hedgewars/uLand.pas
author unc0rr
Sat, 20 Nov 2010 23:08:11 +0300
changeset 4385 f679ffa2dc8c
parent 4377 43945842da0c
child 4389 d1c65b60cd68
permissions -rw-r--r--
Introduce uGearsRender

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2005-2010 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;

type direction = record x, y: LongInt; end;
const DIR_N: direction = (x: 0; y: -1);
    DIR_E: direction = (x: 1; y: 0);
    DIR_S: direction = (x: 0; y: 1);
    DIR_W: direction = (x: -1; y: 0);

procedure initModule;
procedure freeModule;
procedure GenMap;
function  GenPreview: TPreview;
procedure CheckLandDigest(s: shortstring);

implementation
uses uConsole, uStore, uRandom, uLandObjects, Adler32, uIO, uLandTexture, sysutils,
     uVariables, uUtils;

operator=(const a, b: direction) c: Boolean;
begin
    c := (a.x = b.x) and (a.y = b.y);
end;

type TPixAr = record
              Count: Longword;
              ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
              end;

procedure LogLandDigest;
var s: shortstring;
    adler, i: LongInt;
begin
adler:= 1;
for i:= 0 to LAND_HEIGHT-1 do
    Adler32Update(adler, @Land[i,0], LAND_WIDTH);
s:= 'M'+inttostr(adler);

CheckLandDigest(s);
SendIPCRaw(@s[0], Length(s) + 1)
end;

procedure CheckLandDigest(s: shortstring);
begin
{$IFDEF DEBUGFILE}
    AddFileLog('CheckLandDigest: ' + s + ' digest : ' + digest);
{$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);
{$HINTS OFF}
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
{$HINTS ON}
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;
       pa.ar[pa.Count].Y:= 0;
       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);
dir:= 0;
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;

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 - 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;

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
for i:= 0 to Pred(pa.Count) do
  begin
  radz[i]:= 0;
  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;
  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]:= 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;

// 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;

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 GenMaze;
const small_cell_size = 128;
    medium_cell_size = 192;
    large_cell_size = 256;
    braidness = 10;

var x, y: LongInt;
    cellsize: LongInt; //selected by the user in the gui
    seen_cells_x, seen_cells_y: LongInt; //number of cells that can be visited by the generator, that is every second cell in x and y direction. the cells between there are walls that will be removed when we move from one cell to another
    num_edges_x, num_edges_y: LongInt; //number of resulting edges that need to be vertexificated
    num_cells_x, num_cells_y: LongInt; //actual number of cells, depending on cell size
    seen_list: array of array of LongInt;
    xwalls: array of array of Boolean;
    ywalls: array of array of Boolean;
    x_edge_list: array of array of Boolean;
    y_edge_list: array of array of Boolean;
    maze: array of array of Boolean;
    pa: TPixAr;
    num_vertices: LongInt;
    off_y: LongInt;
    num_steps: LongInt;
    current_step: LongInt;
    step_done: array of Boolean;
    done: Boolean;
    last_cell: array of record x, y: LongInt; end;
    came_from: array of array of record x, y: LongInt; end;
    came_from_pos: array of LongInt;
    maze_inverted: Boolean;

function when_seen(x: LongInt; y: LongInt): LongInt;
begin
if (x < 0) or (x >= seen_cells_x) or (y < 0) or (y >= seen_cells_y) then
    when_seen := current_step
else
    when_seen := seen_list[x, y];
end;

function is_x_edge(x, y: LongInt): Boolean;
begin
if (x < 0) or (x > num_edges_x) or (y < 0) or (y > num_cells_y) then
    is_x_edge := false
else
    is_x_edge := x_edge_list[x, y];
end;

function is_y_edge(x, y: LongInt): Boolean;
begin
if (x < 0) or (x > num_cells_x) or (y < 0) or (y > num_edges_y) then
    is_y_edge := false
else
    is_y_edge := y_edge_list[x, y];
end;

procedure see_cell;
var dir: direction;
    tries: LongInt;
    x, y: LongInt;
    found_cell: Boolean;
    next_dir_clockwise: Boolean;

begin
x := last_cell[current_step].x;
y := last_cell[current_step].y;
seen_list[x, y] := current_step;
case GetRandom(4) of
    0: dir := DIR_N;
    1: dir := DIR_E;
    2: dir := DIR_S;
    3: dir := DIR_W;
end;
tries := 0;
found_cell := false;
if getrandom(2) = 1 then next_dir_clockwise := true
else next_dir_clockwise := false;

while (tries < 5) and not found_cell do
begin
    if when_seen(x + dir.x, y + dir.y) = current_step then //we are seeing ourselves, try another direction
    begin
        //we have already seen the target cell, decide if we should remove the wall anyway
        //(or put a wall there if maze_inverted, but we are not doing that right now)
        if not maze_inverted and (GetRandom(braidness) = 0) then
        //or just warn that inverted+braid+indestructible terrain != good idea
        begin
            case dir.x of
                -1: if x > 0 then ywalls[x-1, y] := false;
                1: if x < seen_cells_x - 1 then ywalls[x, y] := false;
            end;
            case dir.y of
                -1: if y > 0 then xwalls[x, y-1] := false;
                1: if y < seen_cells_y - 1 then xwalls[x, y] := false;
            end;
        end;
        if next_dir_clockwise then
        begin
            if dir = DIR_N then
                dir := DIR_E
            else if dir = DIR_E then
                dir := DIR_S
            else if dir = DIR_S then
                dir := DIR_W
            else
                dir := DIR_N;
        end
        else
        begin
            if dir = DIR_N then
                dir := DIR_W
            else if dir = DIR_E then
                dir := DIR_N
            else if dir = DIR_S then
                dir := DIR_E
            else
                dir := DIR_S;
        end
    end
    else if when_seen(x + dir.x, y + dir.y) = -1 then //cell was not seen yet, go there
    begin
        case dir.y of
            -1: xwalls[x, y-1] := false;
            1: xwalls[x, y] := false;
        end;
        case dir.x of
            -1: ywalls[x-1, y] := false;
            1: ywalls[x, y] := false;
        end;
        last_cell[current_step].x := x+dir.x;
        last_cell[current_step].y := y+dir.y;
        came_from_pos[current_step] := came_from_pos[current_step] + 1;
        came_from[current_step, came_from_pos[current_step]].x := x;
        came_from[current_step, came_from_pos[current_step]].y := y;
        found_cell := true;
    end
    else //we are seeing someone else, quit
    begin
        step_done[current_step] := true;
        found_cell := true;
    end;

    tries := tries + 1;
end;
if not found_cell then
begin
    last_cell[current_step].x := came_from[current_step, came_from_pos[current_step]].x;
    last_cell[current_step].y := came_from[current_step, came_from_pos[current_step]].y;
    came_from_pos[current_step] := came_from_pos[current_step] - 1;
    if came_from_pos[current_step] >= 0 then see_cell
    else step_done[current_step] := true;
end;
end;

procedure add_vertex(x, y: LongInt);
var tmp_x, tmp_y: LongInt;
begin
if x = NTPX then
begin
    if pa.ar[num_vertices - 6].x = NTPX then
    begin
        num_vertices := num_vertices - 6;
    end
    else
    begin
        pa.ar[num_vertices].x := NTPX;
        pa.ar[num_vertices].y := 0;
    end
end
else
begin
    if maze_inverted or (x mod 2 = 0) then tmp_x := cellsize
    else tmp_x := cellsize * 2 div 3;
    if maze_inverted or (y mod 2 = 0) then tmp_y := cellsize
    else tmp_y := cellsize * 2 div 3;

    pa.ar[num_vertices].x := (x-1)*cellsize + tmp_x;
    pa.ar[num_vertices].y := (y-1)*cellsize + tmp_y + off_y;
end;
num_vertices := num_vertices + 1;
end;

procedure add_edge(x, y: LongInt; dir: direction);
var i: LongInt;
begin
if dir = DIR_N then
begin
    dir := DIR_W
end
else if dir = DIR_E then
begin
    dir := DIR_N
end
else if dir = DIR_S then
begin
    dir := DIR_E
end
else
begin
    dir := DIR_S;
end;

for i := 0 to 3 do
begin
        if dir = DIR_N then
            dir := DIR_E
        else if dir = DIR_E then
            dir := DIR_S
        else if dir = DIR_S then
            dir := DIR_W
        else
            dir := DIR_N;

    if (dir = DIR_N) and is_x_edge(x, y) then
        begin
            x_edge_list[x, y] := false;
            add_vertex(x+1, y);
            add_edge(x, y-1, DIR_N);
            break;
        end;

    if (dir = DIR_E) and is_y_edge(x+1, y) then
        begin
            y_edge_list[x+1, y] := false;
            add_vertex(x+2, y+1);
            add_edge(x+1, y, DIR_E);
            break;
        end;

    if (dir = DIR_S) and is_x_edge(x, y+1) then
        begin
            x_edge_list[x, y+1] := false;
            add_vertex(x+1, y+2);
            add_edge(x, y+1, DIR_S);
            break;
        end;

    if (dir = DIR_W) and is_y_edge(x, y) then
        begin
            y_edge_list[x, y] := false;
            add_vertex(x, y+1);
            add_edge(x-1, y, DIR_W);
            break;
        end;
end;

end;

begin
case cMazeSize of
    0: begin
        cellsize := small_cell_size;
        maze_inverted := false;
    end;
    1: begin
        cellsize := medium_cell_size;
        maze_inverted := false;
    end;
    2: begin
        cellsize := large_cell_size;
        maze_inverted := false;
    end;
    3: begin
        cellsize := small_cell_size;
        maze_inverted := true;
    end;
    4: begin
        cellsize := medium_cell_size;
        maze_inverted := true;
    end;
    5: begin
        cellsize := large_cell_size;
        maze_inverted := true;
    end;
end;

num_cells_x := LAND_WIDTH div cellsize;
if not odd(num_cells_x) then num_cells_x := num_cells_x - 1; //needs to be odd
num_cells_y := LAND_HEIGHT div cellsize;
if not odd(num_cells_y) then num_cells_y := num_cells_y - 1;
num_edges_x := num_cells_x - 1;
num_edges_y := num_cells_y - 1;
seen_cells_x := num_cells_x div 2;
seen_cells_y := num_cells_y div 2;

if maze_inverted then
    num_steps := 3 //TODO randomize, between 3 and 5?
else
    num_steps := 1;
SetLength(step_done, num_steps);
SetLength(last_cell, num_steps);
SetLength(came_from_pos, num_steps);
SetLength(came_from, num_steps, num_cells_x*num_cells_y);
done := false;
for current_step := 0 to num_steps - 1 do
    step_done[current_step] := false;
    came_from_pos[current_step] := 0;
current_step := 0;

SetLength(seen_list, seen_cells_x, seen_cells_y);
SetLength(xwalls, seen_cells_x, seen_cells_y - 1);
SetLength(ywalls, seen_cells_x - 1, seen_cells_y);
SetLength(x_edge_list, num_edges_x, num_cells_y);
SetLength(y_edge_list, num_cells_x, num_edges_y);
SetLength(maze, num_cells_x, num_cells_y);

num_vertices := 0;

playHeight := num_cells_y * cellsize;
playWidth := num_cells_x * cellsize;
off_y := LAND_HEIGHT - playHeight;

for x := 0 to playWidth do
    for y := 0 to off_y - 1 do
        Land[y, x] := 0;

for x := 0 to playWidth do
    for y := off_y to LAND_HEIGHT - 1 do
        Land[y, x] := lfBasic;

for y := 0 to num_cells_y - 1 do
    for x := 0 to num_cells_x - 1 do
        maze[x, y] := false;

for x := 0 to seen_cells_x - 1 do
    for y := 0 to seen_cells_y - 2 do
        xwalls[x, y] := true;

for x := 0 to seen_cells_x - 2 do
    for y := 0 to seen_cells_y - 1 do
        ywalls[x, y] := true;

for x := 0 to seen_cells_x - 1 do
    for y := 0 to seen_cells_y - 1 do
        seen_list[x, y] := -1;

for x := 0 to num_edges_x - 1 do
    for y := 0 to num_cells_y - 1 do
        x_edge_list[x, y] := false;

for x := 0 to num_cells_x - 1 do
    for y := 0 to num_edges_y - 1 do
        y_edge_list[x, y] := false;

for current_step := 0 to num_steps-1 do
begin
    x := GetRandom(seen_cells_x - 1) div LongWord(num_steps);
    last_cell[current_step].x := x + current_step * seen_cells_x div num_steps;
    last_cell[current_step].y := GetRandom(seen_cells_y);
end;

while not done do
begin
    done := true;
    for current_step := 0 to num_steps-1 do
    begin
        if not step_done[current_step] then
        begin
            see_cell;
            done := false;
        end;
    end;
end;

for x := 0 to seen_cells_x - 1 do
    for y := 0 to seen_cells_y - 1 do
        if seen_list[x, y] > -1 then
            maze[(x+1)*2-1, (y+1)*2-1] := true;

for x := 0 to seen_cells_x - 1 do
    for y := 0 to seen_cells_y - 2 do
        if not xwalls[x, y] then
            maze[x*2 + 1, y*2 + 2] := true;


for x := 0 to seen_cells_x - 2 do
     for y := 0 to seen_cells_y - 1 do
        if not ywalls[x, y] then
            maze[x*2 + 2, y*2 + 1] := true;

for x := 0 to num_edges_x - 1 do
    for y := 0 to num_cells_y - 1 do
        if maze[x, y] xor maze[x+1, y] then
            x_edge_list[x, y] := true
        else
            x_edge_list[x, y] := false;

for x := 0 to num_cells_x - 1 do
    for y := 0 to num_edges_y - 1 do
        if maze[x, y] xor maze[x, y+1] then
            y_edge_list[x, y] := true
        else
            y_edge_list[x, y] := false;

for x := 0 to num_edges_x - 1 do
    for y := 0 to num_cells_y - 1 do
        if x_edge_list[x, y] then
        begin
            x_edge_list[x, y] := false;
            add_vertex(x+1, y+1);
            add_vertex(x+1, y);
            add_edge(x, y-1, DIR_N);
            add_vertex(NTPX, 0);
        end;

pa.count := num_vertices;

RandomizePoints(pa);
BezierizeEdge(pa, _0_25);
RandomizePoints(pa);
BezierizeEdge(pa, _0_25);

DrawEdge(pa, 0);

if maze_inverted then
    FillLand(1, 1+off_y)
else
begin
    x := 0;
    while Land[cellsize div 2 + cellsize + off_y, x] = lfBasic do
        x := x + 1;
    while Land[cellsize div 2 + cellsize + off_y, x] = 0 do
        x := x + 1;
    FillLand(x+1, cellsize div 2 + cellsize + off_y);
end;

MaxHedgehogs:= 32;
if (GameFlags and gfDisableGirders) <> 0 then hasGirders:= false
else hasGirders := true;
leftX:= 0;
rightX:= playWidth;
topY:= off_y;
hasBorder := false;
end;

procedure GenLandSurface;
var tmpsurf: PSDL_Surface;
begin
    WriteLnToConsole('Generating land...');
    case cMapGen of
        0: GenBlank(EdgeTemplates[SelectTemplate]);
        1: GenMaze;
    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);
    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(mapName: shortstring);
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 (mapName <> '') then
        tmpsurf:= LoadImage(Pathz[ptMissionMaps] + '/' + mapName +'/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]:= lfIndestructible
                    else if p^[x] = $FFFFFFFF then
                        Land[cpY + y, cpX + x]:= lfBasic;
                end;
                p:= @(p^[tmpsurf^.pitch div 4]);
            end;

        if SDL_MustLock(tmpsurf) then
            SDL_UnlockSurface(tmpsurf);
    end;
    if (tmpsurf <> nil) then
        SDL_FreeSurface(tmpsurf);
    tmpsurf:= nil;
end;

procedure LoadMap;
var tmpsurf: PSDL_Surface;
    s: shortstring;
    f: textfile;
    mapName: shortstring = '';
begin
isMap:= true;
WriteLnToConsole('Loading land from file...');
AddProgress;
tmpsurf:= LoadImage(Pathz[ptMapCurrent] + '/map', ifAlpha or ifTransparent or ifIgnoreCaps);
if tmpsurf = nil then
begin
    mapName:= ExtractFileName(Pathz[ptMapCurrent]);
    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:= 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 GenMap;
var x, y, w, c: Longword;
begin
    hasBorder:= false;

    LoadThemeConfig;
    isMap:= false;

    // is this not needed any more? let's 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;

{$IFDEF DEBUGFILE}LogLandDigest;{$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]:= 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 gfDisableGirders) <> 0 then hasGirders:= false;

if ((GameFlags and gfForts) = 0)
    and (Pathz[ptMapCurrent] = '')
    then AddObjects
else AddProgress();

FreeLandObjects;

UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT);
end;

function GenPreview: TPreview;
var x, y, xx, yy, t, bit, cbit, lh, lw: LongInt;
    Preview: TPreview;
begin
    WriteLnToConsole('Generating preview...');
    case cMapGen of
        0: GenBlank(EdgeTemplates[SelectTemplate]);
        1: GenMaze;
    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;

    GenPreview:= Preview
end;

procedure initModule;
begin
    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
    Land:= nil;
    LandPixels:= nil;
    LandDirty:= nil;
end;

end.