(*
* 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, uFloat;
{$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, uSHA, uIO;
type TPixAr = record
Count: Longword;
ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
end;
procedure LogLandDigest;
var ctx: TSHA1Context;
dig: TSHA1Digest;
s: shortstring;
begin
SHA1Init(ctx);
SHA1Update(ctx, @Land, sizeof(Land));
dig:= SHA1Final(ctx);
s:= '{'+inttostr(dig[0])+':'
+inttostr(dig[1])+':'
+inttostr(dig[2])+':'
+inttostr(dig[3])+':'
+inttostr(dig[4])+'}';
SendIPC('M' + s)
end;
procedure DrawLine(X1, Y1, X2, Y2: integer; Color: Longword);
var
eX, eY, dX, dY: integer;
i, sX, sY, x, y, d: integer;
begin
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
if (dX < 0) then
begin
sX:= -1;
dX:= -dX
end else sX:= dX;
if (dY > 0) then sY:= 1
else
if (dY < 0) then
begin
sY:= -1;
dY:= -dY
end else sY:= dY;
if (dX > dY) then d:= dX
else d:= dY;
x:= X1;
y:= Y1;
for i:= 0 to d do
begin
inc(eX, dX);
inc(eY, dY);
if (eX > d) then
begin
dec(eX, d);
inc(x, sX);
end;
if (eY > d) then
begin
dec(eY, d);
inc(y, sY);
end;
if ((x and $FFFFF800) = 0) and ((y and $FFFFFC00) = 0) then
Land[y, x]:= Color;
end
end;
procedure DrawBezierEdge(var pa: TPixAr; Color: Longword);
const dT: hwFloat = (isNegative: false; QWordValue: 85899346);
var x, y, i, px, py: integer;
tx, ty, vx, vy, vlen, t: hwFloat;
r1, r2, r3, r4: hwFloat;
x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: hwFloat;
begin
vx:= 0;
vy:= 0;
with pa do
for i:= 0 to Count-2 do
begin
vlen:= Distance(ar[i + 1].x - ar[i].X, ar[i + 1].y - ar[i].y);
t:= Distance(ar[i + 1].x - ar[i + 2].X,ar[i + 1].y - ar[i + 2].y);
if t<vlen then vlen:= t;
vlen:= vlen * _1div3;
tx:= ar[i+2].X - ar[i].X;
ty:= ar[i+2].y - ar[i].y;
t:= Distance(tx, ty);
if t.QWordValue = 0 then
begin
tx:= -tx * 10000;
ty:= -ty * 10000;
end else
begin
t:= 1/t;
tx:= -tx * t;
ty:= -ty * t;
end;
t:= 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 + hwRound(vx);
cy1:= ar[i].y + hwRound(vy);
cx2:= ar[i+1].X + hwRound(tx);
cy2:= ar[i+1].y + hwRound(ty);
vx:= -tx;
vy:= -ty;
px:= hwRound(x1);
py:= hwRound(y1);
t:= dT;
while t.Round = 0 do
begin
tsq:= t * 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:= hwRound(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:= hwRound(r1 + r2 + r3 + r4);
t:= t + dT;
DrawLine(px, py, x, y, Color);
px:= x;
py:= y
end;
DrawLine(px, py, hwRound(x2), hwRound(y2), Color)
end;
end;
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
var x, y, i: integer;
tx, ty, vx, vy, vlen, t: hwFloat;
r1, r2, r3, r4: hwFloat;
x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: hwFloat;
opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
vx:= 0;
vy:= 0;
with opa do
for i:= 0 to Count-2 do
begin
vlen:= Distance(ar[i + 1].x - ar[i].X, ar[i + 1].y - ar[i].y);
t:= Distance(ar[i + 1].x - ar[i + 2].X,ar[i + 1].y - ar[i + 2].y);
if t<vlen then vlen:= t;
vlen:= vlen * _1div3;
tx:= ar[i+2].X - ar[i].X;
ty:= ar[i+2].y - ar[i].y;
t:= Distance(tx, ty);
if t.QWordValue = 0 then
begin
tx:= -tx * 100000;
ty:= -ty * 100000;
end else
begin
t:= 1/t;
tx:= -tx * t;
ty:= -ty * t;
end;
t:= 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 + hwRound(vx);
cy1:= ar[i].y + hwRound(vy);
cx2:= ar[i+1].X + hwRound(tx);
cy2:= ar[i+1].y + hwRound(ty);
vx:= -tx;
vy:= -ty;
t:= 0;
while t.Round = 0 do
begin
tsq:= t * 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:= hwRound(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:= hwRound(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;
pa.ar[pa.Count].x:= opa.ar[Pred(opa.Count)].X;
pa.ar[pa.Count].y:= opa.ar[Pred(opa.Count)].Y;
inc(pa.Count)
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(var _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, true, true);
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, true, true);
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;
procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr);
var i: integer;
begin
with Template do
begin
pa.Count:= BasePointsCount;
for i:= 0 to pred(pa.Count) do
begin
pa.ar[i].x:= BasePoints^[i].x + integer(GetRandom(BasePoints^[i].w));
pa.ar[i].y:= BasePoints^[i].y + integer(GetRandom(BasePoints^[i].h))
end;
if canMirror then
if getrandom(2) = 0 then
begin
for i:= 0 to pred(BasePointsCount) do
pa.ar[i].x:= 2047 - pa.ar[i].x;
for i:= 0 to pred(FillPointsCount) do
FillPoints^[i].x:= 2047 - FillPoints^[i].x;
end;
if canFlip then
if getrandom(2) = 0 then
begin
for i:= 0 to pred(BasePointsCount) do
pa.ar[i].y:= 1023 - pa.ar[i].y;
for i:= 0 to pred(FillPointsCount) do
FillPoints^[i].y:= 1023 - FillPoints^[i].y;
end;
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 RandomizePoints(var pa: TPixAr);
const cEdge = 55;
cMinDist = 14;
var radz: array[0..Pred(cMaxEdgePoints)] of integer;
i, k, dist: integer;
begin
radz[0]:= 0;
for i:= 0 to Pred(pa.Count) do
with pa.ar[i] do
begin
radz[i]:= Min(Max(x - cEdge, 0), Max(2048 - cEdge - x, 0));
radz[i]:= Min(radz[i], Min(Max(y - cEdge, 0), Max(1024 - cEdge - y, 0)));
if radz[i] > 0 then
for k:= 0 to Pred(i) do
begin
dist:= Min(Max(abs(x - pa.ar[k].x), abs(y - pa.ar[k].y)), 50);
if radz[k] >= dist then
begin
radz[k]:= Max(0, dist - cMinDist * 2);
radz[i]:= Min(dist - radz[k], radz[i])
end;
radz[i]:= Min(radz[i], dist)
end
end;
for i:= 0 to Pred(pa.Count) do
with pa.ar[i] do
if ((x and $FFFFF800) = 0) and ((y and $FFFFFC00) = 0) then
begin
x:= x + integer(GetRandom(radz[i] * 2 + 1)) - radz[i];
y:= y + integer(GetRandom(radz[i] * 2 + 1)) - radz[i]
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;
SetPoints(Template, pa);
BezierizeEdge(pa, _1div3);
for i:= 0 to Pred(Template.RandPassesCount) do RandomizePoints(pa);
//NormalizePoints(pa);
DrawBezierEdge(pa, 0);
with Template do
for i:= 0 to pred(FillPointsCount) do
with FillPoints^[i] do
FillLand(x, y);
DrawBezierEdge(pa, COLOR_LAND)
end;
function SelectTemplate: integer;
begin
SelectTemplate:= 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, true, true);
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, true, true);
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, true, true);
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.