Changeset 6 for trunk/Database.pas


Ignore:
Timestamp:
Jan 7, 2017, 11:32:14 AM (8 years ago)
Author:
chronos
Message:
  • Modified: Formated all project source files using Delphi formatter as original indentation and other formatting was really bad.
File:
1 edited

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  • trunk/Database.pas

    r2 r6  
    11{$INCLUDE switches}
    2 //{$DEFINE TEXTLOG}
    3 //{$DEFINE LOADPERF}
     2// {$DEFINE TEXTLOG}
     3// {$DEFINE LOADPERF}
    44unit Database;
    55
     
    77
    88uses
    9 Protocol,CmdList;
     9  Protocol, CmdList;
    1010
    1111const
    12 // additional test flags
    13 FastContact=false; {extra small world with railroad everywhere}
    14 
    15 neumax=4096;
    16 necmax=1024;
    17 nemmax=1024;
    18 
    19 lNoObserve=0; lObserveUnhidden=1; lObserveAll=2; lObserveSuper=3; //observe levels
    20 
    21 TerrType_Canalable=[fGrass,fDesert,fPrairie,fTundra,fSwamp,fForest,fHills];
    22 
    23 nStartUn=1;
    24 StartUn: array[0..nStartUn-1] of integer=(0); //mix of start units
    25 
    26 CityOwnTile=13;
    27 
    28 var
    29 GAlive, {players alive; bitset of 1 shl p}
    30 GWatching,
    31 GInitialized,
    32 GAI,
    33 RND, {world map randseed}
    34 lx,ly,
    35 MapSize, // = lx*ly
    36 LandMass,
    37 {$IFOPT O-}InvalidTreatyMap,{$ENDIF}
    38 SaveMapCenterLoc,
    39 PeaceEnded,
    40 GTurn, {current turn}
    41 GTestFlags: integer;
    42 Mode: (moLoading_Fast, moLoading, moMovie, moPlaying);
    43 GWonder: array[0..27] of TWonderInfo;
    44 ServerVersion: array[0..nPl-1] of integer;
    45 ProcessClientData: array[0..nPl-1] of boolean;
    46 CL: TCmdList;
    47 {$IFDEF TEXTLOG}CmdInfo: string; TextLog: TextFile;{$ENDIF}
    48 {$IFDEF LOADPERF}time_total,time_total0,time_x0,time_x1,time_a,time_b,time_c: int64;{$ENDIF}
    49 
    50 // map data
    51 RealMap: array[0..lxmax*lymax-1] of Cardinal;
    52 Continent:array[0..lxmax*lymax-1] of integer; {continent id for each tile}
    53 Occupant:array[0..lxmax*lymax-1] of ShortInt; {occupying player for each tile}
    54 ZoCMap:array[0..lxmax*lymax-1] of ShortInt;
    55 ObserveLevel:array[0..lxmax*lymax-1] of Cardinal;
    56   {Observe Level of player p in bits 2*p and 2*p+1}
    57 UsedByCity:array[0..lxmax*lymax-1] of integer; {location of exploiting city for
    58   each tile, =-1 if not exploited}
    59 
    60 // player data
    61 RW: array[0..nPl-1] of TPlayerContext;{player data}
    62 Difficulty: array[0..nPl-1] of integer;
    63 GShip: array[0..nPl-1] of TShipInfo;
    64 ResourceMask: array[0..nPl-1] of Cardinal;
    65 Founded: array[0..nPl-1] of integer; {number of cities founded}
    66 TerritoryCount: array[0..nPl] of integer;
    67 LastValidStat,
    68 Researched,
    69 Discovered, // number of tiles discovered
    70 GrWallContinent: array[0..nPl-1] of integer;
    71 RWemix: array[0..nPl-1, 0..nPl-1, 0..nmmax-1] of SmallInt;
     12  // additional test flags
     13  FastContact = false; { extra small world with railroad everywhere }
     14
     15  neumax = 4096;
     16  necmax = 1024;
     17  nemmax = 1024;
     18
     19  lNoObserve = 0;
     20  lObserveUnhidden = 1;
     21  lObserveAll = 2;
     22  lObserveSuper = 3; // observe levels
     23
     24  TerrType_Canalable = [fGrass, fDesert, fPrairie, fTundra, fSwamp,
     25    fForest, fHills];
     26
     27  nStartUn = 1;
     28  StartUn: array [0 .. nStartUn - 1] of integer = (0); // mix of start units
     29
     30  CityOwnTile = 13;
     31
     32var
     33  GAlive, { players alive; bitset of 1 shl p }
     34  GWatching, GInitialized, GAI, RND, { world map randseed }
     35  lx, ly, MapSize, // = lx*ly
     36  LandMass,
     37{$IFOPT O-}InvalidTreatyMap, {$ENDIF}
     38  SaveMapCenterLoc, PeaceEnded, GTurn, { current turn }
     39  GTestFlags: integer;
     40  Mode: (moLoading_Fast, moLoading, moMovie, moPlaying);
     41  GWonder: array [0 .. 27] of TWonderInfo;
     42  ServerVersion: array [0 .. nPl - 1] of integer;
     43  ProcessClientData: array [0 .. nPl - 1] of boolean;
     44  CL: TCmdList;
     45{$IFDEF TEXTLOG}CmdInfo: string;
     46  TextLog: TextFile; {$ENDIF}
     47{$IFDEF LOADPERF}time_total, time_total0, time_x0, time_x1, time_a, time_b, time_c: int64; {$ENDIF}
     48  // map data
     49  RealMap: array [0 .. lxmax * lymax - 1] of Cardinal;
     50  Continent: array [0 .. lxmax * lymax - 1] of integer;
     51  { continent id for each tile }
     52  Occupant: array [0 .. lxmax * lymax - 1] of ShortInt;
     53  { occupying player for each tile }
     54  ZoCMap: array [0 .. lxmax * lymax - 1] of ShortInt;
     55  ObserveLevel: array [0 .. lxmax * lymax - 1] of Cardinal;
     56  { Observe Level of player p in bits 2*p and 2*p+1 }
     57  UsedByCity: array [0 .. lxmax * lymax - 1] of integer;
     58  { location of exploiting city for
     59    each tile, =-1 if not exploited }
     60
     61  // player data
     62  RW: array [0 .. nPl - 1] of TPlayerContext; { player data }
     63  Difficulty: array [0 .. nPl - 1] of integer;
     64  GShip: array [0 .. nPl - 1] of TShipInfo;
     65  ResourceMask: array [0 .. nPl - 1] of Cardinal;
     66  Founded: array [0 .. nPl - 1] of integer; { number of cities founded }
     67  TerritoryCount: array [0 .. nPl] of integer;
     68  LastValidStat, Researched, Discovered, // number of tiles discovered
     69  GrWallContinent: array [0 .. nPl - 1] of integer;
     70  RWemix: array [0 .. nPl - 1, 0 .. nPl - 1, 0 .. nmmax - 1] of SmallInt;
    7271  // [p1,p2,mix] -> index of p2's model mix in p1's enemy model list
    73 Destroyed: array[0..nPl-1, 0..nPl-1, 0..nmmax-1] of SmallInt;
     72  Destroyed: array [0 .. nPl - 1, 0 .. nPl - 1, 0 .. nmmax - 1] of SmallInt;
    7473  // [p1,p2,mix] -> number of p2's units with model mix that p1 has destroyed
    75 nTech: array[0..nPl-1] of integer; {number of known techs}
    76 //NewContact: array[0..nPl-1,0..nPl-1] of boolean;
     74  nTech: array [0 .. nPl - 1] of integer; { number of known techs }
     75  // NewContact: array[0..nPl-1,0..nPl-1] of boolean;
    7776
    7877type
    79 TVicinity8Loc=array[0..7] of integer;
    80 TVicinity21Loc=array[0..27] of integer;
     78  TVicinity8Loc = array [0 .. 7] of integer;
     79  TVicinity21Loc = array [0 .. 27] of integer;
    8180
    8281procedure MaskD(var x; Count, Mask: Cardinal);
    83 procedure IntServer(Command,Player,Subject:integer;var Data);
     82procedure IntServer(Command, Player, Subject: integer; var Data);
    8483procedure CompactLists(p: integer);
    8584procedure ClearTestFlags(ClearFlags: integer);
    86 procedure SetTestFlags(p,SetFlags: integer);
     85procedure SetTestFlags(p, SetFlags: integer);
    8786
    8887// Tech Related Functions
    89 function TechBaseCost(nTech,diff: integer): integer;
     88function TechBaseCost(nTech, diff: integer): integer;
    9089function TechCost(p: integer): integer;
    9190procedure CalculateModel(var m: TModel);
    92 procedure CheckSpecialModels(p,pre: integer);
     91procedure CheckSpecialModels(p, pre: integer);
    9392procedure EnableDevModel(p: integer);
    94 procedure SeeTech(p,ad: integer);
    95 procedure DiscoverTech(p,ad: integer);
     93procedure SeeTech(p, ad: integer);
     94procedure DiscoverTech(p, ad: integer);
    9695procedure CheckExpiration(Wonder: integer);
    9796
    9897// Location Navigation
    99 function dLoc(Loc,dx,dy: integer): integer;
    100 procedure dxdy(Loc0,Loc1: integer; var dx,dy: integer);
    101 function Distance(Loc0,Loc1: integer): integer;
     98function dLoc(Loc, dx, dy: integer): integer;
     99procedure dxdy(Loc0, Loc1: integer; var dx, dy: integer);
     100function Distance(Loc0, Loc1: integer): integer;
    102101procedure V8_to_Loc(Loc0: integer; var VicinityLoc: TVicinity8Loc);
    103102procedure V21_to_Loc(Loc0: integer; var VicinityLoc: TVicinity21Loc);
     
    118117// Map Revealing
    119118function GetTileInfo(p, cix, Loc: integer; var Info: TTileInfo): integer;
    120 procedure Strongest(Loc:integer;var uix,Strength,Bonus,Cnt:integer);
     119procedure Strongest(Loc: integer; var uix, Strength, Bonus, Cnt: integer);
    121120function UnitSpeed(p, mix, Health: integer): integer;
    122 procedure GetUnitReport(p,uix: integer; var UnitReport: TUnitReport);
    123 procedure SearchCity(Loc: integer; var p,cix: integer);
    124 procedure TellAboutModel(p,taOwner,tamix: integer);
    125 function emixSafe(p,taOwner,tamix: integer): integer;
    126 function Discover9(Loc,p,Level: integer; TellAllied, EnableContact: boolean): boolean;
    127 function Discover21(Loc,p,AdjacentLevel: integer; TellAllied, EnableContact: boolean): boolean;
     121procedure GetUnitReport(p, uix: integer; var UnitReport: TUnitReport);
     122procedure SearchCity(Loc: integer; var p, cix: integer);
     123procedure TellAboutModel(p, taOwner, tamix: integer);
     124function emixSafe(p, taOwner, tamix: integer): integer;
     125function Discover9(Loc, p, Level: integer;
     126  TellAllied, EnableContact: boolean): boolean;
     127function Discover21(Loc, p, AdjacentLevel: integer;
     128  TellAllied, EnableContact: boolean): boolean;
    128129procedure DiscoverAll(p, Level: integer);
    129130procedure DiscoverViewAreas(p: integer);
    130 function GetUnitStack(p,Loc: integer): integer;
     131function GetUnitStack(p, Loc: integer): integer;
    131132procedure UpdateUnitMap(Loc: integer; CityChange: boolean = false);
    132 procedure RecalcV8ZoC(p,Loc: integer);
     133procedure RecalcV8ZoC(p, Loc: integer);
    133134procedure RecalcMapZoC(p: integer);
    134135procedure RecalcPeaceMap(p: integer);
     
    136137// Territory Calculation
    137138procedure CheckBorders(OriginLoc: integer; PlayerLosingCity: integer = -1);
    138 procedure LogCheckBorders(p,cix: integer; PlayerLosingCity: integer = -1);
     139procedure LogCheckBorders(p, cix: integer; PlayerLosingCity: integer = -1);
    139140
    140141// Map Processing
    141 procedure CreateUnit(p,mix: integer);
    142 procedure FreeUnit(p,uix: integer);
    143 procedure PlaceUnit(p,uix: integer);
    144 procedure RemoveUnit(p,uix: integer; Enemy: integer = -1);
    145 procedure RemoveUnit_UpdateMap(p,uix: integer);
    146 procedure RemoveAllUnits(p,Loc: integer; Enemy: integer = -1);
    147 procedure RemoveDomainUnits(d,p,Loc: integer);
    148 procedure FoundCity(p,FoundLoc: integer);
    149 procedure DestroyCity(p,cix: integer; SaveUnits: boolean);
    150 procedure ChangeCityOwner(pOld,cixOld,pNew: integer);
    151 procedure CompleteJob(p,Loc,Job: integer);
     142procedure CreateUnit(p, mix: integer);
     143procedure FreeUnit(p, uix: integer);
     144procedure PlaceUnit(p, uix: integer);
     145procedure RemoveUnit(p, uix: integer; Enemy: integer = -1);
     146procedure RemoveUnit_UpdateMap(p, uix: integer);
     147procedure RemoveAllUnits(p, Loc: integer; Enemy: integer = -1);
     148procedure RemoveDomainUnits(d, p, Loc: integer);
     149procedure FoundCity(p, FoundLoc: integer);
     150procedure DestroyCity(p, cix: integer; SaveUnits: boolean);
     151procedure ChangeCityOwner(pOld, cixOld, pNew: integer);
     152procedure CompleteJob(p, Loc, Job: integer);
    152153
    153154// Diplomacy
    154 procedure IntroduceEnemy(p1,p2: integer);
     155procedure IntroduceEnemy(p1, p2: integer);
    155156procedure GiveCivilReport(p, pAbout: integer);
    156157procedure GiveMilReport(p, pAbout: integer);
     
    158159function PayPrice(pSender, pTarget, Price: integer; execute: boolean): boolean;
    159160procedure CancelTreaty(p, pWith: integer; DecreaseCredibility: boolean = true);
    160 function DoSpyMission(p,pCity,cix,Mission: integer): Cardinal;
    161 
     161function DoSpyMission(p, pCity, cix, Mission: integer): Cardinal;
    162162
    163163implementation
    164164
    165165uses
    166 {$IFDEF LOADPERF}SysUtils, Windows,{$ENDIF}
    167 {$IFDEF TEXTLOG}SysUtils,{$ENDIF}
    168 IPQ;
    169 
    170 var
    171 UnBuilt: array[0..nPl-1] of integer; {number of units built}
    172 
     166{$IFDEF LOADPERF}SysUtils, Windows, {$ENDIF}
     167{$IFDEF TEXTLOG}SysUtils, {$ENDIF}
     168  IPQ;
     169
     170var
     171  UnBuilt: array [0 .. nPl - 1] of integer; { number of units built }
    173172
    174173procedure MaskD(var x; Count, Mask: Cardinal); Register;
    175174asm
    176 sub eax,4
     175  sub eax,4
    177176@r: and [eax+edx*4],ecx
    178     dec edx
    179     jnz @r
     177  dec edx
     178  jnz @r
    180179end;
    181180
    182181procedure CompactLists(p: integer);
    183182var
    184 uix,uix1,cix: integer;
    185 {$IFOPT O-}V21: integer; Radius: TVicinity21Loc;{$ENDIF}
    186 begin
    187 with RW[p] do
    188   begin
    189   // compact unit list
    190   uix:=0;
    191   while uix<nUn do
    192     if Un[uix].Loc<0 then
    193       begin
    194       dec(nUn);
    195       Un[uix]:=Un[nUn]; {replace removed unit by last}
    196       if (Un[uix].TroopLoad>0) or (Un[uix].AirLoad>0) then
    197         for uix1:=0 to nUn-1 do
    198           if Un[uix1].Master=nUn then Un[uix1].Master:=uix;
    199             // index of last unit changes
     183  uix, uix1, cix: integer;
     184{$IFOPT O-}V21: integer;
     185  Radius: TVicinity21Loc; {$ENDIF}
     186begin
     187  with RW[p] do
     188  begin
     189    // compact unit list
     190    uix := 0;
     191    while uix < nUn do
     192      if Un[uix].Loc < 0 then
     193      begin
     194        dec(nUn);
     195        Un[uix] := Un[nUn]; { replace removed unit by last }
     196        if (Un[uix].TroopLoad > 0) or (Un[uix].AirLoad > 0) then
     197          for uix1 := 0 to nUn - 1 do
     198            if Un[uix1].Master = nUn then
     199              Un[uix1].Master := uix;
     200        // index of last unit changes
    200201      end
    201     else inc(uix);
    202 
    203   // compact city list
    204   cix:=0;
    205   while cix<nCity do
    206     if City[cix].Loc<0 then
    207       begin
    208       dec(nCity);
    209       City[cix]:=City[nCity]; {replace city by last}
    210       for uix1:=0 to nUn-1 do
    211         if Un[uix1].Home=nCity then Un[uix1].Home:=cix;
    212           {index of last city changes}
     202      else
     203        inc(uix);
     204
     205    // compact city list
     206    cix := 0;
     207    while cix < nCity do
     208      if City[cix].Loc < 0 then
     209      begin
     210        dec(nCity);
     211        City[cix] := City[nCity]; { replace city by last }
     212        for uix1 := 0 to nUn - 1 do
     213          if Un[uix1].Home = nCity then
     214            Un[uix1].Home := cix;
     215        { index of last city changes }
    213216      end
    214     else inc(cix);
    215 
    216   // compact enemy city list
    217   cix:=0;
    218   while cix<nEnemyCity do
    219     if EnemyCity[cix].Loc<0 then
    220       begin
    221       dec(nEnemyCity);
    222       EnemyCity[cix]:=EnemyCity[nEnemyCity]; {replace city by last}
     217      else
     218        inc(cix);
     219
     220    // compact enemy city list
     221    cix := 0;
     222    while cix < nEnemyCity do
     223      if EnemyCity[cix].Loc < 0 then
     224      begin
     225        dec(nEnemyCity);
     226        EnemyCity[cix] := EnemyCity[nEnemyCity]; { replace city by last }
    223227      end
    224     else inc(cix);
     228      else
     229        inc(cix);
    225230
    226231{$IFOPT O-}
    227   for cix:=0 to nCity-1 do with City[cix] do
    228     begin
    229     V21_to_Loc(Loc,Radius);
    230     for V21:=1 to 26 do if Tiles and (1 shl V21)<>0 then
    231       assert(UsedByCity[Radius[V21]]=Loc);
     232    for cix := 0 to nCity - 1 do
     233      with City[cix] do
     234      begin
     235        V21_to_Loc(Loc, Radius);
     236        for V21 := 1 to 26 do
     237          if Tiles and (1 shl V21) <> 0 then
     238            assert(UsedByCity[Radius[V21]] = Loc);
     239      end
     240{$ENDIF}
     241  end;
     242end; // CompactLists
     243
     244{
     245  Tech Related Functions
     246  ____________________________________________________________________
     247}
     248function TechBaseCost(nTech, diff: integer): integer;
     249var
     250  c0: single;
     251begin
     252  c0 := TechFormula_M[diff] * (nTech + 4) *
     253    exp((nTech + 4) / TechFormula_D[diff]);
     254  if c0 >= $10000000 then
     255    result := $10000000
     256  else
     257    result := trunc(c0)
     258end;
     259
     260function TechCost(p: integer): integer;
     261begin
     262  with RW[p] do
     263  begin
     264    result := TechBaseCost(nTech[p], Difficulty[p]);
     265    if ResearchTech >= 0 then
     266      if (ResearchTech = adMilitary) or (Tech[ResearchTech] = tsSeen) then
     267        result := result shr 1
     268      else if ResearchTech in FutureTech then
     269        if Government = gFuture then
     270          result := result * 2
     271        else
     272          result := result * 4;
     273  end
     274end;
     275
     276procedure SetModelFlags(var m: TModel);
     277begin
     278  m.Flags := 0;
     279  if (m.Domain = dGround) and (m.Kind <> mkDiplomat) then
     280    m.Flags := m.Flags or mdZOC;
     281  if (m.Kind = mkDiplomat) or (m.Attack + m.Cap[mcBombs] = 0) then
     282    m.Flags := m.Flags or mdCivil;
     283  if (m.Cap[mcOver] > 0) or (m.Domain = dSea) and (m.Weight >= 6) then
     284    m.Flags := m.Flags or mdDoubleSupport;
     285end;
     286
     287procedure CalculateModel(var m: TModel);
     288{ calculate attack, defense, cost... of a model by features }
     289var
     290  i: integer;
     291begin
     292  with m do
     293  begin
     294    Attack := (Cap[mcOffense] + Cap[mcOver]) * MStrength;
     295    Defense := (Cap[mcDefense] + Cap[mcOver]) * MStrength;
     296    case Domain of
     297      dGround:
     298        Speed := 150 + Cap[mcMob] * 50;
     299      dSea:
     300        begin
     301          Speed := 350 + 200 * Cap[mcNP] + 200 * Cap[mcTurbines];
     302          if Cap[mcNP] = 0 then
     303            inc(Speed, 100 * Cap[mcSE]);
     304        end;
     305      dAir:
     306        Speed := 850 + 400 * Cap[mcJet];
     307    end;
     308    Cost := 0;
     309    for i := 0 to nFeature - 1 do
     310      if 1 shl Domain and Feature[i].Domains <> 0 then
     311        inc(Cost, Cap[i] * Feature[i].Cost);
     312    Cost := Cost * MCost;
     313    Weight := 0;
     314    for i := 0 to nFeature - 1 do
     315      if 1 shl Domain and Feature[i].Domains <> 0 then
     316        if (Domain = dGround) and (i = mcDefense) then
     317          inc(Weight, Cap[i] * 2)
     318        else
     319          inc(Weight, Cap[i] * Feature[i].Weight);
     320  end;
     321  SetModelFlags(m);
     322end;
     323
     324procedure CheckSpecialModels(p, pre: integer);
     325var
     326  i, mix1: integer;
     327  HasAlready: boolean;
     328begin
     329  for i := 0 to nSpecialModel -
     330    1 do { check whether new special model available }
     331    if (SpecialModelPreq[i] = pre) and (RW[p].nModel < nmmax) then
     332    begin
     333      HasAlready := false;
     334      for mix1 := 0 to RW[p].nModel - 1 do
     335        if (RW[p].Model[mix1].Kind = SpecialModel[i].Kind) and
     336          (RW[p].Model[mix1].Attack = SpecialModel[i].Attack) and
     337          (RW[p].Model[mix1].Speed = SpecialModel[i].Speed) then
     338          HasAlready := true;
     339      if not HasAlready then
     340      begin
     341        RW[p].Model[RW[p].nModel] := SpecialModel[i];
     342        SetModelFlags(RW[p].Model[RW[p].nModel]);
     343        with RW[p].Model[RW[p].nModel] do
     344        begin
     345          Status := 0;
     346          SavedStatus := 0;
     347          IntroTurn := GTurn;
     348          Built := 0;
     349          Lost := 0;
     350          ID := p shl 12 + RW[p].nModel;
     351          if (Kind = mkSpecial_Boat) and (ServerVersion[p] < $000EF0) then
     352            Speed := 350; // old longboat
     353        end;
     354        inc(RW[p].nModel);
     355      end
     356    end;
     357end;
     358
     359procedure EnableDevModel(p: integer);
     360begin
     361  with RW[p] do
     362    if nModel < nmmax then
     363    begin
     364      Model[nModel] := DevModel;
     365      with Model[nModel] do
     366      begin
     367        Status := 0;
     368        SavedStatus := 0;
     369        IntroTurn := GTurn;
     370        Built := 0;
     371        Lost := 0;
     372        ID := p shl 12 + nModel
     373      end;
     374      inc(nModel);
     375      inc(Researched[p])
    232376    end
    233 {$ENDIF}
    234   end;
    235 end; // CompactLists
    236 
    237 {
    238                          Tech Related Functions
    239  ____________________________________________________________________
    240 }
    241 function TechBaseCost(nTech,diff: integer): integer;
    242 var
    243 c0: single;
    244 begin
    245 c0:=TechFormula_M[diff]*(nTech+4)*exp((nTech+4)/TechFormula_D[diff]);
    246 if c0>=$10000000 then result:=$10000000
    247 else result:=trunc(c0)
    248 end;
    249 
    250 function TechCost(p: integer): integer;
    251 begin
    252 with RW[p] do
    253   begin
    254   result:=TechBaseCost(nTech[p],Difficulty[p]);
    255   if ResearchTech>=0 then
    256     if (ResearchTech=adMilitary) or (Tech[ResearchTech]=tsSeen) then
    257       result:=result shr 1
    258     else if ResearchTech in FutureTech then
    259       if Government=gFuture then
    260         result:=result*2
    261       else result:=result*4;
     377end;
     378
     379procedure SeeTech(p, ad: integer);
     380begin
     381{$IFDEF TEXTLOG}CmdInfo := CmdInfo + Format(' P%d:A%d', [p, ad]); {$ENDIF}
     382  RW[p].Tech[ad] := tsSeen;
     383  // inc(nTech[p]);
     384  inc(Researched[p])
     385end;
     386
     387procedure FreeSlaves;
     388var
     389  p1, uix: integer;
     390begin
     391  for p1 := 0 to nPl - 1 do
     392    if (GAlive and (1 shl p1) <> 0) then
     393      for uix := 0 to RW[p1].nUn - 1 do
     394        if RW[p1].Model[RW[p1].Un[uix].mix].Kind = mkSlaves then
     395          RW[p1].Un[uix].Job := jNone
     396end;
     397
     398procedure DiscoverTech(p, ad: integer);
     399
     400  procedure TellAboutKeyTech(p, Source: integer);
     401  var
     402    i, p1: integer;
     403  begin
     404    for i := 1 to 3 do
     405      if ad = AgePreq[i] then
     406        for p1 := 0 to nPl - 1 do
     407          if (p1 <> p) and ((GAlive or GWatching) and (1 shl p1) <> 0) then
     408            RW[p1].EnemyReport[p].Tech[ad] := Source;
     409  end;
     410
     411var
     412  i: integer;
     413begin
     414  if ad in FutureTech then
     415  begin
     416    if RW[p].Tech[ad] < tsApplicable then
     417      RW[p].Tech[ad] := 1
     418    else
     419      inc(RW[p].Tech[ad]);
     420    if ad <> futResearchTechnology then
     421      inc(nTech[p], 2);
     422    inc(Researched[p], 8);
     423    exit;
     424  end;
     425
     426  if RW[p].Tech[ad] = tsSeen then
     427  begin
     428    inc(nTech[p]);
     429    inc(Researched[p]);
    262430  end
    263 end;
    264 
    265 procedure SetModelFlags(var m: TModel);
    266 begin
    267 m.Flags:=0;
    268 if (m.Domain=dGround) and (m.Kind<>mkDiplomat) then
    269   m.Flags:=m.Flags or mdZOC;
    270 if (m.Kind=mkDiplomat) or (m.Attack+m.Cap[mcBombs]=0) then
    271   m.Flags:=m.Flags or mdCivil;
    272 if (m.Cap[mcOver]>0) or (m.Domain=dSea) and (m.Weight>=6) then
    273   m.Flags:=m.Flags or mdDoubleSupport;
    274 end;
    275 
    276 procedure CalculateModel(var m: TModel);
    277 {calculate attack, defense, cost... of a model by features}
    278 var
    279 i: integer;
    280 begin
    281 with m do
    282   begin
    283   Attack:=(Cap[mcOffense]+Cap[mcOver])*MStrength;
    284   Defense:=(Cap[mcDefense]+Cap[mcOver])*MStrength;
    285   case Domain of
    286     dGround: Speed:=150+Cap[mcMob]*50;
    287     dSea:
    288       begin
    289       Speed:=350+200*Cap[mcNP]+200*Cap[mcTurbines];
    290       if Cap[mcNP]=0 then
    291         inc(Speed,100*Cap[mcSE]);
    292       end;
    293     dAir: Speed:=850+400*Cap[mcJet];
    294     end;
    295   Cost:=0;
    296   for i:=0 to nFeature-1 do
    297     if 1 shl Domain and Feature[i].Domains<>0 then
    298       inc(Cost,Cap[i]*Feature[i].Cost);
    299   Cost:=Cost*MCost;
    300   Weight:=0;
    301   for i:=0 to nFeature-1 do
    302     if 1 shl Domain and Feature[i].Domains<>0 then
    303       if (Domain=dGround) and (i=mcDefense) then inc(Weight,Cap[i]*2)
    304       else inc(Weight,Cap[i]*Feature[i].Weight);
    305   end;
    306 SetModelFlags(m);
    307 end;
    308 
    309 procedure CheckSpecialModels(p,pre: integer);
    310 var
    311 i,mix1: integer;
    312 HasAlready: boolean;
    313 begin
    314 for i:=0 to nSpecialModel-1 do {check whether new special model available}
    315   if (SpecialModelPreq[i]=pre) and (RW[p].nModel<nmmax) then
    316     begin
    317     HasAlready:=false;
    318     for mix1:=0 to RW[p].nModel-1 do
    319       if (RW[p].Model[mix1].Kind=SpecialModel[i].Kind)
    320         and (RW[p].Model[mix1].Attack=SpecialModel[i].Attack)
    321         and (RW[p].Model[mix1].Speed=SpecialModel[i].Speed) then
    322         HasAlready:=true;
    323     if not HasAlready then
    324       begin
    325       RW[p].Model[RW[p].nModel]:=SpecialModel[i];
    326       SetModelFlags(RW[p].Model[RW[p].nModel]);
    327       with RW[p].Model[RW[p].nModel] do
    328         begin
    329         Status:=0;
    330         SavedStatus:=0;
    331         IntroTurn:=GTurn;
    332         Built:=0;
    333         Lost:=0;
    334         ID:=p shl 12+RW[p].nModel;
    335         if (Kind=mkSpecial_Boat) and (ServerVersion[p]<$000EF0) then
    336           Speed:=350; // old longboat
    337         end;
    338       inc(RW[p].nModel);
    339       end
    340     end;
    341 end;
    342 
    343 procedure EnableDevModel(p: integer);
    344 begin
    345 with RW[p] do if nModel<nmmax then
    346   begin
    347   Model[nModel]:=DevModel;
    348   with Model[nModel] do
    349     begin
    350     Status:=0;
    351     SavedStatus:=0;
    352     IntroTurn:=GTurn;
    353     Built:=0;
    354     Lost:=0;
    355     ID:=p shl 12+nModel
    356     end;
    357   inc(nModel);
    358   inc(Researched[p])
    359   end
    360 end;
    361 
    362 procedure SeeTech(p,ad: integer);
    363 begin
    364 {$IFDEF TEXTLOG}CmdInfo:=CmdInfo+Format(' P%d:A%d', [p,ad]);{$ENDIF}
    365 RW[p].Tech[ad]:=tsSeen;
    366 //inc(nTech[p]);
    367 inc(Researched[p])
    368 end;
    369 
    370 procedure FreeSlaves;
    371 var
    372 p1,uix: integer;
    373 begin
    374 for p1:=0 to nPl-1 do if (GAlive and (1 shl p1)<>0) then
    375   for uix:=0 to RW[p1].nUn-1 do
    376     if RW[p1].Model[RW[p1].Un[uix].mix].Kind=mkSlaves then
    377       RW[p1].Un[uix].Job:=jNone
    378 end;
    379 
    380 procedure DiscoverTech(p,ad: integer);
    381 
    382   procedure TellAboutKeyTech(p,Source: integer);
    383   var
    384   i,p1: integer;
    385   begin
    386   for i:=1 to 3 do if ad=AgePreq[i] then
    387     for p1:=0 to nPl-1 do if (p1<>p) and ((GAlive or GWatching) and (1 shl p1)<>0) then
    388       RW[p1].EnemyReport[p].Tech[ad]:=Source;
    389   end;
    390 
    391 var
    392 i: integer;
    393 begin
    394 if ad in FutureTech then
    395   begin
    396   if RW[p].Tech[ad]<tsApplicable then RW[p].Tech[ad]:=1
    397   else inc(RW[p].Tech[ad]);
    398   if ad<>futResearchTechnology then inc(nTech[p],2);
    399   inc(Researched[p],8);
    400   exit;
    401   end;
    402 
    403 if RW[p].Tech[ad]=tsSeen then
    404   begin inc(nTech[p]); inc(Researched[p]); end
    405 else begin inc(nTech[p],2); inc(Researched[p],2); end;
    406 RW[p].Tech[ad]:=tsResearched;
    407 TellAboutKeyTech(p,tsResearched);
    408 CheckSpecialModels(p,ad);
    409 if ad=adScience then
    410   ResourceMask[p]:=ResourceMask[p] or fSpecial2;
    411 if ad=adMassProduction then
    412   ResourceMask[p]:=ResourceMask[p] or fModern;
    413 
    414 for i:=0 to 27 do {check whether wonders expired}
    415   if (GWonder[i].EffectiveOwner<>GWonder[woEiffel].EffectiveOwner)
    416     and (Imp[i].Expiration=ad) then
    417     begin
    418     GWonder[i].EffectiveOwner:=-1;
    419     if i=woPyramids then FreeSlaves;
     431  else
     432  begin
     433    inc(nTech[p], 2);
     434    inc(Researched[p], 2);
     435  end;
     436  RW[p].Tech[ad] := tsResearched;
     437  TellAboutKeyTech(p, tsResearched);
     438  CheckSpecialModels(p, ad);
     439  if ad = adScience then
     440    ResourceMask[p] := ResourceMask[p] or fSpecial2;
     441  if ad = adMassProduction then
     442    ResourceMask[p] := ResourceMask[p] or fModern;
     443
     444  for i := 0 to 27 do { check whether wonders expired }
     445    if (GWonder[i].EffectiveOwner <> GWonder[woEiffel].EffectiveOwner) and
     446      (Imp[i].Expiration = ad) then
     447    begin
     448      GWonder[i].EffectiveOwner := -1;
     449      if i = woPyramids then
     450        FreeSlaves;
    420451    end;
    421452end;
     
    424455// GWonder[Wonder].EffectiveOwner must be set before!
    425456var
    426 p: integer;
    427 begin
    428 if (Imp[Wonder].Expiration>=0)
    429   and (GWonder[woEiffel].EffectiveOwner<>GWonder[Wonder].EffectiveOwner) then
    430   for p:=0 to nPl-1 do // check if already expired
    431     if (1 shl p and GAlive<>0) and (RW[p].Tech[Imp[Wonder].Expiration]>=tsApplicable) then
    432       begin
    433       GWonder[Wonder].EffectiveOwner:=-1;
    434       if Wonder=woPyramids then FreeSlaves
     457  p: integer;
     458begin
     459  if (Imp[Wonder].Expiration >= 0) and
     460    (GWonder[woEiffel].EffectiveOwner <> GWonder[Wonder].EffectiveOwner) then
     461    for p := 0 to nPl - 1 do // check if already expired
     462      if (1 shl p and GAlive <> 0) and
     463        (RW[p].Tech[Imp[Wonder].Expiration] >= tsApplicable) then
     464      begin
     465        GWonder[Wonder].EffectiveOwner := -1;
     466        if Wonder = woPyramids then
     467          FreeSlaves
    435468      end
    436469end;
    437470
    438471{
    439                           Location Navigation
    440  ____________________________________________________________________
     472  Location Navigation
     473  ____________________________________________________________________
    441474}
    442 function dLoc(Loc,dx,dy: integer): integer;
    443 {relative location, dx in hor and dy in ver direction from Loc}
    444 var
    445 y0: integer;
    446 begin
    447 assert((Loc>=0) and (Loc<MapSize) and (dx+lx>=0));
    448 y0:=Loc div lx;
    449 result:=(Loc+(dx+y0 and 1+lx+lx) shr 1) mod lx +lx*(y0+dy);
    450 if (result<0) or (result>=MapSize) then result:=-1;
    451 end;
    452 
    453 procedure dxdy(Loc0,Loc1: integer; var dx,dy: integer);
    454 begin
    455 dx:=((Loc1 mod lx *2 +Loc1 div lx and 1)
    456   -(Loc0 mod lx *2 +Loc0 div lx and 1)+3*lx) mod (2*lx) -lx;
    457 dy:=Loc1 div lx-Loc0 div lx;
    458 end;
    459 
    460 function Distance(Loc0,Loc1: integer): integer;
    461 var
    462 dx,dy: integer;
    463 begin
    464 dxdy(Loc0,Loc1,dx,dy);
    465 dx:=abs(dx);
    466 dy:=abs(dy);
    467 result:=dx+dy+abs(dx-dy) shr 1;
     475function dLoc(Loc, dx, dy: integer): integer;
     476{ relative location, dx in hor and dy in ver direction from Loc }
     477var
     478  y0: integer;
     479begin
     480  assert((Loc >= 0) and (Loc < MapSize) and (dx + lx >= 0));
     481  y0 := Loc div lx;
     482  result := (Loc + (dx + y0 and 1 + lx + lx) shr 1) mod lx + lx * (y0 + dy);
     483  if (result < 0) or (result >= MapSize) then
     484    result := -1;
     485end;
     486
     487procedure dxdy(Loc0, Loc1: integer; var dx, dy: integer);
     488begin
     489  dx := ((Loc1 mod lx * 2 + Loc1 div lx and 1) -
     490    (Loc0 mod lx * 2 + Loc0 div lx and 1) + 3 * lx) mod (2 * lx) - lx;
     491  dy := Loc1 div lx - Loc0 div lx;
     492end;
     493
     494function Distance(Loc0, Loc1: integer): integer;
     495var
     496  dx, dy: integer;
     497begin
     498  dxdy(Loc0, Loc1, dx, dy);
     499  dx := abs(dx);
     500  dy := abs(dy);
     501  result := dx + dy + abs(dx - dy) shr 1;
    468502end;
    469503
    470504procedure V8_to_Loc(Loc0: integer; var VicinityLoc: TVicinity8Loc);
    471505var
    472 x0,y0,lx0: integer;
    473 begin
    474 lx0:=lx; // put in register!
    475 y0:=Loc0 div lx0;
    476 x0:=Loc0-y0*lx0; // Loc0 mod lx;
    477 y0:=y0 and 1;
    478 VicinityLoc[1]:=Loc0+lx0*2;
    479 VicinityLoc[3]:=Loc0-1;
    480 VicinityLoc[5]:=Loc0-lx0*2;
    481 VicinityLoc[7]:=Loc0+1;
    482 inc(Loc0,y0);
    483 VicinityLoc[0]:=Loc0+lx0;
    484 VicinityLoc[2]:=Loc0+lx0-1;
    485 VicinityLoc[4]:=Loc0-lx0-1;
    486 VicinityLoc[6]:=Loc0-lx0;
    487 
    488 // world is round!
    489 if x0<lx0-1 then
    490   begin
    491   if x0=0 then
    492     begin
    493     inc(VicinityLoc[3],lx0);
    494     if y0=0 then
    495       begin
    496       inc(VicinityLoc[2],lx0);
    497       inc(VicinityLoc[4],lx0);
     506  x0, y0, lx0: integer;
     507begin
     508  lx0 := lx; // put in register!
     509  y0 := Loc0 div lx0;
     510  x0 := Loc0 - y0 * lx0; // Loc0 mod lx;
     511  y0 := y0 and 1;
     512  VicinityLoc[1] := Loc0 + lx0 * 2;
     513  VicinityLoc[3] := Loc0 - 1;
     514  VicinityLoc[5] := Loc0 - lx0 * 2;
     515  VicinityLoc[7] := Loc0 + 1;
     516  inc(Loc0, y0);
     517  VicinityLoc[0] := Loc0 + lx0;
     518  VicinityLoc[2] := Loc0 + lx0 - 1;
     519  VicinityLoc[4] := Loc0 - lx0 - 1;
     520  VicinityLoc[6] := Loc0 - lx0;
     521
     522  // world is round!
     523  if x0 < lx0 - 1 then
     524  begin
     525    if x0 = 0 then
     526    begin
     527      inc(VicinityLoc[3], lx0);
     528      if y0 = 0 then
     529      begin
     530        inc(VicinityLoc[2], lx0);
     531        inc(VicinityLoc[4], lx0);
    498532      end
    499533    end
    500534  end
    501 else
    502   begin
    503   dec(VicinityLoc[7],lx0);
    504   if y0=1 then
    505     begin
    506     dec(VicinityLoc[0],lx0);
    507     dec(VicinityLoc[6],lx0);
     535  else
     536  begin
     537    dec(VicinityLoc[7], lx0);
     538    if y0 = 1 then
     539    begin
     540      dec(VicinityLoc[0], lx0);
     541      dec(VicinityLoc[6], lx0);
    508542    end
    509543  end;
     
    512546procedure V21_to_Loc(Loc0: integer; var VicinityLoc: TVicinity21Loc);
    513547var
    514 dx,dy,bit,y0,xComp,yComp,xComp0,xCompSwitch: integer;
    515 dst: ^integer;
    516 begin
    517 y0:=Loc0 div lx;
    518 xComp0:=Loc0-y0*lx-1; // Loc0 mod lx -1
    519 xCompSwitch:=xComp0-1+y0 and 1;
    520 if xComp0<0 then inc(xComp0,lx);
    521 if xCompSwitch<0 then inc(xCompSwitch,lx);
    522 xCompSwitch:=xCompSwitch xor xComp0;
    523 yComp:=lx*(y0-3);
    524 dst:=@VicinityLoc;
    525 bit:=1;
    526 for dy:=0 to 6 do
    527   begin
    528   xComp0:=xComp0 xor xCompSwitch;
    529   xComp:=xComp0;
    530   for dx:=0 to 3 do
    531     begin
    532     if bit and $67F7F76<>0 then dst^:=xComp+yComp
    533     else dst^:=-1;
    534     inc(xComp);
    535     if xComp>=lx then dec(xComp, lx);
    536     inc(dst);
    537     bit:=bit shl 1;
    538     end;
    539   inc(yComp,lx);
    540   end;
    541 end;
    542 
     548  dx, dy, bit, y0, xComp, yComp, xComp0, xCompSwitch: integer;
     549  dst: ^integer;
     550begin
     551  y0 := Loc0 div lx;
     552  xComp0 := Loc0 - y0 * lx - 1; // Loc0 mod lx -1
     553  xCompSwitch := xComp0 - 1 + y0 and 1;
     554  if xComp0 < 0 then
     555    inc(xComp0, lx);
     556  if xCompSwitch < 0 then
     557    inc(xCompSwitch, lx);
     558  xCompSwitch := xCompSwitch xor xComp0;
     559  yComp := lx * (y0 - 3);
     560  dst := @VicinityLoc;
     561  bit := 1;
     562  for dy := 0 to 6 do
     563  begin
     564    xComp0 := xComp0 xor xCompSwitch;
     565    xComp := xComp0;
     566    for dx := 0 to 3 do
     567    begin
     568      if bit and $67F7F76 <> 0 then
     569        dst^ := xComp + yComp
     570      else
     571        dst^ := -1;
     572      inc(xComp);
     573      if xComp >= lx then
     574        dec(xComp, lx);
     575      inc(dst);
     576      bit := bit shl 1;
     577    end;
     578    inc(yComp, lx);
     579  end;
     580end;
    543581
    544582{
    545                              Map Creation
    546  ____________________________________________________________________
     583  Map Creation
     584  ____________________________________________________________________
    547585}
    548586var
    549 primitive: integer;
    550 StartLoc, StartLoc2: array[0..nPl-1] of integer; {starting coordinates}
    551 Elevation: array[0..lxmax*lymax-1] of Byte; {map elevation}
    552 ElCount: array[Byte] of integer; {count of elevation occurance}
     587  primitive: integer;
     588  StartLoc, StartLoc2: array [0 .. nPl - 1] of integer; { starting coordinates }
     589  Elevation: array [0 .. lxmax * lymax - 1] of Byte; { map elevation }
     590  ElCount: array [Byte] of integer; { count of elevation occurance }
    553591
    554592procedure CalculatePrimitive;
    555593var
    556 i,j: integer;
    557 begin
    558 primitive:=1;
    559 i:=2;
    560 while i*i<=MapSize+1 do // test whether prime
    561   begin if (MapSize+1) mod i=0 then primitive:=0; inc(i) end;
    562 
    563 if primitive>0 then
    564   repeat
    565     inc(primitive);
    566     i:=1;
    567     j:=0;
    568     repeat inc(j); i:=i*primitive mod (MapSize+1) until (i=1) or (j=MapSize+1);
    569   until j=MapSize;
     594  i, j: integer;
     595begin
     596  primitive := 1;
     597  i := 2;
     598  while i * i <= MapSize + 1 do // test whether prime
     599  begin
     600    if (MapSize + 1) mod i = 0 then
     601      primitive := 0;
     602    inc(i)
     603  end;
     604
     605  if primitive > 0 then
     606    repeat
     607      inc(primitive);
     608      i := 1;
     609      j := 0;
     610      repeat
     611        inc(j);
     612        i := i * primitive mod (MapSize + 1)
     613      until (i = 1) or (j = MapSize + 1);
     614    until j = MapSize;
    570615end;
    571616
    572617function MapGeneratorAvailable: boolean;
    573618begin
    574 result:=(primitive>0) and (lx>=20) and (ly>=40)
     619  result := (primitive > 0) and (lx >= 20) and (ly >= 40)
    575620end;
    576621
    577622procedure CreateElevation;
    578623const
    579 d=64;
    580 Smooth=0.049;{causes low amplitude of short waves}
    581 Detail=0.095;{causes short period of short waves}
    582 Merge=5;{elevation merging range at the connection line of the
    583   round world,in relation to lx}
    584 
    585 var
    586 sa,ca,f1,f2:array[1..d] of single;
    587 imerge,x,y:integer;
    588 v,maxv:single;
    589 
    590   function Value(x,y:integer):single;{elevation formula}
     624  d = 64;
     625  Smooth = 0.049; { causes low amplitude of short waves }
     626  Detail = 0.095; { causes short period of short waves }
     627  Merge = 5; { elevation merging range at the connection line of the
     628    round world,in relation to lx }
     629
     630var
     631  sa, ca, f1, f2: array [1 .. d] of single;
     632  imerge, x, y: integer;
     633  v, maxv: single;
     634
     635  function Value(x, y: integer): single; { elevation formula }
    591636  var
    592   i:integer;
    593   begin
    594   result:=0;
    595   for i:=1 to d do result:=result+sin(f1[i]*((x*2+y and 1)*sa[i]+y*1.5*ca[i]))
    596     *f2[i];
    597    {x values effectively multiplied with 2 to get 2 horizantal periods
    598    of the prime waves}
    599   end;
    600 
    601 begin
    602 for x:=1 to d do {prepare formula parameters}
    603   begin
    604   {$IFNDEF SCR}if x=1 then v:=pi/2 {first wave goes horizontal}
    605   else{$ENDIF} v:=Random*2*pi;
    606   sa[x]:=sin(v)/lx;
    607   ca[x]:=cos(v)/ly;
    608   f1[x]:=2*pi*Exp(Detail*(x-1));
    609   f2[x]:=Exp(-x*Smooth)
    610   end;
    611 
    612 imerge:=2*lx div Merge;
    613 FillChar(ElCount,SizeOf(ElCount),0);
    614 maxv:=0;
    615 for x:=0 to lx-1 do for y:=0 to ly-1 do
    616   begin
    617   v:=Value(x,y);
    618   if x*2<imerge then v:=(x*2*v+(imerge-x*2)*Value(x+lx,y))/imerge;
    619   v:=v-sqr(sqr(2*y/ly-1));{soft cut at poles}
    620   if v>maxv then maxv:=v;
    621 
    622   if v<-4 then Elevation[x+lx*y]:=0
    623   else if v>8.75 then Elevation[x+lx*y]:=255
    624   else Elevation[x+lx*y]:=Round((v+4)*20);
    625   inc(ElCount[Elevation[x+lx*y]])
    626   end;
     637    i: integer;
     638  begin
     639    result := 0;
     640    for i := 1 to d do
     641      result := result + sin(f1[i] * ((x * 2 + y and 1) * sa[i] + y * 1.5 *
     642        ca[i])) * f2[i];
     643    { x values effectively multiplied with 2 to get 2 horizantal periods
     644      of the prime waves }
     645  end;
     646
     647begin
     648  for x := 1 to d do { prepare formula parameters }
     649  begin
     650{$IFNDEF SCR} if x = 1 then
     651      v := pi / 2 { first wave goes horizontal }
     652    else {$ENDIF} v := Random * 2 * pi;
     653    sa[x] := sin(v) / lx;
     654    ca[x] := cos(v) / ly;
     655    f1[x] := 2 * pi * exp(Detail * (x - 1));
     656    f2[x] := exp(-x * Smooth)
     657  end;
     658
     659  imerge := 2 * lx div Merge;
     660  FillChar(ElCount, SizeOf(ElCount), 0);
     661  maxv := 0;
     662  for x := 0 to lx - 1 do
     663    for y := 0 to ly - 1 do
     664    begin
     665      v := Value(x, y);
     666      if x * 2 < imerge then
     667        v := (x * 2 * v + (imerge - x * 2) * Value(x + lx, y)) / imerge;
     668      v := v - sqr(sqr(2 * y / ly - 1)); { soft cut at poles }
     669      if v > maxv then
     670        maxv := v;
     671
     672      if v < -4 then
     673        Elevation[x + lx * y] := 0
     674      else if v > 8.75 then
     675        Elevation[x + lx * y] := 255
     676      else
     677        Elevation[x + lx * y] := Round((v + 4) * 20);
     678      inc(ElCount[Elevation[x + lx * y]])
     679    end;
    627680end;
    628681
    629682procedure FindContinents;
    630683
    631   procedure ReplaceCont(a,b,Stop:integer);
    632   {replace continent name a by b}
     684  procedure ReplaceCont(a, b, Stop: integer);
     685  { replace continent name a by b }
    633686  // make sure always continent[loc]<=loc
    634687  var
    635   i: integer;
    636   begin
    637   if a<b then begin i:=a; a:=b; b:=i end;
    638   if a>b then
    639     for i:=a to Stop do if Continent[i]=a then Continent[i]:=b
    640   end;
    641 
    642 var
    643 x,y,Loc,Wrong:integer;
    644 begin
    645 for y:=1 to ly-2 do for x:=0 to lx-1 do
    646   begin
    647   Loc:=x+lx*y;
    648   Continent[Loc]:=-1;
    649   if RealMap[Loc] and fTerrain>=fGrass then
    650     begin
    651     if (y-2>=1) and (RealMap[Loc-2*lx] and fTerrain>=fGrass) then
    652       Continent[Loc]:=Continent[Loc-2*lx];
    653     if (x-1+y and 1>=0) and (y-1>=1)
    654       and (RealMap[Loc-1+y and 1-lx] and fTerrain>=fGrass) then
    655       Continent[Loc]:=Continent[Loc-1+y and 1-lx];
    656     if (x+y and 1<lx) and (y-1>=1)
    657       and (RealMap[Loc+y and 1-lx] and fTerrain>=fGrass) then
    658       Continent[Loc]:=Continent[Loc+y and 1-lx];
    659     if (x-1>=0) and (RealMap[Loc-1] and fTerrain>=fGrass) then
    660       if Continent[Loc]=-1 then Continent[Loc]:=Continent[Loc-1]
    661       else ReplaceCont(Continent[Loc-1],Continent[Loc],Loc);
    662     if Continent[Loc]=-1 then Continent[Loc]:=Loc
    663     end
    664   end;
    665 
    666 {connect continents due to round earth}
    667 for y:=1 to ly-2 do if RealMap[lx*y] and fTerrain>=fGrass then
    668   begin
    669   Wrong:=-1;
    670   if RealMap[lx-1+lx*y] and fTerrain>=fGrass then Wrong:=Continent[lx-1+lx*y];
    671   if (y and 1=0) and (y-1>=1) and (RealMap[lx-1+lx*(y-1)] and fTerrain>=fGrass) then
    672     Wrong:=Continent[lx-1+lx*(y-1)];
    673   if (y and 1=0) and (y+1<ly-1)
    674     and (RealMap[lx-1+lx*(y+1)] and fTerrain>=fGrass) then
    675     Wrong:=Continent[lx-1+lx*(y+1)];
    676   if Wrong>=0 then ReplaceCont(Wrong,Continent[lx*y],MapSize-1)
    677   end;
     688    i: integer;
     689  begin
     690    if a < b then
     691    begin
     692      i := a;
     693      a := b;
     694      b := i
     695    end;
     696    if a > b then
     697      for i := a to Stop do
     698        if Continent[i] = a then
     699          Continent[i] := b
     700  end;
     701
     702var
     703  x, y, Loc, Wrong: integer;
     704begin
     705  for y := 1 to ly - 2 do
     706    for x := 0 to lx - 1 do
     707    begin
     708      Loc := x + lx * y;
     709      Continent[Loc] := -1;
     710      if RealMap[Loc] and fTerrain >= fGrass then
     711      begin
     712        if (y - 2 >= 1) and (RealMap[Loc - 2 * lx] and fTerrain >= fGrass) then
     713          Continent[Loc] := Continent[Loc - 2 * lx];
     714        if (x - 1 + y and 1 >= 0) and (y - 1 >= 1) and
     715          (RealMap[Loc - 1 + y and 1 - lx] and fTerrain >= fGrass) then
     716          Continent[Loc] := Continent[Loc - 1 + y and 1 - lx];
     717        if (x + y and 1 < lx) and (y - 1 >= 1) and
     718          (RealMap[Loc + y and 1 - lx] and fTerrain >= fGrass) then
     719          Continent[Loc] := Continent[Loc + y and 1 - lx];
     720        if (x - 1 >= 0) and (RealMap[Loc - 1] and fTerrain >= fGrass) then
     721          if Continent[Loc] = -1 then
     722            Continent[Loc] := Continent[Loc - 1]
     723          else
     724            ReplaceCont(Continent[Loc - 1], Continent[Loc], Loc);
     725        if Continent[Loc] = -1 then
     726          Continent[Loc] := Loc
     727      end
     728    end;
     729
     730  { connect continents due to round earth }
     731  for y := 1 to ly - 2 do
     732    if RealMap[lx * y] and fTerrain >= fGrass then
     733    begin
     734      Wrong := -1;
     735      if RealMap[lx - 1 + lx * y] and fTerrain >= fGrass then
     736        Wrong := Continent[lx - 1 + lx * y];
     737      if (y and 1 = 0) and (y - 1 >= 1) and
     738        (RealMap[lx - 1 + lx * (y - 1)] and fTerrain >= fGrass) then
     739        Wrong := Continent[lx - 1 + lx * (y - 1)];
     740      if (y and 1 = 0) and (y + 1 < ly - 1) and
     741        (RealMap[lx - 1 + lx * (y + 1)] and fTerrain >= fGrass) then
     742        Wrong := Continent[lx - 1 + lx * (y + 1)];
     743      if Wrong >= 0 then
     744        ReplaceCont(Wrong, Continent[lx * y], MapSize - 1)
     745    end;
    678746end;
    679747
     
    682750// must be done after FindContinents
    683751var
    684 i,j,Cnt,x,y,dx,dy,Loc0,Loc1,xworst,yworst,totalrare,RareMaxWater,RareType,
    685   iBest,jbest,MinDist,xBlock,yBlock,V8: integer;
    686 AreaCount, RareByArea, RareAdjacent: array[0..7,0..4] of integer;
    687 RareLoc: array[0..11] of integer;
    688 Dist: array[0..11,0..11] of integer;
    689 Adjacent: TVicinity8Loc;
    690 begin
    691 RareMaxWater:=0;
    692 repeat
    693   FillChar(AreaCount, SizeOf(AreaCount), 0);
    694   for y:=1 to ly-2 do
    695     begin
    696     yBlock:=y*5 div ly;
    697     if yBlock=(y+1)*5 div ly then for x:=0 to lx-1 do
    698       begin
    699       xBlock:=x*8 div lx;
    700       if xBlock=(x+1)*8 div lx then
    701         begin
    702         Loc0:=x+lx*y;
    703         if RealMap[Loc0] and fTerrain>=fGrass then
     752  i, j, Cnt, x, y, dx, dy, Loc0, Loc1, xworst, yworst, totalrare, RareMaxWater,
     753    RareType, iBest, jbest, MinDist, xBlock, yBlock, V8: integer;
     754  AreaCount, RareByArea, RareAdjacent: array [0 .. 7, 0 .. 4] of integer;
     755  RareLoc: array [0 .. 11] of integer;
     756  Dist: array [0 .. 11, 0 .. 11] of integer;
     757  Adjacent: TVicinity8Loc;
     758begin
     759  RareMaxWater := 0;
     760  repeat
     761    FillChar(AreaCount, SizeOf(AreaCount), 0);
     762    for y := 1 to ly - 2 do
     763    begin
     764      yBlock := y * 5 div ly;
     765      if yBlock = (y + 1) * 5 div ly then
     766        for x := 0 to lx - 1 do
     767        begin
     768          xBlock := x * 8 div lx;
     769          if xBlock = (x + 1) * 8 div lx then
    704770          begin
    705           Cnt:=0;
    706           V8_to_Loc(Loc0,Adjacent);
    707           for V8:=0 to 7 do
     771            Loc0 := x + lx * y;
     772            if RealMap[Loc0] and fTerrain >= fGrass then
    708773            begin
    709             Loc1:=Adjacent[V8];
    710             if (Loc1>=0) and (Loc1<MapSize)
    711               and (RealMap[Loc1] and fTerrain<fGrass) then
    712               inc(Cnt); // count adjacent water
     774              Cnt := 0;
     775              V8_to_Loc(Loc0, Adjacent);
     776              for V8 := 0 to 7 do
     777              begin
     778                Loc1 := Adjacent[V8];
     779                if (Loc1 >= 0) and (Loc1 < MapSize) and
     780                  (RealMap[Loc1] and fTerrain < fGrass) then
     781                  inc(Cnt); // count adjacent water
     782              end;
     783              if Cnt <= RareMaxWater then // inner land
     784              begin
     785                inc(AreaCount[xBlock, yBlock]);
     786                if Random(AreaCount[xBlock, yBlock]) = 0 then
     787                  RareByArea[xBlock, yBlock] := Loc0
     788              end
    713789            end;
    714           if Cnt<=RareMaxWater then // inner land
     790          end;
     791        end
     792    end;
     793    totalrare := 0;
     794    for x := 0 to 7 do
     795      for y := 0 to 4 do
     796        if AreaCount[x, y] > 0 then
     797          inc(totalrare);
     798    inc(RareMaxWater);
     799  until totalrare >= 12;
     800
     801  while totalrare > 12 do
     802  begin // remove rarebyarea resources too close to each other
     803    FillChar(RareAdjacent, SizeOf(RareAdjacent), 0);
     804    for x := 0 to 7 do
     805      for y := 0 to 4 do
     806        if AreaCount[x, y] > 0 then
     807        begin
     808          if (AreaCount[(x + 1) mod 8, y] > 0) and
     809            (Continent[RareByArea[x, y]] = Continent
     810            [RareByArea[(x + 1) mod 8, y]]) then
     811          begin
     812            inc(RareAdjacent[x, y]);
     813            inc(RareAdjacent[(x + 1) mod 8, y]);
     814          end;
     815          if y < 4 then
     816          begin
     817            if (AreaCount[x, y + 1] > 0) and
     818              (Continent[RareByArea[x, y]] = Continent[RareByArea[x, y + 1]])
     819            then
    715820            begin
    716             inc(AreaCount[xBlock,yBlock]);
    717             if Random(AreaCount[xBlock,yBlock])=0 then
    718               RareByArea[xBlock,yBlock]:=Loc0
     821              inc(RareAdjacent[x, y]);
     822              inc(RareAdjacent[x, y + 1]);
     823            end;
     824            if (AreaCount[(x + 1) mod 8, y + 1] > 0) and
     825              (Continent[RareByArea[x, y]] = Continent[RareByArea[(x + 1) mod 8,
     826              y + 1]]) then
     827            begin
     828              inc(RareAdjacent[x, y]);
     829              inc(RareAdjacent[(x + 1) mod 8, y + 1]);
     830            end;
     831            if (AreaCount[(x + 7) mod 8, y + 1] > 0) and
     832              (Continent[RareByArea[x, y]] = Continent[RareByArea[(x + 7) mod 8,
     833              y + 1]]) then
     834            begin
     835              inc(RareAdjacent[x, y]);
     836              inc(RareAdjacent[(x + 7) mod 8, y + 1]);
     837            end;
     838          end
     839        end;
     840    xworst := 0;
     841    yworst := 0;
     842    Cnt := 0;
     843    for x := 0 to 7 do
     844      for y := 0 to 4 do
     845        if AreaCount[x, y] > 0 then
     846        begin
     847          if (Cnt = 0) or (RareAdjacent[x, y] > RareAdjacent[xworst, yworst])
     848          then
     849          begin
     850            xworst := x;
     851            yworst := y;
     852            Cnt := 1
     853          end
     854          else if (RareAdjacent[x, y] = RareAdjacent[xworst, yworst]) then
     855          begin
     856            inc(Cnt);
     857            if Random(Cnt) = 0 then
     858            begin
     859              xworst := x;
     860              yworst := y;
    719861            end
    720862          end;
    721863        end;
    722       end
    723     end;
    724   totalrare:=0;
    725   for x:=0 to 7 do for y:=0 to 4 do if AreaCount[x,y]>0 then
    726     inc(totalrare);
    727   inc(RareMaxWater);
    728 until totalrare>=12;
    729 
    730 while totalrare>12 do
    731   begin // remove rarebyarea resources too close to each other
    732   FillChar(RareAdjacent,SizeOf(RareAdjacent),0);
    733   for x:=0 to 7 do for y:=0 to 4 do if AreaCount[x,y]>0 then
    734     begin
    735     if (AreaCount[(x+1) mod 8,y]>0)
    736       and (Continent[RareByArea[x,y]]=Continent[RareByArea[(x+1) mod 8,y]]) then
    737       begin
    738       inc(RareAdjacent[x,y]);
    739       inc(RareAdjacent[(x+1) mod 8,y]);
    740       end;
    741     if y<4 then
    742       begin
    743       if (AreaCount[x,y+1]>0)
    744         and (Continent[RareByArea[x,y]]=Continent[RareByArea[x,y+1]]) then
    745         begin
    746         inc(RareAdjacent[x,y]);
    747         inc(RareAdjacent[x,y+1]);
    748         end;
    749       if (AreaCount[(x+1) mod 8,y+1]>0)
    750         and (Continent[RareByArea[x,y]]=Continent[RareByArea[(x+1) mod 8,y+1]]) then
    751         begin
    752         inc(RareAdjacent[x,y]);
    753         inc(RareAdjacent[(x+1) mod 8,y+1]);
    754         end;
    755       if (AreaCount[(x+7) mod 8,y+1]>0)
    756         and (Continent[RareByArea[x,y]]=Continent[RareByArea[(x+7) mod 8,y+1]]) then
    757         begin
    758         inc(RareAdjacent[x,y]);
    759         inc(RareAdjacent[(x+7) mod 8,y+1]);
    760         end;
    761       end
    762     end;
    763   xworst:=0; yworst:=0;
    764   Cnt:=0;
    765   for x:=0 to 7 do for y:=0 to 4 do if AreaCount[x,y]>0 then
    766     begin
    767     if (Cnt=0) or (RareAdjacent[x,y]>RareAdjacent[xworst,yworst]) then
    768       begin xworst:=x; yworst:=y; Cnt:=1 end
    769     else if (RareAdjacent[x,y]=RareAdjacent[xworst,yworst]) then
    770       begin
    771       inc(Cnt);
    772       if Random(Cnt)=0 then begin xworst:=x; yworst:=y; end
    773       end;
    774     end;
    775   AreaCount[xworst,yworst]:=0;
    776   dec(totalrare)
    777   end;
    778 
    779 Cnt:=0;
    780 for x:=0 to 7 do for y:=0 to 4 do if AreaCount[x,y]>0 then
    781   begin RareLoc[Cnt]:=RareByArea[x,y]; inc(Cnt) end;
    782 for i:=0 to 11 do
    783   begin
    784   RealMap[RareLoc[i]]:=RealMap[RareLoc[i]]
    785     and not (fTerrain or fSpecial) or (fDesert or fDeadLands);
    786   for dy:=-1 to 1 do for dx:=-1 to 1 do if (dx+dy) and 1=0 then
    787     begin
    788     Loc1:=dLoc(RareLoc[i],dx,dy);
    789     if (Loc1>=0) and (RealMap[Loc1] and fTerrain=fMountains) then
    790       RealMap[Loc1]:=RealMap[Loc1] and not fTerrain or fHills;
    791     end
    792   end;
    793 for i:=0 to 11 do for j:=0 to 11 do
    794   Dist[i,j]:=Distance(RareLoc[i],RareLoc[j]);
    795 
    796 MinDist:=Distance(0,MapSize-lx shr 1) shr 1;
    797 for RareType:=1 to 3 do
    798   begin
    799   Cnt:=0;
    800   for i:=0 to 11 do if RareLoc[i]>=0 then
    801     for j:=0 to 11 do if RareLoc[j]>=0 then
    802       if (Cnt>0) and (Dist[iBest,jbest]>=MinDist) then
    803         begin
    804         if Dist[i,j]>=MinDist then
    805           begin
    806           inc(Cnt);
    807           if Random(Cnt)=0 then
    808             begin iBest:=i; jbest:=j end
    809           end
     864    AreaCount[xworst, yworst] := 0;
     865    dec(totalrare)
     866  end;
     867
     868  Cnt := 0;
     869  for x := 0 to 7 do
     870    for y := 0 to 4 do
     871      if AreaCount[x, y] > 0 then
     872      begin
     873        RareLoc[Cnt] := RareByArea[x, y];
     874        inc(Cnt)
     875      end;
     876  for i := 0 to 11 do
     877  begin
     878    RealMap[RareLoc[i]] := RealMap[RareLoc[i]] and not(fTerrain or fSpecial) or
     879      (fDesert or fDeadLands);
     880    for dy := -1 to 1 do
     881      for dx := -1 to 1 do
     882        if (dx + dy) and 1 = 0 then
     883        begin
     884          Loc1 := dLoc(RareLoc[i], dx, dy);
     885          if (Loc1 >= 0) and (RealMap[Loc1] and fTerrain = fMountains) then
     886            RealMap[Loc1] := RealMap[Loc1] and not fTerrain or fHills;
    810887        end
    811       else if (Cnt=0) or (Dist[i,j]>Dist[iBest,jbest]) then
    812         begin iBest:=i; jbest:=j; Cnt:=1; end;
    813   RealMap[RareLoc[iBest]]:=RealMap[RareLoc[iBest]] or Cardinal(RareType) shl 25;
    814   RealMap[RareLoc[jbest]]:=RealMap[RareLoc[jbest]] or Cardinal(RareType) shl 25;
    815   RareLoc[iBest]:=-1;
    816   RareLoc[jbest]:=-1;
     888  end;
     889  for i := 0 to 11 do
     890    for j := 0 to 11 do
     891      Dist[i, j] := Distance(RareLoc[i], RareLoc[j]);
     892
     893  MinDist := Distance(0, MapSize - lx shr 1) shr 1;
     894  for RareType := 1 to 3 do
     895  begin
     896    Cnt := 0;
     897    for i := 0 to 11 do
     898      if RareLoc[i] >= 0 then
     899        for j := 0 to 11 do
     900          if RareLoc[j] >= 0 then
     901            if (Cnt > 0) and (Dist[iBest, jbest] >= MinDist) then
     902            begin
     903              if Dist[i, j] >= MinDist then
     904              begin
     905                inc(Cnt);
     906                if Random(Cnt) = 0 then
     907                begin
     908                  iBest := i;
     909                  jbest := j
     910                end
     911              end
     912            end
     913            else if (Cnt = 0) or (Dist[i, j] > Dist[iBest, jbest]) then
     914            begin
     915              iBest := i;
     916              jbest := j;
     917              Cnt := 1;
     918            end;
     919    RealMap[RareLoc[iBest]] := RealMap[RareLoc[iBest]] or
     920      Cardinal(RareType) shl 25;
     921    RealMap[RareLoc[jbest]] := RealMap[RareLoc[jbest]] or
     922      Cardinal(RareType) shl 25;
     923    RareLoc[iBest] := -1;
     924    RareLoc[jbest] := -1;
    817925  end;
    818926end; // RarePositions
     
    820928function CheckShore(Loc: integer): boolean;
    821929var
    822 Loc1,OldTile,V21: integer;
    823 Radius: TVicinity21Loc;
    824 begin
    825 result:=false;
    826 OldTile:=RealMap[Loc];
    827 if OldTile and fTerrain<fGrass then
    828   begin
    829   RealMap[Loc]:=RealMap[Loc] and not fTerrain or fOcean;
    830   V21_to_Loc(Loc,Radius);
    831   for V21:=1 to 26 do
    832     begin
    833     Loc1:=Radius[V21];
    834     if (Loc1>=0) and (Loc1<MapSize)
    835       and (RealMap[Loc1] and fTerrain>=fGrass)
    836       and (RealMap[Loc1] and fTerrain<>fArctic) then
    837       RealMap[Loc]:=RealMap[Loc] and not fTerrain or fShore;
    838     end;
    839   if (RealMap[Loc] xor Cardinal(OldTile)) and fTerrain<>0 then
    840     result:=true
     930  Loc1, OldTile, V21: integer;
     931  Radius: TVicinity21Loc;
     932begin
     933  result := false;
     934  OldTile := RealMap[Loc];
     935  if OldTile and fTerrain < fGrass then
     936  begin
     937    RealMap[Loc] := RealMap[Loc] and not fTerrain or fOcean;
     938    V21_to_Loc(Loc, Radius);
     939    for V21 := 1 to 26 do
     940    begin
     941      Loc1 := Radius[V21];
     942      if (Loc1 >= 0) and (Loc1 < MapSize) and
     943        (RealMap[Loc1] and fTerrain >= fGrass) and
     944        (RealMap[Loc1] and fTerrain <> fArctic) then
     945        RealMap[Loc] := RealMap[Loc] and not fTerrain or fShore;
     946    end;
     947    if (RealMap[Loc] xor Cardinal(OldTile)) and fTerrain <> 0 then
     948      result := true
    841949  end;
    842950end;
     
    844952function ActualSpecialTile(Loc: integer): Cardinal;
    845953begin
    846 result:=SpecialTile(Loc, RealMap[Loc] and fTerrain, lx);
     954  result := SpecialTile(Loc, RealMap[Loc] and fTerrain, lx);
    847955end;
    848956
    849957procedure CreateMap(preview: boolean);
    850958const
    851 ShHiHills=6; {of land}
    852 ShMountains=6; {of land}
    853 ShRandHills=12; {of land}
    854 ShTestRiver=40;
    855 ShSwamp=25; {of grassland}
    856 MinRivLen=3;
    857 unification=70;
    858 hotunification=50; // min. 25
    859 
    860 Zone:array[0..3,2..9] of single= {terrain distribution}
    861  ((0.25,0,   0,   0.4 ,0,0,0,0.35),
    862   (0.55,0,   0.1 ,0,   0,0,0,0.35),
    863   (0.4, 0,   0.35,0,   0,0,0,0.25),
    864   (0,   0.7, 0,   0,   0,0,0,0.3));
    865   {Grs  Dst  Pra  Tun  - - - For}
    866 
    867   function RndLow(y:integer):Cardinal;
    868   {random lowland appropriate to climate}
     959  ShHiHills = 6; { of land }
     960  ShMountains = 6; { of land }
     961  ShRandHills = 12; { of land }
     962  ShTestRiver = 40;
     963  ShSwamp = 25; { of grassland }
     964  MinRivLen = 3;
     965  unification = 70;
     966  hotunification = 50; // min. 25
     967
     968  Zone: array [0 .. 3, 2 .. 9] of single = { terrain distribution }
     969    ((0.25, 0, 0, 0.4, 0, 0, 0, 0.35), (0.55, 0, 0.1, 0, 0, 0, 0, 0.35),
     970    (0.4, 0, 0.35, 0, 0, 0, 0, 0.25), (0, 0.7, 0, 0, 0, 0, 0, 0.3));
     971  { Grs  Dst  Pra  Tun  - - - For }
     972
     973  function RndLow(y: integer): Cardinal;
     974  { random lowland appropriate to climate }
    869975  var
    870   z0,i:integer;
    871   p,p0,ZPlus:single;
    872   begin
    873   if ly-1-y>y then begin z0:=6*y div ly;ZPlus:=6*y/ly -z0 end
    874   else begin z0:=6*(ly-1-y) div ly;ZPlus:=6*(ly-1-y)/ly -z0 end;
    875   p0:=1;
    876   for i:=2 to 9 do
    877     begin
    878     p:=Zone[z0,i]*(1-ZPlus)+Zone[z0+1,i]*ZPlus;
    879     {weight between zones z0 and z0+1}
    880     if Random*p0<p then begin RndLow:=i;Break end;
    881     p0:=p0-p
     976    z0, i: integer;
     977    p, p0, ZPlus: single;
     978  begin
     979    if ly - 1 - y > y then
     980    begin
     981      z0 := 6 * y div ly;
     982      ZPlus := 6 * y / ly - z0
     983    end
     984    else
     985    begin
     986      z0 := 6 * (ly - 1 - y) div ly;
     987      ZPlus := 6 * (ly - 1 - y) / ly - z0
     988    end;
     989    p0 := 1;
     990    for i := 2 to 9 do
     991    begin
     992      p := Zone[z0, i] * (1 - ZPlus) + Zone[z0 + 1, i] * ZPlus;
     993      { weight between zones z0 and z0+1 }
     994      if Random * p0 < p then
     995      begin
     996        RndLow := i;
     997        Break
     998      end;
     999      p0 := p0 - p
    8821000    end;
    8831001  end;
    8841002
    8851003  function RunRiver(Loc0: integer): integer;
    886   {runs river from start point Loc0; return value: length}
     1004  { runs river from start point Loc0; return value: length }
    8871005  var
    888   Dir,T,Loc,Loc1,Cost: integer;
    889   Q: TIPQ;
    890   From: array[0..lxmax*lymax-1] of integer;
    891   Time: array[0..lxmax*lymax-1] of integer;
    892   OneTileLake: boolean;
    893   begin
    894   FillChar(Time,SizeOf(Time),255); {-1}
    895   Q:=TIPQ.Create(MapSize);
    896   Q.Put(Loc0,0);
    897   while Q.Get(Loc,T) and (RealMap[Loc] and fRiver=0) do
    898     begin
    899     if (RealMap[Loc] and fTerrain<fGrass) then
    900       begin
    901       OneTileLake:=true;
    902       for Dir:=0 to 3 do
    903         begin
    904         Loc1:=dLoc(Loc,Dir and 1 *2 -1,Dir shr 1 *2 -1);
    905         if (Loc1>=0) and (RealMap[Loc1] and fTerrain<fGrass) then
    906           OneTileLake:=false;
     1006    Dir, T, Loc, Loc1, Cost: integer;
     1007    Q: TIPQ;
     1008    From: array [0 .. lxmax * lymax - 1] of integer;
     1009    Time: array [0 .. lxmax * lymax - 1] of integer;
     1010    OneTileLake: boolean;
     1011  begin
     1012    FillChar(Time, SizeOf(Time), 255); { -1 }
     1013    Q := TIPQ.Create(MapSize);
     1014    Q.Put(Loc0, 0);
     1015    while Q.Get(Loc, T) and (RealMap[Loc] and fRiver = 0) do
     1016    begin
     1017      if (RealMap[Loc] and fTerrain < fGrass) then
     1018      begin
     1019        OneTileLake := true;
     1020        for Dir := 0 to 3 do
     1021        begin
     1022          Loc1 := dLoc(Loc, Dir and 1 * 2 - 1, Dir shr 1 * 2 - 1);
     1023          if (Loc1 >= 0) and (RealMap[Loc1] and fTerrain < fGrass) then
     1024            OneTileLake := false;
    9071025        end;
    908       if not OneTileLake then Break;
    909       end;
    910     Time[Loc]:=T;
    911     for Dir:=0 to 3 do
    912       begin
    913       Loc1:=dLoc(Loc,Dir and 1 *2 -1,Dir shr 1 *2 -1);
    914       if (Loc1>=lx) and (Loc1<lx*(ly-1)) and (Time[Loc1]<0) then
    915         begin
    916         if RealMap[Loc1] and fRiver=0 then
     1026        if not OneTileLake then
     1027          Break;
     1028      end;
     1029      Time[Loc] := T;
     1030      for Dir := 0 to 3 do
     1031      begin
     1032        Loc1 := dLoc(Loc, Dir and 1 * 2 - 1, Dir shr 1 * 2 - 1);
     1033        if (Loc1 >= lx) and (Loc1 < lx * (ly - 1)) and (Time[Loc1] < 0) then
     1034        begin
     1035          if RealMap[Loc1] and fRiver = 0 then
    9171036          begin
    918           Cost:=Elevation[Loc1]-Elevation[Loc];
    919           if Cost<0 then Cost:=0;
     1037            Cost := Elevation[Loc1] - Elevation[Loc];
     1038            if Cost < 0 then
     1039              Cost := 0;
    9201040          end
    921         else Cost:=0;
    922         if Q.Put(Loc1,T+Cost shl 8+1) then From[Loc1]:=Loc
     1041          else
     1042            Cost := 0;
     1043          if Q.Put(Loc1, T + Cost shl 8 + 1) then
     1044            From[Loc1] := Loc
    9231045        end
    9241046      end
    9251047    end;
    926   Loc1:=Loc;
    927   result:=0;
    928   while Loc<>Loc0 do begin Loc:=From[Loc]; inc(result); end;
    929   if (result>1) and ((result>=MinRivLen) or (RealMap[Loc1] and fTerrain>=fGrass)) then
    930     begin
    931     Loc:=Loc1;
    932     while Loc<>Loc0 do
    933       begin
    934       Loc:=From[Loc];
    935       if RealMap[Loc] and fTerrain in [fHills,fMountains] then
    936         RealMap[Loc]:=fGrass or fRiver
    937       else if RealMap[Loc] and fTerrain>=fGrass then
    938         RealMap[Loc]:=RealMap[Loc] or fRiver;
     1048    Loc1 := Loc;
     1049    result := 0;
     1050    while Loc <> Loc0 do
     1051    begin
     1052      Loc := From[Loc];
     1053      inc(result);
     1054    end;
     1055    if (result > 1) and ((result >= MinRivLen) or
     1056      (RealMap[Loc1] and fTerrain >= fGrass)) then
     1057    begin
     1058      Loc := Loc1;
     1059      while Loc <> Loc0 do
     1060      begin
     1061        Loc := From[Loc];
     1062        if RealMap[Loc] and fTerrain in [fHills, fMountains] then
     1063          RealMap[Loc] := fGrass or fRiver
     1064        else if RealMap[Loc] and fTerrain >= fGrass then
     1065          RealMap[Loc] := RealMap[Loc] or fRiver;
    9391066      end
    9401067    end
    941   else result:=0;
    942   Q.Free
    943   end;
    944 
    945 var
    946 x,y,n,Dir,plus,Count,Loc0,Loc1,bLand,bHills,bMountains,V8: integer;
    947 CopyFrom: array[0..lxmax*lymax-1] of integer;
    948 Adjacent: TVicinity8Loc;
    949 
    950 begin
    951 FillChar(RealMap,MapSize*4,0);
    952 plus:=0;
    953 bMountains:=256;
    954 while plus<MapSize*LandMass*ShMountains div 10000 do
    955   begin dec(bMountains);inc(plus,ElCount[bMountains]) end;
    956 Count:=plus;
    957 plus:=0;
    958 bHills:=bMountains;
    959 while plus<MapSize*LandMass*ShHiHills div 10000 do
    960   begin dec(bHills);inc(plus,ElCount[bHills]) end;
    961 inc(Count,plus);
    962 bLand:=bHills;
    963 while Count<MapSize*LandMass div 100 do
    964   begin dec(bLand);inc(Count,ElCount[bLand]) end;
    965 
    966 for Loc0:=lx to lx*(ly-1)-1 do
    967   if Elevation[Loc0]>=bMountains then RealMap[Loc0]:=fMountains
    968   else if Elevation[Loc0]>=bHills then RealMap[Loc0]:=fHills
    969   else if Elevation[Loc0]>=bLand then RealMap[Loc0]:=fGrass;
    970 
    971 // remove one-tile islands
    972 for Loc0:=0 to MapSize-1 do
    973   if RealMap[Loc0]>=fGrass then
    974     begin
    975     Count:=0;
    976     V8_to_Loc(Loc0,Adjacent);
    977     for V8:=0 to 7 do
    978       begin
    979       Loc1:=Adjacent[V8];
    980       if (Loc1<0) or (Loc1>=MapSize)
    981         or (RealMap[Loc1] and fTerrain<fGrass)
    982         or (RealMap[Loc1] and fTerrain=fArctic) then
    983         inc(Count); // count adjacent water
    984       end;
    985     if Count=8 then RealMap[Loc0]:=fOcean
    986     end;
    987 
    988 if not preview then
    989   begin
    990   plus:=36*56*20*ShTestRiver div (LandMass*100);
    991   if plus>MapSize then plus:=MapSize;
    992   Loc0:=Random(MapSize);
    993   for n:=0 to plus-1 do
    994     begin
    995     if (RealMap[Loc0] and fTerrain>=fGrass) and (Loc0>=lx) and (Loc0<MapSize-lx) then
    996       RunRiver(Loc0);
    997     Loc0:=(Loc0+1)*primitive mod (MapSize+1) -1;
    998     end;
    999   end;
    1000 
    1001 for Loc0:=0 to MapSize-1 do
    1002   if (RealMap[Loc0]=fGrass) and (Random(100)<ShRandHills) then
    1003     RealMap[Loc0]:=RealMap[Loc0] or fHills;
    1004 
    1005 // make terrain types coherent
    1006 for Loc0:=0 to MapSize-1 do CopyFrom[Loc0]:=Loc0;
    1007 
    1008 for n:=0 to unification*MapSize div 100 do
    1009   begin
    1010   y:=Random(ly);
    1011   if abs(y-(ly shr 1))>ly div 4+Random(ly*hotunification div 100) then
    1012     if y<ly shr 1 then y:=ly shr 1-y
    1013     else y:=3*ly shr 1-y;
    1014   Loc0:=lx*y+Random(lx);
    1015   if RealMap[Loc0] and fTerrain=fGrass then
    1016     begin
    1017     Dir:=Random(4);
    1018     Loc1:=dLoc(Loc0,Dir and 1 *2 -1,Dir shr 1 *2 -1);
    1019     if (Loc1>=0) and (RealMap[Loc1] and fTerrain=fGrass) then
    1020       begin
    1021       while CopyFrom[Loc0]<>Loc0 do Loc0:=CopyFrom[Loc0];
    1022       while CopyFrom[Loc1]<>Loc1 do Loc1:=CopyFrom[Loc1];
    1023       if Loc1<Loc0 then CopyFrom[Loc0]:=Loc1
    1024       else CopyFrom[Loc1]:=Loc0;
    1025       end;
    1026     end;
    1027   end;
    1028 
    1029 for Loc0:=0 to MapSize-1 do
    1030   if (RealMap[Loc0] and fTerrain=fGrass) and (CopyFrom[Loc0]=Loc0) then
    1031     RealMap[Loc0]:=RealMap[Loc0] and not fTerrain or RndLow(Loc0 div lx);
    1032 
    1033 for Loc0:=0 to MapSize-1 do
    1034   if RealMap[Loc0] and fTerrain=fGrass then
    1035     begin
    1036     Loc1:=Loc0;
    1037     while CopyFrom[Loc1]<>Loc1 do Loc1:=CopyFrom[Loc1];
    1038     RealMap[Loc0]:=RealMap[Loc0] and not fTerrain or RealMap[Loc1] and fTerrain
    1039     end;
    1040 
    1041 for Loc0:=0 to MapSize-1 do
    1042   if RealMap[Loc0] and fTerrain=fGrass then
     1068    else
     1069      result := 0;
     1070    Q.Free
     1071  end;
     1072
     1073var
     1074  x, y, n, Dir, plus, Count, Loc0, Loc1, bLand, bHills, bMountains, V8: integer;
     1075  CopyFrom: array [0 .. lxmax * lymax - 1] of integer;
     1076  Adjacent: TVicinity8Loc;
     1077
     1078begin
     1079  FillChar(RealMap, MapSize * 4, 0);
     1080  plus := 0;
     1081  bMountains := 256;
     1082  while plus < MapSize * LandMass * ShMountains div 10000 do
     1083  begin
     1084    dec(bMountains);
     1085    inc(plus, ElCount[bMountains])
     1086  end;
     1087  Count := plus;
     1088  plus := 0;
     1089  bHills := bMountains;
     1090  while plus < MapSize * LandMass * ShHiHills div 10000 do
     1091  begin
     1092    dec(bHills);
     1093    inc(plus, ElCount[bHills])
     1094  end;
     1095  inc(Count, plus);
     1096  bLand := bHills;
     1097  while Count < MapSize * LandMass div 100 do
     1098  begin
     1099    dec(bLand);
     1100    inc(Count, ElCount[bLand])
     1101  end;
     1102
     1103  for Loc0 := lx to lx * (ly - 1) - 1 do
     1104    if Elevation[Loc0] >= bMountains then
     1105      RealMap[Loc0] := fMountains
     1106    else if Elevation[Loc0] >= bHills then
     1107      RealMap[Loc0] := fHills
     1108    else if Elevation[Loc0] >= bLand then
     1109      RealMap[Loc0] := fGrass;
     1110
     1111  // remove one-tile islands
     1112  for Loc0 := 0 to MapSize - 1 do
     1113    if RealMap[Loc0] >= fGrass then
     1114    begin
     1115      Count := 0;
     1116      V8_to_Loc(Loc0, Adjacent);
     1117      for V8 := 0 to 7 do
     1118      begin
     1119        Loc1 := Adjacent[V8];
     1120        if (Loc1 < 0) or (Loc1 >= MapSize) or
     1121          (RealMap[Loc1] and fTerrain < fGrass) or
     1122          (RealMap[Loc1] and fTerrain = fArctic) then
     1123          inc(Count); // count adjacent water
     1124      end;
     1125      if Count = 8 then
     1126        RealMap[Loc0] := fOcean
     1127    end;
     1128
     1129  if not preview then
     1130  begin
     1131    plus := 36 * 56 * 20 * ShTestRiver div (LandMass * 100);
     1132    if plus > MapSize then
     1133      plus := MapSize;
     1134    Loc0 := Random(MapSize);
     1135    for n := 0 to plus - 1 do
     1136    begin
     1137      if (RealMap[Loc0] and fTerrain >= fGrass) and (Loc0 >= lx) and
     1138        (Loc0 < MapSize - lx) then
     1139        RunRiver(Loc0);
     1140      Loc0 := (Loc0 + 1) * primitive mod (MapSize + 1) - 1;
     1141    end;
     1142  end;
     1143
     1144  for Loc0 := 0 to MapSize - 1 do
     1145    if (RealMap[Loc0] = fGrass) and (Random(100) < ShRandHills) then
     1146      RealMap[Loc0] := RealMap[Loc0] or fHills;
     1147
     1148  // make terrain types coherent
     1149  for Loc0 := 0 to MapSize - 1 do
     1150    CopyFrom[Loc0] := Loc0;
     1151
     1152  for n := 0 to unification * MapSize div 100 do
     1153  begin
     1154    y := Random(ly);
     1155    if abs(y - (ly shr 1)) > ly div 4 + Random(ly * hotunification div 100) then
     1156      if y < ly shr 1 then
     1157        y := ly shr 1 - y
     1158      else
     1159        y := 3 * ly shr 1 - y;
     1160    Loc0 := lx * y + Random(lx);
     1161    if RealMap[Loc0] and fTerrain = fGrass then
     1162    begin
     1163      Dir := Random(4);
     1164      Loc1 := dLoc(Loc0, Dir and 1 * 2 - 1, Dir shr 1 * 2 - 1);
     1165      if (Loc1 >= 0) and (RealMap[Loc1] and fTerrain = fGrass) then
     1166      begin
     1167        while CopyFrom[Loc0] <> Loc0 do
     1168          Loc0 := CopyFrom[Loc0];
     1169        while CopyFrom[Loc1] <> Loc1 do
     1170          Loc1 := CopyFrom[Loc1];
     1171        if Loc1 < Loc0 then
     1172          CopyFrom[Loc0] := Loc1
     1173        else
     1174          CopyFrom[Loc1] := Loc0;
     1175      end;
     1176    end;
     1177  end;
     1178
     1179  for Loc0 := 0 to MapSize - 1 do
     1180    if (RealMap[Loc0] and fTerrain = fGrass) and (CopyFrom[Loc0] = Loc0) then
     1181      RealMap[Loc0] := RealMap[Loc0] and not fTerrain or RndLow(Loc0 div lx);
     1182
     1183  for Loc0 := 0 to MapSize - 1 do
     1184    if RealMap[Loc0] and fTerrain = fGrass then
     1185    begin
     1186      Loc1 := Loc0;
     1187      while CopyFrom[Loc1] <> Loc1 do
     1188        Loc1 := CopyFrom[Loc1];
     1189      RealMap[Loc0] := RealMap[Loc0] and not fTerrain or
     1190        RealMap[Loc1] and fTerrain
     1191    end;
     1192
     1193  for Loc0 := 0 to MapSize - 1 do
     1194    if RealMap[Loc0] and fTerrain = fGrass then
    10431195    begin // change grassland to swamp
    1044     if Random(100)<ShSwamp then
    1045       RealMap[Loc0]:=RealMap[Loc0] and not fTerrain or fSwamp;
    1046     end;
    1047 
    1048 for Loc0:=0 to MapSize-1 do // change desert to prairie 1
    1049   if RealMap[Loc0] and fTerrain=fDesert then
    1050     begin
    1051     if RealMap[Loc0] and fRiver<>0 then Count:=5
    1052     else
    1053       begin
    1054       Count:=0;
    1055       for Dir:=0 to 3 do
    1056         begin
    1057         Loc1:=dLoc(Loc0,Dir and 1 *2 -1,Dir shr 1 *2 -1);
    1058         if Loc1>=0 then
    1059           if RealMap[Loc1] and fTerrain<fGrass then inc(Count,2)
     1196      if Random(100) < ShSwamp then
     1197        RealMap[Loc0] := RealMap[Loc0] and not fTerrain or fSwamp;
     1198    end;
     1199
     1200  for Loc0 := 0 to MapSize - 1 do // change desert to prairie 1
     1201    if RealMap[Loc0] and fTerrain = fDesert then
     1202    begin
     1203      if RealMap[Loc0] and fRiver <> 0 then
     1204        Count := 5
     1205      else
     1206      begin
     1207        Count := 0;
     1208        for Dir := 0 to 3 do
     1209        begin
     1210          Loc1 := dLoc(Loc0, Dir and 1 * 2 - 1, Dir shr 1 * 2 - 1);
     1211          if Loc1 >= 0 then
     1212            if RealMap[Loc1] and fTerrain < fGrass then
     1213              inc(Count, 2)
    10601214        end;
    10611215      end;
    1062     if Count>=4 then RealMap[Loc0]:=RealMap[Loc0] and not fTerrain or fPrairie
    1063     end;
    1064 
    1065 for Loc0:=0 to MapSize-1 do // change desert to prairie 2
    1066   if RealMap[Loc0] and fTerrain=fDesert then
    1067     begin
    1068     Count:=0;
    1069     for Dir:=0 to 3 do
    1070       begin
    1071       Loc1:=dLoc(Loc0,Dir and 1 *2 -1,Dir shr 1 *2 -1);
    1072       if Loc1>=0 then
    1073         if RealMap[Loc1] and fTerrain<>fDesert then inc(Count)
    1074       end;
    1075     if Count>=4 then RealMap[Loc0]:=RealMap[Loc0] and not fTerrain or fPrairie
    1076     end;
    1077 
    1078 for Loc0:=0 to MapSize-1 do CheckShore(Loc0); // change ocean to shore
    1079 for x:=0 to lx-1 do
    1080   begin
    1081   RealMap[x+lx*0]:=fArctic;
    1082   if RealMap[x+lx*1]>=fGrass then
    1083     RealMap[x+lx*1]:=RealMap[x+lx*1] and not fTerrain or fTundra;
    1084   if RealMap[x+lx*(ly-2)]>=fGrass then
    1085     RealMap[x+lx*(ly-2)]:=RealMap[x+lx*(ly-2)] and not fTerrain or fTundra;
    1086   RealMap[x+lx*(ly-1)]:=fArctic
    1087   end;
    1088 
    1089 for Loc0:=0 to MapSize-1 do //define special terrain tiles
    1090   RealMap[Loc0]:=RealMap[Loc0] or ActualSpecialTile(Loc0) shl 5 or ($F shl 27);
    1091 
    1092 if not preview then
    1093   begin FindContinents; RarePositions; end;
     1216      if Count >= 4 then
     1217        RealMap[Loc0] := RealMap[Loc0] and not fTerrain or fPrairie
     1218    end;
     1219
     1220  for Loc0 := 0 to MapSize - 1 do // change desert to prairie 2
     1221    if RealMap[Loc0] and fTerrain = fDesert then
     1222    begin
     1223      Count := 0;
     1224      for Dir := 0 to 3 do
     1225      begin
     1226        Loc1 := dLoc(Loc0, Dir and 1 * 2 - 1, Dir shr 1 * 2 - 1);
     1227        if Loc1 >= 0 then
     1228          if RealMap[Loc1] and fTerrain <> fDesert then
     1229            inc(Count)
     1230      end;
     1231      if Count >= 4 then
     1232        RealMap[Loc0] := RealMap[Loc0] and not fTerrain or fPrairie
     1233    end;
     1234
     1235  for Loc0 := 0 to MapSize - 1 do
     1236    CheckShore(Loc0); // change ocean to shore
     1237  for x := 0 to lx - 1 do
     1238  begin
     1239    RealMap[x + lx * 0] := fArctic;
     1240    if RealMap[x + lx * 1] >= fGrass then
     1241      RealMap[x + lx * 1] := RealMap[x + lx * 1] and not fTerrain or fTundra;
     1242    if RealMap[x + lx * (ly - 2)] >= fGrass then
     1243      RealMap[x + lx * (ly - 2)] := RealMap[x + lx * (ly - 2)] and
     1244        not fTerrain or fTundra;
     1245    RealMap[x + lx * (ly - 1)] := fArctic
     1246  end;
     1247
     1248  for Loc0 := 0 to MapSize - 1 do // define special terrain tiles
     1249    RealMap[Loc0] := RealMap[Loc0] or ActualSpecialTile(Loc0) shl 5 or
     1250      ($F shl 27);
     1251
     1252  if not preview then
     1253  begin
     1254    FindContinents;
     1255    RarePositions;
     1256  end;
    10941257end;
    10951258
     
    10991262
    11001263var
    1101 CountGood:(cgBest,cgFlat,cgLand);
     1264  CountGood: (cgBest, cgFlat, cgLand);
    11021265
    11031266  function IsGoodTile(Loc: integer): boolean;
    11041267  var
    1105   xLoc,yLoc: integer;
    1106   begin
    1107   xLoc:=Loc mod lx; yLoc:=Loc div lx;
    1108   if RealMap[Loc] and fDeadLands<>0 then result:=false
    1109   else
    1110     case CountGood of
    1111       cgBest:
    1112         result:=(RealMap[Loc] and fTerrain in [fGrass,fPrairie,fTundra,fSwamp,fForest])
    1113           and Odd((lymax+xLoc-yLoc shr 1) shr 1+xLoc+(yLoc+1) shr 1);
    1114       cgFlat:
    1115         result:=(RealMap[Loc] and fTerrain in [fGrass,fPrairie,fTundra,fSwamp,fForest]);
    1116       cgLand:
    1117         result:= RealMap[Loc] and fTerrain>=fGrass;
     1268    xLoc, yLoc: integer;
     1269  begin
     1270    xLoc := Loc mod lx;
     1271    yLoc := Loc div lx;
     1272    if RealMap[Loc] and fDeadLands <> 0 then
     1273      result := false
     1274    else
     1275      case CountGood of
     1276        cgBest:
     1277          result := (RealMap[Loc] and fTerrain in [fGrass, fPrairie, fTundra,
     1278            fSwamp, fForest]) and Odd((lymax + xLoc - yLoc shr 1) shr 1 + xLoc +
     1279            (yLoc + 1) shr 1);
     1280        cgFlat:
     1281          result := (RealMap[Loc] and fTerrain in [fGrass, fPrairie, fTundra,
     1282            fSwamp, fForest]);
     1283        cgLand:
     1284          result := RealMap[Loc] and fTerrain >= fGrass;
    11181285      end;
    11191286  end;
    11201287
    11211288const
    1122 MaxCityLoc=64;
    1123 
    1124 var
    1125 p1,p2,nAlive,c,Loc,Loc1,CntGood,CntGoodGrass,MinDist,Tries,i,j,n,nsc,TestLoc,
    1126   V21,V8,BestDist,TestDist,MinGood,nIrrLoc,xLoc,yLoc,qx,qy,FineDistSQR,
    1127   nRest:integer;
    1128 ccount:array[0..lxmax*lymax-1] of word;
    1129 sc,StartLoc0,sccount: array[1..nPl] of integer;
    1130 TestStartLoc: array[0..nPl-1] of integer;
    1131 CityLoc: array[1..nPl,0..MaxCityLoc-1] of integer;
    1132 nCityLoc: array[1..nPl] of integer;
    1133 RestLoc: array[0..MaxCityLoc-1] of integer;
    1134 IrrLoc: array[0..20] of integer;
    1135 Radius: TVicinity21Loc;
    1136 Adjacent: TVicinity8Loc;
    1137 ok: boolean;
    1138 
    1139 begin
    1140 nAlive:=0;
    1141 for p1:=0 to nPl-1 do if 1 shl p1 and GAlive<>0 then inc(nAlive);
    1142 if nAlive=0 then exit;
    1143 
    1144 {count good tiles}
    1145 FillChar(ccount,MapSize*2,0);
    1146 for Loc:=0 to MapSize-1 do
    1147   if RealMap[Loc] and fTerrain=fGrass then
    1148     if ActualSpecialTile(Loc)=1 then inc(ccount[Continent[Loc]],3)
    1149     else inc(ccount[Continent[Loc]],2)
    1150   else if RealMap[Loc] and fTerrain in [fPrairie,fSwamp,fForest,fHills] then
    1151     inc(ccount[Continent[Loc]]);
    1152 
    1153 Loc:=0;while ccount[Loc]>0 do inc(Loc);
    1154 for i:=1 to nAlive do begin sc[i]:=Loc; sccount[i]:=1 end;
    1155   {init with zero size start continents, then search bigger ones}
    1156 for Loc:=0 to MapSize-1 do if ccount[Loc]>0 then
    1157   begin // search biggest continents
    1158   p1:=nAlive+1;
    1159   while (p1>1) and (ccount[Loc]>ccount[sc[p1-1]]) do
    1160     begin if p1<nAlive+1 then sc[p1]:=sc[p1-1]; dec(p1) end;
    1161   if p1<nAlive+1 then sc[p1]:=Loc;
    1162   end;
    1163 nsc:=nAlive;
    1164 repeat
    1165   c:=1; // search least crowded continent after smallest
    1166   for i:=2 to nsc-1 do
    1167     if ccount[sc[i]]*(2*sccount[c]+1)>ccount[sc[c]]*(2*sccount[i]+1) then
    1168       c:=i;
    1169   if ccount[sc[nsc]]*(2*sccount[c]+1)>ccount[sc[c]] then
    1170     Break; // even least crowded continent is more crowded than smallest
    1171   inc(sccount[c]);
    1172   dec(nsc)
    1173 until sccount[nsc]>1;
    1174 
    1175 MinGood:=7;
    1176 CountGood:=cgBest;
    1177 repeat
    1178   dec(MinGood);
    1179   if (MinGood=3) and (CountGood<cgLand) then // too demanding!
    1180     begin inc(CountGood); MinGood:=6 end;
    1181   FillChar(nCityLoc,SizeOf(nCityLoc),0);
    1182   Loc:=Random(MapSize);
    1183   for i:=0 to MapSize-1 do
    1184     begin
    1185     if ((Loc>=4*lx) and (Loc<MapSize-4*lx) or (CountGood>=cgLand))
    1186       and IsGoodTile(Loc) then
    1187       begin
    1188       c:=nsc;
    1189       while (c>0) and (Continent[Loc]<>sc[c]) do dec(c);
    1190       if (c>0) and (nCityLoc[c]<MaxCityLoc) then
    1191         begin
    1192         CntGood:=1;
    1193         V21_to_Loc(Loc,Radius);
    1194         for V21:=1 to 26 do if V21<>CityOwnTile then
     1289  MaxCityLoc = 64;
     1290
     1291var
     1292  p1, p2, nAlive, c, Loc, Loc1, CntGood, CntGoodGrass, MinDist, Tries, i, j, n,
     1293    nsc, TestLoc, V21, V8, BestDist, TestDist, MinGood, nIrrLoc, xLoc, yLoc, qx,
     1294    qy, FineDistSQR, nRest: integer;
     1295  ccount: array [0 .. lxmax * lymax - 1] of word;
     1296  sc, StartLoc0, sccount: array [1 .. nPl] of integer;
     1297  TestStartLoc: array [0 .. nPl - 1] of integer;
     1298  CityLoc: array [1 .. nPl, 0 .. MaxCityLoc - 1] of integer;
     1299  nCityLoc: array [1 .. nPl] of integer;
     1300  RestLoc: array [0 .. MaxCityLoc - 1] of integer;
     1301  IrrLoc: array [0 .. 20] of integer;
     1302  Radius: TVicinity21Loc;
     1303  Adjacent: TVicinity8Loc;
     1304  ok: boolean;
     1305
     1306begin
     1307  nAlive := 0;
     1308  for p1 := 0 to nPl - 1 do
     1309    if 1 shl p1 and GAlive <> 0 then
     1310      inc(nAlive);
     1311  if nAlive = 0 then
     1312    exit;
     1313
     1314  { count good tiles }
     1315  FillChar(ccount, MapSize * 2, 0);
     1316  for Loc := 0 to MapSize - 1 do
     1317    if RealMap[Loc] and fTerrain = fGrass then
     1318      if ActualSpecialTile(Loc) = 1 then
     1319        inc(ccount[Continent[Loc]], 3)
     1320      else
     1321        inc(ccount[Continent[Loc]], 2)
     1322    else if RealMap[Loc] and fTerrain in [fPrairie, fSwamp, fForest, fHills]
     1323    then
     1324      inc(ccount[Continent[Loc]]);
     1325
     1326  Loc := 0;
     1327  while ccount[Loc] > 0 do
     1328    inc(Loc);
     1329  for i := 1 to nAlive do
     1330  begin
     1331    sc[i] := Loc;
     1332    sccount[i] := 1
     1333  end;
     1334  { init with zero size start continents, then search bigger ones }
     1335  for Loc := 0 to MapSize - 1 do
     1336    if ccount[Loc] > 0 then
     1337    begin // search biggest continents
     1338      p1 := nAlive + 1;
     1339      while (p1 > 1) and (ccount[Loc] > ccount[sc[p1 - 1]]) do
     1340      begin
     1341        if p1 < nAlive + 1 then
     1342          sc[p1] := sc[p1 - 1];
     1343        dec(p1)
     1344      end;
     1345      if p1 < nAlive + 1 then
     1346        sc[p1] := Loc;
     1347    end;
     1348  nsc := nAlive;
     1349  repeat
     1350    c := 1; // search least crowded continent after smallest
     1351    for i := 2 to nsc - 1 do
     1352      if ccount[sc[i]] * (2 * sccount[c] + 1) > ccount[sc[c]] *
     1353        (2 * sccount[i] + 1) then
     1354        c := i;
     1355    if ccount[sc[nsc]] * (2 * sccount[c] + 1) > ccount[sc[c]] then
     1356      Break; // even least crowded continent is more crowded than smallest
     1357    inc(sccount[c]);
     1358    dec(nsc)
     1359  until sccount[nsc] > 1;
     1360
     1361  MinGood := 7;
     1362  CountGood := cgBest;
     1363  repeat
     1364    dec(MinGood);
     1365    if (MinGood = 3) and (CountGood < cgLand) then // too demanding!
     1366    begin
     1367      inc(CountGood);
     1368      MinGood := 6
     1369    end;
     1370    FillChar(nCityLoc, SizeOf(nCityLoc), 0);
     1371    Loc := Random(MapSize);
     1372    for i := 0 to MapSize - 1 do
     1373    begin
     1374      if ((Loc >= 4 * lx) and (Loc < MapSize - 4 * lx) or (CountGood >= cgLand))
     1375        and IsGoodTile(Loc) then
     1376      begin
     1377        c := nsc;
     1378        while (c > 0) and (Continent[Loc] <> sc[c]) do
     1379          dec(c);
     1380        if (c > 0) and (nCityLoc[c] < MaxCityLoc) then
     1381        begin
     1382          CntGood := 1;
     1383          V21_to_Loc(Loc, Radius);
     1384          for V21 := 1 to 26 do
     1385            if V21 <> CityOwnTile then
     1386            begin
     1387              Loc1 := Radius[V21];
     1388              if (Loc1 >= 0) and (Loc1 < MapSize) and IsGoodTile(Loc1) then
     1389                inc(CntGood)
     1390            end;
     1391          if CntGood >= MinGood then
    11951392          begin
    1196           Loc1:=Radius[V21];
    1197           if (Loc1>=0) and (Loc1<MapSize) and IsGoodTile(Loc1) then
    1198             inc(CntGood)
    1199           end;
    1200         if CntGood>=MinGood then
    1201           begin
    1202           CityLoc[c,nCityLoc[c]]:=Loc;
    1203           inc(nCityLoc[c])
     1393            CityLoc[c, nCityLoc[c]] := Loc;
     1394            inc(nCityLoc[c])
    12041395          end
    12051396        end
    12061397      end;
    1207     Loc:=(Loc+1)*primitive mod (MapSize+1) -1;
    1208     end;
    1209 
    1210   ok:=true;
    1211   for c:=1 to nsc do
    1212     if nCityLoc[c]<sccount[c]*(8-MinGood) div (7-MinGood) then ok:=false;
    1213 until ok;
    1214 
    1215 FineDistSQR:=MapSize*LandMass*9 div (nAlive*100);
    1216 p1:=1;
    1217 for c:=1 to nsc do
     1398      Loc := (Loc + 1) * primitive mod (MapSize + 1) - 1;
     1399    end;
     1400
     1401    ok := true;
     1402    for c := 1 to nsc do
     1403      if nCityLoc[c] < sccount[c] * (8 - MinGood) div (7 - MinGood) then
     1404        ok := false;
     1405  until ok;
     1406
     1407  FineDistSQR := MapSize * LandMass * 9 div (nAlive * 100);
     1408  p1 := 1;
     1409  for c := 1 to nsc do
    12181410  begin // for all start continents
    1219   if sccount[c]=1 then StartLoc0[p1]:=CityLoc[c,Random(nCityLoc[c])]
    1220   else
    1221     begin
    1222     BestDist:=0;
    1223     n:=1 shl sccount[c] *32; // number of tries to find good distribution
    1224     if n>1 shl 12 then n:=1 shl 12;
    1225     while (n>0) and (BestDist*BestDist<FineDistSQR) do
    1226       begin
    1227       MinDist:=MaxInt;
    1228       nRest:=nCityLoc[c];
    1229       for i:=0 to nRest-1 do RestLoc[i]:=CityLoc[c,i];
    1230       for i:=0 to sccount[c]-1 do
    1231         begin
    1232         if nRest=0 then break;
    1233         j:=Random(nRest);
    1234         TestStartLoc[i]:=RestLoc[j];
    1235         RestLoc[j]:=RestLoc[nRest-1];
    1236         dec(nRest);
    1237         for j:=0 to i-1 do
     1411    if sccount[c] = 1 then
     1412      StartLoc0[p1] := CityLoc[c, Random(nCityLoc[c])]
     1413    else
     1414    begin
     1415      BestDist := 0;
     1416      n := 1 shl sccount[c] * 32; // number of tries to find good distribution
     1417      if n > 1 shl 12 then
     1418        n := 1 shl 12;
     1419      while (n > 0) and (BestDist * BestDist < FineDistSQR) do
     1420      begin
     1421        MinDist := MaxInt;
     1422        nRest := nCityLoc[c];
     1423        for i := 0 to nRest - 1 do
     1424          RestLoc[i] := CityLoc[c, i];
     1425        for i := 0 to sccount[c] - 1 do
     1426        begin
     1427          if nRest = 0 then
     1428            Break;
     1429          j := Random(nRest);
     1430          TestStartLoc[i] := RestLoc[j];
     1431          RestLoc[j] := RestLoc[nRest - 1];
     1432          dec(nRest);
     1433          for j := 0 to i - 1 do
    12381434          begin
    1239           TestDist:=Distance(TestStartLoc[i],TestStartLoc[j]);
    1240           if TestDist<MinDist then MinDist:=TestDist
     1435            TestDist := Distance(TestStartLoc[i], TestStartLoc[j]);
     1436            if TestDist < MinDist then
     1437              MinDist := TestDist
    12411438          end;
    1242         if i=sccount[c]-1 then
     1439          if i = sccount[c] - 1 then
    12431440          begin
    1244           assert(MinDist>BestDist);
    1245           BestDist:=MinDist;
    1246           for j:=0 to sccount[c]-1 do StartLoc0[p1+j]:=TestStartLoc[j];
     1441            assert(MinDist > BestDist);
     1442            BestDist := MinDist;
     1443            for j := 0 to sccount[c] - 1 do
     1444              StartLoc0[p1 + j] := TestStartLoc[j];
    12471445          end
    1248         else if BestDist>0 then
     1446          else if BestDist > 0 then
    12491447          begin
    1250           j:=0;
    1251           while j<nRest do
     1448            j := 0;
     1449            while j < nRest do
    12521450            begin // remove all locs from rest which have too little distance to this one
    1253             TestDist:=Distance(TestStartLoc[i],RestLoc[j]);
    1254             if TestDist<=BestDist then
    1255               begin RestLoc[j]:=RestLoc[nRest-1]; dec(nRest); end
    1256             else inc(j);
     1451              TestDist := Distance(TestStartLoc[i], RestLoc[j]);
     1452              if TestDist <= BestDist then
     1453              begin
     1454                RestLoc[j] := RestLoc[nRest - 1];
     1455                dec(nRest);
     1456              end
     1457              else
     1458                inc(j);
    12571459            end;
    12581460          end;
    12591461        end;
    1260       dec(n)
    1261       end;
    1262     end;
    1263   p1:=p1+sccount[c]
    1264   end;
    1265 
    1266 // make start locs fertile
    1267 for p1:=1 to nAlive do
    1268   begin
    1269   RealMap[StartLoc0[p1]]:=RealMap[StartLoc0[p1]] and not (fTerrain or fSpecial)
    1270     or fGrass or fSpecial1;
    1271   CntGood:=1;
    1272   CntGoodGrass:=1;
    1273   V21_to_Loc(StartLoc0[p1],Radius);
    1274   for V21:=1 to 26 do if V21<>CityOwnTile then
    1275     begin
    1276     Loc1:=Radius[V21];
    1277     if (Loc1>=0) and (Loc1<MapSize) and IsGoodTile(Loc1) then
    1278       if RealMap[Loc1] and fTerrain=fGrass then inc(CntGoodGrass)
    1279       else inc(CntGood);
    1280     end;
    1281   for V21:=1 to 26 do if V21<>CityOwnTile then
    1282     begin
    1283     Loc1:=Radius[V21];
    1284     if (Loc1>=0) and (Loc1<MapSize) and (RealMap[Loc1] and fDeadLands=0) then
    1285       if IsGoodTile(Loc1) and (random(CntGood)<MinGood-CntGoodGrass+1) then
    1286         begin
    1287         RealMap[Loc1]:=RealMap[Loc1] and not (fTerrain or fSpecial) or fGrass;
    1288         RealMap[Loc1]:=RealMap[Loc1] or ActualSpecialTile(Loc1) shl 5;
     1462        dec(n)
     1463      end;
     1464    end;
     1465    p1 := p1 + sccount[c]
     1466  end;
     1467
     1468  // make start locs fertile
     1469  for p1 := 1 to nAlive do
     1470  begin
     1471    RealMap[StartLoc0[p1]] := RealMap[StartLoc0[p1]] and
     1472      not(fTerrain or fSpecial) or fGrass or fSpecial1;
     1473    CntGood := 1;
     1474    CntGoodGrass := 1;
     1475    V21_to_Loc(StartLoc0[p1], Radius);
     1476    for V21 := 1 to 26 do
     1477      if V21 <> CityOwnTile then
     1478      begin
     1479        Loc1 := Radius[V21];
     1480        if (Loc1 >= 0) and (Loc1 < MapSize) and IsGoodTile(Loc1) then
     1481          if RealMap[Loc1] and fTerrain = fGrass then
     1482            inc(CntGoodGrass)
     1483          else
     1484            inc(CntGood);
     1485      end;
     1486    for V21 := 1 to 26 do
     1487      if V21 <> CityOwnTile then
     1488      begin
     1489        Loc1 := Radius[V21];
     1490        if (Loc1 >= 0) and (Loc1 < MapSize) and
     1491          (RealMap[Loc1] and fDeadLands = 0) then
     1492          if IsGoodTile(Loc1) and (Random(CntGood) < MinGood - CntGoodGrass + 1)
     1493          then
     1494          begin
     1495            RealMap[Loc1] := RealMap[Loc1] and not(fTerrain or fSpecial)
     1496              or fGrass;
     1497            RealMap[Loc1] := RealMap[Loc1] or ActualSpecialTile(Loc1) shl 5;
     1498          end
     1499          else if RealMap[Loc1] and fTerrain = fDesert then
     1500            RealMap[Loc1] := RealMap[Loc1] and not fTerrain or fPrairie
     1501          else if (RealMap[Loc1] and fTerrain in [fPrairie, fTundra, fSwamp])
     1502            and (Random(2) = 0) then
     1503            RealMap[Loc1] := RealMap[Loc1] and not fTerrain or fForest;
     1504      end;
     1505
     1506    // first irrigation
     1507    nIrrLoc := 0;
     1508    for V21 := 1 to 26 do
     1509      if V21 <> CityOwnTile then
     1510      begin
     1511        Loc1 := Radius[V21];
     1512        if (Loc1 >= 0) and (Loc1 < MapSize) and
     1513          (RealMap[Loc1] and (fTerrain or fSpecial) = fGrass or fSpecial1) then
     1514        begin
     1515          IrrLoc[nIrrLoc] := Loc1;
     1516          inc(nIrrLoc);
     1517        end;
     1518      end;
     1519    i := 2;
     1520    if i > nIrrLoc then
     1521      i := nIrrLoc;
     1522    while i > 0 do
     1523    begin
     1524      j := Random(nIrrLoc);
     1525      RealMap[IrrLoc[j]] := RealMap[IrrLoc[j]] or tiIrrigation;
     1526      IrrLoc[j] := IrrLoc[nIrrLoc - 1];
     1527      dec(nIrrLoc);
     1528      dec(i)
     1529    end;
     1530  end;
     1531
     1532  StartLoc[0] := 0;
     1533  for p1 := 0 to nPl - 1 do
     1534    if 1 shl p1 and GAlive <> 0 then
     1535    begin
     1536      repeat
     1537        i := Random(nAlive) + 1
     1538      until StartLoc0[i] >= 0;
     1539      StartLoc[p1] := StartLoc0[i];
     1540      StartLoc0[i] := -1
     1541    end;
     1542  SaveMapCenterLoc := StartLoc[0];
     1543
     1544  // second unit starting position
     1545  for p1 := 0 to nPl - 1 do
     1546    if 1 shl p1 and GAlive <> 0 then
     1547    begin
     1548      StartLoc2[p1] := StartLoc[p1];
     1549      V8_to_Loc(StartLoc[p1], Adjacent);
     1550      for V8 := 0 to 7 do
     1551      begin
     1552        Loc1 := Adjacent[V8];
     1553        for p2 := 0 to nPl - 1 do
     1554          if (1 shl p2 and GAlive <> 0) and (StartLoc[p2] = Loc1) then
     1555            Loc1 := -1;
     1556        for p2 := 0 to p1 - 1 do
     1557          if (1 shl p2 and GAlive <> 0) and (StartLoc2[p2] = Loc1) then
     1558            Loc1 := -1;
     1559        if (Loc1 < 0) or (Loc1 >= MapSize) or
     1560          (RealMap[Loc1] and fTerrain in [fOcean, fShore, fDesert, fArctic,
     1561          fMountains]) or (RealMap[Loc1] and fDeadLands <> 0) then
     1562          TestDist := -1
     1563        else if RealMap[Loc1] and fTerrain = fGrass then
     1564          TestDist := 2
     1565        else if Terrain[RealMap[Loc1] and fTerrain].IrrEff > 0 then
     1566          TestDist := 1
     1567        else
     1568          TestDist := 0;
     1569        if (StartLoc2[p1] = StartLoc[p1]) or (TestDist > BestDist) then
     1570        begin
     1571          StartLoc2[p1] := Loc1;
     1572          BestDist := TestDist;
     1573          n := 1;
    12891574        end
    1290       else if RealMap[Loc1] and fTerrain=fDesert then
    1291         RealMap[Loc1]:=RealMap[Loc1] and not fTerrain or fPrairie
    1292       else if (RealMap[Loc1] and fTerrain in [fPrairie,fTundra,fSwamp])
    1293         and (random(2)=0) then
    1294         RealMap[Loc1]:=RealMap[Loc1] and not fTerrain or fForest;
    1295     end;
    1296 
    1297   // first irrigation
    1298   nIrrLoc:=0;
    1299   for V21:=1 to 26 do if V21<>CityOwnTile then
    1300     begin
    1301     Loc1:=Radius[V21];
    1302     if (Loc1>=0) and (Loc1<MapSize)
    1303       and (RealMap[Loc1] and (fTerrain or fSpecial)=fGrass or fSpecial1) then
    1304       begin
    1305       IrrLoc[nIrrLoc]:=Loc1;
    1306       inc(nIrrLoc);
    1307       end;
    1308     end;
    1309   i:=2;
    1310   if i>nIrrLoc then i:=nIrrLoc;
    1311   while i>0 do
    1312     begin
    1313     j:=random(nIrrLoc);
    1314     RealMap[IrrLoc[j]]:=RealMap[IrrLoc[j]] or tiIrrigation;
    1315     IrrLoc[j]:=IrrLoc[nIrrLoc-1];
    1316     dec(nIrrLoc);
    1317     dec(i)
    1318     end;
    1319   end;
    1320 
    1321 StartLoc[0]:=0;
    1322 for p1:=0 to nPl-1 do if 1 shl p1 and GAlive<>0 then
    1323   begin
    1324   repeat i:=Random(nAlive)+1 until StartLoc0[i]>=0;
    1325   StartLoc[p1]:=StartLoc0[i];
    1326   StartLoc0[i]:=-1
    1327   end;
    1328 SaveMapCenterLoc:=StartLoc[0];
    1329 
    1330 // second unit starting position
    1331 for p1:=0 to nPl-1 do if 1 shl p1 and GAlive<>0 then
    1332   begin
    1333   StartLoc2[p1]:=StartLoc[p1];
    1334   V8_to_Loc(StartLoc[p1],Adjacent);
    1335   for V8:=0 to 7 do
    1336     begin
    1337     Loc1:=Adjacent[V8];
    1338     for p2:=0 to nPl-1 do
    1339       if (1 shl p2 and GAlive<>0) and (StartLoc[p2]=Loc1) then Loc1:=-1;
    1340     for p2:=0 to p1-1 do
    1341       if (1 shl p2 and GAlive<>0) and (StartLoc2[p2]=Loc1) then Loc1:=-1;
    1342     if (Loc1<0) or (Loc1>=MapSize)
    1343       or (RealMap[Loc1] and fTerrain in [fOcean, fShore, fDesert, fArctic, fMountains])
    1344       or (RealMap[Loc1] and fDeadLands<>0) then
    1345       TestDist:=-1
    1346     else if RealMap[Loc1] and fTerrain=fGrass then TestDist:=2
    1347     else if Terrain[RealMap[Loc1] and fTerrain].IrrEff>0 then TestDist:=1
    1348     else TestDist:=0;
    1349     if (StartLoc2[p1]=StartLoc[p1]) or (TestDist>BestDist) then
    1350       begin StartLoc2[p1]:=Loc1; BestDist:=TestDist; n:=1; end
    1351     else if TestDist=BestDist then
    1352       begin inc(n); if random(n)=0 then StartLoc2[p1]:=Loc1; end;
    1353     end
    1354   end;
    1355 end; {StartPositions}
     1575        else if TestDist = BestDist then
     1576        begin
     1577          inc(n);
     1578          if Random(n) = 0 then
     1579            StartLoc2[p1] := Loc1;
     1580        end;
     1581      end
     1582    end;
     1583end; { StartPositions }
    13561584
    13571585procedure PredefinedStartPositions(Human: integer);
    13581586// use predefined nation start positions
    13591587var
    1360 i,p1,Loc1,nAlive,nStartLoc0,nPrefStartLoc0,imax: integer;
    1361 StartLoc0: array[0..lxmax*lymax-1] of integer;
    1362 ishuman: boolean;
    1363 begin
    1364 nAlive:=0;
    1365 for p1:=0 to nPl-1 do if 1 shl p1 and GAlive<>0 then inc(nAlive);
    1366 if nAlive=0 then exit;
    1367 
    1368 // calculate starting positions
    1369 nStartLoc0:=0;
    1370 nPrefStartLoc0:=0;
    1371 for Loc1:=0 to MapSize-1 do
    1372   if RealMap[Loc1] and fPrefStartPos<>0 then
    1373     begin
    1374     StartLoc0[nStartLoc0]:=StartLoc0[nPrefStartLoc0];
    1375     StartLoc0[nPrefStartLoc0]:=Loc1;
    1376     inc(nPrefStartLoc0);
    1377     inc(nStartLoc0);
    1378     RealMap[Loc1]:=RealMap[Loc1] and not fPrefStartPos;
     1588  i, p1, Loc1, nAlive, nStartLoc0, nPrefStartLoc0, imax: integer;
     1589  StartLoc0: array [0 .. lxmax * lymax - 1] of integer;
     1590  ishuman: boolean;
     1591begin
     1592  nAlive := 0;
     1593  for p1 := 0 to nPl - 1 do
     1594    if 1 shl p1 and GAlive <> 0 then
     1595      inc(nAlive);
     1596  if nAlive = 0 then
     1597    exit;
     1598
     1599  // calculate starting positions
     1600  nStartLoc0 := 0;
     1601  nPrefStartLoc0 := 0;
     1602  for Loc1 := 0 to MapSize - 1 do
     1603    if RealMap[Loc1] and fPrefStartPos <> 0 then
     1604    begin
     1605      StartLoc0[nStartLoc0] := StartLoc0[nPrefStartLoc0];
     1606      StartLoc0[nPrefStartLoc0] := Loc1;
     1607      inc(nPrefStartLoc0);
     1608      inc(nStartLoc0);
     1609      RealMap[Loc1] := RealMap[Loc1] and not fPrefStartPos;
    13791610    end
    1380   else if RealMap[Loc1] and fStartPos<>0 then
    1381     begin
    1382     StartLoc0[nStartLoc0]:=Loc1;
    1383     inc(nStartLoc0);
    1384     RealMap[Loc1]:=RealMap[Loc1] and not fStartPos;
    1385     end;
    1386 assert(nStartLoc0>=nAlive);
    1387 
    1388 StartLoc[0]:=0;
    1389 for ishuman:=true downto false do for p1:=0 to nPl-1 do
    1390   if (1 shl p1 and GAlive<>0) and ((1 shl p1 and Human<>0)=ishuman) then
    1391     begin
    1392     dec(nStartLoc0);
    1393     imax:=nStartLoc0;
    1394     if nPrefStartLoc0>0 then
    1395       begin
    1396       dec(nPrefStartLoc0);
    1397       imax:=nPrefStartLoc0;
    1398       end;
    1399     i:=Random(imax+1);
    1400     StartLoc[p1]:=StartLoc0[i];
    1401     StartLoc2[p1]:=StartLoc0[i];
    1402     StartLoc0[i]:=StartLoc0[imax];
    1403     StartLoc0[imax]:=StartLoc0[nStartLoc0];
    1404     end;
    1405 SaveMapCenterLoc:=StartLoc[0];
    1406 end; {PredefinedStartPositions}
     1611    else if RealMap[Loc1] and fStartPos <> 0 then
     1612    begin
     1613      StartLoc0[nStartLoc0] := Loc1;
     1614      inc(nStartLoc0);
     1615      RealMap[Loc1] := RealMap[Loc1] and not fStartPos;
     1616    end;
     1617  assert(nStartLoc0 >= nAlive);
     1618
     1619  StartLoc[0] := 0;
     1620  for ishuman := true downto false do
     1621    for p1 := 0 to nPl - 1 do
     1622      if (1 shl p1 and GAlive <> 0) and ((1 shl p1 and Human <> 0) = ishuman)
     1623      then
     1624      begin
     1625        dec(nStartLoc0);
     1626        imax := nStartLoc0;
     1627        if nPrefStartLoc0 > 0 then
     1628        begin
     1629          dec(nPrefStartLoc0);
     1630          imax := nPrefStartLoc0;
     1631        end;
     1632        i := Random(imax + 1);
     1633        StartLoc[p1] := StartLoc0[i];
     1634        StartLoc2[p1] := StartLoc0[i];
     1635        StartLoc0[i] := StartLoc0[imax];
     1636        StartLoc0[imax] := StartLoc0[nStartLoc0];
     1637      end;
     1638  SaveMapCenterLoc := StartLoc[0];
     1639end; { PredefinedStartPositions }
    14071640
    14081641procedure InitGame;
    14091642var
    1410 i, p, p1, uix, Loc1: integer;
    1411 begin
    1412 if FastContact then {Railroad everywhere}
    1413   for Loc1:=0 to MapSize-1 do
    1414     if RealMap[Loc1] and fTerrain>=fGrass then RealMap[Loc1]:=RealMap[Loc1] or fRR;
    1415 
    1416 {!!!for Loc1:=0 to MapSize-1 do
    1417   if RealMap[Loc1] and fterrain>=fGrass then
     1643  i, p, p1, uix, Loc1: integer;
     1644begin
     1645  if FastContact then { Railroad everywhere }
     1646    for Loc1 := 0 to MapSize - 1 do
     1647      if RealMap[Loc1] and fTerrain >= fGrass then
     1648        RealMap[Loc1] := RealMap[Loc1] or fRR;
     1649
     1650  { !!!for Loc1:=0 to MapSize-1 do
     1651    if RealMap[Loc1] and fterrain>=fGrass then
    14181652    if random(3)=0 then RealMap[Loc1]:=RealMap[Loc1] or fRoad
    14191653    else if random(3)=0 then RealMap[Loc1]:=RealMap[Loc1] or fRR;
    1420     {random Road and Railroad}
    1421 {!!!for Loc1:=0 to MapSize-1 do
    1422   if (RealMap[Loc1] and fterrain>=fGrass) and (random(20)=0) then
    1423     RealMap[Loc1]:=RealMap[Loc1] or fPoll;}
    1424 
    1425 FillChar(Occupant,MapSize,-1);
    1426 FillChar(ZoCMap,MapSize,0);
    1427 FillChar(ObserveLevel,MapSize*4,0);
    1428 FillChar(UsedByCity,MapSize*4,-1);
    1429 GTestFlags:=0;
    1430 GInitialized:=GAlive or GWatching;
    1431 for p:=0 to nPl-1 do if 1 shl p and GInitialized<>0 then with RW[p] do
    1432   begin
    1433   Researched[p]:=0;
    1434   Discovered[p]:=0;
    1435   TerritoryCount[p]:=0;
    1436   nTech[p]:=0;
    1437   if Difficulty[p]=0 then ResourceMask[p]:=$FFFFFFFF
    1438   else ResourceMask[p]:=$FFFFFFFF and not (fSpecial2 or fModern);
    1439   GrWallContinent[p]:=-1;
    1440 
    1441   GetMem(Map,4*MapSize);
    1442   GetMem(MapObservedLast,2*MapSize);
    1443   FillChar(MapObservedLast^,2*MapSize,-1);
    1444   GetMem(Territory,MapSize);
    1445   FillChar(Territory^,MapSize,$FF);
    1446   GetMem(Un,numax*SizeOf(TUn));
    1447   GetMem(Model,(nmmax+1)*SizeOf(TModel)); // draft needs one model behind last
    1448   GetMem(City,ncmax*SizeOf(TCity));
    1449   GetMem(EnemyUn,neumax*SizeOf(TUnitInfo));
    1450   GetMem(EnemyCity,necmax*SizeOf(TCityInfo));
    1451   GetMem(EnemyModel,nemmax*SizeOf(TModelInfo));
    1452   for p1:=0 to nPl-1 do
    1453     begin
    1454     if 1 shl p1 and GInitialized<>0 then
    1455       begin
    1456       FillChar(RWemix[p,p1],SizeOf(RWemix[p,p1]),255); {-1}
    1457       FillChar(Destroyed[p,p1],SizeOf(Destroyed[p,p1]),0);
    1458       end;
    1459     Attitude[p1]:=atNeutral;
    1460     Treaty[p1]:=trNoContact;
    1461     LastCancelTreaty[p1]:=-CancelTreatyTurns-1;
    1462     EvaStart[p1]:=-PeaceEvaTurns-1;
    1463     Tribute[p1]:=0;
    1464     TributePaid[p1]:=0;
    1465     if (p1<>p) and (1 shl p1 and GAlive<>0) then
    1466       begin // initialize enemy report
    1467       GetMem(EnemyReport[p1],SizeOf(TEnemyReport)-2*(INFIN+1-nmmax));
    1468       FillChar(EnemyReport[p1].Tech,nAdv,tsNA);
    1469       EnemyReport[p1].TurnOfContact:=-1;
    1470       EnemyReport[p1].TurnOfCivilReport:=-1;
    1471       EnemyReport[p1].TurnOfMilReport:=-1;
    1472       EnemyReport[p1].Attitude:=atNeutral;
    1473       EnemyReport[p1].Government:=gDespotism;
    1474       if 1 shl p and GAlive=0 then Treaty[p1]:=trNone // supervisor
    1475       end
    1476     else EnemyReport[p1]:=nil;
    1477     end;
    1478   TestFlags:=GTestFlags;
    1479   Credibility:=InitialCredibility;
    1480   MaxCredibility:=100;
    1481   nUn:=0;
    1482   nModel:=0;
    1483   nCity:=0;
    1484   nEnemyUn:=0;
    1485   nEnemyCity:=0;
    1486   nEnemyModel:=0;
    1487   for Loc1:=0 to MapSize-1 do Map[Loc1]:=fUNKNOWN;
    1488   FillChar(Tech,nAdv,tsNA);
    1489   FillChar(NatBuilt,SizeOf(NatBuilt),0);
    1490   end;
    1491 
    1492 // create initial models and units
    1493 for p:=0 to nPl-1 do if (1 shl p and GAlive<>0) then with RW[p] do
    1494   begin
    1495   nModel:=0;
    1496   for i:=0 to nSpecialModel-1 do if SpecialModelPreq[i]=preNone then
    1497     begin
    1498     Model[nModel]:=SpecialModel[i];
    1499     Model[nModel].Status:=0;
    1500     Model[nModel].IntroTurn:=0;
    1501     Model[nModel].Built:=0;
    1502     Model[nModel].Lost:=0;
    1503     Model[nModel].ID:=p shl 12+nModel;
    1504     SetModelFlags(Model[nModel]);
    1505     inc(nModel)
    1506     end;
    1507   nUn:=0;
    1508   UnBuilt[p]:=0;
    1509   for uix:=0 to nStartUn-1 do
    1510     begin
    1511     CreateUnit(p, StartUn[uix]);
    1512     dec(Model[StartUn[uix]].Built);
    1513     Un[uix].Loc:=StartLoc2[p];
    1514     PlaceUnit(p,uix);
    1515     end;
    1516   FoundCity(p,StartLoc[p]); // capital
    1517   Founded[p]:=1;
    1518   with City[0] do
    1519     begin
    1520     ID:=p shl 12;
    1521     Flags:=chFounded;
    1522     end;
    1523   end;
    1524 
    1525 TerritoryCount[nPl]:=MapSize;
    1526 //fillchar(NewContact, sizeof(NewContact), false);
     1654    {random Road and Railroad }
     1655  { !!!for Loc1:=0 to MapSize-1 do
     1656    if (RealMap[Loc1] and fterrain>=fGrass) and (random(20)=0) then
     1657    RealMap[Loc1]:=RealMap[Loc1] or fPoll; }
     1658
     1659  FillChar(Occupant, MapSize, -1);
     1660  FillChar(ZoCMap, MapSize, 0);
     1661  FillChar(ObserveLevel, MapSize * 4, 0);
     1662  FillChar(UsedByCity, MapSize * 4, -1);
     1663  GTestFlags := 0;
     1664  GInitialized := GAlive or GWatching;
     1665  for p := 0 to nPl - 1 do
     1666    if 1 shl p and GInitialized <> 0 then
     1667      with RW[p] do
     1668      begin
     1669        Researched[p] := 0;
     1670        Discovered[p] := 0;
     1671        TerritoryCount[p] := 0;
     1672        nTech[p] := 0;
     1673        if Difficulty[p] = 0 then
     1674          ResourceMask[p] := $FFFFFFFF
     1675        else
     1676          ResourceMask[p] := $FFFFFFFF and not(fSpecial2 or fModern);
     1677        GrWallContinent[p] := -1;
     1678
     1679        GetMem(Map, 4 * MapSize);
     1680        GetMem(MapObservedLast, 2 * MapSize);
     1681        FillChar(MapObservedLast^, 2 * MapSize, -1);
     1682        GetMem(Territory, MapSize);
     1683        FillChar(Territory^, MapSize, $FF);
     1684        GetMem(Un, numax * SizeOf(TUn));
     1685        GetMem(Model, (nmmax + 1) * SizeOf(TModel));
     1686        // draft needs one model behind last
     1687        GetMem(City, ncmax * SizeOf(TCity));
     1688        GetMem(EnemyUn, neumax * SizeOf(TUnitInfo));
     1689        GetMem(EnemyCity, necmax * SizeOf(TCityInfo));
     1690        GetMem(EnemyModel, nemmax * SizeOf(TModelInfo));
     1691        for p1 := 0 to nPl - 1 do
     1692        begin
     1693          if 1 shl p1 and GInitialized <> 0 then
     1694          begin
     1695            FillChar(RWemix[p, p1], SizeOf(RWemix[p, p1]), 255); { -1 }
     1696            FillChar(Destroyed[p, p1], SizeOf(Destroyed[p, p1]), 0);
     1697          end;
     1698          Attitude[p1] := atNeutral;
     1699          Treaty[p1] := trNoContact;
     1700          LastCancelTreaty[p1] := -CancelTreatyTurns - 1;
     1701          EvaStart[p1] := -PeaceEvaTurns - 1;
     1702          Tribute[p1] := 0;
     1703          TributePaid[p1] := 0;
     1704          if (p1 <> p) and (1 shl p1 and GAlive <> 0) then
     1705          begin // initialize enemy report
     1706            GetMem(EnemyReport[p1], SizeOf(TEnemyReport) - 2 *
     1707              (INFIN + 1 - nmmax));
     1708            FillChar(EnemyReport[p1].Tech, nAdv, tsNA);
     1709            EnemyReport[p1].TurnOfContact := -1;
     1710            EnemyReport[p1].TurnOfCivilReport := -1;
     1711            EnemyReport[p1].TurnOfMilReport := -1;
     1712            EnemyReport[p1].Attitude := atNeutral;
     1713            EnemyReport[p1].Government := gDespotism;
     1714            if 1 shl p and GAlive = 0 then
     1715              Treaty[p1] := trNone // supervisor
     1716          end
     1717          else
     1718            EnemyReport[p1] := nil;
     1719        end;
     1720        TestFlags := GTestFlags;
     1721        Credibility := InitialCredibility;
     1722        MaxCredibility := 100;
     1723        nUn := 0;
     1724        nModel := 0;
     1725        nCity := 0;
     1726        nEnemyUn := 0;
     1727        nEnemyCity := 0;
     1728        nEnemyModel := 0;
     1729        for Loc1 := 0 to MapSize - 1 do
     1730          Map[Loc1] := fUNKNOWN;
     1731        FillChar(Tech, nAdv, tsNA);
     1732        FillChar(NatBuilt, SizeOf(NatBuilt), 0);
     1733      end;
     1734
     1735  // create initial models and units
     1736  for p := 0 to nPl - 1 do
     1737    if (1 shl p and GAlive <> 0) then
     1738      with RW[p] do
     1739      begin
     1740        nModel := 0;
     1741        for i := 0 to nSpecialModel - 1 do
     1742          if SpecialModelPreq[i] = preNone then
     1743          begin
     1744            Model[nModel] := SpecialModel[i];
     1745            Model[nModel].Status := 0;
     1746            Model[nModel].IntroTurn := 0;
     1747            Model[nModel].Built := 0;
     1748            Model[nModel].Lost := 0;
     1749            Model[nModel].ID := p shl 12 + nModel;
     1750            SetModelFlags(Model[nModel]);
     1751            inc(nModel)
     1752          end;
     1753        nUn := 0;
     1754        UnBuilt[p] := 0;
     1755        for uix := 0 to nStartUn - 1 do
     1756        begin
     1757          CreateUnit(p, StartUn[uix]);
     1758          dec(Model[StartUn[uix]].Built);
     1759          Un[uix].Loc := StartLoc2[p];
     1760          PlaceUnit(p, uix);
     1761        end;
     1762        FoundCity(p, StartLoc[p]); // capital
     1763        Founded[p] := 1;
     1764        with City[0] do
     1765        begin
     1766          ID := p shl 12;
     1767          Flags := chFounded;
     1768        end;
     1769      end;
     1770
     1771  TerritoryCount[nPl] := MapSize;
     1772  // fillchar(NewContact, sizeof(NewContact), false);
    15271773end; // InitGame
    15281774
    15291775procedure InitRandomGame;
    15301776begin
    1531 RandSeed:=RND;
    1532 CalculatePrimitive;
    1533 CreateElevation;
    1534 CreateMap(false);
    1535 StartPositions;
    1536 InitGame;
    1537 end; {InitRandomGame}
     1777  RandSeed := RND;
     1778  CalculatePrimitive;
     1779  CreateElevation;
     1780  CreateMap(false);
     1781  StartPositions;
     1782  InitGame;
     1783end; { InitRandomGame }
    15381784
    15391785procedure InitMapGame(Human: integer);
    15401786begin
    1541 RandSeed:=RND;
    1542 FindContinents;
    1543 PredefinedStartPositions(Human);
    1544 InitGame;
    1545 end; {InitMapGame}
     1787  RandSeed := RND;
     1788  FindContinents;
     1789  PredefinedStartPositions(Human);
     1790  InitGame;
     1791end; { InitMapGame }
    15461792
    15471793procedure ReleaseGame;
    15481794var
    1549 p1,p2: integer;
    1550 begin
    1551 for p1:=0 to nPl-1 do if 1 shl p1 and GInitialized<>0 then
    1552   begin
    1553   for p2:=0 to nPl-1 do
    1554     if RW[p1].EnemyReport[p2]<>nil then
    1555       FreeMem(RW[p1].EnemyReport[p2]);
    1556   FreeMem(RW[p1].EnemyUn);
    1557   FreeMem(RW[p1].EnemyCity);
    1558   FreeMem(RW[p1].EnemyModel);
    1559   FreeMem(RW[p1].Un);
    1560   FreeMem(RW[p1].City);
    1561   FreeMem(RW[p1].Model);
    1562   FreeMem(RW[p1].Territory);
    1563   FreeMem(RW[p1].MapObservedLast);
    1564   FreeMem(RW[p1].Map);
    1565   end
     1795  p1, p2: integer;
     1796begin
     1797  for p1 := 0 to nPl - 1 do
     1798    if 1 shl p1 and GInitialized <> 0 then
     1799    begin
     1800      for p2 := 0 to nPl - 1 do
     1801        if RW[p1].EnemyReport[p2] <> nil then
     1802          FreeMem(RW[p1].EnemyReport[p2]);
     1803      FreeMem(RW[p1].EnemyUn);
     1804      FreeMem(RW[p1].EnemyCity);
     1805      FreeMem(RW[p1].EnemyModel);
     1806      FreeMem(RW[p1].Un);
     1807      FreeMem(RW[p1].City);
     1808      FreeMem(RW[p1].Model);
     1809      FreeMem(RW[p1].Territory);
     1810      FreeMem(RW[p1].MapObservedLast);
     1811      FreeMem(RW[p1].Map);
     1812    end
    15661813end;
    15671814
    15681815procedure InitMapEditor;
    15691816var
    1570 p1: integer;
    1571 begin
    1572 CalculatePrimitive;
    1573 FillChar(Occupant,MapSize,-1);
    1574 FillChar(ObserveLevel,MapSize*4,0);
    1575 with RW[0] do
    1576   begin
    1577   ResourceMask[0]:=$FFFFFFFF;
    1578   GetMem(Map,4*MapSize);
    1579   GetMem(MapObservedLast,2*MapSize);
    1580   FillChar(MapObservedLast^,2*MapSize,-1);
    1581   GetMem(Territory,MapSize);
    1582   FillChar(Territory^,MapSize,$FF);
    1583   Un:=nil;
    1584   Model:=nil;
    1585   City:=nil;
    1586   EnemyUn:=nil;
    1587   EnemyCity:=nil;
    1588   EnemyModel:=nil;
    1589   for p1:=0 to nPl-1 do EnemyReport[p1]:=nil;
    1590   nUn:=0;
    1591   nModel:=0;
    1592   nCity:=0;
    1593   nEnemyUn:=0;
    1594   nEnemyCity:=0;
    1595   nEnemyModel:=0;
     1817  p1: integer;
     1818begin
     1819  CalculatePrimitive;
     1820  FillChar(Occupant, MapSize, -1);
     1821  FillChar(ObserveLevel, MapSize * 4, 0);
     1822  with RW[0] do
     1823  begin
     1824    ResourceMask[0] := $FFFFFFFF;
     1825    GetMem(Map, 4 * MapSize);
     1826    GetMem(MapObservedLast, 2 * MapSize);
     1827    FillChar(MapObservedLast^, 2 * MapSize, -1);
     1828    GetMem(Territory, MapSize);
     1829    FillChar(Territory^, MapSize, $FF);
     1830    Un := nil;
     1831    Model := nil;
     1832    City := nil;
     1833    EnemyUn := nil;
     1834    EnemyCity := nil;
     1835    EnemyModel := nil;
     1836    for p1 := 0 to nPl - 1 do
     1837      EnemyReport[p1] := nil;
     1838    nUn := 0;
     1839    nModel := 0;
     1840    nCity := 0;
     1841    nEnemyUn := 0;
     1842    nEnemyCity := 0;
     1843    nEnemyModel := 0;
    15961844  end;
    15971845end;
     
    15991847procedure ReleaseMapEditor;
    16001848begin
    1601 FreeMem(RW[0].Territory);
    1602 FreeMem(RW[0].MapObservedLast);
    1603 FreeMem(RW[0].Map);
     1849  FreeMem(RW[0].Territory);
     1850  FreeMem(RW[0].MapObservedLast);
     1851  FreeMem(RW[0].Map);
    16041852end;
    16051853
    16061854procedure EditTile(Loc, NewTile: integer);
    16071855var
    1608 Loc1,V21: integer;
    1609 Radius: TVicinity21Loc;
    1610 begin
    1611 if NewTile and fDeadLands<>0 then
    1612   NewTile:=NewTile and (fDeadLands or fModern or fRiver) or fDesert;
    1613 case NewTile and fTerrain of
    1614   fOcean, fShore: NewTile:=NewTile and (fTerrain or fSpecial);
    1615   fMountains,fArctic: NewTile:=NewTile and not fRiver;
    1616   end;
    1617 with Terrain[NewTile and fTerrain] do
    1618   if (ClearTerrain>=0) or (AfforestTerrain>=0) or (TransTerrain>=0) then
    1619     NewTile:=NewTile or fSpecial; // only automatic special resources for transformable tiles
    1620 if NewTile and fRR<>0 then NewTile:=NewTile and not fRoad;
    1621 if not ((NewTile and fTerrain) in TerrType_Canalable) then
    1622   NewTile:=NewTile and not fCanal;
    1623 if Terrain[NewTile and fTerrain].IrrEff=0 then
    1624   begin
    1625   NewTile:=NewTile and not (fPrefStartPos or fStartPos);
    1626   if (NewTile and fTerImp=tiIrrigation) or (NewTile and fTerImp=tiFarm) then
    1627     NewTile:=NewTile and not fTerImp
    1628   end;
    1629 if (Terrain[NewTile and fTerrain].MineEff=0)
    1630   and (NewTile and fTerImp=tiMine) then
    1631   NewTile:=NewTile and not fTerImp;
    1632 
    1633 RealMap[Loc]:=NewTile;
    1634 if NewTile and fSpecial=fSpecial then // standard special resource distribution
    1635   RealMap[Loc]:=RealMap[Loc] and not fSpecial or ActualSpecialTile(Loc) shl 5;
    1636 
    1637 // automatic shore tiles
    1638 V21_to_Loc(Loc,Radius);
    1639 for V21:=1 to 26 do
    1640   begin
    1641   Loc1:=Radius[V21];
    1642   if (Loc1>=0) and (Loc1<MapSize) then
    1643     begin
    1644     if CheckShore(Loc1) then
    1645       RealMap[Loc1]:=RealMap[Loc1] and not fSpecial or ActualSpecialTile(Loc1) shl 5;
    1646     RealMap[Loc1]:=RealMap[Loc1] or ($F shl 27);
    1647     RW[0].Map[Loc1]:=RealMap[Loc1] and $07FFFFFF or fObserved;
     1856  Loc1, V21: integer;
     1857  Radius: TVicinity21Loc;
     1858begin
     1859  if NewTile and fDeadLands <> 0 then
     1860    NewTile := NewTile and (fDeadLands or fModern or fRiver) or fDesert;
     1861  case NewTile and fTerrain of
     1862    fOcean, fShore:
     1863      NewTile := NewTile and (fTerrain or fSpecial);
     1864    fMountains, fArctic:
     1865      NewTile := NewTile and not fRiver;
     1866  end;
     1867  with Terrain[NewTile and fTerrain] do
     1868    if (ClearTerrain >= 0) or (AfforestTerrain >= 0) or (TransTerrain >= 0) then
     1869      NewTile := NewTile or fSpecial;
     1870  // only automatic special resources for transformable tiles
     1871  if NewTile and fRR <> 0 then
     1872    NewTile := NewTile and not fRoad;
     1873  if not((NewTile and fTerrain) in TerrType_Canalable) then
     1874    NewTile := NewTile and not fCanal;
     1875  if Terrain[NewTile and fTerrain].IrrEff = 0 then
     1876  begin
     1877    NewTile := NewTile and not(fPrefStartPos or fStartPos);
     1878    if (NewTile and fTerImp = tiIrrigation) or (NewTile and fTerImp = tiFarm)
     1879    then
     1880      NewTile := NewTile and not fTerImp
     1881  end;
     1882  if (Terrain[NewTile and fTerrain].MineEff = 0) and
     1883    (NewTile and fTerImp = tiMine) then
     1884    NewTile := NewTile and not fTerImp;
     1885
     1886  RealMap[Loc] := NewTile;
     1887  if NewTile and fSpecial = fSpecial then
     1888  // standard special resource distribution
     1889    RealMap[Loc] := RealMap[Loc] and not fSpecial or
     1890      ActualSpecialTile(Loc) shl 5;
     1891
     1892  // automatic shore tiles
     1893  V21_to_Loc(Loc, Radius);
     1894  for V21 := 1 to 26 do
     1895  begin
     1896    Loc1 := Radius[V21];
     1897    if (Loc1 >= 0) and (Loc1 < MapSize) then
     1898    begin
     1899      if CheckShore(Loc1) then
     1900        RealMap[Loc1] := RealMap[Loc1] and not fSpecial or
     1901          ActualSpecialTile(Loc1) shl 5;
     1902      RealMap[Loc1] := RealMap[Loc1] or ($F shl 27);
     1903      RW[0].Map[Loc1] := RealMap[Loc1] and $07FFFFFF or fObserved;
    16481904    end
    16491905  end;
    1650 //RealMap[Loc]:=RealMap[Loc] and not fSpecial;
    1651 //RW[0].Map[Loc]:=RealMap[Loc] or fObserved;
     1906  // RealMap[Loc]:=RealMap[Loc] and not fSpecial;
     1907  // RW[0].Map[Loc]:=RealMap[Loc] or fObserved;
    16521908end;
    16531909
    16541910{
    1655                             Map Revealing
    1656  ____________________________________________________________________
     1911  Map Revealing
     1912  ____________________________________________________________________
    16571913}
    16581914function GetTileInfo(p, cix, Loc: integer; var Info: TTileInfo): integer;
     
    16611917// cix=-2 - don't search city, don't calculate city benefits, just government of player p
    16621918var
    1663 p0,Tile,special: integer;
    1664 begin
    1665 with Info do
    1666   begin
    1667   p0:=p;
    1668   if cix>=0 then Tile:=RealMap[Loc]
    1669   else
    1670     begin
    1671     Tile:=RW[p].Map[Loc];
    1672     if Tile and fTerrain=fUNKNOWN then begin result:=eNoPreq; exit end;
    1673     end;
    1674 
    1675   if (cix=-1) and (UsedByCity[Loc]>=0) then
     1919  p0, Tile, special: integer;
     1920begin
     1921  with Info do
     1922  begin
     1923    p0 := p;
     1924    if cix >= 0 then
     1925      Tile := RealMap[Loc]
     1926    else
     1927    begin
     1928      Tile := RW[p].Map[Loc];
     1929      if Tile and fTerrain = fUNKNOWN then
     1930      begin
     1931        result := eNoPreq;
     1932        exit
     1933      end;
     1934    end;
     1935
     1936    if (cix = -1) and (UsedByCity[Loc] >= 0) then
    16761937    begin // search exploiting player and city
    1677     SearchCity(UsedByCity[Loc],p,cix);
    1678     if not ((p=p0) or (ObserveLevel[UsedByCity[Loc]] shr (2*p0) and 3=lObserveSuper)) then
    1679       cix:=-1
    1680     end;
    1681   if cix=-1 then begin result:=eInvalid; exit end; // no city found here
    1682 
    1683   special:=Tile and fSpecial and ResourceMask[p] shr 5;
    1684   with Terrain[Tile and fTerrain] do
    1685     begin
    1686     Food:=FoodRes[special];
    1687     Prod:=ProdRes[special];
    1688     Trade:=TradeRes[special];
    1689     if (special>0) and (Tile and fTerrain<>fGrass)
    1690       and (RW[p].NatBuilt[imSpacePort]>0) then
     1938      SearchCity(UsedByCity[Loc], p, cix);
     1939      if not((p = p0) or (ObserveLevel[UsedByCity[Loc]] shr (2 * p0) and
     1940        3 = lObserveSuper)) then
     1941        cix := -1
     1942    end;
     1943    if cix = -1 then
     1944    begin
     1945      result := eInvalid;
     1946      exit
     1947    end; // no city found here
     1948
     1949    special := Tile and fSpecial and ResourceMask[p] shr 5;
     1950    with Terrain[Tile and fTerrain] do
     1951    begin
     1952      Food := FoodRes[special];
     1953      Prod := ProdRes[special];
     1954      Trade := TradeRes[special];
     1955      if (special > 0) and (Tile and fTerrain <> fGrass) and
     1956        (RW[p].NatBuilt[imSpacePort] > 0) then
    16911957      begin // GeoSat effect
    1692       Food:=2*Food-FoodRes[0];
    1693       Prod:=2*Prod-ProdRes[0];
    1694       Trade:=2*Trade-TradeRes[0];
    1695       end;
    1696 
    1697     if (Tile and fTerImp=tiIrrigation) or (Tile and fTerImp=tiFarm)
    1698       or (Tile and fCity<>0) then
    1699       inc(Food,IrrEff); {irrigation effect}
    1700     if Tile and fTerImp=tiMine then inc(Prod,MineEff); {mining effect}
    1701     if (Tile and fRiver<>0) and (RW[p].Tech[adMapMaking]>=tsApplicable) then
    1702       inc(Trade); {river effect}
    1703     if (Tile and (fRoad or fRR)<>0) and (MoveCost=1)
    1704       and (RW[p].Tech[adWheel]>=tsApplicable) then
    1705       inc(Trade); {road effect}
    1706     if (Tile and (fRR or fCity)<>0) and (RW[p].Tech[adRailroad]>=tsApplicable) then
    1707       inc(Prod,Prod shr 1); {railroad effect}
    1708 
    1709     ExplCity:=-1;
    1710     if (cix>=0) and (p=p0) then ExplCity:=cix;
    1711     if cix>=0 then
    1712       if Tile and fTerrain>=fGrass then
    1713         begin
    1714         if ((Tile and fTerImp=tiFarm) or (Tile and fCity<>0))
    1715           and (RW[p].City[cix].Built[imSupermarket]>0) then
    1716           inc(Food,Food shr 1); {farmland effect}
    1717         if (Tile and (fRoad or fRR)<>0) and (MoveCost=1)
    1718           and (RW[p].City[cix].Built[imHighways]>0) then
    1719           inc(Trade,1); {superhighway effect}
     1958        Food := 2 * Food - FoodRes[0];
     1959        Prod := 2 * Prod - ProdRes[0];
     1960        Trade := 2 * Trade - TradeRes[0];
     1961      end;
     1962
     1963      if (Tile and fTerImp = tiIrrigation) or (Tile and fTerImp = tiFarm) or
     1964        (Tile and fCity <> 0) then
     1965        inc(Food, IrrEff); { irrigation effect }
     1966      if Tile and fTerImp = tiMine then
     1967        inc(Prod, MineEff); { mining effect }
     1968      if (Tile and fRiver <> 0) and (RW[p].Tech[adMapMaking] >= tsApplicable)
     1969      then
     1970        inc(Trade); { river effect }
     1971      if (Tile and (fRoad or fRR) <> 0) and (MoveCost = 1) and
     1972        (RW[p].Tech[adWheel] >= tsApplicable) then
     1973        inc(Trade); { road effect }
     1974      if (Tile and (fRR or fCity) <> 0) and
     1975        (RW[p].Tech[adRailroad] >= tsApplicable) then
     1976        inc(Prod, Prod shr 1); { railroad effect }
     1977
     1978      ExplCity := -1;
     1979      if (cix >= 0) and (p = p0) then
     1980        ExplCity := cix;
     1981      if cix >= 0 then
     1982        if Tile and fTerrain >= fGrass then
     1983        begin
     1984          if ((Tile and fTerImp = tiFarm) or (Tile and fCity <> 0)) and
     1985            (RW[p].City[cix].Built[imSupermarket] > 0) then
     1986            inc(Food, Food shr 1); { farmland effect }
     1987          if (Tile and (fRoad or fRR) <> 0) and (MoveCost = 1) and
     1988            (RW[p].City[cix].Built[imHighways] > 0) then
     1989            inc(Trade, 1); { superhighway effect }
    17201990        end
    1721       else
    1722         begin
    1723         if RW[p].City[cix].Built[imHarbor]>0 then inc(Food); {harbour effect}
    1724         if RW[p].City[cix].Built[imPlatform]>0 then inc(Prod); {oil platform effect}
    1725         if GWonder[woLighthouse].EffectiveOwner=p then inc(Prod);
     1991        else
     1992        begin
     1993          if RW[p].City[cix].Built[imHarbor] > 0 then
     1994            inc(Food); { harbour effect }
     1995          if RW[p].City[cix].Built[imPlatform] > 0 then
     1996            inc(Prod); { oil platform effect }
     1997          if GWonder[woLighthouse].EffectiveOwner = p then
     1998            inc(Prod);
    17261999        end;
    17272000    end;
    17282001
    1729   {good government influence}
    1730   if (RW[p].Government in [gRepublic,gDemocracy,gFuture]) and (Trade>0) then
    1731     inc(Trade);
    1732   if (RW[p].Government=gCommunism) and (Prod>1) then
    1733     inc(Prod);
    1734 
    1735   if RW[p].Government in [gAnarchy,gDespotism] then
    1736     begin {bad government influence}
    1737     if Food>3 then Food:=3;
    1738     if Prod>2 then Prod:=2;
    1739     if Trade>2 then Trade:=2;
    1740     end;
    1741 
    1742   if Tile and (fTerrain or fPoll)>fPoll then
    1743     begin {pollution - decrease ressources}
    1744     dec(Food,Food shr 1);
    1745     dec(Prod,Prod shr 1);
    1746     dec(Trade,Trade shr 1);
    1747     end;
    1748 
    1749   if Tile and fCity<>0 then Trade:=0
    1750   else if (cix>=0)
    1751     and (RW[p].City[cix].Built[imCourt]+RW[p].City[cix].Built[imPalace]=0) then
    1752     if RW[p].City[cix].Built[imTownHall]=0 then Trade:=0
    1753     else if Trade>3 then Trade:=3;
    1754   end;
    1755 result:=eOK;
    1756 end; {GetTileInfo}
    1757 
    1758 procedure Strongest(Loc:integer;var uix,Strength,Bonus,Cnt:integer);
    1759 {find strongest defender at Loc}
    1760 var
    1761 Defender,uix1,Det,Cost,TestStrength,TestBonus,TestDet,TestCost,Domain: integer;
    1762 PUn: ^TUn;
    1763 PModel: ^TModel;
    1764 begin
    1765 Defender:=Occupant[Loc];
    1766 Cnt:=0;
    1767 Det:=-1;
    1768 for uix1:=0 to RW[Defender].nUn-1 do
    1769   begin
    1770   PUn:=@RW[Defender].Un[uix1];
    1771   PModel:=@RW[Defender].Model[PUn.mix];
    1772   if PModel.Kind=mkSpecial_Glider then Domain:=dGround
    1773   else Domain:=PModel.Domain;
    1774   if PUn.Loc=Loc then
    1775     begin
    1776     inc(Cnt);
    1777     if PUn.Master<0 then
    1778       begin
    1779       if Domain<dSea then
    1780         begin
    1781         TestBonus:=Terrain[RealMap[Loc] and fTerrain].Defense;
    1782         if RealMap[Loc] and fTerImp=tiFort then inc(TestBonus,4);
    1783         if PUn.Flags and unFortified<>0 then inc(TestBonus,2);
    1784         if (PModel.Kind=mkSpecial_TownGuard) and (RealMap[Loc] and fCity<>0) then
    1785           inc(TestBonus,4);
     2002    { good government influence }
     2003    if (RW[p].Government in [gRepublic, gDemocracy, gFuture]) and (Trade > 0)
     2004    then
     2005      inc(Trade);
     2006    if (RW[p].Government = gCommunism) and (Prod > 1) then
     2007      inc(Prod);
     2008
     2009    if RW[p].Government in [gAnarchy, gDespotism] then
     2010    begin { bad government influence }
     2011      if Food > 3 then
     2012        Food := 3;
     2013      if Prod > 2 then
     2014        Prod := 2;
     2015      if Trade > 2 then
     2016        Trade := 2;
     2017    end;
     2018
     2019    if Tile and (fTerrain or fPoll) > fPoll then
     2020    begin { pollution - decrease ressources }
     2021      dec(Food, Food shr 1);
     2022      dec(Prod, Prod shr 1);
     2023      dec(Trade, Trade shr 1);
     2024    end;
     2025
     2026    if Tile and fCity <> 0 then
     2027      Trade := 0
     2028    else if (cix >= 0) and (RW[p].City[cix].Built[imCourt] + RW[p].City[cix]
     2029      .Built[imPalace] = 0) then
     2030      if RW[p].City[cix].Built[imTownHall] = 0 then
     2031        Trade := 0
     2032      else if Trade > 3 then
     2033        Trade := 3;
     2034  end;
     2035  result := eOK;
     2036end; { GetTileInfo }
     2037
     2038procedure Strongest(Loc: integer; var uix, Strength, Bonus, Cnt: integer);
     2039{ find strongest defender at Loc }
     2040var
     2041  Defender, uix1, Det, Cost, TestStrength, TestBonus, TestDet, TestCost,
     2042    Domain: integer;
     2043  PUn: ^TUn;
     2044  PModel: ^TModel;
     2045begin
     2046  Defender := Occupant[Loc];
     2047  Cnt := 0;
     2048  Det := -1;
     2049  for uix1 := 0 to RW[Defender].nUn - 1 do
     2050  begin
     2051    PUn := @RW[Defender].Un[uix1];
     2052    PModel := @RW[Defender].Model[PUn.mix];
     2053    if PModel.Kind = mkSpecial_Glider then
     2054      Domain := dGround
     2055    else
     2056      Domain := PModel.Domain;
     2057    if PUn.Loc = Loc then
     2058    begin
     2059      inc(Cnt);
     2060      if PUn.Master < 0 then
     2061      begin
     2062        if Domain < dSea then
     2063        begin
     2064          TestBonus := Terrain[RealMap[Loc] and fTerrain].Defense;
     2065          if RealMap[Loc] and fTerImp = tiFort then
     2066            inc(TestBonus, 4);
     2067          if PUn.Flags and unFortified <> 0 then
     2068            inc(TestBonus, 2);
     2069          if (PModel.Kind = mkSpecial_TownGuard) and
     2070            (RealMap[Loc] and fCity <> 0) then
     2071            inc(TestBonus, 4);
    17862072        end
    1787       else TestBonus:=4;
    1788       inc(TestBonus,PUn.Exp div ExpCost);
    1789       TestStrength:=PModel.Defense*TestBonus*PUn.Health;
    1790       if (Domain=dAir) and ((RealMap[Loc] and fCity<>0)
    1791         or (RealMap[Loc] and fTerImp=tiBase)) then
    1792         TestStrength:=0;
    1793       if (Domain=dSea) and (RealMap[Loc] and fTerrain>=fGrass) then
    1794         TestStrength:=TestStrength shr 1;
    1795       TestDet:=TestStrength;
    1796       if PModel.Cap[mcStealth]>0 then
    1797       else if PModel.Cap[mcSub]>0 then inc(TestDet,1 shl 28)
    1798       else if (Domain=dGround) and (PModel.Cap[mcFanatic]>0)
    1799         and not (RW[Defender].Government in [gRepublic,gDemocracy,gFuture]) then
    1800         inc(TestDet,4 shl 28) // fanatic ground units always defend
    1801       else if PModel.Flags and mdZOC<>0 then
    1802         inc(TestDet,3 shl 28)
    1803       else inc(TestDet,2 shl 28);
    1804       TestCost:=RW[Defender].Model[PUn.mix].Cost;
    1805       if (TestDet>Det) or (TestDet=Det) and (TestCost<Cost) then
    1806         begin
    1807         uix:=uix1;
    1808         Strength:=TestStrength;
    1809         Bonus:=TestBonus;
    1810         Det:=TestDet;
    1811         Cost:=TestCost;
     2073        else
     2074          TestBonus := 4;
     2075        inc(TestBonus, PUn.exp div ExpCost);
     2076        TestStrength := PModel.Defense * TestBonus * PUn.Health;
     2077        if (Domain = dAir) and ((RealMap[Loc] and fCity <> 0) or
     2078          (RealMap[Loc] and fTerImp = tiBase)) then
     2079          TestStrength := 0;
     2080        if (Domain = dSea) and (RealMap[Loc] and fTerrain >= fGrass) then
     2081          TestStrength := TestStrength shr 1;
     2082        TestDet := TestStrength;
     2083        if PModel.Cap[mcStealth] > 0 then
     2084        else if PModel.Cap[mcSub] > 0 then
     2085          inc(TestDet, 1 shl 28)
     2086        else if (Domain = dGround) and (PModel.Cap[mcFanatic] > 0) and
     2087          not(RW[Defender].Government in [gRepublic, gDemocracy, gFuture]) then
     2088          inc(TestDet, 4 shl 28) // fanatic ground units always defend
     2089        else if PModel.Flags and mdZOC <> 0 then
     2090          inc(TestDet, 3 shl 28)
     2091        else
     2092          inc(TestDet, 2 shl 28);
     2093        TestCost := RW[Defender].Model[PUn.mix].Cost;
     2094        if (TestDet > Det) or (TestDet = Det) and (TestCost < Cost) then
     2095        begin
     2096          uix := uix1;
     2097          Strength := TestStrength;
     2098          Bonus := TestBonus;
     2099          Det := TestDet;
     2100          Cost := TestCost;
    18122101        end
    18132102      end
     
    18182107function UnitSpeed(p, mix, Health: integer): integer;
    18192108begin
    1820 with RW[p].Model[mix] do
    1821   begin
    1822   result:=Speed;
    1823   if Domain=dSea then
    1824     begin
    1825     if GWonder[woMagellan].EffectiveOwner=p then inc(result,200);
    1826     if Health<100 then
    1827       result:=((result-250)*Health div 5000)*50+250;
     2109  with RW[p].Model[mix] do
     2110  begin
     2111    result := Speed;
     2112    if Domain = dSea then
     2113    begin
     2114      if GWonder[woMagellan].EffectiveOwner = p then
     2115        inc(result, 200);
     2116      if Health < 100 then
     2117        result := ((result - 250) * Health div 5000) * 50 + 250;
    18282118    end
    18292119  end
    18302120end;
    18312121
    1832 procedure GetUnitReport(p,uix: integer; var UnitReport: TUnitReport);
    1833 var
    1834 TerrOwner: integer;
    1835 PModel: ^TModel;
    1836 begin
    1837 UnitReport.FoodSupport:=0;
    1838 UnitReport.ProdSupport:=0;
    1839 UnitReport.ReportFlags:=0;
    1840 if RW[p].Government<>gAnarchy then with RW[p].Un[uix] do
    1841   begin
    1842   PModel:=@RW[p].Model[mix];
    1843   if (PModel.Kind=mkSettler) {and (GWonder[woFreeSettlers].EffectiveOwner<>p)} then
    1844     UnitReport.FoodSupport:=SettlerFood[RW[p].Government]
    1845   else if Flags and unConscripts<>0 then UnitReport.FoodSupport:=1;
    1846 
    1847   if RW[p].Government<>gFundamentalism then
    1848     begin
    1849     if GTestFlags and tfImmImprove=0 then
    1850       begin
    1851       if PModel.Flags and mdDoubleSupport<>0 then
    1852         UnitReport.ProdSupport:=2
    1853       else UnitReport.ProdSupport:=1;
    1854       if PModel.Kind=mkSpecial_TownGuard then
    1855         UnitReport.ReportFlags:=UnitReport.ReportFlags or urfAlwaysSupport;
    1856       end;
    1857     if PModel.Flags and mdCivil=0 then
    1858       begin
    1859       TerrOwner:=RealMap[Loc] shr 27;
    1860       case RW[p].Government of
    1861         gRepublic, gFuture:
    1862           if (TerrOwner<>p) and (TerrOwner<nPl)
    1863             and (RW[p].Treaty[TerrOwner]<trAlliance) then
    1864             UnitReport.ReportFlags:=UnitReport.ReportFlags or urfDeployed;
    1865         gDemocracy:
    1866           if (TerrOwner>=nPl) or (TerrOwner<>p)
    1867             and (RW[p].Treaty[TerrOwner]<trAlliance) then
    1868             UnitReport.ReportFlags:=UnitReport.ReportFlags or urfDeployed;
     2122procedure GetUnitReport(p, uix: integer; var UnitReport: TUnitReport);
     2123var
     2124  TerrOwner: integer;
     2125  PModel: ^TModel;
     2126begin
     2127  UnitReport.FoodSupport := 0;
     2128  UnitReport.ProdSupport := 0;
     2129  UnitReport.ReportFlags := 0;
     2130  if RW[p].Government <> gAnarchy then
     2131    with RW[p].Un[uix] do
     2132    begin
     2133      PModel := @RW[p].Model[mix];
     2134      if (PModel.Kind = mkSettler)
     2135      { and (GWonder[woFreeSettlers].EffectiveOwner<>p) } then
     2136        UnitReport.FoodSupport := SettlerFood[RW[p].Government]
     2137      else if Flags and unConscripts <> 0 then
     2138        UnitReport.FoodSupport := 1;
     2139
     2140      if RW[p].Government <> gFundamentalism then
     2141      begin
     2142        if GTestFlags and tfImmImprove = 0 then
     2143        begin
     2144          if PModel.Flags and mdDoubleSupport <> 0 then
     2145            UnitReport.ProdSupport := 2
     2146          else
     2147            UnitReport.ProdSupport := 1;
     2148          if PModel.Kind = mkSpecial_TownGuard then
     2149            UnitReport.ReportFlags := UnitReport.ReportFlags or
     2150              urfAlwaysSupport;
    18692151        end;
    1870       end
    1871     end;
    1872   end;
    1873 end;
    1874 
    1875 procedure SearchCity(Loc: integer; var p,cix: integer);
     2152        if PModel.Flags and mdCivil = 0 then
     2153        begin
     2154          TerrOwner := RealMap[Loc] shr 27;
     2155          case RW[p].Government of
     2156            gRepublic, gFuture:
     2157              if (TerrOwner <> p) and (TerrOwner < nPl) and
     2158                (RW[p].Treaty[TerrOwner] < trAlliance) then
     2159                UnitReport.ReportFlags := UnitReport.ReportFlags or urfDeployed;
     2160            gDemocracy:
     2161              if (TerrOwner >= nPl) or (TerrOwner <> p) and
     2162                (RW[p].Treaty[TerrOwner] < trAlliance) then
     2163                UnitReport.ReportFlags := UnitReport.ReportFlags or urfDeployed;
     2164          end;
     2165        end
     2166      end;
     2167    end;
     2168end;
     2169
     2170procedure SearchCity(Loc: integer; var p, cix: integer);
    18762171// set p to supposed owner before call
    18772172var
    1878 i: integer;
    1879 begin
    1880 if RealMap[Loc]<nPl shl 27 then p:=RealMap[Loc] shr 27;
    1881 for i:=0 to nPl-1 do
    1882   begin
    1883   if 1 shl p and GAlive<>0 then with RW[p] do
    1884     begin
    1885     cix:=nCity-1;
    1886     while (cix>=0) and (City[cix].Loc<>Loc) do dec(cix);
    1887     if cix>=0 then exit;
    1888     end;
    1889   assert(i<nPl-1);
    1890   p:=(p+1) mod nPl;
     2173  i: integer;
     2174begin
     2175  if RealMap[Loc] < nPl shl 27 then
     2176    p := RealMap[Loc] shr 27;
     2177  for i := 0 to nPl - 1 do
     2178  begin
     2179    if 1 shl p and GAlive <> 0 then
     2180      with RW[p] do
     2181      begin
     2182        cix := nCity - 1;
     2183        while (cix >= 0) and (City[cix].Loc <> Loc) do
     2184          dec(cix);
     2185        if cix >= 0 then
     2186          exit;
     2187      end;
     2188    assert(i < nPl - 1);
     2189    p := (p + 1) mod nPl;
    18912190  end;
    18922191end;
     
    18942193procedure MakeCityInfo(p, cix: integer; var ci: TCityInfo);
    18952194begin
    1896 assert((p>=0) and (p<nPl));
    1897 assert((cix>=0) and (cix<RW[p].nCity));
    1898 with RW[p].City[cix] do
    1899   begin
    1900   ci.Loc:=Loc;
    1901   ci.ID:=ID;
    1902   ci.Owner:=p;
    1903   ci.Size:=Size;
    1904   ci.Flags:=0;
    1905   if Built[imPalace]>0 then inc(ci.Flags,ciCapital);
    1906   if (Built[imWalls]>0) or (Continent[Loc]=GrWallContinent[p]) then
    1907     inc(ci.Flags,ciWalled);
    1908   if Built[imCoastalFort]>0 then inc(ci.Flags,ciCoastalFort);
    1909   if Built[imMissileBat]>0 then inc(ci.Flags,ciMissileBat);
    1910   if Built[imBunker]>0 then inc(ci.Flags,ciBunker);
    1911   if Built[imSpacePort]>0 then inc(ci.Flags,ciSpacePort);
    1912   end;
    1913 end;
    1914 
    1915 procedure TellAboutModel(p,taOwner,tamix: integer);
    1916 var
    1917 i: integer;
    1918 begin
    1919 if (p=taOwner) or (Mode<moPlaying) then exit;
    1920 i:=0;
    1921 while (i<RW[p].nEnemyModel)
    1922   and ((RW[p].EnemyModel[i].Owner<>taOwner)
    1923   or (RW[p].EnemyModel[i].mix<>tamix)) do inc(i);
    1924 if i=RW[p].nEnemyModel then
    1925   IntServer(sIntTellAboutModel+p shl 4,taOwner,tamix,nil^);
    1926 end;
    1927 
    1928 function emixSafe(p,taOwner,tamix: integer): integer;
    1929 begin
    1930 result:=RWemix[p,taOwner,tamix];
    1931 if result<0 then
     2195  assert((p >= 0) and (p < nPl));
     2196  assert((cix >= 0) and (cix < RW[p].nCity));
     2197  with RW[p].City[cix] do
     2198  begin
     2199    ci.Loc := Loc;
     2200    ci.ID := ID;
     2201    ci.Owner := p;
     2202    ci.Size := Size;
     2203    ci.Flags := 0;
     2204    if Built[imPalace] > 0 then
     2205      inc(ci.Flags, ciCapital);
     2206    if (Built[imWalls] > 0) or (Continent[Loc] = GrWallContinent[p]) then
     2207      inc(ci.Flags, ciWalled);
     2208    if Built[imCoastalFort] > 0 then
     2209      inc(ci.Flags, ciCoastalFort);
     2210    if Built[imMissileBat] > 0 then
     2211      inc(ci.Flags, ciMissileBat);
     2212    if Built[imBunker] > 0 then
     2213      inc(ci.Flags, ciBunker);
     2214    if Built[imSpacePort] > 0 then
     2215      inc(ci.Flags, ciSpacePort);
     2216  end;
     2217end;
     2218
     2219procedure TellAboutModel(p, taOwner, tamix: integer);
     2220var
     2221  i: integer;
     2222begin
     2223  if (p = taOwner) or (Mode < moPlaying) then
     2224    exit;
     2225  i := 0;
     2226  while (i < RW[p].nEnemyModel) and ((RW[p].EnemyModel[i].Owner <> taOwner) or
     2227    (RW[p].EnemyModel[i].mix <> tamix)) do
     2228    inc(i);
     2229  if i = RW[p].nEnemyModel then
     2230    IntServer(sIntTellAboutModel + p shl 4, taOwner, tamix, nil^);
     2231end;
     2232
     2233function emixSafe(p, taOwner, tamix: integer): integer;
     2234begin
     2235  result := RWemix[p, taOwner, tamix];
     2236  if result < 0 then
    19322237  begin // sIntTellAboutModel comes too late
    1933   assert(Mode=moMovie);
    1934   result:=$FFFF;
    1935   end;
    1936 end;
    1937 
    1938 procedure IntroduceEnemy(p1,p2: integer);
    1939 begin
    1940 RW[p1].Treaty[p2]:=trNone;
    1941 RW[p2].Treaty[p1]:=trNone;
    1942 end;
    1943 
    1944 function DiscoverTile(Loc, p, pTell, Level: integer;
    1945   EnableContact: boolean; euix: integer = -2): boolean;
     2238    assert(Mode = moMovie);
     2239    result := $FFFF;
     2240  end;
     2241end;
     2242
     2243procedure IntroduceEnemy(p1, p2: integer);
     2244begin
     2245  RW[p1].Treaty[p2] := trNone;
     2246  RW[p2].Treaty[p1] := trNone;
     2247end;
     2248
     2249function DiscoverTile(Loc, p, pTell, Level: integer; EnableContact: boolean;
     2250  euix: integer = -2): boolean;
    19462251// euix = -2: full discover
    19472252// euix = -1: unit and city only, append units in EnemyUn
    19482253// euix >= 0: unit and city only, replace EnemyUn[euix]
    19492254
    1950   procedure SetContact(p1,p2: integer);
    1951   begin
    1952   if (Mode<moPlaying) or (p1=p2) or (RW[p1].Treaty[p2]>trNoContact) then exit;
    1953   IntServer(sIntTellAboutNation,p1,p2,nil^);
    1954 //  NewContact[p1,p2]:=true
    1955   end;
    1956 
    1957 var
    1958 i,uix,cix,TerrOwner,TerrOwnerTreaty,Strength,Bonus,Cnt,pFoundCity,
    1959   cixFoundCity,MinLevel,Loc1,V8: integer;
    1960 Tile,AddFlags: Cardinal;
    1961 Adjacent: TVicinity8Loc;
    1962 unx: ^TUn;
    1963 mox: ^TModel;
    1964 begin
    1965 result:=false;
    1966 with RW[pTell] do
    1967   begin
    1968   Tile:=RealMap[Loc] and ResourceMask[pTell];
    1969   if Mode=moLoading_Fast then AddFlags:=0 // don't discover units
    1970   else
    1971     begin
    1972     AddFlags:=Map[Loc] and fInEnemyZoC // always preserve this flag!
    1973       or fObserved;
    1974     if Level=lObserveSuper then
    1975       AddFlags:=AddFlags or fSpiedOut;
    1976     if (GrWallContinent[pTell]>=0) and (Continent[Loc]=GrWallContinent[pTell]) then
    1977       AddFlags:=AddFlags or fGrWall;
    1978     if (Mode=moPlaying) and ((Tile and (nPl shl 27)<>nPl shl 27) and (pTell=p)) then
     2255  procedure SetContact(p1, p2: integer);
     2256  begin
     2257    if (Mode < moPlaying) or (p1 = p2) or (RW[p1].Treaty[p2] > trNoContact) then
     2258      exit;
     2259    IntServer(sIntTellAboutNation, p1, p2, nil^);
     2260    // NewContact[p1,p2]:=true
     2261  end;
     2262
     2263var
     2264  i, uix, cix, TerrOwner, TerrOwnerTreaty, Strength, Bonus, Cnt, pFoundCity,
     2265    cixFoundCity, MinLevel, Loc1, V8: integer;
     2266  Tile, AddFlags: Cardinal;
     2267  Adjacent: TVicinity8Loc;
     2268  unx: ^TUn;
     2269  mox: ^TModel;
     2270begin
     2271  result := false;
     2272  with RW[pTell] do
     2273  begin
     2274    Tile := RealMap[Loc] and ResourceMask[pTell];
     2275    if Mode = moLoading_Fast then
     2276      AddFlags := 0 // don't discover units
     2277    else
     2278    begin
     2279      AddFlags := Map[Loc] and fInEnemyZoC // always preserve this flag!
     2280        or fObserved;
     2281      if Level = lObserveSuper then
     2282        AddFlags := AddFlags or fSpiedOut;
     2283      if (GrWallContinent[pTell] >= 0) and
     2284        (Continent[Loc] = GrWallContinent[pTell]) then
     2285        AddFlags := AddFlags or fGrWall;
     2286      if (Mode = moPlaying) and ((Tile and (nPl shl 27) <> nPl shl 27) and
     2287        (pTell = p)) then
    19792288      begin // set fPeace flag?
    1980       TerrOwner:=Tile shr 27;
    1981       if TerrOwner<>pTell then
    1982         begin
    1983         TerrOwnerTreaty:=RW[pTell].Treaty[TerrOwner];
    1984         if 1 shl TerrOwnerTreaty
    1985           and (1 shl trPeace or 1 shl TrFriendlyContact)<>0 then
    1986           AddFlags:=AddFlags or fPeace;
     2289        TerrOwner := Tile shr 27;
     2290        if TerrOwner <> pTell then
     2291        begin
     2292          TerrOwnerTreaty := RW[pTell].Treaty[TerrOwner];
     2293          if 1 shl TerrOwnerTreaty and
     2294            (1 shl trPeace or 1 shl TrFriendlyContact) <> 0 then
     2295            AddFlags := AddFlags or fPeace;
    19872296        end
    19882297      end;
    19892298
    1990     if Occupant[Loc]>=0 then
    1991       if Occupant[Loc]=pTell then
    1992         begin
    1993         AddFlags:=AddFlags or (fOwned or fUnit);
    1994         if ZoCMap[Loc]>0 then AddFlags:=AddFlags or fOwnZoCUnit;
    1995 //        Level:=lObserveSuper // always see own units
     2299      if Occupant[Loc] >= 0 then
     2300        if Occupant[Loc] = pTell then
     2301        begin
     2302          AddFlags := AddFlags or (fOwned or fUnit);
     2303          if ZoCMap[Loc] > 0 then
     2304            AddFlags := AddFlags or fOwnZoCUnit;
     2305          // Level:=lObserveSuper // always see own units
    19962306        end
    1997       else if Map[Loc] and fUnit<>0 then
    1998         AddFlags:=AddFlags or fUnit
    1999       else
    2000         begin
    2001         Strongest(Loc,uix,Strength,Bonus,Cnt);
    2002         unx:=@RW[Occupant[Loc]].Un[uix];
    2003         mox:=@RW[Occupant[Loc]].Model[unx.mix];
    2004         assert((ZoCMap[Loc]<>0)=(mox.Flags and mdZOC<>0));
    2005         if (mox.Cap[mcStealth]>0) and (Tile and fCity=0)
    2006           and (Tile and fTerImp<>tiBase) then
    2007           MinLevel:=lObserveSuper
    2008         else if (mox.Cap[mcSub]>0) and (Tile and fTerrain<fGrass) then
    2009           MinLevel:=lObserveAll
    2010         else MinLevel:=lObserveUnhidden;
    2011         if Level>=MinLevel then
     2307        else if Map[Loc] and fUnit <> 0 then
     2308          AddFlags := AddFlags or fUnit
     2309        else
     2310        begin
     2311          Strongest(Loc, uix, Strength, Bonus, Cnt);
     2312          unx := @RW[Occupant[Loc]].Un[uix];
     2313          mox := @RW[Occupant[Loc]].Model[unx.mix];
     2314          assert((ZoCMap[Loc] <> 0) = (mox.Flags and mdZOC <> 0));
     2315          if (mox.Cap[mcStealth] > 0) and (Tile and fCity = 0) and
     2316            (Tile and fTerImp <> tiBase) then
     2317            MinLevel := lObserveSuper
     2318          else if (mox.Cap[mcSub] > 0) and (Tile and fTerrain < fGrass) then
     2319            MinLevel := lObserveAll
     2320          else
     2321            MinLevel := lObserveUnhidden;
     2322          if Level >= MinLevel then
    20122323          begin
    2013           AddFlags:=AddFlags or fUnit;
    2014           if euix>=0 then uix:=euix
    2015           else
     2324            AddFlags := AddFlags or fUnit;
     2325            if euix >= 0 then
     2326              uix := euix
     2327            else
    20162328            begin
    2017             uix:=nEnemyUn;
    2018             inc(nEnemyUn);
    2019             assert(nEnemyUn<neumax);
     2329              uix := nEnemyUn;
     2330              inc(nEnemyUn);
     2331              assert(nEnemyUn < neumax);
    20202332            end;
    2021           MakeUnitInfo(Occupant[Loc],unx^,EnemyUn[uix]);
    2022           if Cnt>1 then
    2023             EnemyUn[uix].Flags:=EnemyUn[uix].Flags or unMulti;
    2024           if (mox.Flags and mdZOC<>0) and (pTell=p)
    2025             and (Treaty[Occupant[Loc]]<trAlliance) then
     2333            MakeUnitInfo(Occupant[Loc], unx^, EnemyUn[uix]);
     2334            if Cnt > 1 then
     2335              EnemyUn[uix].Flags := EnemyUn[uix].Flags or unMulti;
     2336            if (mox.Flags and mdZOC <> 0) and (pTell = p) and
     2337              (Treaty[Occupant[Loc]] < trAlliance) then
    20262338            begin // set fInEnemyZoC flags of surrounding tiles
    2027             V8_to_Loc(Loc,Adjacent);
    2028             for V8:=0 to 7 do
     2339              V8_to_Loc(Loc, Adjacent);
     2340              for V8 := 0 to 7 do
    20292341              begin
    2030               Loc1:=Adjacent[V8];
    2031               if (Loc1>=0) and (Loc1<MapSize) then
    2032                 Map[Loc1]:=Map[Loc1] or fInEnemyZoC
     2342                Loc1 := Adjacent[V8];
     2343                if (Loc1 >= 0) and (Loc1 < MapSize) then
     2344                  Map[Loc1] := Map[Loc1] or fInEnemyZoC
    20332345              end
    20342346            end;
    2035           if EnableContact and (mox.Domain=dGround) then
    2036             SetContact(pTell,Occupant[Loc]);
    2037           if Mode>=moMovie then
     2347            if EnableContact and (mox.Domain = dGround) then
     2348              SetContact(pTell, Occupant[Loc]);
     2349            if Mode >= moMovie then
    20382350            begin
    2039             TellAboutModel(pTell,Occupant[Loc],unx.mix);
    2040             EnemyUn[uix].emix:=emixSafe(pTell,Occupant[Loc],unx.mix);
     2351              TellAboutModel(pTell, Occupant[Loc], unx.mix);
     2352              EnemyUn[uix].emix := emixSafe(pTell, Occupant[Loc], unx.mix);
    20412353            end;
    2042 //          Level:=lObserveSuper; // don't discover unit twice
    2043           if (pTell=p)
    2044             and ((Tile and fCity=0) or (1 shl pTell and GAI<>0)) then
    2045             result:=true;
     2354            // Level:=lObserveSuper; // don't discover unit twice
     2355            if (pTell = p) and
     2356              ((Tile and fCity = 0) or (1 shl pTell and GAI <> 0)) then
     2357              result := true;
    20462358          end
    2047         else AddFlags:=AddFlags or Map[Loc] and (fStealthUnit or fHiddenUnit)
     2359          else
     2360            AddFlags := AddFlags or Map[Loc] and (fStealthUnit or fHiddenUnit)
    20482361        end
    20492362    end; // if Mode>moLoading_Fast
    20502363
    2051   if Tile and fCity<>0 then
    2052     if ObserveLevel[Loc] shr (2*pTell) and 3>0 then
    2053       AddFlags:=AddFlags or Map[Loc] and fOwned
    2054     else
    2055       begin
    2056       pFoundCity:=Tile shr 27;
    2057       if pFoundCity=pTell then AddFlags:=AddFlags or fOwned
     2364    if Tile and fCity <> 0 then
     2365      if ObserveLevel[Loc] shr (2 * pTell) and 3 > 0 then
     2366        AddFlags := AddFlags or Map[Loc] and fOwned
    20582367      else
    2059         begin
    2060         if EnableContact then SetContact(pTell,pFoundCity);
    2061         cixFoundCity:=RW[pFoundCity].nCity-1;
    2062         while (cixFoundCity>=0)
    2063           and (RW[pFoundCity].City[cixFoundCity].Loc<>Loc) do
    2064           dec(cixFoundCity);
    2065         assert(cixFoundCity>=0);
    2066         i:=0;
    2067         while (i<nEnemyCity) and (EnemyCity[i].Loc<>Loc) do
    2068           inc(i);
    2069         if i=nEnemyCity then
     2368      begin
     2369        pFoundCity := Tile shr 27;
     2370        if pFoundCity = pTell then
     2371          AddFlags := AddFlags or fOwned
     2372        else
     2373        begin
     2374          if EnableContact then
     2375            SetContact(pTell, pFoundCity);
     2376          cixFoundCity := RW[pFoundCity].nCity - 1;
     2377          while (cixFoundCity >= 0) and
     2378            (RW[pFoundCity].City[cixFoundCity].Loc <> Loc) do
     2379            dec(cixFoundCity);
     2380          assert(cixFoundCity >= 0);
     2381          i := 0;
     2382          while (i < nEnemyCity) and (EnemyCity[i].Loc <> Loc) do
     2383            inc(i);
     2384          if i = nEnemyCity then
    20702385          begin
    2071           inc(nEnemyCity);
    2072           assert(nEnemyCity<necmax);
    2073           EnemyCity[i].Status:=0;
    2074           EnemyCity[i].SavedStatus:=0;
    2075           if pTell=p then result:=true;
     2386            inc(nEnemyCity);
     2387            assert(nEnemyCity < necmax);
     2388            EnemyCity[i].Status := 0;
     2389            EnemyCity[i].SavedStatus := 0;
     2390            if pTell = p then
     2391              result := true;
    20762392          end;
    2077         MakeCityInfo(pFoundCity,cixFoundCity,EnemyCity[i]);
     2393          MakeCityInfo(pFoundCity, cixFoundCity, EnemyCity[i]);
    20782394        end;
    20792395      end
    2080   else if Map[Loc] and fCity<>0 then // remove enemycity
    2081     for cix:=0 to nEnemyCity-1 do
    2082       if EnemyCity[cix].Loc=Loc then
    2083         EnemyCity[cix].Loc:=-1;
    2084 
    2085   if Map[Loc] and fTerrain=fUNKNOWN then inc(Discovered[pTell]);
    2086   if euix>=-1 then
    2087     Map[Loc]:=Map[Loc] and not (fUnit or fCity or fOwned or fOwnZoCUnit)
    2088       or (Tile and $07FFFFFF or AddFlags) and (fUnit or fCity or fOwned or fOwnZoCUnit)
    2089   else
    2090     begin
    2091     Map[Loc]:=Tile and $07FFFFFF or AddFlags;
    2092     if Tile and $78000000=$78000000 then Territory[Loc]:=-1
    2093     else Territory[Loc]:=Tile shr 27;
    2094     MapObservedLast[Loc]:=GTurn
    2095     end;
    2096   ObserveLevel[Loc]:=ObserveLevel[Loc] and not (3 shl (2*pTell))
    2097     or Cardinal(Level) shl (2*pTell);
     2396    else if Map[Loc] and fCity <> 0 then // remove enemycity
     2397      for cix := 0 to nEnemyCity - 1 do
     2398        if EnemyCity[cix].Loc = Loc then
     2399          EnemyCity[cix].Loc := -1;
     2400
     2401    if Map[Loc] and fTerrain = fUNKNOWN then
     2402      inc(Discovered[pTell]);
     2403    if euix >= -1 then
     2404      Map[Loc] := Map[Loc] and not(fUnit or fCity or fOwned or fOwnZoCUnit) or
     2405        (Tile and $07FFFFFF or AddFlags) and
     2406        (fUnit or fCity or fOwned or fOwnZoCUnit)
     2407    else
     2408    begin
     2409      Map[Loc] := Tile and $07FFFFFF or AddFlags;
     2410      if Tile and $78000000 = $78000000 then
     2411        Territory[Loc] := -1
     2412      else
     2413        Territory[Loc] := Tile shr 27;
     2414      MapObservedLast[Loc] := GTurn
     2415    end;
     2416    ObserveLevel[Loc] := ObserveLevel[Loc] and not(3 shl (2 * pTell)) or
     2417      Cardinal(Level) shl (2 * pTell);
    20982418  end
    20992419end; // DiscoverTile
    21002420
    2101 function Discover9(Loc,p,Level: integer; TellAllied, EnableContact: boolean): boolean;
    2102 var
    2103 V9,Loc1,pTell,OldLevel: integer;
    2104 Radius: TVicinity8Loc;
    2105 begin
    2106 assert((Mode>moLoading_Fast) or (RW[p].nEnemyUn=0));
    2107 result:=false;
    2108 V8_to_Loc(Loc,Radius);
    2109 for V9:=0 to 8 do
    2110   begin
    2111   if V9=8 then Loc1:=Loc
    2112   else Loc1:=Radius[V9];
    2113   if (Loc1>=0) and (Loc1<MapSize) then
    2114     if TellAllied then
    2115       begin
    2116       for pTell:=0 to nPl-1 do
    2117         if (pTell=p) or (1 shl pTell and GAlive<>0)
    2118           and (RW[p].Treaty[pTell]=trAlliance) then
     2421function Discover9(Loc, p, Level: integer;
     2422  TellAllied, EnableContact: boolean): boolean;
     2423var
     2424  V9, Loc1, pTell, OldLevel: integer;
     2425  Radius: TVicinity8Loc;
     2426begin
     2427  assert((Mode > moLoading_Fast) or (RW[p].nEnemyUn = 0));
     2428  result := false;
     2429  V8_to_Loc(Loc, Radius);
     2430  for V9 := 0 to 8 do
     2431  begin
     2432    if V9 = 8 then
     2433      Loc1 := Loc
     2434    else
     2435      Loc1 := Radius[V9];
     2436    if (Loc1 >= 0) and (Loc1 < MapSize) then
     2437      if TellAllied then
     2438      begin
     2439        for pTell := 0 to nPl - 1 do
     2440          if (pTell = p) or (1 shl pTell and GAlive <> 0) and
     2441            (RW[p].Treaty[pTell] = trAlliance) then
    21192442          begin
    2120           OldLevel:=ObserveLevel[Loc1] shr (2*pTell) and 3;
    2121           if Level>OldLevel then
    2122             result:=DiscoverTile(Loc1,p,pTell,Level,EnableContact) or result;
     2443            OldLevel := ObserveLevel[Loc1] shr (2 * pTell) and 3;
     2444            if Level > OldLevel then
     2445              result := DiscoverTile(Loc1, p, pTell, Level, EnableContact)
     2446                or result;
    21232447          end
    21242448      end
    2125     else
    2126       begin
    2127       OldLevel:=ObserveLevel[Loc1] shr (2*p) and 3;
    2128       if Level>OldLevel then
    2129         result:=DiscoverTile(Loc1,p,p,Level,EnableContact) or result;
     2449      else
     2450      begin
     2451        OldLevel := ObserveLevel[Loc1] shr (2 * p) and 3;
     2452        if Level > OldLevel then
     2453          result := DiscoverTile(Loc1, p, p, Level, EnableContact) or result;
    21302454      end
    21312455  end;
    21322456end;
    21332457
    2134 function Discover21(Loc,p,AdjacentLevel: integer; TellAllied, EnableContact: boolean): boolean;
    2135 var
    2136 V21,Loc1,pTell,Level,OldLevel,AdjacentFlags: integer;
    2137 Radius: TVicinity21Loc;
    2138 begin
    2139 assert((Mode>moLoading_Fast) or (RW[p].nEnemyUn=0));
    2140 result:=false;
    2141 AdjacentFlags:=$00267620 shr 1;
    2142 V21_to_Loc(Loc,Radius);
    2143 for V21:=1 to 26 do
    2144   begin
    2145   Loc1:=Radius[V21];
    2146   if (Loc1>=0) and (Loc1<MapSize) then
    2147     begin
    2148     if AdjacentFlags and 1<>0 then Level:=AdjacentLevel
    2149     else Level:=lObserveUnhidden;
    2150     if TellAllied then
    2151       begin
    2152       for pTell:=0 to nPl-1 do
    2153         if (pTell=p) or (1 shl pTell and GAlive<>0)
    2154           and (RW[p].Treaty[pTell]=trAlliance) then
     2458function Discover21(Loc, p, AdjacentLevel: integer;
     2459  TellAllied, EnableContact: boolean): boolean;
     2460var
     2461  V21, Loc1, pTell, Level, OldLevel, AdjacentFlags: integer;
     2462  Radius: TVicinity21Loc;
     2463begin
     2464  assert((Mode > moLoading_Fast) or (RW[p].nEnemyUn = 0));
     2465  result := false;
     2466  AdjacentFlags := $00267620 shr 1;
     2467  V21_to_Loc(Loc, Radius);
     2468  for V21 := 1 to 26 do
     2469  begin
     2470    Loc1 := Radius[V21];
     2471    if (Loc1 >= 0) and (Loc1 < MapSize) then
     2472    begin
     2473      if AdjacentFlags and 1 <> 0 then
     2474        Level := AdjacentLevel
     2475      else
     2476        Level := lObserveUnhidden;
     2477      if TellAllied then
     2478      begin
     2479        for pTell := 0 to nPl - 1 do
     2480          if (pTell = p) or (1 shl pTell and GAlive <> 0) and
     2481            (RW[p].Treaty[pTell] = trAlliance) then
    21552482          begin
    2156           OldLevel:=ObserveLevel[Loc1] shr (2*pTell) and 3;
    2157           if Level>OldLevel then
    2158             result:=DiscoverTile(Loc1,p,pTell,Level,EnableContact) or result;
     2483            OldLevel := ObserveLevel[Loc1] shr (2 * pTell) and 3;
     2484            if Level > OldLevel then
     2485              result := DiscoverTile(Loc1, p, pTell, Level, EnableContact)
     2486                or result;
    21592487          end
    21602488      end
    2161     else
    2162       begin
    2163       OldLevel:=ObserveLevel[Loc1] shr (2*p) and 3;
    2164       if Level>OldLevel then
    2165         result:=DiscoverTile(Loc1,p,p,Level,EnableContact) or result;
     2489      else
     2490      begin
     2491        OldLevel := ObserveLevel[Loc1] shr (2 * p) and 3;
     2492        if Level > OldLevel then
     2493          result := DiscoverTile(Loc1, p, p, Level, EnableContact) or result;
    21662494      end
    21672495    end;
    2168   AdjacentFlags:=AdjacentFlags shr 1;
     2496    AdjacentFlags := AdjacentFlags shr 1;
    21692497  end;
    21702498end;
    21712499
    21722500procedure DiscoverAll(p, Level: integer);
    2173 {player p discovers complete playground (for supervisor)}
    2174 var
    2175 Loc, OldLevel: integer;
    2176 begin
    2177 assert((Mode>moLoading_Fast) or (RW[p].nEnemyUn=0));
    2178 for Loc:=0 to MapSize-1 do
    2179   begin
    2180   OldLevel:=ObserveLevel[Loc] shr (2*p) and 3;
    2181   if Level>OldLevel then
    2182     DiscoverTile(Loc,p,p,Level,false);
     2501{ player p discovers complete playground (for supervisor) }
     2502var
     2503  Loc, OldLevel: integer;
     2504begin
     2505  assert((Mode > moLoading_Fast) or (RW[p].nEnemyUn = 0));
     2506  for Loc := 0 to MapSize - 1 do
     2507  begin
     2508    OldLevel := ObserveLevel[Loc] shr (2 * p) and 3;
     2509    if Level > OldLevel then
     2510      DiscoverTile(Loc, p, p, Level, false);
    21832511  end;
    21842512end;
     
    21862514procedure DiscoverViewAreas(p: integer);
    21872515var
    2188 pTell, uix, cix, ecix, Loc, RealOwner: integer;
    2189 PModel: ^TModel;
     2516  pTell, uix, cix, ecix, Loc, RealOwner: integer;
     2517  PModel: ^TModel;
    21902518begin // discover unit and city view areas
    2191 for pTell:=0 to nPl-1 do
    2192   if (pTell=p) or (RW[p].Treaty[pTell]=trAlliance) then
    2193     begin
    2194     for uix:=0 to RW[pTell].nUn-1 do with RW[pTell].Un[uix] do
    2195       if (Loc>=0) and (master<0) and (RealMap[Loc] and fCity=0) then
    2196         begin
    2197         PModel:=@RW[pTell].Model[mix];
    2198         if (PModel.Kind=mkDiplomat) or (PModel.Cap[mcSpy]>0) then
    2199           Discover21(Loc,p,lObserveSuper,false,true)
    2200         else if (PModel.Cap[mcRadar]+PModel.Cap[mcCarrier]>0)
    2201           or (PModel.Domain=dAir) then
    2202           Discover21(Loc,p,lObserveAll,false,false)
    2203         else if (RealMap[Loc] and fTerrain=fMountains)
    2204           or (RealMap[Loc] and fTerImp=tiFort)
    2205           or (RealMap[Loc] and fTerImp=tiBase)
    2206           or (PModel.Cap[mcAcademy]>0) then
    2207           Discover21(Loc,p,lObserveUnhidden,false,PModel.Domain=dGround)
    2208         else Discover9(Loc,p,lObserveUnhidden,false,PModel.Domain=dGround);
    2209         end;
    2210     for cix:=0 to RW[pTell].nCity-1 do if RW[pTell].City[cix].Loc>=0 then
    2211       Discover21(RW[pTell].City[cix].Loc,p,lObserveUnhidden,false,true);
    2212     for ecix:=0 to RW[pTell].nEnemyCity-1 do
     2519  for pTell := 0 to nPl - 1 do
     2520    if (pTell = p) or (RW[p].Treaty[pTell] = trAlliance) then
     2521    begin
     2522      for uix := 0 to RW[pTell].nUn - 1 do
     2523        with RW[pTell].Un[uix] do
     2524          if (Loc >= 0) and (Master < 0) and (RealMap[Loc] and fCity = 0) then
     2525          begin
     2526            PModel := @RW[pTell].Model[mix];
     2527            if (PModel.Kind = mkDiplomat) or (PModel.Cap[mcSpy] > 0) then
     2528              Discover21(Loc, p, lObserveSuper, false, true)
     2529            else if (PModel.Cap[mcRadar] + PModel.Cap[mcCarrier] > 0) or
     2530              (PModel.Domain = dAir) then
     2531              Discover21(Loc, p, lObserveAll, false, false)
     2532            else if (RealMap[Loc] and fTerrain = fMountains) or
     2533              (RealMap[Loc] and fTerImp = tiFort) or
     2534              (RealMap[Loc] and fTerImp = tiBase) or (PModel.Cap[mcAcademy] > 0)
     2535            then
     2536              Discover21(Loc, p, lObserveUnhidden, false,
     2537                PModel.Domain = dGround)
     2538            else
     2539              Discover9(Loc, p, lObserveUnhidden, false,
     2540                PModel.Domain = dGround);
     2541          end;
     2542      for cix := 0 to RW[pTell].nCity - 1 do
     2543        if RW[pTell].City[cix].Loc >= 0 then
     2544          Discover21(RW[pTell].City[cix].Loc, p, lObserveUnhidden, false, true);
     2545      for ecix := 0 to RW[pTell].nEnemyCity - 1 do
    22132546      begin // players know territory, so no use in hiding city owner
    2214       Loc:=RW[pTell].EnemyCity[ecix].Loc;
    2215       if Loc>=0 then
    2216         begin
    2217         RealOwner:=(RealMap[Loc] shr 27) and $F;
    2218         if RealOwner<nPl then
    2219           RW[pTell].EnemyCity[ecix].owner:=RealOwner
    2220         else
     2547        Loc := RW[pTell].EnemyCity[ecix].Loc;
     2548        if Loc >= 0 then
     2549        begin
     2550          RealOwner := (RealMap[Loc] shr 27) and $F;
     2551          if RealOwner < nPl then
     2552            RW[pTell].EnemyCity[ecix].Owner := RealOwner
     2553          else
    22212554          begin
    2222           RW[pTell].EnemyCity[ecix].Loc:=-1;
    2223           RW[pTell].Map[Loc]:=RW[pTell].Map[Loc] and not fCity
     2555            RW[pTell].EnemyCity[ecix].Loc := -1;
     2556            RW[pTell].Map[Loc] := RW[pTell].Map[Loc] and not fCity
    22242557          end
    22252558        end
     
    22282561end;
    22292562
    2230 function GetUnitStack(p,Loc: integer): integer;
    2231 var
    2232 uix: integer;
    2233 unx: ^TUn;
    2234 begin
    2235 result:=0;
    2236 if Occupant[Loc]<0 then exit;
    2237 for uix:=0 to RW[Occupant[Loc]].nUn-1 do
    2238   begin
    2239   unx:=@RW[Occupant[Loc]].Un[uix];
    2240   if unx.Loc=Loc then
    2241     begin
    2242     MakeUnitInfo(Occupant[Loc],unx^,RW[p].EnemyUn[RW[p].nEnemyUn+result]);
    2243     TellAboutModel(p,Occupant[Loc],unx.mix);
    2244     RW[p].EnemyUn[RW[p].nEnemyUn+result].emix:=RWemix[p,Occupant[Loc],unx.mix];
    2245     inc(result);
     2563function GetUnitStack(p, Loc: integer): integer;
     2564var
     2565  uix: integer;
     2566  unx: ^TUn;
     2567begin
     2568  result := 0;
     2569  if Occupant[Loc] < 0 then
     2570    exit;
     2571  for uix := 0 to RW[Occupant[Loc]].nUn - 1 do
     2572  begin
     2573    unx := @RW[Occupant[Loc]].Un[uix];
     2574    if unx.Loc = Loc then
     2575    begin
     2576      MakeUnitInfo(Occupant[Loc], unx^, RW[p].EnemyUn[RW[p].nEnemyUn + result]);
     2577      TellAboutModel(p, Occupant[Loc], unx.mix);
     2578      RW[p].EnemyUn[RW[p].nEnemyUn + result].emix :=
     2579        RWemix[p, Occupant[Loc], unx.mix];
     2580      inc(result);
    22462581    end
    22472582  end
     
    22512586// update maps and enemy units of all players after unit change
    22522587var
    2253 p, euix, OldLevel: integer;
    2254 AddFlags, ClearFlags: Cardinal;
    2255 begin
    2256 if (Mode=moLoading_Fast) and not CityChange then exit;
    2257 for p:=0 to nPl-1 do if 1 shl p and (GAlive or GWatching)<>0 then
    2258   begin
    2259   OldLevel:=ObserveLevel[Loc] shr (2*p) and 3;
    2260   if OldLevel>lNoObserve then
    2261     begin
    2262     if RW[p].Map[Loc] and (fUnit or fOwned)=fUnit then
    2263       begin
    2264       // replace unit located here in EnemyUn
    2265       // do not just set loc:=-1 because total number would be unlimited
    2266       euix:=RW[p].nEnemyUn-1;
    2267       while euix>=0 do
    2268         begin
    2269         if RW[p].EnemyUn[euix].Loc=Loc then
    2270           begin RW[p].EnemyUn[euix].Loc:=-1; Break; end;
    2271         dec(euix);
     2588  p, euix, OldLevel: integer;
     2589  AddFlags, ClearFlags: Cardinal;
     2590begin
     2591  if (Mode = moLoading_Fast) and not CityChange then
     2592    exit;
     2593  for p := 0 to nPl - 1 do
     2594    if 1 shl p and (GAlive or GWatching) <> 0 then
     2595    begin
     2596      OldLevel := ObserveLevel[Loc] shr (2 * p) and 3;
     2597      if OldLevel > lNoObserve then
     2598      begin
     2599        if RW[p].Map[Loc] and (fUnit or fOwned) = fUnit then
     2600        begin
     2601          // replace unit located here in EnemyUn
     2602          // do not just set loc:=-1 because total number would be unlimited
     2603          euix := RW[p].nEnemyUn - 1;
     2604          while euix >= 0 do
     2605          begin
     2606            if RW[p].EnemyUn[euix].Loc = Loc then
     2607            begin
     2608              RW[p].EnemyUn[euix].Loc := -1;
     2609              Break;
     2610            end;
     2611            dec(euix);
     2612          end;
     2613          RW[p].Map[Loc] := RW[p].Map[Loc] and not fUnit
     2614        end
     2615        else
     2616        begin // look for empty slot in EnemyUn
     2617          euix := RW[p].nEnemyUn - 1;
     2618          while (euix >= 0) and (RW[p].EnemyUn[euix].Loc >= 0) do
     2619            dec(euix);
    22722620        end;
    2273       RW[p].Map[Loc]:=RW[p].Map[Loc] and not fUnit
    2274       end
    2275     else
    2276       begin // look for empty slot in EnemyUn
    2277       euix:=RW[p].nEnemyUn-1;
    2278       while (euix>=0) and (RW[p].EnemyUn[euix].Loc>=0) do dec(euix);
    2279       end;
    2280     if (Occupant[Loc]<0) and not CityChange then
    2281       begin // calling DiscoverTile not necessary, only clear map flags
    2282       ClearFlags:=fUnit or fHiddenUnit or fStealthUnit or fOwnZoCUnit;
    2283       if RealMap[Loc] and fCity=0 then
    2284         ClearFlags:=ClearFlags or fOwned;
    2285       RW[p].Map[Loc]:=RW[p].Map[Loc] and not ClearFlags;
    2286       end
    2287     else if (Occupant[Loc]<>p) or CityChange then
    2288       begin // city or enemy unit update necessary, call DiscoverTile
    2289       ObserveLevel[Loc]:=ObserveLevel[Loc] and not (3 shl (2*p));
    2290       DiscoverTile(Loc, p, p, OldLevel, false, euix);
    2291       end
    2292     else {if (Occupant[Loc]=p) and not CityChange then}
    2293       begin // calling DiscoverTile not necessary, only set map flags
    2294       ClearFlags:=0;
    2295       AddFlags:=fUnit or fOwned;
    2296       if ZoCMap[Loc]>0 then AddFlags:=AddFlags or fOwnZoCUnit
    2297       else ClearFlags:=ClearFlags or fOwnZoCUnit;
    2298       RW[p].Map[Loc]:=RW[p].Map[Loc] and not ClearFlags or AddFlags;
    2299       end
    2300     end
    2301   end
    2302 end;
    2303 
    2304 procedure RecalcV8ZoC(p,Loc: integer);
    2305 // recalculate fInEnemyZoC flags around single tile
    2306 var
    2307 v8,V8V8,Loc1,Loc2,p1,ObserveMask: integer;
    2308 Tile1: ^Cardinal;
    2309 Adjacent,AdjacentAdjacent: TVicinity8Loc;
    2310 begin
    2311 if Mode=moLoading_Fast then exit;
    2312 ObserveMask:=3 shl (2*p);
    2313 V8_to_Loc(Loc,Adjacent);
    2314 for V8:=0 to 7 do
    2315   begin
    2316   Loc1:=Adjacent[V8];
    2317   if (Loc1>=0) and (Loc1<MapSize) then
    2318     begin
    2319     Tile1:=@RW[p].Map[Loc1];
    2320     Tile1^:=Tile1^ and not fInEnemyZoC;
    2321     V8_to_Loc(Loc1,AdjacentAdjacent);
    2322     for V8V8:=0 to 7 do
    2323       begin
    2324       Loc2:=AdjacentAdjacent[V8V8];
    2325       if (Loc2>=0) and (Loc2<MapSize) and (ZoCMap[Loc2]>0)
    2326         and (ObserveLevel[Loc2] and ObserveMask<>0) then
    2327         begin
    2328         p1:=Occupant[Loc2];
    2329         assert(p1<>nPl);
    2330         if (p1<>p) and (RW[p].Treaty[p1]<trAlliance) then
    2331           begin Tile1^:=Tile1^ or fInEnemyZoC; break end
     2621        if (Occupant[Loc] < 0) and not CityChange then
     2622        begin // calling DiscoverTile not necessary, only clear map flags
     2623          ClearFlags := fUnit or fHiddenUnit or fStealthUnit or fOwnZoCUnit;
     2624          if RealMap[Loc] and fCity = 0 then
     2625            ClearFlags := ClearFlags or fOwned;
     2626          RW[p].Map[Loc] := RW[p].Map[Loc] and not ClearFlags;
    23322627        end
    2333       end;
    2334     end
    2335   end
    2336 end;
    2337 
    2338 procedure RecalcMapZoC(p: integer);
    2339 // recalculate fInEnemyZoC flags for the whole map
    2340 var
    2341 Loc,Loc1,V8,p1,ObserveMask: integer;
    2342 Adjacent: TVicinity8Loc;
    2343 begin
    2344 if Mode=moLoading_Fast then exit;
    2345 MaskD(RW[p].Map^,MapSize,not Cardinal(fInEnemyZoC));
    2346 ObserveMask:=3 shl (2*p);
    2347 for Loc:=0 to MapSize-1 do
    2348   if (ZoCMap[Loc]>0) and (ObserveLevel[Loc] and ObserveMask<>0) then
    2349     begin
    2350     p1:=Occupant[Loc];
    2351     assert(p1<>nPl);
    2352     if (p1<>p) and (RW[p].Treaty[p1]<trAlliance) then
    2353       begin // this non-allied enemy ZoC unit is known to this player -- set flags!
    2354       V8_to_Loc(Loc,Adjacent);
    2355       for V8:=0 to 7 do
    2356         begin
    2357         Loc1:=Adjacent[V8];
    2358         if (Loc1>=0) and (Loc1<MapSize) then
    2359           RW[p].Map[Loc1]:=RW[p].Map[Loc1] or fInEnemyZoC
     2628        else if (Occupant[Loc] <> p) or CityChange then
     2629        begin // city or enemy unit update necessary, call DiscoverTile
     2630          ObserveLevel[Loc] := ObserveLevel[Loc] and not(3 shl (2 * p));
     2631          DiscoverTile(Loc, p, p, OldLevel, false, euix);
     2632        end
     2633        else { if (Occupant[Loc]=p) and not CityChange then }
     2634        begin // calling DiscoverTile not necessary, only set map flags
     2635          ClearFlags := 0;
     2636          AddFlags := fUnit or fOwned;
     2637          if ZoCMap[Loc] > 0 then
     2638            AddFlags := AddFlags or fOwnZoCUnit
     2639          else
     2640            ClearFlags := ClearFlags or fOwnZoCUnit;
     2641          RW[p].Map[Loc] := RW[p].Map[Loc] and not ClearFlags or AddFlags;
    23602642        end
    23612643      end
     
    23632645end;
    23642646
     2647procedure RecalcV8ZoC(p, Loc: integer);
     2648// recalculate fInEnemyZoC flags around single tile
     2649var
     2650  V8, V8V8, Loc1, Loc2, p1, ObserveMask: integer;
     2651  Tile1: ^Cardinal;
     2652  Adjacent, AdjacentAdjacent: TVicinity8Loc;
     2653begin
     2654  if Mode = moLoading_Fast then
     2655    exit;
     2656  ObserveMask := 3 shl (2 * p);
     2657  V8_to_Loc(Loc, Adjacent);
     2658  for V8 := 0 to 7 do
     2659  begin
     2660    Loc1 := Adjacent[V8];
     2661    if (Loc1 >= 0) and (Loc1 < MapSize) then
     2662    begin
     2663      Tile1 := @RW[p].Map[Loc1];
     2664      Tile1^ := Tile1^ and not fInEnemyZoC;
     2665      V8_to_Loc(Loc1, AdjacentAdjacent);
     2666      for V8V8 := 0 to 7 do
     2667      begin
     2668        Loc2 := AdjacentAdjacent[V8V8];
     2669        if (Loc2 >= 0) and (Loc2 < MapSize) and (ZoCMap[Loc2] > 0) and
     2670          (ObserveLevel[Loc2] and ObserveMask <> 0) then
     2671        begin
     2672          p1 := Occupant[Loc2];
     2673          assert(p1 <> nPl);
     2674          if (p1 <> p) and (RW[p].Treaty[p1] < trAlliance) then
     2675          begin
     2676            Tile1^ := Tile1^ or fInEnemyZoC;
     2677            Break
     2678          end
     2679        end
     2680      end;
     2681    end
     2682  end
     2683end;
     2684
     2685procedure RecalcMapZoC(p: integer);
     2686// recalculate fInEnemyZoC flags for the whole map
     2687var
     2688  Loc, Loc1, V8, p1, ObserveMask: integer;
     2689  Adjacent: TVicinity8Loc;
     2690begin
     2691  if Mode = moLoading_Fast then
     2692    exit;
     2693  MaskD(RW[p].Map^, MapSize, not Cardinal(fInEnemyZoC));
     2694  ObserveMask := 3 shl (2 * p);
     2695  for Loc := 0 to MapSize - 1 do
     2696    if (ZoCMap[Loc] > 0) and (ObserveLevel[Loc] and ObserveMask <> 0) then
     2697    begin
     2698      p1 := Occupant[Loc];
     2699      assert(p1 <> nPl);
     2700      if (p1 <> p) and (RW[p].Treaty[p1] < trAlliance) then
     2701      begin // this non-allied enemy ZoC unit is known to this player -- set flags!
     2702        V8_to_Loc(Loc, Adjacent);
     2703        for V8 := 0 to 7 do
     2704        begin
     2705          Loc1 := Adjacent[V8];
     2706          if (Loc1 >= 0) and (Loc1 < MapSize) then
     2707            RW[p].Map[Loc1] := RW[p].Map[Loc1] or fInEnemyZoC
     2708        end
     2709      end
     2710    end
     2711end;
     2712
    23652713procedure RecalcPeaceMap(p: integer);
    23662714// recalculate fPeace flags for the whole map
    23672715var
    2368 Loc,p1: integer;
    2369 PeacePlayer: array[-1..nPl-1] of boolean;
    2370 begin
    2371 if Mode<>moPlaying then exit;
    2372 MaskD(RW[p].Map^,MapSize,not Cardinal(fPeace));
    2373 for p1:=-1 to nPl-1 do
    2374   PeacePlayer[p1]:= (p1>=0) and (p1<>p) and (1 shl p1 and GAlive<>0)
    2375     and (RW[p].Treaty[p1] in [trPeace,trFriendlyContact]);
    2376 for Loc:=0 to MapSize-1 do
    2377   if PeacePlayer[RW[p].Territory[Loc]] then
    2378     RW[p].Map[Loc]:=RW[p].Map[Loc] or fPeace
    2379 end;
    2380 
     2716  Loc, p1: integer;
     2717  PeacePlayer: array [-1 .. nPl - 1] of boolean;
     2718begin
     2719  if Mode <> moPlaying then
     2720    exit;
     2721  MaskD(RW[p].Map^, MapSize, not Cardinal(fPeace));
     2722  for p1 := -1 to nPl - 1 do
     2723    PeacePlayer[p1] := (p1 >= 0) and (p1 <> p) and (1 shl p1 and GAlive <> 0)
     2724      and (RW[p].Treaty[p1] in [trPeace, TrFriendlyContact]);
     2725  for Loc := 0 to MapSize - 1 do
     2726    if PeacePlayer[RW[p].Territory[Loc]] then
     2727      RW[p].Map[Loc] := RW[p].Map[Loc] or fPeace
     2728end;
    23812729
    23822730{
    2383                          Territory Calculation
    2384  ____________________________________________________________________
     2731  Territory Calculation
     2732  ____________________________________________________________________
    23852733}
    23862734var
    2387 BorderChanges: array[0..sIntExpandTerritory and $F-1] of Cardinal;
     2735  BorderChanges: array [0 .. sIntExpandTerritory and $F - 1] of Cardinal;
    23882736
    23892737procedure ChangeTerritory(Loc, p: integer);
    23902738var
    2391 p1: integer;
    2392 begin
    2393 assert(p>=0); // no player's territory indicated by p=nPl
    2394 dec(TerritoryCount[RealMap[Loc] shr 27]);
    2395 inc(TerritoryCount[p]);
    2396 RealMap[Loc]:=RealMap[Loc] and not ($F shl 27) or Cardinal(p) shl 27;
    2397 if p=$F then p:=-1;
    2398 for p1:=0 to nPl-1 do if 1 shl p1 and (GAlive or GWatching)<>0 then
    2399   if RW[p1].Map[Loc] and fTerrain<>fUNKNOWN then
    2400     begin
    2401     RW[p1].Territory[Loc]:=p;
    2402     if (p<nPl) and (p<>p1) and (1 shl p and GAlive<>0)
    2403       and (RW[p1].Treaty[p] in [trPeace,trFriendlyContact]) then
    2404       RW[p1].Map[Loc]:=RW[p1].Map[Loc] or fPeace
    2405     else RW[p1].Map[Loc]:=RW[p1].Map[Loc] and not fPeace;
    2406     end
     2739  p1: integer;
     2740begin
     2741  assert(p >= 0); // no player's territory indicated by p=nPl
     2742  dec(TerritoryCount[RealMap[Loc] shr 27]);
     2743  inc(TerritoryCount[p]);
     2744  RealMap[Loc] := RealMap[Loc] and not($F shl 27) or Cardinal(p) shl 27;
     2745  if p = $F then
     2746    p := -1;
     2747  for p1 := 0 to nPl - 1 do
     2748    if 1 shl p1 and (GAlive or GWatching) <> 0 then
     2749      if RW[p1].Map[Loc] and fTerrain <> fUNKNOWN then
     2750      begin
     2751        RW[p1].Territory[Loc] := p;
     2752        if (p < nPl) and (p <> p1) and (1 shl p and GAlive <> 0) and
     2753          (RW[p1].Treaty[p] in [trPeace, TrFriendlyContact]) then
     2754          RW[p1].Map[Loc] := RW[p1].Map[Loc] or fPeace
     2755        else
     2756          RW[p1].Map[Loc] := RW[p1].Map[Loc] and not fPeace;
     2757      end
    24072758end;
    24082759
    24092760procedure ExpandTerritory(OriginLoc: integer);
    24102761var
    2411 i,dx,dy,dxMax,dyMax,Loc,NewOwner: integer;
    2412 begin
    2413 i:=0;
    2414 dyMax:=0;
    2415 while (dyMax+1)+(dyMax+1) shr 1<=CountryRadius do
    2416   inc(dyMax);
    2417 for dy:=-dyMax to dyMax do
    2418   begin
    2419   dxMax:=dy and 1;
    2420   while abs(dy)+(dxMax+2)+abs(abs(dy)-(dxMax+2)) shr 1<=CountryRadius do
    2421     inc(dxMax,2);
    2422   for dx:=-dxMax to dxMax do if (dy+dx) and 1=0 then
    2423     begin
    2424     NewOwner:=BorderChanges[i div 8] shr (i mod 8 *4) and $F;
    2425     Loc:=dLoc(OriginLoc,dx,dy);
    2426     if (Loc>=0) and (Cardinal(NewOwner)<>RealMap[Loc] shr 27) then
    2427       ChangeTerritory(Loc,NewOwner);
    2428     inc(i);
    2429     end
     2762  i, dx, dy, dxMax, dyMax, Loc, NewOwner: integer;
     2763begin
     2764  i := 0;
     2765  dyMax := 0;
     2766  while (dyMax + 1) + (dyMax + 1) shr 1 <= CountryRadius do
     2767    inc(dyMax);
     2768  for dy := -dyMax to dyMax do
     2769  begin
     2770    dxMax := dy and 1;
     2771    while abs(dy) + (dxMax + 2) + abs(abs(dy) - (dxMax + 2)) shr 1 <=
     2772      CountryRadius do
     2773      inc(dxMax, 2);
     2774    for dx := -dxMax to dxMax do
     2775      if (dy + dx) and 1 = 0 then
     2776      begin
     2777        NewOwner := BorderChanges[i div 8] shr (i mod 8 * 4) and $F;
     2778        Loc := dLoc(OriginLoc, dx, dy);
     2779        if (Loc >= 0) and (Cardinal(NewOwner) <> RealMap[Loc] shr 27) then
     2780          ChangeTerritory(Loc, NewOwner);
     2781        inc(i);
     2782      end
    24302783  end
    24312784end;
     
    24332786procedure CheckBorders(OriginLoc, PlayerLosingCity: integer);
    24342787// OriginLoc: only changes in CountryRadius around this location possible,
    2435 //   -1 for complete map, -2 for double-check (no more changes allowed)
     2788// -1 for complete map, -2 for double-check (no more changes allowed)
    24362789// PlayerLosingCity: do nothing but remove tiles no longer in reach from this
    2437 //   player's territory, -1 for full border recalculation
    2438 var
    2439 i,r,Loc,Loc1,dx,dy,p1,p2,cix,NewDist,dxMax,dyMax,OldOwner,V8,
    2440   NewOwner: integer;
    2441 Adjacent: TVicinity8Loc;
    2442 AtPeace: array[0..nPl,0..nPl] of boolean;
    2443 Country, FormerCountry, {to who's country a tile belongs}
    2444 Dist, FormerDist, StolenDist: array[0..lxmax*lymax-1] of ShortInt;
    2445 begin
    2446 if PlayerLosingCity>=0 then
    2447   begin
    2448   for Loc:=0 to MapSize-1 do StolenDist[Loc]:=CountryRadius+1;
    2449   for cix:=0 to RW[PlayerLosingCity].nCity-1 do
    2450     if RW[PlayerLosingCity].City[cix].Loc>=0 then
    2451       StolenDist[RW[PlayerLosingCity].City[cix].Loc]:=0;
    2452 
    2453   for r:=1 to CountryRadius shr 1 do
    2454     begin
    2455     move(StolenDist,FormerDist,MapSize);
    2456     for Loc:=0 to MapSize-1 do
    2457       if (FormerDist[Loc]<=CountryRadius-2) // use same conditions as below!
    2458         and ((1 shl (RealMap[Loc] and fTerrain))
    2459         and (1 shl fShore+1 shl fMountains+1 shl fArctic)=0) then
    2460         begin
    2461         V8_to_Loc(Loc,Adjacent);
    2462         for V8:=0 to 7 do
     2790// player's territory, -1 for full border recalculation
     2791var
     2792  i, r, Loc, Loc1, dx, dy, p1, p2, cix, NewDist, dxMax, dyMax, OldOwner, V8,
     2793    NewOwner: integer;
     2794  Adjacent: TVicinity8Loc;
     2795  AtPeace: array [0 .. nPl, 0 .. nPl] of boolean;
     2796  Country, FormerCountry, { to who's country a tile belongs }
     2797  Dist, FormerDist, StolenDist: array [0 .. lxmax * lymax - 1] of ShortInt;
     2798begin
     2799  if PlayerLosingCity >= 0 then
     2800  begin
     2801    for Loc := 0 to MapSize - 1 do
     2802      StolenDist[Loc] := CountryRadius + 1;
     2803    for cix := 0 to RW[PlayerLosingCity].nCity - 1 do
     2804      if RW[PlayerLosingCity].City[cix].Loc >= 0 then
     2805        StolenDist[RW[PlayerLosingCity].City[cix].Loc] := 0;
     2806
     2807    for r := 1 to CountryRadius shr 1 do
     2808    begin
     2809      move(StolenDist, FormerDist, MapSize);
     2810      for Loc := 0 to MapSize - 1 do
     2811        if (FormerDist[Loc] <= CountryRadius - 2)
     2812        // use same conditions as below!
     2813          and ((1 shl (RealMap[Loc] and fTerrain)) and
     2814          (1 shl fShore + 1 shl fMountains + 1 shl fArctic) = 0) then
     2815        begin
     2816          V8_to_Loc(Loc, Adjacent);
     2817          for V8 := 0 to 7 do
    24632818          begin
    2464           Loc1:=Adjacent[V8];
    2465           NewDist:=FormerDist[Loc]+2+V8 and 1;
    2466           if (Loc1>=0) and (Loc1<MapSize) and (NewDist<StolenDist[Loc1]) then
    2467             StolenDist[Loc1]:=NewDist;
     2819            Loc1 := Adjacent[V8];
     2820            NewDist := FormerDist[Loc] + 2 + V8 and 1;
     2821            if (Loc1 >= 0) and (Loc1 < MapSize) and (NewDist < StolenDist[Loc1])
     2822            then
     2823              StolenDist[Loc1] := NewDist;
    24682824          end
    24692825        end
     
    24712827  end;
    24722828
    2473 FillChar(Country,MapSize,-1);
    2474 for Loc:=0 to MapSize-1 do Dist[Loc]:=CountryRadius+1;
    2475 for p1:=0 to nPl-1 do if 1 shl p1 and GAlive<>0 then
    2476   for cix:=0 to RW[p1].nCity-1 do if RW[p1].City[cix].Loc>=0 then
    2477     begin
    2478     Country[RW[p1].City[cix].Loc]:=p1;
    2479     Dist[RW[p1].City[cix].Loc]:=0;
    2480     end;
    2481 
    2482 for r:=1 to CountryRadius shr 1 do
    2483   begin
    2484   move(Country,FormerCountry,MapSize);
    2485   move(Dist,FormerDist,MapSize);
    2486   for Loc:=0 to MapSize-1 do
    2487     if (FormerDist[Loc]<=CountryRadius-2) // use same conditions as above!
    2488       and ((1 shl (RealMap[Loc] and fTerrain))
    2489       and (1 shl fShore+1 shl fMountains+1 shl fArctic)=0) then
    2490       begin
    2491       assert(FormerCountry[Loc]>=0);
    2492       V8_to_Loc(Loc,Adjacent);
    2493       for V8:=0 to 7 do
    2494         begin
    2495         Loc1:=Adjacent[V8];
    2496         NewDist:=FormerDist[Loc]+2+V8 and 1;
    2497         if (Loc1>=0) and (Loc1<MapSize) and (NewDist<Dist[Loc1]) then
     2829  FillChar(Country, MapSize, -1);
     2830  for Loc := 0 to MapSize - 1 do
     2831    Dist[Loc] := CountryRadius + 1;
     2832  for p1 := 0 to nPl - 1 do
     2833    if 1 shl p1 and GAlive <> 0 then
     2834      for cix := 0 to RW[p1].nCity - 1 do
     2835        if RW[p1].City[cix].Loc >= 0 then
     2836        begin
     2837          Country[RW[p1].City[cix].Loc] := p1;
     2838          Dist[RW[p1].City[cix].Loc] := 0;
     2839        end;
     2840
     2841  for r := 1 to CountryRadius shr 1 do
     2842  begin
     2843    move(Country, FormerCountry, MapSize);
     2844    move(Dist, FormerDist, MapSize);
     2845    for Loc := 0 to MapSize - 1 do
     2846      if (FormerDist[Loc] <= CountryRadius - 2) // use same conditions as above!
     2847        and ((1 shl (RealMap[Loc] and fTerrain)) and
     2848        (1 shl fShore + 1 shl fMountains + 1 shl fArctic) = 0) then
     2849      begin
     2850        assert(FormerCountry[Loc] >= 0);
     2851        V8_to_Loc(Loc, Adjacent);
     2852        for V8 := 0 to 7 do
     2853        begin
     2854          Loc1 := Adjacent[V8];
     2855          NewDist := FormerDist[Loc] + 2 + V8 and 1;
     2856          if (Loc1 >= 0) and (Loc1 < MapSize) and (NewDist < Dist[Loc1]) then
    24982857          begin
    2499           Country[Loc1]:=FormerCountry[Loc];
    2500           Dist[Loc1]:=NewDist;
     2858            Country[Loc1] := FormerCountry[Loc];
     2859            Dist[Loc1] := NewDist;
    25012860          end
    25022861        end
     
    25042863  end;
    25052864
    2506 FillChar(AtPeace, sizeof(AtPeace), false);
    2507 for p1:=0 to nPl-1 do if 1 shl p1 and GAlive<>0 then
    2508   for p2:=0 to nPl-1 do
    2509     if (p2<>p1) and (1 shl p2 and GAlive<>0) and (RW[p1].Treaty[p2]>=trPeace) then
    2510     AtPeace[p1,p2]:=true;
    2511 
    2512 if OriginLoc>=0 then
     2865  FillChar(AtPeace, SizeOf(AtPeace), false);
     2866  for p1 := 0 to nPl - 1 do
     2867    if 1 shl p1 and GAlive <> 0 then
     2868      for p2 := 0 to nPl - 1 do
     2869        if (p2 <> p1) and (1 shl p2 and GAlive <> 0) and
     2870          (RW[p1].Treaty[p2] >= trPeace) then
     2871          AtPeace[p1, p2] := true;
     2872
     2873  if OriginLoc >= 0 then
    25132874  begin // update area only
    2514   i:=0;
    2515   fillchar(BorderChanges, sizeof(BorderChanges), 0);
    2516   dyMax:=0;
    2517   while (dyMax+1)+(dyMax+1) shr 1<=CountryRadius do
    2518     inc(dyMax);
    2519   for dy:=-dyMax to dyMax do
    2520     begin
    2521     dxMax:=dy and 1;
    2522     while abs(dy)+(dxMax+2)+abs(abs(dy)-(dxMax+2)) shr 1<=CountryRadius do
    2523       inc(dxMax,2);
    2524     for dx:=-dxMax to dxMax do if (dy+dx) and 1=0 then
    2525       begin
    2526       Loc:=dLoc(OriginLoc,dx,dy);
    2527       if Loc>=0 then
    2528         begin
    2529         OldOwner:=RealMap[Loc] shr 27;
    2530         NewOwner:=Country[Loc] and $f;
    2531         if NewOwner<>OldOwner then
    2532           if AtPeace[NewOwner,OldOwner]
    2533             and not ((OldOwner=PlayerLosingCity) and (StolenDist[Loc]>CountryRadius)) then
    2534             NewOwner:=OldOwner // peace fixes borders
    2535           else ChangeTerritory(Loc,NewOwner);
    2536         inc(BorderChanges[i div 8],NewOwner shl (i mod 8 *4));
    2537         end;
    2538       inc(i);
    2539       end
     2875    i := 0;
     2876    FillChar(BorderChanges, SizeOf(BorderChanges), 0);
     2877    dyMax := 0;
     2878    while (dyMax + 1) + (dyMax + 1) shr 1 <= CountryRadius do
     2879      inc(dyMax);
     2880    for dy := -dyMax to dyMax do
     2881    begin
     2882      dxMax := dy and 1;
     2883      while abs(dy) + (dxMax + 2) + abs(abs(dy) - (dxMax + 2)) shr 1 <=
     2884        CountryRadius do
     2885        inc(dxMax, 2);
     2886      for dx := -dxMax to dxMax do
     2887        if (dy + dx) and 1 = 0 then
     2888        begin
     2889          Loc := dLoc(OriginLoc, dx, dy);
     2890          if Loc >= 0 then
     2891          begin
     2892            OldOwner := RealMap[Loc] shr 27;
     2893            NewOwner := Country[Loc] and $F;
     2894            if NewOwner <> OldOwner then
     2895              if AtPeace[NewOwner, OldOwner] and
     2896                not((OldOwner = PlayerLosingCity) and
     2897                (StolenDist[Loc] > CountryRadius)) then
     2898                NewOwner := OldOwner // peace fixes borders
     2899              else
     2900                ChangeTerritory(Loc, NewOwner);
     2901            inc(BorderChanges[i div 8], NewOwner shl (i mod 8 * 4));
     2902          end;
     2903          inc(i);
     2904        end
    25402905    end
    25412906  end
    2542 else for Loc:=0 to MapSize-1 do // update complete map
    2543   begin
    2544   OldOwner:=RealMap[Loc] shr 27;
    2545   NewOwner:=Country[Loc] and $f;
    2546   if (NewOwner<>OldOwner)
    2547     and (not AtPeace[NewOwner,OldOwner]
    2548       or ((OldOwner=PlayerLosingCity) and (StolenDist[Loc]>CountryRadius))) then
    2549     begin
    2550     assert(OriginLoc<>-2); // test if border saving works
    2551     ChangeTerritory(Loc,NewOwner);
    2552     end;
    2553   end;
    2554 
    2555 {$IFOPT O-}if OriginLoc<>-2 then CheckBorders(-2);{$ENDIF} //check: single pass should do!
    2556 end; //CheckBorders
    2557 
    2558 procedure LogCheckBorders(p,cix,PlayerLosingCity: integer);
    2559 begin
    2560 CheckBorders(RW[p].City[cix].Loc,PlayerLosingCity);
    2561 IntServer(sIntExpandTerritory,p,cix,BorderChanges);
     2907  else
     2908    for Loc := 0 to MapSize - 1 do // update complete map
     2909    begin
     2910      OldOwner := RealMap[Loc] shr 27;
     2911      NewOwner := Country[Loc] and $F;
     2912      if (NewOwner <> OldOwner) and (not AtPeace[NewOwner, OldOwner] or
     2913        ((OldOwner = PlayerLosingCity) and (StolenDist[Loc] > CountryRadius)))
     2914      then
     2915      begin
     2916        assert(OriginLoc <> -2); // test if border saving works
     2917        ChangeTerritory(Loc, NewOwner);
     2918      end;
     2919    end;
     2920
     2921{$IFOPT O-} if OriginLoc <> -2 then
     2922    CheckBorders(-2); {$ENDIF} // check: single pass should do!
     2923end; // CheckBorders
     2924
     2925procedure LogCheckBorders(p, cix, PlayerLosingCity: integer);
     2926begin
     2927  CheckBorders(RW[p].City[cix].Loc, PlayerLosingCity);
     2928  IntServer(sIntExpandTerritory, p, cix, BorderChanges);
    25622929end;
    25632930
    25642931{
    2565                              Map Processing
    2566  ____________________________________________________________________
     2932  Map Processing
     2933  ____________________________________________________________________
    25672934}
    25682935
    2569 procedure CreateUnit(p,mix: integer);
    2570 begin
    2571 with RW[p] do
    2572   begin
    2573   Un[nUn].mix:=mix;
    2574   with Un[nUn] do
    2575     begin
    2576     ID:=UnBuilt[p];
    2577     inc(UnBuilt[p]);
    2578     Status:=0;
    2579     SavedStatus:=0;
    2580     inc(Model[mix].Built);
    2581     Home:=-1;
    2582     Health:=100;
    2583     Flags:=0;
    2584     Movement:=0;
    2585     if Model[mix].Domain=dAir then
    2586       begin
    2587       Fuel:=Model[mix].Cap[mcFuel];
    2588       Flags:=Flags or unBombsLoaded
    2589       end;
    2590     Job:=jNone;
    2591     Exp:=ExpCost shr 1;
    2592     TroopLoad:=0; AirLoad:=0; Master:=-1;
    2593     end;
    2594   inc(nUn);
     2936procedure CreateUnit(p, mix: integer);
     2937begin
     2938  with RW[p] do
     2939  begin
     2940    Un[nUn].mix := mix;
     2941    with Un[nUn] do
     2942    begin
     2943      ID := UnBuilt[p];
     2944      inc(UnBuilt[p]);
     2945      Status := 0;
     2946      SavedStatus := 0;
     2947      inc(Model[mix].Built);
     2948      Home := -1;
     2949      Health := 100;
     2950      Flags := 0;
     2951      Movement := 0;
     2952      if Model[mix].Domain = dAir then
     2953      begin
     2954        Fuel := Model[mix].Cap[mcFuel];
     2955        Flags := Flags or unBombsLoaded
     2956      end;
     2957      Job := jNone;
     2958      exp := ExpCost shr 1;
     2959      TroopLoad := 0;
     2960      AirLoad := 0;
     2961      Master := -1;
     2962    end;
     2963    inc(nUn);
    25952964  end
    25962965end;
    25972966
    2598 procedure FreeUnit(p,uix: integer);
     2967procedure FreeUnit(p, uix: integer);
    25992968// loc or master should be set after call
    26002969// implementation is critical for loading performance, change carefully
    26012970var
    2602 Loc0, uix1: integer;
    2603 Occ, ZoC: boolean;
    2604 begin
    2605 with RW[p].Un[uix] do
    2606   begin
    2607   Job:=jNone;
    2608   Flags:=Flags and not (unFortified or unMountainDelay);
    2609   Loc0:=Loc
    2610   end;
    2611 if Occupant[Loc0]>=0 then
    2612   begin
    2613   assert(Occupant[Loc0]=p);
    2614   Occ:=false;
    2615   ZoC:=false;
    2616   for uix1:=0 to RW[p].nUn-1 do with RW[p].Un[uix1] do
    2617     if (Loc=Loc0) and (Master<0) and (uix1<>uix) then
    2618       begin
    2619       Occ:=true;
    2620       if RW[p].Model[mix].Flags and mdZOC<>0 then
    2621         begin ZoC:=true; Break end
    2622       end;
    2623   if not Occ then Occupant[Loc0]:=-1;
    2624   if not ZoC then ZoCMap[Loc0]:=0;
    2625   end;
    2626 end;
    2627 
    2628 procedure PlaceUnit(p,uix: integer);
    2629 begin
    2630 with RW[p].Un[uix] do
    2631   begin
    2632   Occupant[Loc]:=p;
    2633   if RW[p].Model[mix].Flags and mdZOC<>0 then ZoCMap[Loc]:=1;
     2971  Loc0, uix1: integer;
     2972  Occ, ZoC: boolean;
     2973begin
     2974  with RW[p].Un[uix] do
     2975  begin
     2976    Job := jNone;
     2977    Flags := Flags and not(unFortified or unMountainDelay);
     2978    Loc0 := Loc
     2979  end;
     2980  if Occupant[Loc0] >= 0 then
     2981  begin
     2982    assert(Occupant[Loc0] = p);
     2983    Occ := false;
     2984    ZoC := false;
     2985    for uix1 := 0 to RW[p].nUn - 1 do
     2986      with RW[p].Un[uix1] do
     2987        if (Loc = Loc0) and (Master < 0) and (uix1 <> uix) then
     2988        begin
     2989          Occ := true;
     2990          if RW[p].Model[mix].Flags and mdZOC <> 0 then
     2991          begin
     2992            ZoC := true;
     2993            Break
     2994          end
     2995        end;
     2996    if not Occ then
     2997      Occupant[Loc0] := -1;
     2998    if not ZoC then
     2999      ZoCMap[Loc0] := 0;
     3000  end;
     3001end;
     3002
     3003procedure PlaceUnit(p, uix: integer);
     3004begin
     3005  with RW[p].Un[uix] do
     3006  begin
     3007    Occupant[Loc] := p;
     3008    if RW[p].Model[mix].Flags and mdZOC <> 0 then
     3009      ZoCMap[Loc] := 1;
    26343010  end
    26353011end;
     
    26373013procedure CountLost(p, mix, Enemy: integer);
    26383014begin
    2639 inc(RW[p].Model[mix].Lost);
    2640 TellAboutModel(Enemy,p,mix);
    2641 inc(Destroyed[Enemy,p,mix]);
    2642 end;
    2643 
    2644 procedure RemoveUnit(p,uix: integer; Enemy: integer = -1);
     3015  inc(RW[p].Model[mix].Lost);
     3016  TellAboutModel(Enemy, p, mix);
     3017  inc(Destroyed[Enemy, p, mix]);
     3018end;
     3019
     3020procedure RemoveUnit(p, uix: integer; Enemy: integer = -1);
    26453021// use enemy only from inside sMoveUnit if attack
    26463022var
    2647 uix1: integer;
    2648 begin
    2649 with RW[p].Un[uix] do
    2650   begin
    2651   assert((Loc>=0) or (RW[p].Model[mix].Kind=mkDiplomat)); // already freed when spy mission
    2652   if Loc>=0 then
    2653     FreeUnit(p,uix);
    2654   if Master>=0 then
    2655     if RW[p].Model[mix].Domain=dAir then dec(RW[p].Un[Master].AirLoad)
    2656     else dec(RW[p].Un[Master].TroopLoad);
    2657   if (TroopLoad>0) or (AirLoad>0) then
    2658     for uix1:=0 to RW[p].nUn-1 do
    2659       if (RW[p].Un[uix1].Loc>=0) and (RW[p].Un[uix1].Master=uix) then
    2660         {unit mastered by removed unit -- remove too}
    2661         begin
    2662         RW[p].Un[uix1].Loc:=-1;
    2663         if Enemy>=0 then CountLost(p,RW[p].Un[uix1].mix,Enemy);
     3023  uix1: integer;
     3024begin
     3025  with RW[p].Un[uix] do
     3026  begin
     3027    assert((Loc >= 0) or (RW[p].Model[mix].Kind = mkDiplomat));
     3028    // already freed when spy mission
     3029    if Loc >= 0 then
     3030      FreeUnit(p, uix);
     3031    if Master >= 0 then
     3032      if RW[p].Model[mix].Domain = dAir then
     3033        dec(RW[p].Un[Master].AirLoad)
     3034      else
     3035        dec(RW[p].Un[Master].TroopLoad);
     3036    if (TroopLoad > 0) or (AirLoad > 0) then
     3037      for uix1 := 0 to RW[p].nUn - 1 do
     3038        if (RW[p].Un[uix1].Loc >= 0) and (RW[p].Un[uix1].Master = uix) then
     3039        { unit mastered by removed unit -- remove too }
     3040        begin
     3041          RW[p].Un[uix1].Loc := -1;
     3042          if Enemy >= 0 then
     3043            CountLost(p, RW[p].Un[uix1].mix, Enemy);
    26643044        end;
    2665   Loc:=-1;
    2666   if Enemy>=0 then CountLost(p,mix,Enemy);
     3045    Loc := -1;
     3046    if Enemy >= 0 then
     3047      CountLost(p, mix, Enemy);
    26673048  end
    2668 end;{RemoveUnit}
    2669 
    2670 procedure RemoveUnit_UpdateMap(p,uix: integer);
    2671 var
    2672 Loc0: integer;
    2673 begin
    2674 Loc0:=RW[p].Un[uix].Loc;
    2675 RemoveUnit(p,uix);
    2676 if Mode>moLoading_Fast then UpdateUnitMap(Loc0);
    2677 end;
    2678 
    2679 procedure RemoveAllUnits(p,Loc: integer; Enemy: integer = -1);
    2680 var
    2681 uix: integer;
    2682 begin
    2683 for uix:=0 to RW[p].nUn-1 do
    2684   if RW[p].Un[uix].Loc=Loc then
    2685     begin
    2686     if Enemy>=0 then CountLost(p,RW[p].Un[uix].mix,Enemy);
    2687     RW[p].Un[uix].Loc:=-1
    2688     end;
    2689 Occupant[Loc]:=-1;
    2690 ZoCMap[Loc]:=0;
    2691 end;
    2692 
    2693 procedure RemoveDomainUnits(d,p,Loc: integer);
    2694 var
    2695 uix: integer;
    2696 begin
    2697 for uix:=0 to RW[p].nUn-1 do
    2698   if (RW[p].Model[RW[p].Un[uix].mix].Domain=d) and (RW[p].Un[uix].Loc=Loc) then
    2699     RemoveUnit(p,uix);
    2700 end;
    2701 
    2702 procedure FoundCity(p,FoundLoc: integer);
    2703 var
    2704 p1,cix1,V21,dx,dy: integer;
    2705 begin
    2706 if RW[p].nCity=ncmax then exit;
    2707 inc(RW[p].nCity);
    2708 with RW[p].City[RW[p].nCity-1] do
    2709   begin
    2710   Size:=2;
    2711   Status:=0;
    2712   SavedStatus:=0;
    2713   FillChar(Built,SizeOf(Built),0);
    2714   Food:=0;
    2715   Project:=cpImp+imTrGoods;
    2716   Prod:=0;
    2717   Project0:=Project;
    2718   Prod0:=0;
    2719   Pollution:=0;
    2720   N1:=0;
    2721   Loc:=FoundLoc;
    2722   if UsedByCity[FoundLoc]>=0 then
    2723     begin {central tile is exploited - toggle in exploiting city}
    2724     p1:=p;
    2725     SearchCity(UsedByCity[FoundLoc],p1,cix1);
    2726     dxdy(UsedByCity[FoundLoc],FoundLoc,dx,dy);
    2727     V21:=(dy+3) shl 2+(dx+3) shr 1;
    2728     RW[p1].City[cix1].Tiles:=RW[p1].City[cix1].Tiles and not (1 shl V21);
    2729     end;
    2730   Tiles:=1 shl 13; {exploit central tile}
    2731   UsedByCity[FoundLoc]:=FoundLoc;
    2732   RealMap[FoundLoc]:=RealMap[FoundLoc]
    2733     and (fTerrain or fSpecial or fRiver or nPl shl 27) or fCity;
    2734    
    2735   ChangeTerritory(Loc,p)
    2736   end;
    2737 end; {FoundCity}
    2738 
    2739 procedure StealCity(p,cix: integer; SaveUnits: boolean);
    2740 var
    2741 i,j,uix1,cix1,nearest: integer;
    2742 begin
    2743 for i:=0 to 27 do
    2744   if RW[p].City[cix].Built[i]=1 then
    2745     begin
    2746     GWonder[i].EffectiveOwner:=-1;
    2747     if i=woPyramids then FreeSlaves;
    2748     if i=woEiffel then // deactivate expired wonders
    2749       for j:=0 to 27 do if GWonder[j].EffectiveOwner=p then
    2750         CheckExpiration(j);
    2751     end;
    2752 for i:=28 to nImp-1 do
    2753   if (Imp[i].Kind<>ikCommon) and (RW[p].City[cix].Built[i]>0) then
    2754     begin {destroy national projects}
    2755     RW[p].NatBuilt[i]:=0;
    2756     if i=imGrWall then GrWallContinent[p]:=-1;
    2757     end;
    2758 
    2759 for uix1:=0 to RW[p].nUn-1 do with RW[p].Un[uix1] do
    2760   if (Loc>=0) and (Home=cix) then
    2761     if SaveUnits then
    2762       begin // support units by nearest other city
    2763       nearest:=-1;
    2764       for cix1:=0 to RW[p].nCity-1 do
    2765         if (cix1<>cix) and (RW[p].City[cix1].Loc>=0)
    2766           and ((nearest<0) or (Distance(RW[p].City[cix1].Loc,Loc)
    2767           <Distance(RW[p].City[nearest].Loc,Loc))) then
    2768           nearest:=cix1;
    2769       Home:=nearest
     3049end; { RemoveUnit }
     3050
     3051procedure RemoveUnit_UpdateMap(p, uix: integer);
     3052var
     3053  Loc0: integer;
     3054begin
     3055  Loc0 := RW[p].Un[uix].Loc;
     3056  RemoveUnit(p, uix);
     3057  if Mode > moLoading_Fast then
     3058    UpdateUnitMap(Loc0);
     3059end;
     3060
     3061procedure RemoveAllUnits(p, Loc: integer; Enemy: integer = -1);
     3062var
     3063  uix: integer;
     3064begin
     3065  for uix := 0 to RW[p].nUn - 1 do
     3066    if RW[p].Un[uix].Loc = Loc then
     3067    begin
     3068      if Enemy >= 0 then
     3069        CountLost(p, RW[p].Un[uix].mix, Enemy);
     3070      RW[p].Un[uix].Loc := -1
     3071    end;
     3072  Occupant[Loc] := -1;
     3073  ZoCMap[Loc] := 0;
     3074end;
     3075
     3076procedure RemoveDomainUnits(d, p, Loc: integer);
     3077var
     3078  uix: integer;
     3079begin
     3080  for uix := 0 to RW[p].nUn - 1 do
     3081    if (RW[p].Model[RW[p].Un[uix].mix].Domain = d) and (RW[p].Un[uix].Loc = Loc)
     3082    then
     3083      RemoveUnit(p, uix);
     3084end;
     3085
     3086procedure FoundCity(p, FoundLoc: integer);
     3087var
     3088  p1, cix1, V21, dx, dy: integer;
     3089begin
     3090  if RW[p].nCity = ncmax then
     3091    exit;
     3092  inc(RW[p].nCity);
     3093  with RW[p].City[RW[p].nCity - 1] do
     3094  begin
     3095    Size := 2;
     3096    Status := 0;
     3097    SavedStatus := 0;
     3098    FillChar(Built, SizeOf(Built), 0);
     3099    Food := 0;
     3100    Project := cpImp + imTrGoods;
     3101    Prod := 0;
     3102    Project0 := Project;
     3103    Prod0 := 0;
     3104    Pollution := 0;
     3105    N1 := 0;
     3106    Loc := FoundLoc;
     3107    if UsedByCity[FoundLoc] >= 0 then
     3108    begin { central tile is exploited - toggle in exploiting city }
     3109      p1 := p;
     3110      SearchCity(UsedByCity[FoundLoc], p1, cix1);
     3111      dxdy(UsedByCity[FoundLoc], FoundLoc, dx, dy);
     3112      V21 := (dy + 3) shl 2 + (dx + 3) shr 1;
     3113      RW[p1].City[cix1].Tiles := RW[p1].City[cix1].Tiles and not(1 shl V21);
     3114    end;
     3115    Tiles := 1 shl 13; { exploit central tile }
     3116    UsedByCity[FoundLoc] := FoundLoc;
     3117    RealMap[FoundLoc] := RealMap[FoundLoc] and
     3118      (fTerrain or fSpecial or fRiver or nPl shl 27) or fCity;
     3119
     3120    ChangeTerritory(Loc, p)
     3121  end;
     3122end; { FoundCity }
     3123
     3124procedure StealCity(p, cix: integer; SaveUnits: boolean);
     3125var
     3126  i, j, uix1, cix1, nearest: integer;
     3127begin
     3128  for i := 0 to 27 do
     3129    if RW[p].City[cix].Built[i] = 1 then
     3130    begin
     3131      GWonder[i].EffectiveOwner := -1;
     3132      if i = woPyramids then
     3133        FreeSlaves;
     3134      if i = woEiffel then // deactivate expired wonders
     3135        for j := 0 to 27 do
     3136          if GWonder[j].EffectiveOwner = p then
     3137            CheckExpiration(j);
     3138    end;
     3139  for i := 28 to nImp - 1 do
     3140    if (Imp[i].Kind <> ikCommon) and (RW[p].City[cix].Built[i] > 0) then
     3141    begin { destroy national projects }
     3142      RW[p].NatBuilt[i] := 0;
     3143      if i = imGrWall then
     3144        GrWallContinent[p] := -1;
     3145    end;
     3146
     3147  for uix1 := 0 to RW[p].nUn - 1 do
     3148    with RW[p].Un[uix1] do
     3149      if (Loc >= 0) and (Home = cix) then
     3150        if SaveUnits then
     3151        begin // support units by nearest other city
     3152          nearest := -1;
     3153          for cix1 := 0 to RW[p].nCity - 1 do
     3154            if (cix1 <> cix) and (RW[p].City[cix1].Loc >= 0) and
     3155              ((nearest < 0) or (Distance(RW[p].City[cix1].Loc, Loc) <
     3156              Distance(RW[p].City[nearest].Loc, Loc))) then
     3157              nearest := cix1;
     3158          Home := nearest
     3159        end
     3160        else
     3161          RemoveUnit(p, uix1); // destroy supported units
     3162end; // StealCity
     3163
     3164procedure DestroyCity(p, cix: integer; SaveUnits: boolean);
     3165var
     3166  i, V21: integer;
     3167  Radius: TVicinity21Loc;
     3168begin
     3169  StealCity(p, cix, SaveUnits);
     3170  with RW[p].City[cix] do
     3171  begin
     3172    for i := 0 to 27 do
     3173      if Built[i] > 0 then
     3174        GWonder[i].CityID := -2; // wonder destroyed
     3175    V21_to_Loc(Loc, Radius);
     3176    for V21 := 1 to 26 do
     3177      if 1 shl V21 and Tiles <> 0 then
     3178        UsedByCity[Radius[V21]] := -1;
     3179    RealMap[Loc] := RealMap[Loc] and not fCity;
     3180    Loc := -1
     3181  end
     3182end; // DestroyCity
     3183
     3184procedure ChangeCityOwner(pOld, cixOld, pNew: integer);
     3185var
     3186  i, j, cix1, Loc1, V21: integer;
     3187  Radius: TVicinity21Loc;
     3188begin
     3189  inc(RW[pNew].nCity);
     3190  RW[pNew].City[RW[pNew].nCity - 1] := RW[pOld].City[cixOld];
     3191  StealCity(pOld, cixOld, false);
     3192  RW[pOld].City[cixOld].Loc := -1;
     3193  with RW[pNew].City[(RW[pNew].nCity - 1)] do
     3194  begin
     3195    Food := 0;
     3196    Project := cpImp + imTrGoods;
     3197    Prod := 0;
     3198    Project0 := Project;
     3199    Prod0 := 0;
     3200    Status := 0;
     3201    SavedStatus := 0;
     3202    N1 := 0;
     3203
     3204    // check for siege
     3205    V21_to_Loc(Loc, Radius);
     3206    for V21 := 1 to 26 do
     3207      if Tiles and (1 shl V21) and not(1 shl CityOwnTile) <> 0 then
     3208      begin
     3209        Loc1 := Radius[V21];
     3210        assert((Loc1 >= 0) and (Loc1 < MapSize) and (UsedByCity[Loc1] = Loc));
     3211        if (ZoCMap[Loc1] > 0) and (Occupant[Loc1] <> pNew) and
     3212          (RW[pNew].Treaty[Occupant[Loc1]] < trAlliance) then
     3213        begin // tile can't remain exploited
     3214          Tiles := Tiles and not(1 shl V21);
     3215          UsedByCity[Loc1] := -1;
     3216        end;
     3217        // don't check for siege by peace territory here, because territory
     3218        // might not be up to date -- done in turn beginning anyway
     3219      end;
     3220    Built[imTownHall] := 0;
     3221    Built[imCourt] := 0;
     3222    for i := 28 to nImp - 1 do
     3223      if Imp[i].Kind <> ikCommon then
     3224        Built[i] := 0; { destroy national projects }
     3225    for i := 0 to 27 do
     3226      if Built[i] = 1 then
     3227      begin // new wonder owner!
     3228        GWonder[i].EffectiveOwner := pNew;
     3229        if i = woEiffel then // reactivate expired wonders
     3230        begin
     3231          for j := 0 to 27 do
     3232            if Imp[j].Expiration >= 0 then
     3233              for cix1 := 0 to (RW[pNew].nCity - 1) do
     3234                if RW[pNew].City[cix1].Built[j] = 1 then
     3235                  GWonder[j].EffectiveOwner := pNew
     3236        end
     3237        else
     3238          CheckExpiration(i);
     3239        case i of
     3240          woLighthouse:
     3241            CheckSpecialModels(pNew, preLighthouse);
     3242          woLeo:
     3243            CheckSpecialModels(pNew, preLeo);
     3244          woPyramids:
     3245            CheckSpecialModels(pNew, preBuilder);
     3246        end;
     3247      end;
     3248
     3249    // remove city from enemy cities
     3250    // not done by Discover, because fCity still set!
     3251    cix1 := RW[pNew].nEnemyCity - 1;
     3252    while (cix1 >= 0) and (RW[pNew].EnemyCity[cix1].Loc <> Loc) do
     3253      dec(cix1);
     3254    assert(cix1 >= 0);
     3255    RW[pNew].EnemyCity[cix1].Loc := -1;
     3256
     3257    ChangeTerritory(Loc, pNew);
     3258  end;
     3259end; // ChangeCityOwner
     3260
     3261procedure CompleteJob(p, Loc, Job: integer);
     3262var
     3263  ChangedTerrain, p1: integer;
     3264begin
     3265  assert(Job <> jCity);
     3266  ChangedTerrain := -1;
     3267  case Job of
     3268    jRoad:
     3269      RealMap[Loc] := RealMap[Loc] or fRoad;
     3270    jRR:
     3271      RealMap[Loc] := RealMap[Loc] and not fRoad or fRR;
     3272    jClear:
     3273      begin
     3274        ChangedTerrain := Terrain[RealMap[Loc] and fTerrain].ClearTerrain;
     3275        RealMap[Loc] := RealMap[Loc] and not fTerrain or
     3276          Cardinal(ChangedTerrain);
     3277        RealMap[Loc] := RealMap[Loc] and not(3 shl 5) or
     3278          ActualSpecialTile(Loc) shl 5;
     3279      end;
     3280    jIrr:
     3281      RealMap[Loc] := RealMap[Loc] and not fTerImp or tiIrrigation;
     3282    jFarm:
     3283      RealMap[Loc] := RealMap[Loc] and not fTerImp or tiFarm;
     3284    jAfforest:
     3285      begin
     3286        ChangedTerrain := Terrain[RealMap[Loc] and fTerrain].AfforestTerrain;
     3287        RealMap[Loc] := RealMap[Loc] and not fTerrain or
     3288          Cardinal(ChangedTerrain);
     3289        RealMap[Loc] := RealMap[Loc] and not(3 shl 5) or
     3290          ActualSpecialTile(Loc) shl 5;
     3291      end;
     3292    jMine:
     3293      RealMap[Loc] := RealMap[Loc] and not fTerImp or tiMine;
     3294    jFort:
     3295      RealMap[Loc] := RealMap[Loc] and not fTerImp or tiFort;
     3296    jCanal:
     3297      RealMap[Loc] := RealMap[Loc] or fCanal;
     3298    jTrans:
     3299      begin
     3300        ChangedTerrain := Terrain[RealMap[Loc] and fTerrain].TransTerrain;
     3301        RealMap[Loc] := RealMap[Loc] and not fTerrain or
     3302          Cardinal(ChangedTerrain);
     3303        RealMap[Loc] := RealMap[Loc] and not(3 shl 5) or
     3304          ActualSpecialTile(Loc) shl 5;
     3305        if not(RealMap[Loc] and fTerrain in TerrType_Canalable) then
     3306        begin
     3307          RemoveDomainUnits(dSea, p, Loc);
     3308          RealMap[Loc] := RealMap[Loc] and not fCanal;
     3309        end;
     3310      end;
     3311    jPoll:
     3312      RealMap[Loc] := RealMap[Loc] and not fPoll;
     3313    jBase:
     3314      RealMap[Loc] := RealMap[Loc] and not fTerImp or tiBase;
     3315    jPillage:
     3316      if RealMap[Loc] and fTerImp <> 0 then
     3317      begin
     3318        if RealMap[Loc] and fTerImp = tiBase then
     3319          RemoveDomainUnits(dAir, p, Loc);
     3320        RealMap[Loc] := RealMap[Loc] and not fTerImp
    27703321      end
    2771     else RemoveUnit(p,uix1); // destroy supported units
    2772 end; //StealCity
    2773 
    2774 procedure DestroyCity(p,cix: integer; SaveUnits: boolean);
    2775 var
    2776 i,V21: integer;
    2777 Radius: TVicinity21Loc;
    2778 begin
    2779 StealCity(p,cix,SaveUnits);
    2780 with RW[p].City[cix] do
    2781   begin
    2782   for i:=0 to 27 do
    2783     if Built[i]>0 then GWonder[i].CityID:=-2; // wonder destroyed
    2784   V21_to_Loc(Loc,Radius);
    2785   for V21:=1 to 26 do if 1 shl V21 and Tiles<>0 then
    2786     UsedByCity[Radius[V21]]:=-1;
    2787   RealMap[Loc]:=RealMap[Loc] and not fCity;
    2788   Loc:=-1
    2789   end
    2790 end; //DestroyCity
    2791 
    2792 procedure ChangeCityOwner(pOld,cixOld,pNew: integer);
    2793 var
    2794 i,j,cix1,Loc1,V21: integer;
    2795 Radius: TVicinity21Loc;
    2796 begin
    2797 inc(RW[pNew].nCity);
    2798 RW[pNew].City[RW[pNew].nCity-1]:=RW[pOld].City[cixOld];
    2799 StealCity(pOld,cixOld,false);
    2800 RW[pOld].City[cixOld].Loc:=-1;
    2801 with RW[pNew].City[(RW[pNew].nCity-1)] do
    2802   begin
    2803   Food:=0;
    2804   Project:=cpImp+imTrGoods;
    2805   Prod:=0;
    2806   Project0:=Project;
    2807   Prod0:=0;
    2808   Status:=0;
    2809   SavedStatus:=0;
    2810   N1:=0;
    2811 
    2812   // check for siege
    2813   V21_to_Loc(Loc,Radius);
    2814   for V21:=1 to 26 do if Tiles and (1 shl V21) and not (1 shl CityOwnTile)<>0 then
    2815     begin
    2816     Loc1:=Radius[V21];
    2817     assert((Loc1>=0) and (Loc1<MapSize) and (UsedByCity[Loc1]=Loc));
    2818     if (ZoCMap[Loc1]>0) and (Occupant[Loc1]<>pNew)
    2819       and (RW[pNew].Treaty[Occupant[Loc1]]<trAlliance) then
    2820       begin // tile can't remain exploited
    2821       Tiles:=Tiles and not (1 shl V21);
    2822       UsedByCity[Loc1]:=-1;
    2823       end;
    2824     // don't check for siege by peace territory here, because territory
    2825     // might not be up to date -- done in turn beginning anyway
    2826     end;
    2827   Built[imTownHall]:=0;
    2828   Built[imCourt]:=0;
    2829   for i:=28 to nImp-1 do if Imp[i].Kind<>ikCommon then
    2830     Built[i]:=0; {destroy national projects}
    2831   for i:=0 to 27 do
    2832     if Built[i]=1 then
    2833       begin // new wonder owner!
    2834       GWonder[i].EffectiveOwner:=pNew;
    2835       if i=woEiffel then // reactivate expired wonders
    2836         begin
    2837         for j:=0 to 27 do if Imp[j].Expiration>=0 then
    2838           for cix1:=0 to (RW[pNew].nCity-1) do
    2839             if RW[pNew].City[cix1].Built[j]=1 then
    2840               GWonder[j].EffectiveOwner:=pNew
    2841         end
    2842       else CheckExpiration(i);
    2843       case i of
    2844         woLighthouse: CheckSpecialModels(pNew,preLighthouse);
    2845         woLeo: CheckSpecialModels(pNew,preLeo);
    2846         woPyramids: CheckSpecialModels(pNew,preBuilder);
    2847         end;
    2848       end;
    2849 
    2850   // remove city from enemy cities
    2851   // not done by Discover, because fCity still set!
    2852   cix1:=RW[pNew].nEnemyCity-1;
    2853   while (cix1>=0) and (RW[pNew].EnemyCity[cix1].Loc<>Loc) do dec(cix1);
    2854   assert(cix1>=0);
    2855   RW[pNew].EnemyCity[cix1].Loc:=-1;
    2856 
    2857   ChangeTerritory(Loc,pNew);
    2858   end;
    2859 end; //ChangeCityOwner
    2860 
    2861 procedure CompleteJob(p,Loc,Job: integer);
    2862 var
    2863 ChangedTerrain,p1: integer;
    2864 begin
    2865 assert(Job<>jCity);
    2866 ChangedTerrain:=-1;
    2867 case Job of
    2868   jRoad:
    2869     RealMap[Loc]:=RealMap[Loc] or fRoad;
    2870   jRR:
    2871     RealMap[Loc]:=RealMap[Loc] and not fRoad or fRR;
    2872   jClear:
    2873     begin
    2874     ChangedTerrain:=Terrain[RealMap[Loc] and fTerrain].ClearTerrain;
    2875     RealMap[Loc]:=RealMap[Loc] and not fTerrain or Cardinal(ChangedTerrain);
    2876     RealMap[Loc]:=RealMap[Loc] and not (3 shl 5) or ActualSpecialTile(Loc) shl 5;
    2877     end;
    2878   jIrr:
    2879     RealMap[Loc]:=RealMap[Loc] and not fTerImp or tiIrrigation;
    2880   jFarm:
    2881     RealMap[Loc]:=RealMap[Loc] and not fTerImp or tiFarm;
    2882   jAfforest:
    2883     begin
    2884     ChangedTerrain:=Terrain[RealMap[Loc] and fTerrain].AfforestTerrain;
    2885     RealMap[Loc]:=RealMap[Loc] and not fTerrain or Cardinal(ChangedTerrain);
    2886     RealMap[Loc]:=RealMap[Loc] and not (3 shl 5) or ActualSpecialTile(Loc) shl 5;
    2887     end;
    2888   jMine:
    2889     RealMap[Loc]:=RealMap[Loc] and not fTerImp or tiMine;
    2890   jFort:
    2891     RealMap[Loc]:=RealMap[Loc] and not fTerImp or tiFort;
    2892   jCanal:
    2893     RealMap[Loc]:=RealMap[Loc] or fCanal;
    2894   jTrans:
    2895     begin
    2896     ChangedTerrain:=Terrain[RealMap[Loc] and fTerrain].TransTerrain;
    2897     RealMap[Loc]:=RealMap[Loc] and not fTerrain or Cardinal(ChangedTerrain);
    2898     RealMap[Loc]:=RealMap[Loc] and not (3 shl 5) or ActualSpecialTile(Loc) shl 5;
    2899     if not (RealMap[Loc] and fTerrain in TerrType_Canalable) then
    2900       begin
    2901       RemoveDomainUnits(dSea,p,Loc);
    2902       RealMap[Loc]:=RealMap[Loc] and not fCanal;
    2903       end;
    2904     end;
    2905   jPoll:
    2906     RealMap[Loc]:=RealMap[Loc] and not fPoll;
    2907   jBase:
    2908     RealMap[Loc]:=RealMap[Loc] and not fTerImp or tiBase;
    2909   jPillage:
    2910     if RealMap[Loc] and fTerImp<>0 then
    2911       begin
    2912       if RealMap[Loc] and fTerImp=tiBase then
    2913         RemoveDomainUnits(dAir,p,Loc);
    2914       RealMap[Loc]:=RealMap[Loc] and not fTerImp
     3322      else if RealMap[Loc] and fCanal <> 0 then
     3323      begin
     3324        RemoveDomainUnits(dSea, p, Loc);
     3325        RealMap[Loc] := RealMap[Loc] and not fCanal
    29153326      end
    2916     else if RealMap[Loc] and fCanal<>0 then
    2917       begin
    2918       RemoveDomainUnits(dSea,p,Loc);
    2919       RealMap[Loc]:=RealMap[Loc] and not fCanal
    2920       end
    2921     else if RealMap[Loc] and fRR<>0 then
    2922       RealMap[Loc]:=RealMap[Loc] and not fRR or fRoad
    2923     else if RealMap[Loc] and fRoad<>0 then
    2924       RealMap[Loc]:=RealMap[Loc] and not fRoad;
    2925   end;
    2926 if ChangedTerrain>=0 then
     3327      else if RealMap[Loc] and fRR <> 0 then
     3328        RealMap[Loc] := RealMap[Loc] and not fRR or fRoad
     3329      else if RealMap[Loc] and fRoad <> 0 then
     3330        RealMap[Loc] := RealMap[Loc] and not fRoad;
     3331  end;
     3332  if ChangedTerrain >= 0 then
    29273333  begin // remove terrain improvements if not possible on new terrain
    2928   if ((RealMap[Loc] and fTerImp=tiIrrigation)
    2929       or (RealMap[Loc] and fTerImp=tiFarm))
    2930     and ((Terrain[ChangedTerrain].IrrClearWork=0)
    2931       or (Terrain[ChangedTerrain].ClearTerrain>=0)) then
    2932     RealMap[Loc]:=RealMap[Loc] and not fTerImp;
    2933   if (RealMap[Loc] and fTerImp=tiMine)
    2934     and ((Terrain[ChangedTerrain].MineAfforestWork=0)
    2935       or (Terrain[ChangedTerrain].AfforestTerrain>=0)) then
    2936     RealMap[Loc]:=RealMap[Loc] and not fTerImp;
    2937   end;
    2938 
    2939 // update map of all observing players
    2940 if Mode>moLoading_Fast then
    2941   for p1:=0 to nPl-1 do
    2942     if (1 shl p1 and (GAlive or GWatching)<>0)
    2943       and (ObserveLevel[Loc] shr (2*p1) and 3>lNoObserve) then
    2944       RW[p1].Map[Loc]:=RW[p1].Map[Loc]
    2945         and not (fTerrain or fSpecial or fTerImp or fRoad or fRR or fCanal or fPoll)
    2946         or RealMap[Loc] and (fTerrain or fSpecial or fTerImp or fRoad or fRR or fCanal or fPoll);
    2947 end; //CompleteJob
     3334    if ((RealMap[Loc] and fTerImp = tiIrrigation) or
     3335      (RealMap[Loc] and fTerImp = tiFarm)) and
     3336      ((Terrain[ChangedTerrain].IrrClearWork = 0) or
     3337      (Terrain[ChangedTerrain].ClearTerrain >= 0)) then
     3338      RealMap[Loc] := RealMap[Loc] and not fTerImp;
     3339    if (RealMap[Loc] and fTerImp = tiMine) and
     3340      ((Terrain[ChangedTerrain].MineAfforestWork = 0) or
     3341      (Terrain[ChangedTerrain].AfforestTerrain >= 0)) then
     3342      RealMap[Loc] := RealMap[Loc] and not fTerImp;
     3343  end;
     3344
     3345  // update map of all observing players
     3346  if Mode > moLoading_Fast then
     3347    for p1 := 0 to nPl - 1 do
     3348      if (1 shl p1 and (GAlive or GWatching) <> 0) and
     3349        (ObserveLevel[Loc] shr (2 * p1) and 3 > lNoObserve) then
     3350        RW[p1].Map[Loc] := RW[p1].Map[Loc] and
     3351          not(fTerrain or fSpecial or fTerImp or fRoad or fRR or fCanal or
     3352          fPoll) or RealMap[Loc] and (fTerrain or fSpecial or fTerImp or
     3353          fRoad or fRR or fCanal or fPoll);
     3354end; // CompleteJob
    29483355
    29493356{
    2950                               Diplomacy
    2951  ____________________________________________________________________
     3357  Diplomacy
     3358  ____________________________________________________________________
    29523359}
    29533360procedure GiveCivilReport(p, pAbout: integer);
    29543361begin
    2955 with RW[p].EnemyReport[pAbout]^ do
    2956   begin
    2957   // general info
    2958   TurnOfCivilReport:=LastValidStat[pAbout];
    2959   move(RW[pAbout].Treaty, Treaty, SizeOf(Treaty));
    2960   Government:=RW[pAbout].Government;
    2961   Money:=RW[pAbout].Money;
    2962 
    2963   // tech info
    2964   ResearchTech:=RW[pAbout].ResearchTech;
    2965   ResearchDone:=RW[pAbout].Research*100 div TechCost(pAbout);
    2966   if ResearchDone>100 then
    2967     ResearchDone:=100;
    2968   move(RW[pAbout].Tech, Tech, nAdv);
     3362  with RW[p].EnemyReport[pAbout]^ do
     3363  begin
     3364    // general info
     3365    TurnOfCivilReport := LastValidStat[pAbout];
     3366    move(RW[pAbout].Treaty, Treaty, SizeOf(Treaty));
     3367    Government := RW[pAbout].Government;
     3368    Money := RW[pAbout].Money;
     3369
     3370    // tech info
     3371    ResearchTech := RW[pAbout].ResearchTech;
     3372    ResearchDone := RW[pAbout].Research * 100 div TechCost(pAbout);
     3373    if ResearchDone > 100 then
     3374      ResearchDone := 100;
     3375    move(RW[pAbout].Tech, Tech, nAdv);
    29693376  end;
    29703377end;
     
    29723379procedure GiveMilReport(p, pAbout: integer);
    29733380var
    2974 uix,mix: integer;
    2975 begin
    2976 with RW[p].EnemyReport[pAbout]^ do
    2977   begin
    2978   TurnOfMilReport:=LastValidStat[pAbout];
    2979   nModelCounted:=RW[pAbout].nModel;
    2980   for mix:=0 to RW[pAbout].nModel-1 do
    2981     begin TellAboutModel(p,pAbout,mix); UnCount[mix]:=0 end;
    2982   for uix:=0 to RW[pAbout].nUn-1 do
    2983     if RW[pAbout].Un[uix].Loc>=0 then inc(UnCount[RW[pAbout].Un[uix].mix]);
     3381  uix, mix: integer;
     3382begin
     3383  with RW[p].EnemyReport[pAbout]^ do
     3384  begin
     3385    TurnOfMilReport := LastValidStat[pAbout];
     3386    nModelCounted := RW[pAbout].nModel;
     3387    for mix := 0 to RW[pAbout].nModel - 1 do
     3388    begin
     3389      TellAboutModel(p, pAbout, mix);
     3390      UnCount[mix] := 0
     3391    end;
     3392    for uix := 0 to RW[pAbout].nUn - 1 do
     3393      if RW[pAbout].Un[uix].Loc >= 0 then
     3394        inc(UnCount[RW[pAbout].Un[uix].mix]);
    29843395  end
    29853396end;
     
    29873398procedure ShowPrice(pSender, pTarget, Price: integer);
    29883399begin
    2989 case Price and opMask of
    2990   opTech: // + advance
    2991     with RW[pTarget].EnemyReport[pSender]^ do
    2992       if Tech[Price-opTech]<tsApplicable then
    2993         Tech[Price-opTech]:=tsApplicable;
    2994   opModel: // + model index
    2995     TellAboutModel(pTarget,pSender,Price-opModel);
    2996 { opCity: // + city ID
    2997     begin
    2998     end;}
     3400  case Price and opMask of
     3401    opTech: // + advance
     3402      with RW[pTarget].EnemyReport[pSender]^ do
     3403        if Tech[Price - opTech] < tsApplicable then
     3404          Tech[Price - opTech] := tsApplicable;
     3405    opModel: // + model index
     3406      TellAboutModel(pTarget, pSender, Price - opModel);
     3407    { opCity: // + city ID
     3408      begin
     3409      end; }
    29993410  end
    30003411end;
     
    30023413function CopyCivilReport(pSender, pTarget, pAbout: integer): boolean;
    30033414var
    3004 i: integer;
    3005 rSender, rTarget: ^TEnemyReport;
     3415  i: integer;
     3416  rSender, rTarget: ^TEnemyReport;
    30063417begin // copy third nation civil report
    3007 result:=false;
    3008 if RW[pTarget].Treaty[pAbout]=trNoContact then
    3009   IntroduceEnemy(pTarget, pAbout);
    3010 rSender:=pointer(RW[pSender].EnemyReport[pAbout]);
    3011 rTarget:=pointer(RW[pTarget].EnemyReport[pAbout]);
    3012 if rSender.TurnOfCivilReport>rTarget.TurnOfCivilReport then
     3418  result := false;
     3419  if RW[pTarget].Treaty[pAbout] = trNoContact then
     3420    IntroduceEnemy(pTarget, pAbout);
     3421  rSender := pointer(RW[pSender].EnemyReport[pAbout]);
     3422  rTarget := pointer(RW[pTarget].EnemyReport[pAbout]);
     3423  if rSender.TurnOfCivilReport > rTarget.TurnOfCivilReport then
    30133424  begin // only if newer than current information
    3014   rTarget.TurnOfCivilReport:=rSender.TurnOfCivilReport;
    3015   rTarget.Treaty:=rSender.Treaty;
    3016   rTarget.Government:=rSender.Government;
    3017   rTarget.Money:=rSender.Money;
    3018   rTarget.ResearchTech:=rSender.ResearchTech;
    3019   rTarget.ResearchDone:=rSender.ResearchDone;
    3020   result:=true
    3021   end;
    3022 for i:=0 to nAdv-1 do
    3023   if rTarget.Tech[i]<rSender.Tech[i] then
    3024     begin
    3025     rTarget.Tech[i]:=rSender.Tech[i];
    3026     result:=true
     3425    rTarget.TurnOfCivilReport := rSender.TurnOfCivilReport;
     3426    rTarget.Treaty := rSender.Treaty;
     3427    rTarget.Government := rSender.Government;
     3428    rTarget.Money := rSender.Money;
     3429    rTarget.ResearchTech := rSender.ResearchTech;
     3430    rTarget.ResearchDone := rSender.ResearchDone;
     3431    result := true
     3432  end;
     3433  for i := 0 to nAdv - 1 do
     3434    if rTarget.Tech[i] < rSender.Tech[i] then
     3435    begin
     3436      rTarget.Tech[i] := rSender.Tech[i];
     3437      result := true
    30273438    end
    30283439end;
     
    30303441function CopyMilReport(pSender, pTarget, pAbout: integer): boolean;
    30313442var
    3032 mix: integer;
    3033 rSender, rTarget: ^TEnemyReport;
     3443  mix: integer;
     3444  rSender, rTarget: ^TEnemyReport;
    30343445begin // copy third nation military report
    3035 result:=false;
    3036 if RW[pTarget].Treaty[pAbout]=trNoContact then
    3037   IntroduceEnemy(pTarget, pAbout);
    3038 rSender:=pointer(RW[pSender].EnemyReport[pAbout]);
    3039 rTarget:=pointer(RW[pTarget].EnemyReport[pAbout]);
    3040 if rSender.TurnOfMilReport>rTarget.TurnOfMilReport then
     3446  result := false;
     3447  if RW[pTarget].Treaty[pAbout] = trNoContact then
     3448    IntroduceEnemy(pTarget, pAbout);
     3449  rSender := pointer(RW[pSender].EnemyReport[pAbout]);
     3450  rTarget := pointer(RW[pTarget].EnemyReport[pAbout]);
     3451  if rSender.TurnOfMilReport > rTarget.TurnOfMilReport then
    30413452  begin // only if newer than current information
    3042   rTarget.TurnOfMilReport:=rSender.TurnOfMilReport;
    3043   rTarget.nModelCounted:=rSender.nModelCounted;
    3044   move(rSender.UnCount, rTarget.UnCount, 2*rSender.nModelCounted);
    3045   for mix:=0 to rTarget.nModelCounted-1 do
    3046     TellAboutModel(pTarget,pAbout,mix);
    3047   result:=true
     3453    rTarget.TurnOfMilReport := rSender.TurnOfMilReport;
     3454    rTarget.nModelCounted := rSender.nModelCounted;
     3455    move(rSender.UnCount, rTarget.UnCount, 2 * rSender.nModelCounted);
     3456    for mix := 0 to rTarget.nModelCounted - 1 do
     3457      TellAboutModel(pTarget, pAbout, mix);
     3458    result := true
    30483459  end
    30493460end;
    30503461
    3051 procedure CopyModel(pSender,pTarget,mix: integer);
    3052 var
    3053 i: integer;
    3054 miSender, miTarget: TModelInfo;
    3055 ok: boolean;
    3056 begin
    3057 // only if target doesn't already have a model like this
    3058 ok:= RW[pTarget].nModel<nmmax;
    3059 MakeModelInfo(pSender,mix,RW[pSender].Model[mix],miSender);
    3060 for i:=0 to RW[pTarget].nModel-1 do
    3061   begin
    3062   MakeModelInfo(pTarget,i,RW[pTarget].Model[i],miTarget);
    3063   if IsSameModel(miSender,miTarget) then ok:=false
    3064   end;
    3065 if ok then
    3066   begin
    3067   RW[pTarget].Model[RW[pTarget].nModel]:=RW[pSender].Model[mix];
    3068   with RW[pTarget].Model[RW[pTarget].nModel] do
    3069     begin
    3070     IntroTurn:=GTurn;
    3071     if Kind=mkSelfDeveloped then Kind:=mkEnemyDeveloped;
    3072     Status:=0;
    3073     SavedStatus:=0;
    3074     Built:=0;
    3075     Lost:=0;
    3076     end;
    3077   inc(RW[pTarget].nModel);
    3078   inc(Researched[pTarget]);
    3079   TellAboutModel(pSender,pTarget,RW[pTarget].nModel-1);
     3462procedure CopyModel(pSender, pTarget, mix: integer);
     3463var
     3464  i: integer;
     3465  miSender, miTarget: TModelInfo;
     3466  ok: boolean;
     3467begin
     3468  // only if target doesn't already have a model like this
     3469  ok := RW[pTarget].nModel < nmmax;
     3470  MakeModelInfo(pSender, mix, RW[pSender].Model[mix], miSender);
     3471  for i := 0 to RW[pTarget].nModel - 1 do
     3472  begin
     3473    MakeModelInfo(pTarget, i, RW[pTarget].Model[i], miTarget);
     3474    if IsSameModel(miSender, miTarget) then
     3475      ok := false
     3476  end;
     3477  if ok then
     3478  begin
     3479    RW[pTarget].Model[RW[pTarget].nModel] := RW[pSender].Model[mix];
     3480    with RW[pTarget].Model[RW[pTarget].nModel] do
     3481    begin
     3482      IntroTurn := GTurn;
     3483      if Kind = mkSelfDeveloped then
     3484        Kind := mkEnemyDeveloped;
     3485      Status := 0;
     3486      SavedStatus := 0;
     3487      Built := 0;
     3488      Lost := 0;
     3489    end;
     3490    inc(RW[pTarget].nModel);
     3491    inc(Researched[pTarget]);
     3492    TellAboutModel(pSender, pTarget, RW[pTarget].nModel - 1);
    30803493  end
    30813494end;
     
    30833496procedure CopyMap(pSender, pTarget: integer);
    30843497var
    3085 Loc,i,cix:integer;
    3086 Tile: Cardinal;
    3087 begin
    3088 for Loc:=0 to MapSize-1 do
    3089   if (RW[pSender].MapObservedLast[Loc]>RW[pTarget].MapObservedLast[Loc]) then
    3090     begin
    3091     Tile:=RW[pSender].Map[Loc];
    3092     if Tile and fCity<>0 then
    3093       begin
    3094       i:=0;
    3095       while (i<RW[pTarget].nEnemyCity) and (RW[pTarget].EnemyCity[i].Loc<>Loc) do
    3096         inc(i);
    3097       if i=RW[pTarget].nEnemyCity then
    3098         begin
    3099         inc(RW[pTarget].nEnemyCity);
    3100         assert(RW[pTarget].nEnemyCity<necmax);
    3101         RW[pTarget].EnemyCity[i].Status:=0;
    3102         RW[pTarget].EnemyCity[i].SavedStatus:=0;
     3498  Loc, i, cix: integer;
     3499  Tile: Cardinal;
     3500begin
     3501  for Loc := 0 to MapSize - 1 do
     3502    if (RW[pSender].MapObservedLast[Loc] > RW[pTarget].MapObservedLast[Loc])
     3503    then
     3504    begin
     3505      Tile := RW[pSender].Map[Loc];
     3506      if Tile and fCity <> 0 then
     3507      begin
     3508        i := 0;
     3509        while (i < RW[pTarget].nEnemyCity) and
     3510          (RW[pTarget].EnemyCity[i].Loc <> Loc) do
     3511          inc(i);
     3512        if i = RW[pTarget].nEnemyCity then
     3513        begin
     3514          inc(RW[pTarget].nEnemyCity);
     3515          assert(RW[pTarget].nEnemyCity < necmax);
     3516          RW[pTarget].EnemyCity[i].Status := 0;
     3517          RW[pTarget].EnemyCity[i].SavedStatus := 0;
    31033518        end;
    3104       if Tile and fOwned<>0 then
     3519        if Tile and fOwned <> 0 then
    31053520        begin // city owned by sender -- create new info
    3106         cix:=RW[pSender].nCity-1;
    3107         while (cix>=0) and (RW[pSender].City[cix].Loc<>Loc) do dec(cix);
    3108         MakeCityInfo(pSender, cix, RW[pTarget].EnemyCity[i]);
     3521          cix := RW[pSender].nCity - 1;
     3522          while (cix >= 0) and (RW[pSender].City[cix].Loc <> Loc) do
     3523            dec(cix);
     3524          MakeCityInfo(pSender, cix, RW[pTarget].EnemyCity[i]);
    31093525        end
    3110       else // city not owned by sender -- copy old info
    3111         begin
    3112         cix:=RW[pSender].nEnemyCity-1;
    3113         while (cix>=0) and (RW[pSender].EnemyCity[cix].Loc<>Loc) do dec(cix);
    3114         RW[pTarget].EnemyCity[i]:=RW[pSender].EnemyCity[cix];
     3526        else // city not owned by sender -- copy old info
     3527        begin
     3528          cix := RW[pSender].nEnemyCity - 1;
     3529          while (cix >= 0) and (RW[pSender].EnemyCity[cix].Loc <> Loc) do
     3530            dec(cix);
     3531          RW[pTarget].EnemyCity[i] := RW[pSender].EnemyCity[cix];
    31153532        end;
    31163533      end
    3117     else if RW[pTarget].Map[Loc] and fCity<>0 then // remove enemycity
    3118       for cix:=0 to RW[pTarget].nEnemyCity-1 do
    3119         if RW[pTarget].EnemyCity[cix].Loc=Loc then
    3120           RW[pTarget].EnemyCity[cix].Loc:=-1;
    3121 
    3122     Tile:=Tile and (not (fSpecial or fModern) or ResourceMask[pTarget]);
    3123     Tile:=Tile or (RW[pTarget].Map[Loc] and fModern);
    3124     if (Tile and fTerrain=RW[pTarget].Map[Loc] and fTerrain) then
    3125       Tile:=Tile or (RW[pTarget].Map[Loc] and fSpecial);
    3126 
    3127     if RW[pTarget].Map[Loc] and fTerrain=fUNKNOWN then inc(Discovered[pTarget]);
    3128     RW[pTarget].Map[Loc]:=RW[pTarget].Map[Loc] and fInEnemyZoC // always preserve this flag!
    3129       or Tile and not (fUnit or fHiddenUnit or fStealthUnit
    3130       or fObserved or fSpiedOut or fOwned or fInEnemyZoC or fOwnZoCUnit
    3131       or fPeace or fGrWall);
    3132     if RW[pSender].Territory[Loc]<>RW[pTarget].Territory[Loc] then
    3133       begin
    3134       RW[pTarget].Territory[Loc]:=RW[pSender].Territory[Loc];
    3135       {if RW[pTarget].BorderHelper<>nil then
    3136         RW[pTarget].BorderHelper[Loc]:=0;}
    3137       end;
    3138     RW[pTarget].Territory[Loc]:=RW[pSender].Territory[Loc];
    3139     RW[pTarget].MapObservedLast[Loc]:=RW[pSender].MapObservedLast[Loc];
     3534      else if RW[pTarget].Map[Loc] and fCity <> 0 then // remove enemycity
     3535        for cix := 0 to RW[pTarget].nEnemyCity - 1 do
     3536          if RW[pTarget].EnemyCity[cix].Loc = Loc then
     3537            RW[pTarget].EnemyCity[cix].Loc := -1;
     3538
     3539      Tile := Tile and (not(fSpecial or fModern) or ResourceMask[pTarget]);
     3540      Tile := Tile or (RW[pTarget].Map[Loc] and fModern);
     3541      if (Tile and fTerrain = RW[pTarget].Map[Loc] and fTerrain) then
     3542        Tile := Tile or (RW[pTarget].Map[Loc] and fSpecial);
     3543
     3544      if RW[pTarget].Map[Loc] and fTerrain = fUNKNOWN then
     3545        inc(Discovered[pTarget]);
     3546      RW[pTarget].Map[Loc] := RW[pTarget].Map[Loc] and fInEnemyZoC
     3547      // always preserve this flag!
     3548        or Tile and not(fUnit or fHiddenUnit or fStealthUnit or fObserved or
     3549        fSpiedOut or fOwned or fInEnemyZoC or fOwnZoCUnit or fPeace or fGrWall);
     3550      if RW[pSender].Territory[Loc] <> RW[pTarget].Territory[Loc] then
     3551      begin
     3552        RW[pTarget].Territory[Loc] := RW[pSender].Territory[Loc];
     3553        { if RW[pTarget].BorderHelper<>nil then
     3554          RW[pTarget].BorderHelper[Loc]:=0; }
     3555      end;
     3556      RW[pTarget].Territory[Loc] := RW[pSender].Territory[Loc];
     3557      RW[pTarget].MapObservedLast[Loc] := RW[pSender].MapObservedLast[Loc];
    31403558    end;
    31413559end;
     
    31433561function PayPrice(pSender, pTarget, Price: integer; execute: boolean): boolean;
    31443562var
    3145 pSubject,i,n,NewTreaty: integer;
    3146 begin
    3147 result:=true;
    3148 case Price and opMask of
    3149   opCivilReport: // + turn + concerned player shl 16
    3150     begin
    3151     pSubject:=Price shr 16 and $f;
    3152     if pTarget=pSubject then result:=false
    3153     else if pSender=pSubject then
    3154       begin
    3155       if execute then GiveCivilReport(pTarget,pSender)
    3156       end
    3157     else if RW[pSender].EnemyReport[pSubject].TurnOfCivilReport<0 then
    3158       result:=false
    3159     else if execute then CopyCivilReport(pSender, pTarget, pSubject);
    3160     end;
    3161   opMilReport: // + turn + concerned player shl 16
    3162     begin
    3163     pSubject:=Price shr 16 and $f;
    3164     if pTarget=pSubject then result:=false
    3165     else if pSender=pSubject then
    3166       begin
    3167       if execute then GiveMilReport(pTarget,pSender)
    3168       end
    3169     else if RW[pSender].EnemyReport[pSubject].TurnOfMilReport<0 then
    3170       result:=false
    3171     else if execute then CopyMilReport(pSender, pTarget, pSubject)
    3172     end;
    3173   opMap:
    3174     if execute then
    3175       begin
    3176       CopyMap(pSender, pTarget);
    3177       RecalcPeaceMap(pTarget);
    3178       end;
    3179   opTreaty..opTreaty+trAlliance: // + nation treaty
    3180     begin
    3181     if Price-opTreaty=RW[pSender].Treaty[pTarget]-1 then
    3182       begin // agreed treaty end
    3183       if execute then CancelTreaty(pSender,pTarget,false)
    3184       end
    3185     else
    3186       begin
    3187       NewTreaty:=-1;
    3188       if Price-opTreaty=RW[pSender].Treaty[pTarget]+1 then
    3189         NewTreaty:=Price-opTreaty
    3190       else if (RW[pSender].Treaty[pTarget]=trNone) and (Price-opTreaty=trPeace) then
    3191         NewTreaty:=trPeace;
    3192       if NewTreaty<0 then result:=false
    3193       else if execute then
    3194         begin
    3195         assert(NewTreaty>RW[pSender].Treaty[pTarget]);
    3196         RW[pSender].Treaty[pTarget]:=NewTreaty;
    3197         RW[pTarget].Treaty[pSender]:=NewTreaty;
    3198         if NewTreaty>=trFriendlyContact then
     3563  pSubject, i, n, NewTreaty: integer;
     3564begin
     3565  result := true;
     3566  case Price and opMask of
     3567    opCivilReport: // + turn + concerned player shl 16
     3568      begin
     3569        pSubject := Price shr 16 and $F;
     3570        if pTarget = pSubject then
     3571          result := false
     3572        else if pSender = pSubject then
     3573        begin
     3574          if execute then
     3575            GiveCivilReport(pTarget, pSender)
     3576        end
     3577        else if RW[pSender].EnemyReport[pSubject].TurnOfCivilReport < 0 then
     3578          result := false
     3579        else if execute then
     3580          CopyCivilReport(pSender, pTarget, pSubject);
     3581      end;
     3582    opMilReport: // + turn + concerned player shl 16
     3583      begin
     3584        pSubject := Price shr 16 and $F;
     3585        if pTarget = pSubject then
     3586          result := false
     3587        else if pSender = pSubject then
     3588        begin
     3589          if execute then
     3590            GiveMilReport(pTarget, pSender)
     3591        end
     3592        else if RW[pSender].EnemyReport[pSubject].TurnOfMilReport < 0 then
     3593          result := false
     3594        else if execute then
     3595          CopyMilReport(pSender, pTarget, pSubject)
     3596      end;
     3597    opMap:
     3598      if execute then
     3599      begin
     3600        CopyMap(pSender, pTarget);
     3601        RecalcPeaceMap(pTarget);
     3602      end;
     3603    opTreaty .. opTreaty + trAlliance: // + nation treaty
     3604      begin
     3605        if Price - opTreaty = RW[pSender].Treaty[pTarget] - 1 then
     3606        begin // agreed treaty end
     3607          if execute then
     3608            CancelTreaty(pSender, pTarget, false)
     3609        end
     3610        else
     3611        begin
     3612          NewTreaty := -1;
     3613          if Price - opTreaty = RW[pSender].Treaty[pTarget] + 1 then
     3614            NewTreaty := Price - opTreaty
     3615          else if (RW[pSender].Treaty[pTarget] = trNone) and
     3616            (Price - opTreaty = trPeace) then
     3617            NewTreaty := trPeace;
     3618          if NewTreaty < 0 then
     3619            result := false
     3620          else if execute then
    31993621          begin
    3200           GiveCivilReport(pTarget, pSender);
    3201           GiveCivilReport(pSender, pTarget);
    3202           end;
    3203         if NewTreaty=trAlliance then
     3622            assert(NewTreaty > RW[pSender].Treaty[pTarget]);
     3623            RW[pSender].Treaty[pTarget] := NewTreaty;
     3624            RW[pTarget].Treaty[pSender] := NewTreaty;
     3625            if NewTreaty >= TrFriendlyContact then
     3626            begin
     3627              GiveCivilReport(pTarget, pSender);
     3628              GiveCivilReport(pSender, pTarget);
     3629            end;
     3630            if NewTreaty = trAlliance then
     3631            begin
     3632              GiveMilReport(pTarget, pSender);
     3633              GiveMilReport(pSender, pTarget);
     3634              CopyMap(pSender, pTarget);
     3635              CopyMap(pTarget, pSender);
     3636              RecalcMapZoC(pSender);
     3637              RecalcMapZoC(pTarget);
     3638            end;
     3639            if not(NewTreaty in [trPeace, TrFriendlyContact]) then
     3640            begin
     3641              RW[pSender].EvaStart[pTarget] := -PeaceEvaTurns - 1;
     3642              RW[pTarget].EvaStart[pSender] := -PeaceEvaTurns - 1;
     3643            end;
     3644            RecalcPeaceMap(pSender);
     3645            RecalcPeaceMap(pTarget);
     3646          end
     3647        end
     3648      end;
     3649    opShipParts: // + number + part type shl 16
     3650      begin
     3651        n := Price and $FFFF; // number
     3652        i := Price shr 16 and $F; // type
     3653        if (i < nShipPart) and (GShip[pSender].Parts[i] >= n) then
     3654        begin
     3655          if execute then
    32043656          begin
    3205           GiveMilReport(pTarget, pSender);
    3206           GiveMilReport(pSender, pTarget);
    3207           CopyMap(pSender, pTarget);
    3208           CopyMap(pTarget, pSender);
    3209           RecalcMapZoC(pSender);
    3210           RecalcMapZoC(pTarget);
    3211           end;
    3212         if not (NewTreaty in [trPeace,trFriendlyContact]) then
    3213           begin
    3214           RW[pSender].EvaStart[pTarget]:=-PeaceEvaTurns-1;
    3215           RW[pTarget].EvaStart[pSender]:=-PeaceEvaTurns-1;
    3216           end;
    3217         RecalcPeaceMap(pSender);
    3218         RecalcPeaceMap(pTarget);
     3657            dec(GShip[pSender].Parts[i], n);
     3658            RW[pSender].Ship[pSender].Parts[i] := GShip[pSender].Parts[i];
     3659            RW[pTarget].Ship[pSender].Parts[i] := GShip[pSender].Parts[i];
     3660            if RW[pTarget].NatBuilt[imSpacePort] > 0 then
     3661            begin // space ship control requires space port
     3662              inc(GShip[pTarget].Parts[i], n);
     3663              RW[pSender].Ship[pTarget].Parts[i] := GShip[pTarget].Parts[i];
     3664              RW[pTarget].Ship[pTarget].Parts[i] := GShip[pTarget].Parts[i];
     3665            end
     3666          end
     3667        end
     3668        else
     3669          result := false;
     3670      end;
     3671    opMoney: // + value
     3672      if (Price - opMoney <= MaxMoneyPrice) and
     3673        (RW[pSender].Money >= Price - opMoney) then
     3674      begin
     3675        if execute then
     3676        begin
     3677          dec(RW[pSender].Money, Price - opMoney);
     3678          inc(RW[pTarget].Money, Price - opMoney);
    32193679        end
    32203680      end
    3221     end;
    3222   opShipParts: // + number + part type shl 16
    3223     begin
    3224     n:=Price and $FFFF; // number
    3225     i:=Price shr 16 and $f; // type
    3226     if (i<nShipPart) and (GShip[pSender].Parts[i]>=n) then
    3227       begin
     3681      else
     3682        result := false;
     3683    opTribute: // + value
    32283684      if execute then
    3229         begin
    3230         dec(GShip[pSender].Parts[i],n);
    3231         RW[pSender].Ship[pSender].Parts[i]:=GShip[pSender].Parts[i];
    3232         RW[pTarget].Ship[pSender].Parts[i]:=GShip[pSender].Parts[i];
    3233         if RW[pTarget].NatBuilt[imSpacePort]>0 then
    3234           begin // space ship control requires space port
    3235           inc(GShip[pTarget].Parts[i],n);
    3236           RW[pSender].Ship[pTarget].Parts[i]:=GShip[pTarget].Parts[i];
    3237           RW[pTarget].Ship[pTarget].Parts[i]:=GShip[pTarget].Parts[i];
    3238           end
     3685      begin
     3686      end;
     3687    opTech: // + advance
     3688      if RW[pSender].Tech[Price - opTech] >= tsApplicable then
     3689      begin
     3690        if execute and (RW[pTarget].Tech[Price - opTech] = tsNA) then
     3691        begin
     3692          SeeTech(pTarget, Price - opTech);
     3693          RW[pSender].EnemyReport[pTarget].Tech[Price - opTech] := tsSeen;
    32393694        end
    32403695      end
    3241     else result:=false;
    3242     end;
    3243   opMoney: // + value
    3244     if (Price-opMoney<=MaxMoneyPrice) and (RW[pSender].Money>=Price-opMoney) then
    3245       begin
     3696      else
     3697        result := false;
     3698    opAllTech:
    32463699      if execute then
    3247         begin
    3248         dec(RW[pSender].Money,Price-opMoney);
    3249         inc(RW[pTarget].Money,Price-opMoney);
     3700        for i := 0 to nAdv - 1 do
     3701          if (RW[pSender].Tech[i] >= tsApplicable) and
     3702            (RW[pTarget].Tech[i] = tsNA) then
     3703          begin
     3704            SeeTech(pTarget, i);
     3705            RW[pSender].EnemyReport[pTarget].Tech[i] := tsSeen;
     3706            RW[pTarget].EnemyReport[pSender].Tech[i] := tsApplicable;
     3707          end;
     3708    opModel: // + model index
     3709      if Price - opModel < RW[pSender].nModel then
     3710      begin
     3711        if execute then
     3712          CopyModel(pSender, pTarget, Price - opModel)
     3713      end
     3714      else
     3715        result := false;
     3716    opAllModel:
     3717      if execute then
     3718        for i := 0 to RW[pSender].nModel - 1 do
     3719        begin
     3720          TellAboutModel(pTarget, pSender, i);
     3721          CopyModel(pSender, pTarget, i);
     3722        end;
     3723    { opCity: // + city ID
     3724      begin
     3725      result:=false
     3726      end; }
     3727  end
     3728end;
     3729
     3730procedure CancelTreaty(p, pWith: integer; DecreaseCredibility: boolean);
     3731// side effect: PeaceEnded := bitarray of players with which peace treaty was canceled
     3732var
     3733  p1, OldTreaty: integer;
     3734begin
     3735  OldTreaty := RW[p].Treaty[pWith];
     3736  PeaceEnded := 0;
     3737  if OldTreaty >= trPeace then
     3738    RW[p].LastCancelTreaty[pWith] := GTurn;
     3739  if DecreaseCredibility then
     3740  begin
     3741    case OldTreaty of
     3742      trPeace:
     3743        begin
     3744          RW[p].Credibility := RW[p].Credibility shr 1;
     3745          if RW[p].MaxCredibility > 0 then
     3746            dec(RW[p].MaxCredibility, 10);
     3747          if RW[p].Credibility > RW[p].MaxCredibility then
     3748            RW[p].Credibility := RW[p].MaxCredibility;
     3749        end;
     3750      trAlliance:
     3751        RW[p].Credibility := RW[p].Credibility * 3 div 4;
     3752    end;
     3753    RW[pWith].EnemyReport[p].Credibility := RW[p].Credibility;
     3754  end;
     3755
     3756  if OldTreaty = trPeace then
     3757  begin
     3758    for p1 := 0 to nPl - 1 do
     3759      if (p1 = pWith) or DecreaseCredibility and (p1 <> p) and
     3760        (RW[pWith].Treaty[p1] = trAlliance) and (RW[p].Treaty[p1] >= trPeace)
     3761      then
     3762      begin
     3763        RW[p].Treaty[p1] := trNone;
     3764        RW[p1].Treaty[p] := trNone;
     3765        RW[p].EvaStart[p1] := -PeaceEvaTurns - 1;
     3766        RW[p1].EvaStart[p] := -PeaceEvaTurns - 1;
     3767        inc(PeaceEnded, 1 shl p1);
     3768      end;
     3769    CheckBorders(-1);
     3770    if (Mode > moLoading_Fast) and (PeaceEnded > 0) then
     3771      RecalcMapZoC(p);
     3772  end
     3773  else
     3774  begin
     3775    RW[p].Treaty[pWith] := OldTreaty - 1;
     3776    RW[pWith].Treaty[p] := OldTreaty - 1;
     3777    if OldTreaty = TrFriendlyContact then
     3778    begin // necessary for loading
     3779      GiveCivilReport(p, pWith);
     3780      GiveCivilReport(pWith, p);
     3781    end
     3782    else if OldTreaty = trAlliance then
     3783    begin // necessary for loading
     3784      GiveMilReport(p, pWith);
     3785      GiveMilReport(pWith, p);
     3786    end;
     3787    if (Mode > moLoading_Fast) and (OldTreaty = trAlliance) then
     3788    begin
     3789      RecalcMapZoC(p);
     3790      RecalcMapZoC(pWith);
     3791    end
     3792  end;
     3793  if OldTreaty in [trPeace, trAlliance] then
     3794  begin
     3795    RecalcPeaceMap(p);
     3796    RecalcPeaceMap(pWith);
     3797  end
     3798end;
     3799
     3800function DoSpyMission(p, pCity, cix, Mission: integer): Cardinal;
     3801var
     3802  p1: integer;
     3803begin
     3804  result := 0;
     3805  case Mission of
     3806    smSabotageProd:
     3807      RW[pCity].City[cix].Flags := RW[pCity].City[cix].Flags or
     3808        chProductionSabotaged;
     3809    smStealMap:
     3810      begin
     3811        CopyMap(pCity, p);
     3812        RecalcPeaceMap(p);
     3813      end;
     3814    smStealCivilReport:
     3815      begin
     3816        if RW[p].Treaty[pCity] = trNoContact then
     3817          IntroduceEnemy(p, pCity);
     3818        GiveCivilReport(p, pCity);
     3819      end;
     3820    smStealMilReport:
     3821      begin
     3822        if RW[p].Treaty[pCity] = trNoContact then
     3823          IntroduceEnemy(p, pCity);
     3824        GiveMilReport(p, pCity);
     3825      end;
     3826    smStealForeignReports:
     3827      begin
     3828        for p1 := 0 to nPl - 1 do
     3829          if (p1 <> p) and (p1 <> pCity) and (RW[pCity].EnemyReport[p1] <> nil)
     3830          then
     3831          begin
     3832            if RW[pCity].EnemyReport[p1].TurnOfCivilReport >= 0 then
     3833              if CopyCivilReport(pCity, p, p1) then
     3834                result := result or (1 shl (2 * p1));
     3835            if RW[pCity].EnemyReport[p1].TurnOfMilReport >= 0 then
     3836              if CopyMilReport(pCity, p, p1) then
     3837                result := result or (2 shl (2 * p1));
     3838          end
     3839      end;
     3840  end;
     3841end;
     3842
     3843{
     3844  Test Flags
     3845  ____________________________________________________________________
     3846}
     3847procedure ClearTestFlags(ClearFlags: integer);
     3848var
     3849  p1: integer;
     3850begin
     3851  GTestFlags := GTestFlags and (not ClearFlags or tfTested or tfAllTechs or
     3852    tfAllContact);
     3853  for p1 := 0 to nPl - 1 do
     3854    if 1 shl p1 and (GAlive or GWatching) <> 0 then
     3855      RW[p1].TestFlags := GTestFlags;
     3856end;
     3857
     3858procedure SetTestFlags(p, SetFlags: integer);
     3859var
     3860  i, p1, p2, MoreFlags: integer;
     3861begin
     3862  MoreFlags := SetFlags and not GTestFlags;
     3863  GTestFlags := GTestFlags or (SetFlags and $7FF);
     3864  for p1 := 0 to nPl - 1 do
     3865    if 1 shl p1 and (GAlive or GWatching) <> 0 then
     3866      RW[p1].TestFlags := GTestFlags;
     3867
     3868  if MoreFlags and (tfUncover or tfAllContact) <> 0 then
     3869    for p1 := 0 to nPl - 2 do
     3870      if 1 shl p1 and GAlive <> 0 then
     3871        for p2 := p1 + 1 to nPl - 1 do
     3872          if 1 shl p2 and GAlive <> 0 then
     3873          begin // make p1 and p2 know each other
     3874            if RW[p1].Treaty[p2] = trNoContact then
     3875              IntroduceEnemy(p1, p2)
     3876          end;
     3877
     3878  if MoreFlags and tfAllTechs <> 0 then
     3879    for p1 := 0 to nPl - 1 do
     3880    begin
     3881      ResourceMask[p1] := $FFFFFFFF;
     3882      if 1 shl p1 and GAlive <> 0 then
     3883      begin
     3884        for i := 0 to nAdv - 1 do // give all techs to player p1
     3885          if not(i in FutureTech) and (RW[p1].Tech[i] < tsApplicable) then
     3886          begin
     3887            RW[p1].Tech[i] := tsCheat;
     3888            CheckSpecialModels(p1, i);
     3889          end;
     3890        for p2 := 0 to nPl - 1 do
     3891          if (p2 <> p1) and (1 shl p2 and (GAlive or GWatching) <> 0) then
     3892            for i := 1 to 3 do
     3893              if RW[p2].EnemyReport[p1].Tech[AgePreq[i]] < tsApplicable then
     3894                RW[p2].EnemyReport[p1].Tech[AgePreq[i]] := tsCheat;
     3895      end
     3896    end;
     3897
     3898  if MoreFlags and tfUncover <> 0 then
     3899  begin
     3900    DiscoverAll(p, lObserveSuper);
     3901    for p1 := 0 to nPl - 1 do
     3902      if 1 shl p1 and GAlive <> 0 then
     3903      begin
     3904        ResourceMask[p1] := $FFFFFFFF;
     3905        if p1 <> p then
     3906        begin
     3907          GiveCivilReport(p, p1);
     3908          GiveMilReport(p, p1);
    32503909        end
    32513910      end
    3252     else result:=false;
    3253   opTribute: // + value
    3254     if execute then
    3255       begin
    3256       end;
    3257   opTech: // + advance
    3258     if RW[pSender].Tech[Price-opTech]>=tsApplicable then
    3259       begin
    3260       if execute and (RW[pTarget].Tech[Price-opTech]=tsNA) then
    3261         begin
    3262         SeeTech(pTarget,Price-opTech);
    3263         RW[pSender].EnemyReport[pTarget].Tech[Price-opTech]:=tsSeen;
    3264         end
    3265       end
    3266     else result:=false;
    3267   opAllTech:
    3268     if execute then for i:=0 to nAdv-1 do
    3269       if (RW[pSender].Tech[i]>=tsApplicable) and (RW[pTarget].Tech[i]=tsNA) then
    3270         begin
    3271         SeeTech(pTarget,i);
    3272         RW[pSender].EnemyReport[pTarget].Tech[i]:=tsSeen;
    3273         RW[pTarget].EnemyReport[pSender].Tech[i]:=tsApplicable;
    3274         end;
    3275   opModel: // + model index
    3276     if Price-opModel<RW[pSender].nModel then
    3277       begin
    3278       if execute then CopyModel(pSender,pTarget,Price-opModel)
    3279       end
    3280     else result:=false;
    3281   opAllModel:
    3282     if execute then for i:=0 to RW[pSender].nModel-1 do
    3283       begin
    3284       TellAboutModel(pTarget,pSender,i);
    3285       CopyModel(pSender,pTarget,i);
    3286       end;
    3287 {  opCity: // + city ID
    3288     begin
    3289     result:=false
    3290     end;}
    3291   end
    3292 end;
    3293 
    3294 procedure CancelTreaty(p, pWith: integer; DecreaseCredibility: boolean);
    3295 // side effect: PeaceEnded := bitarray of players with which peace treaty was canceled
    3296 var
    3297 p1,OldTreaty: integer;
    3298 begin
    3299 OldTreaty:=RW[p].Treaty[pWith];
    3300 PeaceEnded:=0;
    3301 if OldTreaty>=trPeace then
    3302   RW[p].LastCancelTreaty[pWith]:=GTurn;
    3303 if DecreaseCredibility then
    3304   begin
    3305   case OldTreaty of
    3306     trPeace:
    3307       begin
    3308       RW[p].Credibility:=RW[p].Credibility shr 1;
    3309       if RW[p].MaxCredibility>0 then
    3310         dec(RW[p].MaxCredibility,10);
    3311       if RW[p].Credibility>RW[p].MaxCredibility then
    3312         RW[p].Credibility:=RW[p].MaxCredibility;
    3313       end;
    3314     trAlliance:
    3315       RW[p].Credibility:=RW[p].Credibility*3 div 4;
    3316     end;
    3317   RW[pWith].EnemyReport[p].Credibility:=RW[p].Credibility;
    3318   end;
    3319 
    3320 if OldTreaty=trPeace then
    3321   begin
    3322   for p1:=0 to nPl-1 do
    3323     if (p1=pWith)
    3324       or DecreaseCredibility and (p1<>p)
    3325       and (RW[pWith].Treaty[p1]=trAlliance)
    3326       and (RW[p].Treaty[p1]>=trPeace) then
    3327       begin
    3328       RW[p].Treaty[p1]:=trNone;
    3329       RW[p1].Treaty[p]:=trNone;
    3330       RW[p].EvaStart[p1]:=-PeaceEvaTurns-1;
    3331       RW[p1].EvaStart[p]:=-PeaceEvaTurns-1;
    3332       inc(PeaceEnded,1 shl p1);
    3333       end;
    3334   CheckBorders(-1);
    3335   if (Mode>moLoading_Fast) and (PeaceEnded>0) then
    3336     RecalcMapZoC(p);
    3337   end
    3338 else
    3339   begin
    3340   RW[p].Treaty[pWith]:=OldTreaty-1;
    3341   RW[pWith].Treaty[p]:=OldTreaty-1;
    3342   if OldTreaty=trFriendlyContact then
    3343     begin // necessary for loading
    3344     GiveCivilReport(p, pWith);
    3345     GiveCivilReport(pWith, p);
    3346     end
    3347   else if OldTreaty=trAlliance then
    3348     begin // necessary for loading
    3349     GiveMilReport(p, pWith);
    3350     GiveMilReport(pWith, p);
    3351     end;
    3352   if (Mode>moLoading_Fast) and (OldTreaty=trAlliance) then
    3353     begin
    3354     RecalcMapZoC(p);
    3355     RecalcMapZoC(pWith);
    3356     end
    3357   end;
    3358 if OldTreaty in [trPeace,trAlliance] then
    3359   begin
    3360   RecalcPeaceMap(p);
    3361   RecalcPeaceMap(pWith);
    3362   end
    3363 end;
    3364 
    3365 function DoSpyMission(p,pCity,cix,Mission: integer): Cardinal;
    3366 var
    3367 p1: integer;
    3368 begin
    3369 result:=0;
    3370 case Mission of
    3371   smSabotageProd: RW[pCity].City[cix].Flags:=
    3372     RW[pCity].City[cix].Flags or chProductionSabotaged;
    3373   smStealMap:
    3374     begin
    3375     CopyMap(pCity,p);
    3376     RecalcPeaceMap(p);
    3377     end;
    3378   smStealCivilReport:
    3379     begin
    3380     if RW[p].Treaty[pCity]=trNoContact then IntroduceEnemy(p,pCity);
    3381     GiveCivilReport(p,pCity);
    3382     end;
    3383   smStealMilReport:
    3384     begin
    3385     if RW[p].Treaty[pCity]=trNoContact then IntroduceEnemy(p,pCity);
    3386     GiveMilReport(p,pCity);
    3387     end;
    3388   smStealForeignReports:
    3389     begin
    3390     for p1:=0 to nPl-1 do if (p1<>p) and (p1<>pCity)
    3391       and (RW[pCity].EnemyReport[p1]<>nil) then
    3392       begin
    3393       if RW[pCity].EnemyReport[p1].TurnOfCivilReport>=0 then
    3394         if CopyCivilReport(pCity,p,p1) then
    3395           result:=result or (1 shl (2*p1));
    3396       if RW[pCity].EnemyReport[p1].TurnOfMilReport>=0 then
    3397         if CopyMilReport(pCity,p,p1) then
    3398           result:=result or (2 shl (2*p1));
    3399       end
    3400     end;
    34013911  end;
    34023912end;
    34033913
    34043914{
    3405                               Test Flags
    3406  ____________________________________________________________________
     3915  Internal Command Processing
     3916  ____________________________________________________________________
    34073917}
    3408 procedure ClearTestFlags(ClearFlags: integer);
    3409 var
    3410 p1: integer;
    3411 begin
    3412 GTestFlags:=GTestFlags and (not ClearFlags or tfTested or tfAllTechs or tfAllContact);
    3413 for p1:=0 to nPl-1 do if 1 shl p1 and (GAlive or GWatching)<>0 then
    3414   RW[p1].TestFlags:=GTestFlags;
    3415 end;
    3416 
    3417 procedure SetTestFlags(p,SetFlags: integer);
    3418 var
    3419 i,p1,p2,MoreFlags: integer;
    3420 begin
    3421 MoreFlags:=SetFlags and not GTestFlags;
    3422 GTestFlags:=GTestFlags or (SetFlags and $7FF);
    3423 for p1:=0 to nPl-1 do if 1 shl p1 and (GAlive or GWatching)<>0 then
    3424   RW[p1].TestFlags:=GTestFlags;
    3425 
    3426 if MoreFlags and (tfUncover or tfAllContact)<>0 then
    3427   for p1:=0 to nPl-2 do
    3428     if 1 shl p1 and GAlive<>0 then
    3429       for p2:=p1+1 to nPl-1 do if 1 shl p2 and GAlive<>0 then
    3430         begin // make p1 and p2 know each other
    3431         if RW[p1].Treaty[p2]=trNoContact then
    3432           IntroduceEnemy(p1,p2)
    3433         end;
    3434 
    3435 if MoreFlags and tfAllTechs<>0 then
    3436   for p1:=0 to nPl-1 do
    3437     begin
    3438     ResourceMask[p1]:=$FFFFFFFF;
    3439     if 1 shl p1 and GAlive<>0 then
    3440       begin
    3441       for i:=0 to nAdv-1 do // give all techs to player p1
    3442         if not (i in FutureTech) and (RW[p1].Tech[i]<tsApplicable) then
    3443           begin
    3444           RW[p1].Tech[i]:=tsCheat;
    3445           CheckSpecialModels(p1,i);
    3446           end;
    3447       for p2:=0 to nPl-1 do if (p2<>p1) and (1 shl p2 and (GAlive or GWatching)<>0) then
    3448         for i:=1 to 3 do
    3449           if RW[p2].EnemyReport[p1].Tech[AgePreq[i]]<tsApplicable then
    3450             RW[p2].EnemyReport[p1].Tech[AgePreq[i]]:=tsCheat;
    3451       end
    3452     end;
    3453 
    3454 if MoreFlags and tfUncover<>0 then
    3455   begin
    3456   DiscoverAll(p,lObserveSuper);
    3457   for p1:=0 to nPl-1 do if 1 shl p1 and GAlive<>0 then
    3458     begin
    3459     ResourceMask[p1]:=$FFFFFFFF;
    3460     if p1<>p then
    3461       begin
    3462       GiveCivilReport(p, p1);
    3463       GiveMilReport(p, p1);
    3464       end
    3465     end
    3466   end;
    3467 end;
    3468 
    3469 {
    3470                       Internal Command Processing
    3471  ____________________________________________________________________
    3472 }
    3473 procedure IntServer(Command,Player,Subject:integer;var Data);
    3474 var
    3475 i,p1: integer;
    3476 
    3477 begin
    3478 if Mode=moPlaying then
    3479   CL.Put(Command, Player, Subject, @Data);
    3480 
    3481 case Command of
    3482 
    3483   sIntTellAboutNation:
    3484     begin
    3485     {$IFDEF TEXTLOG}CmdInfo:=Format('IntTellAboutNation P%d+P%d', [Player,Subject]);{$ENDIF}
    3486     assert((Player>=0) and (Player<nPl) and (Subject>=0) and (Subject<nPl));
    3487     IntroduceEnemy(Player,Subject);
    3488     end;
    3489 
    3490   sIntHaveContact:
    3491     begin
    3492     {$IFDEF TEXTLOG}CmdInfo:=Format('IntHaveContact P%d+P%d', [Player,Subject]);{$ENDIF}
    3493     assert(RW[Player].Treaty[Subject]>trNoContact);
    3494     RW[Player].EnemyReport[Subject].TurnOfContact:=GTurn;
    3495     RW[Subject].EnemyReport[Player].TurnOfContact:=GTurn;
    3496     end;
    3497 
    3498   sIntCancelTreaty:
    3499     begin
    3500     {$IFDEF TEXTLOG}CmdInfo:=Format('IntCancelTreaty P%d with P%d', [Player,Subject]);{$ENDIF}
    3501     CancelTreaty(Player,Subject);
    3502     end;
    3503 
    3504 (*  sIntChoosePeace:
    3505     begin
    3506     {$IFDEF TEXTLOG}CmdInfo:=Format('IntChoosePeace P%d+P%d', [Player,Subject]);{$ENDIF}
    3507     RW[Player].Treaty[Subject]:=trPeace;
    3508     RW[Subject].Treaty[Player]:=trPeace;
    3509     end;*)
    3510 
    3511   sIntTellAboutModel..sIntTellAboutModel+(nPl-1) shl 4:
    3512     begin
    3513     p1:=(Command-sIntTellAboutModel) shr 4; // told player
    3514     {$IFDEF TEXTLOG}CmdInfo:=Format('IntTellAboutModel P%d about P%d Mod%d', [p1,Player,Subject]);{$ENDIF}
    3515     assert((Player>=0) and (Player<nPl));
    3516     assert((Subject>=0) and (Subject<RW[Player].nModel));
    3517     MakeModelInfo(Player,Subject,RW[Player].Model[Subject],
    3518       RW[p1].EnemyModel[RW[p1].nEnemyModel]);
    3519     RWemix[p1,Player,Subject]:=RW[p1].nEnemyModel;
    3520     inc(RW[p1].nEnemyModel);
    3521     assert(RW[p1].nEnemyModel<nemmax);
    3522     end;
    3523 
    3524   sIntDiscoverZOC:
    3525     begin
    3526     {$IFDEF TEXTLOG}CmdInfo:=Format('IntDiscoverZOC P%d Loc%d', [Player,integer(data)]);{$ENDIF}
    3527     Discover9(integer(Data),Player,lObserveUnhidden,true,false);
    3528     end;
    3529 
    3530   sIntExpandTerritory:
    3531     if Mode<moPlaying then
    3532       begin
    3533       {$IFDEF TEXTLOG}CmdInfo:=Format('IntExpandTerritory P%d Loc%d', [Player,RW[Player].City[Subject].Loc]);{$ENDIF}
    3534       move(Data,BorderChanges,sizeof(BorderChanges));
    3535       ExpandTerritory(RW[Player].City[Subject].Loc);
    3536       end;
    3537 
    3538   sIntBuyMaterial:
    3539     with RW[Player].City[Subject] do
    3540       begin
    3541       {$IFDEF TEXTLOG}CmdInfo:=Format('IntBuyMaterial P%d Loc%d Cost%d', [Player,Loc,integer(Data)]);{$ENDIF}
    3542       dec(RW[Player].Money,integer(Data));
    3543       if (GWonder[woMich].EffectiveOwner=Player) and (Project and cpImp<>0) then
    3544         inc(Prod,integer(Data) div 2)
    3545       else inc(Prod,integer(Data) div 4);
    3546       if Project0 and not cpAuto<>Project and not cpAuto then
    3547         Project0:=Project;
    3548       Prod0:=Prod;
    3549       end;
    3550 
    3551   sIntPayPrices..sIntPayPrices+12:
    3552     begin
    3553     {$IFDEF TEXTLOG}CmdInfo:=Format('IntPayPrices P%d+P%d', [Player,Subject]);{$ENDIF}
    3554     for i:=0 to TOffer(Data).nDeliver-1 do
    3555       PayPrice(Player,Subject,TOffer(Data).Price[i],true);
    3556     for i:=0 to TOffer(Data).nCost-1 do
    3557       PayPrice(Subject,Player,TOffer(Data).Price[TOffer(Data).nDeliver+i],true);
    3558     for i:=0 to TOffer(Data).nDeliver+TOffer(Data).nCost-1 do
    3559       if TOffer(Data).Price[i]=opTreaty+trAlliance then
    3560         begin // add view area of allied player
    3561         DiscoverViewAreas(Player);
    3562         DiscoverViewAreas(Subject);
    3563         break
    3564         end
    3565     end;
    3566 
    3567   sIntSetDevModel:
    3568     if Mode<moPlaying then
    3569       move(Data, RW[Player].DevModel.Kind, sIntSetDevModel and $F *4);
    3570 
    3571   sIntSetModelStatus: if ProcessClientData[Player] then
    3572     begin
    3573     {$IFDEF TEXTLOG}CmdInfo:=Format('IntSetModelStatus P%d', [Player]);{$ENDIF}
    3574     RW[Player].Model[Subject].Status:=integer(Data);
    3575     end;
    3576 
    3577   sIntSetUnitStatus: if ProcessClientData[Player] then
    3578     begin
    3579     {$IFDEF TEXTLOG}CmdInfo:=Format('IntSetUnitStatus P%d', [Player]);{$ENDIF}
    3580     RW[Player].Un[Subject].Status:=integer(Data);
    3581     end;
    3582 
    3583   sIntSetCityStatus: if ProcessClientData[Player] then
    3584     begin
    3585     {$IFDEF TEXTLOG}CmdInfo:=Format('IntSetCityStatus P%d', [Player]);{$ENDIF}
    3586     RW[Player].City[Subject].Status:=integer(Data);
    3587     end;
    3588 
    3589   sIntSetECityStatus: if ProcessClientData[Player] then
    3590     begin
    3591     {$IFDEF TEXTLOG}CmdInfo:=Format('IntSetECityStatus P%d', [Player]);{$ENDIF}
    3592     RW[Player].EnemyCity[Subject].Status:=integer(Data);
    3593     end;
    3594 
    3595   end;{case command}
    3596 end;{IntServer}
     3918procedure IntServer(Command, Player, Subject: integer; var Data);
     3919var
     3920  i, p1: integer;
     3921
     3922begin
     3923  if Mode = moPlaying then
     3924    CL.Put(Command, Player, Subject, @Data);
     3925
     3926  case Command of
     3927
     3928    sIntTellAboutNation:
     3929      begin
     3930{$IFDEF TEXTLOG}CmdInfo := Format('IntTellAboutNation P%d+P%d', [Player, Subject]); {$ENDIF}
     3931        assert((Player >= 0) and (Player < nPl) and (Subject >= 0) and
     3932          (Subject < nPl));
     3933        IntroduceEnemy(Player, Subject);
     3934      end;
     3935
     3936    sIntHaveContact:
     3937      begin
     3938{$IFDEF TEXTLOG}CmdInfo := Format('IntHaveContact P%d+P%d', [Player, Subject]); {$ENDIF}
     3939        assert(RW[Player].Treaty[Subject] > trNoContact);
     3940        RW[Player].EnemyReport[Subject].TurnOfContact := GTurn;
     3941        RW[Subject].EnemyReport[Player].TurnOfContact := GTurn;
     3942      end;
     3943
     3944    sIntCancelTreaty:
     3945      begin
     3946{$IFDEF TEXTLOG}CmdInfo := Format('IntCancelTreaty P%d with P%d', [Player, Subject]); {$ENDIF}
     3947        CancelTreaty(Player, Subject);
     3948      end;
     3949
     3950    (* sIntChoosePeace:
     3951      begin
     3952      {$IFDEF TEXTLOG}CmdInfo:=Format('IntChoosePeace P%d+P%d', [Player,Subject]);{$ENDIF}
     3953      RW[Player].Treaty[Subject]:=trPeace;
     3954      RW[Subject].Treaty[Player]:=trPeace;
     3955      end; *)
     3956
     3957    sIntTellAboutModel .. sIntTellAboutModel + (nPl - 1) shl 4:
     3958      begin
     3959        p1 := (Command - sIntTellAboutModel) shr 4; // told player
     3960{$IFDEF TEXTLOG}CmdInfo := Format('IntTellAboutModel P%d about P%d Mod%d', [p1, Player, Subject]); {$ENDIF}
     3961        assert((Player >= 0) and (Player < nPl));
     3962        assert((Subject >= 0) and (Subject < RW[Player].nModel));
     3963        MakeModelInfo(Player, Subject, RW[Player].Model[Subject],
     3964          RW[p1].EnemyModel[RW[p1].nEnemyModel]);
     3965        RWemix[p1, Player, Subject] := RW[p1].nEnemyModel;
     3966        inc(RW[p1].nEnemyModel);
     3967        assert(RW[p1].nEnemyModel < nemmax);
     3968      end;
     3969
     3970    sIntDiscoverZOC:
     3971      begin
     3972{$IFDEF TEXTLOG}CmdInfo := Format('IntDiscoverZOC P%d Loc%d', [Player, integer(Data)]); {$ENDIF}
     3973        Discover9(integer(Data), Player, lObserveUnhidden, true, false);
     3974      end;
     3975
     3976    sIntExpandTerritory:
     3977      if Mode < moPlaying then
     3978      begin
     3979{$IFDEF TEXTLOG}CmdInfo := Format('IntExpandTerritory P%d Loc%d', [Player, RW[Player].City[Subject].Loc]); {$ENDIF}
     3980        move(Data, BorderChanges, SizeOf(BorderChanges));
     3981        ExpandTerritory(RW[Player].City[Subject].Loc);
     3982      end;
     3983
     3984    sIntBuyMaterial:
     3985      with RW[Player].City[Subject] do
     3986      begin
     3987{$IFDEF TEXTLOG}CmdInfo := Format('IntBuyMaterial P%d Loc%d Cost%d', [Player, Loc, integer(Data)]); {$ENDIF}
     3988        dec(RW[Player].Money, integer(Data));
     3989        if (GWonder[woMich].EffectiveOwner = Player) and (Project and cpImp <> 0)
     3990        then
     3991          inc(Prod, integer(Data) div 2)
     3992        else
     3993          inc(Prod, integer(Data) div 4);
     3994        if Project0 and not cpAuto <> Project and not cpAuto then
     3995          Project0 := Project;
     3996        Prod0 := Prod;
     3997      end;
     3998
     3999    sIntPayPrices .. sIntPayPrices + 12:
     4000      begin
     4001{$IFDEF TEXTLOG}CmdInfo := Format('IntPayPrices P%d+P%d', [Player, Subject]); {$ENDIF}
     4002        for i := 0 to TOffer(Data).nDeliver - 1 do
     4003          PayPrice(Player, Subject, TOffer(Data).Price[i], true);
     4004        for i := 0 to TOffer(Data).nCost - 1 do
     4005          PayPrice(Subject, Player, TOffer(Data).Price[TOffer(Data).nDeliver
     4006            + i], true);
     4007        for i := 0 to TOffer(Data).nDeliver + TOffer(Data).nCost - 1 do
     4008          if TOffer(Data).Price[i] = opTreaty + trAlliance then
     4009          begin // add view area of allied player
     4010            DiscoverViewAreas(Player);
     4011            DiscoverViewAreas(Subject);
     4012            Break
     4013          end
     4014      end;
     4015
     4016    sIntSetDevModel:
     4017      if Mode < moPlaying then
     4018        move(Data, RW[Player].DevModel.Kind, sIntSetDevModel and $F * 4);
     4019
     4020    sIntSetModelStatus:
     4021      if ProcessClientData[Player] then
     4022      begin
     4023{$IFDEF TEXTLOG}CmdInfo := Format('IntSetModelStatus P%d', [Player]);
     4024        {$ENDIF}
     4025        RW[Player].Model[Subject].Status := integer(Data);
     4026      end;
     4027
     4028    sIntSetUnitStatus:
     4029      if ProcessClientData[Player] then
     4030      begin
     4031{$IFDEF TEXTLOG}CmdInfo := Format('IntSetUnitStatus P%d', [Player]);
     4032        {$ENDIF}
     4033        RW[Player].Un[Subject].Status := integer(Data);
     4034      end;
     4035
     4036    sIntSetCityStatus:
     4037      if ProcessClientData[Player] then
     4038      begin
     4039{$IFDEF TEXTLOG}CmdInfo := Format('IntSetCityStatus P%d', [Player]);
     4040        {$ENDIF}
     4041        RW[Player].City[Subject].Status := integer(Data);
     4042      end;
     4043
     4044    sIntSetECityStatus:
     4045      if ProcessClientData[Player] then
     4046      begin
     4047{$IFDEF TEXTLOG}CmdInfo := Format('IntSetECityStatus P%d', [Player]);
     4048        {$ENDIF}
     4049        RW[Player].EnemyCity[Subject].Status := integer(Data);
     4050      end;
     4051
     4052  end; { case command }
     4053end; { IntServer }
    35974054
    35984055end.
    3599 
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