author | koda |
Sat, 27 Mar 2010 16:57:18 +0000 | |
changeset 3113 | 2829ea0dd47c |
parent 3058 | 2ebc20485344 |
child 3133 | 1ab5f18f4df8 |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2005-2008 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 *) {$INCLUDE "options.inc"} unit uLand; interface uses SDLh, uLandTemplates, uFloat, uConsts, {$IFDEF GLES11} gles11; {$ELSE} GL; {$ENDIF} type TLandArray = packed array[0 .. LAND_HEIGHT - 1, 0 .. LAND_WIDTH - 1] of LongWord; TCollisionArray = packed array[0 .. LAND_HEIGHT - 1, 0 .. LAND_WIDTH - 1] of Word; TPreview = packed array[0..127, 0..31] of byte; TDirtyTag = packed array[0 .. LAND_HEIGHT div 32 - 1, 0 .. LAND_WIDTH div 32 - 1] of byte; var Land: TCollisionArray; LandPixels: TLandArray; LandDirty: TDirtyTag; hasBorder: boolean; hasGirders: boolean; isMap: boolean; playHeight, playWidth, leftX, rightX, topY, MaxHedgehogs: Longword; // idea is that a template can specify height/width. Or, a map, a height/width by the dimensions of the image. If the map has pixels near top of image, it triggers border. LandBackSurface: PSDL_Surface; procedure initModule; procedure freeModule; procedure GenMap; function GenPreview: TPreview; procedure CheckLandDigest(s: shortstring); function LandBackPixel(x, y: LongInt): LongWord; implementation uses uConsole, uStore, uMisc, uRandom, uTeams, uLandObjects, uSHA, uIO, uAmmos, uLandTexture; type TPixAr = record Count: Longword; ar: array[0..Pred(cMaxEdgePoints)] of TPoint; end; procedure LogLandDigest; var ctx: TSHA1Context; dig: TSHA1Digest; s: shortstring; begin SHA1Init(ctx); SHA1UpdateLongwords(ctx, @Land, sizeof(Land) div 4); dig:= SHA1Final(ctx); s:='M{'+inttostr(dig[0])+':' +inttostr(dig[1])+':' +inttostr(dig[2])+':' +inttostr(dig[3])+':' +inttostr(dig[4])+'}'; CheckLandDigest(s); SendIPCRaw(@s[0], Length(s) + 1) end; procedure CheckLandDigest(s: shortstring); const digest: shortstring = ''; begin {$IFDEF DEBUGFILE} AddFileLog('CheckLandDigest: ' + s); {$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); Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy); 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; 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); 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; function LandBackPixel(x, y: LongInt): LongWord; var p: PLongWordArray; begin if LandBackSurface = nil then LandBackPixel:= 0 else begin p:= LandBackSurface^.pixels; LandBackPixel:= p^[LandBackSurface^.w * (y mod LandBackSurface^.h) + (x mod LandBackSurface^.w)];// or $FF000000; 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 - 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 radz[0]:= 0; for i:= 0 to Pred(pa.Count) do 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; 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]:= COLOR_LAND; SetPoints(Template, pa); 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, COLOR_LAND); 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]:= COLOR_LAND else if Land[y, x] = COLOR_LAND then Land[y, x]:= 0; end; end; end; function SelectTemplate: LongInt; begin case cTemplateFilter of 0: begin SelectTemplate:= getrandom(Succ(High(EdgeTemplates))); end; 1: begin SelectTemplate:= SmallTemplates[getrandom(Succ(High(SmallTemplates)))]; end; 2: begin SelectTemplate:= MediumTemplates[getrandom(Succ(High(MediumTemplates)))]; end; 3: begin SelectTemplate:= LargeTemplates[getrandom(Succ(High(LargeTemplates)))]; end; 4: begin SelectTemplate:= CavernTemplates[getrandom(Succ(High(CavernTemplates)))]; end; 5: begin SelectTemplate:= WackyTemplates[getrandom(Succ(High(WackyTemplates)))]; 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 LandPixels[y, x]:= 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; begin WriteLnToConsole('Generating land...'); GenBlank(EdgeTemplates[SelectTemplate]); 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; 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 (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]:= COLOR_INDESTRUCTIBLE else if p^[x] = $FFFFFFFF then Land[cpY + y, cpX + x]:= COLOR_LAND; end; p:= @(p^[tmpsurf^.pitch div 4]); end; if SDL_MustLock(tmpsurf) then SDL_UnlockSurface(tmpsurf); end; if (tmpsurf <> nil) then SDL_FreeSurface(tmpsurf); end; procedure LoadMap; var tmpsurf: PSDL_Surface; s: shortstring; f: textfile; begin isMap:= true; WriteLnToConsole('Loading land from file...'); AddProgress; tmpsurf:= LoadImage(Pathz[ptMapCurrent] + '/map', ifAlpha or ifCritical or ifTransparent or ifIgnoreCaps); TryDo((tmpsurf^.w <= LAND_WIDTH) and (tmpsurf^.h <= LAND_HEIGHT), 'Map dimensions too big!', true); // unC0Rr - should this be passed from the GUI? I am not sure which layer does what s:= Pathz[ptMapCurrent] + '/map.cfg'; WriteLnToConsole('Fetching map HH limit'); Assign(f, s); filemode:= 0; // readonly Reset(f); Readln(f); if not eof(f) then Readln(f, MaxHedgehogs); if (MaxHedgehogs = 0) then MaxHedgehogs:= 18; playHeight:= tmpsurf^.h; playWidth:= tmpsurf^.w; leftX:= (LAND_WIDTH - playWidth) div 2; rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1; topY:= LAND_HEIGHT - playHeight; TryDo(tmpsurf^.format^.BytesPerPixel = 4, 'Map should be 32bit', true); BlitImageAndGenerateCollisionInfo( (LAND_WIDTH - tmpsurf^.w) div 2, LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf); SDL_FreeSurface(tmpsurf); LoadMask; end; procedure GenMap; var x, y, w, c: Longword; begin hasBorder:= false; LoadThemeConfig; isMap:= false; if (GameFlags and gfForts) = 0 then if Pathz[ptMapCurrent] <> '' then LoadMap else GenLandSurface else MakeFortsMap; AddProgress; {$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]:= COLOR_INDESTRUCTIBLE; // 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]:= COLOR_INDESTRUCTIBLE; Land[y, rightX - w]:= COLOR_INDESTRUCTIBLE; if (y + w) mod 32 < 16 then c:= AMask else c:= AMask or RMask or GMask; // FF00FFFF LandPixels[y, leftX + w]:= c; LandPixels[y, rightX - w]:= c; end; for x:= leftX to rightX do begin Land[topY + w, x]:= COLOR_INDESTRUCTIBLE; if (x + w) mod 32 < 16 then c:= AMask else c:= AMask or RMask or GMask; // FF00FFFF LandPixels[topY + w, x]:= c; end; end; end; if (GameFlags and gfDisableGirders) <> 0 then hasGirders:= false; if ((GameFlags and gfForts) = 0) and (Pathz[ptMapCurrent] = '') then AddObjects; FreeLandObjects; UpdateLandTexture(0, LAND_WIDTH, 0, LAND_HEIGHT); end; function GenPreview: TPreview; var x, y, xx, yy, t, bit: LongInt; Preview: TPreview; begin WriteLnToConsole('Generating preview...'); GenBlank(EdgeTemplates[SelectTemplate]); 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; for yy:= y * (LAND_HEIGHT div 128) to y * (LAND_HEIGHT div 128) + 7 do for xx:= x * (LAND_WIDTH div 32) + bit * 8 to x * (LAND_WIDTH div 32) + bit * 8 + 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; FillChar(LandPixels, sizeof(TLandArray), 0); end; procedure freeModule; begin end; end.