author | Wuzzy <almikes@aol.com> |
Mon, 10 Apr 2017 20:56:01 +0200 | |
changeset 12221 | 5b525d041fb4 |
parent 11542 | de40095f3327 |
child 13908 | e26573441808 |
permissions | -rw-r--r-- |
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 Distort1(var Template: TEdgeTemplate; var pa: TPixAr); var i: Longword; begin for i:= 1 to Template.BezierizeCount do begin BezierizeEdge(pa, _0_5); RandomizePoints(pa); RandomizePoints(pa) end; for i:= 1 to Template.RandPassesCount do RandomizePoints(pa); BezierizeEdge(pa, _0_1); 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 < LongInt(leftX) + mapBorderMargin) or (mp.x > LongInt(rightX) - mapBorderMargin) or (mp.y < LongInt(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:= (LongInt(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:= (LongInt(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:= (LongInt(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 Land[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 < topY) or (x < leftX) or (x > rightX) then Land[y, x]:= 0 else begin if Land[y, x] = 0 then Land[y, x]:= lfBasic else if Land[y, x] = lfBasic then Land[y, x]:= 0; end; end; end; end.