hedgewars/uLandGenTemplateBased.pas
branchtransitional_engine
changeset 16065 7b8d96fc8799
parent 16064 0caa3dfb3ba2
equal deleted inserted replaced
16064:0caa3dfb3ba2 16065:7b8d96fc8799
     1 unit uLandGenTemplateBased;
       
     2 interface
       
     3 
       
     4 uses uLandTemplates, uLandOutline;
       
     5 
       
     6 procedure GenTemplated(var Template: TEdgeTemplate);
       
     7 procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr);
       
     8 
       
     9 var minDistance, dabDiv: LongInt; // different details size
       
    10 
       
    11 implementation
       
    12 uses {$IFDEF IPHONEOS}uTypes, {$ENDIF} uVariables, uConsts, uFloat, uLandUtils, uRandom, SDLh, math;
       
    13 
       
    14 
       
    15 procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
       
    16 var i: LongInt;
       
    17 begin
       
    18     with Template do
       
    19         begin
       
    20         pa.Count:= BasePointsCount;
       
    21         for i:= 0 to pred(LongInt(pa.Count)) do
       
    22             begin
       
    23             pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w));
       
    24             if pa.ar[i].x <> NTPX then
       
    25                 pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
       
    26             pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - LongInt(Template.TemplateHeight)
       
    27             end;
       
    28 
       
    29         if canMirror then
       
    30             if getrandom(2) = 0 then
       
    31                 begin
       
    32                 for i:= 0 to pred(BasePointsCount) do
       
    33                 if pa.ar[i].x <> NTPX then
       
    34                     pa.ar[i].x:= LAND_WIDTH - 1 - pa.ar[i].x;
       
    35                 for i:= 0 to pred(FillPointsCount) do
       
    36                     fps^[i].x:= LAND_WIDTH - 1 - fps^[i].x;
       
    37                 end;
       
    38 
       
    39 (*  Experiment in making this option more useful
       
    40      if ((not isNegative) and (cTemplateFilter = 4)) or
       
    41         (canFlip and (getrandom(2) = 0)) then
       
    42            begin
       
    43            for i:= 0 to pred(BasePointsCount) do
       
    44                begin
       
    45                pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
       
    46                if pa.ar[i].y > LAND_HEIGHT - 1 then
       
    47                    pa.ar[i].y:= LAND_HEIGHT - 1;
       
    48                end;
       
    49            for i:= 0 to pred(FillPointsCount) do
       
    50                begin
       
    51                FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
       
    52                if FillPoints^[i].y > LAND_HEIGHT - 1 then
       
    53                    FillPoints^[i].y:= LAND_HEIGHT - 1;
       
    54                end;
       
    55            end;
       
    56      end
       
    57 *)
       
    58 // template recycling.  Pull these off the floor a bit
       
    59     if (not isNegative) and (cTemplateFilter = 4) then
       
    60         begin
       
    61         for i:= 0 to pred(BasePointsCount) do
       
    62             begin
       
    63             dec(pa.ar[i].y, 100);
       
    64             if pa.ar[i].y < 0 then
       
    65                 pa.ar[i].y:= 0;
       
    66             end;
       
    67         for i:= 0 to pred(FillPointsCount) do
       
    68             begin
       
    69             dec(fps^[i].y, 100);
       
    70             if fps^[i].y < 0 then
       
    71                 fps^[i].y:= 0;
       
    72             end;
       
    73         end;
       
    74 
       
    75     if (canFlip and (getrandom(2) = 0)) then
       
    76         begin
       
    77         for i:= 0 to pred(BasePointsCount) do
       
    78             pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y;
       
    79         for i:= 0 to pred(FillPointsCount) do
       
    80             fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y;
       
    81         end;
       
    82     end
       
    83 end;
       
    84 
       
    85 procedure FindPoint(si: LongInt; fillPointsCount: LongWord; var newPoint: TPoint; var pa: TPixAr);
       
    86 const mapBorderMargin = 40;
       
    87 var p1, p2, p4, fp, mp: TPoint;
       
    88     i, t1, t2, iy, ix, aqpb: LongInt;
       
    89     a, b, p, q: LongInt;
       
    90     dab, d, distL, distR: LongInt;
       
    91 begin
       
    92     // [p1, p2] is the segment we're trying to divide
       
    93     p1:= pa.ar[si];
       
    94     p2:= pa.ar[si + 1];
       
    95 
       
    96     if p2.x = NTPX then
       
    97     // it is segment from last to first point, so need to find first point
       
    98     begin
       
    99         i:= si - 2;
       
   100         while (i >= 0) and (pa.ar[i].x <> NTPX) do
       
   101             dec(i);
       
   102         p2:= pa.ar[i + 1]
       
   103     end;
       
   104 
       
   105     // perpendicular vector
       
   106     a:= p2.y - p1.y;
       
   107     b:= p1.x - p2.x;
       
   108     dab:= DistanceI(a, b).Round;
       
   109 
       
   110     // its middle point
       
   111     mp.x:= (p1.x + p2.x) div 2;
       
   112     mp.y:= (p1.y + p2.y) div 2;
       
   113 
       
   114     // don't process too short segments or those which are too close to map borders
       
   115     if (p1.x = NTPX)
       
   116             or (dab < minDistance * 3)
       
   117             or (mp.x < leftX + mapBorderMargin)
       
   118             or (mp.x > rightX - mapBorderMargin)
       
   119             or (mp.y < topY + mapBorderMargin)
       
   120             or (mp.y > LongInt(LAND_HEIGHT) - mapBorderMargin)
       
   121     then
       
   122     begin
       
   123         newPoint:= p1;
       
   124         exit;
       
   125     end;
       
   126 
       
   127     // find distances to map borders
       
   128     if a <> 0 then
       
   129     begin
       
   130         // left border
       
   131         iy:= (leftX + mapBorderMargin - mp.x) * b div a + mp.y;
       
   132         d:= DistanceI(mp.x - leftX - mapBorderMargin, mp.y - iy).Round;
       
   133         t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy);
       
   134         if t1 > 0 then distL:= d else distR:= d;
       
   135 
       
   136         // right border
       
   137         iy:= (rightX - mapBorderMargin - mp.x) * b div a + mp.y;
       
   138         d:= DistanceI(mp.x - rightX + mapBorderMargin, mp.y - iy).Round;
       
   139         if t1 > 0 then distR:= d else distL:= d;
       
   140     end else
       
   141     begin
       
   142         distL:= LAND_WIDTH + LAND_HEIGHT;
       
   143         distR:= distL;
       
   144     end;
       
   145 
       
   146     if b <> 0 then
       
   147     begin
       
   148         // top border
       
   149         ix:= (topY + mapBorderMargin - mp.y) * a div b + mp.x;
       
   150         d:= DistanceI(mp.y - topY - mapBorderMargin, mp.x - ix).Round;
       
   151         t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix);
       
   152         if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
       
   153 
       
   154         // bottom border
       
   155         ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x;
       
   156         d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round;
       
   157         if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL);
       
   158     end;
       
   159 
       
   160     // now go through all other segments
       
   161     fp:= pa.ar[0];
       
   162     for i:= 0 to LongInt(pa.Count) - 2 do
       
   163         if pa.ar[i].x = NTPX then
       
   164             fp:= pa.ar[i + 1]
       
   165         else if (i <> si) then
       
   166         begin
       
   167             p4:= pa.ar[i + 1];
       
   168             if p4.x = NTPX then
       
   169                 p4:= fp;
       
   170 
       
   171             // check if it intersects
       
   172             t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y);
       
   173             t2:= (mp.x - p4.x) * b - a * (mp.y - p4.y);
       
   174 
       
   175             if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows
       
   176             begin
       
   177                 p:= p4.x - pa.ar[i].x;
       
   178                 q:= p4.y - pa.ar[i].y;
       
   179                 aqpb:= a * q - p * b;
       
   180 
       
   181                 if (aqpb <> 0) then
       
   182                 begin
       
   183                     // (ix; iy) is intersection point
       
   184                     iy:= (((Int64(pa.ar[i].x) - mp.x) * b + Int64(mp.y) * a) * q - Int64(pa.ar[i].y) * p * b) div aqpb;
       
   185                     if abs(b) > abs(q) then
       
   186                         ix:= (iy - mp.y) * a div b + mp.x
       
   187                     else
       
   188                         ix:= (iy - pa.ar[i].y) * p div q + pa.ar[i].x;
       
   189 
       
   190                     d:= DistanceI(mp.y - iy, mp.x - ix).Round;
       
   191                     t1:= b * (mp.y - iy) + a * (mp.x - ix);
       
   192                     if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
       
   193                 end;
       
   194             end;
       
   195         end;
       
   196 
       
   197     // go through all points, including fill points
       
   198     for i:= 0 to Pred(LongInt(pa.Count + fillPointsCount)) do
       
   199         // if this point isn't on current segment
       
   200         if (si <> i) and (i <> si + 1) and (pa.ar[i].x <> NTPX) then
       
   201         begin
       
   202             // also check intersection with rays through pa.ar[i] if this point is good
       
   203             t1:= (p1.x - pa.ar[i].x) * b - a * (p1.y - pa.ar[i].y);
       
   204             t2:= (p2.x - pa.ar[i].x) * b - a * (p2.y - pa.ar[i].y);
       
   205             if (t1 > 0) <> (t2 > 0) then
       
   206             begin
       
   207                 // ray from p1
       
   208                 p:= pa.ar[i].x - p1.x;
       
   209                 q:= pa.ar[i].y - p1.y;
       
   210                 aqpb:= a * q - p * b;
       
   211 
       
   212                 if (aqpb <> 0) then
       
   213                 begin
       
   214                     // (ix; iy) is intersection point
       
   215                     iy:= (((Int64(p1.x) - mp.x) * b + Int64(mp.y) * a) * q - Int64(p1.y) * p * b) div aqpb;
       
   216                     if abs(b) > abs(q) then
       
   217                         ix:= (iy - mp.y) * a div b + mp.x
       
   218                     else
       
   219                         ix:= (iy - p1.y) * p div q + p1.x;
       
   220 
       
   221                     d:= DistanceI(mp.y - iy, mp.x - ix).Round;
       
   222                     t1:= b * (mp.y - iy) + a * (mp.x - ix);
       
   223                     if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
       
   224                 end;
       
   225 
       
   226                 // and ray from p2
       
   227                 p:= pa.ar[i].x - p2.x;
       
   228                 q:= pa.ar[i].y - p2.y;
       
   229                 aqpb:= a * q - p * b;
       
   230 
       
   231                 if (aqpb <> 0) then
       
   232                 begin
       
   233                     // (ix; iy) is intersection point
       
   234                     iy:= (((Int64(p2.x) - mp.x) * b + Int64(mp.y) * a) * q - Int64(p2.y) * p * b) div aqpb;
       
   235                     if abs(b) > abs(q) then
       
   236                         ix:= (iy - mp.y) * a div b + mp.x
       
   237                     else
       
   238                         ix:= (iy - p2.y) * p div q + p2.x;
       
   239 
       
   240                     d:= DistanceI(mp.y - iy, mp.x - ix).Round;
       
   241                     t2:= b * (mp.y - iy) + a * (mp.x - ix);
       
   242                     if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
       
   243                 end;
       
   244             end;
       
   245         end;
       
   246 
       
   247     // don't move new point for more than length of initial segment
       
   248     // adjust/parametrize for more flat surfaces (try values 3/4, 1/2 of dab, or even 1/4)
       
   249     d:= dab * 100 div dabDiv;
       
   250     //d:= dab * (1 + abs(cFeatureSize - 8)) div 6;
       
   251     //d:= dab * (14 + cFeatureSize) div 20;
       
   252     if distL > d then distL:= d;
       
   253     if distR > d then distR:= d;
       
   254 
       
   255     if distR + distL < minDistance * 2 + 10 then
       
   256     begin
       
   257         // limits are too narrow, just divide
       
   258         newPoint.x:= mp.x;
       
   259         newPoint.y:= mp.y;
       
   260     end
       
   261     else
       
   262     begin
       
   263         // select distance within [-distL; distR]
       
   264         d:= -distL + minDistance + LongInt(GetRandom(distR + distL - minDistance * 2));
       
   265         //d:= distR - minDistance;
       
   266         //d:= - distL + minDistance;
       
   267 
       
   268         // calculate new point
       
   269         newPoint.x:= mp.x + a * d div dab;
       
   270         newPoint.y:= mp.y + b * d div dab;
       
   271     end;
       
   272 end;
       
   273 
       
   274 procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr);
       
   275 var i, t: LongInt;
       
   276     newPoint: TPoint;
       
   277 begin
       
   278     newPoint.x:= 0;
       
   279     newPoint.y:= 0;
       
   280     i:= 0;
       
   281 
       
   282     while i < LongInt(pa.Count) - 1 do
       
   283     begin
       
   284         FindPoint(i, fillPointsCount, newPoint, pa);
       
   285 
       
   286         if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then
       
   287         begin
       
   288             // point found, free a slot for it in array, don't forget to move appended fill points
       
   289             for t:= pa.Count + fillPointsCount downto i + 2 do
       
   290                 pa.ar[t]:= pa.ar[t - 1];
       
   291             inc(pa.Count);
       
   292             pa.ar[i + 1]:= newPoint;
       
   293             inc(i)
       
   294         end;
       
   295         inc(i)
       
   296     end;
       
   297 end;
       
   298 
       
   299 procedure Distort2(var Template: TEdgeTemplate; fps: PPointArray; var pa: TPixAr);
       
   300 var i: Longword;
       
   301 begin
       
   302     // append fill points to ensure distortion won't move them to other side of segment
       
   303     for i:= 0 to pred(Template.FillPointsCount) do
       
   304         begin
       
   305             pa.ar[pa.Count + i].x:= fps^[i].x;
       
   306             pa.ar[pa.Count + i].y:= fps^[i].y;
       
   307         end;
       
   308 
       
   309     // divide while it divides
       
   310     repeat
       
   311         i:= pa.Count;
       
   312         DivideEdges(Template.FillPointsCount, pa)
       
   313     until i = pa.Count;
       
   314 
       
   315 {$IFDEF IPHONEOS}
       
   316     if GameType <> gmtLandPreview then
       
   317 {$ENDIF}
       
   318     // make it smooth
       
   319     BezierizeEdge(pa, _0_2);
       
   320 end;
       
   321 
       
   322 
       
   323 procedure GenTemplated(var Template: TEdgeTemplate);
       
   324 var pa: TPixAr;
       
   325     i: Longword;
       
   326     y, x: Longword;
       
   327     fps: TPointArray;
       
   328 begin
       
   329     fps:=Template.FillPoints^;
       
   330     ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
       
   331     for y:= 0 to LAND_HEIGHT - 1 do
       
   332         for x:= 0 to LAND_WIDTH - 1 do
       
   333             LandSet(y, x, lfBasic);
       
   334 
       
   335     minDistance:= sqr(cFeatureSize) div 8 + 10;
       
   336     //dabDiv:= getRandom(41)+60;
       
   337     //dabDiv:= getRandom(31)+70;
       
   338     dabDiv:= getRandom(21)+100;
       
   339     MaxHedgehogs:= Template.MaxHedgehogs;
       
   340     hasGirders:= Template.hasGirders;
       
   341     playHeight:= Template.TemplateHeight;
       
   342     playWidth:= Template.TemplateWidth;
       
   343     leftX:= (LAND_WIDTH - playWidth) div 2;
       
   344     rightX:= Pred(leftX + playWidth);
       
   345     topY:= LAND_HEIGHT - playHeight;
       
   346 
       
   347     {$HINTS OFF}
       
   348     SetPoints(Template, pa, @fps);
       
   349     {$HINTS ON}
       
   350 
       
   351     Distort2(Template, @fps, pa);
       
   352 
       
   353     DrawEdge(pa, 0);
       
   354 
       
   355     with Template do
       
   356         for i:= 0 to pred(FillPointsCount) do
       
   357             with fps[i] do
       
   358                 FillLand(x, y, 0, 0);
       
   359 
       
   360     DrawEdge(pa, lfBasic);
       
   361 
       
   362     // HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ?
       
   363     if (cTemplateFilter = 4)
       
   364     or (Template.canInvert and (getrandom(2) = 0))
       
   365     or (not Template.canInvert and Template.isNegative) then
       
   366         begin
       
   367         hasBorder:= true;
       
   368         for y:= 0 to LAND_HEIGHT - 1 do
       
   369             for x:= 0 to LAND_WIDTH - 1 do
       
   370                 if (y < LongWord(topY)) or (x < LongWord(leftX)) or (x > LongWord(rightX)) then
       
   371                     LandSet(y, x, 0)
       
   372                 else
       
   373                     begin
       
   374                     if LandGet(y, x) = 0 then
       
   375                         LandSet(y, x, lfBasic)
       
   376                     else if LandGet(y, x) = lfBasic then
       
   377                         LandSet(y, x, 0);
       
   378                     end;
       
   379         end;
       
   380 end;
       
   381 
       
   382 
       
   383 end.