hedgewars/uLand.pas
author nemo
Mon, 08 Feb 2010 12:49:41 +0000
changeset 2766 aa3120a9e22c
parent 2747 7889a3a9724f
child 2866 450ca0afcd58
permissions -rw-r--r--
redundant

(*
 * 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;  
    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 init_uLand;
procedure free_uLand;
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 free_uLand() 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
// 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: string;
	f: textfile;
begin
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;
hasGirders:= true;
LoadThemeConfig;

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 gfForts) = 0) and (Pathz[ptMapCurrent] = '') then AddObjects;

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 init_uLand;
begin
	LandBackSurface:= nil;
end;

procedure free_uLand;
begin
	if LandBackSurface <> nil then
		SDL_FreeSurface(LandBackSurface);
end;

end.