Don't set gravity to normal immediately on turn end, let watchdog do its job if game gets frozen
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2013 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, uTypes, uAILandMarks;
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, uPhysFSLayer;
var digest: shortstring;
procedure ResizeLand(width, height: LongWord);
var potW, potH: LongInt;
begin
potW:= toPowerOf2(width);
potH:= toPowerOf2(height);
if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then
begin
LAND_WIDTH:= potW;
LAND_HEIGHT:= potH;
LAND_WIDTH_MASK:= not(LAND_WIDTH-1);
LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1);
cWaterLine:= LAND_HEIGHT;
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));
// 0.5 is already approaching on unplayable
if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= 0.5;
cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
end;
end;
procedure DrawBorderFromImage(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
r, rr: TSDL_Rect;
x, yd, yu: LongInt;
begin
tmpsurf:= LoadDataImage(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 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 ColorizeLand(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
r: TSDL_Rect;
y: LongWord; // 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
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 SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
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
fps^[i].x:= LAND_WIDTH - 1 - fps^[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(fps^[i].y, 100);
if fps^[i].y < 0 then
fps^[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
fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y;
end;
end
end;
procedure GenBlank(var Template: TEdgeTemplate);
var pa: TPixAr;
i: Longword;
y, x: Longword;
fps: TPointArray;
begin
fps:=Template.FillPoints^;
ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
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, @fps);
{$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 fps[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
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
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
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);
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 MakeFortsMap;
var tmpsurf: PSDL_Surface;
begin
ResizeLand(4096,2048);
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:= LoadDataImage(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:= LoadDataImage(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;
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
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
SetLand(Land[cpY + y, cpX + x], p^[x]);
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:= LoadDataImage(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;
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);
end;
// (bare) Sanity check. Considering possible LongInt comparisons as well as just how much system memoery it would take
TryDo((tmpsurf^.w < $40000000) and (tmpsurf^.h < $40000000) and (QWord(tmpsurf^.w) * tmpsurf^.h < 6*1024*1024*1024), 'Map dimensions too big!', true);
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;
TryDo(tmpsurf^.format^.BytesPerPixel = 4, 'Map should be 32bit', true);
BlitImageAndGenerateCollisionInfo(
(LAND_WIDTH - tmpsurf^.w) div 2,
LAND_HEIGHT - tmpsurf^.h,
tmpsurf^.w,
tmpsurf);
SDL_FreeSurface(tmpsurf);
LoadMask;
end;
procedure 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;
map, mask: shortstring;
maskOnly: boolean;
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 (GameFlags and gfForts) = 0 then
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
0: GenBlank(EdgeTemplates[SelectTemplate]);
1: begin ResizeLand(4096,2048); GenMaze; end;
2: GenDrawnMap;
else
OutError('Unknown mapgen', true);
end;
GenLandSurface
end
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 > LongWord((LAND_WIDTH div 2)) 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
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 + 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 (maskOnly or (cPathz[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;
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
0: GenBlank(EdgeTemplates[SelectTemplate]);
1: begin ResizeLand(4096,2048); GenMaze; end;
2: GenDrawnMap;
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 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:= '';
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.