(* * Hedgewars, a free turn based strategy game * Copyright (c) 2005-2010 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;interfaceuses uFloat, uConsts, uTypes;type PRangeArray = ^TRangeArray; TRangeArray = array[0..31] of record Left, Right: LongInt; end;function addBgColor(OldColor, NewColor: LongWord): LongWord;function SweepDirty: boolean;function Despeckle(X, Y: LongInt): boolean;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 ChangeRoundInLand(X, Y, Radius: LongInt; doSet: boolean);function LandBackPixel(x, y: LongInt): LongWord;function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;implementationuses SDLh, uLandTexture, uVariables, uUtils, uDebug;function addBgColor(OldColor, NewColor: LongWord): LongWord;// Factor ranges from 0 to 100% NewColorvar oRed, oBlue, oGreen, oAlpha, nRed, nBlue, nGreen, nAlpha: Byte;begin // Get colors oAlpha := (OldColor shr 24) and $FF; oRed := (OldColor shr 16) and $FF; oGreen := (OldColor shr 8) and $FF; oBlue := (OldColor) and $FF; nAlpha := (NewColor shr 24) and $FF; nRed := (NewColor shr 16) and $FF; nGreen := (NewColor shr 8) and $FF; nBlue := (NewColor) and $FF; // Mix colors nAlpha := min(255, oAlpha + nAlpha); nRed := ((oRed * oAlpha) + (nRed * (255-oAlpha))) div 255; nGreen := ((oGreen * oAlpha) + (nGreen * (255-oAlpha))) div 255; nBlue := ((oBlue * oAlpha) + (nBlue * (255-oAlpha))) div 255; addBgColor := (nAlpha shl 24) or (nRed shl 16) or (nGreen shl 8) or (nBlue);end;procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);var i: LongInt;beginif ((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: boolean);var i: LongInt;beginif 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) and (Land[y + dy, i] < 256) 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) and (Land[y - dy, i] < 256) 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) and (Land[y + dx, i] < 256) 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) and (Land[y - dx, i] < 256) 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 if (Land[y + dy, i] < 256) then 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 if (Land[y - dy, i] < 256) then 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 if (Land[y + dx, i] < 256) then 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 if (Land[y - dx, i] < 256) then inc(Land[y - dx, i]); endend;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, t: LongInt;begint:= 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 (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) 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 (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) 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 (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) 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 (not isMap and ((Land[t, i] and lfIndestructible) = 0)) or ((Land[t, i] and lfBasic) <> 0) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= 0 else LandPixels[t div 2, i div 2]:= 0;end;function FillLandCircleLinesBG(x, y, dx, dy: LongInt): Longword;var i, t: LongInt; cnt: Longword;begincnt:= 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 lfBasic) <> 0) and not disableLandBack then begin inc(cnt); if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= LandBackPixel(i, t) else LandPixels[t div 2, i div 2]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) 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 lfBasic) <> 0) and not disableLandBack then begin inc(cnt); if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= LandBackPixel(i, t) else LandPixels[t div 2, i div 2]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) 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 lfBasic) <> 0) and not disableLandBack then begin inc(cnt); if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= LandBackPixel(i, t) else LandPixels[t div 2, i div 2]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) 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 lfBasic) <> 0) and not disableLandBack then begin inc(cnt); if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= LandBackPixel(i, t) else LandPixels[t div 2, i div 2]:= LandBackPixel(i, t) end else if ((Land[t, i] and lfObject) <> 0) or (disableLandBack and ((Land[t, i] and lfIndestructible) = 0)) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[t, i]:= 0 else LandPixels[t div 2, i div 2]:= 0;FillLandCircleLinesBG:= cnt;end;procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);var i, t: LongInt;begint:= 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]:= cExplosionBorderColor else LandPixels[t div 2, i div 2]:= cExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //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]:= cExplosionBorderColor else LandPixels[t div 2, i div 2]:= cExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //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]:= cExplosionBorderColor else LandPixels[t div 2, i div 2]:= cExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //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]:= cExplosionBorderColor else LandPixels[t div 2, i div 2]:= cExplosionBorderColor; Land[t, i]:= Land[t, i] or lfDamaged; //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 landif 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);DrawExplosion:= cntend;procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);var tx, ty, i: LongInt;beginfor 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) and not disableLandBack then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= LandBackPixel(tx, ty) else LandPixels[ty div 2, tx div 2]:= LandBackPixel(tx, ty) else if ((Land[ty, tx] and lfObject) <> 0) or (disableLandBack and ((Land[ty, tx] and lfIndestructible) = 0)) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= 0 else LandPixels[ty div 2, tx div 2]:= 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] and lfBasic) <> 0) or ((Land[ty, tx] and lfObject) <> 0) then begin if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= cExplosionBorderColor else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor; Land[ty, tx]:= Land[ty, tx] or lfDamaged; LandDirty[ty div 32, tx div 32]:= 1; end; inc(y, dY) end;UpdateLandTexture(0, LAND_WIDTH, 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, stX, stY, ddy, ddx: Longint;begin // (-dY, dX) is (dX, dY) rotated by PI/2stY:= hwRound(Y);stX:= hwRound(X);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] or lfDamaged; if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= cExplosionBorderColor else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor 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; if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= cExplosionBorderColor else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor 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 ((Land[ty, tx] and lfBasic) <> 0) and not disableLandBack then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= LandBackPixel(tx, ty) else LandPixels[ty div 2, tx div 2]:= LandBackPixel(tx, ty) else if ((Land[ty, tx] and lfObject) <> 0) or (disableLandBack and ((Land[ty, tx] and lfIndestructible) = 0)) then if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= 0 else LandPixels[ty div 2, tx div 2]:= 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; if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= cExplosionBorderColor else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor 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; if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[ty, tx]:= cExplosionBorderColor else LandPixels[ty div 2, tx div 2]:= cExplosionBorderColor 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)end;function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean): boolean;var X, Y, bpp, h, w, row, col, numFramesFirstCol: LongInt; p: PByteArray; Image: PSDL_Surface;beginnumFramesFirstCol:= 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 spacep:= @(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(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 placep:= @(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 Land[cpY + y, cpX + x]:= lfObject; if (cReducedQuality and rqBlurryLand) = 0 then LandPixels[cpY + y, cpX + x]:= PLongword(@(p^[x * 4]))^ else LandPixels[(cpY + y) div 2, (cpX + x) div 2]:= 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)end;// was experimenting with applying as damage occurred.function Despeckle(X, Y: LongInt): boolean;var nx, ny, i, j, c, xx, yy: LongInt; pixelsweep: boolean;beginif (cReducedQuality and rqBlurryLand) = 0 then begin xx:= X; yy:= Y; endelse begin xx:= X div 2; yy:= Y div 2; end;pixelsweep:= ((Land[Y, X] and $FF00) = 0) 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; Land[Y, X]:= 0; if not pixelsweep then exit(true); end; end;Despeckle:= falseend;function SweepDirty: boolean;var x, y, xx, yy, ty, tx: LongInt; bRes, updateBlock, resweep, recheck: boolean;beginbRes:= 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] <> 0 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); LandDirty[y, x]:= 0; end; end; end; 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.incfunction CheckLandValue(X, Y: LongInt; LandFlag: Word): boolean;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;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; endend;end.