This map has always been broken. This variant makes it slightly less broken (although something changed on the ceiling might prevent hiding on pixels on the slope). What will finally fix it is either moving nets closer together or adding angle bounce to hedgehogs or some other layout that prevents hiding.
(*
* 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;
interface
uses SDLh;
procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
procedure DrawLand(dX, dY: LongInt);
procedure FreeLand;
implementation
uses uMisc, uLand, uStore, uConsts, GLunit;
const TEXSIZE = 256;
LANDTEXARW = LAND_WIDTH div TEXSIZE;
LANDTEXARH = LAND_HEIGHT div TEXSIZE;
var
LandTextures: array[0..LANDTEXARW - 1, 0..LANDTEXARH - 1] of
record
shouldUpdate: boolean;
tex: PTexture;
end;
tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord;
function Pixels(x, y: Longword): Pointer;
var ty: Longword;
begin
for ty:= 0 to TEXSIZE - 1 do
Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);
Pixels:= @tmpPixels
end;
function Pixels2(x, y: Longword): Pointer;
var tx, ty: Longword;
begin
for 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:= @tmpPixels
end;
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);
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
end;
procedure RealLandTexUpdate;
var x, y: LongWord;
begin
if 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
tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y))
else
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);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEXSIZE, TEXSIZE, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x, y));
end
end;
procedure DrawLand(dX, dY: LongInt);
var x, y: LongInt;
begin
RealLandTexUpdate;
for x:= 0 to LANDTEXARW -1 do
for y:= 0 to LANDTEXARH - 1 do
with LandTextures[x, y] do
DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
end;
procedure FreeLand;
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);
end;
end.