- Removed dark pixels on the corners of health case
- Cleaned up dynamite code
- Dynamite sprite
- Frontend shows error messages from engine (except IPC-related :) )
- changed IPC-related stuff in frontend
(*
* Hedgewars, a worms-like game
* Copyright (c) 2005 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;
interface
uses SDLh;
{$include options.inc}
type TLandArray = packed array[0..1023, 0..2047] of LongWord;
var Land: TLandArray;
LandSurface: PSDL_Surface;
procedure AddHHPoint(_x, _y: integer);
procedure GetHHPoint(out _x, _y: integer);
procedure RandomizeHHPoints;
procedure GenMap;
implementation
uses uConsole, uStore, uMisc, uConsts, uRandom, uTeams, uIO, uLandTemplates, uLandObjects, uSHA;
type TPixAr = record
Count: Longword;
ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
end;
var HHPoints: record
First, Last: word;
ar: array[1..Pred(cMaxSpawnPoints)] of TPoint
end = (First: 1);
procedure LogLandDigest;
var ctx: TSHA1Context;
dig: TSHA1Digest;
begin
SHA1Init(ctx);
SHA1Update(ctx, @Land, sizeof(Land));
dig:= SHA1Final(ctx);
AddFileLog('SHA1 Land digest: {'+inttostr(dig.LongWords[0])+':'
+inttostr(dig.LongWords[1])+':'+inttostr(dig.LongWords[2])+':'
+inttostr(dig.LongWords[3])+':'+inttostr(dig.LongWords[4])+'}');
end;
procedure DrawBezierEdge(var pa: TPixAr);
var x, y, i: integer;
tx, ty, vx, vy, vlen, t: real;
r1, r2, r3, r4: real;
x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: real;
begin
vx:= 0;
vy:= 0;
with pa do
for 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]:= $FFFFFF;
end;
end;
end;
procedure BezierizeEdge(var pa: TPixAr; Delta: real);
var x, y, i: integer;
tx, ty, vx, vy, vlen, t: real;
r1, r2, r3, r4: real;
x1, y1, x2, y2, cx1, cy1, cx2, cy2, tsq, tcb: real;
opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
vx:= 0;
vy:= 0;
with opa do
for 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
_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);
TryDo(Stack.Count < 8192, 'stack overflow', true)
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]:= $FFFFFF;
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;
begin
tmpsurf:= LoadImage(Pathz[ptThemeCurrent] + 'LandTex.png', 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;
begin
tmpsurf:= LoadImage(Pathz[ptThemeCurrent] + 'Border.png', 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 AddHHPoints;
var x, y, t: integer;
function CountNonZeroz(x, y: integer): integer;
var i: integer;
begin
Result:= 0;
if (y and $FFFFFC00) <> 0 then exit;
for i:= max(x - 5, 0) to min(x + 5, 2043) do
if Land[y, i] <> 0 then inc(Result)
end;
begin
x:= 40;
while x < 2010 do
begin
y:= -24;
while y < 1023 do
begin
repeat
inc(y, 2);
until (y > 1023) or (CountNonZeroz(x, y) = 0);
t:= 0;
repeat
inc(y, 2);
inc(t, 2)
until (y > 1023) or (CountNonZeroz(x, y) <> 0);
if (t > 22) and (y < 1023) then AddHHPoint(x, y - 12);
inc(y, 80)
end;
inc(x, 100)
end;
if HHPoints.Last < cMaxHHs then
begin
AddHHPoint(300, 800);
AddHHPoint(400, 800);
AddHHPoint(500, 800);
AddHHPoint(600, 800);
AddHHPoint(700, 800);
AddHHPoint(800, 800);
AddHHPoint(900, 800);
AddHHPoint(1000, 800);
AddHHPoint(1100, 800);
AddHHPoint(1200, 800);
AddHHPoint(1300, 800);
AddHHPoint(1400, 800);
end;
end;
procedure PointWave(var Template: TEdgeTemplate; var pa: TPixAr);
const MAXPASSES = 32;
var ar: array[0..MAXPASSES, 0..5] of real;
i, k: integer;
rx, ry, oy: real;
PassesNum: Longword;
begin
with 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;
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 GenBlank(var Template: TEdgeTemplate);
var pa: TPixAr;
i: Longword;
begin
with 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);
DrawBezierEdge(pa);
for i:= 0 to pred(FillPointsCount) do
with FillPoints^[i] do
FillLand(x, y)
end;
end;
procedure GenLandSurface;
var tmpsurf: PSDL_Surface;
begin
GenBlank(EdgeTemplates[getrandom(Succ(High(EdgeTemplates)))]);
AddProgress;
with PixelFormat^ do
tmpsurf:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, 0);
ColorizeLand(tmpsurf);
AddProgress;
AddBorder(tmpsurf);
with PixelFormat^ do
LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, BitsPerPixel, RMask, GMask, BMask, 0);
SDL_FillRect(LandSurface, nil, 0);
AddProgress;
AddObjects(LandSurface);
SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0);
SDL_UpperBlit(tmpsurf, nil, LandSurface, nil);
SDL_FreeSurface(tmpsurf);
AddProgress;
AddHHPoints;
RandomizeHHPoints;
end;
procedure MakeFortsMap;
var p: PTeam;
tmpsurf: PSDL_Surface;
begin
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.png', false);
BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface);
SDL_FreeSurface(tmpsurf);
LoadFortPoints(p.FortName, false, TeamSize(p));
p:= p.Next;
TryDo(p <> nil, 'Only one team on map!', true);
tmpsurf:= LoadImage(Pathz[ptForts] + p.FortName + 'R.png', false);
BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf, LandSurface);
SDL_FreeSurface(tmpsurf);
LoadFortPoints(p.FortName, true, TeamSize(p));
p:= p.Next;
TryDo(p = nil, 'More than 2 teams on map in forts mode!', true);
end;
procedure GenMap;
begin
if (GameFlags and gfForts) = 0 then GenLandSurface
else MakeFortsMap;
AddProgress;
{$IFDEF DEBUGFILE}LogLandDigest{$ENDIF}
end;
procedure AddHHPoint(_x, _y: integer);
begin
with HHPoints do
begin
inc(Last);
TryDo(Last < cMaxSpawnPoints, 'HHs coords queue overflow', true);
with ar[Last] do
begin
x:= _x;
y:= _y
end
end
end;
procedure GetHHPoint(out _x, _y: integer);
begin
with HHPoints do
begin
TryDo(First <= Last, 'HHs coords queue underflow ' + inttostr(First), true);
with ar[First] do
begin
_x:= x;
_y:= y
end;
inc(First)
end
end;
procedure RandomizeHHPoints;
var i, t: integer;
p: TPoint;
begin
with HHPoints do
begin
for i:= First to Last do
begin
t:= GetRandom(Last - First + 1) + First;
if i <> t then
begin
p:= ar[i];
ar[i]:= ar[t];
ar[t]:= p
end
end
end
end;
end.