hedgewars/uLandOutline.pas
author Wuzzy <Wuzzy2@mail.ru>
Mon, 13 Nov 2017 22:14:45 +0100
changeset 12836 8610462e3d33
parent 11532 bf86c6cb9341
child 13928 c36aaa30be98
permissions -rw-r--r--
Remove 2 unused number tags in Construction Mode GUI These numbers are shown aside the power tag, but the numbers never change. They don't serve any purpose and are just visual clutter and annoying, since they partially overlap. They are probably a leftover from copying code over from other scripts. With this changeset, only the power and turn time are left visible, as it is supposed to.

unit uLandOutline;

interface

uses uConsts, SDLh, uFloat;

type TPixAr = record
              Count: Longword;
              ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
              end;

procedure DrawEdge(var pa: TPixAr; value: Word);
procedure FillLand(x, y: LongInt; border, value: Word);
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
procedure RandomizePoints(var pa: TPixAr);

implementation

uses uLandGraphics, uDebug, uVariables, uLandTemplates, uRandom, uUtils;



var Stack: record
           Count: Longword;
           points: array[0..8192] of record
                                     xl, xr, y, dir: LongInt;
                                     end
           end;


procedure Push(_xl, _xr, _y, _dir: LongInt);
begin
    if checkFails(Stack.Count <= 8192, 'FillLand: stack overflow', true) then exit;
    _y:= _y + _dir;
    if (_y < 0) or (_y >= LAND_HEIGHT) then
        exit;
    with Stack.points[Stack.Count] do
        begin
        xl:= _xl;
        xr:= _xr;
        y:= _y;
        dir:= _dir
        end;
    inc(Stack.Count)
end;

procedure Pop(var _xl, _xr, _y, _dir: LongInt);
begin
    dec(Stack.Count);
    with Stack.points[Stack.Count] do
        begin
        _xl:= xl;
        _xr:= xr;
        _y:= y;
        _dir:= dir
        end
end;

procedure FillLand(x, y: LongInt; border, value: Word);
var xl, xr, dir: LongInt;
begin
    Stack.Count:= 0;
    xl:= x - 1;
    xr:= x;
    Push(xl, xr, y, -1);
    Push(xl, xr, y,  1);
    dir:= 0;
    while Stack.Count > 0 do
        begin
        Pop(xl, xr, y, dir);
        while (xl > 0) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
            dec(xl);
        while (xr < LAND_WIDTH - 1) and (Land[y, xr] <> border) and (Land[y, xr] <> value) do
            inc(xr);
        while (xl < xr) do
            begin
            while (xl <= xr) and ((Land[y, xl] = border) or (Land[y, xl] = value)) do
                inc(xl);
            x:= xl;
            while (xl <= xr) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
                begin
                Land[y, xl]:= value;
                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 DrawEdge(var pa: TPixAr; value: Word);
var i: LongInt;
begin
    i:= 0;
    with pa do
        while i < LongInt(Count) - 1 do
            if (ar[i + 1].X = NTPX) then
                inc(i, 2)
            else
                begin
                DrawLine(ar[i].x, ar[i].y, ar[i + 1].x, ar[i + 1].y, value);
                inc(i)
                end
end;


procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);
var d1, d2, d: hwFloat;
begin
    Vx:= int2hwFloat(p1.X - p3.X);
    Vy:= int2hwFloat(p1.Y - p3.Y);

    d2:= Distance(Vx, Vy);

    if d2.QWordValue = 0 then
        begin
        Vx:= _0;
        Vy:= _0
        end
    else
        begin
        d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);
        d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);

        if d1 < d then
            d:= d1;
        if d2 < d then
            d:= d2;

        d2:= d * _1div3 / d2;

        Vx:= Vx * d2;
        Vy:= Vy * d2
        end
end;

procedure AddLoopPoints(var pa, opa: TPixAr; StartI, EndI: LongInt; Delta: hwFloat);
var i, pi, ni: LongInt;
    NVx, NVy, PVx, PVy: hwFloat;
    x1, x2, y1, y2: LongInt;
    tsq, tcb, t, r1, r2, r3, cx1, cx2, cy1, cy2: hwFloat;
    X, Y: LongInt;
begin
    if pa.Count < cMaxEdgePoints - 2 then
        begin
        pi:= EndI;
        i:= StartI;
        ni:= Succ(StartI);
        {$HINTS OFF}
        Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
        {$HINTS ON}
        repeat
            i:= ni;
            inc(pi);
            if pi > EndI then
                pi:= StartI;
            inc(ni);
            if ni > EndI then
                ni:= StartI;
            PVx:= NVx;
            PVy:= NVy;
            Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);

            x1:= opa.ar[pi].x;
            y1:= opa.ar[pi].y;
            x2:= opa.ar[i].x;
            y2:= opa.ar[i].y;

            cx1:= int2hwFloat(x1) - PVx;
            cy1:= int2hwFloat(y1) - PVy;
            cx2:= int2hwFloat(x2) + NVx;
            cy2:= int2hwFloat(y2) + NVy;
            t:= _0;
            while (t.Round = 0) and (pa.Count < cMaxEdgePoints-2) do
                begin
                tsq:= t * t;
                tcb:= tsq * t;
                r1:= (_1 - t*3 + tsq*3 - tcb);
                r2:= (     t*3 - tsq*6 + tcb*3);
                r3:= (           tsq*3 - tcb*3);
                X:= hwRound(r1 * x1 + r2 * cx1 + r3 * cx2 + tcb * x2);
                Y:= hwRound(r1 * y1 + r2 * cy1 + r3 * cy2 + tcb * y2);
                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;
        until i = StartI;
        end;

    pa.ar[pa.Count].x:= opa.ar[StartI].X;
    pa.ar[pa.Count].y:= opa.ar[StartI].Y;
    inc(pa.Count)
end;

procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
var i, StartLoop: LongInt;
    opa: TPixAr;
begin
opa:= pa;
pa.Count:= 0;
i:= 0;
StartLoop:= 0;
while (i < LongInt(opa.Count)) and (pa.Count < cMaxEdgePoints-1) do
    if (opa.ar[i + 1].X = NTPX) then
        begin
        AddLoopPoints(pa, opa, StartLoop, i, Delta);
        inc(i, 2);
        StartLoop:= i;
        pa.ar[pa.Count].X:= NTPX;
        pa.ar[pa.Count].Y:= 0;
        inc(pa.Count);
        end else inc(i)
end;


function CheckIntersect(V1, V2, V3, V4: TPoint): boolean;
var c1, c2, dm: LongInt;
begin
    CheckIntersect:= false;
    dm:= (V4.y - V3.y) * (V2.x - V1.x) - (V4.x - V3.x) * (V2.y - V1.y);
    c1:= (V4.x - V3.x) * (V1.y - V3.y) - (V4.y - V3.y) * (V1.x - V3.x);
    if dm = 0 then
        exit;

    CheckIntersect:= true;
    c2:= (V2.x - V3.x) * (V1.y - V3.y) - (V2.y - V3.y) * (V1.x - V3.x);
    if dm > 0 then
    begin
        if (c1 < 0) or (c1 > dm) then
            CheckIntersect:= false
        else if (c2 < 0) or (c2 > dm) then
            CheckIntersect:= false;
    end
    else
    begin
        if (c1 > 0) or (c1 < dm) then
            CheckIntersect:= false
        else if (c2 > 0) or (c2 < dm) then
            CheckIntersect:= false;
    end;

    //AddFileLog('1  (' + inttostr(V1.x) + ',' + inttostr(V1.y) + ')x(' + inttostr(V2.x) + ',' + inttostr(V2.y) + ')');
    //AddFileLog('2  (' + inttostr(V3.x) + ',' + inttostr(V3.y) + ')x(' + inttostr(V4.x) + ',' + inttostr(V4.y) + ')');
end;


function CheckSelfIntersect(var pa: TPixAr; ind: Longword): boolean;
var i: Longword;
begin
    CheckSelfIntersect:= false;
    if (ind <= 0) or (LongInt(ind) >= Pred(pa.Count)) then
        exit;

    CheckSelfIntersect:= true;
    for i:= 1 to pa.Count - 3 do
        if (i <= ind - 1) or (i >= ind + 2) then
        begin
            if (i <> ind - 1) and CheckIntersect(pa.ar[ind], pa.ar[ind - 1], pa.ar[i], pa.ar[i - 1]) then
                exit;
            if (i <> ind + 2) and CheckIntersect(pa.ar[ind], pa.ar[ind + 1], pa.ar[i], pa.ar[i - 1]) then
                exit;
        end;
    CheckSelfIntersect:= false
end;

procedure RandomizePoints(var pa: TPixAr);
const cEdge = 55;
      cMinDist = 8;
var radz: array[0..Pred(cMaxEdgePoints)] of LongInt;
    i, k, dist, px, py: LongInt;
begin
    for i:= 0 to Pred(pa.Count) do
    begin
    radz[i]:= 0;
        with pa.ar[i] do
            if x <> NTPX then
            begin
            radz[i]:= Min(Max(x - cEdge, 0), Max(LAND_WIDTH - cEdge - x, 0));
            radz[i]:= Min(radz[i], Min(Max(y - cEdge, 0), Max(LAND_HEIGHT - cEdge - y, 0)));
            if radz[i] > 0 then
                for k:= 0 to Pred(i) do
                begin
                dist:= Max(abs(x - pa.ar[k].x), abs(y - pa.ar[k].y));
                radz[k]:= Max(0, Min((dist - cMinDist) div 2, radz[k]));
                radz[i]:= Max(0, Min(dist - radz[k] - cMinDist, radz[i]))
                end
            end;
    end;

    for i:= 0 to Pred(pa.Count) do
        with pa.ar[i] do
            if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
            begin
            px:= x;
            py:= y;
            x:= x + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
            y:= y + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
            if CheckSelfIntersect(pa, i) then
                begin
                x:= px;
                y:= py
                end;
            end
end;


end.