hedgewars/uLandUtils.pas
author Wuzzy <Wuzzy2@mail.ru>
Wed, 25 Oct 2017 23:09:41 +0200
changeset 12768 ad67a3804981
parent 12316 1b5a4807f8f4
child 15148 794dc7237ca1
permissions -rw-r--r--
Fix sometimes ammo schemes not being saved after changing before an ammo scheme got deleted in session This was because the bool isDeleting is not initialized, so its initial value is unpredictable. Which means there's chance it starts with true, confusing the frontend.

unit uLandUtils;
interface

procedure ResizeLand(width, height: LongWord);
procedure InitWorldEdges();

implementation
uses uUtils, uConsts, uVariables, uTypes;

procedure ResizeLand(width, height: LongWord);
var potW, potH: LongInt;
begin
potW:= toPowerOf2(width);
potH:= toPowerOf2(height);
if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then
    begin
    LAND_WIDTH:= potW;
    LAND_HEIGHT:= potH;
    LAND_WIDTH_MASK:= not(LAND_WIDTH-1);
    LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1);
    cWaterLine:= LAND_HEIGHT;
    if (cReducedQuality and rqBlurryLand) = 0 then
        SetLength(LandPixels, LAND_HEIGHT, LAND_WIDTH)
    else
        SetLength(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2);

    SetLength(Land, LAND_HEIGHT, LAND_WIDTH);
    SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32));
    // 0.5 is already approaching on unplayable
    if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= cMaxZoomLevel/2;
    cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
    end;
initScreenSpaceVars();
end;

procedure InitWorldEdges();
var cy, cx, lx, ly: LongInt;
    found: boolean;
begin
playHeight:= LAND_HEIGHT;
topY:= 0;

lx:= LongInt(LAND_WIDTH) - 1;

// use maximum available map width if there is no special world edge
if WorldEdge = weNone then
    begin
    playWidth:= LAND_WIDTH;
    leftX := 0;
    rightX:= lx;
    EXIT;
    end;

// keep fort distance consistent if we're in wrap mode on fort map
if (cMapGen = mgForts) and (WorldEdge = weWrap) then
    begin
    // edges were adjusted already in MakeFortsMap() in uLand
    EXIT;
    end;

ly:= LongInt(LAND_HEIGHT) - 1;

// find most left land pixels and set leftX accordingly
found:= false;
for cx:= 0 to lx do
    begin
    for cy:= ly downto 0 do
        if Land[cy, cx] <> 0 then
            begin
            leftX:= max(0, cx - cWorldEdgeDist);
            // break out of both loops
            found:= true;
            break;
            end;
    if found then break;
    end;

// find most right land pixels and set rightX accordingly
found:= false;
for cx:= lx downto 0 do
    begin
    for cy:= ly downto 0 do
        if Land[cy, cx] <> 0 then
            begin
            rightX:= min(lx, cx + cWorldEdgeDist);
            // break out of both loops
            found:= true;
            break;
            end;
    if found then break;
    end;

playWidth := rightX + 1 - leftX;
end;

end.