--- a/hedgewars/CMakeLists.txt Wed Sep 18 13:42:26 2024 +0200
+++ b/hedgewars/CMakeLists.txt Wed Sep 18 14:10:51 2024 +0200
@@ -78,12 +78,9 @@
adler32.pas
uLandTemplates.pas
uLandTexture.pas
+ uLandGenPerlin.pas
uLandGraphics.pas
uLandPainted.pas
- uLandOutline.pas
- uLandGenMaze.pas
- uLandGenPerlin.pas
- uLandGenTemplateBased.pas
uLandUtils.pas
#this is where dependency tracking becomes hard
--- a/hedgewars/uLandGenMaze.pas Wed Sep 18 13:42:26 2024 +0200
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,547 +0,0 @@
-{$INCLUDE "options.inc"}
-
-unit uLandGenMaze;
-
-interface
-
-procedure GenMaze;
-
-implementation
-
-uses uRandom, uLandOutline, uLandTemplates, uVariables, uFloat, uConsts,
- uLandGenTemplateBased, uUtils, uLandUtils;
-
-type direction = record x, y: LongInt; end;
-const DIR_N: direction = (x: 0; y: -1);
- DIR_E: direction = (x: 1; y: 0);
- DIR_S: direction = (x: 0; y: 1);
- DIR_W: direction = (x: -1; y: 0);
-
-operator = (const a, b: direction) c: Boolean;
-begin
- c := (a.x = b.x) and (a.y = b.y);
-end;
-
-const small_cell_size = 128;
- medium_cell_size = 192;
- large_cell_size = 256;
- braidness = 10;
-
-type
- cell_t = record x,y : LongInt
- end;
-
-var x, y : LongInt;
- cellsize : LongInt; //selected by the user in the gui
- seen_cells_x, seen_cells_y : LongInt; //number of cells that can be visited by the generator, that is every second cell in x and y direction. the cells between there are walls that will be removed when we move from one cell to another
- num_edges_x, num_edges_y : LongInt; //number of resulting edges that need to be vertexificated
- num_cells_x, num_cells_y : LongInt; //actual number of cells, depending on cell size
-
-
- seen_list : array of array of LongInt;
- xwalls : array of array of Boolean;
- ywalls : array of array of Boolean;
- x_edge_list : array of array of Boolean;
- y_edge_list : array of array of Boolean;
- maze : array of array of Boolean;
-
- pa : TPixAr;
- num_vertices : LongInt;
- off_y : LongInt;
- num_steps : LongInt;
- current_step : LongInt;
-
- step_done : array of Boolean;
-
- done : Boolean;
-
-{ last_cell : array 0..3 of record x, y :LongInt ; end;
- came_from : array of array of record x, y: LongInt; end;
- came_from_pos : array of LongInt;
-}
- last_cell : array of cell_t;
- came_from : array of array of cell_t;
- came_from_pos: array of LongInt;
-
- maze_inverted : Boolean;
-
-function when_seen(x: LongInt; y: LongInt): LongInt;
-begin
-if (x < 0) or (x >= seen_cells_x) or (y < 0) or (y >= seen_cells_y) then
- when_seen := current_step
-else
- when_seen := seen_list[x, y];
-end;
-
-function is_x_edge(x, y: LongInt): Boolean;
-begin
-if (x < 0) or (x > num_edges_x) or (y < 0) or (y > num_cells_y) then
- is_x_edge := false
-else
- is_x_edge := x_edge_list[x, y];
-end;
-
-function is_y_edge(x, y: LongInt): Boolean;
-begin
-if (x < 0) or (x > num_cells_x) or (y < 0) or (y > num_edges_y) then
- is_y_edge := false
-else
- is_y_edge := y_edge_list[x, y];
-end;
-
-procedure see_cell;
-var dir: direction;
- tries: LongInt;
- x, y: LongInt;
- found_cell: Boolean;
- next_dir_clockwise: Boolean;
-
-begin
-x := last_cell[current_step].x;
-y := last_cell[current_step].y;
-seen_list[x, y] := current_step;
-case GetRandom(4) of
- 0: dir := DIR_N;
- 1: dir := DIR_E;
- 2: dir := DIR_S;
- 3: dir := DIR_W;
-end;
-tries := 0;
-found_cell := false;
-if getrandom(2) = 1 then
- next_dir_clockwise := true
-else
- next_dir_clockwise := false;
-
-while (tries < 5) and (not found_cell) do
-begin
- if when_seen(x + dir.x, y + dir.y) = current_step then //we are seeing ourselves, try another direction
- begin
- //we have already seen the target cell, decide if we should remove the wall anyway
- //(or put a wall there if maze_inverted, but we are not doing that right now)
- if (not maze_inverted) and (GetRandom(braidness) = 0) then
- //or just warn that inverted+braid+indestructible terrain != good idea
- begin
- case dir.x of
-
- -1:
- if x > 0 then
- ywalls[x-1, y] := false;
- 1:
- if x < seen_cells_x - 1 then
- ywalls[x, y] := false;
- end;
- case dir.y of
- -1:
- if y > 0 then
- xwalls[x, y-1] := false;
- 1:
- if y < seen_cells_y - 1 then
- xwalls[x, y] := false;
- end;
- end;
- if next_dir_clockwise then
- begin
- if dir = DIR_N then
- dir := DIR_E
- else if dir = DIR_E then
- dir := DIR_S
- else if dir = DIR_S then
- dir := DIR_W
- else
- dir := DIR_N;
- end
- else
- begin
- if dir = DIR_N then
- dir := DIR_W
- else if dir = DIR_E then
- dir := DIR_N
- else if dir = DIR_S then
- dir := DIR_E
- else
- dir := DIR_S;
- end
- end
- else if when_seen(x + dir.x, y + dir.y) = -1 then //cell was not seen yet, go there
- begin
- case dir.y of
- -1: xwalls[x, y-1] := false;
- 1: xwalls[x, y] := false;
- end;
- case dir.x of
- -1: ywalls[x-1, y] := false;
- 1: ywalls[x, y] := false;
- end;
- last_cell[current_step].x := x+dir.x;
- last_cell[current_step].y := y+dir.y;
- came_from_pos[current_step] := came_from_pos[current_step] + 1;
- came_from[current_step, came_from_pos[current_step]].x := x;
- came_from[current_step, came_from_pos[current_step]].y := y;
- found_cell := true;
- end
- else //we are seeing someone else, quit
- begin
- step_done[current_step] := true;
- found_cell := true;
- end;
-
- tries := tries + 1;
-end;
-if not found_cell then
- begin
- last_cell[current_step].x := came_from[current_step, came_from_pos[current_step]].x;
- last_cell[current_step].y := came_from[current_step, came_from_pos[current_step]].y;
- came_from_pos[current_step] := came_from_pos[current_step] - 1;
-
- if came_from_pos[current_step] >= 0 then
- see_cell()
-
- else
- step_done[current_step] := true;
- end;
-end;
-
-procedure add_vertex(x, y: LongInt);
-var tmp_x, tmp_y, nx, ny: LongInt;
-begin
- if x = NTPX then
- begin
- if pa.ar[num_vertices - 6].x = NTPX then
- begin
- num_vertices := num_vertices - 6;
- end
- else
- begin
- pa.ar[num_vertices].x := NTPX;
- pa.ar[num_vertices].y := 0;
- end
- end
- else
- begin
- if maze_inverted or (x mod 2 = 0) then
- tmp_x := cellsize
- else
- tmp_x := cellsize * 2 div 3;
-
- if maze_inverted or (y mod 2 = 0) then
- tmp_y := cellsize
- else
- tmp_y := cellsize * 2 div 3;
-
- nx:= (x-1)*cellsize + tmp_x;
- ny:= (y-1)*cellsize + tmp_y + off_y;
-
- if num_vertices > 2 then
- if ((pa.ar[num_vertices - 2].x = pa.ar[num_vertices - 1].x) and (pa.ar[num_vertices - 1].x = nx))
- or ((pa.ar[num_vertices - 2].y = pa.ar[num_vertices - 1].y) and (pa.ar[num_vertices - 1].y = ny))
- then
- dec(num_vertices);
-
- pa.ar[num_vertices].x := nx;
- pa.ar[num_vertices].y := ny;
- end;
-
- num_vertices := num_vertices + 1;
-end;
-
-procedure add_edge(x, y: LongInt; dir: direction);
-var i: LongInt;
-begin
-if dir = DIR_N then
- begin
- dir := DIR_W
- end
-else if dir = DIR_E then
- begin
- dir := DIR_N
- end
-else if dir = DIR_S then
- begin
- dir := DIR_E
- end
-else
- begin
- dir := DIR_S;
- end;
-
-for i := 0 to 3 do
- begin
- if dir = DIR_N then
- dir := DIR_E
- else if dir = DIR_E then
- dir := DIR_S
- else if dir = DIR_S then
- dir := DIR_W
- else
- dir := DIR_N;
-
- if (dir = DIR_N) and is_x_edge(x, y) then
- begin
- x_edge_list[x, y] := false;
- add_vertex(x+1, y);
- add_edge(x, y-1, DIR_N);
- break;
- end;
-
- if (dir = DIR_E) and is_y_edge(x+1, y) then
- begin
- y_edge_list[x+1, y] := false;
- add_vertex(x+2, y+1);
- add_edge(x+1, y, DIR_E);
- break;
- end;
-
- if (dir = DIR_S) and is_x_edge(x, y+1) then
- begin
- x_edge_list[x, y+1] := false;
- add_vertex(x+1, y+2);
- add_edge(x, y+1, DIR_S);
- break;
- end;
-
- if (dir = DIR_W) and is_y_edge(x, y) then
- begin
- y_edge_list[x, y] := false;
- add_vertex(x, y+1);
- add_edge(x-1, y, DIR_W);
- break;
- end;
- end;
-
-end;
-
-procedure GenMaze;
-var i: Longword;
-begin
-case cTemplateFilter of
- 0: begin
- cellsize := small_cell_size;
- maze_inverted := false;
- minDistance:= max(cFeatureSize*8,32);
- dabDiv:= 150;
- end;
- 1: begin
- cellsize := medium_cell_size;
- minDistance:= max(cFeatureSize*6,20);
- maze_inverted := false;
- dabDiv:= 100;
- end;
- 2: begin
- cellsize := large_cell_size;
- minDistance:= max(cFeatureSize*5,12);
- maze_inverted := false;
- dabDiv:= 90;
- end;
- 3: begin
- cellsize := small_cell_size;
- minDistance:= max(cFeatureSize*8,32);
- maze_inverted := true;
- dabDiv:= 130;
- end;
- 4: begin
- cellsize := medium_cell_size;
- minDistance:= max(cFeatureSize*6,20);
- maze_inverted := true;
- dabDiv:= 100;
- end;
- 5: begin
- cellsize := large_cell_size;
- minDistance:= max(cFeatureSize*5,12);
- maze_inverted := true;
- dabDiv:= 85;
- end;
- end;
-
-num_cells_x := LAND_WIDTH div cellsize;
-if not odd(num_cells_x) then
- num_cells_x := num_cells_x - 1; //needs to be odd
-
-num_cells_y := LAND_HEIGHT div cellsize;
-if not odd(num_cells_y) then
- num_cells_y := num_cells_y - 1;
-
-num_edges_x := num_cells_x - 1;
-num_edges_y := num_cells_y - 1;
-
-seen_cells_x := num_cells_x div 2;
-seen_cells_y := num_cells_y div 2;
-
-if maze_inverted then
- num_steps := 3 //TODO randomize, between 3 and 5?
-else
- num_steps := 1;
-
-SetLength(step_done, num_steps);
-SetLength(last_cell, num_steps);
-SetLength(came_from_pos, num_steps);
-SetLength(came_from, num_steps, num_cells_x*num_cells_y);
-
-done := false;
-
-for current_step := 0 to num_steps - 1 do
- begin
- step_done[current_step] := false;
- came_from_pos[current_step] := 0;
- end;
-
-current_step := 0;
-
-
-SetLength(seen_list, seen_cells_x, seen_cells_y);
-SetLength(xwalls, seen_cells_x, seen_cells_y - 1);
-SetLength(ywalls, seen_cells_x - 1, seen_cells_y);
-SetLength(x_edge_list, num_edges_x, num_cells_y);
-SetLength(y_edge_list, num_cells_x, num_edges_y);
-SetLength(maze, num_cells_x, num_cells_y);
-
-
-num_vertices := 0;
-
-playHeight := num_cells_y * cellsize;
-playWidth := num_cells_x * cellsize;
-off_y := LAND_HEIGHT - playHeight;
-
-for x := 0 to playWidth do
- for y := 0 to off_y - 1 do
- LandSet(y, x, 0);
-
-for x := 0 to playWidth do
- for y := off_y to LAND_HEIGHT - 1 do
- LandSet(y, x, lfBasic);
-
-for y := 0 to num_cells_y - 1 do
- for x := 0 to num_cells_x - 1 do
- maze[x, y] := false;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 2 do
- xwalls[x, y] := true;
-
-for x := 0 to seen_cells_x - 2 do
- for y := 0 to seen_cells_y - 1 do
- ywalls[x, y] := true;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 1 do
- seen_list[x, y] := -1;
-
-for x := 0 to num_edges_x - 1 do
- for y := 0 to num_cells_y - 1 do
- x_edge_list[x, y] := false;
-
-for x := 0 to num_cells_x - 1 do
- for y := 0 to num_edges_y - 1 do
- y_edge_list[x, y] := false;
-
-for current_step := 0 to num_steps-1 do
- begin
- x := GetRandom(seen_cells_x - 1) div LongWord(num_steps);
- last_cell[current_step].x := x + current_step * seen_cells_x div num_steps;
- last_cell[current_step].y := GetRandom(seen_cells_y);
-end;
-
-while not done do
- begin
- done := true;
- for current_step := 0 to num_steps-1 do
- begin
- if not step_done[current_step] then
- begin
- see_cell;
- done := false;
- end;
- end;
- end;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 1 do
- if seen_list[x, y] > -1 then
- maze[(x+1)*2-1, (y+1)*2-1] := true;
-
-for x := 0 to seen_cells_x - 1 do
- for y := 0 to seen_cells_y - 2 do
- if not xwalls[x, y] then
- maze[x*2 + 1, y*2 + 2] := true;
-
-
-for x := 0 to seen_cells_x - 2 do
- for y := 0 to seen_cells_y - 1 do
- if not ywalls[x, y] then
- maze[x*2 + 2, y*2 + 1] := true;
-
-for x := 0 to num_edges_x - 1 do
- for y := 0 to num_cells_y - 1 do
- if maze[x, y] xor maze[x+1, y] then
- x_edge_list[x, y] := true
- else
- x_edge_list[x, y] := false;
-
-for x := 0 to num_cells_x - 1 do
- for y := 0 to num_edges_y - 1 do
- if maze[x, y] xor maze[x, y+1] then
- y_edge_list[x, y] := true
- else
- y_edge_list[x, y] := false;
-
-for x := 0 to num_edges_x - 1 do
- for y := 0 to num_cells_y - 1 do
- if x_edge_list[x, y] then
- begin
- x_edge_list[x, y] := false;
- add_vertex(x+1, y+1);
- add_vertex(x+1, y);
- add_edge(x, y-1, DIR_N);
- add_vertex(NTPX, 0);
- end;
-
-pa.count := num_vertices;
-
-leftX:= 0;
-rightX:= playWidth;
-topY:= off_y;
-
-// fill point
-pa.ar[pa.Count].x:= 1;
-pa.ar[pa.Count].y:= 1 + off_y;
-
-{
-for i:= 0 to pa.Count - 1 do
- begin
- system.writeln(pa.ar[i].x, ', ', pa.ar[i].y);
- end;
-}
-
-// divide while it divides
-repeat
- i:= pa.Count;
- DivideEdges(1, pa)
-until i = pa.Count;
-
-// make it smooth
-BezierizeEdge(pa, _0_2);
-
-DrawEdge(pa, 0);
-
-if maze_inverted then
- FillLand(1, 1 + off_y, 0, 0)
-else
- begin
- x := 0;
- while LandGet(cellsize div 2 + cellsize + off_y, x) = lfBasic do
- x := x + 1;
- while LandGet(cellsize div 2 + cellsize + off_y, x) = 0 do
- x := x + 1;
- FillLand(x+1, cellsize div 2 + cellsize + off_y, 0, 0);
- end;
-
-MaxHedgehogs:= 32;
-if (GameFlags and gfDisableGirders) <> 0 then
- hasGirders:= false
-else
- hasGirders := true;
-
-hasBorder := false;
-end;
-
-end.
--- a/hedgewars/uLandGenPerlin.pas Wed Sep 18 13:42:26 2024 +0200
+++ b/hedgewars/uLandGenPerlin.pas Wed Sep 18 14:10:51 2024 +0200
@@ -9,7 +9,6 @@
uses uVariables
, uConsts
, uRandom
- , uLandOutline // FillLand
, uUtils
, uLandUtils
;
--- a/hedgewars/uLandGenTemplateBased.pas Wed Sep 18 13:42:26 2024 +0200
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,383 +0,0 @@
-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
-{$ENDIF}
- // make it smooth
- BezierizeEdge(pa, _0_2);
-end;
-
-
-procedure GenTemplated(var Template: TEdgeTemplate);
-var pa: TPixAr;
- i: Longword;
- y, x: Longword;
- fps: TPointArray;
-begin
- fps:=Template.FillPoints^;
- ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
- for y:= 0 to LAND_HEIGHT - 1 do
- for x:= 0 to LAND_WIDTH - 1 do
- LandSet(y, x, lfBasic);
-
- minDistance:= sqr(cFeatureSize) div 8 + 10;
- //dabDiv:= getRandom(41)+60;
- //dabDiv:= getRandom(31)+70;
- dabDiv:= getRandom(21)+100;
- MaxHedgehogs:= Template.MaxHedgehogs;
- hasGirders:= Template.hasGirders;
- playHeight:= Template.TemplateHeight;
- playWidth:= Template.TemplateWidth;
- leftX:= (LAND_WIDTH - playWidth) div 2;
- rightX:= Pred(leftX + playWidth);
- topY:= LAND_HEIGHT - playHeight;
-
- {$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
- LandSet(y, x, 0)
- else
- begin
- if LandGet(y, x) = 0 then
- LandSet(y, x, lfBasic)
- else if LandGet(y, x) = lfBasic then
- LandSet(y, x, 0);
- end;
- end;
-end;
-
-
-end.
--- a/hedgewars/uLandOutline.pas Wed Sep 18 13:42:26 2024 +0200
+++ /dev/null Thu Jan 01 00:00:00 1970 +0000
@@ -1,182 +0,0 @@
-unit uLandOutline;
-
-interface
-
-uses uConsts, SDLh, uFloat;
-
-type TPixAr = record
- Count: Longword;
- ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
- end;
-
-procedure DrawEdge(var pa: TPixAr; value: Word);
-procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
-
-implementation
-
-uses uLandGraphics, uDebug, uVariables, uLandTemplates;
-
-
-var Stack: record
- Count: Longword;
- points: array[0..8192] of record
- xl, xr, y, dir: LongInt;
- end
- end;
-
-
-procedure Push(_xl, _xr, _y, _dir: LongInt);
-begin
- if checkFails(Stack.Count <= 8192, 'FillLand: stack overflow', true) then exit;
- _y:= _y + _dir;
- if (_y < 0) or (_y >= LAND_HEIGHT) 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: LongInt);
-begin
- dec(Stack.Count);
- with Stack.points[Stack.Count] do
- begin
- _xl:= xl;
- _xr:= xr;
- _y:= y;
- _dir:= dir
- end
-end;
-
-procedure DrawEdge(var pa: TPixAr; value: Word);
-var i: LongInt;
-begin
- i:= 0;
- with pa do
- while i < LongInt(Count) - 1 do
- if (ar[i + 1].X = NTPX) then
- inc(i, 2)
- else
- begin
- DrawLine(ar[i].x, ar[i].y, ar[i + 1].x, ar[i + 1].y, value);
- inc(i)
- end
-end;
-
-
-procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);
-var d1, d2, d: hwFloat;
-begin
- Vx:= int2hwFloat(p1.X - p3.X);
- Vy:= int2hwFloat(p1.Y - p3.Y);
-
- d2:= Distance(Vx, Vy);
-
- if d2.QWordValue = 0 then
- begin
- Vx:= _0;
- Vy:= _0
- end
- else
- begin
- d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);
- d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);
-
- if d1 < d then
- d:= d1;
- if d2 < d then
- d:= d2;
-
- d2:= d * _1div3 / d2;
-
- Vx:= Vx * d2;
- Vy:= Vy * d2
- end
-end;
-
-procedure AddLoopPoints(var pa, opa: TPixAr; StartI, EndI: LongInt; Delta: hwFloat);
-var i, pi, ni: LongInt;
- NVx, NVy, PVx, PVy: hwFloat;
- x1, x2, y1, y2: LongInt;
- tsq, tcb, t, r1, r2, r3, cx1, cx2, cy1, cy2: hwFloat;
- X, Y: LongInt;
-begin
- if pa.Count < cMaxEdgePoints - 2 then
- begin
- pi:= EndI;
- i:= StartI;
- ni:= Succ(StartI);
- {$HINTS OFF}
- Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
- {$HINTS ON}
- repeat
- i:= ni;
- inc(pi);
- if pi > EndI then
- pi:= StartI;
- inc(ni);
- if ni > EndI then
- ni:= StartI;
- PVx:= NVx;
- PVy:= NVy;
- Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
-
- x1:= opa.ar[pi].x;
- y1:= opa.ar[pi].y;
- x2:= opa.ar[i].x;
- y2:= opa.ar[i].y;
-
- cx1:= int2hwFloat(x1) - PVx;
- cy1:= int2hwFloat(y1) - PVy;
- cx2:= int2hwFloat(x2) + NVx;
- cy2:= int2hwFloat(y2) + NVy;
- t:= _0;
- while (t.Round = 0) and (pa.Count < cMaxEdgePoints-2) do
- begin
- tsq:= t * t;
- tcb:= tsq * t;
- r1:= (_1 - t*3 + tsq*3 - tcb);
- r2:= ( t*3 - tsq*6 + tcb*3);
- r3:= ( tsq*3 - tcb*3);
- X:= hwRound(r1 * x1 + r2 * cx1 + r3 * cx2 + tcb * x2);
- Y:= hwRound(r1 * y1 + r2 * cy1 + r3 * cy2 + tcb * y2);
- 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;
- until i = StartI;
- end;
-
- pa.ar[pa.Count].x:= opa.ar[StartI].X;
- pa.ar[pa.Count].y:= opa.ar[StartI].Y;
- inc(pa.Count)
-end;
-
-procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
-var i, StartLoop: LongInt;
- opa: TPixAr;
-begin
-opa:= pa;
-pa.Count:= 0;
-i:= 0;
-StartLoop:= 0;
-while (i < LongInt(opa.Count)) and (pa.Count < cMaxEdgePoints-1) do
- if (opa.ar[i + 1].X = NTPX) then
- begin
- AddLoopPoints(pa, opa, StartLoop, i, Delta);
- inc(i, 2);
- StartLoop:= i;
- pa.ar[pa.Count].X:= NTPX;
- pa.ar[pa.Count].Y:= 0;
- inc(pa.Count);
- end else inc(i)
-end;
-
-end.