Remove old code transitional_engine
authorunC0Rr
Wed, 18 Sep 2024 14:10:51 +0200
branchtransitional_engine
changeset 16036 7b8d96fc8799
parent 16035 0caa3dfb3ba2
child 16038 d903f8d2395a
Remove old code
hedgewars/CMakeLists.txt
hedgewars/uLandGenMaze.pas
hedgewars/uLandGenPerlin.pas
hedgewars/uLandGenTemplateBased.pas
hedgewars/uLandOutline.pas
--- a/hedgewars/CMakeLists.txt	Wed Sep 18 13:42:26 2024 +0200
+++ b/hedgewars/CMakeLists.txt	Wed Sep 18 14:10:51 2024 +0200
@@ -78,12 +78,9 @@
     adler32.pas
     uLandTemplates.pas
     uLandTexture.pas
+    uLandGenPerlin.pas
     uLandGraphics.pas
     uLandPainted.pas
-    uLandOutline.pas
-    uLandGenMaze.pas
-    uLandGenPerlin.pas
-    uLandGenTemplateBased.pas
     uLandUtils.pas
 
     #this is where dependency tracking becomes hard
--- a/hedgewars/uLandGenMaze.pas	Wed Sep 18 13:42:26 2024 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,547 +0,0 @@
-{$INCLUDE "options.inc"}
-
-unit uLandGenMaze;
-
-interface
-
-procedure GenMaze;
-
-implementation
-
-uses uRandom, uLandOutline, uLandTemplates, uVariables, uFloat, uConsts,
-     uLandGenTemplateBased, uUtils, uLandUtils;
-
-type direction = record x, y: LongInt; end;
-const DIR_N: direction = (x: 0; y: -1);
-    DIR_E: direction = (x: 1; y: 0);
-    DIR_S: direction = (x: 0; y: 1);
-    DIR_W: direction = (x: -1; y: 0);
-
-operator = (const a, b: direction) c: Boolean;
-begin
-    c := (a.x = b.x) and (a.y = b.y);
-end;
-
-const small_cell_size = 128;
-    medium_cell_size = 192;
-    large_cell_size = 256;
-    braidness = 10;
-
-type
-   cell_t = record x,y         : LongInt
-        end;
-
-var x, y               : LongInt;
-    cellsize               : LongInt; //selected by the user in the gui
-    seen_cells_x, seen_cells_y : LongInt; //number of cells that can be visited by the generator, that is every second cell in x and y direction. the cells between there are walls that will be removed when we move from one cell to another
-    num_edges_x, num_edges_y   : LongInt; //number of resulting edges that need to be vertexificated
-    num_cells_x, num_cells_y   : LongInt; //actual number of cells, depending on cell size
-
-
-    seen_list              : array of array of LongInt;
-    xwalls             : array of array of Boolean;
-    ywalls             : array of array of Boolean;
-    x_edge_list            : array of array of Boolean;
-    y_edge_list            : array of array of Boolean;
-    maze               : array of array of Boolean;
-
-    pa                 : TPixAr;
-    num_vertices           : LongInt;
-    off_y              : LongInt;
-    num_steps              : LongInt;
-    current_step           : LongInt;
-
-    step_done              : array of Boolean;
-
-    done               : Boolean;
-
-{   last_cell              : array 0..3 of record x, y :LongInt ; end;
-    came_from              : array of array of record x, y: LongInt; end;
-    came_from_pos          : array of LongInt;
-}
-    last_cell : array of cell_t;
-    came_from : array of array of cell_t;
-    came_from_pos: array of LongInt;
-
-    maze_inverted                      : Boolean;
-
-function when_seen(x: LongInt; y: LongInt): LongInt;
-begin
-if (x < 0) or (x >= seen_cells_x) or (y < 0) or (y >= seen_cells_y) then
-    when_seen := current_step
-else
-    when_seen := seen_list[x, y];
-end;
-
-function is_x_edge(x, y: LongInt): Boolean;
-begin
-if (x < 0) or (x > num_edges_x) or (y < 0) or (y > num_cells_y) then
-    is_x_edge := false
-else
-    is_x_edge := x_edge_list[x, y];
-end;
-
-function is_y_edge(x, y: LongInt): Boolean;
-begin
-if (x < 0) or (x > num_cells_x) or (y < 0) or (y > num_edges_y) then
-    is_y_edge := false
-else
-    is_y_edge := y_edge_list[x, y];
-end;
-
-procedure see_cell;
-var dir: direction;
-    tries: LongInt;
-    x, y: LongInt;
-    found_cell: Boolean;
-    next_dir_clockwise: Boolean;
-
-begin
-x := last_cell[current_step].x;
-y := last_cell[current_step].y;
-seen_list[x, y] := current_step;
-case GetRandom(4) of
-    0: dir := DIR_N;
-    1: dir := DIR_E;
-    2: dir := DIR_S;
-    3: dir := DIR_W;
-end;
-tries := 0;
-found_cell := false;
-if getrandom(2) = 1 then
-    next_dir_clockwise := true
-else
-    next_dir_clockwise := false;
-
-while (tries < 5) and (not found_cell) do
-begin
-    if when_seen(x + dir.x, y + dir.y) = current_step then //we are seeing ourselves, try another direction
-    begin
-        //we have already seen the target cell, decide if we should remove the wall anyway
-        //(or put a wall there if maze_inverted, but we are not doing that right now)
-        if (not maze_inverted) and (GetRandom(braidness) = 0) then
-        //or just warn that inverted+braid+indestructible terrain != good idea
-        begin
-            case dir.x of
-
-                -1:
-                if x > 0 then
-                    ywalls[x-1, y] := false;
-                1:
-                if x < seen_cells_x - 1 then
-                    ywalls[x, y] := false;
-            end;
-            case dir.y of
-                -1:
-                if y > 0 then
-                    xwalls[x, y-1] := false;
-                1:
-                if y < seen_cells_y - 1 then
-                    xwalls[x, y] := false;
-            end;
-        end;
-        if next_dir_clockwise then
-        begin
-            if dir = DIR_N then
-                dir := DIR_E
-            else if dir = DIR_E then
-                dir := DIR_S
-            else if dir = DIR_S then
-                dir := DIR_W
-            else
-                dir := DIR_N;
-        end
-        else
-        begin
-            if dir = DIR_N then
-                dir := DIR_W
-            else if dir = DIR_E then
-                dir := DIR_N
-            else if dir = DIR_S then
-                dir := DIR_E
-            else
-                dir := DIR_S;
-        end
-    end
-    else if when_seen(x + dir.x, y + dir.y) = -1 then //cell was not seen yet, go there
-        begin
-        case dir.y of
-            -1: xwalls[x, y-1] := false;
-            1: xwalls[x, y] := false;
-        end;
-        case dir.x of
-            -1: ywalls[x-1, y] := false;
-            1: ywalls[x, y] := false;
-        end;
-        last_cell[current_step].x := x+dir.x;
-        last_cell[current_step].y := y+dir.y;
-        came_from_pos[current_step] := came_from_pos[current_step] + 1;
-        came_from[current_step, came_from_pos[current_step]].x := x;
-        came_from[current_step, came_from_pos[current_step]].y := y;
-        found_cell := true;
-        end
-    else //we are seeing someone else, quit
-        begin
-        step_done[current_step] := true;
-        found_cell := true;
-        end;
-
-    tries := tries + 1;
-end;
-if not found_cell then
-    begin
-    last_cell[current_step].x := came_from[current_step, came_from_pos[current_step]].x;
-    last_cell[current_step].y := came_from[current_step, came_from_pos[current_step]].y;
-    came_from_pos[current_step] := came_from_pos[current_step] - 1;
-
-    if came_from_pos[current_step] >= 0 then
-        see_cell()
-
-    else
-        step_done[current_step] := true;
-    end;
-end;
-
-procedure add_vertex(x, y: LongInt);
-var tmp_x, tmp_y, nx, ny: LongInt;
-begin
-    if x = NTPX then
-    begin
-        if pa.ar[num_vertices - 6].x = NTPX then
-        begin
-            num_vertices := num_vertices - 6;
-        end
-        else
-        begin
-            pa.ar[num_vertices].x := NTPX;
-            pa.ar[num_vertices].y := 0;
-        end
-    end
-    else
-    begin
-        if maze_inverted or (x mod 2 = 0) then
-            tmp_x := cellsize
-        else
-            tmp_x := cellsize * 2 div 3;
-
-        if maze_inverted or (y mod 2 = 0) then
-            tmp_y := cellsize
-        else
-            tmp_y := cellsize * 2 div 3;
-
-        nx:= (x-1)*cellsize + tmp_x;
-        ny:= (y-1)*cellsize + tmp_y + off_y;
-
-        if num_vertices > 2 then
-            if ((pa.ar[num_vertices - 2].x = pa.ar[num_vertices - 1].x) and (pa.ar[num_vertices - 1].x = nx))
-                or ((pa.ar[num_vertices - 2].y = pa.ar[num_vertices - 1].y) and (pa.ar[num_vertices - 1].y = ny))
-                then
-                dec(num_vertices);
-
-        pa.ar[num_vertices].x := nx;
-        pa.ar[num_vertices].y := ny;
-    end;
-
-    num_vertices := num_vertices + 1;
-end;
-
-procedure add_edge(x, y: LongInt; dir: direction);
-var i: LongInt;
-begin
-if dir = DIR_N then
-    begin
-    dir := DIR_W
-    end
-else if dir = DIR_E then
-    begin
-    dir := DIR_N
-    end
-else if dir = DIR_S then
-    begin
-    dir := DIR_E
-    end
-else
-    begin
-    dir := DIR_S;
-    end;
-
-for i := 0 to 3 do
-    begin
-    if dir = DIR_N then
-        dir := DIR_E
-    else if dir = DIR_E then
-        dir := DIR_S
-    else if dir = DIR_S then
-        dir := DIR_W
-    else
-        dir := DIR_N;
-
-    if (dir = DIR_N) and is_x_edge(x, y) then
-        begin
-            x_edge_list[x, y] := false;
-            add_vertex(x+1, y);
-            add_edge(x, y-1, DIR_N);
-            break;
-        end;
-
-    if (dir = DIR_E) and is_y_edge(x+1, y) then
-        begin
-            y_edge_list[x+1, y] := false;
-            add_vertex(x+2, y+1);
-            add_edge(x+1, y, DIR_E);
-            break;
-        end;
-
-    if (dir = DIR_S) and is_x_edge(x, y+1) then
-        begin
-            x_edge_list[x, y+1] := false;
-            add_vertex(x+1, y+2);
-            add_edge(x, y+1, DIR_S);
-            break;
-        end;
-
-    if (dir = DIR_W) and is_y_edge(x, y) then
-        begin
-            y_edge_list[x, y] := false;
-            add_vertex(x, y+1);
-            add_edge(x-1, y, DIR_W);
-            break;
-        end;
-    end;
-
-end;
-
-procedure GenMaze;
-var i: Longword;
-begin
-case cTemplateFilter of
-    0: begin
-       cellsize := small_cell_size;
-       maze_inverted := false;
-       minDistance:= max(cFeatureSize*8,32);
-       dabDiv:= 150;
-       end;
-    1: begin
-       cellsize := medium_cell_size;
-       minDistance:= max(cFeatureSize*6,20);
-       maze_inverted := false;
-       dabDiv:= 100;
-       end;
-    2: begin
-       cellsize := large_cell_size;
-       minDistance:= max(cFeatureSize*5,12);
-       maze_inverted := false;
-       dabDiv:= 90;
-       end;
-    3: begin
-       cellsize := small_cell_size;
-       minDistance:= max(cFeatureSize*8,32);
-       maze_inverted := true;
-       dabDiv:= 130;
-       end;
-    4: begin
-       cellsize := medium_cell_size;
-       minDistance:= max(cFeatureSize*6,20);
-       maze_inverted := true;
-       dabDiv:= 100;
-       end;
-    5: begin
-       cellsize := large_cell_size;
-       minDistance:= max(cFeatureSize*5,12);
-       maze_inverted := true;
-       dabDiv:= 85;
-       end;
-    end;
-
-num_cells_x := LAND_WIDTH div cellsize;
-if not odd(num_cells_x) then
-    num_cells_x := num_cells_x - 1; //needs to be odd
-
-num_cells_y := LAND_HEIGHT div cellsize;
-if not odd(num_cells_y) then
-    num_cells_y := num_cells_y - 1;
-
-num_edges_x := num_cells_x - 1;
-num_edges_y := num_cells_y - 1;
-
-seen_cells_x := num_cells_x div 2;
-seen_cells_y := num_cells_y div 2;
-
-if maze_inverted then
-    num_steps := 3 //TODO randomize, between 3 and 5?
-else
-    num_steps := 1;
-
-SetLength(step_done, num_steps);
-SetLength(last_cell, num_steps);
-SetLength(came_from_pos, num_steps);
-SetLength(came_from, num_steps, num_cells_x*num_cells_y);
-
-done := false;
-
-for current_step := 0 to num_steps - 1 do
-    begin
-    step_done[current_step] := false;
-    came_from_pos[current_step] := 0;
-    end;
-
-current_step := 0;
-
-
-SetLength(seen_list, seen_cells_x, seen_cells_y);
-SetLength(xwalls, seen_cells_x, seen_cells_y - 1);
-SetLength(ywalls, seen_cells_x - 1, seen_cells_y);
-SetLength(x_edge_list, num_edges_x, num_cells_y);
-SetLength(y_edge_list, num_cells_x, num_edges_y);
-SetLength(maze, num_cells_x, num_cells_y);
-
-
-num_vertices := 0;
-
-playHeight := num_cells_y * cellsize;
-playWidth := num_cells_x * cellsize;
-off_y := LAND_HEIGHT - playHeight;
-
-for x := 0 to playWidth do
-    for y := 0 to off_y - 1 do
-        LandSet(y, x, 0);
-
-for x := 0 to playWidth do
-    for y := off_y to LAND_HEIGHT - 1 do
-        LandSet(y, x, lfBasic);
-
-for y := 0 to num_cells_y - 1 do
-    for x := 0 to num_cells_x - 1 do
-        maze[x, y] := false;
-
-for x := 0 to seen_cells_x - 1 do
-    for y := 0 to seen_cells_y - 2 do
-        xwalls[x, y] := true;
-
-for x := 0 to seen_cells_x - 2 do
-    for y := 0 to seen_cells_y - 1 do
-        ywalls[x, y] := true;
-
-for x := 0 to seen_cells_x - 1 do
-    for y := 0 to seen_cells_y - 1 do
-        seen_list[x, y] := -1;
-
-for x := 0 to num_edges_x - 1 do
-    for y := 0 to num_cells_y - 1 do
-        x_edge_list[x, y] := false;
-
-for x := 0 to num_cells_x - 1 do
-    for y := 0 to num_edges_y - 1 do
-        y_edge_list[x, y] := false;
-
-for current_step := 0 to num_steps-1 do
-    begin
-    x := GetRandom(seen_cells_x - 1) div LongWord(num_steps);
-    last_cell[current_step].x := x + current_step * seen_cells_x div num_steps;
-    last_cell[current_step].y := GetRandom(seen_cells_y);
-end;
-
-while not done do
-    begin
-    done := true;
-    for current_step := 0 to num_steps-1 do
-        begin
-        if not step_done[current_step] then
-            begin
-            see_cell;
-            done := false;
-            end;
-        end;
-    end;
-
-for x := 0 to seen_cells_x - 1 do
-    for y := 0 to seen_cells_y - 1 do
-        if seen_list[x, y] > -1 then
-            maze[(x+1)*2-1, (y+1)*2-1] := true;
-
-for x := 0 to seen_cells_x - 1 do
-    for y := 0 to seen_cells_y - 2 do
-        if not xwalls[x, y] then
-            maze[x*2 + 1, y*2 + 2] := true;
-
-
-for x := 0 to seen_cells_x - 2 do
-     for y := 0 to seen_cells_y - 1 do
-        if not ywalls[x, y] then
-            maze[x*2 + 2, y*2 + 1] := true;
-
-for x := 0 to num_edges_x - 1 do
-    for y := 0 to num_cells_y - 1 do
-        if maze[x, y] xor maze[x+1, y] then
-            x_edge_list[x, y] := true
-        else
-            x_edge_list[x, y] := false;
-
-for x := 0 to num_cells_x - 1 do
-    for y := 0 to num_edges_y - 1 do
-        if maze[x, y] xor maze[x, y+1] then
-            y_edge_list[x, y] := true
-        else
-            y_edge_list[x, y] := false;
-
-for x := 0 to num_edges_x - 1 do
-    for y := 0 to num_cells_y - 1 do
-        if x_edge_list[x, y] then
-            begin
-            x_edge_list[x, y] := false;
-            add_vertex(x+1, y+1);
-            add_vertex(x+1, y);
-            add_edge(x, y-1, DIR_N);
-            add_vertex(NTPX, 0);
-            end;
-
-pa.count := num_vertices;
-
-leftX:= 0;
-rightX:= playWidth;
-topY:= off_y;
-
-// fill point
-pa.ar[pa.Count].x:= 1;
-pa.ar[pa.Count].y:= 1 + off_y;
-
-{
-for i:= 0 to pa.Count - 1 do
-    begin
-        system.writeln(pa.ar[i].x, ', ', pa.ar[i].y);
-    end;
-}
-
-// divide while it divides
-repeat
-    i:= pa.Count;
-    DivideEdges(1, pa)
-until i = pa.Count;
-
-// make it smooth
-BezierizeEdge(pa, _0_2);
-
-DrawEdge(pa, 0);
-
-if maze_inverted then
-    FillLand(1, 1 + off_y, 0, 0)
-else
-    begin
-    x := 0;
-    while LandGet(cellsize div 2 + cellsize + off_y, x) = lfBasic do
-        x := x + 1;
-    while LandGet(cellsize div 2 + cellsize + off_y, x) = 0 do
-        x := x + 1;
-    FillLand(x+1, cellsize div 2 + cellsize + off_y, 0, 0);
-    end;
-
-MaxHedgehogs:= 32;
-if (GameFlags and gfDisableGirders) <> 0 then
-    hasGirders:= false
-else
-    hasGirders := true;
-
-hasBorder := false;
-end;
-
-end.
--- a/hedgewars/uLandGenPerlin.pas	Wed Sep 18 13:42:26 2024 +0200
+++ b/hedgewars/uLandGenPerlin.pas	Wed Sep 18 14:10:51 2024 +0200
@@ -9,7 +9,6 @@
 uses uVariables
     , uConsts
     , uRandom
-    , uLandOutline // FillLand
     , uUtils
     , uLandUtils
     ;
--- a/hedgewars/uLandGenTemplateBased.pas	Wed Sep 18 13:42:26 2024 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,383 +0,0 @@
-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 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 < leftX + mapBorderMargin)
-            or (mp.x > rightX - mapBorderMargin)
-            or (mp.y < 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:= (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:= (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:= (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
-{$ENDIF}
-    // make it smooth
-    BezierizeEdge(pa, _0_2);
-end;
-
-
-procedure GenTemplated(var Template: TEdgeTemplate);
-var pa: TPixAr;
-    i: Longword;
-    y, x: Longword;
-    fps: TPointArray;
-begin
-    fps:=Template.FillPoints^;
-    ResizeLand(Template.TemplateWidth, Template.TemplateHeight);
-    for y:= 0 to LAND_HEIGHT - 1 do
-        for x:= 0 to LAND_WIDTH - 1 do
-            LandSet(y, x, lfBasic);
-
-    minDistance:= sqr(cFeatureSize) div 8 + 10;
-    //dabDiv:= getRandom(41)+60;
-    //dabDiv:= getRandom(31)+70;
-    dabDiv:= getRandom(21)+100;
-    MaxHedgehogs:= Template.MaxHedgehogs;
-    hasGirders:= Template.hasGirders;
-    playHeight:= Template.TemplateHeight;
-    playWidth:= Template.TemplateWidth;
-    leftX:= (LAND_WIDTH - playWidth) div 2;
-    rightX:= Pred(leftX + playWidth);
-    topY:= LAND_HEIGHT - playHeight;
-
-    {$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 < LongWord(topY)) or (x < LongWord(leftX)) or (x > LongWord(rightX)) then
-                    LandSet(y, x, 0)
-                else
-                    begin
-                    if LandGet(y, x) = 0 then
-                        LandSet(y, x, lfBasic)
-                    else if LandGet(y, x) = lfBasic then
-                        LandSet(y, x, 0);
-                    end;
-        end;
-end;
-
-
-end.
--- a/hedgewars/uLandOutline.pas	Wed Sep 18 13:42:26 2024 +0200
+++ /dev/null	Thu Jan 01 00:00:00 1970 +0000
@@ -1,182 +0,0 @@
-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 BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
-
-implementation
-
-uses uLandGraphics, uDebug, uVariables, uLandTemplates;
-
-
-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 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;
-
-end.