hedgewars/uLandUtils.pas
author nemo
Fri, 06 Apr 2018 12:34:23 -0400
changeset 13311 574d34577ee9
parent 12311 1b5a4807f8f4
child 15164 794dc7237ca1
permissions -rw-r--r--
quick game wasn't checking for hidden themes. It should, but this will at least make them not-crash. The results are kind of amusing.
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unit uLandUtils;
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interface
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procedure ResizeLand(width, height: LongWord);
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procedure InitWorldEdges();
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implementation
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uses uUtils, uConsts, uVariables, uTypes;
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procedure ResizeLand(width, height: LongWord);
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var potW, potH: LongInt;
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begin
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potW:= toPowerOf2(width);
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potH:= toPowerOf2(height);
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if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then
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    begin
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    LAND_WIDTH:= potW;
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    LAND_HEIGHT:= potH;
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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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    cWaterLine:= LAND_HEIGHT;
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    if (cReducedQuality and rqBlurryLand) = 0 then
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        SetLength(LandPixels, LAND_HEIGHT, LAND_WIDTH)
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    else
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        SetLength(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2);
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    SetLength(Land, LAND_HEIGHT, LAND_WIDTH);
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    SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32));
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    // 0.5 is already approaching on unplayable
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    if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= cMaxZoomLevel/2;
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    cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
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    end;
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initScreenSpaceVars();
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end;
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procedure InitWorldEdges();
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var cy, cx, lx, ly: LongInt;
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    found: boolean;
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begin
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playHeight:= LAND_HEIGHT;
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topY:= 0;
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lx:= LongInt(LAND_WIDTH) - 1;
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// use maximum available map width if there is no special world edge
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if WorldEdge = weNone then
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    begin
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    playWidth:= LAND_WIDTH;
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    leftX := 0;
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    rightX:= lx;
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    EXIT;
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    end;
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// keep fort distance consistent if we're in wrap mode on fort map
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if (cMapGen = mgForts) and (WorldEdge = weWrap) then
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    begin
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    // edges were adjusted already in MakeFortsMap() in uLand
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    EXIT;
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    end;
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ly:= LongInt(LAND_HEIGHT) - 1;
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// find most left land pixels and set leftX accordingly
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found:= false;
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for cx:= 0 to lx do
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    begin
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    for cy:= ly downto 0 do
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        if Land[cy, cx] <> 0 then
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            begin
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            leftX:= max(0, cx - cWorldEdgeDist);
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            // break out of both loops
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            found:= true;
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            break;
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            end;
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    if found then break;
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    end;
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// find most right land pixels and set rightX accordingly
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found:= false;
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for cx:= lx downto 0 do
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    begin
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    for cy:= ly downto 0 do
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        if Land[cy, cx] <> 0 then
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            begin
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            rightX:= min(lx, cx + cWorldEdgeDist);
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            // break out of both loops
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            found:= true;
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            break;
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            end;
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    if found then break;
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    end;
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playWidth := rightX + 1 - leftX;
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end;
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end.