diff -r c64b758e0412 -r bb724ef609db hedgewars/uLandGraphics.pas --- a/hedgewars/uLandGraphics.pas Tue Feb 26 20:39:18 2013 -0500 +++ b/hedgewars/uLandGraphics.pas Wed Feb 27 13:13:34 2013 +0200 @@ -37,6 +37,7 @@ procedure DrawTunnel(X, Y, dX, dY: hwFloat; ticks, HalfWidth: LongInt); procedure FillRoundInLand(X, Y, Radius: LongInt; Value: Longword); procedure FillRoundInLandWithIce(X, Y, Radius: LongInt); +procedure DrawSemiRound(x, y, height, radius:Longint); procedure ChangeRoundInLand(X, Y, Radius: LongInt; doSet, isCurrent: boolean); function LandBackPixel(x, y: LongInt): LongWord; procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword); @@ -247,21 +248,6 @@ end; -function isLandscapeEdge(weight:Longint):boolean; -begin - result := (weight < 8) and (weight >= 2); -end; - -function isLandscape(weight:Longint):boolean; -begin - result := weight < 2; -end; - -function isEmptySpace(weight:Longint):boolean; -begin - result := not isLandscape(weight) and not isLandscapeEdge(weight); -end; - function getPixelWeight(x, y:Longint): Longint; var i, j:Longint; @@ -290,7 +276,7 @@ weight: Longint; begin weight := getPixelWeight(x, y); - if isLandscape(weight) then + if weight < 2 then begin // So. 3 parameters here. Ice colour, Ice opacity, and a bias on the greyscaled pixel towards lightness iceSurface:= SpritesData[sprIceTexture].Surface; @@ -307,12 +293,10 @@ //LandPixels[y, x]:= w; LandPixels[y, x]:= addBgColor(w, IceColor); LandPixels[y, x]:= addBgColor(LandPixels[y, x], icePixels^[iceSurface^.w * (y mod iceSurface^.h) + (x mod iceSurface^.w)]); - Land[y, x] := land[y, x] or lfIce; end - else if (isLandscapeEdge(weight)) then + else if weight < 8 then begin LandPixels[y, x] := $FFB2AF8A; - if Land[y, x] > 255 then Land[y, x] := Land[y, x] or lfIce; end; end; @@ -331,24 +315,31 @@ getIncrementInquarter2 := directionX[quarter] * dx + directionY[quarter] * dy; end; + procedure FillLandCircleLinesIce(x, y, dx, dy: LongInt); var q, i, t: LongInt; begin for q := 0 to 3 do begin - t:= y + getIncrementInquarter(dx, dy, q); - if (t and LAND_HEIGHT_MASK) = 0 then - for i:= Max(x - getIncrementInquarter2(dx, dy, q), 0) to Min(x + getIncrementInquarter2(dx, dy, q), LAND_WIDTH - 1) do - if (Land[t, i] and (lfIndestructible or lfIce) = 0) and (not disableLandBack or (Land[t, i] > 255)) then + t:= min(y + getIncrementInquarter(dx, dy, q), LAND_HEIGHT - 1); + if (t and LAND_HEIGHT_MASK) = 0 then + for i:= Max(x - getIncrementInquarter2(dx, dy, q), 0) to Min(x + getIncrementInquarter2(dx, dy, q), LAND_WIDTH - 1) do + begin + if (Land[t, i] and (lfIndestructible or lfIce) = 0) and (not disableLandBack or (Land[t, i] > 255)) then + begin if (cReducedQuality and rqBlurryLand) = 0 then drawIcePixel(t, i) else drawIcePixel(t div 2, i div 2) ; + if Land[t, i] > 255 then Land[t, i] := Land[t, i] or lfIce; + end; + end; end; end; procedure FillRoundInLandWithIce(X, Y, Radius: LongInt); var dx, dy, d: LongInt; + landRect: TSDL_Rect; begin dx:= 0; dy:= Radius; @@ -367,9 +358,67 @@ end; if (dx = dy) then FillLandCircleLinesIce(x, y, dx, dy); + landRect.x := min(max(x - Radius, 0), LAND_WIDTH - 1); + landRect.y := min(max(y - Radius, 0), LAND_HEIGHT - 1); + landRect.w := min(2*Radius, LAND_WIDTH - landRect.x - 1); + landRect.h := min(2*Radius, LAND_HEIGHT - landRect.y - 1); + UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true); end; +procedure FillLandCircleLinesColor(x, y, dx, dy, border: LongInt); +var q, i, t: LongInt; +begin +for q := 0 to 3 do + begin + t:= y + getIncrementInquarter(dx, dy, q); + if (t and LAND_HEIGHT_MASK) = 0 then + for i:= Max(x - getIncrementInquarter2(dx, dy, q), 0) to Min(x + getIncrementInquarter2(dx, dy, q), LAND_WIDTH - 1) do + begin + if (Land[t, i] and (lfIndestructible or lfIce) = 0) and (not disableLandBack or (Land[t, i] > 255)) and (t > border) then + begin + if (cReducedQuality and rqBlurryLand) = 0 then + LandPixels[t, i] := $FFFFFFFF + else + LandPixels[t div 2, i div 2] := $FFFFFFFF; + Land[t, i] := lfBasic; + end; + end; + end; +end; + + +procedure DrawSemiRound(x, y, height, radius:Longint); +var dx, dy, d: LongInt; + landRect: TSDL_Rect; +begin +dx:= 0; +dy:= Radius; +d:= 3 - 2 * Radius; + while (dx < dy) do + begin + FillLandCircleLinesColor(x, y, dx, dy, y); + if (d < 0) then + d:= d + 4 * dx + 6 + else + begin + d:= d + 4 * (dx - dy) + 10; + dec(dy) + end; + inc(dx) + end; + if (dx = dy) then + FillLandCircleLinesColor(x, y, dx, dy, y); + landRect.x := min(max(x - Radius, 0), LAND_WIDTH - 1); + landRect.y := min(max(y - Radius, 0), LAND_HEIGHT - 1); + landRect.w := min(2*Radius, LAND_WIDTH - landRect.x - 1); + landRect.h := min(2*Radius, LAND_HEIGHT - landRect.y - 1); + UpdateLandTexture(landRect.x, landRect.w, landRect.y, landRect.h, true); +end; + + + + function FillLandCircleLinesBG(x, y, dx, dy: LongInt): Longword; var i, t, by, bx: LongInt; cnt: Longword;