(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2005-2008 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;
interface
uses SDLh, uLandTemplates, uFloat, GL, uConsts;
{$include options.inc}
type TLandArray = packed array[0..1023, 0..2047] of LongWord;
TPreview = packed array[0..127, 0..31] of byte;
var Land: TLandArray;
LandSurface: PSDL_Surface;
LandPixels: TLandArray;
LandTexture: PTexture = nil;
procedure GenMap;
function GenPreview: TPreview;
procedure CheckLandDigest(s: shortstring);
procedure UpdateLandTexture(Y, Height: LongInt);
implementation
uses uConsole, uStore, uMisc, uRandom, uTeams, uLandObjects, uSHA, uIO;
type TPixAr = record
Count: Longword;
ar: array[0..Pred(cMaxEdgePoints)] of TPoint;
end;
procedure LogLandDigest;
var ctx: TSHA1Context;
dig: TSHA1Digest;
s: shortstring;
begin
SHA1Init(ctx);
SHA1Update(ctx, @Land, sizeof(Land));
dig:= SHA1Final(ctx);
s:='M{'+inttostr(dig[0])+':'
+inttostr(dig[1])+':'
+inttostr(dig[2])+':'
+inttostr(dig[3])+':'
+inttostr(dig[4])+'}';
CheckLandDigest(s);
SendIPCRaw(@s[0], Length(s) + 1)
end;
procedure CheckLandDigest(s: shortstring);
const digest: shortstring = '';
begin
{$IFDEF DEBUGFILE}
AddFileLog('CheckLandDigest: ' + s);
{$ENDIF}
if digest = '' then
digest:= s
else
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;
begin
eX:= 0;
eY:= 0;
dX:= X2 - X1;
dY:= Y2 - Y1;
if (dX > 0) then sX:= 1
else
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;
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);
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;
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;
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;
begin
Stack.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;
begin
tmpsurf:= 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;
begin
tmpsurf:= 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;
begin
with 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;
end
end;
function CheckIntersect(V1, V2, V3, V4: TPoint): boolean;
var c1, c2, dm: LongInt;
begin
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(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:= true
end;
function CheckSelfIntersect(var pa: TPixAr; ind: Longword): boolean;
var i: Longword;
begin
if (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:= 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
radz[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;
end
end;
procedure GenBlank(var Template: TEdgeTemplate);
var pa: TPixAr;
i: Longword;
y, x: Longword;
begin
for 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;
begin
SelectTemplate:= getrandom(Succ(High(EdgeTemplates)))
end;
procedure GenLandSurface;
var tmpsurf: PSDL_Surface;
begin
WriteLnToConsole('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);
AddProgress
end;
procedure MakeFortsMap;
var tmpsurf: PSDL_Surface;
begin
WriteLnToConsole('Generating forts land...');
TryDo(ClansCount = 2, 'More or less than 2 clans 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] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'L', false, true, true);
BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface);
SDL_FreeSurface(tmpsurf);
tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.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;
begin
WriteLnToConsole('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 $FF000000) <> 0 then Land[y, x]:= COLOR_LAND;
p:= @(p^[LandSurface^.pitch]);
end;
end;
if SDL_MustLock(LandSurface) then
SDL_UnlockSurface(LandSurface);
UpdateLandTexture(0, 1024)
end;
procedure GenMap;
begin
LoadThemeConfig;
if (GameFlags and gfForts) = 0 then
if Pathz[ptMapCurrent] <> '' then LoadMap
else GenLandSurface
else MakeFortsMap;
AddProgress;
{$IFDEF DEBUGFILE}LogLandDigest{$ENDIF}
end;
function GenPreview: TPreview;
var x, y, xx, yy, t, bit: LongInt;
Preview: TPreview;
begin
WriteLnToConsole('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:= Preview
end;
procedure UpdateLandTexture(Y, Height: LongInt);
begin
if 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;
initialization
end.