hedgewars/uLandUtils.pas
author Wuzzy <Wuzzy2@mail.ru>
Tue, 28 Aug 2018 05:46:33 +0200
changeset 13710 0da36902e5b6
parent 12311 1b5a4807f8f4
child 15143 794dc7237ca1
permissions -rw-r--r--
Space Invasion: Continue playing rounds in case the teams are tied at the end Rules in case of a tie: 1) Eliminate all teams not tied for the lead 2) Play another round with the remaining teams 3) Check for the winner again at the end of that round. If there's another tie, repeat the procedure

unit uLandUtils;
interface

procedure ResizeLand(width, height: LongWord);
procedure InitWorldEdges();

implementation
uses uUtils, uConsts, uVariables, uTypes;

procedure ResizeLand(width, height: LongWord);
var potW, potH: LongInt;
begin
potW:= toPowerOf2(width);
potH:= toPowerOf2(height);
if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then
    begin
    LAND_WIDTH:= potW;
    LAND_HEIGHT:= potH;
    LAND_WIDTH_MASK:= not(LAND_WIDTH-1);
    LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1);
    cWaterLine:= LAND_HEIGHT;
    if (cReducedQuality and rqBlurryLand) = 0 then
        SetLength(LandPixels, LAND_HEIGHT, LAND_WIDTH)
    else
        SetLength(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2);

    SetLength(Land, LAND_HEIGHT, LAND_WIDTH);
    SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32));
    // 0.5 is already approaching on unplayable
    if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= cMaxZoomLevel/2;
    cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
    end;
initScreenSpaceVars();
end;

procedure InitWorldEdges();
var cy, cx, lx, ly: LongInt;
    found: boolean;
begin
playHeight:= LAND_HEIGHT;
topY:= 0;

lx:= LongInt(LAND_WIDTH) - 1;

// use maximum available map width if there is no special world edge
if WorldEdge = weNone then
    begin
    playWidth:= LAND_WIDTH;
    leftX := 0;
    rightX:= lx;
    EXIT;
    end;

// keep fort distance consistent if we're in wrap mode on fort map
if (cMapGen = mgForts) and (WorldEdge = weWrap) then
    begin
    // edges were adjusted already in MakeFortsMap() in uLand
    EXIT;
    end;

ly:= LongInt(LAND_HEIGHT) - 1;

// find most left land pixels and set leftX accordingly
found:= false;
for cx:= 0 to lx do
    begin
    for cy:= ly downto 0 do
        if Land[cy, cx] <> 0 then
            begin
            leftX:= max(0, cx - cWorldEdgeDist);
            // break out of both loops
            found:= true;
            break;
            end;
    if found then break;
    end;

// find most right land pixels and set rightX accordingly
found:= false;
for cx:= lx downto 0 do
    begin
    for cy:= ly downto 0 do
        if Land[cy, cx] <> 0 then
            begin
            rightX:= min(lx, cx + cWorldEdgeDist);
            // break out of both loops
            found:= true;
            break;
            end;
    if found then break;
    end;

playWidth := rightX + 1 - leftX;
end;

end.