hedgewars/uLand.pas
changeset 11746 329ab1a0a750
parent 11745 2ca312efcbb8
child 11826 7654e2357934
equal deleted inserted replaced
11745:2ca312efcbb8 11746:329ab1a0a750
   370 
   370 
   371 // generate 2 forts in center
   371 // generate 2 forts in center
   372 for y:= h1 to h2 do
   372 for y:= h1 to h2 do
   373     for x:= w1 to w2 do
   373     for x:= w1 to w2 do
   374         begin
   374         begin
   375         if (y <= wbm) and ((x - w1) mod (bmWidth * 2) >= bmWidth) then
   375         if x mod 4 <> 0 then
   376             continue;
   376             begin
   377         Land[y,x]:= lfBasic;
   377             if (y <= wbm) and ((x - w1) mod (bmWidth * 2) >= bmWidth) then
   378         Land[y,lastX-x]:= lfBasic;
   378                 continue;
       
   379             Land[y,x]:= lfBasic;
       
   380             Land[y,lastX-x]:= lfBasic;
       
   381             end;
   379         end;
   382         end;
   380 
   383 
   381 w2:= w1 - gap;
   384 w2:= w1 - gap;
   382 w1:= max(0, w2 - fortWidth);
   385 w1:= max(0, w2 - fortWidth);
   383 wbm:= h1 + bmHeight;
   386 wbm:= h1 + bmHeight;
   384 bmref:= w2 + bmWidth;
   387 bmref:= w2 + bmWidth;
   385 
   388 
   386 for y:= h1 to h2 do
   389 for y:= h1 to h2 do
   387     for x:= w1 to w2 do
   390     for x:= w1 to w2 do
   388         begin
   391         begin
   389         if ((x - y) mod 2) = 0 then
   392         if ((y - x) mod 2) = 0 then
   390             begin
   393             begin
   391             // align battlement on inner edge, because real outer edge could be offscreen
   394             // align battlement on inner edge, because real outer edge could be offscreen
   392             if (y <= wbm) and ((LAND_WIDTH + x - bmref) mod (bmWidth * 2) >= bmWidth) then
   395             if (y <= wbm) and ((LAND_WIDTH + x - bmref) mod (bmWidth * 2) >= bmWidth) then
   393                 continue;
   396                 continue;
   394             Land[y,x]:= lfBasic;
   397             Land[y,x]:= lfBasic;