author | nemo |
Mon, 18 Mar 2013 12:13:46 -0400 | |
changeset 8751 | 4609823efc94 |
parent 8744 | 6c87486fd89b |
child 8773 | 7d3af949dd34 |
child 8774 | 39754516eee6 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 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 uLandGraphics; interface uses uFloat, uConsts, uTypes; type TRangeArray = array[0..31] of record Left, Right: LongInt; end; PRangeArray = ^TRangeArray; 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); procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword); procedure FillRoundInLandWithIce(X, Y, Radius: LongInt); procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet, isCurrent: boolean); function LandBackPixel(x, y: LongInt): LongWord; procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword); procedure DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword); procedure DumpLandToLog(x, y, r: LongInt); procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint); function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean; implementation uses SDLh, uLandTexture, uVariables, uUtils, uDebug; 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; 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] and lfIndestructible) = 0 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] and lfIndestructible) = 0 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] and lfIndestructible) = 0 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] and lfIndestructible) = 0 then Land[y - dx, i]:= Value; end; procedure ChangeCircleLines(x, y, dx, dy: LongInt; doSet, isCurrent: 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 isCurrent then Land[y + dy, i]:= Land[y + dy, i] and lfNotCurrentMask else if Land[y + dy, i] and lfObjMask > 0 then Land[y + dy, i]:= (Land[y + dy, i] and lfNotObjMask) or ((Land[y + dy, i] and lfObjMask) - 1); if ((y - dy) and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if isCurrent then Land[y - dy, i]:= Land[y - dy, i] and lfNotCurrentMask else if Land[y - dy, i] and lfObjMask > 0 then Land[y - dy, i]:= (Land[y - dy, i] and lfNotObjMask) or ((Land[y - dy, i] and lfObjMask) - 1); if ((y + dx) and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if isCurrent then Land[y + dx, i]:= Land[y + dx, i] and lfNotCurrentMask else if Land[y + dx, i] and lfObjMask > 0 then Land[y + dx, i]:= (Land[y + dx, i] and lfNotObjMask) or ((Land[y + dx, i] and lfObjMask) - 1); if ((y - dx) and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if isCurrent then Land[y - dx, i]:= Land[y - dx, i] and lfNotCurrentMask else if Land[y - dx, i] and lfObjMask > 0 then Land[y - dx, i]:= (Land[y - dx, i] and lfNotObjMask) or ((Land[y - dx, i] and lfObjMask) - 1) 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 if isCurrent then Land[y + dy, i]:= Land[y + dy, i] or lfCurrentHog else if Land[y + dy, i] and lfObjMask < lfObjMask then Land[y + dy, i]:= (Land[y + dy, i] and lfNotObjMask) or ((Land[y + dy, i] and lfObjMask) + 1); if ((y - dy) and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if isCurrent then Land[y - dy, i]:= Land[y - dy, i] or lfCurrentHog else if Land[y - dy, i] and lfObjMask < lfObjMask then Land[y - dy, i]:= (Land[y - dy, i] and lfNotObjMask) or ((Land[y - dy, i] and lfObjMask) + 1); if ((y + dx) and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if isCurrent then Land[y + dx, i]:= Land[y + dx, i] or lfCurrentHog else if Land[y + dx, i] and lfObjMask < lfObjMask then Land[y + dx, i]:= (Land[y + dx, i] and lfNotObjMask) or ((Land[y + dx, i] and lfObjMask) + 1); if ((y - dx) and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if isCurrent then Land[y - dx, i]:= Land[y - dx, i] or lfCurrentHog else if Land[y - dx, i] and lfObjMask < lfObjMask then Land[y - dx, i]:= (Land[y - dx, i] and lfNotObjMask) or ((Land[y - dx, i] and lfObjMask) + 1) 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, isCurrent: 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, isCurrent); 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, isCurrent) end; procedure FillLandCircleLines0(x, y, dx, dy: LongInt); var i, t: LongInt; begin t:= y + dy; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= 0 else LandPixels[t div 2, i div 2]:= 0; t:= y - dy; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= 0 else LandPixels[t div 2, i div 2]:= 0; t:= y + dx; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= 0 else LandPixels[t div 2, i div 2]:= 0; t:= y - dx; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= 0 else LandPixels[t div 2, i div 2]:= 0; 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; begin result := 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 begin result := 9; exit; end; if Land[j, i] and lfLandMask and not lfIce = 0 then result := result + 1; end; end; procedure drawIcePixel(y, x:Longint); var iceSurface: PSDL_Surface; icePixels: PLongwordArray; pictureX, pictureY: LongInt; w, c: LongWord; weight: Longint; begin // 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]; 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[y,x] and AMask); 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 else begin LandPixels[y, x]:= IceColor and not AMask or $E8 shl AShift; LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]); // silly workaround to avoid having to make background erasure a tadb it smarter about sea ice if LandPixels[y, x] and AMask shr AShift = 255 then LandPixels[y, x]:= LandPixels[y, x] and not AMask or 254 shl AShift; end; end; 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; inline; const directionY : array [0..3] of Longint = (0, 0, 1, 1); const directionX : array [0..3] of Longint = (1, 1, 0, 0); begin getIncrementInquarter2 := directionX[quarter] * dx + directionY[quarter] * dy; end; procedure FillLandCircleLinesIce(x, y, dx, dy: 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 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 (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 drawIcePixel(py, px) end; if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce and not lfDamaged; end; end end; procedure FillRoundInLandWithIce(X, Y, Radius: LongInt); var dx, dy, d: LongInt; landRect: TSDL_Rect; begin dx:= 0; dy:= Radius; d:= 3 - 2 * Radius; while (dx < dy) do begin FillLandCircleLinesIce(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 FillLandCircleLinesIce(x, y, dx, dy); landRect.x := min(max(x - Radius, 0), LAND_WIDTH - 1); landRect.y := min(max(y - Radius, 0), LAND_HEIGHT - 1); landRect.w := min(2*Radius, LAND_WIDTH - landRect.x - 1); landRect.h := min(2*Radius, LAND_HEIGHT - landRect.y - 1); UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true); end; procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint); var i, j: integer; landRect: TSDL_Rect; begin for i := min(max(x - iceRadius, 0), LAND_WIDTH - 1) to min(max(x + iceRadius, 0), LAND_WIDTH - 1) do begin for j := min(max(y, 0), LAND_HEIGHT - 1) to min(max(y + iceHeight, 0), LAND_HEIGHT - 1) do begin if Land[j, i] = 0 then begin Land[j, i] := lfIce; drawIcePixel(j, i); 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); end; function FillLandCircleLinesBG(x, y, dx, dy: LongInt): Longword; var i, t, by, bx: LongInt; cnt: Longword; begin cnt:= 0; t:= y + dy; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if (Land[t, i] and lfIndestructible) = 0 then begin if (cReducedQuality and rqBlurryLand) = 0 then begin by:= t; bx:= i; end else begin by:= t div 2; bx:= i div 2; end; if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then begin inc(cnt); LandPixels[by, bx]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then LandPixels[by, bx]:= 0 end; t:= y - dy; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if (Land[t, i] and lfIndestructible) = 0 then begin if (cReducedQuality and rqBlurryLand) = 0 then begin by:= t; bx:= i; end else begin by:= t div 2; bx:= i div 2; end; if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then begin inc(cnt); LandPixels[by, bx]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then LandPixels[by, bx]:= 0 end; t:= y + dx; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if (Land[t, i] and lfIndestructible) = 0 then begin if (cReducedQuality and rqBlurryLand) = 0 then begin by:= t; bx:= i; end else begin by:= t div 2; bx:= i div 2; end; if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then begin inc(cnt); LandPixels[by, bx]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then LandPixels[by, bx]:= 0 end; t:= y - dx; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if (Land[t, i] and lfIndestructible) = 0 then begin if (cReducedQuality and rqBlurryLand) = 0 then begin by:= t; bx:= i; end else begin by:= t div 2; bx:= i div 2; end; if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then begin inc(cnt); LandPixels[by, bx]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then LandPixels[by, bx]:= 0 end; FillLandCircleLinesBG:= cnt; end; procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt); var i, t: LongInt; begin t:= y + dy; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= ExplosionBorderColor else LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce; //Despeckle(i, t); LandDirty[t div 32, i div 32]:= 1; end; t:= y - dy; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= ExplosionBorderColor else LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce; //Despeckle(i, t); LandDirty[t div 32, i div 32]:= 1; end; t:= y + dx; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= ExplosionBorderColor else LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce; //Despeckle(i, t); LandDirty[t div 32, i div 32]:= 1; end; t:= y - dx; if (t and LAND_HEIGHT_MASK) = 0 then for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= ExplosionBorderColor else LandPixels[t div 2, i div 2]:= ExplosionBorderColor; Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce; //Despeckle(i, y - dy); LandDirty[t div 32, i div 32]:= 1; end; end; function DrawExplosion(X, Y, Radius: LongInt): Longword; var dx, dy, ty, tx, d: LongInt; cnt: Longword; begin // draw background land texture begin cnt:= 0; dx:= 0; dy:= Radius; d:= 3 - 2 * Radius; while (dx < dy) do begin inc(cnt, FillLandCircleLinesBG(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 inc(cnt, FillLandCircleLinesBG(x, y, dx, dy)); end; // draw a hole in land if Radius > 20 then begin dx:= 0; dy:= Radius - 15; d:= 3 - 2 * dy; 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); end; // FillRoundInLand after erasing land pixels to allow Land 0 check for mask.png to function FillRoundInLand(X, Y, Radius, 0); // draw explosion border begin 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); end; tx:= Max(X - Radius - 1, 0); dx:= Min(X + Radius + 1, LAND_WIDTH) - tx; ty:= Max(Y - Radius - 1, 0); dy:= Min(Y + Radius + 1, LAND_HEIGHT) - ty; UpdateLandTexture(tx, dx, ty, dy, false); DrawExplosion:= cnt 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]:= 0 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; // // - (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, by, bx, stX, stY, ddy, ddx: Longint; despeckle : Boolean; begin // (-dY, dX) is (dX, dY) rotated by PI/2 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; 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; 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]:= 0; Land[ty, tx]:= 0; end end; 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; 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:= Max(stX - HalfWidth * 2 - 4 - abs(hwRound(dX * ticks)), 0); ty:= Max(stY - HalfWidth * 2 - 4 - abs(hwRound(dY * ticks)), 0); ddx:= Min(stX + HalfWidth * 2 + 4 + abs(hwRound(dX * ticks)), LAND_WIDTH) - tx; ddy:= Min(stY + HalfWidth * 2 + 4 + abs(hwRound(dY * ticks)), LAND_HEIGHT) - ty; UpdateLandTexture(tx, ddx, ty, ddy, false) end; function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean; var X, Y, bpp, h, w, row, col, gx, gy, numFramesFirstCol: LongInt; p: PByteArray; Image: PSDL_Surface; begin TryPlaceOnLand:= false; numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height; TryDo(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 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 * 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]))^) <> 0 then if ((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 begin if SDL_MustLock(Image) then SDL_UnlockSurface(Image); exit; 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 * 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]))^) <> 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 indestructible then Land[cpY + y, cpX + x]:= lfIndestructible else if (LandPixels[gY, gX] and AMask) shr AShift = 255 then // This test assumes lfBasic and lfObject differ only graphically Land[cpY + y, cpX + x]:= lfBasic else Land[cpY + y, cpX + x]:= lfObject; // For testing only. Intent is to flag this on objects with masks, or use it for an ice ray gun if (Theme = 'Snow') or (Theme = 'Christmas') then Land[cpY + y, cpX + x]:= Land[cpY + y, cpX + x] or lfIce; LandPixels[gY, gX]:= PLongword(@(p^[x * 4]))^ end; p:= @(p^[Image^.pitch]); end; end; if SDL_MustLock(Image) then SDL_UnlockSurface(Image); 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 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] <> 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 nx:= nx div 2; ny:= ny div 2 end; if LandPixels[ny, nx] <> 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]:= 0; if not pixelsweep then begin Land[Y, X]:= 0; exit end end; end; Despeckle:= false end; procedure Smooth(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 = 255) 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, updateBlock, 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 updateBlock:= false; 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; updateBlock:= 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; if updateBlock then UpdateLandTexture(tx, 32, ty, 32, false); LandDirty[y, x]:= 2; end; end; end; 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; for yy:= ty to ty + 31 do for xx:= tx to tx + 31 do Smooth(xx,yy) 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; procedure DrawDots(x, y, xx, yy: Longint; Color: Longword); inline; begin if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) then Land[y + yy, x + xx]:= Color; if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) then Land[y - yy, x + xx]:= Color; if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) then Land[y + yy, x - xx]:= Color; if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) then Land[y - yy, x - xx]:= Color; if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) then Land[y + xx, x + yy]:= Color; if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) then Land[y - xx, x + yy]:= Color; if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) then Land[y + xx, x - yy]:= Color; if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) then Land[y - xx, x - yy]:= Color; end; procedure DrawLines(X1, Y1, X2, Y2, XX, YY: LongInt; color: 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; 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); DrawDots(x, y, xx, yy, color) end; if (eY > d) then begin dec(eY, d); inc(y, sY); f:= true; DrawDots(x, y, xx, yy, color) end; if not f then DrawDots(x, y, xx, yy, color) end end; procedure DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword); var dx, dy, d: LongInt; begin dx:= 0; dy:= Radius; d:= 3 - 2 * Radius; while (dx < dy) do begin 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 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.