author | unC0Rr |
Mon, 16 Sep 2024 16:57:11 +0200 | |
branch | transitional_engine |
changeset 16063 | 09beeec033ba |
parent 16062 | 1860852892c0 |
child 16068 | a236360669cc |
permissions | -rw-r--r-- |
10198 | 1 |
unit uLandUtils; |
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interface |
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uses SDLh; |
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procedure GenerateOutlineTemplatedLand(featureSize: Longword; seed, templateType: shortstring; dataPath: ansistring); |
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procedure GenerateWfcTemplatedLand(featureSize: Longword; seed, templateType: shortstring; dataPath: ansistring); |
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procedure GenerateMazeLand(featureSize: Longword; seed, templateType: shortstring; dataPath: ansistring); |
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procedure ResizeLand(width, height: LongWord); |
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procedure DisposeLand(); |
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procedure InitWorldEdges(); |
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function LandGet(y, x: LongInt): Word; |
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procedure LandSet(y, x: LongInt; value: Word); |
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function LandRow(row: LongInt): PWordArray; |
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procedure FillLand(x, y: LongInt; border, value: Word); |
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function LandPixelGet(y, x: LongInt): Longword; |
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procedure LandPixelSet(y, x: LongInt; value: Longword); |
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function LandPixelRow(row: LongInt): PLongwordArray; |
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implementation |
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uses uUtils, uConsts, uVariables, uTypes; |
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{$linklib hwengine_future} |
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function create_empty_game_field(width, height: Longword): pointer; cdecl; external; |
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procedure get_game_field_parameters(game_field: pointer; var width: LongInt; var height: LongInt; var play_width: LongInt; var play_height: LongInt); cdecl; external; |
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procedure dispose_game_field(game_field: pointer); cdecl; external; |
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function land_get(game_field: pointer; x, y: LongInt): Word; cdecl; external; |
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procedure land_set(game_field: pointer; x, y: LongInt; value: Word); cdecl; external; |
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function land_row(game_field: pointer; row: LongInt): PWordArray; cdecl; external; |
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procedure land_fill(game_field: pointer; x, y: LongInt; border, fill: Word); cdecl; external; |
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function land_pixel_get(game_field: pointer; x, y: LongInt): Longword; cdecl; external; |
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procedure land_pixel_set(game_field: pointer; x, y: LongInt; value: Longword); cdecl; external; |
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function land_pixel_row(game_field: pointer; row: LongInt): PLongwordArray; cdecl; external; |
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function generate_outline_templated_game_field(feature_size: Longword; seed, template_type, data_path: PChar): pointer; cdecl; external; |
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function generate_wfc_templated_game_field(feature_size: Longword; seed, template_type, data_path: PChar): pointer; cdecl; external; |
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function generate_maze_game_field(feature_size: Longword; seed, template_type, data_path: PChar): pointer; cdecl; external; |
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procedure apply_theme(game_field: pointer; data_path, theme_name: PChar); cdecl; external; |
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var gameField: pointer; |
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function LandGet(y, x: LongInt): Word; |
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begin |
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LandGet:= land_get(gameField, x, y) |
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end; |
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procedure LandSet(y, x: LongInt; value: Word); |
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begin |
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land_set(gameField, x, y, value) |
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end; |
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function LandRow(row: LongInt): PWordArray; |
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begin |
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LandRow:= land_row(gameField, row) |
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end; |
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procedure FillLand(x, y: LongInt; border, value: Word); |
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begin |
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land_fill(gameField, x, y, border, value) |
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end; |
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function LandPixelGet(y, x: LongInt): Longword; |
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begin |
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LandPixelGet:= land_pixel_get(gameField, x, y) |
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end; |
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procedure LandPixelSet(y, x: LongInt; value: Longword); |
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begin |
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land_pixel_set(gameField, x, y, value) |
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end; |
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function LandPixelRow(row: LongInt): PLongwordArray; |
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begin |
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LandPixelRow:= land_pixel_row(gameField, row) |
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end; |
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procedure GenerateOutlineTemplatedLand(featureSize: Longword; seed, templateType: shortstring; dataPath: ansistring); |
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begin |
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seed[byte(seed[0]) + 1]:= #0; |
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templateType[byte(templateType[0]) + 1]:= #0; |
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gameField:= generate_outline_templated_game_field(featureSize, @seed[1], @templateType[1], PChar(dataPath)); |
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get_game_field_parameters(gameField, LAND_WIDTH, LAND_HEIGHT, playWidth, playHeight); |
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MaxHedgehogs:= 32; |
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hasGirders:= true; |
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leftX:= (LAND_WIDTH - playWidth) div 2; |
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rightX:= Pred(leftX + playWidth); |
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topY:= LAND_HEIGHT - playHeight; |
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cWaterLine:= LAND_HEIGHT; |
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// let's assume those are powers of two |
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LAND_WIDTH_MASK:= not(LAND_WIDTH-1); |
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LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1); |
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SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32)); |
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initScreenSpaceVars(); |
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end; |
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procedure GenerateWfcTemplatedLand(featureSize: Longword; seed, templateType: shortstring; dataPath: ansistring); |
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begin |
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seed[byte(seed[0]) + 1]:= #0; |
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templateType[byte(templateType[0]) + 1]:= #0; |
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gameField:= generate_wfc_templated_game_field(featureSize, @seed[1], @templateType[1], PChar(dataPath)); |
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get_game_field_parameters(gameField, LAND_WIDTH, LAND_HEIGHT, playWidth, playHeight); |
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MaxHedgehogs:= 32; |
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hasGirders:= true; |
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leftX:= (LAND_WIDTH - playWidth) div 2; |
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rightX:= Pred(leftX + playWidth); |
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topY:= LAND_HEIGHT - playHeight; |
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cWaterLine:= LAND_HEIGHT; |
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LAND_WIDTH_MASK:= not(LAND_WIDTH-1); |
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LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1); |
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SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32)); |
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initScreenSpaceVars(); |
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end; |
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procedure GenerateMazeLand(featureSize: Longword; seed, templateType: shortstring; dataPath: ansistring); |
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begin |
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seed[byte(seed[0]) + 1]:= #0; |
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templateType[byte(templateType[0]) + 1]:= #0; |
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gameField:= generate_maze_game_field(featureSize, @seed[1], @templateType[1], PChar(dataPath)); |
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get_game_field_parameters(gameField, LAND_WIDTH, LAND_HEIGHT, playWidth, playHeight); |
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MaxHedgehogs:= 32; |
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hasGirders:= true; |
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leftX:= (LAND_WIDTH - playWidth) div 2; |
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rightX:= Pred(leftX + playWidth); |
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topY:= LAND_HEIGHT - playHeight; |
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146 |
cWaterLine:= LAND_HEIGHT; |
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147 |
|
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148 |
// let's assume those are powers of two |
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149 |
LAND_WIDTH_MASK:= not(LAND_WIDTH-1); |
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150 |
LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1); |
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151 |
|
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152 |
SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32)); |
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153 |
|
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154 |
initScreenSpaceVars(); |
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155 |
end; |
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156 |
|
10198 | 157 |
procedure ResizeLand(width, height: LongWord); |
158 |
var potW, potH: LongInt; |
|
159 |
begin |
|
160 |
potW:= toPowerOf2(width); |
|
161 |
potH:= toPowerOf2(height); |
|
162 |
if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then |
|
163 |
begin |
|
164 |
LAND_WIDTH:= potW; |
|
165 |
LAND_HEIGHT:= potH; |
|
166 |
LAND_WIDTH_MASK:= not(LAND_WIDTH-1); |
|
167 |
LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1); |
|
168 |
cWaterLine:= LAND_HEIGHT; |
|
169 |
||
15933 | 170 |
gameField:= create_empty_game_field(LAND_WIDTH, LAND_HEIGHT); |
10198 | 171 |
SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32)); |
172 |
// 0.5 is already approaching on unplayable |
|
10994 | 173 |
if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= cMaxZoomLevel/2; |
10198 | 174 |
cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel |
175 |
end; |
|
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176 |
initScreenSpaceVars(); |
10198 | 177 |
end; |
178 |
||
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179 |
procedure DisposeLand(); |
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180 |
begin |
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181 |
dispose_game_field(gameField) |
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182 |
end; |
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183 |
|
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184 |
procedure InitWorldEdges(); |
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185 |
var cy, cx, lx, ly: LongInt; |
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186 |
found: boolean; |
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187 |
begin |
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188 |
playHeight:= LAND_HEIGHT; |
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189 |
topY:= 0; |
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190 |
|
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191 |
lx:= LongInt(LAND_WIDTH) - 1; |
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|
192 |
|
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|
193 |
// don't change world edges for drawn maps |
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194 |
if (cMapGen = mgDrawn) then |
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195 |
// edges were adjusted already in GenDrawnMap() in uLand |
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196 |
EXIT; |
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|
197 |
|
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|
198 |
// use maximum available map width if there is no special world edge |
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199 |
if WorldEdge = weNone then |
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200 |
begin |
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|
201 |
playWidth:= LAND_WIDTH; |
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|
202 |
leftX := 0; |
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|
203 |
rightX:= lx; |
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|
204 |
EXIT; |
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|
205 |
end; |
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|
206 |
|
12311
1b5a4807f8f4
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|
207 |
// keep fort distance consistent if we're in wrap mode on fort map |
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|
208 |
if (cMapGen = mgForts) and (WorldEdge = weWrap) then |
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|
209 |
begin |
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|
210 |
// edges were adjusted already in MakeFortsMap() in uLand |
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|
211 |
EXIT; |
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|
212 |
end; |
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|
213 |
|
10626
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|
214 |
ly:= LongInt(LAND_HEIGHT) - 1; |
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changeset
|
215 |
|
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changeset
|
216 |
// find most left land pixels and set leftX accordingly |
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changeset
|
217 |
found:= false; |
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changeset
|
218 |
for cx:= 0 to lx do |
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changeset
|
219 |
begin |
2562797ab3cf
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changeset
|
220 |
for cy:= ly downto 0 do |
15929
128ace913837
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|
221 |
if LandGet(cy, cx) <> 0 then |
10626
2562797ab3cf
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diff
changeset
|
222 |
begin |
2562797ab3cf
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diff
changeset
|
223 |
leftX:= max(0, cx - cWorldEdgeDist); |
2562797ab3cf
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diff
changeset
|
224 |
// break out of both loops |
2562797ab3cf
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diff
changeset
|
225 |
found:= true; |
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diff
changeset
|
226 |
break; |
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diff
changeset
|
227 |
end; |
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diff
changeset
|
228 |
if found then break; |
2562797ab3cf
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diff
changeset
|
229 |
end; |
2562797ab3cf
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changeset
|
230 |
|
2562797ab3cf
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diff
changeset
|
231 |
// find most right land pixels and set rightX accordingly |
2562797ab3cf
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diff
changeset
|
232 |
found:= false; |
2562797ab3cf
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10198
diff
changeset
|
233 |
for cx:= lx downto 0 do |
2562797ab3cf
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10198
diff
changeset
|
234 |
begin |
2562797ab3cf
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sheepluva
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10198
diff
changeset
|
235 |
for cy:= ly downto 0 do |
15929
128ace913837
Introduce hwengine-future library, use Land allocated in it
unC0Rr
parents:
15164
diff
changeset
|
236 |
if LandGet(cy, cx) <> 0 then |
10626
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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10198
diff
changeset
|
237 |
begin |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
parents:
10198
diff
changeset
|
238 |
rightX:= min(lx, cx + cWorldEdgeDist); |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
parents:
10198
diff
changeset
|
239 |
// break out of both loops |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
parents:
10198
diff
changeset
|
240 |
found:= true; |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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10198
diff
changeset
|
241 |
break; |
2562797ab3cf
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diff
changeset
|
242 |
end; |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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10198
diff
changeset
|
243 |
if found then break; |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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diff
changeset
|
244 |
end; |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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diff
changeset
|
245 |
|
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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diff
changeset
|
246 |
playWidth := rightX + 1 - leftX; |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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10198
diff
changeset
|
247 |
end; |
2562797ab3cf
adjust position of world edges (at 150 px away from outmost land collision, or less if land array ends earlier)
sheepluva
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10198
diff
changeset
|
248 |
|
10198 | 249 |
end. |