- Avoid gaps between land and grass in mushroom2
- Add bottom margin to moles to avoid flying heads on thin land
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2008 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uLand;
interface
uses SDLh, uLandTemplates, uFloat, uConsts,
{$IFDEF GLES11}
gles11;
{$ELSE}
GL;
{$ENDIF}
type TLandArray = packed array[0 .. LAND_HEIGHT - 1, 0 .. LAND_WIDTH - 1] of LongWord;
TCollisionArray = packed array[0 .. LAND_HEIGHT - 1, 0 .. LAND_WIDTH - 1] of Word;
TPreview = packed array[0..127, 0..31] of byte;
TDirtyTag = packed array[0 .. LAND_HEIGHT div 32 - 1, 0 .. LAND_WIDTH div 32 - 1] of byte;
var Land: TCollisionArray;
LandPixels: TLandArray;
LandDirty: TDirtyTag;
hasBorder: boolean;
hasGirders: boolean;
isMap: boolean;
playHeight, playWidth, leftX, rightX, topY, MaxHedgehogs: Longword; // idea is that a template can specify height/width. Or, a map, a height/width by the dimensions of the image. If the map has pixels near top of image, it triggers border.
LandBackSurface: PSDL_Surface;
procedure initModule;
procedure freeModule;
procedure GenMap;
function GenPreview: TPreview;
procedure CheckLandDigest(s: shortstring);
function LandBackPixel(x, y: LongInt): LongWord;
implementation
uses uConsole, uStore, uMisc, uRandom, uTeams, uLandObjects, uSHA, uIO, uAmmos, uLandTexture;
type TPixAr = record
Count: Longword;
ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
end;
procedure LogLandDigest;
var ctx: TSHA1Context;
dig: TSHA1Digest;
s: shortstring;
begin
SHA1Init(ctx);
SHA1UpdateLongwords(ctx, @Land, sizeof(Land) div 4);
dig:= SHA1Final(ctx);
s:='M{'+inttostr(dig[0])+':'
+inttostr(dig[1])+':'
+inttostr(dig[2])+':'
+inttostr(dig[3])+':'
+inttostr(dig[4])+'}';
CheckLandDigest(s);
SendIPCRaw(@s[0], Length(s) + 1)
end;
procedure CheckLandDigest(s: shortstring);
const digest: shortstring = '';
begin
{$IFDEF DEBUGFILE}
AddFileLog('CheckLandDigest: ' + s);
{$ENDIF}
if digest = '' then
digest:= s
else
TryDo(s = digest, 'Different maps generated, sorry', true)
end;
procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword);
var
eX, eY, dX, dY: LongInt;
i, sX, sY, x, y, d: LongInt;
begin
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end else sX:= dX;
if (dY > 0) then sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end else sY:= dY;
if (dX > dY) then d:= dX
else d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
end;
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
Land[y, x]:= Color;
end
end;
procedure DrawEdge(var pa: TPixAr; Color: Longword);
var i: LongInt;
begin
i:= 0;
with pa do
while i < LongInt(Count) - 1 do
if (ar[i + 1].X = NTPX) then inc(i, 2)
else begin
DrawLine(ar[i].x, ar[i].y, ar[i + 1].x, ar[i + 1].y, Color);
inc(i)
end
end;
procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);
var d1, d2, d: hwFloat;
begin
Vx:= int2hwFloat(p1.X - p3.X);
Vy:= int2hwFloat(p1.Y - p3.Y);
d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);
d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);
d2:= Distance(Vx, Vy);
if d1 < d then d:= d1;
if d2 < d then d:= d2;
d:= d * _1div3;
if d2.QWordValue = 0 then
begin
Vx:= _0;
Vy:= _0
end else
begin
d2:= _1 / d2;
Vx:= Vx * d2;
Vy:= Vy * d2;
Vx:= Vx * d;
Vy:= Vy * d
end
end;
procedure AddLoopPoints(var pa, opa: TPixAr; StartI, EndI: LongInt; Delta: hwFloat);
var i, pi, ni: LongInt;
NVx, NVy, PVx, PVy: hwFloat;
x1, x2, y1, y2: LongInt;
tsq, tcb, t, r1, r2, r3, cx1, cx2, cy1, cy2: hwFloat;
X, Y: LongInt;
begin
pi:= EndI;
i:= StartI;
ni:= Succ(StartI);
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
repeat
inc(pi);
if pi > EndI then pi:= StartI;
inc(i);
if i > EndI then i:= StartI;
inc(ni);
if ni > EndI then ni:= StartI;
PVx:= NVx;
PVy:= NVy;
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
x1:= opa.ar[pi].x;
y1:= opa.ar[pi].y;
x2:= opa.ar[i].x;
y2:= opa.ar[i].y;
cx1:= int2hwFloat(x1) - PVx;
cy1:= int2hwFloat(y1) - PVy;
cx2:= int2hwFloat(x2) + NVx;
cy2:= int2hwFloat(y2) + NVy;
t:= _0;
while t.Round = 0 do
begin
tsq:= t * t;
tcb:= tsq * t;
r1:= (_1 - t*3 + tsq*3 - tcb);
r2:= ( t*3 - tsq*6 + tcb*3);
r3:= ( tsq*3 - tcb*3);
X:= hwRound(r1 * x1 + r2 * cx1 + r3 * cx2 + tcb * x2);
Y:= hwRound(r1 * y1 + r2 * cy1 + r3 * cy2 + tcb * y2);
t:= t + Delta;
pa.ar[pa.Count].x:= X;
pa.ar[pa.Count].y:= Y;
inc(pa.Count);
TryDo(pa.Count <= cMaxEdgePoints, 'Edge points overflow', true)
end;
until i = StartI;
pa.ar[pa.Count].x:= opa.ar[StartI].X;
pa.ar[pa.Count].y:= opa.ar[StartI].Y;
inc(pa.Count)
end;
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
var i, StartLoop: LongInt;
opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
i:= 0;
StartLoop:= 0;
while i < LongInt(opa.Count) do
if (opa.ar[i + 1].X = NTPX) then
begin
AddLoopPoints(pa, opa, StartLoop, i, Delta);
inc(i, 2);
StartLoop:= i;
pa.ar[pa.Count].X:= NTPX;
inc(pa.Count);
end else inc(i)
end;
procedure FillLand(x, y: LongInt);
var Stack: record
Count: Longword;
points: array[0..8192] of record
xl, xr, y, dir: LongInt;
end
end;
procedure Push(_xl, _xr, _y, _dir: LongInt);
begin
TryDo(Stack.Count <= 8192, 'FillLand: stack overflow', true);
_y:= _y + _dir;
if (_y < 0) or (_y >= LAND_HEIGHT) then exit;
with Stack.points[Stack.Count] do
begin
xl:= _xl;
xr:= _xr;
y:= _y;
dir:= _dir
end;
inc(Stack.Count)
end;
procedure Pop(var _xl, _xr, _y, _dir: LongInt);
begin
dec(Stack.Count);
with Stack.points[Stack.Count] do
begin
_xl:= xl;
_xr:= xr;
_y:= y;
_dir:= dir
end
end;
var xl, xr, dir: LongInt;
begin
Stack.Count:= 0;
xl:= x - 1;
xr:= x;
Push(xl, xr, y, -1);
Push(xl, xr, y, 1);
while Stack.Count > 0 do
begin
Pop(xl, xr, y, dir);
while (xl > 0) and (Land[y, xl] <> 0) do dec(xl);
while (xr < LAND_WIDTH - 1) and (Land[y, xr] <> 0) do inc(xr);
while (xl < xr) do
begin
while (xl <= xr) and (Land[y, xl] = 0) do inc(xl);
x:= xl;
while (xl <= xr) and (Land[y, xl] <> 0) do
begin
Land[y, xl]:= 0;
inc(xl)
end;
if x < xl then
begin
Push(x, Pred(xl), y, dir);
Push(x, Pred(xl), y,-dir);
end;
end;
end;
end;
function LandBackPixel(x, y: LongInt): LongWord;
var p: PLongWordArray;
begin
if LandBackSurface = nil then LandBackPixel:= 0
else
begin
p:= LandBackSurface^.pixels;
LandBackPixel:= p^[LandBackSurface^.w * (y mod LandBackSurface^.h) + (x mod LandBackSurface^.w)];// or $FF000000;
end
end;
procedure ColorizeLand(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
r, rr: TSDL_Rect;
x, yd, yu: LongInt;
begin
tmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/LandTex', ifCritical or ifIgnoreCaps);
r.y:= 0;
while r.y < LAND_HEIGHT do
begin
r.x:= 0;
while r.x < LAND_WIDTH do
begin
SDL_UpperBlit(tmpsurf, nil, Surface, @r);
inc(r.x, tmpsurf^.w)
end;
inc(r.y, tmpsurf^.h)
end;
SDL_FreeSurface(tmpsurf);
// freed in freeModule() below
LandBackSurface:= LoadImage(Pathz[ptCurrTheme] + '/LandBackTex', ifIgnoreCaps or ifTransparent);
tmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/Border', ifCritical or ifIgnoreCaps or ifTransparent);
for x:= 0 to LAND_WIDTH - 1 do
begin
yd:= LAND_HEIGHT - 1;
repeat
while (yd > 0) and (Land[yd, x] = 0) do dec(yd);
if (yd < 0) then yd:= 0;
while (yd < LAND_HEIGHT) and (Land[yd, x] <> 0) do inc(yd);
dec(yd);
yu:= yd;
while (yu > 0 ) and (Land[yu, x] <> 0) do dec(yu);
while (yu < yd ) and (Land[yu, x] = 0) do inc(yu);
if (yd < LAND_HEIGHT - 1) and ((yd - yu) >= 16) then
begin
rr.x:= x;
rr.y:= yd - 15;
r.x:= x mod tmpsurf^.w;
r.y:= 16;
r.w:= 1;
r.h:= 16;
SDL_UpperBlit(tmpsurf, @r, Surface, @rr);
end;
if (yu > 0) then
begin
rr.x:= x;
rr.y:= yu;
r.x:= x mod tmpsurf^.w;
r.y:= 0;
r.w:= 1;
r.h:= min(16, yd - yu + 1);
SDL_UpperBlit(tmpsurf, @r, Surface, @rr);
end;
yd:= yu - 1;
until yd < 0;
end;
SDL_FreeSurface(tmpsurf);
end;
procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr);
var i: LongInt;
begin
with Template do
begin
pa.Count:= BasePointsCount;
for i:= 0 to pred(pa.Count) do
begin
pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w));
if pa.ar[i].x <> NTPX then
pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - Template.TemplateHeight
end;
if canMirror then
if getrandom(2) = 0 then
begin
for i:= 0 to pred(BasePointsCount) do
if pa.ar[i].x <> NTPX then
pa.ar[i].x:= LAND_WIDTH - 1 - pa.ar[i].x;
for i:= 0 to pred(FillPointsCount) do
FillPoints^[i].x:= LAND_WIDTH - 1 - FillPoints^[i].x;
end;
(* Experiment in making this option more useful
if ((not isNegative) and (cTemplateFilter = 4)) or
(canFlip and (getrandom(2) = 0)) then
begin
for i:= 0 to pred(BasePointsCount) do
begin
pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
if pa.ar[i].y > LAND_HEIGHT - 1 then
pa.ar[i].y:= LAND_HEIGHT - 1;
end;
for i:= 0 to pred(FillPointsCount) do
begin
FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
if FillPoints^[i].y > LAND_HEIGHT - 1 then
FillPoints^[i].y:= LAND_HEIGHT - 1;
end;
end;
end
*)
// template recycling. Pull these off the floor a bit
if (not isNegative) and (cTemplateFilter = 4) then
begin
for i:= 0 to pred(BasePointsCount) do
begin
dec(pa.ar[i].y, 100);
if pa.ar[i].y < 0 then
pa.ar[i].y:= 0;
end;
for i:= 0 to pred(FillPointsCount) do
begin
dec(FillPoints^[i].y, 100);
if FillPoints^[i].y < 0 then
FillPoints^[i].y:= 0;
end;
end;
if (canFlip and (getrandom(2) = 0)) then
begin
for i:= 0 to pred(BasePointsCount) do
pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y;
for i:= 0 to pred(FillPointsCount) do
FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y;
end;
end
end;
function CheckIntersect(V1, V2, V3, V4: TPoint): boolean;
var c1, c2, dm: LongInt;
begin
dm:= (V4.y - V3.y) * (V2.x - V1.x) - (V4.x - V3.x) * (V2.y - V1.y);
c1:= (V4.x - V3.x) * (V1.y - V3.y) - (V4.y - V3.y) * (V1.x - V3.x);
if dm = 0 then exit(false);
c2:= (V2.x - V3.x) * (V1.y - V3.y) - (V2.y - V3.y) * (V1.x - V3.x);
if dm > 0 then
begin
if (c1 < 0) or (c1 > dm) then exit(false);
if (c2 < 0) or (c2 > dm) then exit(false)
end else
begin
if (c1 > 0) or (c1 < dm) then exit(false);
if (c2 > 0) or (c2 < dm) then exit(false)
end;
//AddFileLog('1 (' + inttostr(V1.x) + ',' + inttostr(V1.y) + ')x(' + inttostr(V2.x) + ',' + inttostr(V2.y) + ')');
//AddFileLog('2 (' + inttostr(V3.x) + ',' + inttostr(V3.y) + ')x(' + inttostr(V4.x) + ',' + inttostr(V4.y) + ')');
CheckIntersect:= true
end;
function CheckSelfIntersect(var pa: TPixAr; ind: Longword): boolean;
var i: Longword;
begin
if (ind <= 0) or (ind >= Pred(pa.Count)) then exit(false);
for i:= 1 to pa.Count - 3 do
if (i <= ind - 1) or (i >= ind + 2) then
begin
if (i <> ind - 1) and
CheckIntersect(pa.ar[ind], pa.ar[ind - 1], pa.ar[i], pa.ar[i - 1]) then exit(true);
if (i <> ind + 2) and
CheckIntersect(pa.ar[ind], pa.ar[ind + 1], pa.ar[i], pa.ar[i - 1]) then exit(true);
end;
CheckSelfIntersect:= false
end;
procedure RandomizePoints(var pa: TPixAr);
const cEdge = 55;
cMinDist = 8;
var radz: array[0..Pred(cMaxEdgePoints)] of LongInt;
i, k, dist, px, py: LongInt;
begin
radz[0]:= 0;
for i:= 0 to Pred(pa.Count) do
with pa.ar[i] do
if x <> NTPX then
begin
radz[i]:= Min(Max(x - cEdge, 0), Max(LAND_WIDTH - cEdge - x, 0));
radz[i]:= Min(radz[i], Min(Max(y - cEdge, 0), Max(LAND_HEIGHT - cEdge - y, 0)));
if radz[i] > 0 then
for k:= 0 to Pred(i) do
begin
dist:= Max(abs(x - pa.ar[k].x), abs(y - pa.ar[k].y));
radz[k]:= Max(0, Min((dist - cMinDist) div 2, radz[k]));
radz[i]:= Max(0, Min(dist - radz[k] - cMinDist, radz[i]))
end
end;
for i:= 0 to Pred(pa.Count) do
with pa.ar[i] do
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
begin
px:= x;
py:= y;
x:= x + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
y:= y + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
if CheckSelfIntersect(pa, i) then
begin
x:= px;
y:= py
end;
end
end;
procedure GenBlank(var Template: TEdgeTemplate);
var pa: TPixAr;
i: Longword;
y, x: Longword;
begin
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
Land[y, x]:= COLOR_LAND;
SetPoints(Template, pa);
for i:= 1 to Template.BezierizeCount do
begin
BezierizeEdge(pa, _0_5);
RandomizePoints(pa);
RandomizePoints(pa)
end;
for i:= 1 to Template.RandPassesCount do RandomizePoints(pa);
BezierizeEdge(pa, _0_1);
DrawEdge(pa, 0);
with Template do
for i:= 0 to pred(FillPointsCount) do
with FillPoints^[i] do
FillLand(x, y);
DrawEdge(pa, COLOR_LAND);
MaxHedgehogs:= Template.MaxHedgehogs;
hasGirders:= Template.hasGirders;
playHeight:= Template.TemplateHeight;
playWidth:= Template.TemplateWidth;
leftX:= ((LAND_WIDTH - playWidth) div 2);
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
topY:= LAND_HEIGHT - playHeight;
// force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ?
if (cTemplateFilter = 4) or
(Template.canInvert and (getrandom(2) = 0)) or
(not Template.canInvert and Template.isNegative) then
begin
hasBorder:= true;
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
if (y < topY) or (x < leftX) or (x > rightX) then
Land[y, x]:= 0
else
begin
if Land[y, x] = 0 then
Land[y, x]:= COLOR_LAND
else if Land[y, x] = COLOR_LAND then
Land[y, x]:= 0;
end;
end;
end;
function SelectTemplate: LongInt;
begin
case cTemplateFilter of
0: begin
SelectTemplate:= getrandom(Succ(High(EdgeTemplates)));
end;
1: begin
SelectTemplate:= SmallTemplates[getrandom(Succ(High(SmallTemplates)))];
end;
2: begin
SelectTemplate:= MediumTemplates[getrandom(Succ(High(MediumTemplates)))];
end;
3: begin
SelectTemplate:= LargeTemplates[getrandom(Succ(High(LargeTemplates)))];
end;
4: begin
SelectTemplate:= CavernTemplates[getrandom(Succ(High(CavernTemplates)))];
end;
5: begin
SelectTemplate:= WackyTemplates[getrandom(Succ(High(WackyTemplates)))];
end;
end;
WriteLnToConsole('Selected template #'+inttostr(SelectTemplate)+' using filter #'+inttostr(cTemplateFilter));
end;
procedure LandSurface2LandPixels(Surface: PSDL_Surface);
var x, y: LongInt;
p: PLongwordArray;
begin
TryDo(Surface <> nil, 'Assert (LandSurface <> nil) failed', true);
if SDL_MustLock(Surface) then
SDLTry(SDL_LockSurface(Surface) >= 0, true);
p:= Surface^.pixels;
for y:= 0 to LAND_HEIGHT - 1 do
begin
for x:= 0 to LAND_WIDTH - 1 do
if Land[y, x] <> 0 then LandPixels[y, x]:= p^[x] or AMask;
p:= @(p^[Surface^.pitch div 4]);
end;
if SDL_MustLock(Surface) then
SDL_UnlockSurface(Surface);
end;
procedure GenLandSurface;
var tmpsurf: PSDL_Surface;
begin
WriteLnToConsole('Generating land...');
GenBlank(EdgeTemplates[SelectTemplate]);
AddProgress();
tmpsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, LAND_WIDTH, LAND_HEIGHT, 32, RMask, GMask, BMask, 0);
TryDo(tmpsurf <> nil, 'Error creating pre-land surface', true);
ColorizeLand(tmpsurf);
AddOnLandObjects(tmpsurf);
LandSurface2LandPixels(tmpsurf);
SDL_FreeSurface(tmpsurf);
AddProgress();
end;
procedure MakeFortsMap;
var tmpsurf: PSDL_Surface;
begin
MaxHedgehogs:= 32;
// For now, defining a fort is playable area as 3072x1200 - there are no tall forts. The extra height is to avoid triggering border with current code, also if user turns on a border, it will give a bit more maneuvering room.
playHeight:= 1200;
playWidth:= 2560;
leftX:= (LAND_WIDTH - playWidth) div 2;
rightX:= ((playWidth + (LAND_WIDTH - playWidth) div 2) - 1);
topY:= LAND_HEIGHT - playHeight;
WriteLnToConsole('Generating forts land...');
tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'L', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps);
BlitImageAndGenerateCollisionInfo(leftX+150, LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf);
SDL_FreeSurface(tmpsurf);
tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[1]^.Teams[0]^.FortName + 'R', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps);
BlitImageAndGenerateCollisionInfo(rightX - 150 - tmpsurf^.w, LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf);
SDL_FreeSurface(tmpsurf);
end;
// Hi unC0Rr.
// This is a function that Tiy assures me would not be good for gameplay.
// It allows the setting of arbitrary portions of landscape as indestructible, or regular, or even blank.
// He said I could add it here only when I swore it would not impact gameplay. Which, as far as I can tell, is true.
// I would just like to play with it with my friends if you do not mind.
// Can allow for amusing maps.
procedure LoadMask;
var tmpsurf: PSDL_Surface;
p: PLongwordArray;
x, y, cpX, cpY: Longword;
begin
tmpsurf:= LoadImage(Pathz[ptMapCurrent] + '/mask', ifAlpha or ifTransparent or ifIgnoreCaps);
if (tmpsurf <> nil) and (tmpsurf^.w <= LAND_WIDTH) and (tmpsurf^.h <= LAND_HEIGHT) and (tmpsurf^.format^.BytesPerPixel = 4) then
begin
cpX:= (LAND_WIDTH - tmpsurf^.w) div 2;
cpY:= LAND_HEIGHT - tmpsurf^.h;
if SDL_MustLock(tmpsurf) then
SDLTry(SDL_LockSurface(tmpsurf) >= 0, true);
p:= tmpsurf^.pixels;
for y:= 0 to Pred(tmpsurf^.h) do
begin
for x:= 0 to Pred(tmpsurf^.w) do
begin
if ((AMask and p^[x]) = 0) then // Tiy was having trouble generating transparent black
Land[cpY + y, cpX + x]:= 0
else if p^[x] = (AMask or RMask) then
Land[cpY + y, cpX + x]:= COLOR_INDESTRUCTIBLE
else if p^[x] = $FFFFFFFF then
Land[cpY + y, cpX + x]:= COLOR_LAND;
end;
p:= @(p^[tmpsurf^.pitch div 4]);
end;
if SDL_MustLock(tmpsurf) then
SDL_UnlockSurface(tmpsurf);
end;
if (tmpsurf <> nil) then
SDL_FreeSurface(tmpsurf);
end;
procedure LoadMap;
var tmpsurf: PSDL_Surface;
s: shortstring;
f: textfile;
begin
isMap:= true;
WriteLnToConsole('Loading land from file...');
AddProgress;
tmpsurf:= LoadImage(Pathz[ptMapCurrent] + '/map', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps);
TryDo((tmpsurf^.w <= LAND_WIDTH) and (tmpsurf^.h <= LAND_HEIGHT), 'Map dimensions too big!', true);
// unC0Rr - should this be passed from the GUI? I am not sure which layer does what
s:= Pathz[ptMapCurrent] + '/map.cfg';
WriteLnToConsole('Fetching map HH limit');
Assign(f, s);
filemode:= 0; // readonly
Reset(f);
Readln(f);
if not eof(f) then Readln(f, MaxHedgehogs);
if (MaxHedgehogs = 0) then MaxHedgehogs:= 18;
playHeight:= tmpsurf^.h;
playWidth:= tmpsurf^.w;
leftX:= (LAND_WIDTH - playWidth) div 2;
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
topY:= LAND_HEIGHT - playHeight;
TryDo(tmpsurf^.format^.BytesPerPixel = 4, 'Map should be 32bit', true);
BlitImageAndGenerateCollisionInfo(
(LAND_WIDTH - tmpsurf^.w) div 2,
LAND_HEIGHT - tmpsurf^.h,
tmpsurf^.w,
tmpsurf);
SDL_FreeSurface(tmpsurf);
LoadMask;
end;
procedure GenMap;
var x, y, w, c: Longword;
begin
hasBorder:= false;
LoadThemeConfig;
isMap:= false;
if (GameFlags and gfForts) = 0 then
if Pathz[ptMapCurrent] <> '' then LoadMap
else GenLandSurface
else MakeFortsMap;
AddProgress;
{$IFDEF DEBUGFILE}LogLandDigest;{$ENDIF}
// check for land near top
c:= 0;
if (GameFlags and gfBorder) <> 0 then
hasBorder:= true
else
for y:= topY to topY + 5 do
for x:= leftX to rightX do
if Land[y, x] <> 0 then
begin
inc(c);
if c > 200 then // avoid accidental triggering
begin
hasBorder:= true;
break;
end;
end;
if hasBorder then
begin
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
if (y < topY) or (x < leftX) or (x > rightX) then
Land[y, x]:= COLOR_INDESTRUCTIBLE;
// experiment hardcoding cave
// also try basing cave dimensions on map/template dimensions, if they exist
for w:= 0 to 5 do // width of 3 allowed hogs to be knocked through with grenade
begin
for y:= topY to LAND_HEIGHT - 1 do
begin
Land[y, leftX + w]:= COLOR_INDESTRUCTIBLE;
Land[y, rightX - w]:= COLOR_INDESTRUCTIBLE;
if (y + w) mod 32 < 16 then
c:= AMask
else
c:= AMask or RMask or GMask; // FF00FFFF
LandPixels[y, leftX + w]:= c;
LandPixels[y, rightX - w]:= c;
end;
for x:= leftX to rightX do
begin
Land[topY + w, x]:= COLOR_INDESTRUCTIBLE;
if (x + w) mod 32 < 16 then
c:= AMask
else
c:= AMask or RMask or GMask; // FF00FFFF
LandPixels[topY + w, x]:= c;
end;
end;
end;
if (GameFlags and gfDisableGirders) <> 0 then hasGirders:= false;
if ((GameFlags and gfForts) = 0) and (Pathz[ptMapCurrent] = '') then AddObjects;
UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT);
end;
function GenPreview: TPreview;
var x, y, xx, yy, t, bit: LongInt;
Preview: TPreview;
begin
WriteLnToConsole('Generating preview...');
GenBlank(EdgeTemplates[SelectTemplate]);
for y:= 0 to 127 do
for x:= 0 to 31 do
begin
Preview[y, x]:= 0;
for bit:= 0 to 7 do
begin
t:= 0;
for yy:= y * (LAND_HEIGHT div 128) to y * (LAND_HEIGHT div 128) + 7 do
for xx:= x * (LAND_WIDTH div 32) + bit * 8 to x * (LAND_WIDTH div 32) + bit * 8 + 7 do
if Land[yy, xx] <> 0 then inc(t);
if t > 8 then Preview[y, x]:= Preview[y, x] or ($80 shr bit)
end
end;
GenPreview:= Preview
end;
procedure initModule;
begin
LandBackSurface:= nil;
FillChar(LandPixels, sizeof(TLandArray), 0);
end;
procedure freeModule;
begin
end;
end.