hedgewars/uLandGenMaze.pas
changeset 6490 531bf083e8db
child 6580 6155187bf599
equal deleted inserted replaced
6489:e1f0058cfedd 6490:531bf083e8db
       
     1 unit uLandGenMaze;
       
     2 
       
     3 interface
       
     4 
       
     5 procedure GenMaze;
       
     6 
       
     7 implementation
       
     8 
       
     9 uses uRandom, uLandOutline, uLandTemplates, uVariables, uFloat, uConsts;
       
    10 
       
    11 type direction = record x, y: LongInt; end;
       
    12 const DIR_N: direction = (x: 0; y: -1);
       
    13     DIR_E: direction = (x: 1; y: 0);
       
    14     DIR_S: direction = (x: 0; y: 1);
       
    15     DIR_W: direction = (x: -1; y: 0);
       
    16 
       
    17 
       
    18 operator = (const a, b: direction) c: Boolean;
       
    19 begin
       
    20     c := (a.x = b.x) and (a.y = b.y);
       
    21 end;
       
    22 
       
    23 const small_cell_size = 128;
       
    24     medium_cell_size = 192;
       
    25     large_cell_size = 256;
       
    26     braidness = 10;
       
    27 
       
    28 var x, y: LongInt;
       
    29     cellsize: LongInt; //selected by the user in the gui
       
    30     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
       
    31     num_edges_x, num_edges_y: LongInt; //number of resulting edges that need to be vertexificated
       
    32     num_cells_x, num_cells_y: LongInt; //actual number of cells, depending on cell size
       
    33     seen_list: array of array of LongInt;
       
    34     xwalls: array of array of Boolean;
       
    35     ywalls: array of array of Boolean;
       
    36     x_edge_list: array of array of Boolean;
       
    37     y_edge_list: array of array of Boolean;
       
    38     maze: array of array of Boolean;
       
    39     pa: TPixAr;
       
    40     num_vertices: LongInt;
       
    41     off_y: LongInt;
       
    42     num_steps: LongInt;
       
    43     current_step: LongInt;
       
    44     step_done: array of Boolean;
       
    45     done: Boolean;
       
    46     last_cell: array of record x, y: LongInt; end;
       
    47     came_from: array of array of record x, y: LongInt; end;
       
    48     came_from_pos: array of LongInt;
       
    49     maze_inverted: Boolean;
       
    50 
       
    51 function when_seen(x: LongInt; y: LongInt): LongInt;
       
    52 begin
       
    53 if (x < 0) or (x >= seen_cells_x) or (y < 0) or (y >= seen_cells_y) then
       
    54     when_seen := current_step
       
    55 else
       
    56     when_seen := seen_list[x, y];
       
    57 end;
       
    58 
       
    59 function is_x_edge(x, y: LongInt): Boolean;
       
    60 begin
       
    61 if (x < 0) or (x > num_edges_x) or (y < 0) or (y > num_cells_y) then
       
    62     is_x_edge := false
       
    63 else
       
    64     is_x_edge := x_edge_list[x, y];
       
    65 end;
       
    66 
       
    67 function is_y_edge(x, y: LongInt): Boolean;
       
    68 begin
       
    69 if (x < 0) or (x > num_cells_x) or (y < 0) or (y > num_edges_y) then
       
    70     is_y_edge := false
       
    71 else
       
    72     is_y_edge := y_edge_list[x, y];
       
    73 end;
       
    74 
       
    75 procedure see_cell;
       
    76 var dir: direction;
       
    77     tries: LongInt;
       
    78     x, y: LongInt;
       
    79     found_cell: Boolean;
       
    80     next_dir_clockwise: Boolean;
       
    81 
       
    82 begin
       
    83 x := last_cell[current_step].x;
       
    84 y := last_cell[current_step].y;
       
    85 seen_list[x, y] := current_step;
       
    86 case GetRandom(4) of
       
    87     0: dir := DIR_N;
       
    88     1: dir := DIR_E;
       
    89     2: dir := DIR_S;
       
    90     3: dir := DIR_W;
       
    91 end;
       
    92 tries := 0;
       
    93 found_cell := false;
       
    94 if getrandom(2) = 1 then next_dir_clockwise := true
       
    95 else next_dir_clockwise := false;
       
    96 
       
    97 while (tries < 5) and (not found_cell) do
       
    98 begin
       
    99     if when_seen(x + dir.x, y + dir.y) = current_step then //we are seeing ourselves, try another direction
       
   100     begin
       
   101         //we have already seen the target cell, decide if we should remove the wall anyway
       
   102         //(or put a wall there if maze_inverted, but we are not doing that right now)
       
   103         if not maze_inverted and (GetRandom(braidness) = 0) then
       
   104         //or just warn that inverted+braid+indestructible terrain != good idea
       
   105         begin
       
   106             case dir.x of
       
   107                 -1: if x > 0 then ywalls[x-1, y] := false;
       
   108                 1: if x < seen_cells_x - 1 then ywalls[x, y] := false;
       
   109             end;
       
   110             case dir.y of
       
   111                 -1: if y > 0 then xwalls[x, y-1] := false;
       
   112                 1: if y < seen_cells_y - 1 then xwalls[x, y] := false;
       
   113             end;
       
   114         end;
       
   115         if next_dir_clockwise then
       
   116         begin
       
   117             if dir = DIR_N then
       
   118                 dir := DIR_E
       
   119             else if dir = DIR_E then
       
   120                 dir := DIR_S
       
   121             else if dir = DIR_S then
       
   122                 dir := DIR_W
       
   123             else
       
   124                 dir := DIR_N;
       
   125         end
       
   126         else
       
   127         begin
       
   128             if dir = DIR_N then
       
   129                 dir := DIR_W
       
   130             else if dir = DIR_E then
       
   131                 dir := DIR_N
       
   132             else if dir = DIR_S then
       
   133                 dir := DIR_E
       
   134             else
       
   135                 dir := DIR_S;
       
   136         end
       
   137     end
       
   138     else if when_seen(x + dir.x, y + dir.y) = -1 then //cell was not seen yet, go there
       
   139     begin
       
   140         case dir.y of
       
   141             -1: xwalls[x, y-1] := false;
       
   142             1: xwalls[x, y] := false;
       
   143         end;
       
   144         case dir.x of
       
   145             -1: ywalls[x-1, y] := false;
       
   146             1: ywalls[x, y] := false;
       
   147         end;
       
   148         last_cell[current_step].x := x+dir.x;
       
   149         last_cell[current_step].y := y+dir.y;
       
   150         came_from_pos[current_step] := came_from_pos[current_step] + 1;
       
   151         came_from[current_step, came_from_pos[current_step]].x := x;
       
   152         came_from[current_step, came_from_pos[current_step]].y := y;
       
   153         found_cell := true;
       
   154     end
       
   155     else //we are seeing someone else, quit
       
   156     begin
       
   157         step_done[current_step] := true;
       
   158         found_cell := true;
       
   159     end;
       
   160 
       
   161     tries := tries + 1;
       
   162 end;
       
   163 if not found_cell then
       
   164 begin
       
   165     last_cell[current_step].x := came_from[current_step, came_from_pos[current_step]].x;
       
   166     last_cell[current_step].y := came_from[current_step, came_from_pos[current_step]].y;
       
   167     came_from_pos[current_step] := came_from_pos[current_step] - 1;
       
   168     if came_from_pos[current_step] >= 0 then see_cell
       
   169     else step_done[current_step] := true;
       
   170 end;
       
   171 end;
       
   172 
       
   173 procedure add_vertex(x, y: LongInt);
       
   174 var tmp_x, tmp_y: LongInt;
       
   175 begin
       
   176 if x = NTPX then
       
   177 begin
       
   178     if pa.ar[num_vertices - 6].x = NTPX then
       
   179     begin
       
   180         num_vertices := num_vertices - 6;
       
   181     end
       
   182     else
       
   183     begin
       
   184         pa.ar[num_vertices].x := NTPX;
       
   185         pa.ar[num_vertices].y := 0;
       
   186     end
       
   187 end
       
   188 else
       
   189 begin
       
   190     if maze_inverted or (x mod 2 = 0) then tmp_x := cellsize
       
   191     else tmp_x := cellsize * 2 div 3;
       
   192     if maze_inverted or (y mod 2 = 0) then tmp_y := cellsize
       
   193     else tmp_y := cellsize * 2 div 3;
       
   194 
       
   195     pa.ar[num_vertices].x := (x-1)*cellsize + tmp_x;
       
   196     pa.ar[num_vertices].y := (y-1)*cellsize + tmp_y + off_y;
       
   197 end;
       
   198 num_vertices := num_vertices + 1;
       
   199 end;
       
   200 
       
   201 procedure add_edge(x, y: LongInt; dir: direction);
       
   202 var i: LongInt;
       
   203 begin
       
   204 if dir = DIR_N then
       
   205 begin
       
   206     dir := DIR_W
       
   207 end
       
   208 else if dir = DIR_E then
       
   209 begin
       
   210     dir := DIR_N
       
   211 end
       
   212 else if dir = DIR_S then
       
   213 begin
       
   214     dir := DIR_E
       
   215 end
       
   216 else
       
   217 begin
       
   218     dir := DIR_S;
       
   219 end;
       
   220 
       
   221 for i := 0 to 3 do
       
   222 begin
       
   223         if dir = DIR_N then
       
   224             dir := DIR_E
       
   225         else if dir = DIR_E then
       
   226             dir := DIR_S
       
   227         else if dir = DIR_S then
       
   228             dir := DIR_W
       
   229         else
       
   230             dir := DIR_N;
       
   231 
       
   232     if (dir = DIR_N) and is_x_edge(x, y) then
       
   233         begin
       
   234             x_edge_list[x, y] := false;
       
   235             add_vertex(x+1, y);
       
   236             add_edge(x, y-1, DIR_N);
       
   237             break;
       
   238         end;
       
   239 
       
   240     if (dir = DIR_E) and is_y_edge(x+1, y) then
       
   241         begin
       
   242             y_edge_list[x+1, y] := false;
       
   243             add_vertex(x+2, y+1);
       
   244             add_edge(x+1, y, DIR_E);
       
   245             break;
       
   246         end;
       
   247 
       
   248     if (dir = DIR_S) and is_x_edge(x, y+1) then
       
   249         begin
       
   250             x_edge_list[x, y+1] := false;
       
   251             add_vertex(x+1, y+2);
       
   252             add_edge(x, y+1, DIR_S);
       
   253             break;
       
   254         end;
       
   255 
       
   256     if (dir = DIR_W) and is_y_edge(x, y) then
       
   257         begin
       
   258             y_edge_list[x, y] := false;
       
   259             add_vertex(x, y+1);
       
   260             add_edge(x-1, y, DIR_W);
       
   261             break;
       
   262         end;
       
   263 end;
       
   264 
       
   265 end;
       
   266 
       
   267 procedure GenMaze;
       
   268 begin
       
   269 case cTemplateFilter of
       
   270     0: begin
       
   271         cellsize := small_cell_size;
       
   272         maze_inverted := false;
       
   273     end;
       
   274     1: begin
       
   275         cellsize := medium_cell_size;
       
   276         maze_inverted := false;
       
   277     end;
       
   278     2: begin
       
   279         cellsize := large_cell_size;
       
   280         maze_inverted := false;
       
   281     end;
       
   282     3: begin
       
   283         cellsize := small_cell_size;
       
   284         maze_inverted := true;
       
   285     end;
       
   286     4: begin
       
   287         cellsize := medium_cell_size;
       
   288         maze_inverted := true;
       
   289     end;
       
   290     5: begin
       
   291         cellsize := large_cell_size;
       
   292         maze_inverted := true;
       
   293     end;
       
   294 end;
       
   295 
       
   296 num_cells_x := LAND_WIDTH div cellsize;
       
   297 if not odd(num_cells_x) then num_cells_x := num_cells_x - 1; //needs to be odd
       
   298 num_cells_y := LAND_HEIGHT div cellsize;
       
   299 if not odd(num_cells_y) then num_cells_y := num_cells_y - 1;
       
   300 num_edges_x := num_cells_x - 1;
       
   301 num_edges_y := num_cells_y - 1;
       
   302 seen_cells_x := num_cells_x div 2;
       
   303 seen_cells_y := num_cells_y div 2;
       
   304 
       
   305 if maze_inverted then
       
   306     num_steps := 3 //TODO randomize, between 3 and 5?
       
   307 else
       
   308     num_steps := 1;
       
   309 SetLength(step_done, num_steps);
       
   310 SetLength(last_cell, num_steps);
       
   311 SetLength(came_from_pos, num_steps);
       
   312 SetLength(came_from, num_steps, num_cells_x*num_cells_y);
       
   313 done := false;
       
   314 for current_step := 0 to num_steps - 1 do
       
   315     step_done[current_step] := false;
       
   316     came_from_pos[current_step] := 0;
       
   317 current_step := 0;
       
   318 
       
   319 SetLength(seen_list, seen_cells_x, seen_cells_y);
       
   320 SetLength(xwalls, seen_cells_x, seen_cells_y - 1);
       
   321 SetLength(ywalls, seen_cells_x - 1, seen_cells_y);
       
   322 SetLength(x_edge_list, num_edges_x, num_cells_y);
       
   323 SetLength(y_edge_list, num_cells_x, num_edges_y);
       
   324 SetLength(maze, num_cells_x, num_cells_y);
       
   325 
       
   326 num_vertices := 0;
       
   327 
       
   328 playHeight := num_cells_y * cellsize;
       
   329 playWidth := num_cells_x * cellsize;
       
   330 off_y := LAND_HEIGHT - playHeight;
       
   331 
       
   332 for x := 0 to playWidth do
       
   333     for y := 0 to off_y - 1 do
       
   334         Land[y, x] := 0;
       
   335 
       
   336 for x := 0 to playWidth do
       
   337     for y := off_y to LAND_HEIGHT - 1 do
       
   338         Land[y, x] := lfBasic;
       
   339 
       
   340 for y := 0 to num_cells_y - 1 do
       
   341     for x := 0 to num_cells_x - 1 do
       
   342         maze[x, y] := false;
       
   343 
       
   344 for x := 0 to seen_cells_x - 1 do
       
   345     for y := 0 to seen_cells_y - 2 do
       
   346         xwalls[x, y] := true;
       
   347 
       
   348 for x := 0 to seen_cells_x - 2 do
       
   349     for y := 0 to seen_cells_y - 1 do
       
   350         ywalls[x, y] := true;
       
   351 
       
   352 for x := 0 to seen_cells_x - 1 do
       
   353     for y := 0 to seen_cells_y - 1 do
       
   354         seen_list[x, y] := -1;
       
   355 
       
   356 for x := 0 to num_edges_x - 1 do
       
   357     for y := 0 to num_cells_y - 1 do
       
   358         x_edge_list[x, y] := false;
       
   359 
       
   360 for x := 0 to num_cells_x - 1 do
       
   361     for y := 0 to num_edges_y - 1 do
       
   362         y_edge_list[x, y] := false;
       
   363 
       
   364 for current_step := 0 to num_steps-1 do
       
   365 begin
       
   366     x := GetRandom(seen_cells_x - 1) div LongWord(num_steps);
       
   367     last_cell[current_step].x := x + current_step * seen_cells_x div num_steps;
       
   368     last_cell[current_step].y := GetRandom(seen_cells_y);
       
   369 end;
       
   370 
       
   371 while not done do
       
   372 begin
       
   373     done := true;
       
   374     for current_step := 0 to num_steps-1 do
       
   375     begin
       
   376         if not step_done[current_step] then
       
   377         begin
       
   378             see_cell;
       
   379             done := false;
       
   380         end;
       
   381     end;
       
   382 end;
       
   383 
       
   384 for x := 0 to seen_cells_x - 1 do
       
   385     for y := 0 to seen_cells_y - 1 do
       
   386         if seen_list[x, y] > -1 then
       
   387             maze[(x+1)*2-1, (y+1)*2-1] := true;
       
   388 
       
   389 for x := 0 to seen_cells_x - 1 do
       
   390     for y := 0 to seen_cells_y - 2 do
       
   391         if not xwalls[x, y] then
       
   392             maze[x*2 + 1, y*2 + 2] := true;
       
   393 
       
   394 
       
   395 for x := 0 to seen_cells_x - 2 do
       
   396      for y := 0 to seen_cells_y - 1 do
       
   397         if not ywalls[x, y] then
       
   398             maze[x*2 + 2, y*2 + 1] := true;
       
   399 
       
   400 for x := 0 to num_edges_x - 1 do
       
   401     for y := 0 to num_cells_y - 1 do
       
   402         if maze[x, y] xor maze[x+1, y] then
       
   403             x_edge_list[x, y] := true
       
   404         else
       
   405             x_edge_list[x, y] := false;
       
   406 
       
   407 for x := 0 to num_cells_x - 1 do
       
   408     for y := 0 to num_edges_y - 1 do
       
   409         if maze[x, y] xor maze[x, y+1] then
       
   410             y_edge_list[x, y] := true
       
   411         else
       
   412             y_edge_list[x, y] := false;
       
   413 
       
   414 for x := 0 to num_edges_x - 1 do
       
   415     for y := 0 to num_cells_y - 1 do
       
   416         if x_edge_list[x, y] then
       
   417         begin
       
   418             x_edge_list[x, y] := false;
       
   419             add_vertex(x+1, y+1);
       
   420             add_vertex(x+1, y);
       
   421             add_edge(x, y-1, DIR_N);
       
   422             add_vertex(NTPX, 0);
       
   423         end;
       
   424 
       
   425 pa.count := num_vertices;
       
   426 
       
   427 RandomizePoints(pa);
       
   428 BezierizeEdge(pa, _0_25);
       
   429 RandomizePoints(pa);
       
   430 BezierizeEdge(pa, _0_25);
       
   431 
       
   432 DrawEdge(pa, 0);
       
   433 
       
   434 if maze_inverted then
       
   435     FillLand(1, 1+off_y)
       
   436 else
       
   437 begin
       
   438     x := 0;
       
   439     while Land[cellsize div 2 + cellsize + off_y, x] = lfBasic do
       
   440         x := x + 1;
       
   441     while Land[cellsize div 2 + cellsize + off_y, x] = 0 do
       
   442         x := x + 1;
       
   443     FillLand(x+1, cellsize div 2 + cellsize + off_y);
       
   444 end;
       
   445 
       
   446 MaxHedgehogs:= 32;
       
   447 if (GameFlags and gfDisableGirders) <> 0 then hasGirders:= false
       
   448 else hasGirders := true;
       
   449 leftX:= 0;
       
   450 rightX:= playWidth;
       
   451 topY:= off_y;
       
   452 hasBorder := false;
       
   453 end;
       
   454 
       
   455 end.