diff -r de52c2b8b773 -r fbf6fbe66092 hedgewars/uLandGraphics.pas --- a/hedgewars/uLandGraphics.pas Wed Apr 08 15:10:44 2015 -0400 +++ b/hedgewars/uLandGraphics.pas Wed Apr 08 23:59:35 2015 -0400 @@ -51,6 +51,7 @@ function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace: boolean; LandFlags: Word): boolean; inline; function ForcePlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word; Tint: LongWord; Behind, flipHoriz, flipVert: boolean): boolean; inline; function TryPlaceOnLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; doPlace, outOfMap, force, behind, flipHoriz, flipVert: boolean; LandFlags: Word; Tint: LongWord): boolean; +procedure EraseLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word; eraseOnLFMatch, flipHoriz, flipVert: boolean); function GetPlaceCollisionTex(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): PTexture; implementation @@ -739,8 +740,8 @@ SDL_UnlockSurface(Image); exit end; - p:= PByteArray(@(p^[Image^.pitch])); - end; + p:= PByteArray(@(p^[Image^.pitch])) + end end; TryPlaceOnLand:= true; @@ -815,6 +816,88 @@ end; +procedure EraseLand(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt; LandFlags: Word; eraseOnLFMatch, flipHoriz, flipVert: boolean); +var X, Y, bpp, h, w, row, col, gx, gy, numFramesFirstCol: LongInt; + p: PByteArray; + Image: PSDL_Surface; + pixel: LongWord; +begin +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; +if flipVert then flipSurface(Image, true); +if flipHoriz then flipSurface(Image, false); +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(@(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]))^) and AMask) <> 0 then + if ((cpY + y) <= Longint(topY)) or ((cpY + y) >= LAND_HEIGHT) or + ((cpX + x) <= Longint(leftX)) or ((cpX + x) >= Longint(rightX)) then + begin + if SDL_MustLock(Image) then + SDL_UnlockSurface(Image); + exit + end; + p:= PByteArray(@(p^[Image^.pitch])) + end + end; + +// Checked, now place +p:= PByteArray(@(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]))^) and AMask) <> 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 (not eraseOnLFMatch or (Land[cpY + y, cpX + x] and LandFlags <> 0)) and + (PLongword(@(p^[x * 4]))^ and AMask <> 0) then + begin + LandPixels[gY, gX]:= 0; + Land[cpY + y, cpX + x]:= 0 + end + end; + p:= PByteArray(@(p^[Image^.pitch])); + end; + end; +if SDL_MustLock(Image) then + SDL_UnlockSurface(Image); + +if flipVert then flipSurface(Image, true); +if flipHoriz then flipSurface(Image, false); + +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 GetPlaceCollisionTex(cpX, cpY: LongInt; Obj: TSprite; Frame: LongInt): PTexture; var X, Y, bpp, h, w, row, col, numFramesFirstCol: LongInt; p, pt: PLongWordArray;