Remove checkpoints in ASA: Getting to the device
This means the player now must win this mission in one go.
Justification: There were many ways for the mission to be saved in an unwinnable state,
there are many ways to win this mission and the checkpoints try to "force" one
particular way. Also, this mission isn't too long anyway.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uLand;
interface
uses SDLh, uLandTemplates, uConsts, uTypes, uAILandMarks;
procedure initModule;
procedure freeModule;
procedure DrawBottomBorder;
procedure GenMap;
procedure GenPreview(out Preview: TPreview);
procedure GenPreviewAlpha(out Preview: TPreviewAlpha);
implementation
uses uConsole, uStore, uRandom, uLandObjects, uIO, uLandTexture,
uVariables, uUtils, uCommands, adler32, uDebug, uLandPainted, uTextures,
uLandGenMaze, uPhysFSLayer, uScript, uLandGenPerlin,
uLandGenTemplateBased, uLandUtils, uRenderUtils;
var digest: shortstring;
maskOnly: boolean;
procedure PrettifyLandAlpha();
begin
if (cReducedQuality and rqBlurryLand) <> 0 then
PrettifyAlpha2D(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2)
else
PrettifyAlpha2D(LandPixels, LAND_HEIGHT, LAND_WIDTH);
end;
procedure DrawBorderFromImage(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
//r, rr: TSDL_Rect;
x, yd, yu: LongInt;
targetMask: Word;
begin
tmpsurf:= LoadDataImage(ptCurrTheme, 'Border', ifCritical or ifIgnoreCaps or ifTransparent);
// if mask only, all land gets filled with landtex and therefore needs borders
if maskOnly then
targetMask:= lfLandMask
else
targetMask:= lfBasic;
for x:= 0 to LAND_WIDTH - 1 do
begin
yd:= LAND_HEIGHT - 1;
repeat
while (yd > 0) and ((Land[yd, x] and targetMask) = 0) do dec(yd);
if (yd < 0) then
yd:= 0;
while (yd < LAND_HEIGHT) and ((Land[yd, x] and targetMask) <> 0) do
inc(yd);
dec(yd);
yu:= yd;
while (yu > 0 ) and ((Land[yu, x] and targetMask) <> 0) do dec(yu);
while (yu < yd ) and ((Land[yu, x] and targetMask) = 0) do inc(yu);
if (yd < LAND_HEIGHT - 1) and ((yd - yu) >= 16) then
copyToXYFromRect(tmpsurf, Surface, x mod tmpsurf^.w, 16, 1, 16, x, yd - 15);
if (yu > 0) then
copyToXYFromRect(tmpsurf, Surface, x mod tmpsurf^.w, 0, 1, Min(16, yd - yu + 1), x, yu);
yd:= yu - 1;
until yd < 0;
end;
SDL_FreeSurface(tmpsurf);
end;
procedure DrawShoppaBorder;
var x, y, s, i: Longword;
c1, c2, c: Longword;
begin
c1:= AMask;
c2:= AMask or RMask or GMask;
// vertical
s:= LAND_HEIGHT;
for x:= 0 to LAND_WIDTH - 1 do
for y:= 0 to LAND_HEIGHT - 1 do
if Land[y, x] = 0 then
if s < y then
begin
for i:= max(s, y - 8) to y - 1 do
begin
if ((x + i) and 16) = 0 then c:= c1 else c:= c2;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[i, x]:= c
else
LandPixels[i div 2, x div 2]:= c
end;
s:= LAND_HEIGHT
end
else
else
begin
if s > y then s:= y;
if s + 8 > y then
begin
if ((x + y) and 16) = 0 then c:= c1 else c:= c2;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[y, x]:= c
else
LandPixels[y div 2, x div 2]:= c
end;
end;
// horizontal
s:= LAND_WIDTH;
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
if Land[y, x] = 0 then
if s < x then
begin
for i:= max(s, x - 8) to x - 1 do
begin
if ((y + i) and 16) = 0 then c:= c1 else c:= c2;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[y, i]:= c
else
LandPixels[y div 2, i div 2]:= c
end;
s:= LAND_WIDTH
end
else
else
begin
if s > x then s:= x;
if s + 8 > x then
begin
if ((x + y) and 16) = 0 then c:= c1 else c:= c2;
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[y, x]:= c
else
LandPixels[y div 2, x div 2]:= c
end;
end
end;
procedure ColorizeLandFast(mapsurf: PSDL_Surface);
var ltexsurf: PSDL_Surface;
i: LongInt;
ltlnp, srcp, dstp, stopp: Pointer;
c: SizeInt;
begin
ltexsurf:= LoadDataImage(ptCurrTheme, 'LandTex', ifCritical or ifIgnoreCaps);
// pointer to current line of ltexsurf pixels. will be moved from line to line
ltlnp:= ltexsurf^.pixels;
// pointer to mapsurf pixels. will jump forward after every move()
dstp:= mapsurf^.pixels;
// time to get serious
SDL_LockSurface(mapsurf);
SDL_LockSurface(ltexsurf);
// for now only fill a row with the height of landtex. do vertical copies within mapsurf after
// do this loop for each line of ltexsurf (unless we run out of map height first)
for i:= 1 to min(ltexsurf^.h, mapsurf^.h) do
begin
// amount of pixels to write in first move()
c:= ltexsurf^.pitch;
// protect from odd cases where landtex wider than map
if c > mapsurf^.pitch then
c:= mapsurf^.pitch;
// write line of landtex to mapsurf
move(ltlnp^, dstp^, c);
// fill the rest of the line by copying left-to-right until full
// new src is start of line that we've just written to
srcp:= dstp;
// set stop pointer to start of next pixel line of mapsurf
stopp:= dstp + mapsurf^.pitch;
// move dst pointer to after what we've just written
inc(dstp, c);
// loop until dstp went past end of line
while dstp < stopp do
begin
// copy all from left of dstp to right of it (or just fill the gap if smaller)
c:= min(dstp-srcp, stopp-dstp);
move(srcp^, dstp^, c);
inc(dstp, c);
end;
// move to next line in ltexsurf
inc(ltlnp, ltexsurf^.pitch);
end;
// we don't need ltexsurf itself anymore -> cleanup
ltlnp:= nil;
SDL_UnlockSurface(ltexsurf);
SDL_FreeSurface(ltexsurf);
ltexsurf:= nil;
// from now on only copy pixels within mapsurf
// copy all the already written lines at once for that get number of written bytes so far
// already written pixels are between start and current dstp
srcp:= mapsurf^.pixels;
// first byte after end of pixels
stopp:= srcp + (mapsurf^.pitch * mapsurf^.h);
while dstp < stopp do
begin
// copy all from before dstp to after (or just fill the gap if smaller)
c:= min(dstp-srcp, stopp-dstp);
// worried about size of c with humongous maps? don't be:
// the OS wouldn't have allowed allocation of object with size > max of SizeInt anyway
move(srcp^, dstp^, c);
inc(dstp, c);
end;
// cleanup
srcp:= nil;
dstp:= nil;
stopp:= nil;
SDL_UnlockSurface(mapsurf);
// freed in freeModule() below
LandBackSurface:= LoadDataImage(ptCurrTheme, 'LandBackTex', ifIgnoreCaps or ifTransparent);
if (LandBackSurface <> nil) and GrayScale then Surface2GrayScale(LandBackSurface);
end;
procedure ColorizeLand(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
r: TSDL_Rect;
y: LongInt; // stupid SDL 1.2 uses stupid SmallInt for y which limits us to 32767. But is even worse if LandTex is large, can overflow on 32767 map.
begin
tmpsurf:= LoadDataImage(ptCurrTheme, 'LandTex', ifCritical or ifIgnoreCaps);
r.y:= 0;
y:= 0;
while y < LAND_HEIGHT do
begin
r.x:= 0;
while r.x < LAND_WIDTH do
begin
copyToXY(tmpsurf, Surface, r.x, r.y);
//SDL_UpperBlit(tmpsurf, nil, Surface, @r);
inc(r.x, tmpsurf^.w)
end;
inc(y, tmpsurf^.h);
r.y:= y
end;
SDL_FreeSurface(tmpsurf);
// freed in freeModule() below
LandBackSurface:= LoadDataImage(ptCurrTheme, 'LandBackTex', ifIgnoreCaps or ifTransparent);
if (LandBackSurface <> nil) and GrayScale then Surface2GrayScale(LandBackSurface);
end;
procedure GenDrawnMap;
begin
ResizeLand(4096, 2048);
uLandPainted.Draw;
MaxHedgehogs:= 48;
hasGirders:= true;
playHeight:= 2048;
playWidth:= 4096;
leftX:= ((LAND_WIDTH - playWidth) div 2);
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
topY:= LAND_HEIGHT - playHeight;
end;
function SelectTemplate: LongInt;
var l: LongInt;
begin
if (cReducedQuality and rqLowRes) <> 0 then
SelectTemplate:= SmallTemplates[getrandom(Succ(High(SmallTemplates)))]
else
begin
if cTemplateFilter = 0 then
begin
l:= getRandom(GroupedTemplatesCount);
repeat
inc(cTemplateFilter);
dec(l, TemplateCounts[cTemplateFilter]);
until l < 0;
end else getRandom(1);
case cTemplateFilter of
0: OutError('Ask unC0Rr about what you did wrong', true);
1: SelectTemplate:= SmallTemplates[getrandom(TemplateCounts[cTemplateFilter])];
2: SelectTemplate:= MediumTemplates[getrandom(TemplateCounts[cTemplateFilter])];
3: SelectTemplate:= LargeTemplates[getrandom(TemplateCounts[cTemplateFilter])];
4: SelectTemplate:= CavernTemplates[getrandom(TemplateCounts[cTemplateFilter])];
5: SelectTemplate:= WackyTemplates[getrandom(TemplateCounts[cTemplateFilter])];
// For lua only!
6: begin
SelectTemplate:= min(LuaTemplateNumber,High(EdgeTemplates));
GetRandom(2) // burn 1
end
end
end;
WriteLnToConsole('Selected template #'+inttostr(SelectTemplate)+' using filter #'+inttostr(cTemplateFilter));
end;
procedure LandSurface2LandPixels(Surface: PSDL_Surface);
var x, y: LongInt;
p: PLongwordArray;
begin
if checkFails(Surface <> nil, 'Assert (LandSurface <> nil) failed', true) then exit;
if SDL_MustLock(Surface) then
if SDLCheck(SDL_LockSurface(Surface) >= 0, 'SDL_LockSurface', true) then exit;
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
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[y, x]:= p^[x]// or AMask
else
LandPixels[y div 2, x div 2]:= p^[x];// or AMask;
p:= PLongwordArray(@(p^[Surface^.pitch div 4]));
end;
if SDL_MustLock(Surface) then
SDL_UnlockSurface(Surface);
end;
procedure GenLandSurface;
var tmpsurf: PSDL_Surface;
x,y: Longword;
begin
AddProgress();
tmpsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, LAND_WIDTH, LAND_HEIGHT, 32, RMask, GMask, BMask, AMask);
if checkFails(tmpsurf <> nil, 'Error creating pre-land surface', true) then exit;
ColorizeLandFast(tmpsurf);
if gameFlags and gfShoppaBorder = 0 then DrawBorderFromImage(tmpsurf);
AddOnLandObjects(tmpsurf);
LandSurface2LandPixels(tmpsurf);
SDL_FreeSurface(tmpsurf);
if gameFlags and gfShoppaBorder <> 0 then DrawShoppaBorder;
for x:= leftX+2 to rightX-2 do
for y:= topY+2 to LAND_HEIGHT-3 do
if (Land[y, x] = 0) and
(((Land[y, x-1] = lfBasic) and ((Land[y+1,x] = lfBasic)) or (Land[y-1,x] = lfBasic)) or
((Land[y, x+1] = lfBasic) and ((Land[y-1,x] = lfBasic) or (Land[y+1,x] = lfBasic)))) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (Land[y, x-1] = lfBasic) and (LandPixels[y, x-1] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y, x-1]
else if (Land[y, x+1] = lfBasic) and (LandPixels[y, x+1] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y, x+1]
else if (Land[y-1, x] = lfBasic) and (LandPixels[y-1, x] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y-1, x]
else if (Land[y+1, x] = lfBasic) and (LandPixels[y+1, x] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y+1, x];
if (((LandPixels[y,x] and AMask) shr AShift) > 10) then
LandPixels[y,x]:= (LandPixels[y,x] and (not AMask)) or (128 shl AShift)
end;
Land[y,x]:= lfObject
end
else if (Land[y, x] = 0) and
(((Land[y, x-1] = lfBasic) and (Land[y+1,x-1] = lfBasic) and (Land[y+2,x] = lfBasic)) or
((Land[y, x-1] = lfBasic) and (Land[y-1,x-1] = lfBasic) and (Land[y-2,x] = lfBasic)) or
((Land[y, x+1] = lfBasic) and (Land[y+1,x+1] = lfBasic) and (Land[y+2,x] = lfBasic)) or
((Land[y, x+1] = lfBasic) and (Land[y-1,x+1] = lfBasic) and (Land[y-2,x] = lfBasic)) or
((Land[y+1, x] = lfBasic) and (Land[y+1,x+1] = lfBasic) and (Land[y,x+2] = lfBasic)) or
((Land[y-1, x] = lfBasic) and (Land[y-1,x+1] = lfBasic) and (Land[y,x+2] = lfBasic)) or
((Land[y+1, x] = lfBasic) and (Land[y+1,x-1] = lfBasic) and (Land[y,x-2] = lfBasic)) or
((Land[y-1, x] = lfBasic) and (Land[y-1,x-1] = lfBasic) and (Land[y,x-2] = lfBasic))) then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
begin
if (Land[y, x-1] = lfBasic) and (LandPixels[y,x-1] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y, x-1]
else if (Land[y, x+1] = lfBasic) and (LandPixels[y,x+1] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y, x+1]
else if (Land[y+1, x] = lfBasic) and (LandPixels[y+1,x] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y+1, x]
else if (Land[y-1, x] = lfBasic) and (LandPixels[y-1,x] and AMask <> 0) then
LandPixels[y, x]:= LandPixels[y-1, x];
if (((LandPixels[y,x] and AMask) shr AShift) > 10) then
LandPixels[y,x]:= (LandPixels[y,x] and (not AMask)) or (64 shl AShift)
end;
Land[y,x]:= lfObject
end;
AddProgress();
end;
procedure MakeFortsPreview;
var gap: LongInt;
h1, h2, w1, w2, x, y, lastX, wbm, bmref: LongWord;
const fortHeight = 960;
fortWidth = 704;
bmHeight = 53;
bmWidth = 64;
begin
ResizeLand(4096,2048);
lastX:= LAND_WIDTH-1;
gap:= (1024 - fortWidth) + 60 + 20 * cFeatureSize;
h2:= LAND_HEIGHT-1;
h1:= h2 - fortHeight;
w2:= (LAND_WIDTH - gap) div 2;
w1:= w2 - fortWidth;
wbm:= h1 + bmHeight;
// generate 2 forts in center
for y:= h1 to h2 do
for x:= w1 to w2 do
begin
if x mod 4 <> 0 then
begin
if (y <= wbm) and ((x - w1) mod (bmWidth * 2) >= bmWidth) then
continue;
Land[y,x]:= lfBasic;
Land[y,lastX-x]:= lfBasic;
end;
end;
w2:= w1 - gap;
w1:= max(0, w2 - fortWidth);
wbm:= h1 + bmHeight;
bmref:= w2 + bmWidth;
for y:= h1 to h2 do
for x:= w1 to w2 do
begin
if ((y - x) mod 2) = 0 then
begin
// align battlement on inner edge, because real outer edge could be offscreen
if (y <= wbm) and ((LAND_WIDTH + x - bmref) mod (bmWidth * 2) >= bmWidth) then
continue;
Land[y,x]:= lfBasic;
Land[y,lastX-x]:= lfBasic;
end;
end;
end;
procedure MakeFortsMap;
var tmpsurf: PSDL_Surface;
sectionWidth, i, t, p: integer;
mirror: boolean;
pc: PClan;
begin
// make the gaps between forts adjustable if fort map was selected
if cMapGen = mgForts then
sectionWidth:= 1024 + 60 + 20 * cFeatureSize
else
sectionWidth:= 1024 * 300;
// mix up spawn/fort order of clans
for i:= 0 to ClansCount - 1 do
begin
t:= GetRandom(ClansCount);
p:= GetRandom(ClansCount);
if t <> p then
begin
pc:= SpawnClansArray[t];
SpawnClansArray[t]:= SpawnClansArray[p];
SpawnClansArray[p]:= pc;
end;
end;
// figure out how much space we need
playWidth:= sectionWidth * ClansCount;
// note: LAND_WIDTH might be bigger than specified below (rounded to next power of 2)
ResizeLand(playWidth, 2048);
// 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;
// center playable area in land array
leftX:= ((LAND_WIDTH - playWidth) div 2);
rightX:= ((playWidth + (LAND_WIDTH - playWidth) div 2) - 1);
topY:= LAND_HEIGHT - playHeight;
WriteLnToConsole('Generating forts land...');
for i := 0 to ClansCount - 1 do
begin
// face in random direction
mirror:= (GetRandom(2) = 0);
// make first/last fort face inwards
if (WorldEdge <> weWrap) or (ClansCount = 2) then
mirror:= (i <> 0) and (mirror or (i = ClansCount - 1));
if mirror then
begin
// not critical because if no R we can fallback to mirrored L
tmpsurf:= LoadDataImage(ptForts, SpawnClansArray[i]^.Teams[0]^.FortName + 'R', ifAlpha or ifTransparent or ifIgnoreCaps);
// fallback
if tmpsurf = nil then
begin
tmpsurf:= LoadDataImage(ptForts, SpawnClansArray[i]^.Teams[0]^.FortName + 'L', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps);
BlitImageAndGenerateCollisionInfo(leftX + sectionWidth * i + ((sectionWidth - tmpsurf^.w) div 2), LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf, 0, true);
end
else
BlitImageAndGenerateCollisionInfo(leftX + sectionWidth * i + ((sectionWidth - tmpsurf^.w) div 2), LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf);
SDL_FreeSurface(tmpsurf);
end
else
begin
tmpsurf:= LoadDataImage(ptForts, SpawnClansArray[i]^.Teams[0]^.FortName + 'L', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps);
BlitImageAndGenerateCollisionInfo(leftX + sectionWidth * i + ((sectionWidth - tmpsurf^.w) div 2), LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf);
SDL_FreeSurface(tmpsurf);
end;
end;
end;
procedure LoadMapConfig;
var f: PFSFile;
s: shortstring;
begin
s:= cPathz[ptMapCurrent] + '/map.cfg';
WriteLnToConsole('Fetching map HH limit');
f:= pfsOpenRead(s);
if f <> nil then
begin
pfsReadLn(f, s);
if not pfsEof(f) then
begin
pfsReadLn(f, s);
val(s, MaxHedgehogs)
end;
pfsClose(f)
end;
if (MaxHedgehogs = 0) then
MaxHedgehogs:= 18;
end;
// Loads Land[] from an image, allowing overriding standard collision
procedure LoadMask;
var tmpsurf: PSDL_Surface;
p: PLongwordArray;
x, y, cpX, cpY: Longword;
mapName: shortstring;
begin
tmpsurf:= LoadDataImage(ptMapCurrent, 'mask', ifAlpha or ifTransparent or ifIgnoreCaps);
if tmpsurf = nil then
begin
mapName:= ExtractFileName(cPathz[ptMapCurrent]);
tmpsurf:= LoadDataImage(ptMissionMaps, mapName + '/mask', ifAlpha or ifTransparent or ifIgnoreCaps);
end;
if (tmpsurf <> nil) and (tmpsurf^.format^.BytesPerPixel = 4) then
begin
if LAND_WIDTH = 0 then
begin
LoadMapConfig;
ResizeLand(tmpsurf^.w, tmpsurf^.h);
playHeight:= tmpsurf^.h;
playWidth:= tmpsurf^.w;
leftX:= (LAND_WIDTH - playWidth) div 2;
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
topY:= LAND_HEIGHT - playHeight;
end;
disableLandBack:= true;
cpX:= (LAND_WIDTH - tmpsurf^.w) div 2;
cpY:= LAND_HEIGHT - tmpsurf^.h;
if SDL_MustLock(tmpsurf) then
SDLCheck(SDL_LockSurface(tmpsurf) >= 0, 'SDL_LockSurface', true);
if allOK then
begin
p:= tmpsurf^.pixels;
for y:= 0 to Pred(tmpsurf^.h) do
begin
for x:= 0 to Pred(tmpsurf^.w) do
SetLand(Land[cpY + y, cpX + x], p^[x]);
p:= PLongwordArray(@(p^[tmpsurf^.pitch div 4]));
end;
if SDL_MustLock(tmpsurf) then
SDL_UnlockSurface(tmpsurf);
if not disableLandBack then
begin
// freed in freeModule() below
LandBackSurface:= LoadDataImage(ptCurrTheme, 'LandBackTex', ifIgnoreCaps or ifTransparent);
if (LandBackSurface <> nil) and GrayScale then
Surface2GrayScale(LandBackSurface)
end;
end;
end;
if (tmpsurf <> nil) then
SDL_FreeSurface(tmpsurf);
tmpsurf:= nil;
end;
procedure LoadMap;
var tmpsurf: PSDL_Surface;
mapName: shortstring = '';
begin
WriteLnToConsole('Loading land from file...');
AddProgress;
tmpsurf:= LoadDataImage(ptMapCurrent, 'map', ifAlpha or ifTransparent or ifIgnoreCaps);
if tmpsurf = nil then
begin
mapName:= ExtractFileName(cPathz[ptMapCurrent]);
tmpsurf:= LoadDataImage(ptMissionMaps, mapName + '/map', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps);
if not allOK then exit;
end;
// (bare) Sanity check. Considering possible LongInt comparisons as well as just how much system memoery it would take
if checkFails((tmpsurf^.w < $40000000) and (tmpsurf^.h < $40000000) and (QWord(tmpsurf^.w) * tmpsurf^.h < 6*1024*1024*1024), 'Map dimensions too big!', true)
then exit;
ResizeLand(tmpsurf^.w, tmpsurf^.h);
LoadMapConfig;
playHeight:= tmpsurf^.h;
playWidth:= tmpsurf^.w;
leftX:= (LAND_WIDTH - playWidth) div 2;
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
topY:= LAND_HEIGHT - playHeight;
if not checkFails(tmpsurf^.format^.BytesPerPixel = 4, 'Map should be 32bit', true) then
BlitImageAndGenerateCollisionInfo(
(LAND_WIDTH - tmpsurf^.w) div 2,
LAND_HEIGHT - tmpsurf^.h,
tmpsurf^.w,
tmpsurf);
SDL_FreeSurface(tmpsurf);
if allOK then LoadMask;
end;
procedure DrawBottomBorder; // broken out from other borders for doing a floor-only map, or possibly updating bottom during SD
var x, w, c, y: Longword;
begin
for w:= 0 to 23 do
for x:= leftX to rightX do
begin
y:= Longword(cWaterLine) - 1 - w;
Land[y, x]:= lfIndestructible;
if (x + y) mod 32 < 16 then
c:= AMask
else
c:= AMask or RMask or GMask; // FF00FFFF
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[y, x]:= c
else
LandPixels[y div 2, x div 2]:= c
end
end;
procedure GenMap;
var x, y, w, c, c2: Longword;
map, mask: shortstring;
begin
hasBorder:= false;
maskOnly:= false;
LoadThemeConfig;
// is this not needed any more? lets hope setlength sets also 0s
//if ((GameFlags and gfForts) <> 0) or (Pathz[ptMapCurrent] <> '') then
// FillChar(Land,SizeOf(TCollisionArray),0);*)
if cPathz[ptMapCurrent] <> '' then
begin
map:= cPathz[ptMapCurrent] + '/map.png';
mask:= cPathz[ptMapCurrent] + '/mask.png';
if (not(pfsExists(map)) and pfsExists(mask)) then
begin
maskOnly:= true;
LoadMask;
GenLandSurface
end
else LoadMap;
end
else
begin
WriteLnToConsole('Generating land...');
case cMapGen of
mgRandom: GenTemplated(EdgeTemplates[SelectTemplate]);
mgMaze : begin ResizeLand(4096,2048); GenMaze; end;
mgPerlin: begin ResizeLand(4096,2048); GenPerlin; end;
mgDrawn : GenDrawnMap;
mgForts : begin GameFlags:= (GameFlags or gfForts or gfDivideTeams); MakeFortsMap(); end;
else
OutError('Unknown mapgen', true);
end;
if cMapGen <> mgForts then
GenLandSurface
end;
AddProgress;
// 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 > LongWord((LAND_WIDTH div 2)) then // avoid accidental triggering
begin
hasBorder:= true;
break;
end;
end;
if hasBorder then
begin
if WorldEdge = weNone 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]:= lfIndestructible;
end
else if topY > 0 then
begin
for y:= 0 to LongInt(topY) - 1 do
for x:= 0 to LAND_WIDTH - 1 do
Land[y, x]:= lfIndestructible;
end;
// 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
if (WorldEdge <> weBounce) and (WorldEdge <> weWrap) then
for y:= topY to LAND_HEIGHT - 1 do
begin
Land[y, leftX + w]:= lfIndestructible;
Land[y, rightX - w]:= lfIndestructible;
if (y + leftX + w) mod 32 < 16 then
c:= AMask
else
c:= AMask or RMask or GMask; // FF00FFFF
if (y + rightX - w) mod 32 < 16 then
c2:= AMask
else
c2:= AMask or RMask or GMask; // FF00FFFF
if (cReducedQuality and rqBlurryLand) = 0 then
begin
LandPixels[y, leftX + w]:= c;
LandPixels[y, rightX - w]:= c2;
end
else
begin
LandPixels[y div 2, (leftX + w) div 2]:= c;
LandPixels[y div 2, (rightX - w) div 2]:= c2;
end;
end;
for x:= leftX to rightX do
begin
Land[topY + w, x]:= lfIndestructible;
if (x + w) mod 32 < 16 then
c:= AMask
else
c:= AMask or RMask or GMask; // FF00FFFF
if (cReducedQuality and rqBlurryLand) = 0 then
LandPixels[topY + w, x]:= c
else
LandPixels[(topY + w) div 2, x div 2]:= c;
end;
end;
end;
if (GameFlags and gfBottomBorder) <> 0 then
DrawBottomBorder;
if (GameFlags and gfDisableGirders) <> 0 then
hasGirders:= false;
if (GameFlags and gfForts = 0) and (maskOnly or (cPathz[ptMapCurrent] = '')) then
AddObjects
else
AddProgress();
FreeLandObjects;
if not allOK then exit;
if GrayScale then
begin
if (cReducedQuality and rqBlurryLand) = 0 then
for x:= leftX to rightX do
for y:= topY to LAND_HEIGHT-1 do
begin
w:= LandPixels[y,x];
w:= round(((w shr RShift and $FF) * RGB_LUMINANCE_RED +
(w shr BShift and $FF) * RGB_LUMINANCE_GREEN +
(w shr GShift and $FF) * RGB_LUMINANCE_BLUE));
if w > 255 then
w:= 255;
w:= (w and $FF shl RShift) or (w and $FF shl BShift) or (w and $FF shl GShift) or (LandPixels[y,x] and AMask);
LandPixels[y,x]:= w or (LandPixels[y, x] and AMask)
end
else
for x:= leftX div 2 to rightX div 2 do
for y:= topY div 2 to LAND_HEIGHT-1 div 2 do
begin
w:= LandPixels[y div 2,x div 2];
w:= ((w shr RShift and $FF) + (w shr BShift and $FF) + (w shr GShift and $FF)) div 3;
w:= (w and $FF shl RShift) or (w and $FF shl BShift) or (w and $FF shl GShift) or (LandPixels[y div 2,x div 2] and AMask);
LandPixels[y,x]:= w or (LandPixels[y div 2, x div 2] and AMask)
end
end;
PrettifyLandAlpha();
// adjust world edges for borderless maps
if (WorldEdge <> weNone) and (not hasBorder) then
InitWorldEdges();
end;
procedure GenPreview(out Preview: TPreview);
var rh, rw, ox, oy, x, y, xx, yy, t, bit, cbit, lh, lw: LongInt;
begin
WriteLnToConsole('Generating preview...');
case cMapGen of
mgRandom: GenTemplated(EdgeTemplates[SelectTemplate]);
mgMaze: begin ResizeLand(4096,2048); GenMaze; end;
mgPerlin: begin ResizeLand(4096,2048); GenPerlin; end;
mgDrawn: GenDrawnMap;
mgForts: MakeFortsPreview();
else
OutError('Unknown mapgen', true);
end;
// strict scaling needed here since preview assumes a rectangle
rh:= max(LAND_HEIGHT,2048);
rw:= max(LAND_WIDTH,4096);
ox:= 0;
if rw < rh*2 then
begin
rw:= rh*2;
end;
if rh < rw div 2 then rh:= rw * 2;
ox:= (rw-LAND_WIDTH) div 2;
oy:= rh-LAND_HEIGHT;
lh:= rh div 128;
lw:= rw div 32;
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;
cbit:= bit * 8;
for yy:= y * lh to y * lh + 7 do
for xx:= x * lw + cbit to x * lw + cbit + 7 do
if ((yy-oy) and LAND_HEIGHT_MASK = 0) and ((xx-ox) and LAND_WIDTH_MASK = 0)
and (Land[yy-oy, xx-ox] <> 0) then
inc(t);
if t > 8 then
Preview[y, x]:= Preview[y, x] or ($80 shr bit);
end;
end;
end;
procedure GenPreviewAlpha(out Preview: TPreviewAlpha);
var rh, rw, ox, oy, x, y, xx, yy, t, lh, lw: LongInt;
begin
WriteLnToConsole('Generating preview...');
case cMapGen of
mgRandom: GenTemplated(EdgeTemplates[SelectTemplate]);
mgMaze: begin ResizeLand(4096,2048); GenMaze; end;
mgPerlin: begin ResizeLand(4096,2048); GenPerlin; end;
mgDrawn: GenDrawnMap;
mgForts: MakeFortsPreview;
else
OutError('Unknown mapgen', true);
end;
// strict scaling needed here since preview assumes a rectangle
rh:= max(LAND_HEIGHT, 2048);
rw:= max(LAND_WIDTH, 4096);
ox:= 0;
if rw < rh*2 then
begin
rw:= rh*2;
end;
if rh < rw div 2 then rh:= rw * 2;
ox:= (rw-LAND_WIDTH) div 2;
oy:= rh-LAND_HEIGHT;
lh:= rh div 128;
lw:= rw div 256;
for y:= 0 to 127 do
for x:= 0 to 255 do
begin
t:= 0;
for yy:= y * lh - oy to y * lh + lh - 1 - oy do
for xx:= x * lw - ox to x * lw + lw - 1 - ox do
if (yy and LAND_HEIGHT_MASK = 0) and (xx and LAND_WIDTH_MASK = 0)
and (Land[yy, xx] <> 0) then
inc(t);
Preview[y, x]:= t * 255 div (lh * lw);
end;
end;
procedure chLandCheck(var s: shortstring);
begin
AddFileLog('CheckLandDigest: ' + s + ' digest : ' + digest);
if digest = '' then
digest:= s
else
checkFails(s = digest, 'Different maps generated, sorry', true);
end;
procedure chSendLandDigest(var s: shortstring);
var adler, i: LongInt;
begin
adler:= 1;
for i:= 0 to LAND_HEIGHT-1 do
adler:= Adler32Update(adler, @Land[i,0], LAND_WIDTH);
s:= 'M' + IntToStr(adler) + cScriptName;
ScriptSetString('LandDigest', s);
chLandCheck(s);
if allOK then SendIPCRaw(@s[0], Length(s) + 1)
end;
procedure initModule;
begin
RegisterVariable('landcheck', @chLandCheck, false);
RegisterVariable('sendlanddigest', @chSendLandDigest, false);
LandBackSurface:= nil;
digest:= '';
maskOnly:= false;
LAND_WIDTH:= 0;
LAND_HEIGHT:= 0;
(*
if (cReducedQuality and rqBlurryLand) = 0 then
SetLength(LandPixels, LAND_HEIGHT, LAND_WIDTH)
else
SetLength(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2);
SetLength(Land, LAND_HEIGHT, LAND_WIDTH);
SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32));
*)
end;
procedure freeModule;
begin
SetLength(Land, 0, 0);
SetLength(LandPixels, 0, 0);
SetLength(LandDirty, 0, 0);
end;
end.