hedgewars/uLand.pas
author nemo
Wed, 30 Dec 2015 23:30:00 -0500
changeset 11473 023db094b22d
parent 11362 ed5a6478e710
child 11507 bd9a2f1b0080
permissions -rw-r--r--
Some themers expressed desire to have translucent themes. While the current AA stuff in uLandGraphics won't really allow this to work with LandBackTex properly, seems to me it should be safe to allow alpha for LandTex. Our LandTex should all have alpha of 255 on the existing themes.

(*
 * 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, SysUtils,
     uVariables, uUtils, uCommands, adler32, uDebug, uLandPainted, uTextures,
     uLandGenMaze, uPhysFSLayer, uScript, uLandGenPerlin,
     uLandGenTemplateBased, uLandUtils;

var digest: shortstring;
    maskOnly: boolean;


procedure PrettifyLandAlpha();
begin
    if (cReducedQuality and rqBlurryLand) <> 0 then
        PrettifyAlpha2D(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2)
    else
        PrettifyAlpha2D(LandPixels, LAND_HEIGHT, LAND_WIDTH);
end;

procedure DrawBorderFromImage(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
    r, rr: TSDL_Rect;
    x, yd, yu: LongInt;
    targetMask: Word;
begin
    tmpsurf:= LoadDataImage(ptCurrTheme, 'Border', ifCritical or ifIgnoreCaps or ifTransparent);

    // if mask only, all land gets filled with landtex and therefore needs borders
    if maskOnly then
        targetMask:= lfLandMask
    else
        targetMask:= lfBasic;

    for x:= 0 to LAND_WIDTH - 1 do
    begin
        yd:= LAND_HEIGHT - 1;
        repeat
            while (yd > 0) and ((Land[yd, x] and targetMask) = 0) do dec(yd);

            if (yd < 0) then
                yd:= 0;

            while (yd < LAND_HEIGHT) and ((Land[yd, x] and targetMask) <> 0) do
                inc(yd);
            dec(yd);
            yu:= yd;

            while (yu > 0  ) and ((Land[yu, x] and targetMask) <> 0) do dec(yu);
            while (yu < yd ) and ((Land[yu, x] and targetMask) =  0) do inc(yu);

            if (yd < LAND_HEIGHT - 1) and ((yd - yu) >= 16) then
                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: 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
            SDL_UpperBlit(tmpsurf, nil, Surface, @r);
            inc(r.x, tmpsurf^.w)
            end;
        inc(y, tmpsurf^.h);
        r.y:= y
        end;
    SDL_FreeSurface(tmpsurf);

    // freed in freeModule() below
    LandBackSurface:= LoadDataImage(ptCurrTheme, 'LandBackTex', ifIgnoreCaps or ifTransparent);
    if (LandBackSurface <> nil) and GrayScale then Surface2GrayScale(LandBackSurface);
end;


procedure GenDrawnMap;
begin
    ResizeLand(4096, 2048);
    uLandPainted.Draw;

    MaxHedgehogs:= 48;
    hasGirders:= true;
    playHeight:= 2048;
    playWidth:= 4096;
    leftX:= ((LAND_WIDTH - playWidth) div 2);
    rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
    topY:= LAND_HEIGHT - playHeight;
end;

function SelectTemplate: LongInt;
var l: LongInt;
begin
    if (cReducedQuality and rqLowRes) <> 0 then
        SelectTemplate:= SmallTemplates[getrandom(Succ(High(SmallTemplates)))]
    else
    begin
        if cTemplateFilter = 0 then
            begin
            l:= getRandom(GroupedTemplatesCount);
            repeat
                inc(cTemplateFilter);
                dec(l, TemplateCounts[cTemplateFilter]);
            until l < 0;
            end else getRandom(1);

        case cTemplateFilter of
        0: OutError('Ask unC0Rr about what you did wrong', true);
        1: SelectTemplate:= SmallTemplates[getrandom(TemplateCounts[cTemplateFilter])];
        2: SelectTemplate:= MediumTemplates[getrandom(TemplateCounts[cTemplateFilter])];
        3: SelectTemplate:= LargeTemplates[getrandom(TemplateCounts[cTemplateFilter])];
        4: SelectTemplate:= CavernTemplates[getrandom(TemplateCounts[cTemplateFilter])];
        5: SelectTemplate:= WackyTemplates[getrandom(TemplateCounts[cTemplateFilter])];
// For lua only!
        6: begin
           SelectTemplate:= min(LuaTemplateNumber,High(EdgeTemplates));
           GetRandom(2) // burn 1
           end
        end
    end;

    WriteLnToConsole('Selected template #'+inttostr(SelectTemplate)+' using filter #'+inttostr(cTemplateFilter));
end;

procedure LandSurface2LandPixels(Surface: PSDL_Surface);
var x, y: LongInt;
    p: PLongwordArray;
begin
TryDo(Surface <> nil, 'Assert (LandSurface <> nil) failed', true);

if SDL_MustLock(Surface) then
    SDLTry(SDL_LockSurface(Surface) >= 0, 'SDL_LockSurface', 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:= 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);

    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);

// not critical because if no R we can fallback to mirrored L
tmpsurf:= LoadDataImage(ptForts, ClansArray[1]^.Teams[0]^.FortName + 'R', ifAlpha or ifTransparent or ifIgnoreCaps);
// fallback
if tmpsurf = nil then
    begin
    tmpsurf:= LoadDataImage(ptForts, ClansArray[1]^.Teams[0]^.FortName + 'L', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps);
    BlitImageAndGenerateCollisionInfo(rightX - 150 - tmpsurf^.w, LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf, 0, true);
    end
else
    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, 'SDL_LockSurface', 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:= PLongwordArray(@(p^[tmpsurf^.pitch div 4]));
            end;

    if SDL_MustLock(tmpsurf) then
        SDL_UnlockSurface(tmpsurf);
    if not disableLandBack then
        begin
        // freed in freeModule() below
        LandBackSurface:= LoadDataImage(ptCurrTheme, 'LandBackTex', ifIgnoreCaps or ifTransparent);
        if (LandBackSurface <> nil) and GrayScale then
            Surface2GrayScale(LandBackSurface)
        end;
end;
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;
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
                mgRandom: GenTemplated(EdgeTemplates[SelectTemplate]);
                mgMaze  : begin ResizeLand(4096,2048); GenMaze; end;
                mgPerlin: begin ResizeLand(4096,2048); GenPerlin; end;
                mgDrawn : 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
    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 + 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;
                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;
    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;
    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
        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;

    ScriptSetString('LandDigest', s);

    chLandCheck(s);
    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.