author | nemo |
Sun, 03 Jun 2012 18:52:22 -0400 | |
changeset 7170 | 84ac6c6d2d8e |
parent 7151 | ec15d9e1a7e3 |
child 7293 | 468cf6d561e5 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2012 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, GLunit, uTypes; procedure initModule; procedure freeModule; procedure DrawBottomBorder; procedure GenMap; procedure GenPreview(out Preview: TPreview); implementation uses uConsole, uStore, uRandom, uLandObjects, uIO, uLandTexture, SysUtils, uVariables, uUtils, uCommands, adler32, uDebug, uLandPainted, uTextures, uLandGenMaze, uLandOutline; var digest: shortstring; procedure ColorizeLand(Surface: PSDL_Surface); var tmpsurf: PSDL_Surface; r, rr: TSDL_Rect; x, yd, yu: LongInt; begin tmpsurf:= LoadImage(UserPathz[ptCurrTheme] + '/LandTex', ifIgnoreCaps); if tmpsurf = nil then 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(UserPathz[ptCurrTheme] + '/LandBackTex', ifIgnoreCaps or ifTransparent); if LandBackSurface = nil then LandBackSurface:= LoadImage(Pathz[ptCurrTheme] + '/LandBackTex', ifIgnoreCaps or ifTransparent); if (LandBackSurface <> nil) and GrayScale then Surface2GrayScale(LandBackSurface); tmpsurf:= LoadImage(UserPathz[ptCurrTheme] + '/Border', ifIgnoreCaps or ifTransparent); if tmpsurf = nil then 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 - LongInt(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; 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]:= lfBasic; {$HINTS OFF} SetPoints(Template, pa); {$HINTS ON} 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, lfBasic); 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; // HACK: 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]:= lfBasic else if Land[y, x] = lfBasic then Land[y, x]:= 0; end; end; end; procedure GenDrawnMap; begin 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; begin if (cReducedQuality and rqLowRes) <> 0 then SelectTemplate:= SmallTemplates[getrandom(Succ(High(SmallTemplates)))] else case cTemplateFilter of 0: SelectTemplate:= getrandom(Succ(High(EdgeTemplates))); 1: SelectTemplate:= SmallTemplates[getrandom(Succ(High(SmallTemplates)))]; 2: SelectTemplate:= MediumTemplates[getrandom(Succ(High(MediumTemplates)))]; 3: SelectTemplate:= LargeTemplates[getrandom(Succ(High(LargeTemplates)))]; 4: SelectTemplate:= CavernTemplates[getrandom(Succ(High(CavernTemplates)))]; 5: SelectTemplate:= WackyTemplates[getrandom(Succ(High(WackyTemplates)))]; 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 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:= @(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 WriteLnToConsole('Generating land...'); case cMapGen of 0: GenBlank(EdgeTemplates[SelectTemplate]); 1: GenMaze; 2: GenDrawnMap; else OutError('Unknown mapgen', true); end; 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); 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 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(UserPathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'L', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then 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(UserPathz[ptForts] + '/' + ClansArray[1]^.Teams[0]^.FortName + 'R', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then 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; // Loads Land[] from an image, allowing overriding standard collision procedure LoadMask(mapName: shortstring); var tmpsurf: PSDL_Surface; p: PLongwordArray; x, y, cpX, cpY: Longword; begin tmpsurf:= LoadImage(UserPathz[ptMapCurrent] + '/mask', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[ptMapCurrent] + '/mask', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then begin mapName:= ExtractFileName(Pathz[ptMapCurrent]); tmpsurf:= LoadImage(UserPathz[ptMissionMaps] + '/' + mapName + '/mask', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[ptMissionMaps] + '/' + mapName + '/mask', ifAlpha or ifTransparent or ifIgnoreCaps); end; if (tmpsurf <> nil) and (tmpsurf^.w <= LAND_WIDTH) and (tmpsurf^.h <= LAND_HEIGHT) and (tmpsurf^.format^.BytesPerPixel = 4) then begin disableLandBack:= true; 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 Land[cpY + y, cpX + x]:= 0 else if p^[x] = $FFFFFFFF then Land[cpY + y, cpX + x]:= lfObject else if p^[x] = (AMask or RMask) then Land[cpY + y, cpX + x]:= lfIndestructible else if p^[x] = AMask then begin Land[cpY + y, cpX + x]:= lfBasic; disableLandBack:= false end else if p^[x] = (AMask or BMask) then Land[cpY + y, cpX + x]:= lfObject or lfIce end; p:= @(p^[tmpsurf^.pitch div 4]); end; if SDL_MustLock(tmpsurf) then SDL_UnlockSurface(tmpsurf); if not disableLandBack then begin // freed in freeModule() below LandBackSurface:= LoadImage(UserPathz[ptCurrTheme] + '/LandBackTex', ifIgnoreCaps or ifTransparent); if LandBackSurface = nil then LandBackSurface:= LoadImage(Pathz[ptCurrTheme] + '/LandBackTex', ifIgnoreCaps or ifTransparent); if (LandBackSurface <> nil) and GrayScale then Surface2GrayScale(LandBackSurface) end; end; if (tmpsurf <> nil) then SDL_FreeSurface(tmpsurf); tmpsurf:= nil; end; procedure LoadMap; var tmpsurf: PSDL_Surface; s: shortstring; f: textfile; mapName: shortstring = ''; begin WriteLnToConsole('Loading land from file...'); AddProgress; tmpsurf:= LoadImage(UserPathz[ptMapCurrent] + '/map', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[ptMapCurrent] + '/map', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then begin mapName:= ExtractFileName(Pathz[ptMapCurrent]); tmpsurf:= LoadImage(UserPathz[ptMissionMaps] + '/' + mapName + '/map', ifAlpha or ifTransparent or ifIgnoreCaps); if tmpsurf = nil then tmpsurf:= LoadImage(Pathz[ptMissionMaps] + '/' + mapName + '/map', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps); end; TryDo((tmpsurf^.w <= LAND_WIDTH) and (tmpsurf^.h <= LAND_HEIGHT), 'Map dimensions too big!', true); // unC0Rr - should this be passed from the GUI? I am not sure which layer does what s:= UserPathz[ptMapCurrent] + '/map.cfg'; if not FileExists(s) then s:= Pathz[ptMapCurrent] + '/map.cfg'; WriteLnToConsole('Fetching map HH limit'); {$I-} Assign(f, s); filemode:= 0; // readonly Reset(f); if IOResult <> 0 then begin s:= Pathz[ptMissionMaps] + '/' + mapName + '/map.cfg'; Assign(f, s); Reset(f); end; Readln(f); if not eof(f) then Readln(f, MaxHedgehogs); {$I+} 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(mapname); end; procedure DrawBottomBorder; // broken out from other borders for doing a floor-only map, or possibly updating bottom during SD var x, w, c: Longword; begin for w:= 0 to 23 do for x:= leftX to rightX do begin Land[Longword(cWaterLine) - 1 - 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[Longword(cWaterLine) - 1 - w, x]:= c else LandPixels[(Longword(cWaterLine) - 1 - w) div 2, x div 2]:= c end end; procedure GenMap; var x, y, w, c: Longword; begin hasBorder:= 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 (GameFlags and gfForts) = 0 then if Pathz[ptMapCurrent] <> '' then LoadMap else GenLandSurface else MakeFortsMap; 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 > 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]:= lfIndestructible; // 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]:= lfIndestructible; Land[y, rightX - w]:= lfIndestructible; if (y + w) mod 32 < 16 then c:= AMask else c:= AMask or RMask or GMask; // FF00FFFF if (cReducedQuality and rqBlurryLand) = 0 then begin LandPixels[y, leftX + w]:= c; LandPixels[y, rightX - w]:= c; end else begin LandPixels[y div 2, (leftX + w) div 2]:= c; LandPixels[y div 2, (rightX - w) div 2]:= c; 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 (Pathz[ptMapCurrent] = '') then AddObjects else AddProgress(); FreeLandObjects; 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; 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 div 2,x div 2] and AMask); LandPixels[y,x]:= w or (LandPixels[y div 2, x div 2] and AMask) end end; UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT, false); end; procedure GenPreview(out Preview: TPreview); var x, y, xx, yy, t, bit, cbit, lh, lw: LongInt; begin WriteLnToConsole('Generating preview...'); case cMapGen of 0: GenBlank(EdgeTemplates[SelectTemplate]); 1: GenMaze; 2: GenDrawnMap; else OutError('Unknown mapgen', true); end; lh:= LAND_HEIGHT div 128; lw:= LAND_WIDTH 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 Land[yy, xx] <> 0 then inc(t); if t > 8 then Preview[y, x]:= Preview[y, x] or ($80 shr bit); end; end; end; procedure chLandCheck(var s: shortstring); begin AddFileLog('CheckLandDigest: ' + s + ' digest : ' + digest); if digest = '' then digest:= s else TryDo(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; chLandCheck(s); SendIPCRaw(@s[0], Length(s) + 1) end; procedure initModule; begin RegisterVariable('landcheck', @chLandCheck, false); RegisterVariable('sendlanddigest', @chSendLandDigest, false); LandBackSurface:= nil; digest:= ''; 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.