0ad/source/tools/rmgen/map.cpp
2005-07-30 20:57:18 +00:00

296 lines
6.6 KiB
C++

#include "stdafx.h"
#include "rmgen.h"
#include "map.h"
#include "object.h"
using namespace std;
typedef unsigned short u16;
typedef unsigned int u32;
Map::Map(int size, Terrain* baseTerrain, float baseHeight) {
if(size<0 || size>1024) {
JS_ReportError(cx, "init: map size out of range");
}
else if(size%16 != 0) {
JS_ReportError(cx, "init: map size must be divisible by 16");
}
this->size = size;
texture = new int*[size];
for(int i=0; i<size; i++) {
texture[i] = new int[size];
}
terrainObjects = new vector<Object*>*[size];
for(int i=0; i<size; i++) {
terrainObjects[i] = new vector<Object*>[size];
}
area = new Area**[size];
for(int i=0; i<size; i++) {
area[i] = new Area*[size];
for(int j=0; j<size; j++) {
area[i][j] = 0;
}
}
height = new float*[size+1];
for(int i=0; i<size+1; i++) {
height[i] = new float[size+1];
for(int j=0; j<size+1; j++) {
height[i][j] = baseHeight;
}
}
for(int i=0; i<size; i++) {
for(int j=0; j<size; j++) {
baseTerrain->place(this, i, j);
}
}
}
Map::Map(string fileName, int loadLevel)
{
const LOAD_NOTHING = 0;
const LOAD_TERRAIN = 1<<0;
const LOAD_INTERACTIVES = 1 << 1;
const LOAD_NONINTERACTIVES = 1 << 2;
//const SOMETHINGELSE = 1 << 3;
// HACK, this should probably be in a struct and be shared with the code in output.cpp
char header[4];
u32 version;
u32 data_size;
u32 map_size;
//HACK, also in rmgen.cpp
const string SCENARIO_PATH = "../data/mods/official/maps/scenarios/";
std::string pmpFile = SCENARIO_PATH + fileName + ".pmp";
std::string xmlFile = SCENARIO_PATH + fileName + ".xml";
if (loadLevel & LOAD_TERRAIN)
{
FILE* f = fopen(pmpFile.c_str(), "rb");
fread(header, sizeof(char), 4, f);
fread(&version, sizeof(int), 1, f);
fread(&data_size, sizeof(int), 1, f);
fread(&map_size, sizeof(int), 1, f);
size = map_size * 16;
// Load height data
u16* heightmap = new u16[(size+1) * (size+1)];
fread(heightmap, 2, ((size+1)*(size+1)), f);
height = new float*[(size+1)];
for(int i=0; i<(size+1); i++)
{
height[i] = new float[(size+1)];
for(int j=0; j<(size+1); j++)
{
height[i][j] = (float) (heightmap[(j*(size+1)) + i] / 256.0f) * 0.35f;
}
}
// Load the list of used textures
int numTextures;
int strLength;
fread(&numTextures, sizeof(int), 1, f);
for (int i=0; i<numTextures; i++)
{
fread(&strLength, sizeof(int), 1, f);
std::string name;
vector<char> buf(strLength+1);
fread(&buf[0], 1, strLength, f);
name = &buf[0];
// This will add the texture to the NameToId and idToName vectors if it
// doesn't already exist. And in this case it shouldn't.
getId( name.substr(0, name.length()-4));
}
texture = new int*[size];
for(int i=0; i<size; i++) {
texture[i] = new int[size];
}
// Hack, share with output.cpp?
struct Tile {
u16 texture1; // index into texture_textures[]
u16 texture2; // index, or 0xFFFF for 'none'
u32 priority; // ???
};
Tile* tiles = new Tile[size*size];
fread(tiles, sizeof(Tile), size*size, f);
for(int x=0; x<size; x++)
{
for(int y=0; y<size; y++)
{
int patchX = x/16, patchY = y/16;
int offX = x%16, offY = y%16;
Tile& t = tiles[ (patchY*size/16 + patchX)*16*16 + (offY*16 + offX) ];
this->texture[x][y] = t.texture1;
}
}
terrainObjects = new vector<Object*>*[size];
for(int i=0; i<size; i++) {
terrainObjects[i] = new vector<Object*>[size];
}
area = new Area**[size];
for(int i=0; i<size; i++) {
area[i] = new Area*[size];
for(int j=0; j<size; j++) {
area[i][j] = 0;
}
}
fclose(f);
}
if ((loadLevel & (LOAD_INTERACTIVES | LOAD_NONINTERACTIVES)) != LOAD_NOTHING)
{
//TODO: Load xml here
if (loadLevel & LOAD_INTERACTIVES)
{
//printf("Loading interactives..\n");
}
if (loadLevel & LOAD_NONINTERACTIVES)
{
//printf("Loading non-interactives..\n");
}
}
}
Map::~Map() {
for(int i=0; i<size; i++) {
delete[] texture[i];
}
delete[] texture;
for(int i=0; i<size; i++) {
delete[] terrainObjects[i];
}
delete[] terrainObjects;
for(int i=0; i<size+1; i++) {
delete[] height[i];
}
delete[] height;
for(int i=0; i<size; i++) {
delete[] area[i];
}
delete[] area;
for(int i=0; i<objects.size(); i++) {
delete objects[i];
}
}
int Map::getId(string texture) {
if(nameToId.find(texture) != nameToId.end()) {
return nameToId[texture];
}
else {
int newId = nameToId.size();
nameToId[texture] = newId;
idToName[newId] = texture;
return newId;
}
}
bool Map::validT(int x, int y) {
return x>=0 && y>=0 && x<size && y<size;
}
bool Map::validH(int x, int y) {
return x>=0 && y>=0 && x<size+1 && y<size+1;
}
string Map::getTexture(int x, int y) {
if(!validT(x,y)) JS_ReportError(cx, "getTexture: invalid tile position");
return idToName[texture[x][y]];
}
void Map::setTexture(int x, int y, const string& t) {
if(!validT(x,y)) JS_ReportError(cx, "setTexture: invalid tile position");
texture[x][y] = getId(t);
}
float Map::getHeight(int x, int y) {
if(!validH(x,y)) JS_ReportError(cx, "getHeight: invalid vertex position");
return height[x][y];
}
void Map::setHeight(int x, int y, float h) {
if(!validH(x,y)) JS_ReportError(cx, "setHeight: invalid vertex position");
height[x][y] = h;
}
vector<Object*> Map::getTerrainObjects(int x, int y) {
if(!validT(x,y)) JS_ReportError(cx, "getTerrainObjects: invalid tile position");
return terrainObjects[x][y];
}
void Map::setTerrainObjects(int x, int y, vector<Object*> &objects) {
if(!validT(x,y)) JS_ReportError(cx, "setTerrainObjects: invalid tile position");
terrainObjects[x][y] = objects;
}
void Map::placeTerrain(int x, int y, Terrain* t) {
t->place(this, x, y);
}
void Map::addObject(Object* ent) {
objects.push_back(ent);
}
Area* Map::createArea(AreaPlacer* placer, AreaPainter* painter, Constraint* constr) {
vector<Point> points;
if(!placer->place(this, constr, points)) {
return 0;
}
Area* a = new Area(points);
for(int i=0; i<points.size(); i++) {
area[points[i].x][points[i].y] = a;
}
painter->paint(this, a);
areas.push_back(a);
return a;
}
vector<Object*>* Map::createObjectGroup(ObjectGroupPlacer* placer, Constraint* constr) {
vector<Object*>* objects = new vector<Object*>;
if(!placer->place(this, constr, *objects)) {
return 0;
}
for(int i=0; i<objects->size(); i++) {
addObject((*objects)[i]);
}
return objects;
}