--- a/hedgewars/uLand.pas Tue Nov 10 18:16:35 2015 +0100
+++ b/hedgewars/uLand.pas Tue Nov 10 20:43:13 2015 +0100
@@ -1,6 +1,6 @@
(*
* Hedgewars, a free turn based strategy game
- * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
+ * 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
@@ -13,76 +13,70 @@
*
* 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
+ * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*)
{$INCLUDE "options.inc"}
unit uLand;
interface
-uses SDLh, uLandTemplates, uFloat, uConsts, uTypes, uAILandMarks;
+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, uLandOutline, uPhysFSLayer;
+ uLandGenMaze, uPhysFSLayer, uScript, uLandGenPerlin,
+ uLandGenTemplateBased, uLandUtils;
var digest: shortstring;
+ maskOnly: boolean;
-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;
- if (cReducedQuality and rqBlurryLand) = 0 then
- SetLength(LandPixels, LAND_HEIGHT, LAND_WIDTH)
+
+procedure PrettifyLandAlpha();
+begin
+ if (cReducedQuality and rqBlurryLand) <> 0 then
+ PrettifyAlpha2D(LandPixels, LAND_HEIGHT div 2, LAND_WIDTH div 2)
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));
- // 0.5 is already approaching on unplayable
- if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= 0.5;
- cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel
- end;
+ 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] = 0) do dec(yd);
+ 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] <> 0) do
+ 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] <> 0) do dec(yu);
- while (yu < yd ) and (Land[yu, x] = 0) do inc(yu);
+ 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
@@ -120,16 +114,16 @@
// vertical
s:= LAND_HEIGHT;
-
+
for x:= 0 to LAND_WIDTH - 1 do
for y:= 0 to LAND_HEIGHT - 1 do
- if LandPixels[y, x] = 0 then
+ 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
@@ -144,26 +138,26 @@
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;
end;
-
+
// horizontal
s:= LAND_WIDTH;
-
+
for y:= 0 to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
- if LandPixels[y, x] = 0 then
+ 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
@@ -178,31 +172,34 @@
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
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;
- while r.y < LAND_HEIGHT do
- begin
+ y:= 0;
+ while y < LAND_HEIGHT do
+ begin
r.x:= 0;
while r.x < LAND_WIDTH do
- begin
+ begin
SDL_UpperBlit(tmpsurf, nil, Surface, @r);
inc(r.x, tmpsurf^.w)
+ end;
+ inc(y, tmpsurf^.h);
+ r.y:= y
end;
- inc(r.y, tmpsurf^.h)
- end;
SDL_FreeSurface(tmpsurf);
// freed in freeModule() below
@@ -210,138 +207,6 @@
if (LandBackSurface <> nil) and GrayScale then Surface2GrayScale(LandBackSurface);
end;
-procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
-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 - LongInt(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
- fps^[i].x:= LAND_WIDTH - 1 - fps^[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(fps^[i].y, 100);
- if fps^[i].y < 0 then
- fps^[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
- fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y;
- end;
- end
-end;
-
-
-procedure GenBlank(var Template: TEdgeTemplate);
-var pa: TPixAr;
- i: Longword;
- y, x: Longword;
- fps: TPointArray;
-begin
- fps:=Template.FillPoints^;
- ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
- for y:= 0 to LAND_HEIGHT - 1 do
- for x:= 0 to LAND_WIDTH - 1 do
- Land[y, x]:= lfBasic;
- {$HINTS OFF}
- SetPoints(Template, pa, @fps);
- {$HINTS ON}
- 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 fps[i] do
- FillLand(x, y);
-
- DrawEdge(pa, lfBasic);
-
- 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;
-
- // HACK: 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]:= lfBasic
- else if Land[y, x] = lfBasic then
- Land[y, x]:= 0;
- end;
- end;
-end;
procedure GenDrawnMap;
begin
@@ -372,7 +237,7 @@
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])];
@@ -384,7 +249,7 @@
6: begin
SelectTemplate:= min(LuaTemplateNumber,High(EdgeTemplates));
GetRandom(2) // burn 1
- end;
+ end
end
end;
@@ -410,7 +275,7 @@
else
LandPixels[y div 2, x div 2]:= p^[x] or AMask;
- p:= @(p^[Surface^.pitch div 4]);
+ p:= PLongwordArray(@(p^[Surface^.pitch div 4]));
end;
if SDL_MustLock(Surface) then
@@ -433,12 +298,12 @@
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
+ 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
@@ -446,16 +311,16 @@
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;
@@ -470,25 +335,25 @@
((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;
@@ -516,8 +381,16 @@
BlitImageAndGenerateCollisionInfo(leftX+150, LAND_HEIGHT - tmpsurf^.h, tmpsurf^.w, tmpsurf);
SDL_FreeSurface(tmpsurf);
-tmpsurf:= LoadDataImage(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);
+// 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;
@@ -585,7 +458,7 @@
begin
for x:= 0 to Pred(tmpsurf^.w) do
SetLand(Land[cpY + y, cpX + x], p^[x]);
- p:= @(p^[tmpsurf^.pitch div 4]);
+ p:= PLongwordArray(@(p^[tmpsurf^.pitch div 4]));
end;
if SDL_MustLock(tmpsurf) then
@@ -661,7 +534,6 @@
procedure GenMap;
var x, y, w, c: Longword;
map, mask: shortstring;
- maskOnly: boolean;
begin
hasBorder:= false;
maskOnly:= false;
@@ -689,9 +561,10 @@
begin
WriteLnToConsole('Generating land...');
case cMapGen of
- 0: GenBlank(EdgeTemplates[SelectTemplate]);
- 1: begin ResizeLand(4096,2048); GenMaze; end;
- 2: GenDrawnMap;
+ 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;
@@ -721,10 +594,19 @@
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
+ 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
@@ -775,7 +657,7 @@
if (GameFlags and gfForts = 0) and (maskOnly or (cPathz[ptMapCurrent] = '')) then
AddObjects
-
+
else
AddProgress();
@@ -802,12 +684,17 @@
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;
- 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 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);
@@ -815,9 +702,10 @@
begin
WriteLnToConsole('Generating preview...');
case cMapGen of
- 0: GenBlank(EdgeTemplates[SelectTemplate]);
- 1: begin ResizeLand(4096,2048); GenMaze; end;
- 2: GenDrawnMap;
+ 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;
@@ -831,7 +719,7 @@
rw:= rh*2;
end;
if rh < rw div 2 then rh:= rw * 2;
-
+
ox:= (rw-LAND_WIDTH) div 2;
oy:= rh-LAND_HEIGHT;
@@ -847,7 +735,7 @@
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)
+ 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
@@ -857,6 +745,49 @@
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);
@@ -874,6 +805,8 @@
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;
@@ -885,6 +818,7 @@
LandBackSurface:= nil;
digest:= '';
+ maskOnly:= false;
LAND_WIDTH:= 0;
LAND_HEIGHT:= 0;
(*