unit uLandUtils;
interface
uses SDLh;
procedure CreateTemplatedLand(featureSize: Longword; seed, dataPath, theme: shortstring);
procedure ResizeLand(width, height: LongWord);
procedure DisposeLand();
procedure InitWorldEdges();
function LandGet(y, x: LongInt): Word;
procedure LandSet(y, x: LongInt; value: Word);
function LandRow(row: LongInt): PWordArray;
procedure FillLand(x, y: LongInt; border, value: Word);
function LandPixelGet(y, x: LongInt): Longword;
procedure LandPixelSet(y, x: LongInt; value: Longword);
function LandPixelRow(row: LongInt): PLongwordArray;
implementation
uses uUtils, uConsts, uVariables, uTypes;
const LibFutureName = 'hwengine_future';
function create_empty_game_field(width, height: Longword): pointer; cdecl; external LibFutureName;
procedure get_game_field_parameters(game_field: pointer; var width: LongInt; var height: LongInt); cdecl; external LibFutureName;
procedure dispose_game_field(game_field: pointer); cdecl; external LibFutureName;
function land_get(game_field: pointer; x, y: LongInt): Word; cdecl; external LibFutureName;
procedure land_set(game_field: pointer; x, y: LongInt; value: Word); cdecl; external LibFutureName;
function land_row(game_field: pointer; row: LongInt): PWordArray; cdecl; external LibFutureName;
procedure land_fill(game_field: pointer; x, y: LongInt; border, fill: Word); cdecl; external LibFutureName;
function land_pixel_get(game_field: pointer; x, y: LongInt): Longword; cdecl; external LibFutureName;
procedure land_pixel_set(game_field: pointer; x, y: LongInt; value: Longword); cdecl; external LibFutureName;
function land_pixel_row(game_field: pointer; row: LongInt): PLongwordArray; cdecl; external LibFutureName;
function generate_templated_game_field(feature_size: Longword; seed, data_path, theme_name: PChar): pointer; cdecl; external LibFutureName;
var gameField: pointer;
function LandGet(y, x: LongInt): Word;
begin
LandGet:= land_get(gameField, x, y)
end;
procedure LandSet(y, x: LongInt; value: Word);
begin
land_set(gameField, x, y, value)
end;
function LandRow(row: LongInt): PWordArray;
begin
LandRow:= land_row(gameField, row)
end;
procedure FillLand(x, y: LongInt; border, value: Word);
begin
land_fill(gameField, x, y, border, value)
end;
function LandPixelGet(y, x: LongInt): Longword;
begin
LandPixelGet:= land_pixel_get(gameField, x, y)
end;
procedure LandPixelSet(y, x: LongInt; value: Longword);
begin
land_pixel_set(gameField, x, y, value)
end;
function LandPixelRow(row: LongInt): PLongwordArray;
begin
LandPixelRow:= land_pixel_row(gameField, row)
end;
procedure CreateTemplatedLand(featureSize: Longword; seed, dataPath, theme: shortstring);
begin
seed[byte(seed[0]) + 1]:= #0;
theme[byte(theme[0]) + 1]:= #0;
gameField:= generate_templated_game_field(featureSize, @seed[1], Str2PChar(dataPath), @theme[1]);
get_game_field_parameters(gameField, LAND_WIDTH, LAND_HEIGHT);
// let's assume those are powers of two
LAND_WIDTH_MASK:= not(LAND_WIDTH-1);
LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1);
SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32));
initScreenSpaceVars();
end;
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;
gameField:= create_empty_game_field(LAND_WIDTH, LAND_HEIGHT);
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:= cMaxZoomLevel/2;
cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
end;
initScreenSpaceVars();
end;
procedure DisposeLand();
begin
dispose_game_field(gameField)
end;
procedure InitWorldEdges();
var cy, cx, lx, ly: LongInt;
found: boolean;
begin
playHeight:= LAND_HEIGHT;
topY:= 0;
lx:= LongInt(LAND_WIDTH) - 1;
// don't change world edges for drawn maps
if (cMapGen = mgDrawn) then
// edges were adjusted already in GenDrawnMap() in uLand
EXIT;
// use maximum available map width if there is no special world edge
if WorldEdge = weNone then
begin
playWidth:= LAND_WIDTH;
leftX := 0;
rightX:= lx;
EXIT;
end;
// keep fort distance consistent if we're in wrap mode on fort map
if (cMapGen = mgForts) and (WorldEdge = weWrap) then
begin
// edges were adjusted already in MakeFortsMap() in uLand
EXIT;
end;
ly:= LongInt(LAND_HEIGHT) - 1;
// find most left land pixels and set leftX accordingly
found:= false;
for cx:= 0 to lx do
begin
for cy:= ly downto 0 do
if LandGet(cy, cx) <> 0 then
begin
leftX:= max(0, cx - cWorldEdgeDist);
// break out of both loops
found:= true;
break;
end;
if found then break;
end;
// find most right land pixels and set rightX accordingly
found:= false;
for cx:= lx downto 0 do
begin
for cy:= ly downto 0 do
if LandGet(cy, cx) <> 0 then
begin
rightX:= min(lx, cx + cWorldEdgeDist);
// break out of both loops
found:= true;
break;
end;
if found then break;
end;
playWidth := rightX + 1 - leftX;
end;
end.