So when I first upsized these, I neglected to remove the pixelated version when generating. Corrected that to avoid sharp edges. Also aggressively optimised for smoothing. Also took advantage of SVG to drag dino bones to water level for mikade.
unit uAILandMarks;
interface
const
markWalkedHere = $01;
markHJumped = $02;
markLJumped = $04;
procedure addMark(X, Y: LongInt; mark: byte);
function checkMark(X, Y: LongInt; mark: byte) : boolean;
procedure clearAllMarks;
procedure clearMarks(mark: byte);
procedure setAILandMarks;
procedure initModule;
procedure freeModule;
implementation
uses uVariables;
const gr = 2;
var marks: array of array of byte;
WIDTH, HEIGHT: Longword;
procedure addMark(X, Y: LongInt; mark: byte);
begin
if((X and LAND_WIDTH_MASK) = 0) and ((Y and LAND_HEIGHT_MASK) = 0) then
begin
X:= X shr gr;
Y:= Y shr gr;
marks[Y, X]:= marks[Y, X] or mark
end
end;
function checkMark(X, Y: LongInt; mark: byte) : boolean;
begin
checkMark:= ((X and LAND_WIDTH_MASK) = 0)
and ((Y and LAND_HEIGHT_MASK) = 0)
and ((marks[Y shr gr, X shr gr] and mark) <> 0)
end;
procedure clearAllMarks;
var
Y, X: Longword;
begin
for Y:= 0 to Pred(HEIGHT) do
for X:= 0 to Pred(WIDTH) do
marks[Y, X]:= 0
end;
procedure clearMarks(mark: byte);
var
Y, X: Longword;
begin
for Y:= 0 to Pred(HEIGHT) do
for X:= 0 to Pred(WIDTH) do
marks[Y, X]:= marks[Y, X] and (not mark)
end;
procedure setAILandMarks;
begin
WIDTH:= LAND_WIDTH shr gr;
HEIGHT:= LAND_HEIGHT shr gr;
SetLength(marks, HEIGHT, WIDTH);
end;
procedure initModule;
begin
end;
procedure freeModule;
begin
SetLength(marks, 0, 0);
end;
end.