(* * Hedgewars, a worms-like game * Copyright (c) 2005-2007 Andrey Korotaev <unC0Rr@gmail.com> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; version 2 of the License * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA *)unit uLand;interfaceuses SDLh, uLandTemplates, uFloat, GL, uConsts;{$include options.inc}type TLandArray = packed array[0..1023, 0..2047] of LongWord; TPreview = packed array[0..127, 0..31] of byte;var Land: TLandArray; LandSurface: PSDL_Surface; LandPixels: TLandArray; LandTexture: PTexture = nil;procedure GenMap;function GenPreview: TPreview;procedure CheckLandDigest(s: shortstring);procedure UpdateLandTexture(Y, Height: LongInt);implementationuses uConsole, uStore, uMisc, uRandom, uTeams, uLandObjects, uSHA, uIO;type TPixAr = record Count: Longword; ar: array[0..Pred(cMaxEdgePoints)] of TPoint; end;procedure LogLandDigest;var ctx: TSHA1Context; dig: TSHA1Digest; s: shortstring;beginSHA1Init(ctx);SHA1Update(ctx, @Land, sizeof(Land));dig:= SHA1Final(ctx);s:='M{'+inttostr(dig[0])+':' +inttostr(dig[1])+':' +inttostr(dig[2])+':' +inttostr(dig[3])+':' +inttostr(dig[4])+'}';CheckLandDigest(s);SendIPCRaw(@s[0], Length(s) + 1)end;procedure CheckLandDigest(s: shortstring);const digest: shortstring = '';begin{$IFDEF DEBUGFILE}AddFileLog('CheckLandDigest: ' + s);{$ENDIF}if digest = '' then digest:= selse TryDo(s = digest, 'Different maps generated, sorry', true)end;procedure DrawLine(X1, Y1, X2, Y2: LongInt; Color: Longword);var eX, eY, dX, dY: LongInt; i, sX, sY, x, y, d: LongInt;begineX:= 0;eY:= 0;dX:= X2 - X1;dY:= Y2 - Y1;if (dX > 0) then sX:= 1else if (dX < 0) then begin sX:= -1; dX:= -dX end else sX:= dX;if (dY > 0) then sY:= 1 else if (dY < 0) then begin sY:= -1; dY:= -dY end else sY:= dY;if (dX > dY) then d:= dX else d:= dY;x:= X1;y:= Y1;for i:= 0 to d do begin inc(eX, dX); inc(eY, dY); if (eX > d) then begin dec(eX, d); inc(x, sX); end; if (eY > d) then begin dec(eY, d); inc(y, sY); end; if ((x and $FFFFF800) = 0) and ((y and $FFFFFC00) = 0) then Land[y, x]:= Color; endend;procedure DrawEdge(var pa: TPixAr; Color: Longword);var i: LongInt;begini:= 0;with pa dowhile 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, Color); inc(i) endend;procedure Vector(p1, p2, p3: TPoint; var Vx, Vy: hwFloat);var d1, d2, d: hwFloat;beginVx:= int2hwFloat(p1.X - p3.X);Vy:= int2hwFloat(p1.Y - p3.Y);d:= DistanceI(p2.X - p1.X, p2.Y - p1.Y);d1:= DistanceI(p2.X - p3.X, p2.Y - p3.Y);d2:= Distance(Vx, Vy);if d1 < d then d:= d1;if d2 < d then d:= d2;d:= d * _1div3;if d2.QWordValue = 0 then begin Vx:= _0; Vy:= _0 end else begin d2:= _1 / d2; Vx:= Vx * d2; Vy:= Vy * d2; Vx:= Vx * d; Vy:= Vy * d endend;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;beginpi:= EndI;i:= StartI;ni:= Succ(StartI);Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);repeat inc(pi); if pi > EndI then pi:= StartI; inc(i); if i > EndI then i:= 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 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;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;beginopa:= pa;pa.Count:= 0;i:= 0;StartLoop:= 0;while i < LongInt(opa.Count) 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; inc(pa.Count); end else inc(i)end;procedure FillLand(x, y: LongInt);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 TryDo(Stack.Count <= 8192, 'FillLand: stack overflow', true); _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) 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;var xl, xr, dir: LongInt;beginStack.Count:= 0;xl:= x - 1;xr:= x;Push(xl, xr, y, -1);Push(xl, xr, y, 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]:= 0; 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 ColorizeLand(Surface: PSDL_Surface);var tmpsurf: PSDL_Surface; r: TSDL_Rect;begintmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/LandTex', false, true, false);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, RMask, GMask, BMask, 0);SDLTry(tmpsurf <> nil, true);SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, SDL_MapRGB(tmpsurf^.format, $FF, $FF, $FF));SDL_UpperBlit(tmpsurf, nil, Surface, nil);SDL_FreeSurface(tmpsurf)end;procedure AddBorder(Surface: PSDL_Surface);var tmpsurf: PSDL_Surface; r, rr: TSDL_Rect; x, yd, yu: LongInt;begintmpsurf:= LoadImage(Pathz[ptCurrTheme] + '/Border', false, true, true);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 SetPoints(var Template: TEdgeTemplate; var pa: TPixAr);var i: LongInt;beginwith Template do begin pa.Count:= BasePointsCount; for i:= 0 to pred(pa.Count) do begin pa.ar[i].x:= BasePoints^[i].x + LongInt(GetRandom(BasePoints^[i].w)); pa.ar[i].y:= BasePoints^[i].y + LongInt(GetRandom(BasePoints^[i].h)) 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:= 2047 - pa.ar[i].x; for i:= 0 to pred(FillPointsCount) do FillPoints^[i].x:= 2047 - FillPoints^[i].x; end; if canFlip then if getrandom(2) = 0 then begin for i:= 0 to pred(BasePointsCount) do pa.ar[i].y:= 1023 - pa.ar[i].y; for i:= 0 to pred(FillPointsCount) do FillPoints^[i].y:= 1023 - FillPoints^[i].y; end; endend;function CheckIntersect(V1, V2, V3, V4: TPoint): boolean;var c1, c2, dm: LongInt;begindm:= (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(false);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 exit(false); if (c2 < 0) or (c2 > dm) then exit(false) end else begin if (c1 > 0) or (c1 < dm) then exit(false); if (c2 > 0) or (c2 < dm) then exit(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) + ')');CheckIntersect:= trueend;function CheckSelfIntersect(var pa: TPixAr; ind: Longword): boolean;var i: Longword;beginif (ind <= 0) or (ind >= Pred(pa.Count)) then exit(false);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(true); if (i <> ind + 2) and CheckIntersect(pa.ar[ind], pa.ar[ind + 1], pa.ar[i], pa.ar[i - 1]) then exit(true); end;CheckSelfIntersect:= falseend;procedure RandomizePoints(var pa: TPixAr);const cEdge = 55; cMinDist = 8;var radz: array[0..Pred(cMaxEdgePoints)] of LongInt; i, k, dist, px, py: LongInt;beginradz[0]:= 0;for i:= 0 to Pred(pa.Count) do with pa.ar[i] do if x <> NTPX then begin radz[i]:= Min(Max(x - cEdge, 0), Max(2048 - cEdge - x, 0)); radz[i]:= Min(radz[i], Min(Max(y - cEdge, 0), Max(1024 - 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;for i:= 0 to Pred(pa.Count) do with pa.ar[i] do if ((x and $FFFFF800) = 0) and ((y and $FFFFFC00) = 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; endend;procedure GenBlank(var Template: TEdgeTemplate);var pa: TPixAr; i: Longword; y, x: Longword;beginfor y:= 0 to 1023 do for x:= 0 to 2047 do Land[y, x]:= COLOR_LAND;SetPoints(Template, pa);for i:= 1 to Template.BezierizeCount do begin BezierizeEdge(pa, _0_5); RandomizePoints(pa); RandomizePoints(pa) end;for i:= 1 to Template.RandPassesCount do RandomizePoints(pa);BezierizeEdge(pa, _0_1);DrawEdge(pa, 0);with Template do for i:= 0 to pred(FillPointsCount) do with FillPoints^[i] do FillLand(x, y);DrawEdge(pa, COLOR_LAND)end;function SelectTemplate: LongInt;beginSelectTemplate:= getrandom(Succ(High(EdgeTemplates)))end;procedure GenLandSurface;var tmpsurf: PSDL_Surface;beginWriteLnToConsole('Generating land...');GenBlank(EdgeTemplates[SelectTemplate]);AddProgress;tmpsurf:= SDL_CreateRGBSurface(SDL_SWSURFACE, 2048, 1024, 32, RMask, GMask, BMask, 0);TryDo(tmpsurf <> nil, 'Error creating pre-land surface', true);ColorizeLand(tmpsurf);AddProgress;AddBorder(tmpsurf);LandSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, 2048, 1024, 32, RMask, GMask, BMask, AMask);TryDo(LandSurface <> nil, 'Error creating land surface', true);SDL_FillRect(LandSurface, nil, 0);AddProgress;SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0);AddObjects(tmpsurf, LandSurface);SDL_FreeSurface(tmpsurf);UpdateLandTexture(0, 1024);AddProgressend;procedure MakeFortsMap;var tmpsurf: PSDL_Surface;beginWriteLnToConsole('Generating forts land...');TryDo(TeamsCount = 2, 'More or less than 2 teams on map in forts mode!', true);LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, 32, RMask, GMask, BMask, AMask);SDL_FillRect(LandSurface, nil, 0);tmpsurf:= LoadImage(Pathz[ptForts] + '/' + TeamsArray[0]^.FortName + 'L', false, true, true);BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface);SDL_FreeSurface(tmpsurf);tmpsurf:= LoadImage(Pathz[ptForts] + '/' + TeamsArray[1]^.FortName + 'R', false, true, true);BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf, LandSurface);SDL_FreeSurface(tmpsurf);UpdateLandTexture(0, 1024)end;procedure LoadMap;var x, y: Longword; p: PByteArray;beginWriteLnToConsole('Loading land from file...');AddProgress;LandSurface:= LoadImage(Pathz[ptMapCurrent] + '/map', false, true, true);TryDo((LandSurface^.w = 2048) and (LandSurface^.h = 1024), 'Map dimensions should be 2048x1024!', true);if SDL_MustLock(LandSurface) then SDLTry(SDL_LockSurface(LandSurface) >= 0, true);p:= LandSurface^.pixels;case LandSurface^.format^.BytesPerPixel of 1: OutError('We don''t work with 8 bit surfaces', true); 2: OutError('We don''t work with 16 bit surfaces', true); 3: for y:= 0 to 1023 do begin for x:= 0 to 2047 do if (p^[x * 3 + 0] <> 0) or (p^[x * 3 + 1] <> 0) or (p^[x * 3 + 2] <> 0) then Land[y, x]:= COLOR_LAND; p:= @(p^[LandSurface^.pitch]); end; 4: for y:= 0 to 1023 do begin for x:= 0 to 2047 do if (PLongword(@(p^[x * 4]))^ and $FF000000) <> 0 then Land[y, x]:= COLOR_LAND; p:= @(p^[LandSurface^.pitch]); end; end;if SDL_MustLock(LandSurface) then SDL_UnlockSurface(LandSurface);UpdateLandTexture(0, 1024)end;procedure GenMap;beginif (GameFlags and gfForts) = 0 then if Pathz[ptMapCurrent] <> '' then LoadMap else GenLandSurface else MakeFortsMap;AddProgress;{$IFDEF DEBUGFILE}LogLandDigest{$ENDIF}end;function GenPreview: TPreview;var x, y, xx, yy, t, bit: LongInt; Preview: TPreview;beginWriteLnToConsole('Generating preview...');GenBlank(EdgeTemplates[SelectTemplate]);for y:= 0 to 127 do for x:= 0 to 31 do begin Preview[y, x]:= 0; for bit:= 0 to 7 do begin t:= 0; for yy:= y * 8 to y * 8 + 7 do for xx:= x * 64 + bit * 8 to x * 64 + bit * 8 + 7 do if Land[yy, xx] <> 0 then inc(t); if t > 8 then Preview[y, x]:= Preview[y, x] or ($80 shr bit) end end;GenPreview:= Previewend;procedure UpdateLandTexture(Y, Height: LongInt);beginif LandTexture <> nil then begin if (Height <= 0) then exit; TryDo((Y >= 0) and (Y < 1024), 'UpdateLandTexture: wrong Y parameter', true); TryDo(Y + Height < 1024, 'UpdateLandTexture: wrong Height parameter', true); glBindTexture(GL_TEXTURE_2D, LandTexture^.id); glTexSubImage2D(GL_TEXTURE_2D, 0, 0, Y, 2048, Height, GL_RGBA, GL_UNSIGNED_BYTE, @LandPixels[Y, 0]); end else begin TryDo(LandSurface <> nil, 'Assert (LandSurface <> nil) failed', true); LandTexture:= Surface2Tex(LandSurface); if SDL_MustLock(LandSurface) then SDLTry(SDL_LockSurface(LandSurface) >= 0, true); Move(LandSurface^.pixels^, LandPixels, 2048 * 1024 * 4); if SDL_MustLock(LandSurface) then SDL_UnlockSurface(LandSurface); SDL_FreeSurface(LandSurface); LandSurface:= nil end;end;initializationend.