forked from 0ad/0ad
Matei
bd53b14f58
- Created binaries/data/mods/official/maps/random folder to store maps and also moved rmlibrary.js to maps (though perhaps it should be somewhere in system?). - RM generator now uses "logical terrains" that can have units attached to them in addition to textures, for things like forests. - Added basic clump placer, avoid constraints, layered painter, and random terrains (each tile is chosen between several options). - Misc. infrastructure changes. This was SVN commit r2378.
137 lines
2.9 KiB
C++
137 lines
2.9 KiB
C++
#include "stdafx.h"
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#include "rmgen.h"
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#include "map.h"
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#include "entity.h"
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using namespace std;
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Map::Map(int size, Terrain* baseTerrain, float baseHeight) {
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if(size<0 || size>1024) {
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JS_ReportError(cx, "init: map size out of range");
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}
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else if(size%16 != 0) {
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JS_ReportError(cx, "init: map size must be divisible by 16");
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}
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this->size = size;
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texture = new int*[size];
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for(int i=0; i<size; i++) {
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texture[i] = new int[size];
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}
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terrainEntities = new vector<Entity*>*[size];
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for(int i=0; i<size; i++) {
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terrainEntities[i] = new vector<Entity*>[size];
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}
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area = new Area**[size];
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for(int i=0; i<size; i++) {
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area[i] = new Area*[size];
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for(int j=0; j<size; j++) {
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area[i][j] = 0;
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}
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}
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height = new float*[size+1];
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for(int i=0; i<size+1; i++) {
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height[i] = new float[size+1];
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for(int j=0; j<size+1; j++) {
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height[i][j] = baseHeight;
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}
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}
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for(int i=0; i<size; i++) {
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for(int j=0; j<size; j++) {
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baseTerrain->place(this, i, j);
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}
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}
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}
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Map::~Map() {
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for(int i=0; i<size; i++) {
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delete[] texture[i];
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}
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delete[] texture;
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for(int i=0; i<size; i++) {
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delete[] terrainEntities[i];
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}
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delete[] terrainEntities;
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for(int i=0; i<size+1; i++) {
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delete[] height[i];
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}
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delete[] height;
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for(int i=0; i<size; i++) {
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delete[] area[i];
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}
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delete[] area;
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for(int i=0; i<entities.size(); i++) {
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delete entities[i];
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}
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}
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int Map::getId(string texture) {
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if(nameToId.find(texture) != nameToId.end()) {
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return nameToId[texture];
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}
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else {
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int newId = nameToId.size();
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nameToId[texture] = newId;
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idToName[newId] = texture;
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return newId;
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}
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}
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bool Map::validT(int x, int y) {
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return x>=0 && y>=0 && x<size && y<size;
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}
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bool Map::validH(int x, int y) {
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return x>=0 && y>=0 && x<size+1 && y<size+1;
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}
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string Map::getTexture(int x, int y) {
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if(!validT(x,y)) JS_ReportError(cx, "getTexture: invalid tile position");
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return idToName[texture[x][y]];
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}
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void Map::setTexture(int x, int y, const string& t) {
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if(!validT(x,y)) JS_ReportError(cx, "setTexture: invalid tile position");
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texture[x][y] = getId(t);
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}
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float Map::getHeight(int x, int y) {
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if(!validH(x,y)) JS_ReportError(cx, "getHeight: invalid point position");
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return height[x][y];
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}
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void Map::setHeight(int x, int y, float h) {
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if(!validH(x,y)) JS_ReportError(cx, "setHeight: invalid point position");
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height[x][y] = h;
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}
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void Map::placeTerrain(int x, int y, Terrain* t) {
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t->place(this, x, y);
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}
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void Map::addEntity(Entity* ent) {
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entities.push_back(ent);
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}
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Area* Map::createArea(AreaPlacer* placer, AreaPainter* painter, Constraint* constr) {
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vector<Point> points;
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if(!placer->place(this, constr, points)) {
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return 0;
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}
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Area* a = new Area(points);
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for(int i=0; i<points.size(); i++) {
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area[points[i].x][points[i].y] = a;
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}
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painter->paint(this, a);
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areas.push_back(a);
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return a;
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} |