hedgewars/uLandGenPerlin.pas
author Wuzzy <Wuzzy2@mail.ru>
Sat, 06 Jun 2020 15:40:51 +0200
changeset 15597 6e72bd61002e
parent 15155 c0ae9f4f9589
child 15900 128ace913837
permissions -rw-r--r--
Disable gfMoreWind for land objects on turn end only after a fixed-time delay 15s sounds much, but it's the average amount for gfMineStrike mines to settle naturally. And it would be very confusing to see falling mines suddenly not caring about gfMoreWind for no apparent reason. Note this whole thing is a giant hack anyway, to prevent a turn being blocked by infinitely bouncing mines. The better solution would be to help gfMoreWind-affected land objects settle naturally more reliably even under extreme wind. But this commit is "good enough" for now. If you don't like the delay, you can always tweak the constant.

{$INCLUDE "options.inc"}

unit uLandGenPerlin;
interface

procedure GenPerlin;

implementation
uses uVariables
    , uConsts
    , uRandom
    , uLandOutline // FillLand
    , uUtils
    ;

var p: array[0..511] of LongInt;

const fadear: array[byte] of LongInt =
(0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 9, 10, 12,
14, 17, 19, 22, 25, 29, 32, 36, 40, 45, 49, 54, 60, 65, 71,
77, 84, 91, 98, 105, 113, 121, 130, 139, 148, 158, 167, 178,
188, 199, 211, 222, 234, 247, 259, 273, 286, 300, 314, 329, 344,
359, 374, 390, 407, 424, 441, 458, 476, 494, 512, 531, 550,
570, 589, 609, 630, 651, 672, 693, 715, 737, 759, 782, 805, 828,
851, 875, 899, 923, 948, 973, 998, 1023, 1049, 1074, 1100, 1127,
1153, 1180, 1207, 1234, 1261, 1289, 1316, 1344, 1372, 1400, 1429,
1457, 1486, 1515, 1543, 1572, 1602, 1631, 1660, 1690, 1719, 1749,
1778, 1808, 1838, 1868, 1898, 1928, 1958, 1988, 2018, 2048, 2077,
2107, 2137, 2167, 2197, 2227, 2257, 2287, 2317, 2346, 2376, 2405,
2435, 2464, 2493, 2523, 2552, 2580, 2609, 2638, 2666, 2695, 2723,
2751, 2779, 2806, 2834, 2861, 2888, 2915, 2942, 2968, 2995, 3021,
3046, 3072, 3097, 3122, 3147, 3172, 3196, 3220, 3244, 3267, 3290,
3313, 3336, 3358, 3380, 3402, 3423, 3444, 3465, 3486, 3506, 3525,
3545, 3564, 3583, 3601, 3619, 3637, 3654, 3672, 3688, 3705, 3721,
3736, 3751, 3766, 3781, 3795, 3809, 3822, 3836, 3848, 3861, 3873,
3884, 3896, 3907, 3917, 3928, 3937, 3947, 3956, 3965, 3974, 3982,
3990, 3997, 4004, 4011, 4018, 4024, 4030, 4035, 4041, 4046, 4050,
4055, 4059, 4063, 4066, 4070, 4073, 4076, 4078, 4081, 4083, 4085,
4086, 4088, 4089, 4091, 4092, 4092, 4093, 4094, 4094, 4095, 4095,
4095, 4095, 4095, 4095, 4095);

function fade(t: LongInt) : LongInt; inline;
var t0, t1: LongInt;
begin
    t0:= fadear[t shr 8];

    if t0 = fadear[255] then
        t1:= t0
    else
        t1:= fadear[t shr 8 + 1];

    fade:= t0 + ((t and 255) * (t1 - t0) shr 8)
end;


function lerp(t, a, b: LongInt) : LongInt; inline;
begin
    lerp:= a + ((Int64(b) - a) * t shr 12)
end;


function grad(hash, x, y: LongInt) : LongInt; inline;
var h, v, u: LongInt;
begin
    h:= hash and 15;
    if h < 8 then u:= x else u:= y;
    if h < 4 then v:= y else
        if (h = 12) or (h = 14) then v:= x else v:= 0;

    if (h and 1) <> 0 then u:= -u;
    if (h and 2) <> 0 then v:= -v;

    grad:= u + v
end;


function inoise(x, y: LongInt) : LongInt; inline;
const N = $10000;
var xx, yy, u, v, A, AA, AB, B, BA, BB: LongInt;
begin
    xx:= (x shr 16) and 255;
    yy:= (y shr 16) and 255;

    x:= x and $FFFF;
    y:= y and $FFFF;

    u:= fade(x);
    v:= fade(y);

    A:= p[xx    ] + yy; AA:= p[A]; AB:= p[A + 1];
    B:= p[xx + 1] + yy; BA:= p[B]; BB:= p[B + 1];

    inoise:=
            lerp(v, lerp(u, grad(p[AA  ], x   , y  ),
                            grad(p[BA  ], x-N , y  )),
                    lerp(u, grad(p[AB  ], x   , y-N),
                            grad(p[BB  ], x-N , y-N)));
end;

procedure inoise_setup();
var i, ii, t: Longword;
begin
    for i:= 0 to 254 do
        p[i]:= i + 1;
    p[255]:= 0;

    for i:= 0 to 254 do
    begin
        ii:= GetRandom(256 - i) + i;
        t:= p[i];
        p[i]:= p[ii];
        p[ii]:= t
    end;

    for i:= 0 to 255 do
        p[256 + i]:= p[i];
end;

const width = 4096;
      height = 2048;
      minY = 500;

    //bottomPlateHeight = 90;
    //bottomPlateMargin = 1200;
    margin = 200;

procedure GenPerlin;
var y, x, di, dj, r, param1, param2, rCutoff, detail: LongInt;
var df: Int64;
begin
    param1:= cTemplateFilter div 3;
    param2:= cTemplateFilter mod 3;
    rCutoff:= min(max((26-cFeatureSize)*4,15),85);
    detail:= (26-cFeatureSize)*16000+50000; // feature size is a slider from 1-25 at present. flip it for perlin

    df:= detail * (6 - param2 * 2);

    // Calculate estimate for max. hedgehog count
    // Tunnels
    if param1 = 0 then
        begin
        // Small tunnels
        if param2 = 0 then
            // 12..24
            MaxHedgehogs:= 12 + 1 * (cFeatureSize - 1)
        // Medium tunnels
        else if param2 = 1 then
            // 14..24
            MaxHedgehogs:= 14 + max(0, 1 * (cFeatureSize - 3))
        // Large tunnels
        else if param2 = 2 then
            // 16..24
            MaxHedgehogs:= 16 + max(0, 1 * (cFeatureSize - 5));
        if MaxHedgehogs > 24 then
            MaxHedgehogs:= 24;
        end
    // Islands
    else if (param1 = 1) and (cFeatureSize <= 25) then
        // Small islands
        if param2 = 0 then
            // 64..32
            MaxHedgehogs:= 32 + ((((25 - (cFeatureSize-1))*1000000) div 24) * 32) div 1000000
        // Medium islands
        else if param2 = 1 then
            // 56..28
            MaxHedgehogs:= 28 + ((((25 - (cFeatureSize-1))*1000000) div 24) * 28) div 1000000
        // Large islands
        else if param2 = 2 then
            // 48..24
            MaxHedgehogs:= 24 + ((((25 - (cFeatureSize-1))*1000000) div 24) * 24) div 1000000;
    // We only want even numbers
    if (MaxHedgehogs > 0) and ((MaxHedgehogs mod 2) = 1) then
        MaxHedgehogs:= MaxHedgehogs - 1;

    inoise_setup();

    for y:= minY to pred(height) do
    begin
        di:= df * y div height;
        for x:= 0 to pred(width) do
        begin
            dj:= df * x div width;

            r:= ((abs(inoise(di, dj)) + y*4) mod 65536 - (height - y) * 8) div 256;

            //r:= (abs(inoise(di, dj))) shr 8 and $ff;
            if (x < margin) or (x > width - margin) then r:= r - abs(x - width div 2) + width div 2 - margin; // fade on edges

            //r:= r - max(0, - abs(x - width div 2) + width * 2 div 100); // split vertically in the middle
            //r:= r + (trunc(1000 - sqrt(sqr(x - (width div 2)) * 4 + sqr(y - height * 5 div 4) * 22))) div 600 * 20; // ellipse
            //r:= r + 1 - ((abs(x - (width div 2)) + abs(y - height) * 2)) div 32; // manhattan length ellipse

            {
            if (y > height - bottomPlateHeight) and (x > bottomPlateMargin) and (x + bottomPlateMargin < width) then
            begin
                dy:= (y - height + bottomPlateHeight);
                r:= r + dy;

                if x < bottomPlateMargin + bottomPlateHeight then
                    r:= r + (x - bottomPlateMargin - bottomPlateHeight)
                else
                if x + bottomPlateMargin + bottomPlateHeight > width then
                    r:= r - (x - width + bottomPlateMargin + bottomPlateHeight);
            end;
            }

            if r < rCutoff then
                Land[y, x]:= 0
            else if param1 = 0 then
                Land[y, x]:= lfObjMask
            else
                Land[y, x]:= lfBasic
        end;
    end;

    if param1 = 0 then
        begin
        for x:= 0 to width do
            if Land[height - 1, x] = lfObjMask then FillLand(x, height - 1, 0, lfBasic);

        // strip all lfObjMask pixels
        for y:= minY to LAND_HEIGHT - 1 do
            for x:= 0 to LAND_WIDTH - 1 do
                if Land[y, x] = lfObjMask then
                    Land[y, x]:= 0;
        end;

    playWidth:= width;
    playHeight:= height;
    leftX:= 0;
    rightX:= playWidth - 1;
    topY:= 0;
    hasBorder:= false;
end;

end.