--- a/hedgewars/GSHandlers.inc Wed Feb 27 21:30:33 2013 -0500
+++ b/hedgewars/GSHandlers.inc Thu Feb 28 09:08:25 2013 -0500
@@ -5091,70 +5091,6 @@
end;
end;
-
-function isLandscapeEdge(weight:Longint):boolean;
-begin
- result := (weight < 8) and (weight >= 2);
-end;
-
-function isLandscape(weight:Longint):boolean;
-begin
- result := weight < 2;
-end;
-
-function isEmptySpace(weight:Longint):boolean;
-begin
- result := not isLandscape(weight) and not isLandscapeEdge(weight);
-end;
-
-
-function getPixelWeight(x, y:Longint): Longint;
-var
- i, j:Longint;
-begin
- result := 0;
- for i := x - 1 to x + 1 do
- for j := y - 1 to y + 1 do
- begin
- if (i < 0) or
- (i > LAND_WIDTH - 1) or
- (j < 0) or
- (j > LAND_HEIGHT -1) or
- ((Land[j, i] and $FF00) = 0) then
- begin
- result := result + 1;
- end;
- end;
-end;
-
-
-procedure drawIcePixel(x, y:Longint);
-var
- iceSurface: PSDL_Surface;
- icePixels: PLongwordArray;
- pictureX, pictureY: LongInt;
- w, c: LongWord;
-begin
- if Land[y, x] and lfIce <> 0 then exit;
-// So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
- iceSurface:= SpritesData[sprIceTexture].Surface;
- pictureX := x mod iceSurface^.w;
- pictureY := y mod iceSurface^.h;
- icePixels := iceSurface^.pixels;
- w:= LandPixels[y, x];
- w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
- (w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
- (w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
- if w < 128 then w:= w+128;
- if w > 255 then w:= 255;
- w:= (w shl RShift) or (w shl BShift) or (w shl GShift) or (LandPixels[y,x] and AMask);
- //LandPixels[y, x]:= w;
- LandPixels[y, x]:= addBgColor(w, IceColor);
- LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
-
- Land[y, x] := Land[y, x] or lfIce;
-end;
-
procedure DrawIce(x, y: Longint);
const iceRadius :Longint = 32;
var