author | unc0rr |
Mon, 17 Mar 2014 00:41:45 +0400 | |
changeset 10200 | edc2fe0ca03f |
parent 10199 | fdb689b57b1b |
child 10201 | 9bee9541edf1 |
permissions | -rw-r--r-- |
10198 | 1 |
unit uLandGenTemplateBased; |
2 |
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; |
10198 | 10 |
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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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10199 | 22 |
pa.ar[i].x:= pa.ar[i].x + ((LAND_WIDTH - Template.TemplateWidth) div 2); |
10198 | 23 |
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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10199 | 81 |
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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 = 0; |
10199 | 100 |
var p1, p2, mp, ap: 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; |
10199 | 103 |
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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if (p1.x = NTPX) or (p2.x = NTPX) 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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10199 | 114 |
// 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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// another point on the perpendicular bisector |
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ap.x:= mp.x + p2.y - p1.y; |
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ap.y:= mp.y + p1.x - p2.x; |
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// vector between these points |
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a:= p2.y - p1.y; |
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b:= p1.x - p2.x; |
10199 | 123 |
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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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writeln('====== Left border: ', mapBorderMargin, '; ', mp.y - iy, ', distance = ', d); |
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writeln(a, ' ', -b); |
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writeln(t1); |
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writeln(mp.x - mapBorderMargin, ' ', mp.y - iy); |
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writeln('MP: ', mp.x, ' ', mp.y); |
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writeln('L: ', distL, '; R: ', distR); |
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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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|
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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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writeln('====== Bottom border: ', ix, '; ', LAND_HEIGHT - mapBorderMargin, ', distance = ', d); |
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writeln(a, ' ', -b); |
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writeln(t2); |
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writeln(mp.x - ix, ' ', mp.y - LAND_HEIGHT + mapBorderMargin); |
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writeln('L: ', distL, '; R: ', distR); |
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end; |
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|
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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 |
10199 | 167 |
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); |
10199 | 171 |
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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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178 |
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); |
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if b <> 0 then |
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ix:= (iy - mp.y * aqpb) * a div b div aqpb + mp.x |
10199 | 184 |
else |
185 |
ix:= (iy - pa.ar[i].y * aqpb) * p div q div aqpb + pa.ar[i].x; |
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iy:= iy div aqpb; |
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d:= DistanceI(mp.y - iy, mp.x - ix).Round; |
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writeln('====== Intersection: ', ix, '; ', iy, ', distance = ', d); |
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t1:= b * (mp.y - iy) + a * (mp.x - ix); |
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writeln(a, ' ', -b); |
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writeln(t1); |
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writeln(mp.y - iy, ' ', mp.x - ix); |
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if t1 > 0 then distL:= min(d, distL) else distR:= min(d, distR); |
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writeln('L: ', distL, '; R: ', distR); |
10199 | 196 |
end; |
197 |
end; |
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198 |
end; |
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if distR + distL < 40 then |
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begin |
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// limits are too narrow, leave point alone |
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newPoint:= p1 |
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end |
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else |
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begin |
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// select distance within [-distL; distR] |
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d:= -distL; |
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//d:= distR; |
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|
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// calculate new point |
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dab:= DistanceI(a, b).Round; |
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|
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newPoint.x:= mp.x + a * d div dab; |
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newPoint.y:= mp.y + b * d div dab; |
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|
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writeln('Middle Point ', mp.x, '; ', mp.y); |
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writeln('New Point ', newPoint.x, '; ', newPoint.y); |
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end; |
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end; |
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procedure DivideEdges(var pa: TPixAr); |
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var npa: TPixAr; |
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i: LongInt; |
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newPoint: TPoint; |
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begin |
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i:= 0; |
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npa.Count:= 0; |
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while i < pa.Count do |
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begin |
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npa.ar[npa.Count]:= pa.ar[i]; |
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inc(npa.Count); |
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|
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if i < 1 then |
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begin |
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FindPoint(i, newPoint, pa); |
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if (newPoint.x <> pa.ar[i].x) or (newPoint.y <> pa.ar[i].y) then |
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begin |
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npa.ar[npa.Count]:= newPoint; |
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inc(npa.Count) |
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end; |
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end; |
243 |
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244 |
inc(i) |
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245 |
end; |
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246 |
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247 |
pa:= npa; |
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248 |
end; |
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249 |
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procedure Distort2(var Template: TEdgeTemplate; var pa: TPixAr); |
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//var i: Longword; |
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252 |
begin |
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253 |
DivideEdges(pa); |
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{for i:= 1 to Template.BezierizeCount do |
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255 |
begin |
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256 |
BezierizeEdge(pa, _0_5); |
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RandomizePoints(pa); |
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RandomizePoints(pa) |
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259 |
end; |
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for i:= 1 to Template.RandPassesCount do |
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261 |
RandomizePoints(pa);} |
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262 |
BezierizeEdge(pa, _0_9); |
|
263 |
end; |
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264 |
||
265 |
||
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procedure GenTemplated(var Template: TEdgeTemplate); |
267 |
var pa: TPixAr; |
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268 |
i: Longword; |
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269 |
y, x: Longword; |
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270 |
fps: TPointArray; |
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271 |
begin |
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fps:=Template.FillPoints^; |
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ResizeLand(Template.TemplateWidth, Template.TemplateHeight); |
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274 |
for y:= 0 to LAND_HEIGHT - 1 do |
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275 |
for x:= 0 to LAND_WIDTH - 1 do |
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Land[y, x]:= lfBasic; |
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277 |
{$HINTS OFF} |
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SetPoints(Template, pa, @fps); |
|
279 |
{$HINTS ON} |
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280 |
||
10199 | 281 |
Distort1(Template, pa); |
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283 |
DrawEdge(pa, 0); |
|
284 |
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285 |
with Template do |
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286 |
for i:= 0 to pred(FillPointsCount) do |
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with fps[i] do |
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288 |
FillLand(x, y, 0, 0); |
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289 |
||
290 |
DrawEdge(pa, lfBasic); |
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291 |
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292 |
MaxHedgehogs:= Template.MaxHedgehogs; |
|
293 |
hasGirders:= Template.hasGirders; |
|
294 |
playHeight:= Template.TemplateHeight; |
|
295 |
playWidth:= Template.TemplateWidth; |
|
296 |
leftX:= ((LAND_WIDTH - playWidth) div 2); |
|
297 |
rightX:= (playWidth + ((LAND_WIDTH - playWidth) div 2)) - 1; |
|
298 |
topY:= LAND_HEIGHT - playHeight; |
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299 |
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// HACK: force to only cavern even if a cavern map is invertable if cTemplateFilter = 4 ? |
|
301 |
if (cTemplateFilter = 4) |
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302 |
or (Template.canInvert and (getrandom(2) = 0)) |
|
303 |
or (not Template.canInvert and Template.isNegative) then |
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304 |
begin |
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305 |
hasBorder:= true; |
|
306 |
for y:= 0 to LAND_HEIGHT - 1 do |
|
307 |
for x:= 0 to LAND_WIDTH - 1 do |
|
308 |
if (y < topY) or (x < leftX) or (x > rightX) then |
|
309 |
Land[y, x]:= 0 |
|
310 |
else |
|
311 |
begin |
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312 |
if Land[y, x] = 0 then |
|
313 |
Land[y, x]:= lfBasic |
|
314 |
else if Land[y, x] = lfBasic then |
|
315 |
Land[y, x]:= 0; |
|
316 |
end; |
|
317 |
end; |
|
318 |
end; |
|
319 |
||
320 |
||
321 |
end. |