--- 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;
--- a/hedgewars/uScript.pas Wed Apr 08 15:10:44 2015 -0400
+++ b/hedgewars/uScript.pas Wed Apr 08 23:59:35 2015 -0400
@@ -2213,18 +2213,21 @@
if CheckAndFetchLuaParamMinCount(L, 4, call, params, n) then
begin
if not lua_isnoneornil(L, 5) then
- tint := lua_tointeger(L, 5)
+ tint := lua_tointeger(L, 5)
else tint := $FFFFFFFF;
if not lua_isnoneornil(L, 6) then
- flipHoriz := lua_toboolean(L, 6)
+ behind := lua_toboolean(L, 6)
+ else behind := false;
+ if not lua_isnoneornil(L, 7) then
+ flipHoriz := lua_toboolean(L, 7)
else flipHoriz := false;
- if not lua_isnoneornil(L, 7) then
- flipVert := lua_toboolean(L, 7)
+ if not lua_isnoneornil(L, 8) then
+ flipVert := lua_toboolean(L, 8)
else flipVert := false;
lf:= 0;
// accept any amount of landflags, loop is never executed if n>6
- for i:= 8 to n do
+ for i:= 9 to n do
lf:= lf or lua_tointeger(L, i);
n:= LuaToSpriteOrd(L, 3, call, params);
@@ -2245,6 +2248,48 @@
lc_placesprite:= 1
end;
+function lc_erasesprite(L : Plua_State) : LongInt; Cdecl;
+var spr : TSprite;
+ lf : Word;
+ i, n : LongInt;
+ eraseOnLFMatch, flipHoriz, flipVert : boolean;
+const
+ call = 'EraseSprite';
+ params = 'x, y, sprite, frameIdx, eraseOnLFMatch, flipHoriz, flipVert, [, landFlag, ... ]';
+begin
+ if CheckAndFetchLuaParamMinCount(L, 4, call, params, n) then
+ begin
+ if not lua_isnoneornil(L, 5) then
+ eraseOnLFMatch := lua_toboolean(L, 5)
+ else eraseOnLFMatch := false;
+ if not lua_isnoneornil(L, 6) then
+ flipHoriz := lua_toboolean(L, 6)
+ else flipHoriz := false;
+ if not lua_isnoneornil(L, 7) then
+ flipVert := lua_toboolean(L, 7)
+ else flipVert := false;
+ lf:= 0;
+
+ // accept any amount of landflags, loop is never executed if n>6
+ for i:= 8 to n do
+ lf:= lf or lua_tointeger(L, i);
+
+ n:= LuaToSpriteOrd(L, 3, call, params);
+ if n >= 0 then
+ begin
+ spr:= TSprite(n);
+ if SpritesData[spr].Surface = nil then
+ LuaError(call + ': ' + EnumToStr(spr) + ' cannot be placed! (required information not loaded)' )
+ else
+ EraseLand(
+ lua_tointeger(L, 1) - SpritesData[spr].Width div 2,
+ lua_tointeger(L, 2) - SpritesData[spr].Height div 2,
+ spr, lua_tointeger(L, 4), lf, eraseOnLFMatch, flipHoriz, flipVert);
+ end;
+ end;
+ lc_erasesprite:= 0
+end;
+
function lc_placegirder(L : Plua_State) : LongInt; Cdecl;
var placed: boolean;
begin
@@ -3166,6 +3211,7 @@
lua_register(luaState, _P'MapHasBorder', @lc_maphasborder);
lua_register(luaState, _P'GetHogHat', @lc_gethoghat);
lua_register(luaState, _P'SetHogHat', @lc_sethoghat);
+lua_register(luaState, _P'EraseSprite', @lc_erasesprite);
lua_register(luaState, _P'PlaceSprite', @lc_placesprite);
lua_register(luaState, _P'PlaceGirder', @lc_placegirder);
lua_register(luaState, _P'GetCurAmmoType', @lc_getcurammotype);