Crop non-team hats without “real” animation to static format (32×32)
This …
a) makes these hats more managable
b) Fixes some clipping problems with hats which take the full height
(e.g. knight, noface)
b) reduces file size
This has been done semi-automated with the following steps:
1. Carefully select hats manually and write them in a list file
2. Run a script to crop them to 32×32 using ImageMagick
3. Check ALL the converted hats in Hedgewars
4. Discard hat changes which turn out to be bad
5. Manually convert any non-RGBA images back to RGBA
6. Final check
7. Commit
(*
* 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 ifColorKey);
// 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 ifColorKey);
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 ifColorKey);
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 ifColorKey or ifIgnoreCaps);
// fallback
if tmpsurf = nil then
begin
tmpsurf:= LoadDataImage(ptForts, SpawnClansArray[i]^.Teams[0]^.FortName + 'L', ifAlpha or ifCritical or ifColorKey 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 ifColorKey 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 ifColorKey or ifIgnoreCaps);
if tmpsurf = nil then
begin
mapName:= ExtractFileName(cPathz[ptMapCurrent]);
tmpsurf:= LoadDataImage(ptMissionMaps, mapName + '/mask', ifAlpha or ifColorKey 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 ifColorKey);
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 ifColorKey or ifIgnoreCaps);
if tmpsurf = nil then
begin
mapName:= ExtractFileName(cPathz[ptMapCurrent]);
tmpsurf:= LoadDataImage(ptMissionMaps, mapName + '/map', ifAlpha or ifCritical or ifColorKey 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 map or critical resources loaded, sorry', true);
end;
procedure chSendLandDigest(var s: shortstring);
var i: LongInt;
begin
for i:= 0 to LAND_HEIGHT-1 do
syncedPixelDigest:= Adler32Update(syncedPixelDigest, @Land[i,0], LAND_WIDTH*2);
s:= 'M' + IntToStr(syncedPixelDigest); // + cScriptName; script name is no longer needed. scripts are hashed
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.