Render function variables in struct with no mangling. 13 C units are compilable now.
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; Color: Longword);
procedure FillLand(x, y: LongInt);
procedure BezierizeEdge(var pa: TPixAr; Delta: hwFloat);
procedure RandomizePoints(var pa: TPixAr);
implementation
uses uLandGraphics, uDebug, uVariables, uLandTemplates, uRandom, uUtils;
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 >= 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 FillLand(x, y: LongInt);
var xl, xr, dir: LongInt;
begin
Stack.Count:= 0;
xl:= x - 1;
xr:= x;
Push(xl, xr, y, -1);
Push(xl, xr, y, 1);
dir:= 0;
while Stack.Count > 0 do
begin
Pop(xl, xr, y, dir);
while (xl > 0) and (Land[y, xl] <> 0) do
dec(xl);
while (xr < LAND_WIDTH - 1) 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 DrawEdge(var pa: TPixAr; Color: Longword);
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, Color);
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);
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
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
pi:= EndI;
i:= StartI;
ni:= Succ(StartI);
{$HINTS OFF}
Vector(opa.ar[pi], opa.ar[i], opa.ar[ni], NVx, NVy);
{$HINTS ON}
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;
begin
opa:= 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;
pa.ar[pa.Count].Y:= 0;
inc(pa.Count);
end else inc(i)
end;
function CheckIntersect(V1, V2, V3, V4: TPoint): boolean;
var c1, c2, dm: LongInt;
begin
CheckIntersect:= false;
dm:= (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;
CheckIntersect:= true;
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
CheckIntersect:= false
else if (c2 < 0) or (c2 > dm) then
CheckIntersect:= false;
end
else
begin
if (c1 > 0) or (c1 < dm) then
CheckIntersect:= false
else if (c2 > 0) or (c2 < dm) then
CheckIntersect:= 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) + ')');
end;
function CheckSelfIntersect(var pa: TPixAr; ind: Longword): boolean;
var i: Longword;
begin
CheckSelfIntersect:= false;
if (ind <= 0) or (ind >= Pred(pa.Count)) then
exit;
CheckSelfIntersect:= true;
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;
if (i <> ind + 2) and CheckIntersect(pa.ar[ind], pa.ar[ind + 1], pa.ar[i], pa.ar[i - 1]) then
exit;
end;
CheckSelfIntersect:= false
end;
procedure RandomizePoints(var pa: TPixAr);
const cEdge = 55;
cMinDist = 8;
var radz: array[0..Pred(cMaxEdgePoints)] of LongInt;
i, k, dist, px, py: LongInt;
begin
for i:= 0 to Pred(pa.Count) do
begin
radz[i]:= 0;
with pa.ar[i] do
if x <> NTPX then
begin
radz[i]:= Min(Max(x - cEdge, 0), Max(LAND_WIDTH - cEdge - x, 0));
radz[i]:= Min(radz[i], Min(Max(y - cEdge, 0), Max(LAND_HEIGHT - 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;
end;
for i:= 0 to Pred(pa.Count) do
with pa.ar[i] do
if ((x and LAND_WIDTH_MASK) = 0) and ((y and LAND_HEIGHT_MASK) = 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;
end
end;
end.