equal
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inserted
replaced
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; |