author | unC0Rr |
Tue, 22 Aug 2023 08:35:46 +0200 | |
branch | transitional_engine |
changeset 16004 | 2146cb7be36f |
parent 15958 | 772a43d88e6b |
child 16036 | 96d0e6149d3d |
permissions | -rw-r--r-- |
10198 | 1 |
unit uLandUtils; |
2 |
interface |
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uses SDLh; |
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procedure GenerateTemplatedLand(featureSize: Longword; seed, templateType, dataPath: shortstring); |
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procedure ResizeLand(width, height: LongWord); |
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procedure DisposeLand(); |
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procedure InitWorldEdges(); |
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function LandGet(y, x: LongInt): Word; |
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procedure LandSet(y, x: LongInt; value: Word); |
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function LandRow(row: LongInt): PWordArray; |
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|
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procedure FillLand(x, y: LongInt; border, value: Word); |
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function LandPixelGet(y, x: LongInt): Longword; |
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procedure LandPixelSet(y, x: LongInt; value: Longword); |
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function LandPixelRow(row: LongInt): PLongwordArray; |
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|
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implementation |
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uses uUtils, uConsts, uVariables, uTypes; |
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const LibFutureName = 'hwengine_future'; |
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function create_empty_game_field(width, height: Longword): pointer; cdecl; external LibFutureName; |
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procedure get_game_field_parameters(game_field: pointer; var width: LongInt; var height: LongInt; var play_width: LongInt; var play_height: LongInt); cdecl; external LibFutureName; |
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procedure dispose_game_field(game_field: pointer); cdecl; external LibFutureName; |
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function land_get(game_field: pointer; x, y: LongInt): Word; cdecl; external LibFutureName; |
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procedure land_set(game_field: pointer; x, y: LongInt; value: Word); cdecl; external LibFutureName; |
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function land_row(game_field: pointer; row: LongInt): PWordArray; cdecl; external LibFutureName; |
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procedure land_fill(game_field: pointer; x, y: LongInt; border, fill: Word); cdecl; external LibFutureName; |
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function land_pixel_get(game_field: pointer; x, y: LongInt): Longword; cdecl; external LibFutureName; |
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procedure land_pixel_set(game_field: pointer; x, y: LongInt; value: Longword); cdecl; external LibFutureName; |
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function land_pixel_row(game_field: pointer; row: LongInt): PLongwordArray; cdecl; external LibFutureName; |
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function generate_templated_game_field(feature_size: Longword; seed, template_type, data_path: PChar): pointer; cdecl; external LibFutureName; |
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procedure apply_theme(game_field: pointer; data_path, theme_name: PChar); cdecl; external LibFutureName; |
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var gameField: pointer; |
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function LandGet(y, x: LongInt): Word; |
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begin |
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LandGet:= land_get(gameField, x, y) |
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end; |
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procedure LandSet(y, x: LongInt; value: Word); |
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begin |
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land_set(gameField, x, y, value) |
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end; |
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function LandRow(row: LongInt): PWordArray; |
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begin |
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LandRow:= land_row(gameField, row) |
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end; |
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procedure FillLand(x, y: LongInt; border, value: Word); |
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begin |
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land_fill(gameField, x, y, border, value) |
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end; |
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function LandPixelGet(y, x: LongInt): Longword; |
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begin |
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LandPixelGet:= land_pixel_get(gameField, x, y) |
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end; |
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procedure LandPixelSet(y, x: LongInt; value: Longword); |
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begin |
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land_pixel_set(gameField, x, y, value) |
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end; |
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function LandPixelRow(row: LongInt): PLongwordArray; |
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begin |
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LandPixelRow:= land_pixel_row(gameField, row) |
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end; |
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procedure GenerateTemplatedLand(featureSize: Longword; seed, templateType, dataPath: shortstring); |
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begin |
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seed[byte(seed[0]) + 1]:= #0; |
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templateType[byte(templateType[0]) + 1]:= #0; |
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gameField:= generate_templated_game_field(featureSize, @seed[1], @templateType[1], Str2PChar(dataPath)); |
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get_game_field_parameters(gameField, LAND_WIDTH, LAND_HEIGHT, playWidth, playHeight); |
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MaxHedgehogs:= 32; |
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hasGirders:= true; |
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leftX:= (LAND_WIDTH - playWidth) div 2; |
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rightX:= Pred(leftX + playWidth); |
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topY:= LAND_HEIGHT - playHeight; |
15958 | 92 |
cWaterLine:= LAND_HEIGHT; |
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// let's assume those are powers of two |
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LAND_WIDTH_MASK:= not(LAND_WIDTH-1); |
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LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1); |
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SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32)); |
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initScreenSpaceVars(); |
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end; |
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||
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procedure ResizeLand(width, height: LongWord); |
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var potW, potH: LongInt; |
|
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begin |
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potW:= toPowerOf2(width); |
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potH:= toPowerOf2(height); |
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if (potW <> LAND_WIDTH) or (potH <> LAND_HEIGHT) then |
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begin |
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LAND_WIDTH:= potW; |
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LAND_HEIGHT:= potH; |
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LAND_WIDTH_MASK:= not(LAND_WIDTH-1); |
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LAND_HEIGHT_MASK:= not(LAND_HEIGHT-1); |
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cWaterLine:= LAND_HEIGHT; |
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||
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gameField:= create_empty_game_field(LAND_WIDTH, LAND_HEIGHT); |
10198 | 117 |
SetLength(LandDirty, (LAND_HEIGHT div 32), (LAND_WIDTH div 32)); |
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// 0.5 is already approaching on unplayable |
|
10994 | 119 |
if (width div 4096 >= 2) or (height div 2048 >= 2) then cMaxZoomLevel:= cMaxZoomLevel/2; |
10198 | 120 |
cMinMaxZoomLevelDelta:= cMaxZoomLevel - cMinZoomLevel |
121 |
end; |
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initScreenSpaceVars(); |
10198 | 123 |
end; |
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procedure DisposeLand(); |
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begin |
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dispose_game_field(gameField) |
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end; |
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procedure InitWorldEdges(); |
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var cy, cx, lx, ly: LongInt; |
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found: boolean; |
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begin |
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playHeight:= LAND_HEIGHT; |
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topY:= 0; |
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|
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lx:= LongInt(LAND_WIDTH) - 1; |
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// don't change world edges for drawn maps |
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if (cMapGen = mgDrawn) then |
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// edges were adjusted already in GenDrawnMap() in uLand |
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142 |
EXIT; |
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// use maximum available map width if there is no special world edge |
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if WorldEdge = weNone then |
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begin |
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147 |
playWidth:= LAND_WIDTH; |
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leftX := 0; |
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rightX:= lx; |
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150 |
EXIT; |
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151 |
end; |
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|
152 |
|
12311
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fix fort mode's edge adjustments getting lost with weWrap. issue #181
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153 |
// keep fort distance consistent if we're in wrap mode on fort map |
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|
154 |
if (cMapGen = mgForts) and (WorldEdge = weWrap) then |
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|
155 |
begin |
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|
156 |
// edges were adjusted already in MakeFortsMap() in uLand |
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|
157 |
EXIT; |
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|
158 |
end; |
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parents:
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diff
changeset
|
159 |
|
10626
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|
160 |
ly:= LongInt(LAND_HEIGHT) - 1; |
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|
161 |
|
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|
162 |
// find most left land pixels and set leftX accordingly |
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|
163 |
found:= false; |
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|
164 |
for cx:= 0 to lx do |
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changeset
|
165 |
begin |
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changeset
|
166 |
for cy:= ly downto 0 do |
15929
128ace913837
Introduce hwengine-future library, use Land allocated in it
unC0Rr
parents:
15164
diff
changeset
|
167 |
if LandGet(cy, cx) <> 0 then |
10626
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changeset
|
168 |
begin |
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|
169 |
leftX:= max(0, cx - cWorldEdgeDist); |
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|
170 |
// break out of both loops |
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changeset
|
171 |
found:= true; |
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changeset
|
172 |
break; |
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|
173 |
end; |
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changeset
|
174 |
if found then break; |
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changeset
|
175 |
end; |
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changeset
|
176 |
|
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|
177 |
// find most right land pixels and set rightX accordingly |
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|
178 |
found:= false; |
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changeset
|
179 |
for cx:= lx downto 0 do |
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changeset
|
180 |
begin |
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changeset
|
181 |
for cy:= ly downto 0 do |
15929
128ace913837
Introduce hwengine-future library, use Land allocated in it
unC0Rr
parents:
15164
diff
changeset
|
182 |
if LandGet(cy, cx) <> 0 then |
10626
2562797ab3cf
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changeset
|
183 |
begin |
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|
184 |
rightX:= min(lx, cx + cWorldEdgeDist); |
2562797ab3cf
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changeset
|
185 |
// break out of both loops |
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changeset
|
186 |
found:= true; |
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changeset
|
187 |
break; |
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|
188 |
end; |
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changeset
|
189 |
if found then break; |
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changeset
|
190 |
end; |
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changeset
|
191 |
|
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changeset
|
192 |
playWidth := rightX + 1 - leftX; |
2562797ab3cf
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changeset
|
193 |
end; |
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changeset
|
194 |
|
10198 | 195 |
end. |