--- a/hedgewars/uLand.pas Sat Dec 03 22:21:23 2011 +0300
+++ b/hedgewars/uLand.pas Sun Dec 04 00:52:47 2011 +0300
@@ -22,12 +22,6 @@
interface
uses SDLh, uLandTemplates, uFloat, uConsts, GLunit, uTypes;
-type direction = record x, y: LongInt; end;
-const DIR_N: direction = (x: 0; y: -1);
- DIR_E: direction = (x: 1; y: 0);
- DIR_S: direction = (x: 0; y: 1);
- DIR_W: direction = (x: -1; y: 0);
-
procedure initModule;
procedure freeModule;
procedure DrawBottomBorder;
@@ -36,248 +30,9 @@
implementation
uses uConsole, uStore, uRandom, uLandObjects, uIO, uLandTexture, sysutils,
- uVariables, uUtils, uCommands, Adler32, uDebug, uLandPainted, uTextures;
-
-operator = (const a, b: direction) c: Boolean;
-begin
- c := (a.x = b.x) and (a.y = b.y);
-end;
-
-type TPixAr = record
- Count: Longword;
- ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
- 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;
+ uVariables, uUtils, uCommands, Adler32, uDebug, uLandPainted, uTextures,
+ uLandGraphics, uLandGenMaze, uLandOutline;
-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);
-{$HINTS OFF}
-Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
-{$HINTS ON}
-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;
- pa.ar[pa.Count].Y:= 0;
- 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);
-dir:= 0;
-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;
procedure ColorizeLand(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
@@ -417,84 +172,6 @@
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
-for i:= 0 to Pred(pa.Count) do
- begin
- radz[i]:= 0;
- 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;
- 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;
@@ -610,437 +287,6 @@
SDL_UnlockSurface(Surface);
end;
-procedure GenMaze;
-const small_cell_size = 128;
- medium_cell_size = 192;
- large_cell_size = 256;
- braidness = 10;
-
-var x, y: LongInt;
- cellsize: LongInt; //selected by the user in the gui
- seen_cells_x, seen_cells_y: LongInt; //number of cells that can be visited by the generator, that is every second cell in x and y direction. the cells between there are walls that will be removed when we move from one cell to another
- num_edges_x, num_edges_y: LongInt; //number of resulting edges that need to be vertexificated
- num_cells_x, num_cells_y: LongInt; //actual number of cells, depending on cell size
- seen_list: array of array of LongInt;
- xwalls: array of array of Boolean;
- ywalls: array of array of Boolean;
- x_edge_list: array of array of Boolean;
- y_edge_list: array of array of Boolean;
- maze: array of array of Boolean;
- pa: TPixAr;
- num_vertices: LongInt;
- off_y: LongInt;
- num_steps: LongInt;
- current_step: LongInt;
- step_done: array of Boolean;
- done: Boolean;
- last_cell: array of record x, y: LongInt; end;
- came_from: array of array of record x, y: LongInt; end;
- came_from_pos: array of LongInt;
- maze_inverted: Boolean;
-
-function when_seen(x: LongInt; y: LongInt): LongInt;
-begin
-if (x < 0) or (x >= seen_cells_x) or (y < 0) or (y >= seen_cells_y) then
- when_seen := current_step
-else
- when_seen := seen_list[x, y];
-end;
-
-function is_x_edge(x, y: LongInt): Boolean;
-begin
-if (x < 0) or (x > num_edges_x) or (y < 0) or (y > num_cells_y) then
- is_x_edge := false
-else
- is_x_edge := x_edge_list[x, y];
-end;
-
-function is_y_edge(x, y: LongInt): Boolean;
-begin
-if (x < 0) or (x > num_cells_x) or (y < 0) or (y > num_edges_y) then
- is_y_edge := false
-else
- is_y_edge := y_edge_list[x, y];
-end;
-
-procedure see_cell;
-var dir: direction;
- tries: LongInt;
- x, y: LongInt;
- found_cell: Boolean;
- next_dir_clockwise: Boolean;
-
-begin
-x := last_cell[current_step].x;
-y := last_cell[current_step].y;
-seen_list[x, y] := current_step;
-case GetRandom(4) of
- 0: dir := DIR_N;
- 1: dir := DIR_E;
- 2: dir := DIR_S;
- 3: dir := DIR_W;
-end;
-tries := 0;
-found_cell := false;
-if getrandom(2) = 1 then next_dir_clockwise := true
-else next_dir_clockwise := false;
-
-while (tries < 5) and (not found_cell) do
-begin
- if when_seen(x + dir.x, y + dir.y) = current_step then //we are seeing ourselves, try another direction
- begin
- //we have already seen the target cell, decide if we should remove the wall anyway
- //(or put a wall there if maze_inverted, but we are not doing that right now)
- if not maze_inverted and (GetRandom(braidness) = 0) then
- //or just warn that inverted+braid+indestructible terrain != good idea
- begin
- case dir.x of
- -1: if x > 0 then ywalls[x-1, y] := false;
- 1: if x < seen_cells_x - 1 then ywalls[x, y] := false;
- end;
- case dir.y of
- -1: if y > 0 then xwalls[x, y-1] := false;
- 1: if y < seen_cells_y - 1 then xwalls[x, y] := false;
- end;
- end;
- if next_dir_clockwise then
- begin
- if dir = DIR_N then
- dir := DIR_E
- else if dir = DIR_E then
- dir := DIR_S
- else if dir = DIR_S then
- dir := DIR_W
- else
- dir := DIR_N;
- end
- else
- begin
- if dir = DIR_N then
- dir := DIR_W
- else if dir = DIR_E then
- dir := DIR_N
- else if dir = DIR_S then
- dir := DIR_E
- else
- dir := DIR_S;
- end
- end
- else if when_seen(x + dir.x, y + dir.y) = -1 then //cell was not seen yet, go there
- begin
- case dir.y of
- -1: xwalls[x, y-1] := false;
- 1: xwalls[x, y] := false;
- end;
- case dir.x of
- -1: ywalls[x-1, y] := false;
- 1: ywalls[x, y] := false;
- end;
- last_cell[current_step].x := x+dir.x;
- last_cell[current_step].y := y+dir.y;
- came_from_pos[current_step] := came_from_pos[current_step] + 1;
- came_from[current_step, came_from_pos[current_step]].x := x;
- came_from[current_step, came_from_pos[current_step]].y := y;
- found_cell := true;
- end
- else //we are seeing someone else, quit
- begin
- step_done[current_step] := true;
- found_cell := true;
- end;
-
- tries := tries + 1;
-end;
-if not found_cell then
-begin
- last_cell[current_step].x := came_from[current_step, came_from_pos[current_step]].x;
- last_cell[current_step].y := came_from[current_step, came_from_pos[current_step]].y;
- came_from_pos[current_step] := came_from_pos[current_step] - 1;
- if came_from_pos[current_step] >= 0 then see_cell
- else step_done[current_step] := true;
-end;
-end;
-
-procedure add_vertex(x, y: LongInt);
-var tmp_x, tmp_y: LongInt;
-begin
-if x = NTPX then
-begin
- if pa.ar[num_vertices - 6].x = NTPX then
- begin
- num_vertices := num_vertices - 6;
- end
- else
- begin
- pa.ar[num_vertices].x := NTPX;
- pa.ar[num_vertices].y := 0;
- end
-end
-else
-begin
- if maze_inverted or (x mod 2 = 0) then tmp_x := cellsize
- else tmp_x := cellsize * 2 div 3;
- if maze_inverted or (y mod 2 = 0) then tmp_y := cellsize
- else tmp_y := cellsize * 2 div 3;
-
- pa.ar[num_vertices].x := (x-1)*cellsize + tmp_x;
- pa.ar[num_vertices].y := (y-1)*cellsize + tmp_y + off_y;
-end;
-num_vertices := num_vertices + 1;
-end;
-
-procedure add_edge(x, y: LongInt; dir: direction);
-var i: LongInt;
-begin
-if dir = DIR_N then
-begin
- dir := DIR_W
-end
-else if dir = DIR_E then
-begin
- dir := DIR_N
-end
-else if dir = DIR_S then
-begin
- dir := DIR_E
-end
-else
-begin
- dir := DIR_S;
-end;
-
-for i := 0 to 3 do
-begin
- if dir = DIR_N then
- dir := DIR_E
- else if dir = DIR_E then
- dir := DIR_S
- else if dir = DIR_S then
- dir := DIR_W
- else
- dir := DIR_N;
-
- if (dir = DIR_N) and is_x_edge(x, y) then
- begin
- x_edge_list[x, y] := false;
- add_vertex(x+1, y);
- add_edge(x, y-1, DIR_N);
- break;
- end;
-
- if (dir = DIR_E) and is_y_edge(x+1, y) then
- begin
- y_edge_list[x+1, y] := false;
- add_vertex(x+2, y+1);
- add_edge(x+1, y, DIR_E);
- break;
- end;
-
- if (dir = DIR_S) and is_x_edge(x, y+1) then
- begin
- x_edge_list[x, y+1] := false;
- add_vertex(x+1, y+2);
- add_edge(x, y+1, DIR_S);
- break;
- end;
-
- if (dir = DIR_W) and is_y_edge(x, y) then
- begin
- y_edge_list[x, y] := false;
- add_vertex(x, y+1);
- add_edge(x-1, y, DIR_W);
- break;
- end;
-end;
-
-end;
-
-begin
-case cTemplateFilter of
- 0: begin
- cellsize := small_cell_size;
- maze_inverted := false;
- end;
- 1: begin
- cellsize := medium_cell_size;
- maze_inverted := false;
- end;
- 2: begin
- cellsize := large_cell_size;
- maze_inverted := false;
- end;
- 3: begin
- cellsize := small_cell_size;
- maze_inverted := true;
- end;
- 4: begin
- cellsize := medium_cell_size;
- maze_inverted := true;
- end;
- 5: begin
- cellsize := large_cell_size;
- maze_inverted := true;
- end;
-end;
-
-num_cells_x := LAND_WIDTH div cellsize;
-if not odd(num_cells_x) then num_cells_x := num_cells_x - 1; //needs to be odd
-num_cells_y := LAND_HEIGHT div cellsize;
-if not odd(num_cells_y) then num_cells_y := num_cells_y - 1;
-num_edges_x := num_cells_x - 1;
-num_edges_y := num_cells_y - 1;
-seen_cells_x := num_cells_x div 2;
-seen_cells_y := num_cells_y div 2;
-
-if maze_inverted then
- num_steps := 3 //TODO randomize, between 3 and 5?
-else
- num_steps := 1;
-SetLength(step_done, num_steps);
-SetLength(last_cell, num_steps);
-SetLength(came_from_pos, num_steps);
-SetLength(came_from, num_steps, num_cells_x*num_cells_y);
-done := false;
-for current_step := 0 to num_steps - 1 do
- step_done[current_step] := false;
- came_from_pos[current_step] := 0;
-current_step := 0;
-
-SetLength(seen_list, seen_cells_x, seen_cells_y);
-SetLength(xwalls, seen_cells_x, seen_cells_y - 1);
-SetLength(ywalls, seen_cells_x - 1, seen_cells_y);
-SetLength(x_edge_list, num_edges_x, num_cells_y);
-SetLength(y_edge_list, num_cells_x, num_edges_y);
-SetLength(maze, num_cells_x, num_cells_y);
-
-num_vertices := 0;
-
-playHeight := num_cells_y * cellsize;
-playWidth := num_cells_x * cellsize;
-off_y := LAND_HEIGHT - playHeight;
-
-for x := 0 to playWidth do
- for y := 0 to off_y - 1 do
- Land[y, x] := 0;
-
-for x := 0 to playWidth do
- for y := off_y to LAND_HEIGHT - 1 do
- Land[y, x] := lfBasic;
-
-for y := 0 to num_cells_y - 1 do
- for x := 0 to num_cells_x - 1 do
- maze[x, y] := false;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 2 do
- xwalls[x, y] := true;
-
-for x := 0 to seen_cells_x - 2 do
- for y := 0 to seen_cells_y - 1 do
- ywalls[x, y] := true;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 1 do
- seen_list[x, y] := -1;
-
-for x := 0 to num_edges_x - 1 do
- for y := 0 to num_cells_y - 1 do
- x_edge_list[x, y] := false;
-
-for x := 0 to num_cells_x - 1 do
- for y := 0 to num_edges_y - 1 do
- y_edge_list[x, y] := false;
-
-for current_step := 0 to num_steps-1 do
-begin
- x := GetRandom(seen_cells_x - 1) div LongWord(num_steps);
- last_cell[current_step].x := x + current_step * seen_cells_x div num_steps;
- last_cell[current_step].y := GetRandom(seen_cells_y);
-end;
-
-while not done do
-begin
- done := true;
- for current_step := 0 to num_steps-1 do
- begin
- if not step_done[current_step] then
- begin
- see_cell;
- done := false;
- end;
- end;
-end;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 1 do
- if seen_list[x, y] > -1 then
- maze[(x+1)*2-1, (y+1)*2-1] := true;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 2 do
- if not xwalls[x, y] then
- maze[x*2 + 1, y*2 + 2] := true;
-
-
-for x := 0 to seen_cells_x - 2 do
- for y := 0 to seen_cells_y - 1 do
- if not ywalls[x, y] then
- maze[x*2 + 2, y*2 + 1] := true;
-
-for x := 0 to num_edges_x - 1 do
- for y := 0 to num_cells_y - 1 do
- if maze[x, y] xor maze[x+1, y] then
- x_edge_list[x, y] := true
- else
- x_edge_list[x, y] := false;
-
-for x := 0 to num_cells_x - 1 do
- for y := 0 to num_edges_y - 1 do
- if maze[x, y] xor maze[x, y+1] then
- y_edge_list[x, y] := true
- else
- y_edge_list[x, y] := false;
-
-for x := 0 to num_edges_x - 1 do
- for y := 0 to num_cells_y - 1 do
- if x_edge_list[x, y] then
- begin
- x_edge_list[x, y] := false;
- add_vertex(x+1, y+1);
- add_vertex(x+1, y);
- add_edge(x, y-1, DIR_N);
- add_vertex(NTPX, 0);
- end;
-
-pa.count := num_vertices;
-
-RandomizePoints(pa);
-BezierizeEdge(pa, _0_25);
-RandomizePoints(pa);
-BezierizeEdge(pa, _0_25);
-
-DrawEdge(pa, 0);
-
-if maze_inverted then
- FillLand(1, 1+off_y)
-else
-begin
- x := 0;
- while Land[cellsize div 2 + cellsize + off_y, x] = lfBasic do
- x := x + 1;
- while Land[cellsize div 2 + cellsize + off_y, x] = 0 do
- x := x + 1;
- FillLand(x+1, cellsize div 2 + cellsize + off_y);
-end;
-
-MaxHedgehogs:= 32;
-if (GameFlags and gfDisableGirders) <> 0 then hasGirders:= false
-else hasGirders := true;
-leftX:= 0;
-rightX:= playWidth;
-topY:= off_y;
-hasBorder := false;
-end;
procedure GenLandSurface;
var tmpsurf: PSDL_Surface;