hedgewars/uLandTexture.pas
author nemo
Thu, 27 Sep 2012 13:37:10 -0400
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parent 7172 f68d62711a5c
child 7186 013deb83086b
child 7850 fcbb024090a4
permissions -rw-r--r--
revert since I didn't quite get this working smoothly enough. was close though. perhaps some other time. Shame because calling game tick less frequently can save a lot of CPU
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uLandTexture;
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interface
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uses SDLh;
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procedure initModule;
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procedure freeModule;
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procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
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procedure DrawLand(dX, dY: LongInt);
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procedure ResetLand;
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implementation
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uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender;
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const TEXSIZE = 128;
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type TLandRecord = record
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            shouldUpdate, landAdded: boolean;
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            tex: PTexture;
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            end;
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var LandTextures: array of array of TLandRecord;
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    tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord;
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    LANDTEXARW: LongWord;
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    LANDTEXARH: LongWord;
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function Pixels(x, y: Longword): Pointer;
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var ty: Longword;
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begin
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for ty:= 0 to TEXSIZE - 1 do
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    Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);
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Pixels:= @tmpPixels
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end;
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function Pixels2(x, y: Longword): Pointer;
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var tx, ty: Longword;
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begin
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for ty:= 0 to TEXSIZE - 1 do
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    for tx:= 0 to TEXSIZE - 1 do
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        tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask;
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Pixels2:= @tmpPixels
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end;
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procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
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var tx, ty: Longword;
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begin
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    if (Width <= 0) or (Height <= 0) then
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        exit;
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    TryDo((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true);
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    TryDo(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true);
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    TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true);
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    TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true);
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    if (cReducedQuality and rqBlurryLand) = 0 then
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        for ty:= Y div TEXSIZE to (Y + Height - 1) div TEXSIZE do
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            for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do
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                begin
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                LandTextures[tx, ty].shouldUpdate:= true;
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                LandTextures[tx, ty].landAdded:= landAdded
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                end
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    else
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        for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do
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            for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do
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                begin
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                LandTextures[tx, ty].shouldUpdate:= true;
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                LandTextures[tx, ty].landAdded:= landAdded
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                end
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end;
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procedure RealLandTexUpdate;
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var x, y, ty, tx, lx, ly : LongWord;
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    isEmpty: boolean;
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begin
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(*
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if LandTextures[0, 0].tex = nil then
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    for x:= 0 to LANDTEXARW -1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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                begin
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                tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
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                glBindTexture(GL_TEXTURE_2D, tex^.id);
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                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
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                end
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else
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*)
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    for x:= 0 to LANDTEXARW -1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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                if shouldUpdate then
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                    begin
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                    shouldUpdate:= false;
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                    isEmpty:= not landAdded;
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                    landAdded:= false;
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                    ty:= 0;
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                    tx:= 1;
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                    ly:= y * TEXSIZE;
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                    lx:= x * TEXSIZE;
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                    // first check edges
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                    while isEmpty and (ty < TEXSIZE) do
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                        begin
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                        isEmpty:= LandPixels[ly + ty, lx] and AMask = 0;
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                        if isEmpty then isEmpty:= LandPixels[ly + ty, lx + TEXSIZE-1] and AMask = 0;
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                        inc(ty)
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                        end;
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                    while isEmpty and (tx < TEXSIZE-1) do
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                        begin
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                        isEmpty:= LandPixels[ly, lx + tx] and AMask = 0;
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                        if isEmpty then isEmpty:= LandPixels[ly + TEXSIZE-1, lx + tx] and AMask = 0;
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                        inc(tx)
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                        end;
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                    // then search every other remaining. does this sort of stuff defeat compiler opts?
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                    ty:= 2;
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                    while isEmpty and (ty < TEXSIZE-1) do
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                        begin
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                        tx:= 2;
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                        while isEmpty and (tx < TEXSIZE-1) do
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                            begin
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                            isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
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                            inc(tx,2)
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                            end;
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                        inc(ty,2);
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                        end;
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                    // and repeat
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                    ty:= 1;
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                    while isEmpty and (ty < TEXSIZE-1) do
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                        begin
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                        tx:= 1;
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                        while isEmpty and (tx < TEXSIZE-1) do
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                            begin
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                            isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
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                            inc(tx,2)
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                            end;
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                        inc(ty,2);
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                        end;
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                    if not isEmpty then
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                        begin
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                        if tex = nil then tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
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                        glBindTexture(GL_TEXTURE_2D, tex^.id);
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                        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
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                        end
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                    else if tex <> nil then
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                        begin
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                        FreeTexture(tex);
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                        tex:= nil
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                        end;
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                    end
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end;
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procedure DrawLand(dX, dY: LongInt);
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var x, y: LongInt;
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begin
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RealLandTexUpdate;
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for x:= 0 to LANDTEXARW -1 do
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    for y:= 0 to LANDTEXARH - 1 do
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        with LandTextures[x, y] do
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            if tex <> nil then
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                if (cReducedQuality and rqBlurryLand) = 0 then
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                    DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
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                else
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                    DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)
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end;
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procedure initModule;
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begin
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    if (cReducedQuality and rqBlurryLand) = 0 then
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        begin
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        LANDTEXARW:= LAND_WIDTH div TEXSIZE;
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        LANDTEXARH:= LAND_HEIGHT div TEXSIZE;
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        end
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    else
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        begin
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        LANDTEXARW:= (LAND_WIDTH div TEXSIZE) div 2;
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        LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2;
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        end;
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    SetLength(LandTextures, LANDTEXARW, LANDTEXARH);
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end;
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procedure ResetLand;
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var x, y: LongInt;
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begin
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    for x:= 0 to LANDTEXARW - 1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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                begin
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                if tex <> nil then
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                    begin
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                    FreeTexture(tex);
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                    tex:= nil
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                    end
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                end;
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end;
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procedure freeModule;
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begin
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    ResetLand;
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    if LandBackSurface <> nil then
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        SDL_FreeSurface(LandBackSurface);
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    LandBackSurface:= nil;
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    SetLength(LandTextures, 0, 0);
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end;
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end.