openclonk/src/landscape/C4Landscape.cpp

4320 lines
129 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000, Matthes Bender
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
* Copyright (c) 2009-2016, The OpenClonk Team and contributors
*
* Distributed under the terms of the ISC license; see accompanying file
* "COPYING" for details.
*
* "Clonk" is a registered trademark of Matthes Bender, used with permission.
* See accompanying file "TRADEMARK" for details.
*
* To redistribute this file separately, substitute the full license texts
* for the above references.
*/
/* Handles landscape and sky */
#include "C4Include.h"
#include "landscape/C4Landscape.h"
#include <array>
#include "c4group/C4Components.h"
#include "control/C4Record.h"
#include "editor/C4ToolsDlg.h"
#include "game/C4GraphicsSystem.h"
#include "game/C4Physics.h"
#include "graphics/C4GraphicsResource.h"
#include "gui/C4GameMessage.h"
#include "landscape/fow/C4FoW.h"
#include "landscape/C4LandscapeRender.h"
#include "landscape/C4Map.h"
#include "landscape/C4MapCreatorS2.h"
#include "landscape/C4MapScript.h"
#include "landscape/C4MassMover.h"
#include "landscape/C4Material.h"
#include "landscape/C4MaterialList.h"
#include "landscape/C4PXS.h"
#include "landscape/C4Sky.h"
#include "landscape/C4SolidMask.h"
#include "landscape/C4Texture.h"
#include "landscape/C4Weather.h"
#include "lib/C4Random.h"
#include "lib/StdColors.h"
#include "object/C4Def.h"
#include "object/C4FindObject.h"
#include "object/C4GameObjects.h"
struct C4Landscape::P
{
std::unique_ptr<CSurface8> Surface8;
std::unique_ptr<CSurface8> Surface8Bkg; // Background material
std::unique_ptr<CSurface8> Map;
std::unique_ptr<CSurface8> MapBkg;
std::unique_ptr<C4LandscapeRender> pLandscapeRender;
std::vector<uint8_t> TopRowPix, BottomRowPix; // array size of landscape width: Filled with 0s for border pixels that are open and MCVehic for pixels that are closed
int32_t Pix2Mat[C4M_MaxTexIndex], Pix2Dens[C4M_MaxTexIndex], Pix2Place[C4M_MaxTexIndex];
bool Pix2Light[C4M_MaxTexIndex];
int32_t PixCntPitch = 0;
std::vector<uint8_t> PixCnt;
std::array<C4Rect, C4LS_MaxRelights> Relights;
mutable std::array<std::unique_ptr<uint8_t[]>, C4M_MaxTexIndex> BridgeMatConversion; // NoSave //
LandscapeMode mode = LandscapeMode::Undefined;
int32_t Width = 0, Height = 0;
int32_t MapWidth = 0, MapHeight = 0, MapZoom = 0;
std::array<DWORD, C4MaxMaterial> MatCount{}; // NoSave //
std::array<DWORD, C4MaxMaterial> EffectiveMatCount{}; // NoSave //
bool NoScan = false; // ExecuteScan() disabled
int32_t ScanX = 0, ScanSpeed = 2; // SyncClearance-NoSave //
int32_t LeftOpen = 0, RightOpen = 0, TopOpen = 0, BottomOpen = 0;
C4Real Gravity = DefaultGravAccel;
uint32_t Modulation = 0; // landscape blit modulation; 0 means normal
int32_t MapSeed = 0; // random seed for MapToLandscape
C4Sky Sky;
std::unique_ptr<C4MapCreatorS2> pMapCreator; // map creator for script-generated maps
bool fMapChanged = false;
std::unique_ptr<BYTE[]> pInitial; // Initial landscape after creation - used for diff
std::unique_ptr<BYTE[]> pInitialBkg; // Initial bkg landscape after creation - used for diff
std::unique_ptr<C4FoW> pFoW;
void ClearMatCount();
void ExecuteScan(C4Landscape *);
int32_t DoScan(C4Landscape *, int32_t x, int32_t y, int32_t mat, int32_t dir);
uint32_t ChunkyRandom(uint32_t &iOffset, uint32_t iRange) const; // return static random value, according to offset and MapSeed
void DrawChunk(C4Landscape *, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, C4MaterialCoreShape Shape, uint32_t cro);
void DrawSmoothOChunk(C4Landscape *, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, int flip, uint32_t cro);
void ChunkOZoom(C4Landscape *, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX = 0, int32_t iOffY = 0);
bool TexOZoom(C4Landscape *, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage, int32_t iToX = 0, int32_t iToY = 0);
bool MapToSurface(C4Landscape *, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iToX, int32_t iToY, int32_t iToWdt, int32_t iToHgt, int32_t iOffX, int32_t iOffY);
bool MapToLandscape(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iOffsX = 0, int32_t iOffsY = 0, bool noClear = false); // zoom map segment to surface (or sector surfaces)
bool InitTopAndBottomRowPix(); // init out-of-landscape pixels for bottom side
bool GetMapColorIndex(const char *szMaterial, const char *szTexture, BYTE &rbyCol) const;
//bool SkyToLandscape(int32_t iToX, int32_t iToY, int32_t iToWdt, int32_t iToHgt, int32_t iOffX, int32_t iOffY);
bool CreateMap(CSurface8*& sfcMap, CSurface8*& sfcMapBkg); // create map by landscape attributes
bool CreateMapS2(C4Group &ScenFile, CSurface8*& sfcMap, CSurface8*& sfcMapBkg); // create map by def file
bool Mat2Pal(); // assign material colors to landscape palette
void UpdatePixCnt(const C4Landscape *, const C4Rect &Rect, bool fCheck = false);
void UpdateMatCnt(const C4Landscape *, C4Rect Rect, bool fPlus);
void PrepareChange(const C4Landscape *d, const C4Rect &BoundingBox);
void FinishChange(C4Landscape *d, C4Rect BoundingBox);
bool DrawLineLandscape(int32_t iX, int32_t iY, int32_t iGrade, uint8_t line_color, uint8_t line_color_bkg);
bool DrawLineMap(int32_t iX, int32_t iY, int32_t iRadius, uint8_t line_color, uint8_t line_color_bkg);
uint8_t *GetBridgeMatConversion(const C4Landscape *d, int32_t for_material_col) const;
bool SaveInternal(const C4Landscape *d, C4Group &hGroup) const;
bool SaveDiffInternal(const C4Landscape *d, C4Group &hGroup, bool fSyncSave) const;
int32_t ForPolygon(C4Landscape *d, int *vtcs, int length, const std::function<bool(int32_t, int32_t)> &callback,
C4MaterialList *mats_count = NULL, uint8_t col = 0, uint8_t colBkg = 0, uint8_t *conversion_table = NULL);
std::unique_ptr<CSurface8> CreateDefaultBkgSurface(CSurface8& sfcFg, bool msbAsIft) const;
void DigMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, C4Object *pCollect = NULL);
void BlastMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, int32_t caused_by, int32_t str, C4ValueArray *out_objects);
bool DigFreePix(C4Landscape *d, int32_t tx, int32_t ty);
bool DigFreePixNoInstability(C4Landscape *d, int32_t tx, int32_t ty);
bool BlastFreePix(C4Landscape *d, int32_t tx, int32_t ty);
bool ShakeFreePix(C4Landscape *d, int32_t tx, int32_t ty);
C4ValueArray *PrepareFreeShape(C4Rect &BoundingBox, C4Object *by_object);
void PostFreeShape(C4ValueArray *dig_objects, C4Object *by_object);
BYTE DefaultBkgMat(BYTE fg) const;
};
namespace
{
bool ForLine(int32_t x1, int32_t y1, int32_t x2, int32_t y2,
std::function<bool(int32_t, int32_t)> fnCallback,
int32_t *lastx = 0, int32_t *lasty = 0)
{
int d, dx, dy, aincr, bincr, xincr, yincr, x, y;
if (Abs(x2 - x1) < Abs(y2 - y1))
{
if (y1 > y2) { std::swap(x1, x2); std::swap(y1, y2); }
xincr = (x2 > x1) ? 1 : -1;
dy = y2 - y1; dx = Abs(x2 - x1);
d = 2 * dx - dy; aincr = 2 * (dx - dy); bincr = 2 * dx; x = x1; y = y1;
if (!fnCallback(x, y))
{
if (lastx) *lastx = x; if (lasty) *lasty = y;
return false;
}
for (y = y1 + 1; y <= y2; ++y)
{
if (d >= 0) { x += xincr; d += aincr; }
else d += bincr;
if (!fnCallback(x, y))
{
if (lastx) *lastx = x; if (lasty) *lasty = y;
return false;
}
}
}
else
{
if (x1 > x2) { std::swap(x1, x2); std::swap(y1, y2); }
yincr = (y2 > y1) ? 1 : -1;
dx = x2 - x1; dy = Abs(y2 - y1);
d = 2 * dy - dx; aincr = 2 * (dy - dx); bincr = 2 * dy; x = x1; y = y1;
if (!fnCallback(x, y))
{
if (lastx) *lastx = x; if (lasty) *lasty = y;
return false;
}
for (x = x1 + 1; x <= x2; ++x)
{
if (d >= 0) { y += yincr; d += aincr; }
else d += bincr;
if (!fnCallback(x, y))
{
if (lastx) *lastx = x; if (lasty) *lasty = y;
return false;
}
}
}
return true;
}
}
C4Landscape::C4Landscape()
: p(new P)
{
Default();
}
C4Landscape::~C4Landscape()
{
Clear();
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* +++++++++++++++++++++++++ Execute and display +++++++++++++++++++++++++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
void C4Landscape::Execute()
{
// Landscape scan
if (!p->NoScan)
p->ExecuteScan(this);
// move sky
p->Sky.Execute();
// Queued Relights -- note that normally we process them before drawing every frame;
// this just makes sure relights don't accumulate over a long period of time if no
// viewport is open (developer mode).
if (!::Game.iTick35)
DoRelights();
}
void C4Landscape::P::ExecuteScan(C4Landscape *d)
{
int32_t cy, mat;
// Check: Scan needed?
const int32_t iTemperature = ::Weather.GetTemperature();
for (mat = 0; mat < ::MaterialMap.Num; mat++)
if (MatCount[mat])
{
if (::MaterialMap.Map[mat].BelowTempConvertTo &&
iTemperature < ::MaterialMap.Map[mat].BelowTempConvert)
break;
else if (::MaterialMap.Map[mat].AboveTempConvertTo &&
iTemperature > ::MaterialMap.Map[mat].AboveTempConvert)
break;
}
if (mat >= ::MaterialMap.Num)
return;
#ifdef DEBUGREC_MATSCAN
if (Config.General.DebugRec)
AddDbgRec(RCT_MatScan, &ScanX, sizeof(ScanX));
#endif
for (int32_t cnt = 0; cnt < ScanSpeed; cnt++)
{
// Scan landscape column: sectors down
int32_t last_mat = -1;
for (cy = 0; cy < Height; cy++)
{
mat = d->_GetMat(ScanX, cy);
// material change?
if (last_mat != mat)
{
// upwards
if (last_mat != -1)
DoScan(d, ScanX, cy - 1, last_mat, 1);
// downwards
if (mat != -1)
cy += DoScan(d, ScanX, cy, mat, 0);
}
last_mat = mat;
}
// Scan advance & rewind
ScanX++;
if (ScanX >= Width)
ScanX = 0;
}
}
#define PRETTY_TEMP_CONV
int32_t C4Landscape::P::DoScan(C4Landscape *d, int32_t cx, int32_t cy, int32_t mat, int32_t dir)
{
int32_t conv_to_tex = 0;
int32_t iTemperature = ::Weather.GetTemperature();
// Check below conv
if (::MaterialMap.Map[mat].BelowTempConvertDir == dir)
if (::MaterialMap.Map[mat].BelowTempConvertTo)
if (iTemperature< ::MaterialMap.Map[mat].BelowTempConvert)
conv_to_tex = ::MaterialMap.Map[mat].BelowTempConvertTo;
// Check above conv
if (::MaterialMap.Map[mat].AboveTempConvertDir == dir)
if (::MaterialMap.Map[mat].AboveTempConvertTo)
if (iTemperature>::MaterialMap.Map[mat].AboveTempConvert)
conv_to_tex = ::MaterialMap.Map[mat].AboveTempConvertTo;
// nothing to do?
if (!conv_to_tex) return 0;
// find material
int32_t conv_to = ::TextureMap.GetEntry(conv_to_tex)->GetMaterialIndex();
// find mat top
int32_t mconv = ::MaterialMap.Map[mat].TempConvStrength,
mconvs = mconv;
#ifdef DEBUGREC_MATSCAN
if (Config.General.DebugRec)
{
C4RCMatScan rc = { cx, cy, mat, conv_to, dir, mconvs };
AddDbgRec(RCT_MatScanDo, &rc, sizeof(C4RCMatScan));
}
#endif
int32_t ydir = (dir == 0 ? +1 : -1), cy2;
#ifdef PRETTY_TEMP_CONV
// get left pixel
int32_t lmat = (cx > 0 ? d->_GetMat(cx - 1, cy) : -1);
// left pixel not converted? do nothing
if (lmat == mat) return 0;
// left pixel converted? suppose it was done by a prior scan and skip check
if (lmat != conv_to)
{
int32_t iSearchRange = std::max<int32_t>(5, mconvs);
// search upper/lower bound
int32_t cys = cy, cxs = cx;
while (cxs < ::Landscape.GetWidth() - 1)
{
// one step right
cxs++;
if (d->_GetMat(cxs, cys) == mat)
{
// search surface
cys -= ydir;
while (Inside<int32_t>(cys, 0, ::Landscape.GetHeight() - 1) && d->_GetMat(cxs, cys) == mat)
{
cys -= ydir;
if ((mconvs = std::min(mconv - Abs(cys - cy), mconvs)) < 0)
return 0;
}
// out of bounds?
if (!Inside<int32_t>(cys, 0, ::Landscape.GetHeight() - 1)) break;
// back one step
cys += ydir;
}
else
{
// search surface
cys += ydir;
while (Inside<int32_t>(cys, 0, ::Landscape.GetHeight() - 1) && d->_GetMat(cxs, cys) != mat)
{
cys += ydir;
if (Abs(cys - cy) > iSearchRange)
break;
}
// out of bounds?
if (!Inside<int32_t>(cys, 0, ::Landscape.GetHeight() - 1)) break;
if (Abs(cys - cy) > iSearchRange) break;
}
}
}
#endif
// Conversion
bool conv_to_is_solid = (conv_to > -1) && DensitySolid(::MaterialMap.Map[conv_to].Density);
for (cy2 = cy; mconvs >= 0 && Inside<int32_t>(cy2, 0, ::Landscape.GetHeight() - 1); cy2 += ydir, mconvs--)
{
// material changed?
int32_t pix = d->_GetPix(cx, cy2);
if (PixCol2Mat(pix) != mat) break;
#ifdef PRETTY_TEMP_CONV
// get left pixel
int32_t lmat = (cx > 0 ? d->_GetMat(cx - 1, cy2) : -1);
// left pixel not converted? break
if (lmat == mat) break;
#endif
// set mat (and keep background material)
d->SetPix2(cx, cy2, MatTex2PixCol(conv_to_tex), Transparent);
if (!conv_to_is_solid) d->CheckInstabilityRange(cx, cy2);
}
// return pixel converted
return Abs(cy2 - cy);
}
void C4Landscape::ScanSideOpen()
{
int32_t cy;
for (cy = 0; (cy < p->Height) && !GetPix(0, cy); cy++) {}
p->LeftOpen = cy;
for (cy = 0; (cy < p->Height) && !GetPix(p->Width - 1, cy); cy++) {}
p->RightOpen = cy;
}
void C4Landscape::Draw(C4TargetFacet &cgo, C4FoWRegion *pLight)
{
if (p->Modulation) pDraw->ActivateBlitModulation(p->Modulation);
// blit landscape
if (::GraphicsSystem.Show8BitSurface == 1)
pDraw->Blit8Fast(p->Surface8.get(), cgo.TargetX, cgo.TargetY, cgo.Surface, cgo.X, cgo.Y, cgo.Wdt, cgo.Hgt);
else if (::GraphicsSystem.Show8BitSurface == 2)
pDraw->Blit8Fast(p->Surface8Bkg.get(), cgo.TargetX, cgo.TargetY, cgo.Surface, cgo.X, cgo.Y, cgo.Wdt, cgo.Hgt);
else if (p->pLandscapeRender)
{
DoRelights();
p->pLandscapeRender->Draw(cgo, pLight);
}
if (p->Modulation) pDraw->DeactivateBlitModulation();
}
bool C4Landscape::DoRelights()
{
if (!p->pLandscapeRender) return true;
for (int32_t i = 0; i < C4LS_MaxRelights; i++)
{
if (!p->Relights[i].Wdt)
break;
// Remove all solid masks in the (twice!) extended region around the change
C4Rect SolidMaskRect = p->pLandscapeRender->GetAffectedRect(p->Relights[i]);
C4SolidMask * pSolid;
for (pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev)
pSolid->RemoveTemporary(SolidMaskRect);
// Perform the update
p->pLandscapeRender->Update(p->Relights[i], this);
if (p->pFoW) p->pFoW->Ambient.UpdateFromLandscape(*this, p->Relights[i]);
// Restore Solidmasks
for (pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next)
pSolid->PutTemporary(SolidMaskRect);
C4SolidMask::CheckConsistency();
// Clear slot
p->Relights[i].Default();
}
return true;
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* +++++++++++++++++++++++ Add and destroy landscape++++++++++++++++++++++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
static std::vector<int32_t> GetRoundPolygon(int32_t x, int32_t y, int32_t size, int32_t smoothness)
{
/*
So what is this? It's basically a circle with the radius 'size'. The radius
is adjusted by two sin/cos waves. The random lies in the phase of the sin/cos
and in the factor the wave is added to the normal circle shape. smoothness from
0 to 100. 0 gives an exagerated 'explosion' shape while 100 is almost a circle
*/
if (smoothness > 100) smoothness = 100;
if (smoothness < 0) smoothness = 0;
if (size <= 0) size = 1;
// vertex count of the polygon
int32_t count = 2 * size / 3 + 6;
std::vector<int32_t> vertices;
vertices.reserve(count * 2);
// varying phase of the sin/cos waves
C4Real begin = itofix(360)*(int32_t)Random(100) / 100;
C4Real begin2 = itofix(360)*(int32_t)Random(100) / 100;
// parameters:
// the bigger the factor, the smaller the divergence from a circle
C4Real anticircle = itofix(3) + smoothness / 16 * smoothness / 16;
// the bigger the factor the more random is the divergence from the circle
int random = 80 * (200 - smoothness);
for (int i = 0; i < count; ++i)
{
C4Real angle = itofix(360)*i / count;
C4Real currsize = itofix(size);
currsize += Sin(angle * 3 + begin + itofix(Random(random)) / 100) * size / anticircle; // +sin
currsize += Cos(angle * 5 + begin2 + itofix(Random(random)) / 100) * size / anticircle / 2; // +cos
vertices.push_back(x + fixtoi(Sin(angle)*currsize));
vertices.push_back(y - fixtoi(Cos(angle)*currsize));
}
return vertices;
}
static std::vector<int32_t> GetRectangle(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt)
{
std::vector<int32_t> vertices;
vertices.resize(8);
vertices[0] = tx; vertices[1] = ty;
vertices[2] = tx; vertices[3] = ty + hgt;
vertices[4] = tx + wdt; vertices[5] = ty + hgt;
vertices[6] = tx + wdt; vertices[7] = ty;
return vertices;
}
static C4Rect getBoundingBox(int *vtcs, int length)
{
C4Rect BoundingBox(vtcs[0], vtcs[1], 1, 1);
for (int32_t i = 2; i + 1 < length; i += 2)
{
BoundingBox.Add(C4Rect(vtcs[i], vtcs[i + 1], 1, 1));
}
return BoundingBox;
}
void C4Landscape::ClearFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt)
{
std::vector<int32_t> vertices(GetRectangle(tx, ty, wdt, hgt));
C4Rect r(tx, ty, wdt, hgt);
p->PrepareChange(this, r);
p->ForPolygon(this, &vertices[0], vertices.size() / 2, [this](int32_t x, int32_t y) { return ClearPix(x, y); });
p->FinishChange(this, r);
}
int32_t C4Landscape::DigFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, C4Object *by_object, bool no_dig2objects, bool no_instability_check)
{
std::vector<int32_t> vertices(GetRectangle(tx, ty, wdt, hgt));
return DigFreeShape(&vertices[0], vertices.size(), by_object, no_dig2objects, no_instability_check);
}
int32_t C4Landscape::DigFree(int32_t tx, int32_t ty, int32_t rad, C4Object *by_object, bool no_dig2objects, bool no_instability_check)
{
std::vector<int32_t> vertices(GetRoundPolygon(tx, ty, rad, 80));
return DigFreeShape(&vertices[0], vertices.size(), by_object, no_dig2objects, no_instability_check);
}
void C4Landscape::BlastFree(int32_t tx, int32_t ty, int32_t rad, int32_t caused_by, C4Object *by_object, int32_t iMaxDensity)
{
std::vector<int32_t> vertices(GetRoundPolygon(tx, ty, rad, 30));
BlastFreeShape(&vertices[0], vertices.size(), by_object, caused_by, iMaxDensity);
}
void C4Landscape::ShakeFree(int32_t tx, int32_t ty, int32_t rad)
{
std::vector<int32_t> vertices(GetRoundPolygon(tx, ty, rad, 50));
p->ForPolygon(this, &vertices[0], vertices.size() / 2, [this](int32_t x, int32_t y) { return p->ShakeFreePix(this, x, y); });
}
C4ValueArray *C4Landscape::P::PrepareFreeShape(C4Rect &BoundingBox, C4Object *by_object)
{
// Remember any in-earth objects in area
C4FindObjectInRect fo_inrect(BoundingBox);
C4FindObjectOCF fo_insolid(OCF_InSolid);
C4FindObjectLayer fo_layer(by_object ? by_object->Layer : NULL);
C4FindObject *fo_list[] = { &fo_inrect, &fo_insolid, &fo_layer };
C4FindObjectAndStatic fo_srch(3, fo_list);
return fo_srch.FindMany(::Objects, ::Objects.Sectors);
}
void C4Landscape::P::PostFreeShape(C4ValueArray *dig_objects, C4Object *by_object)
{
// Do callbacks to digger and dug out objects for objects that are now dug free
if (by_object)
{
for (int32_t i = 0; i < dig_objects->GetSize(); ++i)
{
C4Object *dig_object = dig_objects->GetItem(i).getObj();
if (dig_object && !GBackSolid(dig_object->GetX(), dig_object->GetY()))
if (dig_object != by_object)
if (!dig_object->Contained && dig_object->Status)
{
C4AulParSet pars(by_object);
dig_object->Call(PSF_OnDugOut, &pars);
if (dig_object->Status && by_object->Status)
{
C4AulParSet pars(dig_object);
by_object->Call(PSF_DigOutObject, &pars);
}
}
}
}
}
int32_t C4Landscape::DigFreeShape(int *vtcs, int length, C4Object *by_object, bool no_dig2objects, bool no_instability_check)
{
using namespace std::placeholders;
C4Rect BoundingBox = getBoundingBox(vtcs, length);
int32_t amount;
// Remember any collectible objects in area
std::unique_ptr<C4ValueArray> dig_objects(p->PrepareFreeShape(BoundingBox, by_object));
std::function<bool(int32_t, int32_t)> callback;
if (no_instability_check)
callback = [this](int32_t x, int32_t y) { return p->DigFreePixNoInstability(this, x, y); };
else
callback = [this](int32_t x, int32_t y) { return p->DigFreePix(this, x, y); };
if (by_object)
{
if (!by_object->MaterialContents)
by_object->MaterialContents = new C4MaterialList;
amount = p->ForPolygon(this, vtcs, length / 2, callback, by_object->MaterialContents);
}
else
amount = p->ForPolygon(this, vtcs, length / 2, callback, NULL);
// create objects from the material
if (!::Game.iTick5)
{
if (!no_dig2objects)
if (by_object)
if (by_object->MaterialContents)
{
int32_t tx = BoundingBox.GetMiddleX(), ty = BoundingBox.GetBottom();
p->DigMaterial2Objects(tx, ty, by_object->MaterialContents, by_object);
}
}
// Do callbacks to digger for objects that are now dug free
p->PostFreeShape(dig_objects.get(), by_object);
return amount;
}
void C4Landscape::BlastFreeShape(int *vtcs, int length, C4Object *by_object, int32_t by_player, int32_t iMaxDensity)
{
C4MaterialList *MaterialContents = NULL;
C4Rect BoundingBox = getBoundingBox(vtcs, length);
// Remember any collectible objects in area
std::unique_ptr<C4ValueArray> dig_objects(p->PrepareFreeShape(BoundingBox, by_object));
uint8_t *pblast_tbl = NULL, blast_tbl[C4M_MaxTexIndex];
if (iMaxDensity < C4M_Vehicle)
{
for (int32_t i = 0; i < C4M_MaxTexIndex; ++i) blast_tbl[i] = (GetPixDensity(i) <= iMaxDensity);
pblast_tbl = blast_tbl;
}
if (by_object)
{
if (!by_object->MaterialContents)
by_object->MaterialContents = new C4MaterialList;
p->ForPolygon(this, vtcs, length / 2, [this](int32_t x, int32_t y) { return p->BlastFreePix(this, x, y); }, by_object->MaterialContents, 0, 0, pblast_tbl);
}
else
{
MaterialContents = new C4MaterialList;
p->ForPolygon(this, vtcs, length / 2, [this](int32_t x, int32_t y) { return p->BlastFreePix(this, x, y); }, MaterialContents, iMaxDensity);
}
// create objects from the material
C4MaterialList *mat_list = NULL;
if (by_object)
mat_list = by_object->MaterialContents;
else
mat_list = MaterialContents;
int32_t tx = BoundingBox.GetMiddleX(), ty = BoundingBox.GetMiddleY();
p->BlastMaterial2Objects(tx, ty, mat_list, by_player, (BoundingBox.Wdt + BoundingBox.Hgt) / 4, dig_objects.get());
if (MaterialContents) delete MaterialContents;
// Do callbacks to digger for objects that are now dug free
p->PostFreeShape(dig_objects.get(), by_object);
}
void C4Landscape::P::BlastMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, int32_t caused_by, int32_t str, C4ValueArray *out_objects)
{
for (int32_t mat = 0; mat < ::MaterialMap.Num; mat++)
{
if (mat_list->Amount[mat])
{
int32_t cast_strength = str;
int32_t pxsamount = 0, blastamount = 0;
if (::MaterialMap.Map[mat].Blast2PXSRatio != 0)
{
pxsamount = mat_list->Amount[mat] / ::MaterialMap.Map[mat].Blast2PXSRatio;
::PXS.Cast(mat, pxsamount, tx, ty, cast_strength * 2);
}
if (::MaterialMap.Map[mat].Blast2Object != C4ID::None)
{
if (::MaterialMap.Map[mat].Blast2ObjectRatio != 0)
{
blastamount = mat_list->Amount[mat] / ::MaterialMap.Map[mat].Blast2ObjectRatio;
Game.CastObjects(::MaterialMap.Map[mat].Blast2Object, NULL, blastamount, cast_strength, tx, ty, NO_OWNER, caused_by, out_objects);
}
}
mat_list->Amount[mat] -= std::max(blastamount * ::MaterialMap.Map[mat].Blast2ObjectRatio,
pxsamount * ::MaterialMap.Map[mat].Blast2PXSRatio);
}
}
}
void C4Landscape::P::DigMaterial2Objects(int32_t tx, int32_t ty, C4MaterialList *mat_list, C4Object *pCollect)
{
C4AulParSet pars(pCollect);
for (int32_t mat = 0; mat < ::MaterialMap.Num; mat++)
{
if (mat_list->Amount[mat])
{
if (::MaterialMap.Map[mat].Dig2Object != C4ID::None)
if (::MaterialMap.Map[mat].Dig2ObjectRatio != 0)
while (mat_list->Amount[mat] >= ::MaterialMap.Map[mat].Dig2ObjectRatio)
{
mat_list->Amount[mat] -= ::MaterialMap.Map[mat].Dig2ObjectRatio;
C4Object *pObj = Game.CreateObject(::MaterialMap.Map[mat].Dig2Object, NULL, NO_OWNER, tx, ty);
if (!pObj || !pObj->Status) continue;
// Set controller to the controller of the object responsible for digging out
if (pCollect && pCollect->Status)
pObj->Controller = pCollect->Controller;
// Do callbacks to dug object and digger
pObj->Call(PSF_OnDugOut, &pars);
if (!pObj->Status || !pCollect || !pCollect->Status || pObj->Contained) continue;
C4AulParSet pars(C4VObj(pObj));
pCollect->Call(PSF_DigOutObject, &pars);
if (!pObj->Status || !pCollect->Status || pObj->Contained) continue;
// Try to collect object
if (::MaterialMap.Map[mat].Dig2ObjectCollect)
if (pCollect && pCollect->Status && pObj && pObj->Status)
if (!pCollect->Collect(pObj))
// Collection forced? Don't generate objects
if (::MaterialMap.Map[mat].Dig2ObjectCollect == 2)
{
pObj->AssignRemoval();
// Cap so we never have more than one object worth of material in the store
mat_list->Amount[mat] = ::MaterialMap.Map[mat].Dig2ObjectRatio;
break;
}
}
}
}
}
bool C4Landscape::P::DigFreePixNoInstability(C4Landscape *d, int32_t tx, int32_t ty)
{
int32_t mat = d->GetMat(tx, ty);
if (MatValid(mat))
if (::MaterialMap.Map[mat].DigFree)
{
d->ClearPix(tx, ty);
return true;
}
return false;
}
bool C4Landscape::P::DigFreePix(C4Landscape *d, int32_t tx, int32_t ty)
{
int32_t mat = d->GetMat(tx, ty);
if (MatValid(mat))
if (::MaterialMap.Map[mat].DigFree)
{
d->ClearPix(tx, ty);
// check for instable materials to start moving by the cleared space
d->CheckInstabilityRange(tx, ty);
return true;
}
return false;
}
bool C4Landscape::P::BlastFreePix(C4Landscape *d, int32_t tx, int32_t ty)
{
int32_t mat = d->GetMat(tx, ty);
if (MatValid(mat))
{
// for blast, either shift to different material or blast free
if (::MaterialMap.Map[mat].BlastFree)
{
d->ClearPix(tx, ty);
// check for instable materials to start moving by the cleared space
d->CheckInstabilityRange(tx, ty);
return true;
}
else
if (::MaterialMap.Map[mat].BlastShiftTo)
d->SetPix2(tx, ty, MatTex2PixCol(::MaterialMap.Map[mat].BlastShiftTo), Transparent);
}
return false;
}
bool C4Landscape::P::ShakeFreePix(C4Landscape *d, int32_t tx, int32_t ty)
{
int32_t mat = d->GetMat(tx, ty);
if (MatValid(mat))
{
if (::MaterialMap.Map[mat].DigFree)
{
d->ClearPix(tx, ty);
::PXS.Create(mat, itofix(tx), itofix(ty));
// check for instable materials to start moving by the cleared space
d->CheckInstabilityRange(tx, ty);
return true;
}
}
return false;
}
bool C4Landscape::ClearPix(int32_t tx, int32_t ty)
{
// Replace pixel with background pixel
BYTE bkgPix = p->Surface8Bkg->GetPix(tx, ty);
return SetPix2(tx, ty, bkgPix, bkgPix);
}
void C4Landscape::ClearPointers(C4Object * pObj)
{
if (p->pFoW) p->pFoW->Remove(pObj);
}
bool C4Landscape::SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix)
{
// check bounds
if (x < 0 || y < 0 || x >= GetWidth() || y >= GetHeight())
return false;
// no change?
if ((fgPix == Transparent || fgPix == _GetPix(x, y)) && (bgPix == Transparent || bgPix == p->Surface8Bkg->_GetPix(x, y)))
return true;
// set pixel
return _SetPix2(x, y, fgPix, bgPix);
}
bool C4Landscape::_SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix)
{
if (Config.General.DebugRec)
{
C4RCSetPix rc;
rc.x = x; rc.y = y; rc.clr = fgPix; rc.bgClr = fgPix;
AddDbgRec(RCT_SetPix, &rc, sizeof(rc));
}
assert(x >= 0 && y >= 0 && x < GetWidth() && y < GetHeight());
// get pixel and resolve transparency to already existing pixel
BYTE opix = _GetPix(x, y);
if (fgPix == Transparent) fgPix = opix;
if (bgPix == Transparent) bgPix = p->Surface8Bkg->_GetPix(x, y);
// check pixel
if (fgPix == opix && bgPix == p->Surface8Bkg->_GetPix(x, y)) return true;
// count pixels
if (p->Pix2Dens[fgPix])
{
if (!p->Pix2Dens[opix]) p->PixCnt[(y / 15) + (x / 17) * p->PixCntPitch]++;
}
else
{
if (p->Pix2Dens[opix]) p->PixCnt[(y / 15) + (x / 17) * p->PixCntPitch]--;
}
// count material
assert(!fgPix || MatValid(p->Pix2Mat[fgPix]));
int32_t omat = p->Pix2Mat[opix], nmat = p->Pix2Mat[fgPix];
if (opix) p->MatCount[omat]--;
if (fgPix) p->MatCount[nmat]++;
// count effective material
if (omat != nmat)
{
if (fgPix && ::MaterialMap.Map[nmat].MinHeightCount)
{
// Check for material above & below
int iMinHeight = ::MaterialMap.Map[nmat].MinHeightCount,
iBelow = GetMatHeight(x, y + 1, +1, nmat, iMinHeight),
iAbove = GetMatHeight(x, y - 1, -1, nmat, iMinHeight);
// Will be above treshold?
if (iBelow + iAbove + 1 >= iMinHeight)
{
int iChange = 1;
// Check for heights below threshold
if (iBelow < iMinHeight) iChange += iBelow;
if (iAbove < iMinHeight) iChange += iAbove;
// Change
p->EffectiveMatCount[nmat] += iChange;
}
}
if (opix && ::MaterialMap.Map[omat].MinHeightCount)
{
// Check for material above & below
int iMinHeight = ::MaterialMap.Map[omat].MinHeightCount,
iBelow = GetMatHeight(x, y + 1, +1, omat, iMinHeight),
iAbove = GetMatHeight(x, y - 1, -1, omat, iMinHeight);
// Not already below threshold?
if (iBelow + iAbove + 1 >= iMinHeight)
{
int iChange = 1;
// Check for heights that will get below threshold
if (iBelow < iMinHeight) iChange += iBelow;
if (iAbove < iMinHeight) iChange += iAbove;
// Change
p->EffectiveMatCount[omat] -= iChange;
}
}
}
// set 8bpp-surface only!
p->Surface8->SetPix(x, y, fgPix);
p->Surface8Bkg->SetPix(x, y, bgPix);
// note for relight
if (p->pLandscapeRender)
{
C4Rect CheckRect = p->pLandscapeRender->GetAffectedRect(C4Rect(x, y, 1, 1));
for (int32_t i = 0; i < C4LS_MaxRelights; i++)
if (!p->Relights[i].Wdt || p->Relights[i].Overlap(CheckRect) || i + 1 >= C4LS_MaxRelights)
{
p->Relights[i].Add(CheckRect);
break;
}
// Invalidate FoW
if (p->pFoW)
p->pFoW->Invalidate(CheckRect);
}
// success
return true;
}
void C4Landscape::_SetPix2Tmp(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix)
{
// set 8bpp-surface only!
assert(x >= 0 && y >= 0 && x < GetWidth() && y < GetHeight());
if (fgPix != Transparent) p->Surface8->SetPix(x, y, fgPix);
if (bgPix != Transparent) p->Surface8Bkg->SetPix(x, y, bgPix);
}
bool C4Landscape::CheckInstability(int32_t tx, int32_t ty, int32_t recursion_count)
{
int32_t mat = GetMat(tx, ty);
if (MatValid(mat)) {
const C4Material &material = MaterialMap.Map[mat];
if (material.Instable)
return ::MassMover.Create(tx, ty);
// Get rid of single pixels
else if (DensitySolid(material.Density) && !material.KeepSinglePixels && recursion_count < 10)
if ((!::GBackSolid(tx, ty + 1)) + (!::GBackSolid(tx, ty - 1)) + (!::GBackSolid(tx + 1, ty)) + (!::GBackSolid(tx - 1, ty)) >= 3)
{
if (!ClearPix(tx, ty)) return false;
// Diggable material drops; other material just gets removed
if (material.DigFree) ::PXS.Create(mat, itofix(tx), itofix(ty));
// check other pixels around this
// Note this cannot lead to an endless recursion (unless you do funny stuff like e.g. set DigFree=1 in material Tunnel).
// Check recursion anyway, because very large strips of single pixel width might cause sufficient recursion to crash
CheckInstability(tx + 1, ty, ++recursion_count);
CheckInstability(tx - 1, ty, recursion_count);
CheckInstability(tx, ty - 1, recursion_count);
CheckInstability(tx, ty + 1, recursion_count);
return true;
}
}
return false;
}
void C4Landscape::CheckInstabilityRange(int32_t tx, int32_t ty)
{
if (!CheckInstability(tx, ty))
{
CheckInstability(tx, ty - 1);
CheckInstability(tx, ty - 2);
CheckInstability(tx - 1, ty);
CheckInstability(tx + 1, ty);
}
}
void C4Landscape::DrawMaterialRect(int32_t mat, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt)
{
int32_t cx, cy;
for (cy = ty; cy < ty + hgt; cy++)
for (cx = tx; cx < tx + wdt; cx++)
if ((MatDensity(mat) >= GetDensity(cx, cy)))
SetPix2(cx, cy, Mat2PixColDefault(mat), p->Surface8Bkg->GetPix(cx, cy));
}
void C4Landscape::RaiseTerrain(int32_t tx, int32_t ty, int32_t wdt)
{
int32_t cx, cy;
BYTE cpix;
for (cx = tx; cx < tx + wdt; cx++)
{
for (cy = ty; (cy + 1 < ::Landscape.GetHeight()) && !GBackSolid(cx, cy + 1); cy++) {}
if (cy + 1 < ::Landscape.GetHeight()) if (cy - ty < 20)
{
cpix = GetPix(cx, cy + 1);
if (!MatVehicle(PixCol2Mat(cpix)))
while (cy >= ty) { SetPix2(cx, cy, cpix, GetBackPix(cx, cy + 1)); cy--; }
}
}
}
int32_t C4Landscape::ExtractMaterial(int32_t fx, int32_t fy, bool distant_first)
{
int32_t mat = GetMat(fx, fy);
if (mat == MNone) return MNone;
FindMatTop(mat, fx, fy, distant_first);
ClearPix(fx, fy);
CheckInstabilityRange(fx, fy);
return mat;
}
bool C4Landscape::InsertMaterialOutsideLandscape(int32_t tx, int32_t ty, int32_t mdens)
{
// Out-of-bounds insertion considered successful if inserted into same or lower density
// This ensures pumping out of map works
// Do allow insertion into same density because it covers the case of e.g. pumping water into the upper ocean of an underwater scenario
return GetDensity(tx, ty) <= mdens;
}
bool C4Landscape::InsertMaterial(int32_t mat, int32_t *tx, int32_t *ty, int32_t vx, int32_t vy, bool query_only)
{
assert(tx); assert(ty);
int32_t mdens;
if (!MatValid(mat)) return false;
mdens = std::min(MatDensity(mat), C4M_Solid);
if (!mdens) return true;
// Bounds
if (!Inside<int32_t>(*tx, 0, GetWidth() - 1) || !Inside<int32_t>(*ty, 0, GetHeight())) return InsertMaterialOutsideLandscape(*tx, *ty, mdens);
if (Game.C4S.Game.Realism.LandscapePushPull)
{
// Same or higher density?
if (GetDensity(*tx, *ty) >= mdens)
// Push
if (!FindMatPathPush(*tx, *ty, mdens, ::MaterialMap.Map[mat].MaxSlide, !!::MaterialMap.Map[mat].Instable))
// Or die
return false;
}
else
{
// Move up above same density
while (mdens == std::min(GetDensity(*tx, *ty), C4M_Solid))
{
(*ty)--; if (*ty < 0) return false;
// Primitive slide (1)
if (GetDensity(*tx - 1, *ty) < mdens) (*tx)--;
if (GetDensity(*tx + 1, *ty) < mdens) (*tx)++;
}
// Stuck in higher density
if (GetDensity(*tx, *ty) > mdens) return false;
}
// Try slide
while (FindMatSlide(*tx, *ty, +1, mdens, ::MaterialMap.Map[mat].MaxSlide))
if (GetDensity(*tx, *ty + 1) < mdens)
{
if (!query_only) ::PXS.Create(mat, itofix(*tx), itofix(*ty), C4REAL10(vx), C4REAL10(vy)); return true;
}
if (query_only)
{
// since tx and ty changed, we need to re-check the bounds here
// if we really inserted it, the check is made again in InsertDeadMaterial
if (!Inside<int32_t>(*tx, 0, GetWidth() - 1) || !Inside<int32_t>(*ty, 0, GetHeight())) return InsertMaterialOutsideLandscape(*tx, *ty, mdens);
return true;
}
// Try reaction with material below and at insertion position
C4MaterialReaction *pReact; int32_t tmat;
int32_t check_dir = 0;
for (int32_t i = 0; i < 2; ++i)
{
if ((pReact = ::MaterialMap.GetReactionUnsafe(mat, tmat = GetMat(*tx, *ty + check_dir))))
{
C4Real fvx = C4REAL10(vx), fvy = C4REAL10(vy);
if ((*pReact->pFunc)(pReact, *tx, *ty, *tx, *ty + check_dir, fvx, fvy, mat, tmat, meePXSPos, NULL))
{
// the material to be inserted killed itself in some material reaction below
return true;
}
}
if (!(check_dir = Sign(GravAccel))) break;
}
// Insert as dead material
return InsertDeadMaterial(mat, *tx, *ty);
}
bool C4Landscape::InsertDeadMaterial(int32_t mat, int32_t tx, int32_t ty)
{
// Check bounds
if (tx < 0 || ty < 0 || tx >= GetWidth() || ty >= GetHeight())
return InsertMaterialOutsideLandscape(tx, ty, std::min(MatDensity(mat), C4M_Solid));
// Save back original material so we can insert it later
int omat = 0;
if (Game.C4S.Game.Realism.LandscapeInsertThrust)
omat = GetMat(tx, ty);
// Check surroundings for inspiration for texture to use
int n = 0; int pix = -1;
if (tx > 0 && _GetMat(tx - 1, ty) == mat)
if (!Random(++n)) pix = _GetPix(tx - 1, ty);
if (ty > 0 && _GetMat(tx, ty - 1) == mat)
if (!Random(++n)) pix = _GetPix(tx, ty - 1);
if (tx + 1 < GetWidth() && _GetMat(tx + 1, ty) == mat)
if (!Random(++n)) pix = _GetPix(tx + 1, ty);
if (ty + 1 < GetHeight() && _GetMat(tx, ty + 1) == mat)
if (!Random(++n)) pix = _GetPix(tx, ty + 1);
if (pix < 0)
pix = Mat2PixColDefault(mat);
// Insert dead material
SetPix2(tx, ty, pix, Transparent);
// Search a position for the old material pixel
if (Game.C4S.Game.Realism.LandscapeInsertThrust && MatValid(omat))
{
int32_t tyo = ty - 1;
InsertMaterial(omat, &tx, &tyo);
}
return true;
}
bool C4Landscape::Incinerate(int32_t x, int32_t y, int32_t cause_player)
{
int32_t mat = GetMat(x, y);
if (MatValid(mat))
if (::MaterialMap.Map[mat].Inflammable)
{
C4AulParSet pars(C4VInt(x), C4VInt(y), C4VInt(cause_player));
::ScriptEngine.GetPropList()->Call(P_InflameLandscape, &pars);
}
return false;
}
BYTE C4Landscape::P::DefaultBkgMat(BYTE fg) const
{
return ::TextureMap.DefaultBkgMatTex(fg);
}
std::unique_ptr<CSurface8> C4Landscape::P::CreateDefaultBkgSurface(CSurface8& sfcFg, bool msbAsIft) const
{
auto sfcBg = std::make_unique<CSurface8>();
if (!sfcBg->Create(sfcFg.Wdt, sfcFg.Hgt))
{
return NULL;
}
for (int32_t y = 0; y < sfcFg.Hgt; ++y)
{
for (int32_t x = 0; x < sfcFg.Wdt; ++x)
{
BYTE fgPix = sfcFg._GetPix(x, y);
BYTE bgPix;
// If we treat the most significant bit as the IFT flag
// (compatibility option for pre-7.0 maps), then set
// the background pixel to 0 if the foreground does not
// have IFT set, and remove the IFT flag from the
// foreground pixel.
if (msbAsIft)
{
if (fgPix & 0x80)
{
fgPix &= ~0x80;
sfcFg._SetPix(x, y, fgPix);
bgPix = DefaultBkgMat(fgPix);
}
else
{
bgPix = 0;
}
}
else
{
bgPix = DefaultBkgMat(fgPix);
}
sfcBg->_SetPix(x, y, bgPix);
}
}
return sfcBg;
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* ++++ Polygon drawing code extracted from ALLEGRO by Shawn Hargreaves ++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
struct CPolyEdge // An edge for the polygon drawer
{
int y; // Current (starting at the top) y position
int bottom; // bottom y position of this edge
int x; // Fixed point x position
int dx; // Fixed point x gradient
int w; // Width of line segment
struct CPolyEdge *prev; // Doubly linked list
struct CPolyEdge *next;
};
#define POLYGON_FIX_SHIFT 16
static void fill_edge_structure(CPolyEdge *edge, int *i1, int *i2)
{
if (i2[1] < i1[1]) // Swap
{
int *t = i1; i1 = i2; i2 = t;
}
edge->y = i1[1];
edge->bottom = i2[1] - 1;
edge->dx = ((i2[0] - i1[0]) << POLYGON_FIX_SHIFT) / (i2[1] - i1[1]);
edge->x = (i1[0] << POLYGON_FIX_SHIFT) + (1 << (POLYGON_FIX_SHIFT - 1)) - 1;
edge->prev = NULL;
edge->next = NULL;
if (edge->dx < 0)
edge->x += std::min<int>(edge->dx + (1 << POLYGON_FIX_SHIFT), 0);
edge->w = std::max<int>(Abs(edge->dx) - (1 << POLYGON_FIX_SHIFT), 0);
}
static CPolyEdge *add_edge(CPolyEdge *list, CPolyEdge *edge, int sort_by_x)
{
CPolyEdge *pos = list;
CPolyEdge *prev = NULL;
if (sort_by_x)
{
while ((pos) && (pos->x + pos->w / 2 < edge->x + edge->w / 2))
{
prev = pos; pos = pos->next;
}
}
else
{
while ((pos) && (pos->y < edge->y))
{
prev = pos; pos = pos->next;
}
}
edge->next = pos;
edge->prev = prev;
if (pos) pos->prev = edge;
if (prev) { prev->next = edge; return list; }
else return edge;
}
static CPolyEdge *remove_edge(CPolyEdge *list, CPolyEdge *edge)
{
if (edge->next) edge->next->prev = edge->prev;
if (edge->prev) { edge->prev->next = edge->next; return list; }
else return edge->next;
}
// Global polygon quick buffer
const int QuickPolyBufSize = 20;
CPolyEdge QuickPolyBuf[QuickPolyBufSize];
int32_t C4Landscape::P::ForPolygon(C4Landscape *d, int *vtcs, int length, const std::function<bool(int32_t, int32_t)> &callback,
C4MaterialList *mats_count, uint8_t col, uint8_t colBkg, uint8_t *conversion_table)
{
// Variables for polygon drawer
int c, x1, x2, y;
int top = INT_MAX;
int bottom = INT_MIN;
int *i1, *i2;
CPolyEdge *edge, *next_edge, *edgebuf;
CPolyEdge *active_edges = NULL;
CPolyEdge *inactive_edges = NULL;
bool use_qpb = false;
// Return value
int32_t amount = 0;
// Poly Buf
if (length <= QuickPolyBufSize)
{
edgebuf = QuickPolyBuf; use_qpb = true;
}
else if (!(edgebuf = new CPolyEdge[length])) { return 0; }
// Fill the edge table
edge = edgebuf;
i1 = vtcs;
i2 = vtcs + (length - 1) * 2;
for (c = 0; c < length; c++)
{
if (i1[1] != i2[1])
{
fill_edge_structure(edge, i1, i2);
if (edge->bottom >= edge->y)
{
if (edge->y < top) top = edge->y;
if (edge->bottom > bottom) bottom = edge->bottom;
inactive_edges = add_edge(inactive_edges, edge, false);
edge++;
}
}
i2 = i1; i1 += 2;
}
// For each scanline in the polygon...
for (c = top; c <= bottom; c++)
{
// Check for newly active edges
edge = inactive_edges;
while ((edge) && (edge->y == c))
{
next_edge = edge->next;
inactive_edges = remove_edge(inactive_edges, edge);
active_edges = add_edge(active_edges, edge, true);
edge = next_edge;
}
// Draw horizontal line segments
edge = active_edges;
while ((edge) && (edge->next))
{
x1 = edge->x >> POLYGON_FIX_SHIFT;
x2 = (edge->next->x + edge->next->w) >> POLYGON_FIX_SHIFT;
y = c;
// Fix coordinates
if (x1 > x2) std::swap(x1, x2);
// Set line
if (callback)
{
for (int xcnt = x2 - x1 - 1; xcnt >= 0; xcnt--)
{
uint8_t pix = d->GetPix(x1 + xcnt, y);
if (!conversion_table || conversion_table[pix])
{
int32_t mat = d->GetPixMat(pix);
if (callback(x1 + xcnt, y))
if (mats_count)
{
mats_count->Add(mat, 1);
amount++;
}
}
}
}
else if (conversion_table)
for (int xcnt = x2 - x1 - 1; xcnt >= 0; xcnt--)
{
const uint8_t pix = conversion_table[uint8_t(d->GetPix(x1 + xcnt, y))];
Surface8->SetPix(x1 + xcnt, y, pix);
if (colBkg != Transparent) Surface8Bkg->SetPix(x1 + xcnt, y, colBkg);
}
else
for (int xcnt = x2 - x1 - 1; xcnt >= 0; xcnt--)
{
if (col != Transparent) Surface8->SetPix(x1 + xcnt, y, col);
if (colBkg != Transparent) Surface8Bkg->SetPix(x1 + xcnt, y, colBkg);
}
edge = edge->next->next;
}
// Update edges, sorting and removing dead ones
edge = active_edges;
while (edge)
{
next_edge = edge->next;
if (c >= edge->bottom)
{
active_edges = remove_edge(active_edges, edge);
}
else
{
edge->x += edge->dx;
while ((edge->prev) && (edge->x + edge->w / 2 < edge->prev->x + edge->prev->w / 2))
{
if (edge->next) edge->next->prev = edge->prev;
edge->prev->next = edge->next;
edge->next = edge->prev;
edge->prev = edge->prev->prev;
edge->next->prev = edge;
if (edge->prev) edge->prev->next = edge;
else active_edges = edge;
}
}
edge = next_edge;
}
}
// Clear scratch memory
if (!use_qpb) delete[] edgebuf;
return amount;
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* +++++++++++++++++++++++++ Save, Init and load +++++++++++++++++++++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
void C4Landscape::ScenarioInit()
{
// Gravity
p->Gravity = C4REAL100(Game.C4S.Landscape.Gravity.Evaluate()) * DefaultGravAccel;
// Opens
p->LeftOpen = Game.C4S.Landscape.LeftOpen;
p->RightOpen = Game.C4S.Landscape.RightOpen;
p->TopOpen = Game.C4S.Landscape.TopOpen;
p->BottomOpen = Game.C4S.Landscape.BottomOpen;
// Side open scan
if (Game.C4S.Landscape.AutoScanSideOpen) ScanSideOpen();
}
void C4Landscape::Clear(bool fClearMapCreator, bool fClearSky, bool fClearRenderer)
{
if (fClearMapCreator) { p->pMapCreator.reset(); }
// clear sky
if (fClearSky) p->Sky.Clear();
// clear surfaces, if assigned
if (fClearRenderer) { p->pLandscapeRender.reset(); }
p->TopRowPix.clear();
p->BottomRowPix.clear();
p->Surface8.reset();
p->Surface8Bkg.reset();
p->Map.reset();
p->MapBkg.reset();
// clear initial landscape
p->pInitial.reset();
p->pInitialBkg.reset();
p->pFoW.reset();
// clear relight array
for (auto &relight : p->Relights)
relight.Default();
// clear scan
p->ScanX = 0;
p->mode = LandscapeMode::Undefined;
// clear pixel count
p->PixCnt.clear();
p->PixCntPitch = 0;
// clear bridge material conversion temp buffers
for (auto &conv : p->BridgeMatConversion)
conv.reset();
}
void C4Landscape::CompileFunc(StdCompiler *pComp)
{
pComp->Value(mkNamingAdapt(p->MapSeed, "MapSeed", 0));
pComp->Value(mkNamingAdapt(p->LeftOpen, "LeftOpen", 0));
pComp->Value(mkNamingAdapt(p->RightOpen, "RightOpen", 0));
pComp->Value(mkNamingAdapt(p->TopOpen, "TopOpen", 0));
pComp->Value(mkNamingAdapt(p->BottomOpen, "BottomOpen", 0));
pComp->Value(mkNamingAdapt(mkCastIntAdapt(p->Gravity), "Gravity", DefaultGravAccel));
pComp->Value(mkNamingAdapt(p->Modulation, "MatModulation", 0U));
pComp->Value(mkNamingAdapt(mkCastIntAdapt(p->mode), "Mode", LandscapeMode::Undefined));
if (pComp->isCompiler())
{
int32_t ambient_brightness;
pComp->Value(mkNamingAdapt(ambient_brightness, "AmbientBrightness", 255));
if (p->pFoW) p->pFoW->Ambient.SetBrightness(ambient_brightness / static_cast<double>(255));
}
else
{
if (p->pFoW)
{
int32_t ambient_brightness = static_cast<int32_t>(p->pFoW->Ambient.GetBrightness() * 255 + 0.5);
pComp->Value(mkNamingAdapt(ambient_brightness, "AmbientBrightness", 255));
}
}
}
static std::unique_ptr<CSurface8> GroupReadSurface8(C4Group &hGroup, const char *szWildCard)
{
if (!hGroup.AccessEntry(szWildCard))
return NULL;
// create surface
auto pSfc = std::make_unique<CSurface8>();
if (!pSfc->Read(hGroup))
{
return NULL;
}
return pSfc;
}
bool C4Landscape::Init(C4Group &hGroup, bool fOverloadCurrent, bool fLoadSky, bool &rfLoaded, bool fSavegame)
{
// set map seed, if not pre-assigned
if (!p->MapSeed) p->MapSeed = Random(3133700);
// increase max map size, since developers might set a greater one here
Game.C4S.Landscape.MapWdt.Max = 10000;
Game.C4S.Landscape.MapHgt.Max = 10000;
// map and landscape must be initialized with fixed random, so runtime joining clients may recreate it
// with same seed
// after map/landscape creation, the seed must be fixed again, so there's no difference between clients creating
// and not creating the map
// this, however, would cause syncloss to DebugRecs
C4DebugRecOff DBGRECOFF(!!Game.C4S.Landscape.ExactLandscape);
Game.FixRandom(Game.RandomSeed);
// map is like it's loaded for regular gamestart
// but it's changed and would have to be saved if a new section is loaded
p->fMapChanged = fOverloadCurrent;
// don't change landscape mode in runtime joins
bool fLandscapeModeSet = (p->mode != LandscapeMode::Undefined);
// Make pixel maps
// Pixel maps only depend on loaded materials and textures
// They might be accessed in map scripts, so they should be ready before map creation
UpdatePixMaps();
Game.SetInitProgress(60);
// create map if necessary
if (!Game.C4S.Landscape.ExactLandscape)
{
std::unique_ptr<CSurface8> sfcMap, sfcMapBkg;
// Static map from scenario: Old-style Map.bmp with highest bit IFT
if ((sfcMap = GroupReadSurface8(hGroup, C4CFN_Map)))
{
if (!fLandscapeModeSet) p->mode = LandscapeMode::Static;
sfcMapBkg = p->CreateDefaultBkgSurface(*sfcMap, true);
if (!sfcMapBkg) return false;
}
// Static map from scenario: New-style MapFg.bmp and MapBg.bmp with
// full 255 mat-tex combinations. Background map is optional, if not
// given default will be created with tunnel background for all
// semisolid pixels.
if (!sfcMap)
{
if ((sfcMap = GroupReadSurface8(hGroup, C4CFN_MapFg)))
{
if (!fLandscapeModeSet) p->mode = LandscapeMode::Static;
sfcMapBkg = GroupReadSurface8(hGroup, C4CFN_MapBg);
if (!sfcMapBkg) sfcMapBkg = p->CreateDefaultBkgSurface(*sfcMap, false);
if (!sfcMapBkg) return false;
}
}
// dynamic map from Landscape.txt
CSurface8 *rendered_map = nullptr, *rendered_bkg = nullptr;
if (!sfcMap)
{
if (p->CreateMapS2(hGroup, rendered_map, rendered_bkg))
{
sfcMap.reset(rendered_map);
sfcMapBkg.reset(rendered_bkg);
if (!fLandscapeModeSet) p->mode = LandscapeMode::Dynamic;
}
}
// script may create or edit map
if (MapScript.InitializeMap(&Game.C4S.Landscape, &::TextureMap, &::MaterialMap, Game.StartupPlayerCount, &sfcMap, &sfcMapBkg))
{
if (!fLandscapeModeSet) p->mode = LandscapeMode::Dynamic;
}
// Dynamic map by scenario
if (!sfcMap && !fOverloadCurrent)
{
if (p->CreateMap(rendered_map, rendered_bkg))
{
sfcMap.reset(rendered_map);
sfcMapBkg.reset(rendered_bkg);
if (!fLandscapeModeSet) p->mode = LandscapeMode::Dynamic;
}
}
// No map failure
if (!sfcMap)
{
// no problem if only overloading
if (!fOverloadCurrent) return false;
if (fLoadSky) if (!p->Sky.Init(fSavegame)) return false;
return true;
}
assert(sfcMapBkg != NULL);
if (Config.General.DebugRec)
{
AddDbgRec(RCT_Block, "|---MAP---|", 12);
AddDbgRec(RCT_Map, sfcMap->Bits, sfcMap->Pitch*sfcMap->Hgt);
}
// Store map size and calculate map zoom
int iWdt, iHgt;
sfcMap->GetSurfaceSize(iWdt, iHgt);
p->MapWidth = iWdt; p->MapHeight = iHgt;
p->MapZoom = Game.C4S.Landscape.MapZoom.Evaluate();
// Calculate landscape size
p->Width = p->MapZoom * p->MapWidth;
p->Height = p->MapZoom * p->MapHeight;
p->Width = std::max<int32_t>(p->Width, 100);
p->Height = std::max<int32_t>(p->Height, 100);
// if overloading, clear current landscape (and sections, etc.)
// must clear, of course, before new sky is eventually read
if (fOverloadCurrent) Clear(!Game.C4S.Landscape.KeepMapCreator, fLoadSky, false);
// assign new map
assert(p->Map == NULL);
assert(p->MapBkg == NULL);
p->Map = std::move(sfcMap);
p->MapBkg = std::move(sfcMapBkg);
// Sky (might need to know landscape height)
if (fLoadSky)
{
Game.SetInitProgress(70);
if (!p->Sky.Init(fSavegame)) return false;
}
}
// Exact landscape from scenario (no map or exact recreation)
else /* if (Game.C4S.Landscape.ExactLandscape) */
{
C4DebugRecOff DBGRECOFF;
// if overloading, clear current
if (fOverloadCurrent) Clear(!Game.C4S.Landscape.KeepMapCreator, fLoadSky, false);
// load it
if (!fLandscapeModeSet) p->mode = LandscapeMode::Exact;
rfLoaded = true;
if (!Load(hGroup, fLoadSky, fSavegame)) return false;
}
// progress
Game.SetInitProgress(75);
// copy noscan-var
p->NoScan = Game.C4S.Landscape.NoScan != 0;
// Scan settings
p->ScanSpeed = Clamp(GetWidth() / 500, 2, 15);
// Create pixel count array before any SetPix operations may take place
// Proper pixel counts will be done later, but needs to have the arrays redy to avoid dead pointer access.
// We will use 15x17 blocks so the pixel count can't get over 255.
int32_t PixCntWidth = (GetWidth() + 16) / 17;
p->PixCntPitch = (GetHeight() + 14) / 15;
p->PixCnt.resize(PixCntWidth * p->PixCntPitch);
// map to big surface and sectionize it
// (not for shaders though - they require continous textures)
if (!Game.C4S.Landscape.ExactLandscape)
{
assert(p->Surface8 == NULL);
assert(p->Surface8Bkg == NULL);
// Create landscape surfaces
{
auto sf8 = std::make_unique<CSurface8>();
auto sfb8 = std::make_unique<CSurface8>();
if (!sf8->Create(GetWidth(), GetHeight()) || !sfb8->Create(GetWidth(), GetHeight()))
return false;
p->Surface8 = std::move(sf8);
p->Surface8Bkg = std::move(sfb8);
if (!p->Mat2Pal())
return false;
}
// Map to landscape
// Landscape render disabled during initial landscape zoom (will be updated later)
std::unique_ptr<C4LandscapeRender> lsrender_backup;
lsrender_backup.swap(p->pLandscapeRender);
bool map2landscape_success = MapToLandscape();
lsrender_backup.swap(p->pLandscapeRender);
if (!map2landscape_success) return false;
}
// Init out-of-landscape pixels for bottom
p->InitTopAndBottomRowPix();
Game.SetInitProgress(80);
if (Config.General.DebugRec)
{
AddDbgRec(RCT_Block, "|---LANDSCAPE---|", 18);
AddDbgRec(RCT_Map, p->Surface8->Bits, p->Surface8->Pitch * p->Surface8->Hgt);
AddDbgRec(RCT_Block, "|---LANDSCAPE BKG---|", 22);
AddDbgRec(RCT_Map, p->Surface8Bkg->Bits, p->Surface8Bkg->Pitch * p->Surface8Bkg->Hgt);
}
// Create FoW
assert(p->pFoW == NULL);
if (Game.C4S.Game.FoWEnabled)
p->pFoW.reset(new C4FoW);
// Create renderer
#ifndef USE_CONSOLE
if (!p->pLandscapeRender)
p->pLandscapeRender.reset(new C4LandscapeRenderGL);
#endif
if (p->pLandscapeRender)
{
// Initialize renderer
if (fOverloadCurrent)
{
if (!p->pLandscapeRender->ReInit(GetWidth(), GetHeight()))
return false;
}
else
{
if (!p->pLandscapeRender->Init(GetWidth(), GetHeight(), &::TextureMap, &::GraphicsResource.Files))
return false;
}
}
// Save initial landscape
if (!SaveInitial())
return false;
// Load diff, if existant
ApplyDiff(hGroup);
// Pixel count tracking from landscape zoom is incomplete, so recalculate it.
p->UpdatePixCnt(this, C4Rect(0, 0, GetWidth(), GetHeight()));
p->ClearMatCount();
p->UpdateMatCnt(this, C4Rect(0, 0, GetWidth(), GetHeight()), true);
// Create initial landscape render data (after applying diff so landscape is complete)
if (p->pLandscapeRender) p->pLandscapeRender->Update(C4Rect(0, 0, GetWidth(), GetHeight()), this);
Game.SetInitProgress(87);
// after map/landscape creation, the seed must be fixed again, so there's no difference between clients creating
// and not creating the map
Game.FixRandom(Game.RandomSeed);
// Create ambient light map after landscape creation
if (p->pFoW) p->pFoW->Ambient.CreateFromLandscape(*this, 10., 50., 0.25);
Game.SetInitProgress(84);
// Success
rfLoaded = true;
return true;
}
bool C4Landscape::HasMap() const
{
return p->Map != NULL && p->MapBkg != NULL;
}
bool C4Landscape::Save(C4Group &hGroup) const
{
C4SolidMask::RemoveSolidMasks();
bool r = p->SaveInternal(this, hGroup);
C4SolidMask::PutSolidMasks();
return r;
}
bool C4Landscape::P::SaveInternal(const C4Landscape *d, C4Group &hGroup) const
{
// Save landscape surface
char szTempLandscape[_MAX_PATH + 1];
SCopy(Config.AtTempPath(C4CFN_TempLandscape), szTempLandscape);
MakeTempFilename(szTempLandscape);
if (!Surface8->Save(szTempLandscape))
return false;
// Move temp file to group
if (!hGroup.Move(szTempLandscape, C4CFN_LandscapeFg))
return false;
// Same for background surface
SCopy(Config.AtTempPath(C4CFN_TempLandscapeBkg), szTempLandscape);
MakeTempFilename(szTempLandscape);
if (!Surface8Bkg->Save(szTempLandscape))
return false;
if (!hGroup.Move(szTempLandscape, C4CFN_LandscapeBg))
return false;
// Save map
if (fMapChanged && Map)
if (!d->SaveMap(hGroup))
return false;
// save textures (if changed)
if (!d->SaveTextures(hGroup))
return false;
return true;
}
bool C4Landscape::SaveDiff(C4Group &hGroup, bool fSyncSave) const
{
C4SolidMask::RemoveSolidMasks();
bool r = p->SaveDiffInternal(this, hGroup, fSyncSave);
C4SolidMask::PutSolidMasks();
return r;
}
bool C4Landscape::P::SaveDiffInternal(const C4Landscape *d, C4Group &hGroup, bool fSyncSave) const
{
assert(pInitial && pInitialBkg);
if (!pInitial || !pInitialBkg) return false;
// If it shouldn't be sync-save: Clear all bytes that have not changed, i.e.
// set them to C4M_MaxTexIndex
bool fChanged = false, fChangedBkg = false;;
if (!fSyncSave)
for (int y = 0; y < Height; y++)
for (int x = 0; x < Width; x++)
{
if (pInitial[y * Width + x] == Surface8->_GetPix(x, y))
Surface8->SetPix(x, y, C4M_MaxTexIndex);
else
fChanged = true;
if (pInitialBkg[y * Width + x] == Surface8Bkg->_GetPix(x, y))
Surface8Bkg->SetPix(x, y, C4M_MaxTexIndex);
else
fChangedBkg = true;
}
if (fSyncSave || fChanged)
{
// Save landscape surface
if (!Surface8->Save(Config.AtTempPath(C4CFN_TempLandscape)))
return false;
// Move temp file to group
if (!hGroup.Move(Config.AtTempPath(C4CFN_TempLandscape),
C4CFN_DiffLandscape))
return false;
}
if (fSyncSave || fChangedBkg)
{
// Save landscape surface
if (!Surface8Bkg->Save(Config.AtTempPath(C4CFN_TempLandscapeBkg)))
return false;
// Move temp file to group
if (!hGroup.Move(Config.AtTempPath(C4CFN_TempLandscapeBkg),
C4CFN_DiffLandscapeBkg))
return false;
}
// Restore landscape pixels
if (!fSyncSave)
for (int y = 0; y < Height; y++)
for (int x = 0; x < Width; x++)
{
if (Surface8->_GetPix(x, y) == C4M_MaxTexIndex)
Surface8->SetPix(x, y, pInitial[y * Width + x]);
if (Surface8Bkg->_GetPix(x, y) == C4M_MaxTexIndex)
Surface8Bkg->SetPix(x, y, pInitialBkg[y * Width + x]);
}
// Save changed map, too
if (fMapChanged && Map)
if (!d->SaveMap(hGroup)) return false;
// and textures (if changed)
if (!d->SaveTextures(hGroup)) return false;
return true;
}
bool C4Landscape::SaveInitial()
{
// Create array
p->pInitial = std::make_unique<BYTE[]>(GetWidth() * GetHeight());
p->pInitialBkg = std::make_unique<BYTE[]>(GetWidth() * GetHeight());
// Save material data
for (int y = 0; y < GetHeight(); y++)
{
const int pitch = y * GetWidth();
for (int x = 0; x < GetWidth(); x++)
{
p->pInitial[pitch + x] = p->Surface8->_GetPix(x, y);
p->pInitialBkg[pitch + x] = p->Surface8Bkg->_GetPix(x, y);
}
}
return true;
}
bool C4Landscape::Load(C4Group &hGroup, bool fLoadSky, bool fSavegame)
{
assert(!p->Surface8 && !p->Surface8Bkg);
// Load exact landscape from group
if ((p->Surface8 = GroupReadSurface8(hGroup, C4CFN_Landscape)) == nullptr)
{
if ((p->Surface8 = GroupReadSurface8(hGroup, C4CFN_LandscapeFg)) == nullptr) return false;
p->Surface8Bkg = GroupReadSurface8(hGroup, C4CFN_LandscapeBg);
if (p->Surface8Bkg)
{
if (p->Surface8->Wdt != p->Surface8Bkg->Wdt || p->Surface8->Hgt != p->Surface8Bkg->Hgt)
{
LogFatal(FormatString("Landscape has different dimensions than background landscape (%dx%d vs. %dx%d)", p->Surface8->Wdt, p->Surface8->Hgt, p->Surface8Bkg->Wdt, p->Surface8Bkg->Hgt).getData());
return false;
}
}
else
{
// LandscapeFg.bmp loaded: Assume full 8bit mat-tex values
// when creating background surface.
p->Surface8Bkg = p->CreateDefaultBkgSurface(*p->Surface8, false);
}
}
else
{
// Landscape.bmp loaded: Assume msb is IFT flag when creating
// background surface.
p->Surface8Bkg = p->CreateDefaultBkgSurface(*p->Surface8, true);
}
int iWidth, iHeight;
p->Surface8->GetSurfaceSize(iWidth, iHeight);
p->Width = iWidth; p->Height = iHeight;
// adjust pal
if (!p->Mat2Pal()) return false;
// Landscape should be in correct format: Make sure it is!
for (int32_t y = 0; y < GetHeight(); ++y)
for (int32_t x = 0; x < GetWidth(); ++x)
{
BYTE byPix = p->Surface8->_GetPix(x, y);
int32_t iMat = PixCol2Mat(byPix);
if (byPix && !MatValid(iMat))
{
LogFatal(FormatString("Landscape loading error at (%d/%d): Pixel value %d not a valid material!", (int)x, (int)y, (int)byPix).getData());
return false;
}
BYTE byPixBkg = p->Surface8Bkg->_GetPix(x, y);
int32_t iMatBkg = PixCol2Mat(byPixBkg);
if (byPixBkg && !MatValid(iMatBkg))
{
LogFatal(FormatString("Background Landscape loading error at (%d/%d): Pixel value %d not a valid material!", (int)x, (int)y, (int)byPixBkg).getData());
return false;
}
}
// Init sky
if (fLoadSky)
{
Game.SetInitProgress(70);
if (p->Sky.Init(fSavegame)) return false;
}
// Success
return true;
}
bool C4Landscape::ApplyDiff(C4Group &hGroup)
{
std::unique_ptr<CSurface8> pDiff, pDiffBkg;
// Load diff landscape from group
if ((pDiff = GroupReadSurface8(hGroup, C4CFN_DiffLandscape)) == nullptr) return false;
if ((pDiffBkg = GroupReadSurface8(hGroup, C4CFN_DiffLandscapeBkg)) == nullptr) return false;
// convert all pixels: keep if same material; re-set if different material
BYTE byPix;
for (int32_t y = 0; y < GetHeight(); ++y) for (int32_t x = 0; x < GetWidth(); ++x)
{
if (pDiff->GetPix(x, y) != C4M_MaxTexIndex)
if (p->Surface8->_GetPix(x, y) != (byPix = pDiff->_GetPix(x, y)))
// material has changed here: readjust with new texture
p->Surface8->SetPix(x, y, byPix);
if (pDiffBkg->GetPix(x, y) != C4M_MaxTexIndex)
if (p->Surface8Bkg->_GetPix(x, y) != (byPix = pDiffBkg->_GetPix(x, y)))
p->Surface8Bkg->_SetPix(x, y, byPix);
}
// done
return true;
}
void C4Landscape::Default()
{
p = std::make_unique<P>();
}
void C4Landscape::P::ClearMatCount()
{
std::fill(MatCount.begin(), MatCount.end(), 0);
std::fill(EffectiveMatCount.begin(), EffectiveMatCount.end(), 0);
}
void C4Landscape::Synchronize()
{
p->ScanX = 0;
}
int32_t PixCol2Mat(BYTE pixc)
{
// Get texture
int32_t iTex = PixCol2Tex(pixc);
if (!iTex) return MNone;
// Get material-texture mapping
const C4TexMapEntry *pTex = ::TextureMap.GetEntry(iTex);
// Return material
return pTex ? pTex->GetMaterialIndex() : MNone;
}
bool C4Landscape::SaveMap(C4Group &hGroup) const
{
// No map
if (!p->Map) return false;
assert(p->MapBkg != NULL);
// Create map palette
CStdPalette Palette;
::TextureMap.StoreMapPalette(&Palette, ::MaterialMap);
// Save map surface
if (!p->Map->Save(Config.AtTempPath(C4CFN_TempMapFg), &Palette))
return false;
// Move temp file to group
if (!hGroup.Move(Config.AtTempPath(C4CFN_TempMapFg),
C4CFN_MapFg))
return false;
// Save background map surface
if (!p->MapBkg->Save(Config.AtTempPath(C4CFN_TempMapBg), &Palette))
return false;
// Move temp file to group
if (!hGroup.Move(Config.AtTempPath(C4CFN_TempMapBg),
C4CFN_MapBg))
return false;
// Success
return true;
}
bool C4Landscape::SaveTextures(C4Group &hGroup) const
{
// if material-texture-combinations have been added, write the texture map
if (::TextureMap.fEntriesAdded)
{
C4Group *pMatGroup = new C4Group();
bool fSuccess = false;
// create local material group
if (!hGroup.FindEntry(C4CFN_Material))
{
// delete previous item at temp path
EraseItem(Config.AtTempPath(C4CFN_Material));
// create at temp path
if (pMatGroup->Open(Config.AtTempPath(C4CFN_Material), true))
// write to it
if (::TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap))
// close (flush)
if (pMatGroup->Close())
// add it
if (hGroup.Move(Config.AtTempPath(C4CFN_Material), C4CFN_Material))
fSuccess = true;
// temp group must remain for scenario file closure
// it will be deleted when the group is closed
}
else
// simply write it to the local material file
if (pMatGroup->OpenAsChild(&hGroup, C4CFN_Material))
fSuccess = ::TextureMap.SaveMap(*pMatGroup, C4CFN_TexMap);
// close material group again
if (pMatGroup->IsOpen()) pMatGroup->Close();
delete pMatGroup;
// fail if unsuccessful
if (!fSuccess) return false;
}
// done, success
return true;
}
bool C4Landscape::P::InitTopAndBottomRowPix()
{
assert(Width > 0);
// Init Top-/BottomRowPix array, which determines if out-of-landscape pixels on top/bottom side of the map are solid or not
// In case of Top-/BottomOpen=2, unit by map and not landscape to avoid runtime join sync losses
if (!Width) return true;
TopRowPix.clear();
BottomRowPix.clear();
// must access Game.C4S here because Landscape.TopOpen / Landscape.BottomOpen may not be initialized yet
// why is there a local copy of that static variable anyway?
int32_t top_open_flag = Game.C4S.Landscape.TopOpen;
int32_t bottom_open_flag = Game.C4S.Landscape.BottomOpen;
if (top_open_flag == 2 && !Map) top_open_flag = 1;
if (bottom_open_flag == 2 && !Map) bottom_open_flag = 1;
// Init TopRowPix
switch (top_open_flag)
{
// TopOpen=0: Top is closed
case 0: TopRowPix.assign(Width, MCVehic); break;
// TopOpen=2: Top is open when pixel below has sky background
case 2:
TopRowPix.resize(Width);
for (int32_t x = 0; x < Width; ++x)
{
uint8_t map_pix = MapBkg->GetPix(x / MapZoom, 0);
TopRowPix[x] = ((map_pix != 0) ? MCVehic : 0);
}
break;
// TopOpen=1: Top is open
default: TopRowPix.assign(Width, 0); break;
}
// Init BottomRowPix
switch (bottom_open_flag)
{
// BottomOpen=0: Bottom is closed
case 0: BottomRowPix.assign(Width, MCVehic); break;
// BottomOpen=2: Bottom is open when pixel above has sky background
case 2:
BottomRowPix.resize(Width);
for (int32_t x = 0; x < Width; ++x)
{
uint8_t map_pix = MapBkg->GetPix(x / MapZoom, Map->Hgt - 1);
BottomRowPix[x] = ((map_pix != 0) ? MCVehic : 0);
}
break;
// BottomOpen=1: Bottom is open
default: BottomRowPix.assign(Width, 0); break;
}
return true;
}
bool C4Landscape::MapToLandscape()
{
// zoom map to landscape
return p->MapToLandscape(this, *p->Map, *p->MapBkg, 0, 0, p->MapWidth, p->MapHeight);
}
uint32_t C4Landscape::P::ChunkyRandom(uint32_t & iOffset, uint32_t iRange) const
{
if (!iRange) return 0;
iOffset = (iOffset * 16807) % 2147483647;
return (iOffset ^ MapSeed) % iRange;
}
void C4Landscape::P::DrawChunk(C4Landscape *d, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, C4MaterialCoreShape Shape, uint32_t cro)
{
unsigned int top_rough = 0, side_rough = 0, bottom_rough = 0;
// what to do?
switch (Shape)
{
case C4M_Flat: case C4M_Octagon:
if (mcol != Transparent) Surface8->Box(tx, ty, tx + wdt, ty + hgt, mcol);
if (mcolBkg != Transparent) Surface8Bkg->Box(tx, ty, tx + wdt, ty + hgt, mcolBkg);
return;
case C4M_TopFlat:
top_rough = 0; side_rough = 2; bottom_rough = 4;
break;
case C4M_Smooth:
top_rough = 2; side_rough = 2; bottom_rough = 2;
break;
case C4M_Rough:
top_rough = 4; side_rough = 4; bottom_rough = 4;
break;
case C4M_Smoother:
top_rough = 1; side_rough = 1; bottom_rough = 1;
break;
}
int vtcs[16];
unsigned int rx = std::max(wdt / 2, 1);
vtcs[0] = tx - ChunkyRandom(cro, rx * side_rough / 4); vtcs[1] = ty - ChunkyRandom(cro, rx * top_rough / 4);
vtcs[2] = tx - ChunkyRandom(cro, rx * side_rough / 2); vtcs[3] = ty + hgt / 2;
vtcs[4] = tx - ChunkyRandom(cro, rx * side_rough / 4); vtcs[5] = ty + hgt + ChunkyRandom(cro, rx * bottom_rough / 4);
vtcs[6] = tx + wdt / 2; vtcs[7] = ty + hgt + ChunkyRandom(cro, rx * bottom_rough / 2);
vtcs[8] = tx + wdt + ChunkyRandom(cro, rx * side_rough / 4); vtcs[9] = ty + hgt + ChunkyRandom(cro, rx * bottom_rough / 4);
vtcs[10] = tx + wdt + ChunkyRandom(cro, rx * side_rough / 2); vtcs[11] = ty + hgt / 2;
vtcs[12] = tx + wdt + ChunkyRandom(cro, rx * side_rough / 4); vtcs[13] = ty - ChunkyRandom(cro, rx * top_rough / 4);
vtcs[14] = tx + wdt / 2; vtcs[15] = ty - ChunkyRandom(cro, rx * top_rough / 2);
ForPolygon(d, vtcs, 8, NULL, NULL, mcol, mcolBkg);
}
void C4Landscape::P::DrawSmoothOChunk(C4Landscape *d, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, uint8_t mcol, uint8_t mcolBkg, int flip, uint32_t cro)
{
int vtcs[8];
unsigned int rx = std::max(wdt / 2, 1);
vtcs[0] = tx; vtcs[1] = ty;
vtcs[2] = tx; vtcs[3] = ty + hgt;
vtcs[4] = tx + wdt; vtcs[5] = ty + hgt;
vtcs[6] = tx + wdt; vtcs[7] = ty;
switch (flip)
{
case 0: vtcs[0] = tx + wdt / 2; vtcs[1] += hgt / 3; vtcs[7] -= ChunkyRandom(cro, rx / 2); break;
case 1: vtcs[2] = tx + wdt / 2; vtcs[3] -= hgt / 3; vtcs[5] += ChunkyRandom(cro, rx / 2); break;
case 2: vtcs[4] = tx + wdt / 2; vtcs[5] -= hgt / 3; vtcs[3] += ChunkyRandom(cro, rx / 2); break;
case 3: vtcs[6] = tx + wdt / 2; vtcs[7] += hgt / 3; vtcs[1] -= ChunkyRandom(cro, rx / 2); break;
case 4: vtcs[0] = tx + wdt / 2; vtcs[1] += hgt / 2; break;
case 5: vtcs[2] = tx + wdt / 2; vtcs[3] -= hgt / 2; break;
case 6: vtcs[4] = tx + wdt / 2; vtcs[5] -= hgt / 2; break;
case 7: vtcs[6] = tx + wdt / 2; vtcs[7] += hgt / 2; break;
}
ForPolygon(d, vtcs, 4, NULL, NULL, mcol, mcolBkg);
}
void C4Landscape::P::ChunkOZoom(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, uint8_t iTexture, int32_t iOffX, int32_t iOffY)
{
const C4TexMapEntry *entry = ::TextureMap.GetEntry(iTexture);
C4Material *pMaterial = entry->GetMaterial();
if (!pMaterial) return;
const char *texture_name = entry->GetTextureName();
C4Texture *texture = ::TextureMap.GetTexture(texture_name);
C4TextureShape *shape = texture ? texture->GetMaterialShape() : NULL;
// Chunk type by material
C4MaterialCoreShape iChunkType = ::Game.C4S.Landscape.FlatChunkShapes ? C4M_Flat : pMaterial->MapChunkType;
// Get map & landscape size
int iMapWidth, iMapHeight;
sfcMap.GetSurfaceSize(iMapWidth, iMapHeight);
// Clip desired map segment to map size
iMapX = Clamp<int32_t>(iMapX, 0, iMapWidth - 1);
iMapY = Clamp<int32_t>(iMapY, 0, iMapHeight - 1);
iMapWdt = Clamp<int32_t>(iMapWdt, 0, iMapWidth - iMapX);
iMapHgt = Clamp<int32_t>(iMapHgt, 0, iMapHeight - iMapY);
// get chunk size
int iChunkWidth = MapZoom, iChunkHeight = MapZoom;
// Scan map lines
for (int iY = iMapY; iY < iMapY + iMapHgt; iY++)
{
// Landscape target coordinate vertical
int iToY = iY * iChunkHeight + iOffY;
// Scan map line
for (int iX = iMapX; iX < iMapX + iMapWdt; iX++)
{
// Map scan line start
uint8_t MapPixel = sfcMap._GetPix(iX, iY);
uint8_t MapPixelBkg = sfcMapBkg._GetPix(iX, iY);
// Landscape target coordinate horizontal
int iToX = iX * iChunkWidth + iOffX;
// Here's a chunk of the texture-material to zoom
if (MapPixel == iTexture)
{
// Draw chunk
DrawChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, MapPixel, MapPixelBkg, iChunkType, (iX << 16) + iY);
}
// Other chunk, check for slope smoothers
else if (iChunkType == C4M_Smooth || iChunkType == C4M_Smoother || iChunkType == C4M_Octagon)
{
// Map scan line pixel below
uint8_t below = sfcMap.GetPix(iX, iY + 1);
uint8_t above = sfcMap.GetPix(iX, iY - 1);
uint8_t left = sfcMap.GetPix(iX - 1, iY);
uint8_t right = sfcMap.GetPix(iX + 1, iY);
uint8_t leftBkg = sfcMapBkg.GetPix(iX - 1, iY);
uint8_t rightBkg = sfcMapBkg.GetPix(iX + 1, iY);
// do not fill a tiny hole
if (below == iTexture && above == iTexture && left == iTexture && right == iTexture)
continue;
int flat = iChunkType == C4M_Octagon ? 4 : 0;
// Smooth chunk & same texture-material below
if (iY < iMapHeight - 1 && below == iTexture)
{
// Same texture-material on left
if (iX > 0 && left == iTexture)
{
// Draw smoother
DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, left, leftBkg, 3 + flat, (iX << 16) + iY);
}
// Same texture-material on right
if (iX < iMapWidth - 1 && right == iTexture)
{
// Draw smoother
DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, right, rightBkg, 0 + flat, (iX << 16) + iY);
}
}
// Smooth chunk & same texture-material above
if (iY > 0 && above == iTexture)
{
// Same texture-material on left
if (iX > 0 && left == iTexture)
{
// Draw smoother
DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, left, leftBkg, 2 + flat, (iX << 16) + iY);
}
// Same texture-material on right
if (iX < iMapWidth - 1 && right == iTexture)
{
// Draw smoother
DrawSmoothOChunk(d, iToX, iToY, iChunkWidth, iChunkHeight, right, rightBkg, 1 + flat, (iX << 16) + iY);
}
}
}
}
}
// Draw custom shapes on top of regular materials
if (shape && !::Game.C4S.Landscape.FlatChunkShapes) shape->Draw(sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, iTexture, iOffX, iOffY, MapZoom, pMaterial->MinShapeOverlap);
}
static bool GetTexUsage(const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage)
{
int iX, iY;
// No good parameters
if (!dwpTextureUsage) return false;
// Clip desired map segment to map size
iMapX = Clamp<int32_t>(iMapX, 0, sfcMap.Wdt - 1); iMapY = Clamp<int32_t>(iMapY, 0, sfcMap.Hgt - 1);
iMapWdt = Clamp<int32_t>(iMapWdt, 0, sfcMap.Wdt - iMapX); iMapHgt = Clamp<int32_t>(iMapHgt, 0, sfcMap.Hgt - iMapY);
// Zero texture usage list
for (int32_t cnt = 0; cnt < C4M_MaxTexIndex; cnt++) dwpTextureUsage[cnt] = 0;
// Scan map pixels
for (iY = iMapY; iY < iMapY + iMapHgt; iY++)
for (iX = iMapX; iX < iMapX + iMapWdt; iX++)
{
// Count texture map index
const int32_t tex = sfcMap.GetPix(iX, iY);
assert(tex < C4M_MaxTexIndex);
if (!dwpTextureUsage[tex]++) if (tex)
{
// Check if texture actually exists
if (!::TextureMap.GetEntry(tex)->GetMaterial())
LogF("Map2Landscape error: Texture index %d at (%d/%d) in map not defined in texture map!", (int)tex, (int)iX, (int)iY);
// No error. Landscape is usually fine but might contain some holes where material should be
}
// Ignore background texture for now -- this is only used for ChunkOZoom,
// for which only the foreground texture is relevant.
/*
// Count texture map index
const int32_t texBkg = sfcMapBkg.GetPix(iX, iY);
if (!dwpTextureUsage[texBkg]++) if (texBkg)
{
// Check if texture actually exists
if (!::TextureMap.GetEntry(texBkg)->GetMaterial())
LogF("Map2Landscape error: Texture index %d at (%d/%d) in background map not defined in texture map!", (int) texBkg, (int) iX, (int) iY);
// No error. Landscape is usually fine but might contain some holes where material should be
}
*/
}
// Done
return true;
}
bool C4Landscape::P::TexOZoom(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage, int32_t iToX, int32_t iToY)
{
// ChunkOZoom all used textures
for (auto iIndex : ::TextureMap.Order)
{
if (dwpTextureUsage[iIndex] > 0)
{
// ChunkOZoom map to landscape
ChunkOZoom(d, sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, iIndex, iToX, iToY);
}
}
// Done
return true;
}
bool C4Landscape::P::MapToSurface(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iToX, int32_t iToY, int32_t iToWdt, int32_t iToHgt, int32_t iOffX, int32_t iOffY)
{
// assign clipper
Surface8->Clip(iToX, iToY, iToX + iToWdt - 1, iToY + iToHgt - 1);
Surface8Bkg->Clip(iToX, iToY, iToX + iToWdt - 1, iToY + iToHgt - 1);
pDraw->NoPrimaryClipper();
// Enlarge map segment for chunky rim
iMapX -= 2 + MaterialMap.max_shape_width / MapZoom;
iMapY -= 2 + MaterialMap.max_shape_height / MapZoom;
iMapWdt += 4 + MaterialMap.max_shape_width / MapZoom * 2;
iMapHgt += 4 + MaterialMap.max_shape_height / MapZoom * 2;
// Determine texture usage in map segment
DWORD dwTexUsage[C4M_MaxTexIndex];
if (!GetTexUsage(sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, dwTexUsage)) return false;
// Texture zoom map to landscape
if (!TexOZoom(d, sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, dwTexUsage, iOffX, iOffY)) return false;
// remove clipper
Surface8->NoClip();
Surface8Bkg->NoClip();
// success
return true;
}
bool C4Landscape::P::MapToLandscape(C4Landscape *d, const CSurface8 &sfcMap, const CSurface8 &sfcMapBkg, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iOffsX, int32_t iOffsY, bool noClear)
{
assert(Surface8 && Surface8Bkg);
// Clip to map/landscape segment
int iMapWidth, iMapHeight, iLandscapeWidth, iLandscapeHeight;
// Get map & landscape size
sfcMap.GetSurfaceSize(iMapWidth, iMapHeight);
Surface8->GetSurfaceSize(iLandscapeWidth, iLandscapeHeight);
// Clip map segment to map size
iMapX = Clamp<int32_t>(iMapX, 0, iMapWidth - 1); iMapY = Clamp<int32_t>(iMapY, 0, iMapHeight - 1);
iMapWdt = Clamp<int32_t>(iMapWdt, 0, iMapWidth - iMapX); iMapHgt = Clamp<int32_t>(iMapHgt, 0, iMapHeight - iMapY);
// No segment
if (!iMapWdt || !iMapHgt) return true;
// Get affected landscape rect
C4Rect To;
To.x = iMapX*MapZoom + iOffsX;
To.y = iMapY*MapZoom + iOffsY;
To.Wdt = iMapWdt*MapZoom;
To.Hgt = iMapHgt*MapZoom;
PrepareChange(d, To);
// clear the old landscape if not supressed
if (!noClear)
{
Surface8->ClearBox8Only(To.x, To.y, To.Wdt, To.Hgt);
Surface8Bkg->ClearBox8Only(To.x, To.y, To.Wdt, To.Hgt);
}
MapToSurface(d, sfcMap, sfcMapBkg, iMapX, iMapY, iMapWdt, iMapHgt, To.x, To.y, To.Wdt, To.Hgt, iOffsX, iOffsY);
FinishChange(d, To);
return true;
}
bool C4Landscape::P::CreateMap(CSurface8*& sfcMap, CSurface8*& sfcMapBkg)
{
int32_t iWidth = 0, iHeight = 0;
// Create map surface
Game.C4S.Landscape.GetMapSize(iWidth, iHeight, Game.StartupPlayerCount);
auto fg_map = std::make_unique<CSurface8>(iWidth, iHeight);
// Fill sfcMap
C4MapCreator MapCreator;
MapCreator.Create(fg_map.get(),
Game.C4S.Landscape, ::TextureMap,
true, Game.StartupPlayerCount);
auto bg_map = CreateDefaultBkgSurface(*fg_map, false);
if (!bg_map)
return false;
sfcMap = fg_map.release();
sfcMapBkg = bg_map.release();
return true;
}
bool C4Landscape::P::CreateMapS2(C4Group &ScenFile, CSurface8*& sfcMap, CSurface8*& sfcMapBkg)
{
// file present?
if (!ScenFile.AccessEntry(C4CFN_DynLandscape)) return false;
// create map creator
if (!pMapCreator)
pMapCreator = std::make_unique<C4MapCreatorS2>(&Game.C4S.Landscape, &::TextureMap, &::MaterialMap, Game.StartupPlayerCount);
// read file
pMapCreator->ReadFile(C4CFN_DynLandscape, &ScenFile);
// render landscape
if (!pMapCreator->Render(NULL, sfcMap, sfcMapBkg))
return false;
// keep map creator until script callbacks have been done
return true;
}
bool C4Landscape::PostInitMap()
{
// map creator present?
if (!p->pMapCreator) return true;
// call scripts
p->pMapCreator->ExecuteCallbacks(p->MapZoom);
// destroy map creator, if not needed later
if (!Game.C4S.Landscape.KeepMapCreator) { p->pMapCreator.reset(); }
// done, success
return true;
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* +++++++++++++++ Searching for features in the landscape +++++++++++++++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
int32_t C4Landscape::GetMatHeight(int32_t x, int32_t y, int32_t iYDir, int32_t iMat, int32_t iMax) const
{
if (iYDir > 0)
{
iMax = std::min<int32_t>(iMax, GetHeight() - y);
for (int32_t i = 0; i < iMax; i++)
if (_GetMat(x, y + i) != iMat)
return i;
}
else
{
iMax = std::min<int32_t>(iMax, y + 1);
for (int32_t i = 0; i < iMax; i++)
if (_GetMat(x, y - i) != iMat)
return i;
}
return iMax;
}
// Nearest free above semi solid
bool AboveSemiSolid(int32_t &rx, int32_t &ry)
{
int32_t cy1 = ry, cy2 = ry;
bool UseUpwardsNextFree = false, UseDownwardsNextSolid = false;
while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight()))
{
// Check upwards
if (cy1 >= 0)
{
if (GBackSemiSolid(rx, cy1)) UseUpwardsNextFree = true;
else if (UseUpwardsNextFree) { ry = cy1; return true; }
}
// Check downwards
if (cy2 < ::Landscape.GetHeight())
{
if (!GBackSemiSolid(rx, cy2)) UseDownwardsNextSolid = true;
else if (UseDownwardsNextSolid) { ry = cy2; return true; }
}
// Advance
cy1--; cy2++;
}
return false;
}
// Nearest free directly above solid
bool AboveSolid(int32_t &rx, int32_t &ry)
{
int32_t cy1 = ry, cy2 = ry;
while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight()))
{
// Check upwards
if (cy1 >= 0)
if (!GBackSemiSolid(rx, cy1))
if (GBackSolid(rx, cy1 + 1))
{
ry = cy1; return true;
}
// Check downwards
if (cy2 + 1 < ::Landscape.GetHeight())
if (!GBackSemiSolid(rx, cy2))
if (GBackSolid(rx, cy2 + 1))
{
ry = cy2; return true;
}
// Advance
cy1--; cy2++;
}
return false;
}
// Nearest free/semi above solid
bool SemiAboveSolid(int32_t &rx, int32_t &ry)
{
int32_t cy1 = ry, cy2 = ry;
while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight()))
{
// Check upwards
if (cy1 >= 0)
if (!GBackSolid(rx, cy1))
if (GBackSolid(rx, cy1 + 1))
{
ry = cy1; return true;
}
// Check downwards
if (cy2 + 1 < ::Landscape.GetHeight())
if (!GBackSolid(rx, cy2))
if (GBackSolid(rx, cy2 + 1))
{
ry = cy2; return true;
}
// Advance
cy1--; cy2++;
}
return false;
}
bool FindLiquidHeight(int32_t cx, int32_t &ry, int32_t hgt)
{
int32_t cy1 = ry, cy2 = ry, rl1 = 0, rl2 = 0;
while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight()))
{
// Check upwards
if (cy1 >= 0)
{
if (GBackLiquid(cx, cy1))
{
rl1++; if (rl1 >= hgt) { ry = cy1 + hgt / 2; return true; }
}
else rl1 = 0;
}
// Check downwards
if (cy2 + 1 < ::Landscape.GetHeight())
{
if (GBackLiquid(cx, cy2))
{
rl2++; if (rl2 >= hgt) { ry = cy2 - hgt / 2; return true; }
}
else rl2 = 0;
}
// Advance
cy1--; cy2++;
}
return false;
}
bool FindTunnelHeight(int32_t cx, int32_t &ry, int32_t hgt)
{
int32_t cy1 = ry, cy2 = ry, rl1 = 0, rl2 = 0;
while ((cy1 >= 0) || (cy2 < ::Landscape.GetHeight()))
{
// Check upwards
if (cy1 >= 0)
{
if (Landscape.GetBackPix(cx, cy1) != 0 && MatDensity(GBackMat(cx, cy1)) < C4M_Liquid)
{
rl1++; if (rl1 >= hgt) { ry = cy1 + hgt / 2; return true; }
}
else rl1 = 0;
}
// Check downwards
if (cy2 + 1 < ::Landscape.GetHeight())
{
if (Landscape.GetBackPix(cx, cy2) != 0 && MatDensity(GBackMat(cx, cy2)) < C4M_Liquid)
{
rl2++; if (rl2 >= hgt) { ry = cy2 - hgt / 2; return true; }
}
else rl2 = 0;
}
// Advance
cy1--; cy2++;
}
return false;
}
// Starting from rx/ry, searches for a width of solid ground.
// Returns bottom center of surface space found.
bool FindSolidGround(int32_t &rx, int32_t &ry, int32_t width)
{
bool fFound = false;
int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0;
for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++)
{
// Left search
if (cx1 >= 0) // Still going
{
if (AboveSolid(cx1, cy1)) rl1++; // Run okay
else rl1 = 0; // No run
}
// Right search
if (cx2 < ::Landscape.GetWidth()) // Still going
{
if (AboveSolid(cx2, cy2)) rl2++; // Run okay
else rl2 = 0; // No run
}
// Check runs
if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; fFound = true; break; }
if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; fFound = true; break; }
}
if (fFound) AboveSemiSolid(rx, ry);
return fFound;
}
bool FindSurfaceLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height)
{
bool fFound = false;
int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0, cnt;
bool lokay;
for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++)
{
// Left search
if (cx1 > 0) // Still going
{
if (!AboveSemiSolid(cx1, cy1)) cx1 = -1; // Abort left
else
{
for (lokay = true, cnt = 0; cnt < height; cnt++) if (!GBackLiquid(cx1, cy1 + 1 + cnt)) lokay = false;
if (lokay) rl1++; // Run okay
else rl1 = 0; // No run
}
}
// Right search
if (cx2 < ::Landscape.GetWidth()) // Still going
{
if (!AboveSemiSolid(cx2, cy2)) cx2 = ::Landscape.GetWidth(); // Abort right
else
{
for (lokay = true, cnt = 0; cnt < height; cnt++) if (!GBackLiquid(cx2, cy2 + 1 + cnt)) lokay = false;
if (lokay) rl2++; // Run okay
else rl2 = 0; // No run
}
}
// Check runs
if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; fFound = true; break; }
if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; fFound = true; break; }
}
if (fFound) AboveSemiSolid(rx, ry);
return fFound;
}
bool FindLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height)
{
int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0;
for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++)
{
// Left search
if (cx1 > 0)
{
if (FindLiquidHeight(cx1, cy1, height)) rl1++;
else rl1 = 0;
}
// Right search
if (cx2 < ::Landscape.GetWidth())
{
if (FindLiquidHeight(cx2, cy2, height)) rl2++;
else rl2 = 0;
}
// Check runs
if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; return true; }
if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; return true; }
}
return false;
}
// Starting from rx/ry, searches for tunnel background
// Tunnel background == no sky && no semi/solid material (density < 25)
bool FindTunnel(int32_t &rx, int32_t &ry, int32_t width, int32_t height)
{
int32_t cx1, cx2, cy1, cy2, rl1 = 0, rl2 = 0;
for (cx1 = cx2 = rx, cy1 = cy2 = ry; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++)
{
// Left search
if (cx1 > 0)
{
if (FindTunnelHeight(cx1, cy1, height)) rl1++;
else rl1 = 0;
}
// Right search
if (cx2 < ::Landscape.GetWidth())
{
if (FindTunnelHeight(cx2, cy2, height)) rl2++;
else rl2 = 0;
}
// Check runs
if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; return true; }
if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; return true; }
}
return false;
}
// Starting from rx/ry, searches for a width of solid ground. Extreme distances
// may not exceed hrange. Returns bottom center of surface found.
bool FindLevelGround(int32_t &rx, int32_t &ry, int32_t width, int32_t hrange)
{
bool fFound = false;
int32_t cx1, cx2, cy1, cy2, rh1, rh2, rl1, rl2;
cx1 = cx2 = rx; cy1 = cy2 = ry;
rh1 = cy1; rh2 = cy2;
rl1 = rl2 = 0;
for (cx1--, cx2++; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++)
{
// Left search
if (cx1 > 0) // Still going
{
if (!AboveSemiSolid(cx1, cy1)) cx1 = -1; // Abort left
else
{
if (GBackSolid(cx1, cy1 + 1) && (Abs(cy1 - rh1) < hrange))
rl1++; // Run okay
else
{
rl1 = 0; rh1 = cy1;
} // No run
}
}
// Right search
if (cx2 < ::Landscape.GetWidth()) // Still going
{
if (!AboveSemiSolid(cx2, cy2)) cx2 = ::Landscape.GetWidth(); // Abort right
else
{
if (GBackSolid(cx2, cy2 + 1) && (Abs(cy2 - rh2) < hrange))
rl2++; // Run okay
else
{
rl2 = 0; rh2 = cy2;
} // No run
}
}
// Check runs
if (rl1 >= width) { rx = cx1 + rl1 / 2; ry = cy1; fFound = true; break; }
if (rl2 >= width) { rx = cx2 - rl2 / 2; ry = cy2; fFound = true; break; }
}
if (fFound) AboveSemiSolid(rx, ry);
return fFound;
}
// Starting from rx/ry, searches for a width of solid level ground with
// structure clearance (category). Returns bottom center of surface found.
bool FindConSiteSpot(int32_t &rx, int32_t &ry, int32_t wdt, int32_t hgt, int32_t hrange)
{
bool fFound = false;
// No hrange limit, use standard smooth surface limit
if (hrange == -1) hrange = std::max(wdt / 4, 5);
int32_t cx1, cx2, cy1, cy2, rh1, rh2, rl1, rl2;
// Left offset starting position
cx1 = std::min(rx + wdt / 2, ::Landscape.GetWidth() - 1); cy1 = ry;
// No good: use centered starting position
if (!AboveSemiSolid(cx1, cy1)) { cx1 = std::min<int32_t>(rx, ::Landscape.GetWidth() - 1); cy1 = ry; }
// Right offset starting position
cx2 = std::max(rx - wdt / 2, 0); cy2 = ry;
// No good: use centered starting position
if (!AboveSemiSolid(cx2, cy2)) { cx2 = std::min<int32_t>(rx, ::Landscape.GetWidth() - 1); cy2 = ry; }
rh1 = cy1; rh2 = cy2; rl1 = rl2 = 0;
for (cx1--, cx2++; (cx1 > 0) || (cx2 < ::Landscape.GetWidth()); cx1--, cx2++)
{
// Left search
if (cx1 > 0) // Still going
{
if (!AboveSemiSolid(cx1, cy1))
cx1 = -1; // Abort left
else
{
if (GBackSolid(cx1, cy1 + 1) && (Abs(cy1 - rh1) < hrange))
rl1++; // Run okay
else
{
rl1 = 0; rh1 = cy1;
} // No run
}
}
// Right search
if (cx2 < ::Landscape.GetWidth()) // Still going
{
if (!AboveSemiSolid(cx2, cy2))
cx2 = ::Landscape.GetWidth(); // Abort right
else
{
if (GBackSolid(cx2, cy2 + 1) && (Abs(cy2 - rh2) < hrange))
rl2++; // Run okay
else
{
rl2 = 0; rh2 = cy2;
} // No run
}
}
// Check runs & object overlap
if (rl1 >= wdt) if (cx1 > 0)
if (!Game.FindConstuctionSiteBlock(cx1, cy1 - hgt - 10, wdt, hgt + 40))
{
rx = cx1 + wdt / 2; ry = cy1; fFound = true; break;
}
if (rl2 >= wdt) if (cx2 < ::Landscape.GetWidth())
if (!Game.FindConstuctionSiteBlock(cx2 - wdt, cy2 - hgt - 10, wdt, hgt + 40))
{
rx = cx2 - wdt / 2; ry = cy2; fFound = true; break;
}
}
if (fFound) AboveSemiSolid(rx, ry);
return fFound;
}
// Returns false on any solid pix in path.
bool PathFreePix(int32_t x, int32_t y)
{
return !GBackSolid(x, y);
}
bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2)
{
return ForLine(x1, y1, x2, y2, &PathFreePix);
}
bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix, int32_t *iy)
{
// use the standard Bresenham algorithm and just adjust it to behave correctly in the inversed case
bool reverse = false;
bool steep = Abs(y2 - y1) > Abs(x2 - x1);
if (steep)
{
std::swap(x1, y1);
std::swap(x2, y2);
}
if (x1 > x2)
{
std::swap(x1, x2);
std::swap(y1, y2);
reverse = true;
}
if (!reverse)
{
int32_t deltax = x2 - x1;
int32_t deltay = Abs(y2 - y1);
int32_t error = 0;
int32_t ystep = (y1 < y2) ? 1 : -1;
int32_t y = y1;
for (int32_t x = x1; x <= x2; x++)
{
if (steep)
{
if (GBackSolid(y, x))
{
if (ix) { *ix = y; *iy = x; }
return false;
}
}
else
{
if (GBackSolid(x, y))
{
if (ix) { *ix = x; *iy = y; }
return false;
}
}
error += deltay;
if (2 * error >= deltax)
{
y += ystep;
error -= deltax;
}
}
}
else // reverse
{
int32_t deltax = x2 - x1;
int32_t deltay = Abs(y2 - y1);
int32_t error = 0;
int32_t ystep = (y1 < y2) ? 1 : -1;
int32_t y = y2;
// normal (inverse) routine
for (int32_t x = x2; x >= x1; x--)
{
if (steep)
{
if (GBackSolid(y, x))
{
if (ix) { *ix = y; *iy = x; }
return false;
}
}
else
{
if (GBackSolid(x, y))
{
if (ix) { *ix = x; *iy = y; }
return false;
}
}
error -= deltay;
if (2 * error <= -deltax)
{
y -= ystep;
error += deltax;
}
}
}
// no solid material encountered: path free!
return true;
}
bool PathFreeIgnoreVehiclePix(int32_t x, int32_t y)
{
BYTE byPix = ::Landscape.GetPix(x, y);
return !byPix || !DensitySolid(::Landscape.GetPixMat(byPix)) || ::Landscape.GetPixMat(byPix) == MVehic;
}
bool PathFreeIgnoreVehicle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix, int32_t *iy)
{
return ForLine(x1, y1, x2, y2, &PathFreeIgnoreVehiclePix, ix, iy);
}
int32_t TrajectoryDistance(int32_t iFx, int32_t iFy, C4Real iXDir, C4Real iYDir, int32_t iTx, int32_t iTy)
{
int32_t iClosest = Distance(iFx, iFy, iTx, iTy);
// Follow free trajectory, take closest point distance
C4Real cx = itofix(iFx), cy = itofix(iFy);
int32_t cdis;
while (Inside(fixtoi(cx), 0, ::Landscape.GetWidth() - 1) && Inside(fixtoi(cy), 0, ::Landscape.GetHeight() - 1) && !GBackSolid(fixtoi(cx), fixtoi(cy)))
{
cdis = Distance(fixtoi(cx), fixtoi(cy), iTx, iTy);
if (cdis < iClosest) iClosest = cdis;
cx += iXDir; cy += iYDir; iYDir += GravAccel;
}
return iClosest;
}
static constexpr int32_t
Throwing_MaxVertical = 50,
Throwing_MaxHorizontal = 60;
bool FindThrowingPosition(int32_t iTx, int32_t iTy, C4Real fXDir, C4Real fYDir, int32_t iHeight, int32_t &rX, int32_t &rY)
{
// Start underneath throwing target
rX = iTx; rY = iTy; // improve: check from overhanging cliff
if (!SemiAboveSolid(rX, rY)) return false;
// Target too far above surface
if (!Inside(rY - iTy, -Throwing_MaxVertical, +Throwing_MaxVertical)) return false;
// Search in direction according to launch fXDir
int32_t iDir = +1; if (fXDir > 0) iDir = -1;
// Move along surface
for (int32_t cnt = 0; Inside<int32_t>(rX, 0, ::Landscape.GetWidth() - 1) && (cnt <= Throwing_MaxHorizontal); rX += iDir, cnt++)
{
// Adjust to surface
if (!SemiAboveSolid(rX, rY)) return false;
// Check trajectory distance
int32_t itjd = TrajectoryDistance(rX, rY - iHeight, fXDir, fYDir, iTx, iTy);
// Hitting range: success
if (itjd <= 2) return true;
}
// Failure
return false;
}
static constexpr int32_t
Closest_MaxRange = 200,
Closest_Step = 10;
bool FindClosestFree(int32_t &rX, int32_t &rY, int32_t iAngle1, int32_t iAngle2,
int32_t iExcludeAngle1, int32_t iExcludeAngle2)
{
int32_t iX, iY;
for (int32_t iR = Closest_Step; iR < Closest_MaxRange; iR += Closest_Step)
for (int32_t iAngle = iAngle1; iAngle < iAngle2; iAngle += Closest_Step)
if (!Inside(iAngle, iExcludeAngle1, iExcludeAngle2))
{
iX = rX + fixtoi(Sin(itofix(iAngle))*iR);
iY = rY - fixtoi(Cos(itofix(iAngle))*iR);
if (Inside<int32_t>(iX, 0, ::Landscape.GetWidth() - 1))
if (Inside<int32_t>(iY, 0, ::Landscape.GetHeight() - 1))
if (!GBackSemiSolid(iX, iY))
{
rX = iX; rY = iY; return true;
}
}
return false;
}
bool ConstructionCheck(C4PropList * PropList, int32_t iX, int32_t iY, C4Object *pByObj)
{
C4Def *ndef;
// Check def
if (!(ndef = PropList->GetDef()))
{
if (pByObj) GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_UNDEF"), PropList->GetName()).getData(), pByObj);
return false;
}
// Constructable?
if (!ndef->Constructable)
{
if (pByObj) GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_NOCON"), ndef->GetName()).getData(), pByObj);
return false;
}
// Check area
int32_t rtx, rty, wdt, hgt;
wdt = ndef->Shape.Wdt; hgt = ndef->Shape.Hgt - ndef->ConSizeOff;
rtx = iX - wdt / 2; rty = iY - hgt;
if (::Landscape.AreaSolidCount(rtx, rty, wdt, hgt) > (wdt*hgt / 20))
{
if (pByObj) GameMsgObjectError(LoadResStr("IDS_OBJ_NOROOM"), pByObj);
return false;
}
if (::Landscape.AreaSolidCount(rtx, rty + hgt, wdt, 5) < (wdt * 2))
{
if (pByObj) GameMsgObjectError(LoadResStr("IDS_OBJ_NOLEVEL"), pByObj);
return false;
}
// Check other structures
C4Object *other;
if ((other = Game.FindConstuctionSiteBlock(rtx, rty, wdt, hgt)))
{
if (pByObj) GameMsgObjectError(FormatString(LoadResStr("IDS_OBJ_NOOTHER"), other->GetName()).getData(), pByObj);
return false;
}
return true;
}
// Finds the next pixel position moving to desired slide.
bool C4Landscape::FindMatPath(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const
{
assert(mdens <= C4M_Solid); // mdens normalized in InsertMaterial
int32_t cslide;
bool fLeft = true, fRight = true;
// One downwards
if (GetDensity(fx, fy + ydir) < mdens) { fy += ydir; return true; }
// Find downwards slide path
for (cslide = 1; (cslide <= mslide) && (fLeft || fRight); cslide++)
{
// Check left
if (fLeft)
{
if (GetDensity(fx - cslide, fy) >= mdens) // Left clogged
fLeft = false;
else if (GetDensity(fx - cslide, fy + ydir) < mdens) // Left slide okay
{
fx--; return true;
}
}
// Check right
if (fRight)
{
if (GetDensity(fx + cslide, fy) >= mdens) // Right clogged
fRight = false;
else if (GetDensity(fx + cslide, fy + ydir) < mdens) // Right slide okay
{
fx++; return true;
}
}
}
return false;
}
// Finds the closest immediate slide position.
bool C4Landscape::FindMatSlide(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const
{
assert(mdens <= C4M_Solid); // mdens normalized in InsertMaterial and mrfInsertCheck
int32_t cslide;
bool fLeft = true, fRight = true;
// One downwards
if (GetDensity(fx, fy + ydir) < mdens) { fy += ydir; return true; }
// Find downwards slide path
for (cslide = 1; (cslide <= mslide) && (fLeft || fRight); cslide++)
{
// Check left
if (fLeft)
{
if (GetDensity(fx - cslide, fy) >= mdens && GetDensity(fx - cslide, fy + ydir) >= mdens) // Left clogged
fLeft = false;
else if (GetDensity(fx - cslide, fy + ydir) < mdens) // Left slide okay
{
fx -= cslide; fy += ydir; return true;
}
}
// Check right
if (fRight)
{
if (GetDensity(fx + cslide, fy) >= mdens && GetDensity(fx + cslide, fy + ydir) >= mdens) // Right clogged
fRight = false;
else if (GetDensity(fx + cslide, fy + ydir) < mdens) // Right slide okay
{
fx += cslide; fy += ydir; return true;
}
}
}
return false;
}
// Find closest point with density below mdens. Note this may return a point outside of the landscape,
// Assumption: There are no holes with smaller density inside of material with greater
// density.
bool C4Landscape::FindMatPathPush(int32_t &fx, int32_t &fy, int32_t mdens, int32_t mslide, bool liquid) const
{
// Startpoint must be inside landscape
fx = Clamp<int32_t>(fx, 0, GetWidth() - 1);
fy = Clamp<int32_t>(fy, 0, GetHeight() - 1);
// Range to search, calculate bounds
const int32_t iPushRange = 500;
int32_t left = std::max<int32_t>(0, fx - iPushRange), right = std::min<int32_t>(GetWidth() - 1, fx + iPushRange),
top = std::max<int32_t>(0, fy - iPushRange), bottom = std::min<int32_t>(GetHeight() - 1, fy + iPushRange);
// Direction constants
const int8_t R = 0, D = 1, L = 2, U = 3;
int8_t dir = 0;
int32_t x = fx, y = fy;
// Get startpoint density
int32_t dens = GetDensity(fx, fy);
// Smaller density? We're done.
if (dens < mdens)
return true;
// Right density?
else if (dens == mdens)
{
// Find start point for border search
for (int32_t i = 0; ; i++)
if (x - i - 1 < left || GetDensity(x - i - 1, y) != mdens)
{
x -= i; dir = L; break;
}
else if (y - i - 1 < top || GetDensity(x, y - i - 1) != mdens)
{
y -= i; dir = U; break;
}
else if (x + i + 1 > right || GetDensity(x + i + 1, y) != mdens)
{
x += i; dir = R; break;
}
else if (y + i + 1 > bottom || GetDensity(x, y + i + 1) != mdens)
{
y += i; dir = D; break;
}
}
// Greater density
else
{
// Try to find a way out
int i = 1;
for (; i < iPushRange; i++)
if (GetDensity(x - i, y) <= mdens)
{
x -= i; dir = R; break;
}
else if (GetDensity(x, y - i) <= mdens)
{
y -= i; dir = D; break;
}
else if (GetDensity(x + i, y) <= mdens)
{
x += i; dir = L; break;
}
else if (GetDensity(x, y + i) <= mdens)
{
y += i; dir = U; break;
}
// Not found?
if (i >= iPushRange) return false;
// Done?
if (GetDensity(x, y) < mdens)
{
fx = x; fy = y;
return true;
}
}
// Save startpoint of search
int32_t sx = x, sy = y, sdir = dir;
// Best point so far
bool fGotBest = false; int32_t bx = 0, by = 0, bdist = 0;
// Start searching
do
{
// We should always be in a material of same density
assert(x >= left && y >= top && x <= right && y <= bottom && GetDensity(x, y) == mdens);
// Calc new position
int nx = x, ny = y;
switch (dir)
{
case R: nx++; break;
case D: ny++; break;
case L: nx--; break;
case U: ny--; break;
default: assert(false);
}
// In bounds?
bool fInBounds = (nx >= left && ny >= top && nx <= right && ny <= bottom);
// Get density. Not this performs an SideOpen-check if outside landscape bounds.
int32_t dens = GetDensity(nx, ny);
// Flow possible?
if (dens < mdens)
{
// Calculate "distance".
int32_t dist = Abs(nx - fx) + mslide * (liquid ? fy - ny : Abs(fy - ny));
// New best point?
if (!fGotBest || dist < bdist)
{
// Save it
bx = nx; by = ny; bdist = dist; fGotBest = true;
// Adjust borders: We can obviously safely ignore anything at greater distance
top = std::max<int32_t>(top, fy - dist / mslide - 1);
if (!liquid)
{
bottom = std::min<int32_t>(bottom, fy + dist / mslide + 1);
left = std::max<int32_t>(left, fx - dist - 1);
right = std::min<int32_t>(right, fx + dist + 1);
}
// Set new startpoint
sx = x; sy = y; sdir = dir;
}
}
// Step?
if (fInBounds && dens == mdens)
{
// New point
x = nx; y = ny;
// Turn left
(dir += 3) %= 4;
}
// Otherwise: Turn right
else
{
++dir;
dir %= 4;
}
} while (x != sx || y != sy || dir != sdir);
// Nothing found?
if (!fGotBest) return false;
// Return it
fx = bx; fy = by;
return true;
}
int32_t C4Landscape::AreaSolidCount(int32_t x, int32_t y, int32_t wdt, int32_t hgt) const
{
int32_t cx, cy, ascnt = 0;
for (cy = y; cy < y + hgt; cy++)
for (cx = x; cx < x + wdt; cx++)
if (GBackSolid(cx, cy))
ascnt++;
return ascnt;
}
void C4Landscape::FindMatTop(int32_t mat, int32_t &x, int32_t &y, bool distant_first) const
{
int32_t mslide, cslide, tslide, distant_x = 0;
bool fLeft, fRight;
if (!MatValid(mat)) return;
mslide = ::MaterialMap.Map[mat].MaxSlide;
do
{
// Catch most common case: Walk upwards until material changes
while (GetMat(x, y - 1) == mat) --y;
// Find upwards slide
fLeft = true; fRight = true; tslide = 0; distant_x = x;
for (cslide = 1; (cslide <= mslide) && (fLeft || fRight); cslide++)
{
// Left
if (fLeft)
{
if (GetMat(x - cslide, y) != mat) fLeft = false;
else
{
distant_x = x - cslide;
if (GetMat(distant_x, y - 1) == mat) { tslide = -cslide; break; }
}
}
// Right
if (fRight)
{
if (GetMat(x + cslide, y) != mat) fRight = false;
else
{
distant_x = x + cslide;
if (GetMat(distant_x, y - 1) == mat) { tslide = +cslide; break; }
}
}
}
// Slide
if (tslide) { x += tslide; y--; }
} while (tslide);
// return top pixel max slide away from center if desired
if (distant_first) x = distant_x;
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* ++++++++++++++ Editor mode (draw landscape with brush)+++++++++++++++++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
void C4Landscape::SetMode(LandscapeMode mode)
{
p->mode = mode;
}
LandscapeMode C4Landscape::GetMode() const
{
return p->mode;
}
bool C4Landscape::P::GetMapColorIndex(const char *szMaterial, const char *szTexture, BYTE & rbyCol) const
{
// Sky
if (SEqual(szMaterial, C4TLS_MatSky))
rbyCol = 0;
// Material-Texture
else
{
rbyCol = ::TextureMap.GetIndex(szMaterial, szTexture);
if (!rbyCol) return false;
}
// Found
return true;
}
bool C4Landscape::DrawBrush(int32_t iX, int32_t iY, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture)
{
BYTE byCol, byColBkg;
// Get map color index by material-texture
if (!p->GetMapColorIndex(szMaterial, szTexture, byCol)) return false;
if (!p->GetMapColorIndex(szBackMaterial, szBackTexture, byColBkg)) return false;
// Get material shape size
C4Texture *texture = ::TextureMap.GetTexture(szTexture);
int32_t shape_wdt = 0, shape_hgt = 0;
if (texture && texture->GetMaterialShape())
{
shape_wdt = texture->GetMaterialShape()->GetMaxPolyWidth() / p->MapZoom;
shape_hgt = texture->GetMaterialShape()->GetMaxPolyHeight() / p->MapZoom;
}
// Draw
switch (p->mode)
{
// Dynamic: ignore
case LandscapeMode::Dynamic:
break;
// Static: draw to map by material-texture-index, chunk-o-zoom to landscape
case LandscapeMode::Static:
{
// Draw to map
int32_t iRadius = std::max<int32_t>(2 * iGrade / p->MapZoom, 1);
if (iRadius == 1)
{
p->Map->SetPix(iX / p->MapZoom, iY / p->MapZoom, byCol);
p->MapBkg->SetPix(iX / p->MapZoom, iY / p->MapZoom, byColBkg);
}
else
{
p->Map->Circle(iX / p->MapZoom, iY / p->MapZoom, iRadius, byCol);
p->MapBkg->Circle(iX / p->MapZoom, iY / p->MapZoom, iRadius, byColBkg);
}
// Update landscape
p->MapToLandscape(this, *p->Map, *p->MapBkg, iX / p->MapZoom - iRadius - 1 - shape_wdt, iY / p->MapZoom - iRadius - 1 - shape_hgt, 2 * iRadius + 2 + shape_wdt * 2, 2 * iRadius + 2 + shape_hgt * 2);
SetMapChanged();
}
break;
// Exact: draw directly to landscape by color & pattern
case LandscapeMode::Exact:
C4Rect BoundingBox(iX - iGrade - 1, iY - iGrade - 1, iGrade * 2 + 2, iGrade * 2 + 2);
// Draw to landscape
p->PrepareChange(this, BoundingBox);
p->Surface8->Circle(iX, iY, iGrade, byCol);
p->Surface8Bkg->Circle(iX, iY, iGrade, byColBkg);
p->FinishChange(this, BoundingBox);
break;
}
return true;
}
bool C4Landscape::P::DrawLineLandscape(int32_t iX, int32_t iY, int32_t iGrade, uint8_t line_color, uint8_t line_color_bkg)
{
Surface8->Circle(iX, iY, iGrade, line_color);
Surface8Bkg->Circle(iX, iY, iGrade, line_color_bkg);
return true;
}
bool C4Landscape::P::DrawLineMap(int32_t iX, int32_t iY, int32_t iRadius, uint8_t line_color, uint8_t line_color_bkg)
{
if (!Map) return false;
if (iRadius == 1)
{
Map->SetPix(iX, iY, line_color); MapBkg->SetPix(iX, iY, line_color_bkg);
}
else
{
Map->Circle(iX, iY, iRadius, line_color); MapBkg->Circle(iX, iY, iRadius, line_color_bkg);
}
return true;
}
bool C4Landscape::DrawLine(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture)
{
// Get map color index by material-texture
uint8_t line_color, line_color_bkg;
if (!p->GetMapColorIndex(szMaterial, szTexture, line_color)) return false;
if (!p->GetMapColorIndex(szBackMaterial, szBackTexture, line_color_bkg)) return false;
// Get material shape size
C4Texture *texture = ::TextureMap.GetTexture(szTexture);
int32_t shape_wdt = 0, shape_hgt = 0;
if (texture && texture->GetMaterialShape())
{
shape_wdt = texture->GetMaterialShape()->GetMaxPolyWidth() / p->MapZoom;
shape_hgt = texture->GetMaterialShape()->GetMaxPolyHeight() / p->MapZoom;
}
// Draw
switch (p->mode)
{
// Dynamic: ignore
case LandscapeMode::Dynamic:
break;
// Static: draw to map by material-texture-index, chunk-o-zoom to landscape
case LandscapeMode::Static:
{
// Draw to map
int32_t iRadius = std::max<int32_t>(2 * iGrade / p->MapZoom, 1);
iX1 /= p->MapZoom; iY1 /= p->MapZoom; iX2 /= p->MapZoom; iY2 /= p->MapZoom;
ForLine(iX1, iY1, iX2, iY2, [this, line_color, line_color_bkg, iRadius](int32_t x, int32_t y) { return p->DrawLineMap(x, y, iRadius, line_color, line_color_bkg); });
// Update landscape
int iUpX = std::min(iX1, iX2) - iRadius - 1;
int iUpY = std::min(iY1, iY2) - iRadius - 1;
int iUpWdt = Abs(iX2 - iX1) + 2 * iRadius + 2;
int iUpHgt = Abs(iY2 - iY1) + 2 * iRadius + 2;
p->MapToLandscape(this, *p->Map, *p->MapBkg, iUpX - shape_wdt, iUpY - shape_hgt, iUpWdt + shape_wdt * 2, iUpHgt + shape_hgt * 2);
SetMapChanged();
}
break;
// Exact: draw directly to landscape by color & pattern
case LandscapeMode::Exact:
// Set texture pattern & get material color
C4Rect BoundingBox(iX1 - iGrade, iY1 - iGrade, iGrade * 2 + 1, iGrade * 2 + 1);
BoundingBox.Add(C4Rect(iX2 - iGrade, iY2 - iGrade, iGrade * 2 + 1, iGrade * 2 + 1));
// Draw to landscape
p->PrepareChange(this, BoundingBox);
ForLine(iX1, iY1, iX2, iY2, [this, line_color, line_color_bkg, iGrade](int32_t x, int32_t y) { return p->DrawLineLandscape(x, y, iGrade, line_color, line_color_bkg); });
p->FinishChange(this, BoundingBox);
break;
}
return true;
}
bool C4Landscape::DrawBox(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture)
{
// get upper-left/lower-right - corners
int32_t iX0 = std::min(iX1, iX2); int32_t iY0 = std::min(iY1, iY2);
iX2 = std::max(iX1, iX2); iY2 = std::max(iY1, iY2); iX1 = iX0; iY1 = iY0;
BYTE byCol, byColBkg;
// Get map color index by material-texture
if (!p->GetMapColorIndex(szMaterial, szTexture, byCol)) return false;
if (!p->GetMapColorIndex(szBackMaterial, szBackTexture, byColBkg)) return false;
// Get material shape size
C4Texture *texture = ::TextureMap.GetTexture(szTexture);
int32_t shape_wdt = 0, shape_hgt = 0;
if (texture && texture->GetMaterialShape())
{
shape_wdt = texture->GetMaterialShape()->GetMaxPolyWidth() / p->MapZoom;
shape_hgt = texture->GetMaterialShape()->GetMaxPolyHeight() / p->MapZoom;
}
// Draw
switch (p->mode)
{
// Dynamic: ignore
case LandscapeMode::Dynamic:
break;
// Static: draw to map by material-texture-index, chunk-o-zoom to landscape
case LandscapeMode::Static:
// Draw to map
iX1 /= p->MapZoom; iY1 /= p->MapZoom; iX2 /= p->MapZoom; iY2 /= p->MapZoom;
p->Map->Box(iX1, iY1, iX2, iY2, byCol);
p->MapBkg->Box(iX1, iY1, iX2, iY2, byColBkg);
// Update landscape
p->MapToLandscape(this, *p->Map, *p->MapBkg, iX1 - 1 - shape_wdt, iY1 - 1 - shape_hgt, iX2 - iX1 + 3 + shape_wdt * 2, iY2 - iY1 + 3 + shape_hgt * 2);
SetMapChanged();
break;
// Exact: draw directly to landscape by color & pattern
case LandscapeMode::Exact:
C4Rect BoundingBox(iX1, iY1, iX2 - iX1 + 1, iY2 - iY1 + 1);
// Draw to landscape
p->PrepareChange(this, BoundingBox);
p->Surface8->Box(iX1, iY1, iX2, iY2, byCol);
p->Surface8Bkg->Box(iX1, iY1, iX2, iY2, byColBkg);
p->FinishChange(this, BoundingBox);
break;
}
return true;
}
bool C4Landscape::DrawChunks(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t icntx, int32_t icnty, const char *szMaterial, const char *szTexture, bool bIFT)
{
BYTE byColor;
if (!p->GetMapColorIndex(szMaterial, szTexture, byColor)) return false;
int32_t iMaterial = ::MaterialMap.Get(szMaterial);
if (!MatValid(iMaterial))
return false;
C4MaterialCoreShape shape = ::Game.C4S.Landscape.FlatChunkShapes ? C4M_Flat : ::MaterialMap.Map[iMaterial].MapChunkType;
C4Rect BoundingBox(tx - 5, ty - 5, wdt + 10, hgt + 10);
p->PrepareChange(this, BoundingBox);
// assign clipper
p->Surface8->Clip(BoundingBox.x, BoundingBox.y, BoundingBox.x + BoundingBox.Wdt, BoundingBox.y + BoundingBox.Hgt);
p->Surface8Bkg->Clip(BoundingBox.x, BoundingBox.y, BoundingBox.x + BoundingBox.Wdt, BoundingBox.y + BoundingBox.Hgt);
pDraw->NoPrimaryClipper();
// draw all chunks
int32_t x, y;
for (x = 0; x < icntx; x++)
for (y = 0; y < icnty; y++)
p->DrawChunk(this, tx + wdt*x / icntx, ty + hgt*y / icnty, wdt / icntx, hgt / icnty, byColor, bIFT ? p->DefaultBkgMat(byColor) : 0, shape, Random(1000));
// remove clipper
p->Surface8->NoClip();
p->Surface8Bkg->NoClip();
p->FinishChange(this, BoundingBox);
// success
return true;
}
bool C4Landscape::DrawPolygon(int *vtcs, int length, const char *szMaterial, const char* szBackMaterial, bool fDrawBridge)
{
if (length < 6) return false;
if (length % 2 == 1) return false;
// get texture
int32_t iMatTex = ::TextureMap.GetIndexMatTex(szMaterial);
if (!iMatTex) return false;
uint8_t mcol = MatTex2PixCol(iMatTex);
// get background texture
uint8_t mcolBkg = 0;
if (szBackMaterial != NULL)
{
const int32_t iBackMatTex = ::TextureMap.GetIndexMatTex(szBackMaterial);
if (!iBackMatTex) return false;
mcolBkg = MatTex2PixCol(iBackMatTex);
}
// do bridging?
uint8_t *conversion_map = NULL;
if (fDrawBridge)
{
conversion_map = p->GetBridgeMatConversion(this, MatTex2PixCol(iMatTex));
mcolBkg = Transparent;
}
// prepare pixel count update
C4Rect BoundingBox = getBoundingBox(vtcs, length);
// draw polygon
p->PrepareChange(this, BoundingBox);
p->ForPolygon(this, vtcs, length / 2, NULL, NULL, mcol, mcolBkg, conversion_map);
p->FinishChange(this, BoundingBox);
return true;
}
CStdPalette * C4Landscape::GetPal() const
{
return p->Surface8 ? p->Surface8->pPal : NULL;
}
int32_t C4Landscape::GetWidth() const
{
return p->Width;
}
int32_t C4Landscape::GetHeight() const
{
return p->Height;
}
int32_t C4Landscape::GetMapZoom() const
{
return p->MapZoom;
}
C4Real C4Landscape::GetGravity() const
{
return p->Gravity;
}
void C4Landscape::SetGravity(C4Real g)
{
p->Gravity = g;
}
BYTE C4Landscape::_GetPix(int32_t x, int32_t y) const
{
#ifdef _DEBUG
if (x < 0 || y < 0 || x >= p->Width || y >= p->Height) { BREAKPOINT_HERE; }
#endif
return p->Surface8->_GetPix(x, y);
}
BYTE C4Landscape::GetPix(int32_t x, int32_t y) const // get landscape pixel (bounds checked)
{
extern BYTE MCVehic;
// Border checks
if (x < 0)
{
if (y < p->LeftOpen) return 0;
else return MCVehic;
}
if (static_cast<uint32_t>(x) >= static_cast<uint32_t>(p->Width))
{
if (y < p->RightOpen) return 0;
else return MCVehic;
}
if (y < 0)
{
return p->TopRowPix[x];
}
if (static_cast<uint32_t>(y) >= static_cast<uint32_t>(p->Height))
{
return p->BottomRowPix[x];
}
return p->Surface8->_GetPix(x, y);
}
int32_t C4Landscape::_GetMat(int32_t x, int32_t y) const
{
return p->Pix2Mat[_GetPix(x, y)];
}
int32_t C4Landscape::_GetDensity(int32_t x, int32_t y) const // get landscape density (bounds not checked)
{
return p->Pix2Dens[_GetPix(x, y)];
}
int32_t C4Landscape::_GetPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds not checked)
{
return p->Pix2Place[_GetPix(x, y)];
}
int32_t C4Landscape::GetMat(int32_t x, int32_t y) const // get landscape material (bounds checked)
{
return p->Pix2Mat[GetPix(x, y)];
}
int32_t C4Landscape::GetDensity(int32_t x, int32_t y) const // get landscape density (bounds checked)
{
return p->Pix2Dens[GetPix(x, y)];
}
int32_t C4Landscape::GetPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds checked)
{
return p->Pix2Place[GetPix(x, y)];
}
BYTE C4Landscape::_GetBackPix(int32_t x, int32_t y) const // get landscape pixel (bounds not checked)
{
#ifdef _DEBUG
if (x < 0 || y < 0 || x >= p->Width || y >= p->Height) { BREAKPOINT_HERE; }
#endif
return p->Surface8Bkg->_GetPix(x, y);
}
BYTE C4Landscape::GetBackPix(int32_t x, int32_t y) const // get landscape pixel (bounds checked)
{
// Border checks
if (x < 0)
{
if (y < p->LeftOpen) return 0;
else return Mat2PixColDefault(MTunnel);
}
if (static_cast<uint32_t>(x) >= static_cast<uint32_t>(GetWidth()))
{
if (y < p->RightOpen) return 0;
else return Mat2PixColDefault(MTunnel);
}
if (y < 0)
{
return p->DefaultBkgMat(p->TopRowPix[x]);
}
if (static_cast<uint32_t>(y) >= static_cast<uint32_t>(GetHeight()))
{
return p->DefaultBkgMat(p->BottomRowPix[x]);
}
return p->Surface8Bkg->_GetPix(x, y);
}
int32_t C4Landscape::_GetBackMat(int32_t x, int32_t y) const // get landscape material (bounds not checked)
{
return p->Pix2Mat[_GetBackPix(x, y)];
}
int32_t C4Landscape::_GetBackDensity(int32_t x, int32_t y) const // get landscape density (bounds not checked)
{
return p->Pix2Dens[_GetBackPix(x, y)];
}
int32_t C4Landscape::_GetBackPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds not checked)
{
return p->Pix2Place[_GetBackPix(x, y)];
}
int32_t C4Landscape::GetBackMat(int32_t x, int32_t y) const // get landscape material (bounds checked)
{
return p->Pix2Mat[GetBackPix(x, y)];
}
int32_t C4Landscape::GetBackDensity(int32_t x, int32_t y) const // get landscape density (bounds checked)
{
return p->Pix2Dens[GetBackPix(x, y)];
}
int32_t C4Landscape::GetBackPlacement(int32_t x, int32_t y) const // get landscape material placement (bounds checked)
{
return p->Pix2Place[GetBackPix(x, y)];
}
bool C4Landscape::GetLight(int32_t x, int32_t y)
{
return GetBackPix(x, y) == 0 || p->Pix2Light[GetPix(x, y)];
}
bool C4Landscape::_GetLight(int32_t x, int32_t y)
{
return _GetBackPix(x, y) == 0 || p->Pix2Light[_GetPix(x, y)];
}
bool C4Landscape::_FastSolidCheck(int32_t x, int32_t y) const // checks whether there *might* be something solid at the point
{
return p->PixCnt[(x / 17) * p->PixCntPitch + (y / 15)] > 0;
}
int32_t C4Landscape::FastSolidCheckNextX(int32_t x)
{
return (x / 17) * 17 + 17;
}
int32_t C4Landscape::GetPixMat(BYTE byPix) const { return p->Pix2Mat[byPix]; }
int32_t C4Landscape::GetPixDensity(BYTE byPix) const { return p->Pix2Dens[byPix]; }
bool C4Landscape::_PathFree(int32_t x, int32_t y, int32_t x2, int32_t y2) const
{
x /= 17; y /= 15; x2 /= 17; y2 /= 15;
while (x != x2 && y != y2)
{
if (p->PixCnt[x * p->PixCntPitch + y])
return false;
if (x > x2) x--; else x++;
if (y > y2) y--; else y++;
}
if (x != x2)
do
{
if (p->PixCnt[x * p->PixCntPitch + y])
return false;
if (x > x2) x--; else x++;
} while (x != x2);
else
while (y != y2)
{
if (p->PixCnt[x * p->PixCntPitch + y])
return false;
if (y > y2) y--; else y++;
}
return !p->PixCnt[x * p->PixCntPitch + y];
}
uint8_t *C4Landscape::P::GetBridgeMatConversion(const C4Landscape *d, int32_t for_material_col) const
{
// safety
int32_t for_material = d->GetPixMat(for_material_col);
if (for_material < 0 || for_material >= MaterialMap.Num) return NULL;
// query map. create if not done yet
if (!BridgeMatConversion[for_material_col])
{
auto conv_map = std::make_unique<uint8_t[]>(C4M_MaxTexIndex);
for (int32_t i = 0; i < C4M_MaxTexIndex; ++i)
{
if ((MatDensity(for_material) >= d->GetPixDensity(i)))
{
// bridge pixel OK here. change pixel.
conv_map[i] = for_material_col;
}
else
{
// bridge pixel not OK - keep current pixel
conv_map[i] = i;
}
}
BridgeMatConversion[for_material_col] = std::move(conv_map);
}
return BridgeMatConversion[for_material_col].get();
}
bool C4Landscape::DrawQuad(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iX3, int32_t iY3, int32_t iX4, int32_t iY4, const char *szMaterial, const char *szBackMaterial, bool fDrawBridge)
{
// set vertices
int32_t vtcs[8];
vtcs[0] = iX1; vtcs[1] = iY1;
vtcs[2] = iX2; vtcs[3] = iY2;
vtcs[4] = iX3; vtcs[5] = iY3;
vtcs[6] = iX4; vtcs[7] = iY4;
return DrawPolygon(vtcs, 8, szMaterial, szBackMaterial, fDrawBridge);
}
BYTE C4Landscape::GetMapIndex(int32_t iX, int32_t iY) const
{
if (!p->Map) return 0;
return p->Map->GetPix(iX, iY);
}
BYTE C4Landscape::GetBackMapIndex(int32_t iX, int32_t iY) const
{
if (!p->MapBkg) return 0;
return p->MapBkg->GetPix(iX, iY);
}
void C4Landscape::P::PrepareChange(const C4Landscape *d, const C4Rect &BoundingBox)
{
// move solidmasks out of the way
C4Rect SolidMaskRect = BoundingBox;
if (pLandscapeRender)
SolidMaskRect = pLandscapeRender->GetAffectedRect(pLandscapeRender->GetAffectedRect(SolidMaskRect));
for (C4SolidMask * pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev)
{
pSolid->RemoveTemporary(SolidMaskRect);
}
UpdateMatCnt(d, BoundingBox, false);
}
void C4Landscape::P::FinishChange(C4Landscape *d, C4Rect BoundingBox)
{
// Intersect bounding box with landscape
BoundingBox.Intersect(C4Rect(0, 0, Width, Height));
if (!BoundingBox.Wdt || !BoundingBox.Hgt) return;
// update render
if (pLandscapeRender)
pLandscapeRender->Update(BoundingBox, d);
UpdateMatCnt(d, BoundingBox, true);
// Restore Solidmasks
C4Rect SolidMaskRect = BoundingBox;
if (pLandscapeRender)
SolidMaskRect = pLandscapeRender->GetAffectedRect(pLandscapeRender->GetAffectedRect(SolidMaskRect));
for (C4SolidMask * pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next)
{
pSolid->Repair(SolidMaskRect);
}
C4SolidMask::CheckConsistency();
UpdatePixCnt(d, BoundingBox);
// update FoW
if (pFoW)
{
pFoW->Invalidate(BoundingBox);
pFoW->Ambient.UpdateFromLandscape(*d, BoundingBox);
}
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* ++++++++++++++++++ Functions for Script interface +++++++++++++++++++++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
bool C4Landscape::DrawMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky)
{
// safety
if (!szMapDef) return false;
// clip to landscape size
if (!ClipRect(iX, iY, iWdt, iHgt)) return false;
// get needed map size
int32_t iMapWdt = (iWdt - 1) / p->MapZoom + 1;
int32_t iMapHgt = (iHgt - 1) / p->MapZoom + 1;
C4SLandscape FakeLS = Game.C4S.Landscape;
FakeLS.MapWdt.Set(iMapWdt, 0, iMapWdt, iMapWdt);
FakeLS.MapHgt.Set(iMapHgt, 0, iMapHgt, iMapHgt);
// create map creator
C4MapCreatorS2 MapCreator(&FakeLS, &::TextureMap, &::MaterialMap, Game.StartupPlayerCount);
// read file
MapCreator.ReadScript(szMapDef);
// render map
CSurface8* sfcMap = NULL;
CSurface8* sfcMapBkg = NULL;
if (!MapCreator.Render(NULL, sfcMap, sfcMapBkg))
return false;
// map it to the landscape
bool fSuccess = p->MapToLandscape(this, *sfcMap, *sfcMapBkg, 0, 0, iMapWdt, iMapHgt, iX, iY, ignoreSky);
// cleanup
delete sfcMap;
delete sfcMapBkg;
// return whether successful
return fSuccess;
}
bool C4Landscape::DrawDefMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky)
{
// safety
if (!szMapDef || !p->pMapCreator) return false;
// clip to landscape size
if (!ClipRect(iX, iY, iWdt, iHgt)) return false;
// get needed map size
int32_t iMapWdt = (iWdt - 1) / p->MapZoom + 1;
int32_t iMapHgt = (iHgt - 1) / p->MapZoom + 1;
bool fSuccess = false;
// render map
C4MCMap *pMap = p->pMapCreator->GetMap(szMapDef);
if (!pMap) return false;
pMap->SetSize(iMapWdt, iMapHgt);
CSurface8* sfcMap = NULL;
CSurface8* sfcMapBkg = NULL;
if (p->pMapCreator->Render(szMapDef, sfcMap, sfcMapBkg))
{
// map to landscape
fSuccess = p->MapToLandscape(this, *sfcMap, *sfcMapBkg, 0, 0, iMapWdt, iMapHgt, iX, iY, ignoreSky);
// cleanup
delete sfcMap;
delete sfcMapBkg;
}
// done
return fSuccess;
}
// creates and draws a map section using MapCreatorS2 and a map from the loaded Landscape.txt
bool C4Landscape::SetModulation(DWORD dwWithClr) // adjust the way the landscape is blitted
{
p->Modulation = dwWithClr;
return true;
}
DWORD C4Landscape::GetModulation() const { return p->Modulation; }
bool C4Landscape::ClipRect(int32_t &rX, int32_t &rY, int32_t &rWdt, int32_t &rHgt) const
{
// clip by bounds
if (rX < 0) { rWdt += rX; rX = 0; }
if (rY < 0) { rHgt += rY; rY = 0; }
int32_t iOver;
iOver = rX + rWdt - GetWidth();
if (iOver > 0)
rWdt -= iOver;
iOver = rY + rHgt - GetHeight();
if (iOver > 0)
rHgt -= iOver;
// anything left inside the bounds?
return rWdt > 0 && rHgt > 0;
}
bool C4Landscape::ReplaceMapColor(BYTE iOldIndex, BYTE iNewIndex)
{
// find every occurance of iOldIndex in map; replace it by new index
if (!p->Map) return false;
int iPitch, iMapWdt, iMapHgt;
BYTE *pMap = p->Map->Bits;
iMapWdt = p->Map->Wdt;
iMapHgt = p->Map->Hgt;
iPitch = p->Map->Pitch;
if (!pMap) return false;
for (int32_t y = 0; y < iMapHgt; ++y)
{
for (int32_t x = 0; x < iMapWdt; ++x)
{
if (*pMap == iOldIndex)
*pMap = iNewIndex;
++pMap;
}
pMap += iPitch - iMapWdt;
}
return true;
}
bool C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fInsert)
{
if (((!szMatTex || !*szMatTex) && !fInsert) || !Inside<int>(iNewIndex, 1, C4M_MaxTexIndex - 1))
{
DebugLogF("Cannot insert new texture %s to index %d: Invalid parameters.", (const char *)szMatTex, (int)iNewIndex);
return false;
}
// get last mat index - returns zero for not found (valid for insertion mode)
StdStrBuf Material, Texture;
Material.CopyUntil(szMatTex, '-'); Texture.Copy(SSearch(szMatTex, "-"));
BYTE iOldIndex = (szMatTex && *szMatTex) ? ::TextureMap.GetIndex(Material.getData(), Texture.getData(), false) : 0;
// insertion mode?
if (fInsert)
{
// there must be room to move up to
BYTE byLastMoveIndex = C4M_MaxTexIndex - 1;
while (::TextureMap.GetEntry(byLastMoveIndex))
if (--byLastMoveIndex == iNewIndex)
{
DebugLogF("Cannot insert new texture %s to index %d: No room for insertion.", (const char *)szMatTex, (int)iNewIndex);
return false;
}
// then move up all other textures first
// could do this in one loop, but it's just a developement call anyway, so move one index at a time
while (--byLastMoveIndex >= iNewIndex)
if (::TextureMap.GetEntry(byLastMoveIndex))
{
ReplaceMapColor(byLastMoveIndex, byLastMoveIndex + 1);
::TextureMap.MoveIndex(byLastMoveIndex, byLastMoveIndex + 1);
}
// new insertion desired?
if (szMatTex && *szMatTex)
{
// move from old or create new
if (iOldIndex)
{
ReplaceMapColor(iOldIndex, iNewIndex);
::TextureMap.MoveIndex(iOldIndex, iNewIndex);
}
else
{
StdStrBuf Material, Texture;
Material.CopyUntil(szMatTex, '-'); Texture.Copy(SSearch(szMatTex, "-"));
// new insertion
if (!::TextureMap.AddEntry(iNewIndex, Material.getData(), Texture.getData()))
{
LogF("Cannot insert new texture %s to index %d: Texture map entry error", (const char *)szMatTex, (int)iNewIndex);
return false;
}
}
}
// done, success
return true;
}
else
{
// new index must not be occupied
const C4TexMapEntry *pOld;
if ((pOld = ::TextureMap.GetEntry(iNewIndex)) && !pOld->isNull())
{
DebugLogF("Cannot move texture %s to index %d: Index occupied by %s-%s.", (const char *)szMatTex, (int)iNewIndex, pOld->GetMaterialName(), pOld->GetTextureName());
return false;
}
// must only move existing textures
if (!iOldIndex)
{
DebugLogF("Cannot move texture %s to index %d: Texture not found.", (const char *)szMatTex, (int)iNewIndex);
return false;
}
// update map
ReplaceMapColor(iOldIndex, iNewIndex);
// change to new index in texmap
::TextureMap.MoveIndex(iOldIndex, iNewIndex);
// done, success
return true;
}
}
// change color index of map texture, or insert a new one
void C4Landscape::SetMapChanged() { p->fMapChanged = true; }
void C4Landscape::RemoveUnusedTexMapEntries()
{
// check usage in landscape
bool fTexUsage[C4M_MaxTexIndex];
int32_t iMatTex;
for (iMatTex = 0; iMatTex < C4M_MaxTexIndex; ++iMatTex)
fTexUsage[iMatTex] = false;
for (int32_t y = 0; y < GetHeight(); ++y)
for (int32_t x = 0; x < GetWidth(); ++x)
{
const BYTE pix = p->Surface8->GetPix(x, y);
const BYTE backPix = p->Surface8Bkg->GetPix(x, y);
assert(pix < C4M_MaxTexIndex);
assert(backPix < C4M_MaxTexIndex);
fTexUsage[pix] = true;
fTexUsage[backPix] = true;
}
// check usage by materials
for (int32_t iMat = 0; iMat < ::MaterialMap.Num; ++iMat)
{
C4Material *pMat = ::MaterialMap.Map + iMat;
if (pMat->BlastShiftTo >= 0) fTexUsage[pMat->BlastShiftTo] = true;
if (pMat->BelowTempConvertTo >= 0) fTexUsage[pMat->BelowTempConvertTo] = true;
if (pMat->AboveTempConvertTo >= 0) fTexUsage[pMat->AboveTempConvertTo] = true;
if (pMat->DefaultMatTex >= 0) fTexUsage[pMat->DefaultMatTex] = true;
}
// remove unused
for (iMatTex = 1; iMatTex < C4M_MaxTexIndex; ++iMatTex)
if (!fTexUsage[iMatTex])
::TextureMap.RemoveEntry(iMatTex);
// flag rewrite
::TextureMap.fEntriesAdded = true;
}
C4Sky & C4Landscape::GetSky()
{
return p->Sky;
}
bool C4Landscape::HasFoW() const
{
return p->pFoW != nullptr;
}
C4FoW * C4Landscape::GetFoW()
{
return p->pFoW.get();
}
int32_t C4Landscape::GetMatCount(int material) const
{
assert(material > 0 && material < p->MatCount.size());
return p->MatCount[material];
}
int32_t C4Landscape::GetEffectiveMatCount(int material) const
{
assert(material > 0 && material < p->EffectiveMatCount.size());
return p->EffectiveMatCount[material];
}
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
/* +++++++++++++++++++++++++++ Update functions ++++++++++++++++++++++++++++ */
/* +++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ */
void C4Landscape::HandleTexMapUpdate()
{
// Pixel maps must be update
UpdatePixMaps();
// Update landscape palette
p->Mat2Pal();
}
void C4Landscape::UpdatePixMaps()
{
int32_t i;
for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Mat[i] = PixCol2Mat(i);
for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Dens[i] = MatDensity(p->Pix2Mat[i]);
for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Place[i] = MatValid(p->Pix2Mat[i]) ? ::MaterialMap.Map[p->Pix2Mat[i]].Placement : 0;
for (i = 0; i < C4M_MaxTexIndex; i++) p->Pix2Light[i] = MatValid(p->Pix2Mat[i]) && (::MaterialMap.Map[p->Pix2Mat[i]].Light>0);
p->Pix2Place[0] = 0;
// clear bridge mat conversion buffers
std::fill(p->BridgeMatConversion.begin(), p->BridgeMatConversion.end(), nullptr);
}
bool C4Landscape::P::Mat2Pal()
{
if (!Surface8 || !Surface8Bkg) return false;
// set landscape pal
int32_t tex;
for (tex = 0; tex < C4M_MaxTexIndex; tex++)
{
const C4TexMapEntry *pTex = ::TextureMap.GetEntry(tex);
if (!pTex || pTex->isNull())
continue;
// colors
DWORD dwPix = pTex->GetPattern().PatternClr(0, 0);
Surface8->pPal->Colors[MatTex2PixCol(tex)] = dwPix;
Surface8Bkg->pPal->Colors[MatTex2PixCol(tex)] = dwPix;
}
// success
return true;
}
void C4Landscape::P::UpdatePixCnt(const C4Landscape *d, const C4Rect &Rect, bool fCheck)
{
int32_t PixCntWidth = (Width + 16) / 17;
for (int32_t y = std::max<int32_t>(0, Rect.y / 15); y < std::min<int32_t>(PixCntPitch, (Rect.y + Rect.Hgt + 14) / 15); y++)
for (int32_t x = std::max<int32_t>(0, Rect.x / 17); x < std::min<int32_t>(PixCntWidth, (Rect.x + Rect.Wdt + 16) / 17); x++)
{
int iCnt = 0;
for (int32_t x2 = x * 17; x2 < std::min<int32_t>(x * 17 + 17, Width); x2++)
for (int32_t y2 = y * 15; y2 < std::min<int32_t>(y * 15 + 15, Height); y2++)
if (d->_GetDensity(x2, y2))
iCnt++;
if (fCheck)
assert(iCnt == PixCnt[x * PixCntPitch + y]);
PixCnt[x * PixCntPitch + y] = iCnt;
}
}
void C4Landscape::P::UpdateMatCnt(const C4Landscape *d, C4Rect Rect, bool fPlus)
{
Rect.Intersect(C4Rect(0, 0, Width, Height));
if (!Rect.Hgt || !Rect.Wdt) return;
// Multiplicator for changes
const int32_t iMul = fPlus ? +1 : -1;
// Count pixels
for (int32_t x = 0; x < Rect.Wdt; x++)
{
int iHgt = 0;
int32_t y;
for (y = 1; y < Rect.Hgt; y++)
{
int32_t iMat = d->_GetMat(Rect.x + x, Rect.y + y - 1);
// Same material? Count it.
if (iMat == d->_GetMat(Rect.x + x, Rect.y + y))
iHgt++;
else
{
if (iMat >= 0)
{
// Normal material counting
MatCount[iMat] += iMul * (iHgt + 1);
// Effective material counting enabled?
if (int32_t iMinHgt = ::MaterialMap.Map[iMat].MinHeightCount)
{
// First chunk? Add any material above when checking chunk height
int iAddedHeight = 0;
if (Rect.y && iHgt + 1 == y)
iAddedHeight = d->GetMatHeight(Rect.x + x, Rect.y - 1, -1, iMat, iMinHgt);
// Check the chunk height
if (iHgt + 1 + iAddedHeight >= iMinHgt)
{
EffectiveMatCount[iMat] += iMul * (iHgt + 1);
if (iAddedHeight < iMinHgt)
EffectiveMatCount[iMat] += iMul * iAddedHeight;
}
}
}
// Next chunk of material
iHgt = 0;
}
}
// Check last pixel
int32_t iMat = d->_GetMat(Rect.x + x, Rect.y + Rect.Hgt - 1);
if (iMat >= 0)
{
// Normal material counting
MatCount[iMat] += iMul * (iHgt + 1);
// Minimum height counting?
if (int32_t iMinHgt = ::MaterialMap.Map[iMat].MinHeightCount)
{
int iAddedHeight1 = 0, iAddedHeight2 = 0;
// Add any material above for chunk size check
if (Rect.y && iHgt + 1 == Rect.Hgt)
iAddedHeight1 = d->GetMatHeight(Rect.x + x, Rect.y - 1, -1, iMat, iMinHgt);
// Add any material below for chunk size check
if (Rect.y + y < Height)
iAddedHeight2 = d->GetMatHeight(Rect.x + x, Rect.y + Rect.Hgt, 1, iMat, iMinHgt);
// Chunk tall enough?
if (iHgt + 1 + iAddedHeight1 + iAddedHeight2 >= ::MaterialMap.Map[iMat].MinHeightCount)
{
EffectiveMatCount[iMat] += iMul * (iHgt + 1);
if (iAddedHeight1 < iMinHgt)
EffectiveMatCount[iMat] += iMul * iAddedHeight1;
if (iAddedHeight2 < iMinHgt)
EffectiveMatCount[iMat] += iMul * iAddedHeight2;
}
}
}
}
}
C4Landscape Landscape;