Merge pull request #18 from LocutusOfBorg/update-translation
Update italian translation
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uLandGraphics;
interface
uses uFloat, uConsts, uTypes;
type
fillType = (nullPixel, backgroundPixel, ebcPixel, icePixel, setNotCurrentMask, changePixelSetNotCurrent, setCurrentHog, changePixelNotSetNotCurrent);
type TRangeArray = array[0..31] of record
Left, Right: LongInt;
end;
PRangeArray = ^TRangeArray;
TLandCircleProcedure = procedure (landX, landY, pixelX, pixelY: Longint);
function addBgColor(OldColor, NewColor: LongWord): LongWord;
function SweepDirty: boolean;
function Despeckle(X, Y: LongInt): Boolean;
procedure Smooth(X, Y: LongInt);
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);
function FillRoundInLand(X, Y, Radius: LongInt; Value: Longword): Longword;
function FillRoundInLandFT(X, Y, Radius: LongInt; fill: fillType): Longword;
procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet, isCurrent: boolean);
function LandBackPixel(x, y: LongInt): LongWord;
procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword);
function DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword): Longword;
procedure DumpLandToLog(x, y, r: LongInt);
procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint);
function TryPlaceOnLandSimple(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, indestructible: boolean): boolean; inline;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; LandFlags: Word): boolean; inline;
function ForcePlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word): boolean; inline;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, outOfMap, force: boolean; LandFlags: Word): boolean;
function GetPlaceCollisionTex(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): PTexture;
implementation
uses SDLh, uLandTexture, uTextures, uVariables, uUtils, uDebug;
procedure calculatePixelsCoordinates(landX, landY: Longint; var pixelX, pixelY: Longint); inline;
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
pixelX := landX;
pixelY := landY;
end
else
begin
pixelX := LandX div 2;
pixelY := LandY div 2;
end;
end;
function drawPixelBG(landX, landY, pixelX, pixelY: Longint): Longword; inline;
begin
drawPixelBG := 0;
if (Land[LandY, landX] and lfIndestructible) = 0 then
begin
if ((Land[landY, landX] and lfBasic) <> 0) and (((LandPixels[pixelY, pixelX] and AMask) shr AShift) = 255) and (not disableLandBack) then
begin
LandPixels[pixelY, pixelX]:= LandBackPixel(landX, landY);
inc(drawPixelBG);
end
else if ((Land[landY, landX] and lfObject) <> 0) or (((LandPixels[pixelY, pixelX] and AMask) shr AShift) < 255) then
LandPixels[pixelY, pixelX]:= LandPixels[pixelY, pixelX] and (not AMASK)
end;
end;
procedure drawPixelEBC(landX, landY, pixelX, pixelY: Longint); inline;
begin
if ((Land[landY, landX] and lfBasic) <> 0) or ((Land[landY, landX] and lfObject) <> 0) then
begin
LandPixels[pixelY, pixelX]:= ExplosionBorderColor;
Land[landY, landX]:= (Land[landY, landX] or lfDamaged) and (not lfIce);
LandDirty[landY div 32, landX div 32]:= 1;
end;
end;
function isLandscapeEdge(weight:Longint):boolean; inline;
begin
isLandscapeEdge := (weight < 8) and (weight >= 2);
end;
function getPixelWeight(x, y:Longint): Longint;
var
i, j, r: Longint;
begin
r := 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) then
exit(9);
if Land[j, i] and lfLandMask and (not lfIce) = 0 then
inc(r)
end;
getPixelWeight:= r
end;
procedure fillPixelFromIceSprite(pixelX, pixelY:Longint); inline;
var
iceSurface: PSDL_Surface;
icePixels: PLongwordArray;
w: LongWord;
begin
if cOnlyStats then exit;
// So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness
iceSurface:= SpritesData[sprIceTexture].Surface;
icePixels := iceSurface^.pixels;
w:= LandPixels[pixelY, pixelX];
if w > 0 then
begin
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[pixelY, pixelX] and AMask);
LandPixels[pixelY, pixelX]:= addBgColor(w, IceColor);
LandPixels[pixelY, pixelX]:= addBgColor(LandPixels[pixelY, pixelX], icePixels^[iceSurface^.w * (pixelY mod iceSurface^.h) + (pixelX mod iceSurface^.w)])
end
else
begin
LandPixels[pixelY, pixelX]:= IceColor and (not AMask) or $E8 shl AShift;
LandPixels[pixelY, pixelX]:= addBgColor(LandPixels[pixelY, pixelX], icePixels^[iceSurface^.w * (pixelY mod iceSurface^.h) + (pixelX mod iceSurface^.w)]);
// silly workaround to avoid having to make background erasure a tadb it smarter about sea ice
if LandPixels[pixelY, pixelX] and AMask shr AShift = 255 then
LandPixels[pixelY, pixelX]:= LandPixels[pixelY, pixelX] and (not AMask) or 254 shl AShift;
end;
end;
procedure DrawPixelIce(landX, landY, pixelX, pixelY: Longint); inline;
begin
if ((Land[landY, landX] and lfIce) <> 0) then exit;
if isLandscapeEdge(getPixelWeight(landX, landY)) then
begin
if (LandPixels[pixelY, pixelX] and AMask < 255) and (LandPixels[pixelY, pixelX] and AMask > 0) then
LandPixels[pixelY, pixelX] := (IceEdgeColor and (not AMask)) or (LandPixels[pixelY, pixelX] and AMask)
else if (LandPixels[pixelY, pixelX] and AMask < 255) or (Land[landY, landX] > 255) then
LandPixels[pixelY, pixelX] := IceEdgeColor
end
else if Land[landY, landX] > 255 then
begin
fillPixelFromIceSprite(pixelX, pixelY);
end;
if Land[landY, landX] > 255 then Land[landY, landX] := Land[landY, landX] or lfIce and (not lfDamaged);
end;
function FillLandCircleLineFT(y, fromPix, toPix: LongInt; fill : fillType): Longword;
var px, py, i: LongInt;
begin
//get rid of compiler warning
px := 0;
py := 0;
FillLandCircleLineFT := 0;
case fill of
backgroundPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
inc(FillLandCircleLineFT, drawPixelBG(i, y, px, py));
end;
ebcPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
drawPixelEBC(i, y, px, py);
end;
nullPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
if ((Land[y, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[y, i] > 255)) then
LandPixels[py, px]:= LandPixels[py, px] and (not AMASK);
end;
icePixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
DrawPixelIce(i, y, px, py);
end;
setNotCurrentMask:
for i:= fromPix to toPix do
begin
Land[y, i]:= Land[y, i] and lfNotCurrentMask;
end;
changePixelSetNotCurrent:
for i:= fromPix to toPix do
begin
if Land[y, i] and lfObjMask > 0 then
Land[y, i]:= Land[y, i] - 1;
end;
setCurrentHog:
for i:= fromPix to toPix do
begin
Land[y, i]:= Land[y, i] or lfCurrentHog
end;
changePixelNotSetNotCurrent:
for i:= fromPix to toPix do
begin
if Land[y, i] and lfObjMask < lfObjMask then
Land[y, i]:= Land[y, i] + 1
end;
end;
end;
function FillLandCircleSegmentFT(x, y, dx, dy: LongInt; fill : fillType): Longword; inline;
begin
FillLandCircleSegmentFT := 0;
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y + dy, Max(x - dx, 0), Min(x + dx, LAND_WIDTH - 1), fill));
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y - dy, Max(x - dx, 0), Min(x + dx, LAND_WIDTH - 1), fill));
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y + dx, Max(x - dy, 0), Min(x + dy, LAND_WIDTH - 1), fill));
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegmentFT, FillLandCircleLineFT(y - dx, Max(x - dy, 0), Min(x + dy, LAND_WIDTH - 1), fill));
end;
function FillRoundInLandFT(X, Y, Radius: LongInt; fill: fillType): Longword; inline;
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
FillRoundInLandFT := 0;
while (dx < dy) do
begin
inc(FillRoundInLandFT, FillLandCircleSegmentFT(x, y, dx, dy, fill));
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 (FillRoundInLandFT, FillLandCircleSegmentFT(x, y, dx, dy, fill));
end;
function addBgColor(OldColor, NewColor: LongWord): LongWord;
// Factor ranges from 0 to 100% NewColor
var
oRed, oBlue, oGreen, oAlpha, nRed, nBlue, nGreen, nAlpha: byte;
begin
oAlpha := (OldColor shr AShift);
nAlpha := (NewColor shr AShift);
// shortcircuit
if (oAlpha = 0) or (nAlpha = $FF) then
begin
addBgColor:= NewColor;
exit
end;
// Get colors
oRed := (OldColor shr RShift);
oGreen := (OldColor shr GShift);
oBlue := (OldColor shr BShift);
nRed := (NewColor shr RShift);
nGreen := (NewColor shr GShift);
nBlue := (NewColor shr BShift);
// Mix colors
nRed := min(255,((nRed*nAlpha) div 255) + ((oRed*oAlpha*byte(255-nAlpha)) div 65025));
nGreen := min(255,((nGreen*nAlpha) div 255) + ((oGreen*oAlpha*byte(255-nAlpha)) div 65025));
nBlue := min(255,((nBlue*nAlpha) div 255) + ((oBlue*oAlpha*byte(255-nAlpha)) div 65025));
nAlpha := min(255, oAlpha + nAlpha);
addBgColor := (nAlpha shl AShift) or (nRed shl RShift) or (nGreen shl GShift) or (nBlue shl BShift);
end;
function FillCircleLines(x, y, dx, dy: LongInt; Value: Longword): Longword;
var i: LongInt;
begin
FillCircleLines:= 0;
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
begin
if Land[y + dy, i] <> Value then inc(FillCircleLines);
Land[y + dy, i]:= Value;
end;
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
begin
if Land[y - dy, i] <> Value then inc(FillCircleLines);
Land[y - dy, i]:= Value;
end;
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
begin
if Land[y + dx, i] <> Value then inc(FillCircleLines);
Land[y + dx, i]:= Value;
end;
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
begin
if Land[y - dx, i] <> Value then inc(FillCircleLines);
Land[y - dx, i]:= Value;
end;
end;
function FillRoundInLand(X, Y, Radius: LongInt; Value: Longword): Longword;
var dx, dy, d: LongInt;
begin
FillRoundInLand:= 0;
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
inc(FillRoundInLand, 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
inc(FillRoundInLand, FillCircleLines(x, y, dx, dy, Value));
end;
procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet, isCurrent: boolean);
begin
if not doSet and isCurrent then
FillRoundInLandFT(X, Y, Radius, setNotCurrentMask)
else if not doSet and (not IsCurrent) then
FillRoundInLandFT(X, Y, Radius, changePixelSetNotCurrent)
else if doSet and IsCurrent then
FillRoundInLandFT(X, Y, Radius, setCurrentHog)
else if doSet and (not IsCurrent) then
FillRoundInLandFT(X, Y, Radius, changePixelNotSetNotCurrent);
end;
procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint);
var
i, j: integer;
landRect: TSDL_Rect;
begin
for i := min(max(x - iceRadius, 0), LAND_WIDTH - 1) to min(max(x + iceRadius, 0), LAND_WIDTH - 1) do
begin
for j := min(max(y, 0), LAND_HEIGHT - 1) to min(max(y + iceHeight, 0), LAND_HEIGHT - 1) do
begin
if Land[j, i] = 0 then
begin
Land[j, i] := lfIce;
if (cReducedQuality and rqBlurryLand) = 0 then
fillPixelFromIceSprite(i, j)
else
fillPixelFromIceSprite(i div 2, j div 2);
end;
end;
end;
landRect.x := min(max(x - iceRadius, 0), LAND_WIDTH - 1);
landRect.y := min(max(y, 0), LAND_HEIGHT - 1);
landRect.w := min(2*iceRadius, LAND_WIDTH - landRect.x - 1);
landRect.h := min(iceHeight, LAND_HEIGHT - landRect.y - 1);
UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
end;
function DrawExplosion(X, Y, Radius: LongInt): Longword;
var
tx, ty, dx, dy: Longint;
begin
DrawExplosion := FillRoundInLandFT(x, y, Radius, backgroundPixel);
if Radius > 20 then
FillRoundInLandFT(x, y, Radius - 15, nullPixel);
FillRoundInLand(X, Y, Radius, 0);
FillRoundInLandFT(x, y, Radius + 4, ebcPixel);
tx:= Max(X - Radius - 5, 0);
dx:= Min(X + Radius + 5, LAND_WIDTH) - tx;
ty:= Max(Y - Radius - 5, 0);
dy:= Min(Y + Radius + 5, LAND_HEIGHT) - ty;
UpdateLandTexture(tx, dx, ty, dy, false);
end;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
var tx, ty, by, bx, i: LongInt;
begin
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
begin
if (Land[ty, tx] and lfIndestructible) = 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= ty; bx:= tx;
end
else
begin
by:= ty div 2; bx:= tx div 2;
end;
if ((Land[ty, tx] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
LandPixels[by, bx]:= LandBackPixel(tx, ty)
else if ((Land[ty, tx] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= LandPixels[by, bx] and (not AMASK)
end
end;
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]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor;
Land[ty, tx]:= (Land[ty, tx] or lfDamaged) and (not lfIce);
LandDirty[ty div 32, tx div 32]:= 1;
end;
inc(y, dY)
end;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false)
end;
procedure DrawExplosionBorder(X, Y, dx, dy:hwFloat; despeckle : Boolean);
var
t, tx, ty :Longint;
begin
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) and (not lfIce);
if despeckle then
LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
end
end;
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, by, bx, stX, stY, ddy, ddx: Longint;
despeckle : Boolean;
begin // (-dY, dX) is (dX, dY) rotated by PI/2
stY:= hwRound(Y);
stX:= hwRound(X);
despeckle:= HalfWidth > 1;
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] and (not lfIce);
if despeckle then
begin
Land[ty, tx]:= Land[ty, tx] or lfDamaged;
LandDirty[ty div 32, tx div 32]:= 1
end;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
end
end;
nx:= nx - dY;
ny:= ny + dX;
end;
for i:= -HalfWidth to HalfWidth do
begin
X:= nx - dX8;
Y:= ny - dY8;
DrawExplosionBorder(X, Y, dx, dy, despeckle);
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 (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= ty; bx:= tx;
end
else
begin
by:= ty div 2; bx:= tx div 2;
end;
if ((Land[ty, tx] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
LandPixels[by, bx]:= LandBackPixel(tx, ty)
else if ((Land[ty, tx] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= LandPixels[by, bx] and (not AMASK);
Land[ty, tx]:= 0;
end
end;
DrawExplosionBorder(X, Y, dx, dy, despeckle);
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) and (not lfIce);
if despeckle then
LandDirty[ty div 32, tx div 32]:= 1;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[ty, tx]:= ExplosionBorderColor
else
LandPixels[ty div 2, tx div 2]:= ExplosionBorderColor
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, false)
end;
function TryPlaceOnLandSimple(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, indestructible: boolean): boolean; inline;
var lf: Word;
begin
if indestructible then
lf:= lfIndestructible
else
lf:= 0;
TryPlaceOnLandSimple:= TryPlaceOnLand(cpX, cpY, Obj, Frame, doPlace, false, false, lf);
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; LandFlags: Word): boolean; inline;
begin
TryPlaceOnLand:= TryPlaceOnLand(cpX, cpY, Obj, Frame, doPlace, false, false, LandFlags);
end;
function ForcePlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word): boolean; inline;
begin
ForcePlaceOnLand:= TryPlaceOnLand(cpX, cpY, Obj, Frame, true, false, true, LandFlags)
end;
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, outOfMap, force: boolean; LandFlags: Word): boolean;
var X, Y, bpp, h, w, row, col, gx, gy, numFramesFirstCol: LongInt;
p: PByteArray;
Image: PSDL_Surface;
indestructible: boolean;
begin
TryPlaceOnLand:= false;
numFramesFirstCol:= SpritesData[Obj].imageHeight div SpritesData[Obj].Height;
// make land indestructible if lfIndestructible is passed
indestructible:= (LandFlags and lfIndestructible <> 0);
if outOfMap then doPlace:= false; // just using for a check
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 space
p:= PByteArray(@(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]))^) and AMask) <> 0 then
if (outOfMap and
((cpY + y) < LAND_HEIGHT) and ((cpY + y) >= 0) and
((cpX + x) < LAND_WIDTH) and ((cpX + x) >= 0) and
((not force) and (Land[cpY + y, cpX + x] <> 0))) or
(not outOfMap and
(((cpY + y) <= Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or
((cpX + x) <= Longint(leftX)) or ((cpX + x) >= Longint(rightX)) or
((not force) and (Land[cpY + y, cpX + x] <> 0)))) then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
p:= PByteArray(@(p^[Image^.pitch]));
end;
end;
TryPlaceOnLand:= true;
if not doPlace then
begin
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
exit
end;
// Checked, now place
p:= PByteArray(@(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]))^) and AMask) <> 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
gX:= cpX + x;
gY:= cpY + y;
end
else
begin
gX:= (cpX + x) div 2;
gY:= (cpY + y) div 2;
end;
if indestructible then
Land[cpY + y, cpX + x]:= {lfIndestructible or }LandFlags
else if (LandPixels[gY, gX] and AMask) shr AShift = 255 then // This test assumes lfBasic and lfObject differ only graphically
Land[cpY + y, cpX + x]:= lfBasic or LandFlags
else
Land[cpY + y, cpX + x]:= lfObject or LandFlags;
LandPixels[gY, gX]:= PLongword(@(p^[x * 4]))^
end;
p:= PByteArray(@(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, true)
end;
function GetPlaceCollisionTex(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): PTexture;
var X, Y, bpp, h, w, row, col, numFramesFirstCol: LongInt;
p, pt: PByteArray;
Image, finalSurface: PSDL_Surface;
begin
GetPlaceCollisionTex:= nil;
numFramesFirstCol:= 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);
finalSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, 32, RMask, GMask, BMask, AMask);
TryDo(finalSurface <> nil, 'GetPlaceCollisionTex: fail to create surface', true);
if SDL_MustLock(finalSurface) then
SDLTry(SDL_LockSurface(finalSurface) >= 0, true);
// draw on surface based on collisions
p:= PByteArray(@(PByteArray(Image^.pixels)^[ Image^.pitch * row * h + col * w * 4 ]));
pt:= PByteArray(@(PByteArray(finalSurface^.pixels)^));
case bpp of
4: for y:= 0 to Pred(h) do
begin
for x:= 0 to Pred(w) do
if (((PLongword(@(p^[x * 4]))^) and AMask) <> 0)
and (((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
(PLongword(@(pt^[x * 4]))^):= cWhiteColor
else
(PLongword(@(pt^[x * 4]))^):= 0;
p:= PByteArray(@(p^[Image^.pitch]));
pt:= PByteArray(@(pt^[finalSurface^.pitch]));
end;
end;
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
if SDL_MustLock(finalSurface) then
SDL_UnlockSurface(finalSurface);
GetPlaceCollisionTex:= Surface2Tex(finalSurface, true);
SDL_FreeSurface(finalSurface);
end;
function Despeckle(X, Y: LongInt): boolean;
var nx, ny, i, j, c, xx, yy: LongInt;
pixelsweep: boolean;
begin
Despeckle:= true;
if (cReducedQuality and rqBlurryLand) = 0 then
begin
xx:= X;
yy:= Y;
end
else
begin
xx:= X div 2;
yy:= Y div 2;
end;
pixelsweep:= (Land[Y, X] <= lfAllObjMask) 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
ny:= Y div 2 + i;
nx:= X div 2 + j;
if ((ny and (LAND_HEIGHT_MASK div 2)) = 0) and ((nx and (LAND_WIDTH_MASK div 2)) = 0) then
if LandPixels[ny, nx] <> 0 then
inc(c);
end
else 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]:= LandPixels[yy, xx] and (not AMASK);
if not pixelsweep then
begin
Land[Y, X]:= 0;
exit
end
end;
end;
Despeckle:= false
end;
procedure Smooth(X, Y: LongInt);
begin
// a bit of AA for explosions
if (Land[Y, X] = 0) and (Y > LongInt(topY) + 1) and
(Y < LAND_HEIGHT-2) and (X > LongInt(leftX) + 1) and (X < LongInt(rightX) - 1) then
begin
if ((((Land[y, x-1] and lfDamaged) <> 0) and (((Land[y+1,x] and lfDamaged) <> 0)) or ((Land[y-1,x] and lfDamaged) <> 0))
or (((Land[y, x+1] and lfDamaged) <> 0) and (((Land[y-1,x] and lfDamaged) <> 0) or ((Land[y+1,x] and lfDamaged) <> 0)))) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if ((LandPixels[y,x] and AMask) shr AShift) < 10 then
LandPixels[y,x]:= (ExplosionBorderColor and (not AMask)) or (128 shl AShift)
else
LandPixels[y,x]:=
(((((LandPixels[y,x] and RMask shr RShift) div 2)+((ExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
(((((LandPixels[y,x] and GMask shr GShift) div 2)+((ExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
(((((LandPixels[y,x] and BMask shr BShift) div 2)+((ExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift)
end;
if (Land[y, x-1] = lfObject) then
Land[y,x]:= lfObject
else if (Land[y, x+1] = lfObject) then
Land[y,x]:= lfObject
else
Land[y,x]:= lfBasic;
end
else if ((((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0))
or (((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0))
or (((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0))
or (((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0))
or (((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0))
or (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0))
or (((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))
or (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if ((LandPixels[y,x] and AMask) shr AShift) < 10 then
LandPixels[y,x]:= (ExplosionBorderColor and (not AMask)) or (64 shl AShift)
else
LandPixels[y,x]:=
(((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((ExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
(((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((ExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
(((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((ExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift)
end;
if (Land[y, x-1] = lfObject) then
Land[y, x]:= lfObject
else if (Land[y, x+1] = lfObject) then
Land[y, x]:= lfObject
else if (Land[y+1, x] = lfObject) then
Land[y, x]:= lfObject
else if (Land[y-1, x] = lfObject) then
Land[y, x]:= lfObject
else Land[y,x]:= lfBasic
end
end
else if ((cReducedQuality and rqBlurryLand) = 0) and (LandPixels[Y, X] and AMask = 255)
and (Land[Y, X] and (lfDamaged or lfBasic) = lfBasic)
and (Y > LongInt(topY) + 1) and (Y < LAND_HEIGHT-2) and (X > LongInt(leftX) + 1) and (X < LongInt(rightX) - 1) then
begin
if ((((Land[y, x-1] and lfDamaged) <> 0) and (((Land[y+1,x] and lfDamaged) <> 0)) or ((Land[y-1,x] and lfDamaged) <> 0))
or (((Land[y, x+1] and lfDamaged) <> 0) and (((Land[y-1,x] and lfDamaged) <> 0) or ((Land[y+1,x] and lfDamaged) <> 0)))) then
begin
LandPixels[y,x]:=
(((((LandPixels[y,x] and RMask shr RShift) div 2)+((ExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
(((((LandPixels[y,x] and GMask shr GShift) div 2)+((ExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
(((((LandPixels[y,x] and BMask shr BShift) div 2)+((ExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift)
end
else if ((((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0))
or (((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0))
or (((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0))
or (((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0))
or (((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0))
or (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0))
or (((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))
or (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))) then
begin
LandPixels[y,x]:=
(((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((ExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
(((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((ExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
(((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((ExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift)
end
end
end;
function SweepDirty: boolean;
var x, y, xx, yy, ty, tx: LongInt;
bRes, updateBlock, resweep, recheck: boolean;
begin
bRes:= 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] = 1 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, false);
LandDirty[y, x]:= 2;
end;
end;
end;
end;
for y:= 0 to LAND_HEIGHT div 32 - 1 do
for x:= 0 to LAND_WIDTH div 32 - 1 do
if LandDirty[y, x] <> 0 then
begin
LandDirty[y, x]:= 0;
ty:= y * 32;
tx:= x * 32;
for yy:= ty to ty + 31 do
for xx:= tx to tx + 31 do
Smooth(xx,yy)
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.inc
function CheckLandValue(X, Y: LongInt; LandFlag: Word): boolean; inline;
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; inline;
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;
end
end;
procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword);
var
eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
begin
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then
sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end
else
sX:= dX;
if (dY > 0) then
sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end
else
sY:= dY;
if (dX > dY) then
d:= dX
else
d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
end;
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
Land[y, x]:= Color;
end
end;
function DrawDots(x, y, xx, yy: Longint; Color: Longword): Longword; inline;
begin
DrawDots:= 0;
if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) and (Land[y + yy, x + xx] <> Color) then
begin inc(DrawDots); Land[y + yy, x + xx]:= Color; end;
if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) and (Land[y - yy, x + xx] <> Color) then
begin inc(DrawDots); Land[y - yy, x + xx]:= Color; end;
if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) and (Land[y + yy, x - xx] <> Color) then
begin inc(DrawDots); Land[y + yy, x - xx]:= Color; end;
if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) and (Land[y - yy, x - xx] <> Color) then
begin inc(DrawDots); Land[y - yy, x - xx]:= Color; end;
if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) and (Land[y + xx, x + yy] <> Color) then
begin inc(DrawDots); Land[y + xx, x + yy]:= Color; end;
if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) and (Land[y - xx, x + yy] <> Color) then
begin inc(DrawDots); Land[y - xx, x + yy]:= Color; end;
if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) and (Land[y + xx, x - yy] <> Color) then
begin inc(DrawDots); Land[y + xx, x - yy]:= Color; end;
if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) and (Land[y - xx, x - yy] <> Color) then
begin inc(DrawDots); Land[y - xx, x - yy]:= Color; end;
end;
function DrawLines(X1, Y1, X2, Y2, XX, YY: LongInt; color: Longword): Longword;
var
eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
f: boolean;
begin
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
DrawLines:= 0;
if (dX > 0) then
sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end
else
sX:= dX;
if (dY > 0) then
sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end
else
sY:= dY;
if (dX > dY) then
d:= dX
else
d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
f:= eX > d;
if f then
begin
dec(eX, d);
inc(x, sX);
inc(DrawLines, DrawDots(x, y, xx, yy, color))
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
f:= true;
inc(DrawLines, DrawDots(x, y, xx, yy, color))
end;
if not f then
inc(DrawLines, DrawDots(x, y, xx, yy, color))
end
end;
function DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword): Longword;
var dx, dy, d: LongInt;
begin
DrawThickLine:= 0;
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
inc(DrawThickLine, DrawLines(x1, y1, x2, y2, dx, dy, color));
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(DrawThickLine, DrawLines(x1, y1, x2, y2, dx, dy, color));
end;
procedure DumpLandToLog(x, y, r: LongInt);
var xx, yy, dx: LongInt;
s: shortstring;
begin
s[0]:= char(r * 2 + 1);
for yy:= y - r to y + r do
begin
for dx:= 0 to r*2 do
begin
xx:= dx - r + x;
if (xx = x) and (yy = y) then
s[dx + 1]:= 'X'
else if Land[yy, xx] > 255 then
s[dx + 1]:= 'O'
else if Land[yy, xx] > 0 then
s[dx + 1]:= '*'
else
s[dx + 1]:= '.'
end;
AddFileLog('Land dump: ' + s);
end;
end;
end.