- Use queues instead of single buffer to communicate between threads
- Fix build
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 uVariables, uTypes, 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 Distort1(var Template: TEdgeTemplate; var pa: TPixAr);
var i: Longword;
begin
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);
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 < LongInt(leftX) + mapBorderMargin)
or (mp.x > LongInt(rightX) - mapBorderMargin)
or (mp.y < LongInt(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:= (LongInt(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:= (LongInt(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:= (LongInt(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
Land[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 < topY) or (x < leftX) or (x > rightX) then
Land[y, x]:= 0
else
begin
if Land[y, x] = 0 then
Land[y, x]:= lfBasic
else if Land[y, x] = lfBasic then
Land[y, x]:= 0;
end;
end;
end;
end.