(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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 TRangeArray = array[0..31] of record
Left, Right: LongInt;
end;
PRangeArray = ^TRangeArray;
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);
procedure FillRoundInLandWithIce(X, Y, Radius: LongInt);
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;
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 ChangeCircleLines(x, y, dx, dy: LongInt; doSet, isCurrent: boolean);
var i: LongInt;
begin
if not doSet then
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 isCurrent then
Land[y + dy, i]:= Land[y + dy, i] and $FF7F
else if Land[y + dy, i] and $007F > 0 then
Land[y + dy, i]:= (Land[y + dy, i] and $FF80) or ((Land[y + dy, i] and $7F) - 1);
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if isCurrent then
Land[y - dy, i]:= Land[y - dy, i] and $FF7F
else if Land[y - dy, i] and $007F > 0 then
Land[y - dy, i]:= (Land[y - dy, i] and $FF80) or ((Land[y - dy, i] and $7F) - 1);
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if isCurrent then
Land[y + dx, i]:= Land[y + dx, i] and $FF7F
else if Land[y + dx, i] and $007F > 0 then
Land[y + dx, i]:= (Land[y + dx, i] and $FF80) or ((Land[y + dx, i] and $7F) - 1);
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if isCurrent then
Land[y - dx, i]:= Land[y - dx, i] and $FF7F
else if Land[y - dx, i] and $007F > 0 then
Land[y - dx, i]:= (Land[y - dx, i] and $FF80) or ((Land[y - dx, i] and $7F) - 1)
end
else
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 isCurrent then
Land[y + dy, i]:= Land[y + dy, i] or $80
else if Land[y + dy, i] and $007F < 127 then
Land[y + dy, i]:= (Land[y + dy, i] and $FF80) or ((Land[y + dy, i] and $7F) + 1);
if ((y - dy) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if isCurrent then
Land[y - dy, i]:= Land[y - dy, i] or $80
else if Land[y - dy, i] and $007F < 127 then
Land[y - dy, i]:= (Land[y - dy, i] and $FF80) or ((Land[y - dy, i] and $7F) + 1);
if ((y + dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if isCurrent then
Land[y + dx, i]:= Land[y + dx, i] or $80
else if Land[y + dx, i] and $007F < 127 then
Land[y + dx, i]:= (Land[y + dx, i] and $FF80) or ((Land[y + dx, i] and $7F) + 1);
if ((y - dx) and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if isCurrent then
Land[y - dx, i]:= Land[y - dx, i] or $80
else if Land[y - dx, i] and $007F < 127 then
Land[y - dx, i]:= (Land[y - dx, i] and $FF80) or ((Land[y - dx, i] and $7F) + 1)
end
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);
var dx, dy, d: LongInt;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
ChangeCircleLines(x, y, dx, dy, doSet, isCurrent);
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
ChangeCircleLines(x, y, dx, dy, doSet, isCurrent)
end;
procedure FillLandCircleLines0(x, y, dx, dy: LongInt);
var i, t: LongInt;
begin
t:= y + dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y - dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y + dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
t:= y - dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfIndestructible) = 0) and (not disableLandBack or (Land[t, i] > 255)) then
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= 0
else
LandPixels[t div 2, i div 2]:= 0;
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 $FF00 and not lfIce = 0 then
result := result + 1;
end;
end;
procedure drawIcePixel(y, x:Longint);
var
iceSurface: PSDL_Surface;
icePixels: PLongwordArray;
pictureX, pictureY: LongInt;
w, c: LongWord;
weight: Longint;
begin
// 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[y, x];
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[y,x] and AMask);
LandPixels[y, x]:= addBgColor(w, IceColor);
LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)])
end
else
begin
LandPixels[y, x]:= IceColor and not AMask or $E8 shl AShift;
LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]);
// silly workaround to avoid having to make background erasure a tadb it smarter about sea ice
if LandPixels[y, x] and AMask shr AShift = 255 then
LandPixels[y, x]:= LandPixels[y, x] and not AMask or 254 shl AShift;
end;
end;
function getIncrementInquarter(dx, dy, quarter: Longint): Longint; inline;
const directionX : array [0..3] of Longint = (0, 0, 1, -1);
const directionY : array [0..3] of Longint = (1, -1, 0, 0);
begin
getIncrementInquarter := directionX[quarter] * dx + directionY[quarter] * dy;
end;
function getIncrementInquarter2(dx, dy, quarter: Longint): Longint; inline;
const directionY : array [0..3] of Longint = (0, 0, 1, 1);
const directionX : array [0..3] of Longint = (1, 1, 0, 0);
begin
getIncrementInquarter2 := directionX[quarter] * dx + directionY[quarter] * dy;
end;
procedure FillLandCircleLinesIce(x, y, dx, dy: LongInt);
var q, i, t, px, py: LongInt;
begin
for q := 0 to 3 do
begin
t:= y + getIncrementInquarter(dx, dy, q);
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - getIncrementInquarter2(dx, dy, q), 0) to Min(x + getIncrementInquarter2(dx, dy, q), LAND_WIDTH - 1) do
if Land[t, i] and lfIce = 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
px:= i; py:= t
end
else
begin
px:= i div 2; py:= t div 2
end;
if isLandscapeEdge(getPixelWeight(i, t)) then
begin
if (LandPixels[py, px] and AMask < 255) and (LandPixels[py, px] and AMask > 0) then
LandPixels[py, px] := (IceEdgeColor and not AMask) or (LandPixels[py, px] and AMask)
else if (LandPixels[py, px] and AMask < 255) or (Land[t, i] > 255) then
LandPixels[py, px] := IceEdgeColor
end
else if Land[t, i] > 255 then
begin
drawIcePixel(py, px)
end;
if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce and not lfDamaged;
end;
end
end;
procedure FillRoundInLandWithIce(X, Y, Radius: LongInt);
var dx, dy, d: LongInt;
landRect: TSDL_Rect;
begin
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
FillLandCircleLinesIce(x, y, dx, dy);
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
FillLandCircleLinesIce(x, y, dx, dy);
landRect.x := min(max(x - Radius, 0), LAND_WIDTH - 1);
landRect.y := min(max(y - Radius, 0), LAND_HEIGHT - 1);
landRect.w := min(2*Radius, LAND_WIDTH - landRect.x - 1);
landRect.h := min(2*Radius, LAND_HEIGHT - landRect.y - 1);
UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true);
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;
drawIcePixel(j, i);
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 FillLandCircleLinesBG(x, y, dx, dy: LongInt): Longword;
var i, t, by, bx: LongInt;
cnt: Longword;
begin
cnt:= 0;
t:= y + dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[t, i] and lfIndestructible) = 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= t; bx:= i;
end
else
begin
by:= t div 2; bx:= i div 2;
end;
if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
begin
inc(cnt);
LandPixels[by, bx]:= LandBackPixel(i, t)
end
else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= 0
end;
t:= y - dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if (Land[t, i] and lfIndestructible) = 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= t; bx:= i;
end
else
begin
by:= t div 2; bx:= i div 2;
end;
if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
begin
inc(cnt);
LandPixels[by, bx]:= LandBackPixel(i, t)
end
else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= 0
end;
t:= y + dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[t, i] and lfIndestructible) = 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= t; bx:= i;
end
else
begin
by:= t div 2; bx:= i div 2;
end;
if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
begin
inc(cnt);
LandPixels[by, bx]:= LandBackPixel(i, t)
end
else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= 0
end;
t:= y - dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if (Land[t, i] and lfIndestructible) = 0 then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
by:= t; bx:= i;
end
else
begin
by:= t div 2; bx:= i div 2;
end;
if ((Land[t, i] and lfBasic) <> 0) and (((LandPixels[by,bx] and AMask) shr AShift) = 255) and (not disableLandBack) then
begin
inc(cnt);
LandPixels[by, bx]:= LandBackPixel(i, t)
end
else if ((Land[t, i] and lfObject) <> 0) or (((LandPixels[by,bx] and AMask) shr AShift) < 255) then
LandPixels[by, bx]:= 0
end;
FillLandCircleLinesBG:= cnt;
end;
procedure FillLandCircleLinesEBC(x, y, dx, dy: LongInt);
var i, t: LongInt;
begin
t:= y + dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= ExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce;
//Despeckle(i, t);
LandDirty[t div 32, i div 32]:= 1;
end;
t:= y - dy;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dx, 0) to Min(x + dx, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= ExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce;
//Despeckle(i, t);
LandDirty[t div 32, i div 32]:= 1;
end;
t:= y + dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= ExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce;
//Despeckle(i, t);
LandDirty[t div 32, i div 32]:= 1;
end;
t:= y - dx;
if (t and LAND_HEIGHT_MASK) = 0 then
for i:= Max(x - dy, 0) to Min(x + dy, LAND_WIDTH - 1) do
if ((Land[t, i] and lfBasic) <> 0) or ((Land[t, i] and lfObject) <> 0) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[t, i]:= ExplosionBorderColor
else
LandPixels[t div 2, i div 2]:= ExplosionBorderColor;
Land[t, i]:= (Land[t, i] or lfDamaged) and not lfIce;
//Despeckle(i, y - dy);
LandDirty[t div 32, i div 32]:= 1;
end;
end;
function DrawExplosion(X, Y, Radius: LongInt): Longword;
var dx, dy, ty, tx, d: LongInt;
cnt: Longword;
begin
// draw background land texture
begin
cnt:= 0;
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
inc(cnt, FillLandCircleLinesBG(x, y, dx, dy));
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(cnt, FillLandCircleLinesBG(x, y, dx, dy));
end;
// draw a hole in land
if Radius > 20 then
begin
dx:= 0;
dy:= Radius - 15;
d:= 3 - 2 * dy;
while (dx < dy) do
begin
FillLandCircleLines0(x, y, dx, dy);
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
FillLandCircleLines0(x, y, dx, dy);
end;
// FillRoundInLand after erasing land pixels to allow Land 0 check for mask.png to function
FillRoundInLand(X, Y, Radius, 0);
// draw explosion border
begin
inc(Radius, 4);
dx:= 0;
dy:= Radius;
d:= 3 - 2 * Radius;
while (dx < dy) do
begin
FillLandCircleLinesEBC(x, y, dx, dy);
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
FillLandCircleLinesEBC(x, y, dx, dy);
end;
tx:= Max(X - Radius - 1, 0);
dx:= Min(X + Radius + 1, LAND_WIDTH) - tx;
ty:= Max(Y - Radius - 1, 0);
dy:= Min(Y + Radius + 1, LAND_HEIGHT) - ty;
UpdateLandTexture(tx, dx, ty, dy, false);
DrawExplosion:= cnt
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;
//
// - (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;
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;
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;
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;
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] and $FF00) = 0) 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.