Use QUuid to generate seed, rand() to choose theme
(* * Hedgewars, a worms-like game * Copyright (c) 2005, 2006 Andrey Korotaev <unC0Rr@gmail.com> * * Distributed under the terms of the BSD-modified licence: * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * with the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * 1. Redistributions of source code must retain the above copyright notice, * this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * 3. The name of the author may not be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR IMPLIED * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF * MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO * EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. *)unit uLand;interfaceuses SDLh, uGears;{$include options.inc}type TLandArray = packed array[0..1023, 0..2047] of LongWord;var Land: TLandArray; LandSurface: PSDL_Surface;procedure GenMap;implementationuses uConsole, uStore, uMisc, uConsts, uRandom, uTeams, uIO, uLandTemplates, uLandObjects;type TPixAr = record Count: Longword; ar: array[0..Pred(cMaxEdgePoints)] of TPoint; end;procedure LogLandDigest;//var ctx: TSHA1Context;// dig: TSHA1Digest;begin//SHA1Init(ctx);//SHA1Update(ctx, @Land, sizeof(Land));//dig:= SHA1Final(ctx);{$IFDEF DEBUGFILE}//AddFileLog('SHA1 Land digest: {'+inttostr(dig.LongWords[0])+':'// +inttostr(dig.LongWords[1])+':'+inttostr(dig.LongWords[2])+':'// +inttostr(dig.LongWords[3])+':'+inttostr(dig.LongWords[4])+'}');{$ENDIF}end;procedure DrawBezierEdge(var pa: TPixAr; Color: Longword);var x, y, i: integer; tx, ty, vx, vy, vlen, t: Double; r1, r2, r3, r4: Double; x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: Double;beginvx:= 0;vy:= 0;with pa dofor i:= 0 to Count-2 do begin vlen:= sqrt(sqr(ar[i + 1].x - ar[i ].X) + sqr(ar[i + 1].y - ar[i ].y)); t:= sqrt(sqr(ar[i + 1].x - ar[i + 2].X) + sqr(ar[i + 1].y - ar[i + 2].y)); if t<vlen then vlen:= t; vlen:= vlen/3; tx:= ar[i+2].X - ar[i].X; ty:= ar[i+2].y - ar[i].y; t:= sqrt(sqr(tx)+sqr(ty)); if t = 0 then begin tx:= -tx * 100000; ty:= -ty * 100000; end else begin tx:= -tx/t; ty:= -ty/t; end; t:= 1.0*vlen; tx:= tx*t; ty:= ty*t; x1:= ar[i].x; y1:= ar[i].y; x2:= ar[i + 1].x; y2:= ar[i + 1].y; cx1:= ar[i].X + trunc(vx); cy1:= ar[i].y + trunc(vy); cx2:= ar[i+1].X + trunc(tx); cy2:= ar[i+1].y + trunc(ty); vx:= -tx; vy:= -ty; t:= 0; while t <= 1.0 do begin tsq:= sqr(t); tcb:= tsq * t; r1:= (1 - 3*t + 3*tsq - tcb) * x1; r2:= ( 3*t - 6*tsq + 3*tcb) * cx1; r3:= ( 3*tsq - 3*tcb) * cx2; r4:= ( tcb) * x2; X:= round(r1 + r2 + r3 + r4); r1:= (1 - 3*t + 3*tsq - tcb) * y1; r2:= ( 3*t - 6*tsq + 3*tcb) * cy1; r3:= ( 3*tsq - 3*tcb) * cy2; r4:= ( tcb) * y2; Y:= round(r1 + r2 + r3 + r4); t:= t + 0.001; if ((x and $FFFFF800) = 0) and ((y and $FFFFFC00) = 0) then Land[y, x]:= Color; end; end;end;procedure BezierizeEdge(var pa: TPixAr; Delta: Double);var x, y, i: integer; tx, ty, vx, vy, vlen, t: Double; r1, r2, r3, r4: Double; x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: Double; opa: TPixAr;beginopa:= pa;pa.Count:= 0;vx:= 0;vy:= 0;with opa dofor i:= 0 to Count-2 do begin vlen:= sqrt(sqr(ar[i + 1].x - ar[i ].X) + sqr(ar[i + 1].y - ar[i ].y)); t:= sqrt(sqr(ar[i + 1].x - ar[i + 2].X) + sqr(ar[i + 1].y - ar[i + 2].y)); if t<vlen then vlen:= t; vlen:= vlen/3; tx:= ar[i+2].X - ar[i].X; ty:= ar[i+2].y - ar[i].y; t:= sqrt(sqr(tx)+sqr(ty)); if t = 0 then begin tx:= -tx * 100000; ty:= -ty * 100000; end else begin tx:= -tx/t; ty:= -ty/t; end; t:= 1.0*vlen; tx:= tx*t; ty:= ty*t; x1:= ar[i].x; y1:= ar[i].y; x2:= ar[i + 1].x; y2:= ar[i + 1].y; cx1:= ar[i].X + trunc(vx); cy1:= ar[i].y + trunc(vy); cx2:= ar[i+1].X + trunc(tx); cy2:= ar[i+1].y + trunc(ty); vx:= -tx; vy:= -ty; t:= 0; while t <= 1.0 do begin tsq:= sqr(t); tcb:= tsq * t; r1:= (1 - 3*t + 3*tsq - tcb) * x1; r2:= ( 3*t - 6*tsq + 3*tcb) * cx1; r3:= ( 3*tsq - 3*tcb) * cx2; r4:= ( tcb) * x2; X:= round(r1 + r2 + r3 + r4); r1:= (1 - 3*t + 3*tsq - tcb) * y1; r2:= ( 3*t - 6*tsq + 3*tcb) * cy1; r3:= ( 3*tsq - 3*tcb) * cy2; r4:= ( tcb) * y2; Y:= round(r1 + r2 + r3 + r4); t:= t + Delta; pa.ar[pa.Count].x:= X; pa.ar[pa.Count].y:= Y; inc(pa.Count); TryDo(pa.Count < cMaxEdgePoints, 'Edge points overflow', true) end; end;end;procedure FillLand(x, y: integer);var Stack: record Count: Longword; points: array[0..8192] of record xl, xr, y, dir: integer; end end; procedure Push(_xl, _xr, _y, _dir: integer); begin TryDo(Stack.Count <= 8192, 'FillLand: stack overflow', true); _y:= _y + _dir; if (_y < 0) or (_y > 1023) then exit; with Stack.points[Stack.Count] do begin xl:= _xl; xr:= _xr; y:= _y; dir:= _dir end; inc(Stack.Count) end; procedure Pop(out _xl, _xr, _y, _dir: integer); begin dec(Stack.Count); with Stack.points[Stack.Count] do begin _xl:= xl; _xr:= xr; _y:= y; _dir:= dir end end;var xl, xr, dir: integer;begin Stack.Count:= 0;xl:= x - 1;xr:= x;Push(xl, xr, y, -1);Push(xl, xr, y, 1);while Stack.Count > 0 do begin Pop(xl, xr, y, dir); while (xl > 0) and (Land[y, xl] <> 0) do dec(xl); while (xr < 2047) and (Land[y, xr] <> 0) do inc(xr); while (xl < xr) do begin while (xl <= xr) and (Land[y, xl] = 0) do inc(xl); x:= xl; while (xl <= xr) and (Land[y, xl] <> 0) do begin Land[y, xl]:= 0; inc(xl) end; if x < xl then begin Push(x, Pred(xl), y, dir); Push(x, Pred(xl), y,-dir); end; end; end;end;procedure ColorizeLand(Surface: PSDL_Surface);var tmpsurf: PSDL_Surface; r: TSDL_Rect;begintmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/LandTex', false);r.y:= 0;while r.y < 1024 do begin r.x:= 0; while r.x < 2048 do begin SDL_UpperBlit(tmpsurf, nil, Surface, @r); inc(r.x, tmpsurf.w) end; inc(r.y, tmpsurf.h) end;SDL_FreeSurface(tmpsurf);tmpsurf:= SDL_CreateRGBSurfaceFrom(@Land, 2048, 1024, 32, 2048*4, $FF0000, $FF00, $FF, 0);SDLTry(tmpsurf <> nil, true);SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, SDL_MapRGB(tmpsurf.format, $FF, $FF, $FF));SDL_UpperBlit(tmpsurf, nil, Surface, nil);SDL_FreeSurface(tmpsurf)end;procedure AddBorder(Surface: PSDL_Surface);var tmpsurf: PSDL_Surface; r, rr: TSDL_Rect; x, yd, yu: integer;begintmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/Border', false);for x:= 0 to 2047 do begin yd:= 1023; repeat while (yd > 0 ) and (Land[yd, x] = 0) do dec(yd); if (yd < 0) then yd:= 0; while (yd < 1024) and (Land[yd, x] <> 0) do inc(yd); dec(yd); yu:= yd; while (yu > 0 ) and (Land[yu, x] <> 0) do dec(yu); while (yu < yd ) and (Land[yu, x] = 0) do inc(yu); if (yd < 1023) and ((yd - yu) >= 16) then begin rr.x:= x; rr.y:= yd - 15; r.x:= x mod tmpsurf.w; r.y:= 16; r.w:= 1; r.h:= 16; SDL_UpperBlit(tmpsurf, @r, Surface, @rr); end; if (yu > 0) then begin rr.x:= x; rr.y:= yu; r.x:= x mod tmpsurf.w; r.y:= 0; r.w:= 1; r.h:= min(16, yd - yu + 1); SDL_UpperBlit(tmpsurf, @r, Surface, @rr); end; yd:= yu - 1; until yd < 0; end;end;procedure PointWave(var Template: TEdgeTemplate; var pa: TPixAr);const MAXPASSES = 32;var ar: array[0..MAXPASSES, 0..5] of Double; i, k: integer; rx, ry, oy: Double; PassesNum: Longword;beginwith Template do begin PassesNum:= PassMin + getrandom(PassDelta); TryDo(PassesNum < MAXPASSES, 'Passes number too big', true); ar[0, 1]:= WaveFreqMin; ar[0, 4]:= WaveFreqMin; for i:= 1 to PassesNum do // initialize random parameters begin ar[i, 0]:= WaveAmplMin + getrandom * WaveAmplDelta; ar[i, 1]:= ar[i - 1, 1] + (getrandom * 0.7 + 0.3) * WaveFreqDelta; ar[i, 2]:= getrandom * pi * 2; ar[i, 3]:= WaveAmplMin + getrandom * WaveAmplDelta; ar[i, 4]:= ar[i - 1, 4] + (getrandom * 0.7 + 0.3) * WaveFreqDelta; ar[i, 5]:= getrandom * pi * 2; {$IFDEF DEBUGFILE} AddFileLog('Wave params �' + inttostr(i) + ':'); AddFileLog('X: ampl = ' + floattostr(ar[i, 0]) + '; freq = ' + floattostr(ar[i, 1]) + '; shift = ' + floattostr(ar[i, 2])); AddFileLog('Y: ampl = ' + floattostr(ar[i, 3]) + '; freq = ' + floattostr(ar[i, 4]) + '; shift = ' + floattostr(ar[i, 5])); {$ENDIF} end; end;for k:= 0 to Pred(pa.Count) do // apply transformation begin rx:= pa.ar[k].x; ry:= pa.ar[k].y; for i:= 1 to PassesNum do begin oy:= ry; ry:= ry + ar[i, 0] * sin(ar[i, 1] * rx + ar[i, 2]); rx:= rx + ar[i, 3] * sin(ar[i, 4] * oy + ar[i, 5]); end; pa.ar[k].x:= round(rx); pa.ar[k].y:= round(ry); end;end;procedure NormalizePoints(var pa: TPixAr);const brd = 32;var isUP: boolean; // HACK: transform for Y should be exact as one for X Left, Right, Top, Bottom, OWidth, Width, OHeight, Height, OLeft: integer; i: integer;beginTryDo((pa.ar[0].y < 0) or (pa.ar[0].y > 1023), 'Bad land generated', true);isUP:= pa.ar[0].y > 0;Left:= 1023;Right:= Left;Top:= pa.ar[0].y;Bottom:= Top;for i:= 1 to Pred(pa.Count) do with pa.ar[i] do begin if (y and $FFFFFC00) = 0 then if x < Left then Left:= x else if x > Right then Right:= x; if y < Top then Top:= y else if y > Bottom then Bottom:= y end;if (Left < brd) or (Right > 2047 - brd) then begin OLeft:= Left; OWidth:= Right - OLeft; if Left < brd then Left:= brd; if Right > 2047 - brd then Right:= 2047 - brd; Width:= Right - Left; for i:= 0 to Pred(pa.Count) do with pa.ar[i] do x:= round((x - OLeft) * Width div OWidth + Left) end;if isUp then // FIXME: remove hack if Top < brd then begin OHeight:= 1023 - Top; Height:= 1023 - brd; for i:= 0 to Pred(pa.Count) do with pa.ar[i] do y:= round((y - 1023) * Height div OHeight + 1023) end;end;procedure GenBlank(var Template: TEdgeTemplate);var pa: TPixAr; i: Longword;beginwith Template do begin if canMirror then if getrandom(16) < 8 then begin for i:= 0 to pred(BasePointsCount) do BasePoints^[i].x:= 2047 - BasePoints^[i].x; for i:= 0 to pred(FillPointsCount) do FillPoints^[i].x:= 2047 - FillPoints^[i].x; end; if canFlip then if getrandom(16) < 8 then begin for i:= 0 to pred(BasePointsCount) do BasePoints^[i].y:= 1023 - BasePoints^[i].y; for i:= 0 to pred(FillPointsCount) do FillPoints^[i].y:= 1023 - FillPoints^[i].y; end; pa.Count:= BasePointsCount; for i:= 0 to pred(pa.Count) do pa.ar[i]:= BasePoints^[i]; for i:= 1 to BezPassCnt do BezierizeEdge(pa, 0.33333334); PointWave(Template, pa); NormalizePoints(pa); DrawBezierEdge(pa, 0); for i:= 0 to pred(FillPointsCount) do with FillPoints^[i] do FillLand(x, y); DrawBezierEdge(pa, COLOR_LAND); end;end;procedure GenLandSurface;var tmpsurf: PSDL_Surface; y, x: Longword;beginWriteLnToConsole('Generating land...');for y:= 0 to 1023 do for x:= 0 to 2047 do Land[y, x]:= COLOR_LAND;GenBlank(EdgeTemplates[getrandom(Succ(High(EdgeTemplates)))]);AddProgress;with PixelFormat^ do tmpsurf:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, 0);TryDo(tmpsurf <> nil, 'Error creating pre-land surface', true);ColorizeLand(tmpsurf);AddProgress;AddBorder(tmpsurf);with PixelFormat^ do LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, 0);TryDo(LandSurface <> nil, 'Error creating land surface', true);SDL_FillRect(LandSurface, nil, 0);AddProgress;SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0);AddObjects(tmpsurf, LandSurface);SDL_FreeSurface(tmpsurf);AddProgressend;procedure MakeFortsMap;var p: PTeam; tmpsurf: PSDL_Surface;beginWriteLnToConsole('Generating forts land...');p:= TeamsList;TryDo(p <> nil, 'No teams on map!', true);with PixelFormat^ do LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, 0);SDL_FillRect(LandSurface, nil, 0);tmpsurf:= LoadImage(Pathz[ptForts] + '/' + p.FortName + 'L', false);BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface);SDL_FreeSurface(tmpsurf);p:= p.Next;TryDo(p <> nil, 'Only one team on map!', true);tmpsurf:= LoadImage(Pathz[ptForts] + '/' + p.FortName + 'R', false);BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf, LandSurface);SDL_FreeSurface(tmpsurf);p:= p.Next;TryDo(p = nil, 'More than 2 teams on map in forts mode!', true);end;procedure LoadMap;var x, y: Longword; p: PByteArray;beginWriteLnToConsole('Loading land from file...');AddProgress;LandSurface:= LoadImage(Pathz[ptMapCurrent] + '/map', false);TryDo((LandSurface.w = 2048) and (LandSurface.h = 1024), 'Map dimensions should be 2048x1024!', true);if SDL_MustLock(LandSurface) then SDLTry(SDL_LockSurface(LandSurface) >= 0, true);p:= LandSurface.pixels;case LandSurface.format.BytesPerPixel of 1: OutError('We don''t work with 8 bit surfaces', true); 2: for y:= 0 to 1023 do begin for x:= 0 to 2047 do if PWord(@p[x * 2])^ <> 0 then Land[y, x]:= COLOR_LAND; p:= @p[LandSurface.pitch]; end; 3: for y:= 0 to 1023 do begin for x:= 0 to 2047 do if (p[x * 3 + 0] <> 0) or (p[x * 3 + 1] <> 0) or (p[x * 3 + 2] <> 0) then Land[y, x]:= COLOR_LAND; p:= @p[LandSurface.pitch]; end; 4: for y:= 0 to 1023 do begin for x:= 0 to 2047 do if PLongword(@p[x * 4])^ <> 0 then Land[y, x]:= COLOR_LAND; p:= @p[LandSurface.pitch]; end; end;if SDL_MustLock(LandSurface) then SDL_UnlockSurface(LandSurface);end;procedure GenMap;beginif (GameFlags and gfForts) = 0 then if Pathz[ptMapCurrent] <> '' then LoadMap else GenLandSurface else MakeFortsMap;AddProgress;{$IFDEF DEBUGFILE}LogLandDigest{$ENDIF}end;initializationend.