hedgewars/uLandGenTemplateBased.pas
author unc0rr
Wed, 19 Mar 2014 00:28:52 +0400
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permissions -rw-r--r--
No self intersections, except for weirdness between first and last point
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unit uLandGenTemplateBased;
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interface
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uses uLandTemplates;
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procedure GenTemplated(var Template: TEdgeTemplate);
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implementation
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uses uVariables, uConsts, uFloat, uLandOutline, uLandUtils, uRandom, SDLh, math;
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procedure SetPoints(var Template: TEdgeTemplate; var pa: TPixAr; fps: PPointArray);
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var i: LongInt;
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begin
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    with Template do
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        begin
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        pa.Count:= BasePointsCount;
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        for i:= 0 to pred(pa.Count) do
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            begin
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            pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w));
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            if pa.ar[i].x <> NTPX then
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                pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2);
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            pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) + LAND_HEIGHT - LongInt(Template.TemplateHeight)
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            end;
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        if canMirror then
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            if getrandom(2) = 0 then
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                begin
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                for i:= 0 to pred(BasePointsCount) do
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                if pa.ar[i].x <> NTPX then
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                    pa.ar[i].x:= LAND_WIDTH - 1 - pa.ar[i].x;
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                for i:= 0 to pred(FillPointsCount) do
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                    fps^[i].x:= LAND_WIDTH - 1 - fps^[i].x;
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                end;
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(*  Experiment in making this option more useful
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     if ((not isNegative) and (cTemplateFilter = 4)) or
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        (canFlip and (getrandom(2) = 0)) then
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           begin
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           for i:= 0 to pred(BasePointsCount) do
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               begin
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               pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
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               if pa.ar[i].y > LAND_HEIGHT - 1 then
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                   pa.ar[i].y:= LAND_HEIGHT - 1;
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               end;
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           for i:= 0 to pred(FillPointsCount) do
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               begin
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               FillPoints^[i].y:= LAND_HEIGHT - 1 - FillPoints^[i].y + (LAND_HEIGHT - TemplateHeight) * 2;
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               if FillPoints^[i].y > LAND_HEIGHT - 1 then
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                   FillPoints^[i].y:= LAND_HEIGHT - 1;
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               end;
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           end;
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     end
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*)
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// template recycling.  Pull these off the floor a bit
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    if (not isNegative) and (cTemplateFilter = 4) then
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        begin
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        for i:= 0 to pred(BasePointsCount) do
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            begin
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            dec(pa.ar[i].y, 100);
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            if pa.ar[i].y < 0 then
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                pa.ar[i].y:= 0;
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            end;
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        for i:= 0 to pred(FillPointsCount) do
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            begin
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            dec(fps^[i].y, 100);
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            if fps^[i].y < 0 then
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                fps^[i].y:= 0;
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            end;
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        end;
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    if (canFlip and (getrandom(2) = 0)) then
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        begin
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        for i:= 0 to pred(BasePointsCount) do
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            pa.ar[i].y:= LAND_HEIGHT - 1 - pa.ar[i].y;
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        for i:= 0 to pred(FillPointsCount) do
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            fps^[i].y:= LAND_HEIGHT - 1 - fps^[i].y;
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        end;
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    end
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end;
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procedure Distort1(var Template: TEdgeTemplate; var pa: TPixAr);
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var i: Longword;
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begin
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    for i:= 1 to Template.BezierizeCount do
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        begin
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        BezierizeEdge(pa, _0_5);
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        RandomizePoints(pa);
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        RandomizePoints(pa)
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        end;
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    for i:= 1 to Template.RandPassesCount do
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        RandomizePoints(pa);
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    BezierizeEdge(pa, _0_1);
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end;
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procedure FindPoint(si: LongInt; var newPoint: TPoint; var pa: TPixAr);
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const mapBorderMargin = 30;
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    minDistance = 20;
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var p1, p2, mp: TPoint;
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    i, t1, t2, a, b, p, q, iy, ix, aqpb: LongInt;
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    dab, d, distL, distR: LongInt;
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begin
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    // [p1, p2] is segment we're trying to divide
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    p1:= pa.ar[si];
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    p2:= pa.ar[si + 1];
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    // perpendicular vector
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    a:= p2.y - p1.y;
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    b:= p1.x - p2.x;
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    dab:= DistanceI(a, b).Round;
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    if (p1.x = NTPX) or (p2.x = NTPX) or (dab < minDistance * 3) then
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    begin
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        newPoint:= p1;
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        exit;
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    end;
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    // its middle point
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    mp.x:= (p1.x + p2.x) div 2;
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    mp.y:= (p1.y + p2.y) div 2;
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    // find distances to map borders
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    if a <> 0 then
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    begin
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        // left border
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        iy:= (mapBorderMargin - mp.x) * b div a + mp.y;
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        d:= DistanceI(mp.x - mapBorderMargin, mp.y - iy).Round;
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        t1:= a * (mp.x - mapBorderMargin) + b * (mp.y - iy);
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        if t1 > 0 then distL:= d else distR:= d;
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        // right border
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        iy:= (LAND_WIDTH - mapBorderMargin - mp.x) * b div a + mp.y;
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        d:= DistanceI(mp.x - LAND_WIDTH + mapBorderMargin, mp.y - iy).Round;
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        if t1 > 0 then distR:= d else distL:= d;
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    end;
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    if b <> 0 then
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    begin
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        // top border
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        ix:= (mapBorderMargin - mp.y) * a div b + mp.x;
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        d:= DistanceI(mp.y - mapBorderMargin, mp.x - ix).Round;
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        t2:= b * (mp.y - mapBorderMargin) + a * (mp.x - ix);
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        if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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        // bottom border
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        ix:= (LAND_HEIGHT - mapBorderMargin - mp.y) * a div b + mp.x;
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        d:= DistanceI(mp.y - LAND_HEIGHT + mapBorderMargin, mp.x - ix).Round;
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        if t2 > 0 then distR:= min(d, distR) else distL:= min(d, distL);
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    end;
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    // now go through all other segments
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    for i:= 0 to pa.Count - 2 do
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        if (i <> si) and (pa.ar[i].x <> NTPX) and (pa.ar[i + 1].x <> NTPX) then
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        begin
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            // check if it intersects
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            t1:= (mp.x - pa.ar[i].x) * b - a * (mp.y - pa.ar[i].y);
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            t2:= (mp.x - pa.ar[i + 1].x) * b - a * (mp.y - pa.ar[i + 1].y);
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            if (t1 > 0) <> (t2 > 0) then // yes it does, hard arith follows
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            begin
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                p:= pa.ar[i + 1].x - pa.ar[i].x;
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                q:= pa.ar[i + 1].y - pa.ar[i].y;
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                aqpb:= a * q - p * b;
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                if (aqpb <> 0) then
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                begin
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                    // (ix; iy) is intersection point
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                    iy:= (((pa.ar[i].x - mp.x) * b + mp.y * a) * q - pa.ar[i].y * p * b) div aqpb;
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                    if abs(b) > abs(q) then
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                        ix:= (iy - mp.y) * a div b + mp.x
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                    else
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                        ix:= (iy - pa.ar[i].y) * p div q + pa.ar[i].x;
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                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
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                    t1:= b * (mp.y - iy) + a * (mp.x - ix);
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                    if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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                end;
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            end;
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        end;
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    // go through all points
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    for i:= 0 to pa.Count - 2 do
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        // if this point isn't on current segment
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        if (si <> i) and (i <> si + 1) then
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        begin
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            // also check intersection with rays through pa.ar[i] if this point is good
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            t1:= (p1.x - pa.ar[i].x) * b - a * (p1.y - pa.ar[i].y);
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            t2:= (p2.x - pa.ar[i].x) * b - a * (p2.y - pa.ar[i].y);
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            if (t1 > 0) <> (t2 > 0) then
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            begin
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                // ray from p1
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                p:= pa.ar[i].x - p1.x;
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                q:= pa.ar[i].y - p1.y;
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                aqpb:= a * q - p * b;
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                if (aqpb <> 0) then
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                begin
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                    // (ix; iy) is intersection point
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                    iy:= (((p1.x - mp.x) * b + mp.y * a) * q - p1.y * p * b) div aqpb;
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                    if abs(b) > abs(q) then
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                        ix:= (iy - mp.y) * a div b + mp.x
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                    else
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                        ix:= (iy - p1.y) * p div q + p1.x;
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                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
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                    t1:= b * (mp.y - iy) + a * (mp.x - ix);
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                    if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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                end;
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                // and ray from p2
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                p:= pa.ar[i].x - p2.x;
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                q:= pa.ar[i].y - p2.y;
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                aqpb:= a * q - p * b;
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                if (aqpb <> 0) then
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                begin
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                    // (ix; iy) is intersection point
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                    iy:= (((p2.x - mp.x) * b + mp.y * a) * q - p2.y * p * b) div aqpb;
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                    if abs(b) > abs(q) then
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                        ix:= (iy - mp.y) * a div b + mp.x
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   222
                    else
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                        ix:= (iy - p2.y) * p div q + p2.x;
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   224
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                    d:= DistanceI(mp.y - iy, mp.x - ix).Round;
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                    t2:= b * (mp.y - iy) + a * (mp.x - ix);
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   227
                    if t2 > 0 then distL:= min(d, distL) else distR:= min(d, distR);
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   228
                end;
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   229
            end;
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   230
        end;
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   231
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   232
    // don't move new point for more than length of initial segment
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   233
    d:= dab;
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9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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   234
    if distL > d then distL:= d;
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   235
    if distR > d then distR:= d;
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   236
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   237
    if distR + distL < minDistance * 2 then
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   238
    begin
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   239
        // limits are too narrow, leave point alone
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   240
        newPoint:= p1
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   241
    end
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   242
    else
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   243
    begin
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   244
        // select distance within [-distL; distR]
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   245
        d:= -distL + minDistance + GetRandom(distR + distL - minDistance * 2);
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   246
        //d:= distR - minDistance;
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   247
        //d:= - distL + minDistance;
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   248
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   249
        // calculate new point
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   250
        newPoint.x:= mp.x + a * d div dab;
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   251
        newPoint.y:= mp.y + b * d div dab;
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   252
    end;
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   253
end;
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   254
fdb689b57b1b Some progress on new generator
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   255
procedure DivideEdges(var pa: TPixAr);
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   256
var i, t: LongInt;
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   257
    newPoint: TPoint;
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   258
begin
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   259
    i:= 0;
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   260
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   261
    while i < pa.Count - 1 do
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fdb689b57b1b Some progress on new generator
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   262
    begin
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   263
        FindPoint(i, newPoint, pa);
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   264
        if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then
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fdb689b57b1b Some progress on new generator
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   265
        begin
10202
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   266
            for t:= pa.Count downto i + 2 do
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   267
                pa.ar[t]:= pa.ar[t - 1];
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   268
            inc(pa.Count);
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   269
            pa.ar[i + 1]:= newPoint;
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   270
            inc(i)
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fdb689b57b1b Some progress on new generator
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   271
        end;
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   272
        inc(i)
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   273
    end;
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   274
end;
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   275
fdb689b57b1b Some progress on new generator
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   276
procedure Distort2(var Template: TEdgeTemplate; var pa: TPixAr);
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9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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   277
var i: Longword;
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   278
begin
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9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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   279
    for i:= 1 to Template.BezierizeCount do
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   280
        DivideEdges(pa);
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   281
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   282
    {for i:= 1 to Template.BezierizeCount do
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   283
        begin
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   284
        BezierizeEdge(pa, _0_5);
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   285
        RandomizePoints(pa);
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   286
        RandomizePoints(pa)
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   287
        end;
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   288
    for i:= 1 to Template.RandPassesCount do
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   289
        RandomizePoints(pa);}
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9bee9541edf1 Fix detection of intersections, still need to check if passing any point in move, but result is already okayish
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   290
    BezierizeEdge(pa, _0_1);
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fdb689b57b1b Some progress on new generator
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   291
end;
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   292
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   293
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e9cbe111c0df Move template-based generator into its own file
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   294
procedure GenTemplated(var Template: TEdgeTemplate);
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diff changeset
   295
var pa: TPixAr;
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   296
    i: Longword;
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   297
    y, x: Longword;
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   298
    fps: TPointArray;
e9cbe111c0df Move template-based generator into its own file
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   299
begin
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   300
    fps:=Template.FillPoints^;
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diff changeset
   301
    ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
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diff changeset
   302
    for y:= 0 to LAND_HEIGHT - 1 do
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        for x:= 0 to LAND_WIDTH - 1 do
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            Land[y, x]:= lfBasic;
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    {$HINTS OFF}
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    SetPoints(Template, pa, @fps);
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    {$HINTS ON}
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10202
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    Distort2(Template, pa);
10198
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    DrawEdge(pa, 0);
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    with Template do
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        for i:= 0 to pred(FillPointsCount) do
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            with fps[i] do
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                FillLand(x, y, 0, 0);
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    DrawEdge(pa, lfBasic);
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    MaxHedgehogs:= Template.MaxHedgehogs;
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    hasGirders:= Template.hasGirders;
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    playHeight:= Template.TemplateHeight;
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    playWidth:= Template.TemplateWidth;
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    leftX:= ((LAND_WIDTH - playWidth) div 2);
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    rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1;
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    topY:= LAND_HEIGHT - playHeight;
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    // HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ?
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    if (cTemplateFilter = 4)
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    or (Template.canInvert and (getrandom(2) = 0))
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    or (not Template.canInvert and Template.isNegative) then
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        begin
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        hasBorder:= true;
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        for y:= 0 to LAND_HEIGHT - 1 do
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            for x:= 0 to LAND_WIDTH - 1 do
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                if (y < topY) or (x < leftX) or (x > rightX) then
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                    Land[y, x]:= 0
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                else
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                    begin
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                    if Land[y, x] = 0 then
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                        Land[y, x]:= lfBasic
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                    else if Land[y, x] = lfBasic then
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                        Land[y, x]:= 0;
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                    end;
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        end;
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end;
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end.