--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/hedgewars/uLand.pas Mon Aug 22 13:35:41 2005 +0000
@@ -0,0 +1,502 @@
+(*
+ * 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 GenLandSurface;
+procedure MakeFortsMap;
+procedure AddHHPoint(_x, _y: integer);
+procedure GetHHPoint(out _x, _y: integer);
+procedure RandomizeHHPoints;
+
+implementation
+uses uConsole, uStore, uMisc, uConsts, uRandom, uTeams;
+
+type TPixAr = record
+ Count: Longword;
+ ar: array[word] of TPoint;
+ end;
+
+var HHPoints: record
+ First, Last: word;
+ ar: array[1..Pred(cMaxHHs)] of TPoint
+ end = (First: 1);
+
+procedure BlitImageAndGenerateCollisionInfo(cpX, cpY: Longword; Image, Surface: PSDL_Surface);
+var i, p: LongWord;
+ x, y: Longword;
+ bpp: integer;
+ r: TSDL_Rect;
+begin
+r.x:= cpX;
+r.y:= cpY;
+SDL_UpperBlit(Image, nil, Surface, @r);
+WriteToConsole('Generating collision info... ');
+
+if SDL_MustLock(Image) then
+ SDLTry(SDL_LockSurface(Image) >= 0, true);
+
+bpp:= Image.format.BytesPerPixel;
+WriteToConsole('('+inttostr(bpp)+') ');
+p:= LongWord(Image.pixels);
+case bpp of
+ 1: OutError('We don''t work with 8 bit surfaces', true);
+ 2: for y:= 0 to Pred(Image.h) do
+ begin
+ i:= Longword(@Land[cpY + y, cpX]);
+ for x:= 0 to Pred(Image.w) do
+ if PWord(p + x * 2)^ = 0 then PLongWord(i + x * 4)^:= 0
+ else PLongWord(i + x * 4)^:= 1;
+ inc(p, Image.pitch);
+ end;
+ 3: for y:= 0 to Pred(Image.h) do
+ begin
+ i:= Longword(@Land[cpY + y, cpX]);
+ for x:= 0 to Pred(Image.w) do
+ if (PByte(p + x * 3 + 0)^ = 0)
+ and (PByte(p + x * 3 + 1)^ = 0)
+ and (PByte(p + x * 3 + 2)^ = 0) then PLongWord(i + x * 4)^:= 0
+ else PLongWord(i + x * 4)^:= 1;
+ inc(p, Image.pitch);
+ end;
+ 4: for y:= 0 to Pred(Image.h) do
+ begin
+ i:= Longword(@Land[cpY + y, cpX]);
+ for x:= 0 to Pred(Image.w) do
+ if PLongword(p + x * 4)^ = 0 then PLongWord(i + x * 4)^:= 0
+ else PLongWord(i + x * 4)^:= 1;
+ inc(p, Image.pitch);
+ end;
+ end;
+if SDL_MustLock(Image) then
+ SDL_UnlockSurface(Image);
+WriteLnToConsole(msgOK)
+end;
+
+procedure GenEdge(out pa: TPixAr);
+var angle, r: real;
+ len1: Longword;
+begin
+len1:= 0;
+angle:= 5*pi/6;
+r:= 410;
+repeat
+ angle:= angle + 0.1 + getrandom * 0.1;
+ pa.ar[len1].X:= 544 + trunc(r*cos(angle));
+ pa.ar[len1].Y:= 1080 + trunc(1.5*r*sin(angle));
+ if r<380 then r:= r+getrandom*110
+ else r:= r - getrandom*80;
+ inc(len1);
+until angle > 7/4*pi;
+
+angle:= -pi/6;
+r:= 510;
+pa.ar[len1].X:= 644 + trunc(r*cos(angle));
+pa.ar[len1].Y:= 1080 + trunc(r*sin(angle));
+angle:= -pi;
+
+repeat
+ angle:= angle + 0.1 + getrandom*0.1;
+ pa.ar[len1].X:= 1504 + trunc(r*cos(angle));
+ pa.ar[len1].Y:= 880 + trunc(1.5*r*sin(angle));
+ if r<410 then r:= r + getrandom*80
+ else r:= r - getrandom*110;
+ inc(len1);
+until angle > 1/4*pi;
+pa.ar[len1]:= pa.ar[0];
+pa.Count:= Succ(len1)
+end;
+
+procedure DrawBezierBorder(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 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, 1024, -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 Push(x, Pred(xl), y, dir)
+ end;
+ end;
+end;
+
+procedure ColorizeLand(Surface: PSDL_Surface);
+var tmpsurf: PSDL_Surface;
+ r: TSDL_Rect;
+begin
+tmpsurf:= LoadImage(Pathz[ptThemeCurrent] + 'LandTex.png');
+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)
+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');
+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 AddGirders(Surface: PSDL_Surface);
+var tmpsurf: PSDL_Surface;
+ x1, x2, y, k, i: integer;
+ r, rr: TSDL_Rect;
+
+ function CountZeroz(x, y: integer): Longword;
+ var i: integer;
+ begin
+ Result:= 0;
+ for i:= y to y + 15 do
+ if Land[i, x] <> 0 then inc(Result)
+ end;
+
+begin
+y:= 256;
+repeat
+ inc(y, 24);
+ x1:= 1024;
+ x2:= 1024;
+ while (x1 > 100) and (CountZeroz(x1, y) = 0) do dec(x1, 2);
+ i:= x1 - 12;
+ repeat
+ k:= CountZeroz(x1, y);
+ dec(x1, 2)
+ until (x1 < 100) or (k = 0) or (k = 16) or (x1 < i);
+ inc(x1, 2);
+ if k = 16 then
+ begin
+ while (x2 < 1900) and (CountZeroz(x2, y) = 0) do inc(x2, 2);
+ i:= x2 + 12;
+ repeat
+ k:= CountZeroz(x2, y);
+ inc(x2, 2)
+ until (x2 > 1900) or (k = 0) or (k = 16) or (x2 > i);
+ if (x2 < 1900) and (k = 16) and (x2 - x1 > 250) then break;
+ end;
+x1:= 0;
+until y > 900;
+if x1 > 0 then
+ begin
+ tmpsurf:= LoadImage(Pathz[ptGraphics] + 'Girder.png');
+ rr.x:= x1;
+ rr.y:= y;
+ while rr.x + 100 < x2 do
+ begin
+ SDL_UpperBlit(tmpsurf, nil, Surface, @rr);
+ inc(rr.x, 100);
+ end;
+ r.x:= 0;
+ r.y:= 0;
+ r.w:= x2 - rr.x;
+ r.h:= 16;
+ SDL_UpperBlit(tmpsurf, @r, Surface, @rr);
+ SDL_FreeSurface(tmpsurf);
+ for k:= y to y + 15 do
+ for i:= x1 to x2 do Land[k, i]:= $FFFFFF
+ end
+end;
+
+procedure AddHHPoints;
+var i, x, y: integer;
+begin
+for i:= 0 to 9 do
+ begin
+ y:= 0;
+ x:= i * 160 + 300;
+ repeat
+ inc(y, 2);
+ until (y > 1023) or (Land[y, x - 6] <> 0) or (Land[y, x - 3] <> 0) or (Land[y, x] <> 0)
+ or (Land[y, x + 3] <> 0) or (Land[y, x + 6] <> 0);
+ AddHHPoint(x, y - 12)
+ end;
+end;
+
+procedure GenLandSurface;
+var pa: TPixAr;
+ tmpsurf: PSDL_Surface;
+begin
+GenEdge(pa);
+DrawBezierBorder(pa);
+FillLand(1023, 1023);
+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);
+AddGirders(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);
+tmpsurf:= LoadImage(Pathz[ptForts] + p.FortName + 'L.png');
+BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface);
+SDL_FreeSurface(tmpsurf);
+p:= p.Next;
+TryDo(p <> nil, 'Only one team on map!', true);
+tmpsurf:= LoadImage(Pathz[ptForts] + p.FortName + 'R.png');
+BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf, LandSurface);
+SDL_FreeSurface(tmpsurf);
+p:= p.Next;
+TryDo(p = nil, 'More than 2 teams on map in forts mode!', true);
+AddHHPoints
+end;
+
+procedure AddHHPoint(_x, _y: integer);
+begin
+with HHPoints do
+ begin
+ inc(Last);
+ TryDo(Last < cMaxHHs, '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.