- Fix infinite loop when selecting weapon with ammo menu
- Play demo with doubleclick
- Fix saving team binds :)
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
unit uLand;
interface
uses SDLh, uLandTemplates;
{$include options.inc}
type TLandArray = packed array[0..1023, 0..2047] of LongWord;
TPreview = packed array[0..127, 0..31] of byte;
var Land: TLandArray;
LandSurface: PSDL_Surface;
Preview: TPreview;
procedure GenMap;
procedure GenPreview;
implementation
uses uConsole, uStore, uMisc, uConsts, uRandom, uTeams, uLandObjects;
type TPixAr = record
Count: Longword;
ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
end;
procedure LogLandDigest;
//var ctx: TSHA1Context;
// dig: TSHA1Digest;
begin
//SHA1Init(ctx);
//SHA1Update(ctx, @Land, sizeof(Land));
//dig:= SHA1Final(ctx);
{$IFDEF DEBUGFILE}
//AddFileLog('SHA1 Land digest: {'+inttostr(dig.LongWords[0])+':'
// +inttostr(dig.LongWords[1])+':'+inttostr(dig.LongWords[2])+':'
// +inttostr(dig.LongWords[3])+':'+inttostr(dig.LongWords[4])+'}');
{$ENDIF}
end;
procedure DrawBezierEdge(var pa: TPixAr; Color: Longword);
var x, y, i: integer;
tx, ty, vx, vy, vlen, t: Double;
r1, r2, r3, r4: Double;
x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: Double;
begin
vx:= 0;
vy:= 0;
with pa do
for i:= 0 to Count-2 do
begin
vlen:= sqrt(sqr(ar[i + 1].x - ar[i ].X) + sqr(ar[i + 1].y - ar[i ].y));
t:= sqrt(sqr(ar[i + 1].x - ar[i + 2].X) + sqr(ar[i + 1].y - ar[i + 2].y));
if t<vlen then vlen:= t;
vlen:= vlen/3;
tx:= ar[i+2].X - ar[i].X;
ty:= ar[i+2].y - ar[i].y;
t:= sqrt(sqr(tx)+sqr(ty));
if t = 0 then
begin
tx:= -tx * 100000;
ty:= -ty * 100000;
end else
begin
tx:= -tx/t;
ty:= -ty/t;
end;
t:= 1.0*vlen;
tx:= tx*t;
ty:= ty*t;
x1:= ar[i].x;
y1:= ar[i].y;
x2:= ar[i + 1].x;
y2:= ar[i + 1].y;
cx1:= ar[i].X + trunc(vx);
cy1:= ar[i].y + trunc(vy);
cx2:= ar[i+1].X + trunc(tx);
cy2:= ar[i+1].y + trunc(ty);
vx:= -tx;
vy:= -ty;
t:= 0;
while t <= 1.0 do
begin
tsq:= sqr(t);
tcb:= tsq * t;
r1:= (1 - 3*t + 3*tsq - tcb) * x1;
r2:= ( 3*t - 6*tsq + 3*tcb) * cx1;
r3:= ( 3*tsq - 3*tcb) * cx2;
r4:= ( tcb) * x2;
X:= round(r1 + r2 + r3 + r4);
r1:= (1 - 3*t + 3*tsq - tcb) * y1;
r2:= ( 3*t - 6*tsq + 3*tcb) * cy1;
r3:= ( 3*tsq - 3*tcb) * cy2;
r4:= ( tcb) * y2;
Y:= round(r1 + r2 + r3 + r4);
t:= t + 0.001;
if ((x and $FFFFF800) = 0) and ((y and $FFFFFC00) = 0) then
Land[y, x]:= Color;
end;
end;
end;
procedure BezierizeEdge(var pa: TPixAr; Delta: Double);
var x, y, i: integer;
tx, ty, vx, vy, vlen, t: Double;
r1, r2, r3, r4: Double;
x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: Double;
opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
vx:= 0;
vy:= 0;
with opa do
for i:= 0 to Count-2 do
begin
vlen:= sqrt(sqr(ar[i + 1].x - ar[i ].X) + sqr(ar[i + 1].y - ar[i ].y));
t:= sqrt(sqr(ar[i + 1].x - ar[i + 2].X) + sqr(ar[i + 1].y - ar[i + 2].y));
if t<vlen then vlen:= t;
vlen:= vlen/3;
tx:= ar[i+2].X - ar[i].X;
ty:= ar[i+2].y - ar[i].y;
t:= sqrt(sqr(tx)+sqr(ty));
if t = 0 then
begin
tx:= -tx * 100000;
ty:= -ty * 100000;
end else
begin
tx:= -tx/t;
ty:= -ty/t;
end;
t:= 1.0*vlen;
tx:= tx*t;
ty:= ty*t;
x1:= ar[i].x;
y1:= ar[i].y;
x2:= ar[i + 1].x;
y2:= ar[i + 1].y;
cx1:= ar[i].X + trunc(vx);
cy1:= ar[i].y + trunc(vy);
cx2:= ar[i+1].X + trunc(tx);
cy2:= ar[i+1].y + trunc(ty);
vx:= -tx;
vy:= -ty;
t:= 0;
while t <= 1.0 do
begin
tsq:= sqr(t);
tcb:= tsq * t;
r1:= (1 - 3*t + 3*tsq - tcb) * x1;
r2:= ( 3*t - 6*tsq + 3*tcb) * cx1;
r3:= ( 3*tsq - 3*tcb) * cx2;
r4:= ( tcb) * x2;
X:= round(r1 + r2 + r3 + r4);
r1:= (1 - 3*t + 3*tsq - tcb) * y1;
r2:= ( 3*t - 6*tsq + 3*tcb) * cy1;
r3:= ( 3*tsq - 3*tcb) * cy2;
r4:= ( tcb) * y2;
Y:= round(r1 + r2 + r3 + r4);
t:= t + Delta;
pa.ar[pa.Count].x:= X;
pa.ar[pa.Count].y:= Y;
inc(pa.Count);
TryDo(pa.Count <= cMaxEdgePoints, 'Edge points overflow', true)
end;
end;
end;
procedure FillLand(x, y: integer);
var Stack: record
Count: Longword;
points: array[0..8192] of record
xl, xr, y, dir: integer;
end
end;
procedure Push(_xl, _xr, _y, _dir: integer);
begin
TryDo(Stack.Count <= 8192, 'FillLand: stack overflow', true);
_y:= _y + _dir;
if (_y < 0) or (_y > 1023) then exit;
with Stack.points[Stack.Count] do
begin
xl:= _xl;
xr:= _xr;
y:= _y;
dir:= _dir
end;
inc(Stack.Count)
end;
procedure Pop(out _xl, _xr, _y, _dir: integer);
begin
dec(Stack.Count);
with Stack.points[Stack.Count] do
begin
_xl:= xl;
_xr:= xr;
_y:= y;
_dir:= dir
end
end;
var xl, xr, dir: integer;
begin
Stack.Count:= 0;
xl:= x - 1;
xr:= x;
Push(xl, xr, y, -1);
Push(xl, xr, y, 1);
while Stack.Count > 0 do
begin
Pop(xl, xr, y, dir);
while (xl > 0) and (Land[y, xl] <> 0) do dec(xl);
while (xr < 2047) and (Land[y, xr] <> 0) do inc(xr);
while (xl < xr) do
begin
while (xl <= xr) and (Land[y, xl] = 0) do inc(xl);
x:= xl;
while (xl <= xr) and (Land[y, xl] <> 0) do
begin
Land[y, xl]:= 0;
inc(xl)
end;
if x < xl then
begin
Push(x, Pred(xl), y, dir);
Push(x, Pred(xl), y,-dir);
end;
end;
end;
end;
procedure ColorizeLand(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
r: TSDL_Rect;
begin
tmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/LandTex', false);
r.y:= 0;
while r.y < 1024 do
begin
r.x:= 0;
while r.x < 2048 do
begin
SDL_UpperBlit(tmpsurf, nil, Surface, @r);
inc(r.x, tmpsurf.w)
end;
inc(r.y, tmpsurf.h)
end;
SDL_FreeSurface(tmpsurf);
tmpsurf:= SDL_CreateRGBSurfaceFrom(@Land, 2048, 1024, 32, 2048*4, $FF0000, $FF00, $FF, 0);
SDLTry(tmpsurf <> nil, true);
SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, SDL_MapRGB(tmpsurf.format, $FF, $FF, $FF));
SDL_UpperBlit(tmpsurf, nil, Surface, nil);
SDL_FreeSurface(tmpsurf)
end;
procedure AddBorder(Surface: PSDL_Surface);
var tmpsurf: PSDL_Surface;
r, rr: TSDL_Rect;
x, yd, yu: integer;
begin
tmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/Border', false);
for x:= 0 to 2047 do
begin
yd:= 1023;
repeat
while (yd > 0 ) and (Land[yd, x] = 0) do dec(yd);
if (yd < 0) then yd:= 0;
while (yd < 1024) and (Land[yd, x] <> 0) do inc(yd);
dec(yd);
yu:= yd;
while (yu > 0 ) and (Land[yu, x] <> 0) do dec(yu);
while (yu < yd ) and (Land[yu, x] = 0) do inc(yu);
if (yd < 1023) and ((yd - yu) >= 16) then
begin
rr.x:= x;
rr.y:= yd - 15;
r.x:= x mod tmpsurf.w;
r.y:= 16;
r.w:= 1;
r.h:= 16;
SDL_UpperBlit(tmpsurf, @r, Surface, @rr);
end;
if (yu > 0) then
begin
rr.x:= x;
rr.y:= yu;
r.x:= x mod tmpsurf.w;
r.y:= 0;
r.w:= 1;
r.h:= min(16, yd - yu + 1);
SDL_UpperBlit(tmpsurf, @r, Surface, @rr);
end;
yd:= yu - 1;
until yd < 0;
end;
end;
function rndSign(num: Double): Double;
begin
if getrandom(2) = 0 then Result:= num
else Result:= - num
end;
procedure PointWave(var Template: TEdgeTemplate; var pa: TPixAr);
const MAXPASSES = 32;
var ar: array[0..MAXPASSES, 0..9] of Double;
i, k: integer;
rx, ry, ox, oy: Double;
PassesNum: Longword;
begin
with Template do
begin
PassesNum:= PassMin + getrandom(PassDelta);
TryDo(PassesNum < MAXPASSES, 'Passes number too big', true);
ar[0, 1]:= WaveFreqMin;
ar[0, 4]:= WaveFreqMin;
for i:= 1 to PassesNum do // initialize random parameters
begin
ar[i, 0]:= WaveAmplMin + getrandom * WaveAmplDelta;
ar[i, 1]:= ar[i - 1, 1] + (getrandom * 0.7 + 0.3) * WaveFreqDelta;
ar[i, 2]:= getrandom * pi * 2;
ar[i, 3]:= WaveAmplMin + getrandom * WaveAmplDelta;
ar[i, 4]:= ar[i - 1, 4] + (getrandom * 0.7 + 0.3) * WaveFreqDelta;
ar[i, 5]:= getrandom * pi * 2;
ar[i, 6]:= ar[i, 1] * (getrandom * 2 - 1);
ar[i, 7]:= ar[i, 1] * rndSign(sqrt(1 - sqr(ar[i, 6])));
ar[i, 8]:= ar[i, 4] * (getrandom * 2 - 1);
ar[i, 9]:= ar[i, 4] * rndSign(sqrt(1 - sqr(ar[i, 8])));
end;
end;
for k:= 0 to Pred(pa.Count) do // apply transformation
begin
rx:= pa.ar[k].x;
ry:= pa.ar[k].y;
for i:= 1 to PassesNum do
begin
ox:= rx;
oy:= ry;
ry:= ry + ar[i, 0] * sin(ox * ar[i, 6] + oy * ar[i, 7] + ar[i, 2]);
rx:= rx + ar[i, 3] * sin(ox * ar[i, 8] + oy * ar[i, 9] + ar[i, 5]);
end;
pa.ar[k].x:= round(rx);
pa.ar[k].y:= round(ry);
end;
end;
procedure NormalizePoints(var pa: TPixAr);
const brd = 32;
var isUP: boolean; // HACK: transform for Y should be exact as one for X
Left, Right, Top, Bottom,
OWidth, Width, OHeight, Height,
OLeft: integer;
i: integer;
begin
TryDo((pa.ar[0].y < 0) or (pa.ar[0].y > 1023), 'Bad land generated', true);
TryDo((pa.ar[Pred(pa.Count)].y < 0) or (pa.ar[Pred(pa.Count)].y > 1023), 'Bad land generated', true);
isUP:= pa.ar[0].y > 0;
Left:= 1023;
Right:= Left;
Top:= pa.ar[0].y;
Bottom:= Top;
for i:= 1 to Pred(pa.Count) do
with pa.ar[i] do
begin
if (y and $FFFFFC00) = 0 then
if x < Left then Left:= x else
if x > Right then Right:= x;
if y < Top then Top:= y else
if y > Bottom then Bottom:= y
end;
if (Left < brd) or (Right > 2047 - brd) then
begin
OLeft:= Left;
OWidth:= Right - OLeft;
if Left < brd then Left:= brd;
if Right > 2047 - brd then Right:= 2047 - brd;
Width:= Right - Left;
for i:= 0 to Pred(pa.Count) do
with pa.ar[i] do
x:= round((x - OLeft) * Width div OWidth + Left)
end;
if isUp then // FIXME: remove hack
if Top < brd then
begin
OHeight:= 1023 - Top;
Height:= 1023 - brd;
for i:= 0 to Pred(pa.Count) do
with pa.ar[i] do
y:= round((y - 1023) * Height div OHeight + 1023)
end;
end;
procedure GenBlank(var Template: TEdgeTemplate);
var pa: TPixAr;
i: Longword;
y, x: Longword;
begin
for y:= 0 to 1023 do
for x:= 0 to 2047 do
Land[y, x]:= COLOR_LAND;
with Template do
begin
if canMirror then
if getrandom(16) < 8 then
begin
for i:= 0 to pred(BasePointsCount) do
BasePoints^[i].x:= 2047 - BasePoints^[i].x;
for i:= 0 to pred(FillPointsCount) do
FillPoints^[i].x:= 2047 - FillPoints^[i].x;
end;
if canFlip then
if getrandom(16) < 8 then
begin
for i:= 0 to pred(BasePointsCount) do
BasePoints^[i].y:= 1023 - BasePoints^[i].y;
for i:= 0 to pred(FillPointsCount) do
FillPoints^[i].y:= 1023 - FillPoints^[i].y;
end;
pa.Count:= BasePointsCount;
for i:= 0 to pred(pa.Count) do
pa.ar[i]:= BasePoints^[i];
for i:= 1 to BezPassCnt do
BezierizeEdge(pa, 0.33333334);
PointWave(Template, pa);
NormalizePoints(pa);
DrawBezierEdge(pa, 0);
for i:= 0 to pred(FillPointsCount) do
with FillPoints^[i] do
FillLand(x, y);
DrawBezierEdge(pa, COLOR_LAND);
end;
end;
function SelectTemplate: integer;
begin
Result:= getrandom(Succ(High(EdgeTemplates)))
end;
procedure GenLandSurface;
var tmpsurf: PSDL_Surface;
begin
WriteLnToConsole('Generating land...');
GenBlank(EdgeTemplates[SelectTemplate]);
AddProgress;
with PixelFormat^ do
tmpsurf:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, AMask);
TryDo(tmpsurf <> nil, 'Error creating pre-land surface', true);
ColorizeLand(tmpsurf);
AddProgress;
AddBorder(tmpsurf);
with PixelFormat^ do
LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, AMask);
TryDo(LandSurface <> nil, 'Error creating land surface', true);
SDL_FillRect(LandSurface, nil, 0);
AddProgress;
SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0);
AddObjects(tmpsurf, LandSurface);
SDL_FreeSurface(tmpsurf);
AddProgress
end;
procedure MakeFortsMap;
var p: PTeam;
tmpsurf: PSDL_Surface;
begin
WriteLnToConsole('Generating forts land...');
p:= TeamsList;
TryDo(p <> nil, 'No teams on map!', true);
with PixelFormat^ do
LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, AMask);
SDL_FillRect(LandSurface, nil, 0);
tmpsurf:= LoadImage(Pathz[ptForts] + '/' + p.FortName + 'L', false);
BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface);
SDL_FreeSurface(tmpsurf);
p:= p.Next;
TryDo(p <> nil, 'Only one team on map!', true);
tmpsurf:= LoadImage(Pathz[ptForts] + '/' + p.FortName + 'R', false);
BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf, LandSurface);
SDL_FreeSurface(tmpsurf);
p:= p.Next;
TryDo(p = nil, 'More than 2 teams on map in forts mode!', true);
end;
procedure LoadMap;
var x, y: Longword;
p: PByteArray;
begin
WriteLnToConsole('Loading land from file...');
AddProgress;
LandSurface:= LoadImage(Pathz[ptMapCurrent] + '/map', false);
TryDo((LandSurface.w = 2048) and (LandSurface.h = 1024), 'Map dimensions should be 2048x1024!', true);
if SDL_MustLock(LandSurface) then
SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
p:= LandSurface.pixels;
case LandSurface.format.BytesPerPixel of
1: OutError('We don''t work with 8 bit surfaces', true);
2: for y:= 0 to 1023 do
begin
for x:= 0 to 2047 do
if PWord(@p[x * 2])^ <> 0 then Land[y, x]:= COLOR_LAND;
p:= @p[LandSurface.pitch];
end;
3: for y:= 0 to 1023 do
begin
for x:= 0 to 2047 do
if (p[x * 3 + 0] <> 0)
or (p[x * 3 + 1] <> 0)
or (p[x * 3 + 2] <> 0) then Land[y, x]:= COLOR_LAND;
p:= @p[LandSurface.pitch];
end;
4: for y:= 0 to 1023 do
begin
for x:= 0 to 2047 do
if PLongword(@p[x * 4])^ <> 0 then Land[y, x]:= COLOR_LAND;
p:= @p[LandSurface.pitch];
end;
end;
if SDL_MustLock(LandSurface) then
SDL_UnlockSurface(LandSurface);
end;
procedure GenMap;
begin
if (GameFlags and gfForts) = 0 then
if Pathz[ptMapCurrent] <> '' then LoadMap
else GenLandSurface
else MakeFortsMap;
AddProgress;
{$IFDEF DEBUGFILE}LogLandDigest{$ENDIF}
end;
procedure GenPreview;
var x, y, xx, yy, t, bit: integer;
begin
WriteLnToConsole('Generating preview...');
GenBlank(EdgeTemplates[SelectTemplate]);
for y:= 0 to 127 do
for x:= 0 to 31 do
begin
Preview[y, x]:= 0;
for bit:= 0 to 7 do
begin
t:= 0;
for yy:= y * 8 to y * 8 + 7 do
for xx:= x * 64 + bit * 8 to x * 64 + bit * 8 + 7 do
if Land[yy, xx] <> 0 then inc(t);
if t > 8 then Preview[y, x]:= Preview[y, x] or ($80 shr bit)
end
end
end;
initialization
end.