hedgewars/uLandOutline.pas
author nemo
Tue, 21 Aug 2018 15:11:28 -0400
branch0.9.24
changeset 13687 f60b3998ba56
parent 11537 bf86c6cb9341
child 13912 c36aaa30be98
permissions -rw-r--r--
only-stats should never create visual gears. and lua should never rely on visual gears being created. critical is just to help ensure ones important to gameplay don't get lost in fast-forward
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unit uLandOutline;
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interface
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uses uConsts, SDLh, uFloat;
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type TPixAr = record
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              Count: Longword;
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              ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
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              end;
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procedure DrawEdge(var pa: TPixAr; value: Word);
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procedure FillLand(x, y: LongInt; border, value: Word);
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procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
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procedure RandomizePoints(var pa: TPixAr);
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implementation
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uses uLandGraphics, uDebug, uVariables, uLandTemplates, uRandom, uUtils;
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var Stack: record
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           Count: Longword;
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           points: array[0..8192] of record
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                                     xl, xr, y, dir: LongInt;
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                                     end
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           end;
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procedure Push(_xl, _xr, _y, _dir: LongInt);
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begin
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    if checkFails(Stack.Count <= 8192, 'FillLand: stack overflow', true) then exit;
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    _y:= _y + _dir;
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    if (_y < 0) or (_y >= LAND_HEIGHT) then
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        exit;
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    with Stack.points[Stack.Count] do
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        begin
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        xl:= _xl;
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        xr:= _xr;
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        y:= _y;
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        dir:= _dir
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        end;
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    inc(Stack.Count)
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end;
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procedure Pop(var _xl, _xr, _y, _dir: LongInt);
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begin
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    dec(Stack.Count);
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    with Stack.points[Stack.Count] do
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        begin
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        _xl:= xl;
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        _xr:= xr;
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        _y:= y;
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        _dir:= dir
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        end
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end;
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procedure FillLand(x, y: LongInt; border, value: Word);
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var xl, xr, dir: LongInt;
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begin
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    Stack.Count:= 0;
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    xl:= x - 1;
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    xr:= x;
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    Push(xl, xr, y, -1);
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    Push(xl, xr, y,  1);
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    dir:= 0;
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    while Stack.Count > 0 do
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        begin
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        Pop(xl, xr, y, dir);
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        while (xl > 0) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
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            dec(xl);
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        while (xr < LAND_WIDTH - 1) and (Land[y, xr] <> border) and (Land[y, xr] <> value) do
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            inc(xr);
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        while (xl < xr) do
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            begin
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            while (xl <= xr) and ((Land[y, xl] = border) or (Land[y, xl] = value)) do
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                inc(xl);
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            x:= xl;
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            while (xl <= xr) and (Land[y, xl] <> border) and (Land[y, xl] <> value) do
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                begin
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                Land[y, xl]:= value;
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                inc(xl)
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                end;
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            if x < xl then
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                begin
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                Push(x, Pred(xl), y, dir);
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                Push(x, Pred(xl), y,-dir);
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                end;
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            end;
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        end;
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end;
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procedure DrawEdge(var pa: TPixAr; value: Word);
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var i: LongInt;
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begin
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    i:= 0;
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    with pa do
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        while i < LongInt(Count) - 1 do
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            if (ar[i + 1].X = NTPX) then
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                inc(i, 2)
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            else
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                begin
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                DrawLine(ar[i].x, ar[i].y, ar[i + 1].x, ar[i + 1].y, value);
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                inc(i)
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                end
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end;
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procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);
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var d1, d2, d: hwFloat;
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begin
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    Vx:= int2hwFloat(p1.X - p3.X);
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    Vy:= int2hwFloat(p1.Y - p3.Y);
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    d2:= Distance(Vx, Vy);
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    if d2.QWordValue = 0 then
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        begin
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        Vx:= _0;
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        Vy:= _0
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        end
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    else
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        begin
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        d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);
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        d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);
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        if d1 < d then
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            d:= d1;
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        if d2 < d then
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            d:= d2;
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        d2:= d * _1div3 / d2;
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        Vx:= Vx * d2;
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        Vy:= Vy * d2
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        end
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end;
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procedure AddLoopPoints(var pa, opa: TPixAr; StartI, EndI: LongInt; Delta: hwFloat);
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var i, pi, ni: LongInt;
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    NVx, NVy, PVx, PVy: hwFloat;
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    x1, x2, y1, y2: LongInt;
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    tsq, tcb, t, r1, r2, r3, cx1, cx2, cy1, cy2: hwFloat;
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    X, Y: LongInt;
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begin
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    if pa.Count < cMaxEdgePoints - 2 then
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        begin
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        pi:= EndI;
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        i:= StartI;
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        ni:= Succ(StartI);
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        {$HINTS OFF}
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        Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
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        {$HINTS ON}
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        repeat
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            i:= ni;
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            inc(pi);
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            if pi > EndI then
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                pi:= StartI;
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            inc(ni);
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            if ni > EndI then
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                ni:= StartI;
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            PVx:= NVx;
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            PVy:= NVy;
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            Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
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            x1:= opa.ar[pi].x;
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            y1:= opa.ar[pi].y;
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            x2:= opa.ar[i].x;
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            y2:= opa.ar[i].y;
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            cx1:= int2hwFloat(x1) - PVx;
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            cy1:= int2hwFloat(y1) - PVy;
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            cx2:= int2hwFloat(x2) + NVx;
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            cy2:= int2hwFloat(y2) + NVy;
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            t:= _0;
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            while (t.Round = 0) and (pa.Count < cMaxEdgePoints-2) do
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                begin
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                tsq:= t * t;
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                tcb:= tsq * t;
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                r1:= (_1 - t*3 + tsq*3 - tcb);
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                r2:= (     t*3 - tsq*6 + tcb*3);
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                r3:= (           tsq*3 - tcb*3);
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                X:= hwRound(r1 * x1 + r2 * cx1 + r3 * cx2 + tcb * x2);
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                Y:= hwRound(r1 * y1 + r2 * cy1 + r3 * cy2 + tcb * y2);
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                t:= t + Delta;
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                pa.ar[pa.Count].x:= X;
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                pa.ar[pa.Count].y:= Y;
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                inc(pa.Count);
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                //TryDo(pa.Count <= cMaxEdgePoints, 'Edge points overflow', true)
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                end;
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        until i = StartI;
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        end;
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    pa.ar[pa.Count].x:= opa.ar[StartI].X;
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    pa.ar[pa.Count].y:= opa.ar[StartI].Y;
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    inc(pa.Count)
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end;
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procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
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var i, StartLoop: LongInt;
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    opa: TPixAr;
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begin
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opa:= pa;
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pa.Count:= 0;
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i:= 0;
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StartLoop:= 0;
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while (i < LongInt(opa.Count)) and (pa.Count < cMaxEdgePoints-1) do
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    if (opa.ar[i + 1].X = NTPX) then
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        begin
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        AddLoopPoints(pa, opa, StartLoop, i, Delta);
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        inc(i, 2);
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        StartLoop:= i;
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        pa.ar[pa.Count].X:= NTPX;
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        pa.ar[pa.Count].Y:= 0;
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        inc(pa.Count);
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        end else inc(i)
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end;
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function CheckIntersect(V1, V2, V3, V4: TPoint): boolean;
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var c1, c2, dm: LongInt;
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begin
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    CheckIntersect:= false;
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    dm:= (V4.y - V3.y) * (V2.x - V1.x) - (V4.x - V3.x) * (V2.y - V1.y);
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    c1:= (V4.x - V3.x) * (V1.y - V3.y) - (V4.y - V3.y) * (V1.x - V3.x);
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    if dm = 0 then
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        exit;
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    CheckIntersect:= true;
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    c2:= (V2.x - V3.x) * (V1.y - V3.y) - (V2.y - V3.y) * (V1.x - V3.x);
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    if dm > 0 then
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    begin
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        if (c1 < 0) or (c1 > dm) then
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            CheckIntersect:= false
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        else if (c2 < 0) or (c2 > dm) then
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            CheckIntersect:= false;
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    end
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    else
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    begin
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        if (c1 > 0) or (c1 < dm) then
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            CheckIntersect:= false
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        else if (c2 > 0) or (c2 < dm) then
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            CheckIntersect:= false;
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    end;
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    //AddFileLog('1  (' + inttostr(V1.x) + ',' + inttostr(V1.y) + ')x(' + inttostr(V2.x) + ',' + inttostr(V2.y) + ')');
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    //AddFileLog('2  (' + inttostr(V3.x) + ',' + inttostr(V3.y) + ')x(' + inttostr(V4.x) + ',' + inttostr(V4.y) + ')');
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end;
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function CheckSelfIntersect(var pa: TPixAr; ind: Longword): boolean;
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var i: Longword;
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begin
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    CheckSelfIntersect:= false;
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    if (ind <= 0) or (LongInt(ind) >= Pred(pa.Count)) then
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        exit;
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    CheckSelfIntersect:= true;
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    for i:= 1 to pa.Count - 3 do
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        if (i <= ind - 1) or (i >= ind + 2) then
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        begin
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            if (i <> ind - 1) and CheckIntersect(pa.ar[ind], pa.ar[ind - 1], pa.ar[i], pa.ar[i - 1]) then
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                exit;
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            if (i <> ind + 2) and CheckIntersect(pa.ar[ind], pa.ar[ind + 1], pa.ar[i], pa.ar[i - 1]) then
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                exit;
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        end;
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    CheckSelfIntersect:= false
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end;
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procedure RandomizePoints(var pa: TPixAr);
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const cEdge = 55;
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      cMinDist = 8;
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var radz: array[0..Pred(cMaxEdgePoints)] of LongInt;
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    i, k, dist, px, py: LongInt;
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begin
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    for i:= 0 to Pred(pa.Count) do
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    begin
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    radz[i]:= 0;
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        with pa.ar[i] do
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            if x <> NTPX then
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            begin
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            radz[i]:= Min(Max(x - cEdge, 0), Max(LAND_WIDTH - cEdge - x, 0));
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            radz[i]:= Min(radz[i], Min(Max(y - cEdge, 0), Max(LAND_HEIGHT - cEdge - y, 0)));
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   285
            if radz[i] > 0 then
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   286
                for k:= 0 to Pred(i) do
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                begin
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                dist:= Max(abs(x - pa.ar[k].x), abs(y - pa.ar[k].y));
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                radz[k]:= Max(0, Min((dist - cMinDist) div 2, radz[k]));
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                radz[i]:= Max(0, Min(dist - radz[k] - cMinDist, radz[i]))
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   291
                end
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            end;
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   293
    end;
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   294
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   295
    for i:= 0 to Pred(pa.Count) do
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   296
        with pa.ar[i] do
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   297
            if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 0) then
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            begin
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            px:= x;
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            py:= y;
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            x:= x + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
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            y:= y + LongInt(GetRandom(7) - 3) * (radz[i] * 5 div 7) div 3;
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   303
            if CheckSelfIntersect(pa, i) then
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   304
                begin
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                x:= px;
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   306
                y:= py
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   307
                end;
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   308
            end
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end;
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   311
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end.