - dY8;
for t:= 0 to 7 do
{$include tunsetborder.inc}
X:= nx;
Y:= ny;
for t:= 0 to ticks do
begin
X:= X + dX;
Y:= Y + dY;
tx:= hwRound(X);
ty:= hwRound(Y);
if ((ty and LAND_HEIGHT_MASK) = 0) and ((tx and LAND_WIDTH_MASK) = 0) then
if Land[ty, tx] = COLOR_LAND then
begin
Land[ty, tx]:= 0;
LandPixels[ty, tx]:= 0;
end
end;
for t:= 0 to 7 do
{$include tunsetborder.inc}
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
{$include tunsetborder.inc}
nx:= nx - dY;
ny:= ny + dX;
end;
t:= max(stY - HalfWidth * 2 - 4 - abs(hwRound(dY * ticks)), 0);
ty:= min(stY + HalfWidth * 2 + 4 + abs(hwRound(dY * ticks)), LAND_HEIGHT) - t;
UpdateLandTexture(t, ty)
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;
var X, Y, bpp, h, w: LongInt;
p: PByteArray;
Image: PSDL_Surface;
begin
TryDo(SpritesData[Obj].Surface <> nil, 'Assert SpritesData[Obj].Surface failed', true);
Image:= SpritesData[Obj].Surface;
w:= SpritesData[Obj].Width;
h:= SpritesData[Obj].Height;
if SDL_MustLock(Image) then
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
TryDo(bpp = 4, 'It should be 32 bpp sprite', true);
// Check that sprite fits free space
p:= @(PByteArray(Image^.pixels)^[Image^.pitch * Frame * h]);
case bpp of
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PLongword(@(p^[x * 4]))^ <> 0 then
if (((cpY + y) and LAND_HEIGHT_MASK) <> 0) or
(((cpX + x) and LAND_WIDTH_MASK) <> 0) or
(Land[cpY + y, cpX + x] <> 0) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit(false)
end;
p:= @(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(Image^.pixels)^[Image^.pitch * Frame * h]);
case bpp of
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if PLongword(@(p^[x * 4]))^ <> 0 then
begin
Land[cpY + y, cpX + x]:= COLOR_LAND;
LandPixels[cpY + y, cpX + x]:= PLongword(@(p^[x * 4]))^
end;
p:= @(p^[Image^.pitch]);
end;
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
y:= max(cpY, 0);
h:= min(cpY + Image^.h, LAND_HEIGHT) - y;
UpdateLandTexture(y, h)
end;
// was experimenting with applying as damage occurred.
function Despeckle(X, Y: LongInt): boolean;
var nx, ny, i, j, c: LongInt;
begin
if (Land[Y, X] <> 0) and (Land[Y, X] <> COLOR_INDESTRUCTIBLE) then // check neighbours
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
if Land[ny, nx] <> 0 then
inc(c);
end;
if c < 4 then // 0-3 neighbours
begin
LandPixels[Y, X]:= 0;
Land[Y, X]:= 0;
exit(true);
end;
end;
Despeckle:= false
end;
procedure SweepDirty;
var x, y, xx, yy: LongInt;
updatedRow, updatedCell: boolean;
begin
for y:= 0 to LAND_HEIGHT div 32 - 1 do
begin
updatedRow:= false;
for x:= 0 to LAND_WIDTH div 32 - 1 do
begin
repeat
updatedCell:= false;
if LandDirty[y, x] <> 0 then
begin
updatedRow:= true;
// testing. should make black squares
for yy:= y * 32 to y * 32 + 31 do
for xx:= x * 32 to x * 32 + 31 do
if Despeckle(xx, yy) then updatedCell:= true;
end;
if updatedCell then updatedRow:= true
until not updatedCell;
LandDirty[y, x]:= 0;
end;
if updatedRow then
UpdateLandTexture(y * 32, 32);
end;
end;
end.