Tweak trophyrace to work better w/ skip (probably, needs testing), drop Invulnerable in favour of effects - heInvulnerable is already in effects,
might as well use it. And we weren't making any other gears invulnerable anyway.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2013 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;
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);
procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword);
function FillRoundInLand(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);
procedure DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword);
procedure DumpLandToLog(x, y, r: LongInt);
procedure DrawIceBreak(x, y, iceRadius, iceHeight: Longint);
function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean;
implementation
uses SDLh, uLandTexture, 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]:= 0
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
result := (weight < 8) and (weight >= 2);
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) then
begin
result := 9;
exit;
end;
if Land[j, i] and lfLandMask and not lfIce = 0 then
result := result + 1;
end;
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 FillLandCircleLine(y, fromPix, toPix: LongInt; fill : fillType): Longword;
var px, py, i: LongInt;
begin
//get rid of compiler warning
px := 0;
py := 0;
FillLandCircleLine := 0;
case fill of
backgroundPixel:
for i:= fromPix to toPix do
begin
calculatePixelsCoordinates(i, y, px, py);
inc(FillLandCircleLine, 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]:= 0
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] and lfNotObjMask) or ((Land[y, i] and lfObjMask) - 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] and lfNotObjMask) or ((Land[y, i] and lfObjMask) + 1)
end;
end;
end;
function FillLandCircleSegment(x, y, dx, dy: LongInt; fill : fillType): Longword; inline;
begin
FillLandCircleSegment := 0;
if ((y + dy) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegment, FillLandCircleLine(y + dy, Max(x - dx, 0), Min(x + dx, LAND_WIDTH - 1), fill));
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegment, FillLandCircleLine(y - dy, Max(x - dx, 0), Min(x + dx, LAND_WIDTH - 1), fill));
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegment, FillLandCircleLine(y + dx, Max(x - dy, 0), Min(x + dy, LAND_WIDTH - 1), fill));
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
inc(FillLandCircleSegment, FillLandCircleLine(y - dx, Max(x - dy, 0), Min(x + dy, LAND_WIDTH - 1), fill));
end;
function FillRoundInLand(X, Y, Radius: LongInt; fill: fillType): Longword; inline;
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
FillRoundInLand := 0;
while (dx < dy) do
begin
inc(FillRoundInLand, FillLandCircleSegment(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 (FillRoundInLand, FillLandCircleSegment(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;
procedure FillCircleLines(x, y, dx, dy: LongInt; Value: Longword);
var i: LongInt;
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] 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 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, isCurrent: boolean);
begin
if not doSet and isCurrent then
FillRoundInLand(X, Y, Radius, setNotCurrentMask)
else if not doSet and not IsCurrent then
FillRoundInLand(X, Y, Radius, changePixelSetNotCurrent)
else if doSet and IsCurrent then
FillRoundInLand(X, Y, Radius, setCurrentHog)
else if doSet and not IsCurrent then
FillRoundInLand(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;
fillPixelFromIceSprite(i, j);
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 := FillRoundInLand(x, y, Radius, backgroundPixel);
if Radius > 20 then
FillRoundInLand(x, y, Radius - 15, nullPixel);
FillRoundInLand(X, Y, Radius, 0);
FillRoundInLand(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]:= 0
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]:= 0;
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 TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; indestructible: boolean): boolean;
var X, Y, bpp, h, w, row, col, gx, gy, numFramesFirstCol: LongInt;
p: PByteArray;
Image: PSDL_Surface;
begin
TryPlaceOnLand:= false;
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);
// Check that sprite fits free space
p:= @(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;
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 place
p:= @(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
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
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
else
Land[cpY + y, cpX + x]:= lfObject;
// For testing only. Intent is to flag this on objects with masks, or use it for an ice ray gun
if (Theme = 'Snow') or (Theme = 'Christmas') then
Land[cpY + y, cpX + x]:= Land[cpY + y, cpX + x] or lfIce;
LandPixels[gY, gX]:= 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, true)
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
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;
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;
procedure DrawDots(x, y, xx, yy: Longint; Color: Longword); inline;
begin
if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) then Land[y + yy, x + xx]:= Color;
if (((x + xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) then Land[y - yy, x + xx]:= Color;
if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y + yy) and LAND_HEIGHT_MASK) = 0) then Land[y + yy, x - xx]:= Color;
if (((x - xx) and LAND_WIDTH_MASK) = 0) and (((y - yy) and LAND_HEIGHT_MASK) = 0) then Land[y - yy, x - xx]:= Color;
if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) then Land[y + xx, x + yy]:= Color;
if (((x + yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) then Land[y - xx, x + yy]:= Color;
if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y + xx) and LAND_HEIGHT_MASK) = 0) then Land[y + xx, x - yy]:= Color;
if (((x - yy) and LAND_WIDTH_MASK) = 0) and (((y - xx) and LAND_HEIGHT_MASK) = 0) then Land[y - xx, x - yy]:= Color;
end;
procedure DrawLines(X1, Y1, X2, Y2, XX, YY: LongInt; color: 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;
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);
DrawDots(x, y, xx, yy, color)
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
f:= true;
DrawDots(x, y, xx, yy, color)
end;
if not f then
DrawDots(x, y, xx, yy, color)
end
end;
procedure DrawThickLine(X1, Y1, X2, Y2, radius: LongInt; color: Longword);
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
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
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.