hedgewars/uLandGenTemplateBased.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 14 Jan 2019 00:34:56 +0100
changeset 14605 ab79cd4a7382
parent 14307 7a7c090f96f6
child 15929 128ace913837
permissions -rw-r--r--
Reverse order of visual gears linked list Now vgears will render in the order they have been added. Older visual gears are rendered earlier, so they are "behind" newer visual gears. This has been primarily done to fix the render order of speech bubbles (bug #287).

unit uLandGenTemplateBased;
interface

uses uLandTemplates, uLandOutline;

procedure GenTemplated(var Template: TEdgeTemplate);
procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr);

var minDistance, dabDiv: LongInt; // different details size

implementation
uses {$IFDEF IPHONEOS}uTypes, {$ENDIF} uVariables, uConsts, uFloat, uLandUtils, uRandom, SDLh, math;


procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
var i: LongInt;
begin
    with Template do
        begin
        pa.Count:= BasePointsCount;
        for i:= 0 to pred(LongInt(pa.Count)) do
            begin
            pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w));
            if pa.ar[i].x <> NTPX then
                pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
            pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - LongInt(Template.TemplateHeight)
            end;

        if canMirror then
            if getrandom(2) = 0 then
                begin
                for i:= 0 to pred(BasePointsCount) do
                if pa.ar[i].x <> NTPX then
                    pa.ar[i].x:= LAND_WIDTH - 1 - pa.ar[i].x;
                for i:= 0 to pred(FillPointsCount) do
                    fps^[i].x:= LAND_WIDTH - 1 - fps^[i].x;
                end;

(*  Experiment in making this option more useful
     if ((not isNegative) and (cTemplateFilter = 4)) or
        (canFlip and (getrandom(2) = 0)) then
           begin
           for i:= 0 to pred(BasePointsCount) do
               begin
               pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
               if pa.ar[i].y > LAND_HEIGHT - 1 then
                   pa.ar[i].y:= LAND_HEIGHT - 1;
               end;
           for i:= 0 to pred(FillPointsCount) do
               begin
               FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
               if FillPoints^[i].y > LAND_HEIGHT - 1 then
                   FillPoints^[i].y:= LAND_HEIGHT - 1;
               end;
           end;
     end
*)
// template recycling.  Pull these off the floor a bit
    if (not isNegative) and (cTemplateFilter = 4) then
        begin
        for i:= 0 to pred(BasePointsCount) do
            begin
            dec(pa.ar[i].y, 100);
            if pa.ar[i].y < 0 then
                pa.ar[i].y:= 0;
            end;
        for i:= 0 to pred(FillPointsCount) do
            begin
            dec(fps^[i].y, 100);
            if fps^[i].y < 0 then
                fps^[i].y:= 0;
            end;
        end;

    if (canFlip and (getrandom(2) = 0)) then
        begin
        for i:= 0 to pred(BasePointsCount) do
            pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y;
        for i:= 0 to pred(FillPointsCount) do
            fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y;
        end;
    end
end;

procedure FindPoint(si: LongInt; fillPointsCount: LongWord; var newPoint: TPoint; var pa: TPixAr);
const mapBorderMargin = 40;
var p1, p2, p4, fp, mp: TPoint;
    i, t1, t2, iy, ix, aqpb: LongInt;
    a, b, p, q: LongInt;
    dab, d, distL, distR: LongInt;
begin
    // [p1, p2] is the segment we're trying to divide
    p1:= pa.ar[si];
    p2:= pa.ar[si + 1];

    if p2.x = NTPX then
    // it is segment from last to first point, so need to find first point
    begin
        i:= si - 2;
        while (i >= 0) and (pa.ar[i].x <> NTPX) do
            dec(i);
        p2:= pa.ar[i + 1]
    end;

    // perpendicular vector
    a:= p2.y - p1.y;
    b:= p1.x - p2.x;
    dab:= DistanceI(a, b).Round;

    // its middle point
    mp.x:= (p1.x + p2.x) div 2;
    mp.y:= (p1.y + p2.y) div 2;

    // don't process too short segments or those which are too close to map borders
    if (p1.x = NTPX)
            or (dab < minDistance * 3)
            or (mp.x < leftX + mapBorderMargin)
            or (mp.x > rightX - mapBorderMargin)
            or (mp.y < topY + mapBorderMargin)
            or (mp.y > LongInt(LAND_HEIGHT) - mapBorderMargin)
    then
    begin
        newPoint:= p1;
        exit;
    end;

    // find distances to map borders
    if a <> 0 then
    begin
        // left border
        iy:= (leftX + mapBorderMargin - mp.x) * b div a + mp.y;
        d:= DistanceI(mp.x - leftX - mapBorderMargin, mp.y - iy).Round;
        t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy);
        if t1 > 0 then distL:= d else distR:= d;

        // right border
        iy:= (rightX - mapBorderMargin - mp.x) * b div a + mp.y;
        d:= DistanceI(mp.x - rightX + mapBorderMargin, mp.y - iy).Round;
        if t1 > 0 then distR:= d else distL:= d;
    end else
    begin
        distL:= LAND_WIDTH + LAND_HEIGHT;
        distR:= distL;
    end;

    if b <> 0 then
    begin
        // top border
        ix:= (topY + mapBorderMargin - mp.y) * a div b + mp.x;
        d:= DistanceI(mp.y - topY - mapBorderMargin, mp.x - ix).Round;
        t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix);
        if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);

        // bottom border
        ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x;
        d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round;
        if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL);
    end;

    // now go through all other segments
    fp:= pa.ar[0];
    for i:= 0 to LongInt(pa.Count) - 2 do
        if pa.ar[i].x = NTPX then
            fp:= pa.ar[i + 1]
        else if (i <> si) then
        begin
            p4:= pa.ar[i + 1];
            if p4.x = NTPX then
                p4:= fp;

            // check if it intersects
            t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y);
            t2:= (mp.x - p4.x) * b - a * (mp.y - p4.y);

            if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows
            begin
                p:= p4.x - pa.ar[i].x;
                q:= p4.y - pa.ar[i].y;
                aqpb:= a * q - p * b;

                if (aqpb <> 0) then
                begin
                    // (ix; iy) is intersection point
                    iy:= (((Int64(pa.ar[i].x) - mp.x) * b + Int64(mp.y) * a) * q - Int64(pa.ar[i].y) * p * b) div aqpb;
                    if abs(b) > abs(q) then
                        ix:= (iy - mp.y) * a div b + mp.x
                    else
                        ix:= (iy - pa.ar[i].y) * p div q + pa.ar[i].x;

                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
                    t1:= b * (mp.y - iy) + a * (mp.x - ix);
                    if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
                end;
            end;
        end;

    // go through all points, including fill points
    for i:= 0 to Pred(LongInt(pa.Count + fillPointsCount)) do
        // if this point isn't on current segment
        if (si <> i) and (i <> si + 1) and (pa.ar[i].x <> NTPX) then
        begin
            // also check intersection with rays through pa.ar[i] if this point is good
            t1:= (p1.x - pa.ar[i].x) * b - a * (p1.y - pa.ar[i].y);
            t2:= (p2.x - pa.ar[i].x) * b - a * (p2.y - pa.ar[i].y);
            if (t1 > 0) <> (t2 > 0) then
            begin
                // ray from p1
                p:= pa.ar[i].x - p1.x;
                q:= pa.ar[i].y - p1.y;
                aqpb:= a * q - p * b;

                if (aqpb <> 0) then
                begin
                    // (ix; iy) is intersection point
                    iy:= (((Int64(p1.x) - mp.x) * b + Int64(mp.y) * a) * q - Int64(p1.y) * p * b) div aqpb;
                    if abs(b) > abs(q) then
                        ix:= (iy - mp.y) * a div b + mp.x
                    else
                        ix:= (iy - p1.y) * p div q + p1.x;

                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
                    t1:= b * (mp.y - iy) + a * (mp.x - ix);
                    if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
                end;

                // and ray from p2
                p:= pa.ar[i].x - p2.x;
                q:= pa.ar[i].y - p2.y;
                aqpb:= a * q - p * b;

                if (aqpb <> 0) then
                begin
                    // (ix; iy) is intersection point
                    iy:= (((Int64(p2.x) - mp.x) * b + Int64(mp.y) * a) * q - Int64(p2.y) * p * b) div aqpb;
                    if abs(b) > abs(q) then
                        ix:= (iy - mp.y) * a div b + mp.x
                    else
                        ix:= (iy - p2.y) * p div q + p2.x;

                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
                    t2:= b * (mp.y - iy) + a * (mp.x - ix);
                    if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
                end;
            end;
        end;

    // don't move new point for more than length of initial segment
    // adjust/parametrize for more flat surfaces (try values 3/4, 1/2 of dab, or even 1/4)
    d:= dab * 100 div dabDiv;
    //d:= dab * (1 + abs(cFeatureSize - 8)) div 6;
    //d:= dab * (14 + cFeatureSize) div 20;
    if distL > d then distL:= d;
    if distR > d then distR:= d;

    if distR + distL < minDistance * 2 + 10 then
    begin
        // limits are too narrow, just divide
        newPoint.x:= mp.x;
        newPoint.y:= mp.y;
    end
    else
    begin
        // select distance within [-distL; distR]
        d:= -distL + minDistance + LongInt(GetRandom(distR + distL - minDistance * 2));
        //d:= distR - minDistance;
        //d:= - distL + minDistance;

        // calculate new point
        newPoint.x:= mp.x + a * d div dab;
        newPoint.y:= mp.y + b * d div dab;
    end;
end;

procedure DivideEdges(fillPointsCount: LongWord; var pa: TPixAr);
var i, t: LongInt;
    newPoint: TPoint;
begin
    newPoint.x:= 0;
    newPoint.y:= 0;
    i:= 0;

    while i < LongInt(pa.Count) - 1 do
    begin
        FindPoint(i, fillPointsCount, newPoint, pa);

        if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then
        begin
            // point found, free a slot for it in array, don't forget to move appended fill points
            for t:= pa.Count + fillPointsCount downto i + 2 do
                pa.ar[t]:= pa.ar[t - 1];
            inc(pa.Count);
            pa.ar[i + 1]:= newPoint;
            inc(i)
        end;
        inc(i)
    end;
end;

procedure Distort2(var Template: TEdgeTemplate; fps: PPointArray; var pa: TPixAr);
var i: Longword;
begin
    // append fill points to ensure distortion won't move them to other side of segment
    for i:= 0 to pred(Template.FillPointsCount) do
        begin
            pa.ar[pa.Count + i].x:= fps^[i].x;
            pa.ar[pa.Count + i].y:= fps^[i].y;
        end;

    // divide while it divides
    repeat
        i:= pa.Count;
        DivideEdges(Template.FillPointsCount, pa)
    until i = pa.Count;

{$IFDEF IPHONEOS}
    if GameType <> gmtLandPreview then
{$ENDIF}
    // make it smooth
    BezierizeEdge(pa, _0_2);
end;


procedure GenTemplated(var Template: TEdgeTemplate);
var pa: TPixAr;
    i: Longword;
    y, x: Longword;
    fps: TPointArray;
begin
    fps:=Template.FillPoints^;
    ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
    for y:= 0 to LAND_HEIGHT - 1 do
        for x:= 0 to LAND_WIDTH - 1 do
            Land[y, x]:= lfBasic;

    minDistance:= sqr(cFeatureSize) div 8 + 10;
    //dabDiv:= getRandom(41)+60;
    //dabDiv:= getRandom(31)+70;
    dabDiv:= getRandom(21)+100;
    MaxHedgehogs:= Template.MaxHedgehogs;
    hasGirders:= Template.hasGirders;
    playHeight:= Template.TemplateHeight;
    playWidth:= Template.TemplateWidth;
    leftX:= (LAND_WIDTH - playWidth) div 2;
    rightX:= Pred(leftX + playWidth);
    topY:= LAND_HEIGHT - playHeight;

    {$HINTS OFF}
    SetPoints(Template, pa, @fps);
    {$HINTS ON}

    Distort2(Template, @fps, pa);

    DrawEdge(pa, 0);

    with Template do
        for i:= 0 to pred(FillPointsCount) do
            with fps[i] do
                FillLand(x, y, 0, 0);

    DrawEdge(pa, lfBasic);

    // HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ?
    if (cTemplateFilter = 4)
    or (Template.canInvert and (getrandom(2) = 0))
    or (not Template.canInvert and Template.isNegative) then
        begin
        hasBorder:= true;
        for y:= 0 to LAND_HEIGHT - 1 do
            for x:= 0 to LAND_WIDTH - 1 do
                if (y < LongWord(topY)) or (x < LongWord(leftX)) or (x > LongWord(rightX)) then
                    Land[y, x]:= 0
                else
                    begin
                    if Land[y, x] = 0 then
                        Land[y, x]:= lfBasic
                    else if Land[y, x] = lfBasic then
                        Land[y, x]:= 0;
                    end;
        end;
end;


end.