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7ba271edf1
* Instead of [x][y][z] coordinates, map will be stored as [z][x][y]. * Nullkiller AI can get it too. * Use boost::multi_array instead of nested vectors * In MapHandler too * Rotate foreach algorithms, too * VCAI gets rotated, too
179 lines
4.8 KiB
C++
179 lines
4.8 KiB
C++
/*
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* Functions.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Functions.h"
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#include "CMapGenerator.h"
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#include "ObjectManager.h"
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#include "RoadPlacer.h"
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#include "TreasurePlacer.h"
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#include "ConnectionsPlacer.h"
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#include "TownPlacer.h"
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#include "WaterProxy.h"
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#include "WaterRoutes.h"
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#include "RmgMap.h"
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#include "TileInfo.h"
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#include "RmgPath.h"
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#include "../CTownHandler.h"
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#include "../mapping/CMapEditManager.h"
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#include "../mapping/CMap.h"
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#include "../mapObjects/CommonConstructors.h"
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#include "../mapObjects/MapObjects.h" //needed to resolve templates for CommonConstructors.h
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#include "../VCMI_Lib.h"
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void createModificators(RmgMap & map)
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{
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for(auto & z : map.getZones())
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{
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auto & zone = *z.second;
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switch(zone.getType())
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{
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case ETemplateZoneType::WATER:
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zone.addModificator<ObjectManager>();
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zone.addModificator<TreasurePlacer>();
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zone.addModificator<WaterProxy>();
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zone.addModificator<WaterRoutes>();
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break;
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default:
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zone.addModificator<TownPlacer>();
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zone.addModificator<ObjectManager>();
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zone.addModificator<ConnectionsPlacer>();
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zone.addModificator<TreasurePlacer>();
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zone.addModificator<RoadPlacer>();
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break;
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}
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}
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}
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rmg::Tileset collectDistantTiles(const Zone& zone, int distance)
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{
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int distanceSq = distance * distance;
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auto subarea = zone.getArea().getSubarea([&zone, distanceSq](const int3 & t)
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{
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return t.dist2dSQ(zone.getPos()) > distanceSq;
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});
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return subarea.getTiles();
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}
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void createBorder(RmgMap & gen, Zone & zone)
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{
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rmg::Area borderArea(zone.getArea().getBorder());
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rmg::Area borderOutsideArea(zone.getArea().getBorderOutside());
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auto blockBorder = borderArea.getSubarea([&gen, &borderOutsideArea](const int3 & t)
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{
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auto tile = borderOutsideArea.nearest(t);
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return gen.isOnMap(tile) && gen.getZones()[gen.getZoneID(tile)]->getType() != ETemplateZoneType::WATER;
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});
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for(auto & tile : blockBorder.getTilesVector())
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{
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if(gen.isPossible(tile))
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{
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gen.setOccupied(tile, ETileType::BLOCKED);
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zone.areaPossible().erase(tile);
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}
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gen.foreachDirectNeighbour(tile, [&gen, &zone](int3 &nearbyPos)
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{
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if(gen.isPossible(nearbyPos) && gen.getZoneID(nearbyPos) == zone.getId())
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{
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gen.setOccupied(nearbyPos, ETileType::BLOCKED);
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zone.areaPossible().erase(nearbyPos);
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}
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});
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}
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}
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void paintZoneTerrain(const Zone & zone, CRandomGenerator & generator, RmgMap & map, const Terrain & terrainType)
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{
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auto v = zone.getArea().getTilesVector();
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map.getEditManager()->getTerrainSelection().setSelection(v);
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map.getEditManager()->drawTerrain(terrainType, &generator);
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}
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int chooseRandomAppearance(CRandomGenerator & generator, si32 ObjID, const Terrain & terrain)
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{
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auto factories = VLC->objtypeh->knownSubObjects(ObjID);
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vstd::erase_if(factories, [ObjID, &terrain](si32 f)
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{
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return VLC->objtypeh->getHandlerFor(ObjID, f)->getTemplates(terrain).empty();
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});
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return *RandomGeneratorUtil::nextItem(factories, generator);
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}
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void initTerrainType(Zone & zone, CMapGenerator & gen)
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{
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if(zone.getType()==ETemplateZoneType::WATER)
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{
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//collect all water terrain types
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std::vector<Terrain> waterTerrains;
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for(auto & terrain : Terrain::Manager::terrains())
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if(terrain.isWater())
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waterTerrains.push_back(terrain);
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zone.setTerrainType(*RandomGeneratorUtil::nextItem(waterTerrains, gen.rand));
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}
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else
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{
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if(zone.isMatchTerrainToTown() && zone.getTownType() != ETownType::NEUTRAL)
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{
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zone.setTerrainType((*VLC->townh)[zone.getTownType()]->nativeTerrain);
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}
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else
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{
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zone.setTerrainType(*RandomGeneratorUtil::nextItem(zone.getTerrainTypes(), gen.rand));
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}
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//TODO: allow new types of terrain?
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{
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if(zone.isUnderground())
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{
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if(!vstd::contains(gen.getConfig().terrainUndergroundAllowed, zone.getTerrainType()))
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{
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//collect all underground terrain types
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std::vector<Terrain> undegroundTerrains;
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for(auto & terrain : Terrain::Manager::terrains())
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if(terrain.isUnderground())
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undegroundTerrains.push_back(terrain);
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zone.setTerrainType(*RandomGeneratorUtil::nextItem(undegroundTerrains, gen.rand));
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}
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}
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else
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{
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if(vstd::contains(gen.getConfig().terrainGroundProhibit, zone.getTerrainType()) || zone.getTerrainType().isUnderground())
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zone.setTerrainType(Terrain("dirt"));
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}
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}
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}
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}
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void createObstaclesCommon2(RmgMap & map, CRandomGenerator & generator)
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{
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if(map.map().twoLevel)
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{
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//finally mark rock tiles as occupied, spawn no obstacles there
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for(int x = 0; x < map.map().width; x++)
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{
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for(int y = 0; y < map.map().height; y++)
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{
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int3 tile(x, y, 1);
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if(!map.map().getTile(tile).terType.isPassable())
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{
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map.setOccupied(tile, ETileType::USED);
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}
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}
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}
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}
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}
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