openclonk/engine/src/C4Landscape.cpp

2954 lines
84 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 1998-2000 Matthes Bender
* Copyright (c) 2001-2008 Sven Eberhardt
* Copyright (c) 2002, 2004-2008 Peter Wortmann
* Copyright (c) 2006-2009 Günther Brammer
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
/* Handles landscape and sky */
#include <C4Include.h>
#include <C4Landscape.h>
#include <C4SolidMask.h>
#include <C4Game.h>
#ifndef BIG_C4INCLUDE
#include <C4Map.h>
#include <C4MapCreatorS2.h>
#include <C4SolidMask.h>
#include <C4Object.h>
#include <C4Physics.h>
#include <C4Random.h>
#include <C4SurfaceFile.h>
#include <C4ToolsDlg.h>
#ifdef DEBUGREC
#include <C4Record.h>
#endif
#include <C4Material.h>
#include <C4GameMessage.h>
#include <C4Application.h>
#include <C4Log.h>
#include <C4Stat.h>
#include <C4MassMover.h>
#include <C4PXS.h>
#include <C4Weather.h>
#include <C4GraphicsResource.h>
#include <C4GraphicsSystem.h>
#include <C4Texture.h>
#include <C4Record.h>
#endif
#include <StdPNG.h>
const int C4LS_MaxLightDistY = 8;
const int C4LS_MaxLightDistX = 1;
C4Landscape::C4Landscape()
{
Default();
}
C4Landscape::~C4Landscape()
{
Clear();
}
void C4Landscape::ScenarioInit()
{
// Gravity
Gravity = FIXED100(Game.C4S.Landscape.Gravity.Evaluate()) /5;
// Opens
LeftOpen=Game.C4S.Landscape.LeftOpen;
RightOpen=Game.C4S.Landscape.RightOpen;
TopOpen=Game.C4S.Landscape.TopOpen;
BottomOpen=Game.C4S.Landscape.BottomOpen;
// Side open scan
if (Game.C4S.Landscape.AutoScanSideOpen) ScanSideOpen();
}
void C4Landscape::Execute()
{
// Landscape scan
if (!NoScan)
ExecuteScan();
// move sky
Sky.Execute();
// Side open scan
/*if (!::Game.iTick255)
if (Game.C4S.LScape.AutoScanSideOpen)
ScanSideOpen(); */
#ifdef _DEBUG
/*if(!::Game.iTick255)
UpdatePixCnt(C4Rect(0, 0, Width, Height), true);
if(!::Game.iTick255)
{
DWORD MatCountCheck[C4MaxMaterial], EffectiveMatCountCheck[C4MaxMaterial];
int32_t iMat;
for(iMat = 0; iMat < ::MaterialMap.Num; iMat++)
{
MatCountCheck[iMat] = MatCount[iMat];
EffectiveMatCountCheck[iMat] = EffectiveMatCount[iMat];
}
ClearMatCount();
UpdateMatCnt(C4Rect(0,0,Width,Height), true);
for(iMat = 0; iMat < ::MaterialMap.Num; iMat++)
{
assert(MatCount[iMat] == MatCountCheck[iMat]);
assert(EffectiveMatCount[iMat] == EffectiveMatCountCheck[iMat]);
}
}*/
#endif
// Relights
if (!::Game.iTick35)
DoRelights();
}
void C4Landscape::ExecuteScan()
{
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
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=_GetMat(ScanX, cy);
// material change?
if(last_mat != mat)
{
// upwards
if(last_mat != -1)
DoScan(ScanX, cy-1, last_mat, 1);
// downwards
if(mat != -1)
cy += DoScan(ScanX, cy, mat, 0);
}
last_mat = mat;
}
// Scan advance & rewind
ScanX++;
if (ScanX>=Width)
ScanX=0;
}
}
#define PRETTY_TEMP_CONV
int32_t C4Landscape::DoScan(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
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 ? _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 = Max<int32_t>(5, mconvs);
// search upper/lower bound
int32_t cys = cy, cxs = cx;
while(cxs < GBackWdt-1)
{
// one step right
cxs++;
if(_GetMat(cxs, cys) == mat)
{
// search surface
cys -= ydir;
while(Inside<int32_t>(cys, 0, GBackHgt-1) && _GetMat(cxs, cys) == mat)
{
cys -= ydir;
if((mconvs = Min(mconv - Abs(cys - cy), mconvs)) < 0)
return 0;
}
// out of bounds?
if(!Inside<int32_t>(cys, 0, GBackHgt-1)) break;
// back one step
cys += ydir;
}
else
{
// search surface
cys += ydir;
while(Inside<int32_t>(cys, 0, GBackHgt-1) && _GetMat(cxs, cys) != mat)
{
cys += ydir;
if(Abs(cys - cy) > iSearchRange)
break;
}
// out of bounds?
if(!Inside<int32_t>(cys, 0, GBackHgt-1)) break;
if(Abs(cys - cy) > iSearchRange) break;
}
}
}
#endif
// Conversion
for(cy2 = cy; mconvs >= 0 && Inside<int32_t>(cy2, 0, GBackHgt-1); cy2 += ydir, mconvs--)
{
// material changed?
int32_t pix = _GetPix(cx, cy2);
if(PixCol2Mat(pix) != mat) break;
#ifdef PRETTY_TEMP_CONV
// get left pixel
int32_t lmat = (cx > 0 ? _GetMat(cx-1, cy2) : -1);
// left pixel not converted? break
if(lmat == mat) break;
#endif
// set mat
SBackPix(cx,cy2,MatTex2PixCol(conv_to_tex)+PixColIFT(pix));
CheckInstabilityRange(cx,cy2);
}
// return pixel converted
return Abs(cy2 - cy);
}
void C4Landscape::ScanSideOpen()
{
int32_t cy;
for (cy=0; (cy<Height) && !GetPix(0,cy); cy++) {}
LeftOpen=cy;
for (cy=0; (cy<Height) && !GetPix(Width-1,cy); cy++) {}
RightOpen=cy;
}
void C4Landscape::Clear(bool fClearMapCreator, bool fClearSky)
{
if (pMapCreator && fClearMapCreator) { delete pMapCreator; pMapCreator=NULL; }
// clear sky
if (fClearSky) Sky.Clear();
// clear surfaces, if assigned
delete Surface32; Surface32=NULL;
delete Surface8; Surface8=NULL;
delete Map; Map=NULL;
// clear initial landscape
delete [] pInitial; pInitial = NULL;
// clear scan
ScanX=0;
Mode=C4LSC_Undefined;
// clear pixel count
delete [] PixCnt; PixCnt = NULL;
PixCntPitch = 0;
}
void C4Landscape::Draw(C4TargetFacet &cgo, int32_t iPlayer)
{
if (Modulation) Application.DDraw->ActivateBlitModulation(Modulation);
// do relights
DoRelights();
// blit landscape
if (::GraphicsSystem.ShowSolidMask)
Application.DDraw->Blit8Fast(Surface8, cgo.TargetX, cgo.TargetY, cgo.Surface, cgo.X,cgo.Y,cgo.Wdt,cgo.Hgt);
else
{
const CSurface * Surfaces[C4M_MaxTexIndex];
if (Config.Graphics.HighResLandscape)
for (int i = 0; i < C4M_MaxTexIndex; ++i)
Surfaces[i] = ::TextureMap.GetEntry(i)->GetPattern().getSurface();
Application.DDraw->BlitLandscape(Surface32, cgo.TargetX, cgo.TargetY, cgo.Surface,
cgo.X, cgo.Y, cgo.Wdt, cgo.Hgt,
Config.Graphics.HighResLandscape ? Surfaces : 0);
}
if (Modulation) Application.DDraw->DeactivateBlitModulation();
}
int32_t C4Landscape::ChunkyRandom(int32_t &iOffset, int32_t iRange)
{
if (!iRange) return 0;
iOffset+=3;
return (iOffset^MapSeed)%iRange;
}
void C4Landscape::DrawChunk(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t mcol, int32_t iChunkType, int32_t cro)
{
BYTE top_rough; BYTE side_rough;
// what to do?
switch(iChunkType)
{
case C4M_Flat:
Surface8->Box(tx,ty,tx+wdt,ty+hgt,mcol);
return;
case C4M_TopFlat:
top_rough = 0; side_rough = 1;
break;
case C4M_Smooth:
top_rough = 1; side_rough = 1;
break;
case C4M_Rough:
top_rough = 1; side_rough = 2;
break;
}
int vtcs[16];
int32_t rx=Max(wdt/2,1);
vtcs[0]=tx-ChunkyRandom(cro,rx/2); vtcs[1]=ty-ChunkyRandom(cro,rx/2*top_rough);
vtcs[2]=tx-ChunkyRandom(cro,rx*side_rough); vtcs[3]=ty+hgt/2;
vtcs[4]=tx-ChunkyRandom(cro,rx); vtcs[5]=ty+hgt+ChunkyRandom(cro,rx);
vtcs[6]=tx+wdt/2; vtcs[7]=ty+hgt+ChunkyRandom(cro,2*rx);
vtcs[8]=tx+wdt+ChunkyRandom(cro,rx); vtcs[9]=ty+hgt+ChunkyRandom(cro,rx);
vtcs[10]=tx+wdt+ChunkyRandom(cro,rx*side_rough); vtcs[11]=ty+hgt/2;
vtcs[12]=tx+wdt+ChunkyRandom(cro,rx/2); vtcs[13]=ty-ChunkyRandom(cro,rx/2*top_rough);
vtcs[14]=tx+wdt/2; vtcs[15]=ty-ChunkyRandom(cro,rx*top_rough);
Surface8->Polygon(8,vtcs,mcol);
}
void C4Landscape::DrawSmoothOChunk(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t mcol, BYTE flip, int32_t cro)
{
int vtcs[8];
int32_t rx=Max(wdt/2,1);
vtcs[0]=tx; vtcs[1]=ty-ChunkyRandom(cro,rx/2);
vtcs[2]=tx; vtcs[3]=ty+hgt;
vtcs[4]=tx+wdt; vtcs[5]=ty+hgt;
vtcs[6]=tx+wdt; vtcs[7]=ty-ChunkyRandom(cro,rx/2);
if (flip)
{ vtcs[0]=tx+wdt/2; vtcs[1]=ty+hgt/3; }
else
{ vtcs[6]=tx+wdt/2; vtcs[7]=ty+hgt/3; }
Surface8->Polygon(4,vtcs,mcol);
}
void C4Landscape::ChunkOZoom(CSurface8 * sfcMap, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iTexture, int32_t iOffX, int32_t iOffY)
{
int32_t iX,iY,iChunkWidth,iChunkHeight,iToX,iToY;
int32_t iIFT;
BYTE byMapPixel, byMapPixelBelow;
int iMapWidth,iMapHeight;
C4Material *pMaterial = ::TextureMap.GetEntry(iTexture)->GetMaterial();
if(!pMaterial) return;
int32_t iChunkType=pMaterial->MapChunkType;
BYTE byColor=MatTex2PixCol(iTexture);
// Get map & landscape size
sfcMap->GetSurfaceSize(iMapWidth,iMapHeight);
// Clip desired map segment to map size
iMapX=BoundBy<int32_t>(iMapX,0,iMapWidth-1); iMapY=BoundBy<int32_t>(iMapY,0,iMapHeight-1);
iMapWdt=BoundBy<int32_t>(iMapWdt,0,iMapWidth-iMapX); iMapHgt=BoundBy<int32_t>(iMapHgt,0,iMapHeight-iMapY);
// get chunk size
iChunkWidth=MapZoom; iChunkHeight=MapZoom;
Surface32->Lock();
// Scan map lines
for (iY=iMapY; iY<iMapY+iMapHgt; iY++)
{
// Landscape target coordinate vertical
iToY=iY*iChunkHeight+iOffY;
// Scan map line
for (iX=iMapX; iX<iMapX+iMapWdt; iX++)
{
// Map scan line start
byMapPixel=sfcMap->GetPix(iX, iY);
// Map scan line pixel below
byMapPixelBelow = sfcMap->GetPix(iX, iY + 1);
// Landscape target coordinate horizontal
iToX=iX*iChunkWidth+iOffX;
// Here's a chunk of the texture-material to zoom
if ((byMapPixel & 127) == iTexture)
{
// Determine IFT
iIFT=0; if (byMapPixel>=128) iIFT=IFT;
// Draw chunk
DrawChunk(iToX,iToY,iChunkWidth,iChunkHeight,byColor+iIFT,pMaterial->MapChunkType,(iX<<2)+iY);
}
// Other chunk, check for slope smoothers
else
// Smooth chunk & same texture-material below
if ((iChunkType==C4M_Smooth) && (iY<iMapHeight-1) && ((byMapPixelBelow & 127)==iTexture))
{
// Same texture-material on left
if ((iX>0) && ((sfcMap->GetPix(iX-1, iY) & 127)==iTexture))
{
// Determine IFT
iIFT=0; if (sfcMap->GetPix(iX-1, iY) >= 128) iIFT=IFT;
// Draw smoother
DrawSmoothOChunk(iToX,iToY,iChunkWidth,iChunkHeight,byColor+iIFT,0,(iX<<2)+iY);
}
// Same texture-material on right
if ((iX<iMapWidth-1) && ((sfcMap->GetPix(iX+1, iY) & 127)==iTexture))
{
// Determine IFT
iIFT=0; if (sfcMap->GetPix(iX+1, iY) >= 128) iIFT=IFT;
// Draw smoother
DrawSmoothOChunk(iToX,iToY,iChunkWidth,iChunkHeight,byColor+iIFT,1,(iX<<2)+iY);
}
}
}
}
Surface32->Unlock();
}
BOOL C4Landscape::GetTexUsage(CSurface8 * sfcMap, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage)
{
int iX,iY;
// No good parameters
if (!sfcMap || !dwpTextureUsage) return FALSE;
// Clip desired map segment to map size
iMapX=BoundBy<int32_t>(iMapX,0,sfcMap->Wdt-1); iMapY=BoundBy<int32_t>(iMapY,0,sfcMap->Hgt-1);
iMapWdt=BoundBy<int32_t>(iMapWdt,0,sfcMap->Wdt-iMapX); iMapHgt=BoundBy<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 only (no IFT)
dwpTextureUsage[sfcMap->GetPix(iX, iY) & (IFT - 1)]++;
// Done
return TRUE;
}
BOOL C4Landscape::TexOZoom(CSurface8 * sfcMap, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, DWORD *dwpTextureUsage, int32_t iToX, int32_t iToY)
{
int32_t iIndex;
// ChunkOZoom all used textures
for (iIndex=1; iIndex<C4M_MaxTexIndex; iIndex++)
if (dwpTextureUsage[iIndex]>0)
{
// ChunkOZoom map to landscape
ChunkOZoom(sfcMap,iMapX,iMapY,iMapWdt,iMapHgt,iIndex,iToX,iToY);
}
// Done
return TRUE;
}
BOOL C4Landscape::SkyToLandscape(int32_t iToX, int32_t iToY, int32_t iToWdt, int32_t iToHgt, int32_t iOffX, int32_t iOffY)
{
if (!Surface32->Lock()) return false;
// newgfx: simply blit the sky in realtime...
Surface32->ClearBoxDw(iToX, iToY, iToWdt, iToHgt);
Surface8->ClearBox8Only(iToX, iToY, iToWdt, iToHgt);
// unlock
Surface32->Unlock();
// Done
return TRUE;
}
BOOL C4Landscape::MapToSurface(CSurface8 * sfcMap, 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)
{
// Sky background segment
SkyToLandscape(iToX, iToY, iToWdt, iToHgt, iOffX, iOffY);
// assign clipper
Surface8->Clip(iToX,iToY,iToX+iToWdt-1,iToY+iToHgt-1);
Surface32->Clip(iToX,iToY,iToX+iToWdt-1,iToY+iToHgt-1);
Application.DDraw->NoPrimaryClipper();
// Enlarge map segment for chunky rim
iMapX-=2; iMapY-=2; iMapWdt+=4; iMapHgt+=4;
// Determine texture usage in map segment
DWORD dwTexUsage[C4M_MaxTexIndex];
if (!GetTexUsage(sfcMap,iMapX,iMapY,iMapWdt,iMapHgt,dwTexUsage)) return FALSE;
// Texture zoom map to landscape
if (!TexOZoom(sfcMap,iMapX,iMapY,iMapWdt,iMapHgt,dwTexUsage,iOffX,iOffY)) return FALSE;
// remove clipper
Surface8->NoClip();
Surface32->NoClip();
// success
return TRUE;
}
BOOL C4Landscape::MapToLandscape(CSurface8 * sfcMap, int32_t iMapX, int32_t iMapY, int32_t iMapWdt, int32_t iMapHgt, int32_t iOffsX, int32_t iOffsY)
{
assert(Surface8); assert(Surface32);
// 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 = BoundBy<int32_t>(iMapX, 0, iMapWidth - 1); iMapY = BoundBy<int32_t>(iMapY, 0, iMapHeight - 1);
iMapWdt = BoundBy<int32_t>(iMapWdt, 0, iMapWidth - iMapX); iMapHgt = BoundBy<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;
Surface32->Lock();
PrepareChange(To);
MapToSurface(sfcMap, iMapX, iMapY, iMapWdt, iMapHgt, To.x, To.y, To.Wdt, To.Hgt, iOffsX, iOffsY);
FinishChange(To);
Surface32->Unlock();
return TRUE;
}
CSurface8 * C4Landscape::CreateMap()
{
CSurface8 * sfcMap;
int32_t iWidth=0,iHeight=0;
// Create map surface
Game.C4S.Landscape.GetMapSize(iWidth,iHeight,Game.StartupPlayerCount);
if (!(sfcMap=new CSurface8(iWidth,iHeight)))
return NULL;
// Fill sfcMap
C4MapCreator MapCreator;
MapCreator.Create(sfcMap,
Game.C4S.Landscape, ::TextureMap,
TRUE,Game.StartupPlayerCount);
return sfcMap;
}
CSurface8 * C4Landscape::CreateMapS2(C4Group &ScenFile)
{
// file present?
if (!ScenFile.AccessEntry(C4CFN_DynLandscape)) return NULL;
// create map creator
if (!pMapCreator)
pMapCreator = new C4MapCreatorS2(&Game.C4S.Landscape, &::TextureMap, &::MaterialMap, Game.StartupPlayerCount);
// read file
pMapCreator->ReadFile(C4CFN_DynLandscape, &ScenFile);
// render landscape
CSurface8 * sfc = pMapCreator->Render(NULL);
// keep map creator until script callbacks have been done
return sfc;
}
bool C4Landscape::PostInitMap()
{
// map creator present?
if (!pMapCreator) return true;
// call scripts
pMapCreator->ExecuteCallbacks(MapZoom);
// destroy map creator, if not needed later
if (!Game.C4S.Landscape.KeepMapCreator) { delete pMapCreator; pMapCreator=NULL; }
// done, success
return true;
}
BOOL C4Landscape::Init(C4Group &hGroup, bool fOverloadCurrent, bool fLoadSky, bool &rfLoaded, bool fSavegame)
{
// set map seed, if not pre-assigned
if (!MapSeed) 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
fMapChanged = fOverloadCurrent;
// don't change landscape mode in runtime joins
bool fLandscapeModeSet = (Mode != C4LSC_Undefined);
Game.SetInitProgress(60);
// create map if necessary
if (!Game.C4S.Landscape.ExactLandscape)
{
CSurface8 * sfcMap=NULL;
// Static map from scenario
if (hGroup.AccessEntry(C4CFN_Map))
if (sfcMap=GroupReadSurface8(hGroup))
if (!fLandscapeModeSet) Mode=C4LSC_Static;
// allow C4CFN_Landscape as map for downwards compatibility
if (!sfcMap)
if (hGroup.AccessEntry(C4CFN_Landscape))
if (sfcMap=GroupReadSurface8(hGroup))
{
if (!fLandscapeModeSet) Mode=C4LSC_Static;
fMapChanged = true;
}
// dynamic map from file
if (!sfcMap)
if (sfcMap=CreateMapS2(hGroup))
if (!fLandscapeModeSet) Mode=C4LSC_Dynamic;
// Dynamic map by scenario
if (!sfcMap && !fOverloadCurrent)
if (sfcMap=CreateMap())
if (!fLandscapeModeSet) Mode=C4LSC_Dynamic;
// No map failure
if (!sfcMap)
{
// no problem if only overloading
if (!fOverloadCurrent) return FALSE;
if (fLoadSky) if (!Sky.Init(fSavegame)) return FALSE;
return TRUE;
}
#ifdef DEBUGREC
AddDbgRec(RCT_Block, "|---MAP---|", 12);
AddDbgRec(RCT_Map, sfcMap->Bits, sfcMap->Pitch*sfcMap->Hgt);
#endif
// Store map size and calculate map zoom
int iWdt, iHgt;
sfcMap->GetSurfaceSize(iWdt,iHgt);
MapWidth = iWdt; MapHeight = iHgt;
MapZoom = Game.C4S.Landscape.MapZoom.Evaluate();
// Calculate landscape size
Width = MapZoom * MapWidth;
Height = MapZoom * MapHeight;
Width = Max<int32_t>(Width,100);
Height = Max<int32_t>(Height,100);
// Width = (Width/8)*8;
// 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);
// assign new map
Map = sfcMap;
// Sky (might need to know landscape height)
if (fLoadSky)
{
Game.SetInitProgress(70);
if (!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);
// load it
if (!fLandscapeModeSet) Mode=C4LSC_Exact;
rfLoaded=true;
if (!Load(hGroup, fLoadSky, fSavegame)) return FALSE;
}
// Make pixel maps
UpdatePixMaps();
// progress
Game.SetInitProgress(80);
// mark as new-style
Game.C4S.Landscape.NewStyleLandscape = 2;
// copy noscan-var
NoScan=Game.C4S.Landscape.NoScan!=0;
// Scan settings
ScanSpeed=BoundBy(Width/500,2,15);
// create it
if (!Game.C4S.Landscape.ExactLandscape)
{
// map to big surface and sectionize it
// Create landscape surface
Surface32 = new CSurface();
Surface8 = new CSurface8();
if (!Surface32->Create(Width, Height, true, false, lpDDraw->IsShaderific() ? 0 : 64)
|| !Surface8->Create(Width, Height, true)
|| !Mat2Pal())
{
delete Surface8; delete Surface32;
Surface8 = 0; Surface32 = 0;
return FALSE;
}
// Map to landscape
if (!MapToLandscape()) return FALSE;
}
Game.SetInitProgress(87);
#ifdef DEBUGREC
AddDbgRec(RCT_Block, "|---LS---|", 11);
AddDbgRec(RCT_Ls, Surface8->Bits, Surface8->Pitch*Surface8->Hgt);
#endif
// Create pixel count array
// We will use 15x17 blocks so the pixel count can't get over 255.
int32_t PixCntWidth = (Width + 16) / 17;
PixCntPitch = (Height + 14) / 15;
PixCnt = new uint8_t [PixCntWidth * PixCntPitch];
UpdatePixCnt(C4Rect(0, 0, Width, Height));
ClearMatCount();
UpdateMatCnt(C4Rect(0,0,Width,Height), true);
// Save initial landscape
if(!SaveInitial())
return FALSE;
// Load diff, if existant
ApplyDiff(hGroup);
// enforce first color to be transparent
Surface8->EnforceC0Transparency();
// 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);
// Success
rfLoaded=true;
return TRUE;
}
BOOL C4Landscape::SetPix(int32_t x, int32_t y, BYTE npix)
{
#ifdef DEBUGREC
C4RCSetPix rc;
rc.x=x; rc.y=y; rc.clr=npix;
AddDbgRec(RCT_SetPix, &rc, sizeof(rc));
#endif
// check bounds
if(x < 0 || y < 0 || x >= Width || y >= Height)
return FALSE;
// no change?
if(npix == _GetPix(x, y))
return TRUE;
// note for relight
C4Rect CheckRect(x - 2 * C4LS_MaxLightDistX, y - 2 * C4LS_MaxLightDistY, 4 * C4LS_MaxLightDistX + 1, 4 * C4LS_MaxLightDistY + 1);
for(int32_t i = 0; i < C4LS_MaxRelights; i++)
if(!Relights[i].Wdt || Relights[i].Overlap(CheckRect) || i + 1 >= C4LS_MaxRelights)
{
Relights[i].Add(C4Rect(x,y,1,1));
break;
}
// set pixel
return _SetPix(x, y, npix);
}
BOOL C4Landscape::SetPixDw(int32_t x, int32_t y, DWORD dwPix)
{
// set in surface
return Surface32->SetPixDw(x, y, dwPix);
}
BOOL C4Landscape::_SetPix(int32_t x, int32_t y, BYTE npix)
{
#ifdef DEBUGREC
C4RCSetPix rc;
rc.x=x; rc.y=y; rc.clr=npix;
AddDbgRec(RCT_SetPix, &rc, sizeof(rc));
#endif
assert(x >= 0 && y >= 0 && x < Width && y < Height);
// get and check pixel
BYTE opix = _GetPix(x, y);
if(npix == opix) return TRUE;
// count pixels
if(Pix2Dens[npix])
{ if(!Pix2Dens[opix]) PixCnt[(y / 15) + (x / 17) * PixCntPitch]++; }
else
{ if(Pix2Dens[opix]) PixCnt[(y / 15) + (x / 17) * PixCntPitch]--; }
// count material
assert(!npix || MatValid(Pix2Mat[npix]));
int32_t omat = Pix2Mat[opix], nmat = Pix2Mat[npix];
if(opix) MatCount[omat]--;
if(npix) MatCount[nmat]++;
// count effective material
if(omat != nmat)
{
if(npix && ::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
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
EffectiveMatCount[omat] -= iChange;
}
}
}
// set 8bpp-surface only!
Surface8->SetPix(x,y,npix);
// success
return TRUE;
}
BOOL C4Landscape::_SetPixIfMask(int32_t x, int32_t y, BYTE npix, BYTE nMask)
{
// set 8bpp-surface only!
if (_GetPix(x, y) == nMask)
_SetPix(x, y, npix);
// success
return TRUE;
}
BOOL C4Landscape::CheckInstability(int32_t tx, int32_t ty)
{
int32_t mat=GetMat(tx,ty);
if (MatValid(mat))
if (::MaterialMap.Map[mat].Instable)
return ::MassMover.Create(tx,ty);
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);
}
}
BOOL C4Landscape::ClearPix(int32_t tx, int32_t ty)
{
BYTE bcol;
if (GBackIFT(tx,ty))
bcol=Mat2PixColDefault(MTunnel)+IFT;
else
bcol=0;
return SetPix(tx,ty,bcol);
}
bool C4Landscape::_PathFree(int32_t x, int32_t y, int32_t x2, int32_t y2)
{
x /= 17; y /= 15; x2 /= 17; y2 /= 15;
while(x != x2 && y != y2)
{
if(PixCnt[x * PixCntPitch + y])
return false;
if(x > x2) x--; else x++;
if(y > y2) y--; else y++;
}
if(x != x2)
do
{
if(PixCnt[x * PixCntPitch + y])
return false;
if(x > x2) x--; else x++;
}
while(x != x2);
else
while(y != y2)
{
if(PixCnt[x * PixCntPitch + y])
return false;
if(y > y2) y--; else y++;
}
return !PixCnt[x * PixCntPitch + y];
}
int32_t C4Landscape::GetMatHeight(int32_t x, int32_t y, int32_t iYDir, int32_t iMat, int32_t iMax)
{
if(iYDir > 0)
{
iMax = Min<int32_t>(iMax, Height - y);
for(int32_t i = 0; i < iMax; i++)
if(_GetMat(x, y + i) != iMat)
return i;
}
else
{
iMax = Min<int32_t>(iMax, y + 1);
for(int32_t i = 0; i < iMax; i++)
if(_GetMat(x, y - i) != iMat)
return i;
}
return iMax;
}
int32_t C4Landscape::DigFreePix(int32_t tx, int32_t ty)
{
int32_t mat=GetMat(tx,ty);
if (mat!=MNone)
if (::MaterialMap.Map[mat].DigFree)
ClearPix(tx,ty);
CheckInstabilityRange(tx,ty);
return mat;
}
int32_t C4Landscape::ShakeFreePix(int32_t tx, int32_t ty)
{
int32_t mat=GetMat(tx,ty);
if (mat!=MNone)
if (::MaterialMap.Map[mat].DigFree)
{
ClearPix(tx,ty);
::PXS.Create(mat,itofix(tx),itofix(ty));
}
CheckInstabilityRange(tx,ty);
return mat;
}
int32_t C4Landscape::BlastFreePix(int32_t tx, int32_t ty, int32_t grade, int32_t iBlastSize)
{
int32_t mat=GetMat(tx,ty);
if (MatValid(mat))
{
// Blast Shift
if (::MaterialMap.Map[mat].BlastShiftTo)
{
// blast free amount; always blast if 100% is to be blasted away
if (Random(BlastMatCount[mat]) < iBlastSize * grade / 6)
SetPix(tx,ty,MatTex2PixCol(::MaterialMap.Map[mat].BlastShiftTo)+GBackIFT(tx,ty));
}
// Blast Free
if (::MaterialMap.Map[mat].BlastFree) ClearPix(tx,ty);
}
CheckInstabilityRange(tx,ty);
return mat;
}
void C4Landscape::DigFree(int32_t tx, int32_t ty, int32_t rad, BOOL fRequest, C4Object *pByObj)
{
int32_t ycnt,xcnt,iLineWidth,iLineY,iMaterial;
// Dig free
for (ycnt=-rad; ycnt<rad; ycnt++)
{
iLineWidth= (int32_t) sqrt(double(rad*rad-ycnt*ycnt));
iLineY=ty+ycnt;
for (xcnt=-iLineWidth; xcnt<iLineWidth+(iLineWidth==0); xcnt++)
if (MatValid(iMaterial=DigFreePix(tx+xcnt,iLineY)))
if (pByObj) pByObj->AddMaterialContents(iMaterial,1);
// Clear single pixels - left and right
DigFreeSinglePix(tx - iLineWidth - 1, iLineY, -1, 0);
DigFreeSinglePix(tx + iLineWidth+(iLineWidth==0), iLineY, +1, 0);
}
// Clear single pixels - up and down
DigFreeSinglePix(tx, ty - rad - 1, 0, -1);
for (xcnt=-iLineWidth; xcnt<iLineWidth+(iLineWidth==0); xcnt++)
DigFreeSinglePix(tx + xcnt, ty + rad, 0, +1);
// Dig out material cast
if (!::Game.iTick5) if (pByObj) pByObj->DigOutMaterialCast(fRequest);
}
void C4Landscape::DigFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, BOOL fRequest, C4Object *pByObj)
{
// Dig free pixels
int32_t cx,cy,iMaterial;
for (cx=tx; cx<tx+wdt; cx++)
for (cy=ty; cy<ty+hgt; cy++)
if (MatValid(iMaterial=DigFreePix(cx,cy)))
if (pByObj) pByObj->AddMaterialContents(iMaterial,1);
// Clear single pixels
// Dig out material cast
if (!::Game.iTick5) if (pByObj) pByObj->DigOutMaterialCast(fRequest);
}
void C4Landscape::ShakeFree(int32_t tx, int32_t ty, int32_t rad)
{
int32_t ycnt,xcnt,lwdt,dpy;
// Shake free pixels
for (ycnt=rad-1; ycnt>=-rad; ycnt--)
{
lwdt= (int32_t) sqrt(double(rad*rad-ycnt*ycnt));
dpy=ty+ycnt;
for (xcnt=-lwdt; xcnt<lwdt+(lwdt==0); xcnt++)
ShakeFreePix(tx+xcnt,dpy);
}
}
void C4Landscape::DigFreeMat(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t mat)
{
int32_t cx,cy;
if (MatValid(mat))
for (cx=tx; cx<tx+wdt; cx++)
for (cy=ty; cy<ty+hgt; cy++)
if (GetMat(cx,cy)==mat)
DigFreePix(cx,cy);
}
void C4Landscape::BlastFree(int32_t tx, int32_t ty, int32_t rad, int32_t grade, int32_t iByPlayer)
{
int32_t ycnt,xcnt,lwdt,dpy,mat,cnt;
// Reset material count
ClearBlastMatCount();
// Blast free pixels
// count pixel before, so BlastShiftTo can be evaluated
for (ycnt=-rad; ycnt<=rad; ycnt++)
{
lwdt= (int32_t) sqrt(double(rad*rad-ycnt*ycnt)); dpy=ty+ycnt;
for (xcnt=-lwdt; xcnt<lwdt+(lwdt==0); xcnt++)
if (MatValid(mat=GetMat(tx+xcnt,dpy)))
BlastMatCount[mat]++;
}
// blast pixels
int32_t iBlastSize = rad*rad*6283/2000; // rad^2 * pi
for (ycnt=-rad; ycnt<=rad; ycnt++)
{
lwdt= (int32_t) sqrt(double(rad*rad-ycnt*ycnt)); dpy=ty+ycnt;
for (xcnt=-lwdt; xcnt<lwdt+(lwdt==0); xcnt++)
BlastFreePix(tx+xcnt,dpy,grade,iBlastSize);
}
// Evaluate material count
for (cnt=0; cnt< ::MaterialMap.Num; cnt++)
if (BlastMatCount[cnt])
{
if (::MaterialMap.Map[cnt].Blast2Object != C4ID_None)
if (::MaterialMap.Map[cnt].Blast2ObjectRatio != 0)
Game.BlastCastObjects(::MaterialMap.Map[cnt].Blast2Object,NULL,
BlastMatCount[cnt]/::MaterialMap.Map[cnt].Blast2ObjectRatio,
tx,ty,iByPlayer);
if (::MaterialMap.Map[cnt].Blast2PXSRatio != 0)
::PXS.Cast(cnt,
BlastMatCount[cnt]/::MaterialMap.Map[cnt].Blast2PXSRatio,
tx,ty,60);
}
}
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))
|| ((MatDensity(mat)==GetDensity(cx,cy)) && (MatDigFree(mat)<=MatDigFree(GetMat(cx,cy)))) )
SetPix(cx,cy,Mat2PixColDefault(mat)+GBackIFT(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<GBackHgt) && !GBackSolid(cx,cy+1); cy++) {}
if (cy+1<GBackHgt) if (cy-ty<20)
{
cpix=GBackPix(cx,cy+1);
if (!MatVehicle(PixCol2Mat(cpix)))
while (cy>=ty) { SetPix(cx,cy,cpix); cy--; }
}
}
}
int32_t C4Landscape::AreaSolidCount(int32_t x, int32_t y, int32_t wdt, int32_t hgt)
{
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)
{
int32_t mslide,cslide,tslide; // tslide 0 none 1 left 2 right
BOOL fLeft,fRight;
if (!MatValid(mat)) return;
mslide=::MaterialMap.Map[mat].MaxSlide;
do
{
// Find upwards slide
fLeft=TRUE; fRight=TRUE; tslide=0;
for (cslide=0; (cslide<=mslide) && (fLeft || fRight); cslide++)
{
// Left
if (fLeft)
if (GetMat(x-cslide,y)!=mat) fLeft=FALSE;
else if (GetMat(x-cslide,y-1)==mat) { tslide=1; break; }
// Right
if (fRight)
if (GetMat(x+cslide,y)!=mat) fRight=FALSE;
else if (GetMat(x+cslide,y-1)==mat) { tslide=2; break; }
}
// Slide
if (tslide==1) { x-=cslide; y--; }
if (tslide==2) { x+=cslide; y--; }
}
while (tslide);
}
int32_t C4Landscape::ExtractMaterial(int32_t fx, int32_t fy)
{
int32_t mat=GetMat(fx,fy);
if (mat==MNone) return MNone;
FindMatTop(mat,fx,fy);
ClearPix(fx,fy);
CheckInstabilityRange(fx,fy);
return mat;
}
BOOL C4Landscape::InsertMaterial(int32_t mat, int32_t tx, int32_t ty, int32_t vx, int32_t vy)
{
int32_t mdens;
if (!MatValid(mat)) return FALSE;
mdens=MatDensity(mat);
if(!mdens) return TRUE;
// Bounds
if (!Inside<int32_t>(tx,0,Width-1) || !Inside<int32_t>(ty,0,Height)) return FALSE;
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==GetDensity(tx,ty))
{
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)
{ ::PXS.Create(mat,itofix(tx),itofix(ty),FIXED10(vx),FIXED10(vy)); return TRUE; }
// Try reaction with material below
C4MaterialReaction *pReact; int32_t tmat;
if (pReact = ::MaterialMap.GetReactionUnsafe(mat, tmat=GetMat(tx,ty+Sign(GravAccel))))
{
FIXED fvx=FIXED10(vx), fvy=FIXED10(vy);
if ((*pReact->pFunc)(pReact, tx,ty, tx,ty+Sign(GravAccel), fvx,fvy, mat,tmat, meePXSPos,NULL))
{
// the material to be inserted killed itself in some material reaction below
return TRUE;
}
}
int omat;
if (Game.C4S.Game.Realism.LandscapeInsertThrust)
omat = GetMat(tx, ty);
// Insert dead material
SetPix(tx,ty,Mat2PixColDefault(mat)+GBackIFT(tx,ty));
// Search a position for the old material pixel
if (Game.C4S.Game.Realism.LandscapeInsertThrust && MatValid(omat))
InsertMaterial(omat, tx, ty-1);
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)
{
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)
{
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)
{
// Startpoint must be inside landscape
fx = BoundBy<int32_t>(fx, 0, Width - 1);
fy = BoundBy<int32_t>(fy, 0, Height - 1);
// Range to search, calculate bounds
const int32_t iPushRange = 500;
int32_t left = Max<int32_t>(0, fx - iPushRange), right = Min<int32_t>(Width - 1, fx + iPushRange),
top = Max<int32_t>(0, fy - iPushRange), bottom = Min<int32_t>(Height - 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, by, bdist;
// 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 = Max<int32_t>(top, fy - dist / mslide - 1);
if(!liquid)
{
bottom = Min<int32_t>(bottom, fy + dist / mslide + 1);
left = Max<int32_t>(left, fx - dist - 1);
right = 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 %= 4;
}
while(x != sx || y != sy || dir != sdir);
// Nothing found?
if(!fGotBest) return FALSE;
// Return it
fx = bx; fy = by;
return TRUE;
}
BOOL C4Landscape::FindMatPathPull(int32_t &fx, int32_t &fy, int32_t mdens, int32_t mslide, bool liquid)
{
// TODO
return TRUE;
}
BOOL C4Landscape::Incinerate(int32_t x, int32_t y)
{
int32_t mat=GetMat(x,y);
if (MatValid(mat))
if (::MaterialMap.Map[mat].Inflammable)
// Not too much FLAMs
if (!Game.FindObject (C4Id ("FLAM"), x - 4, y - 1, 8, 20))
if (Game.CreateObject(C4Id("FLAM"),NULL,NO_OWNER,x,y))
return TRUE;
return FALSE;
}
BOOL C4Landscape::Save(C4Group &hGroup)
{
// Save members
if (!Sky.Save(hGroup))
return FALSE;
// 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_Landscape ))
return FALSE;
SCopy(Config.AtTempPath(C4CFN_TempLandscapePNG), szTempLandscape);
MakeTempFilename(szTempLandscape);
if (!Surface32->SavePNG(szTempLandscape, true, false, false))
return FALSE;
if (!hGroup.Move( szTempLandscape, C4CFN_LandscapePNG )) return FALSE;
if (fMapChanged && Map)
if (!SaveMap(hGroup)) return FALSE;
// save textures (if changed)
if (!SaveTextures(hGroup)) return FALSE;
return TRUE;
}
BOOL C4Landscape::SaveDiff(C4Group &hGroup, bool fSyncSave)
{
assert(pInitial);
if(!pInitial) return FALSE;
// If it shouldn't be sync-save: Clear all bytes that have not changed
bool fChanged = false;
if(!fSyncSave)
for(int y = 0; y < Height; y++)
for(int x = 0; x < Width; x++)
if(pInitial[y * Width + x] == _GetPix(x, y))
Surface8->SetPix(x,y,0xff);
else
fChanged = 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;
}
// Restore landscape pixels
if(!fSyncSave)
if(pInitial)
for(int y = 0; y < Height; y++)
for(int x = 0; x < Width; x++)
if(_GetPix(x, y) == 0xff)
Surface8->SetPix(x,y,pInitial[y * Width + x]);
// Save changed map, too
if (fMapChanged && Map)
if (!SaveMap(hGroup)) return FALSE;
// and textures (if changed)
if (!SaveTextures(hGroup)) return FALSE;
return TRUE;
}
BOOL C4Landscape::SaveInitial()
{
// Create array
delete [] pInitial;
pInitial = new BYTE [Width * Height];
// Save material data
for(int y = 0; y < Height; y++)
for(int x = 0; x < Width; x++)
pInitial[y * Width + x] = _GetPix(x, y);
return TRUE;
}
BOOL C4Landscape::Load(C4Group &hGroup, bool fLoadSky, bool fSavegame)
{
// Load exact landscape from group
if (!hGroup.AccessEntry(C4CFN_Landscape)) return FALSE;
if (!(Surface8=GroupReadSurfaceOwnPal8(hGroup))) return FALSE;
int iWidth, iHeight;
Surface8->GetSurfaceSize(iWidth,iHeight);
Width = iWidth; Height = iHeight;
Surface32 = new CSurface(Width, Height);
// adjust pal
if (!Mat2Pal()) return FALSE;
// load the 32bit-surface, too
size_t iSize;
if (hGroup.AccessEntry(C4CFN_LandscapePNG, &iSize))
{
CPNGFile png;
BYTE *pPNG = new BYTE [iSize];
hGroup.Read(pPNG, iSize);
bool fSuccess = png.Load(pPNG, iSize);
delete [] pPNG;
if (fSuccess)
fSuccess = !!Surface32->Lock();
if (fSuccess)
{
for (int32_t y=0; y<Height; ++y) for (int32_t x=0; x<Width; ++x)
Surface32->SetPixDw(x, y, png.GetPix(x, y));
Surface32->Unlock();
}
}
// no PNG: convert old-style landscapes
else if (!Game.C4S.Landscape.NewStyleLandscape)
{
// convert all pixels
for (int32_t y=0; y<Height; ++y) for (int32_t x=0; x<Width; ++x)
{
BYTE byPix = Surface8->GetPix(x, y);
int32_t iMat = PixCol2MatOld(byPix); BYTE byIFT = PixColIFTOld(byPix);
if (byIFT) byIFT = IFT;
// set pixel in 8bpp-surface only, so old-style landscapes won't be screwed up!
Surface8->SetPix(x, y, Mat2PixColDefault(iMat)+byIFT);
}
// NewStyleLandscape-flag will be set in C4Landscape::Init later
}
// New style landscape first generation: just correct
if(Game.C4S.Landscape.NewStyleLandscape == 1)
{
// convert all pixels
for (int32_t y=0; y<Height; ++y) for (int32_t x=0; x<Width; ++x)
{
// get material
BYTE byPix = Surface8->GetPix(x, y);
int32_t iMat = PixCol2MatOld2(byPix);
if(MatValid(iMat))
// insert pixel
Surface8->SetPix(x, y, Mat2PixColDefault(iMat) + (byPix & IFT));
else
Surface8->SetPix(x, y, 0);
}
}
else
{
// Landscape should be in correct format: Make sure it is!
for (int32_t y=0; y<Height; ++y) for (int32_t x=0; x<Width; ++x)
{
BYTE byPix = 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;
}
}
}
// Init sky
if (fLoadSky)
{
Game.SetInitProgress(70);
if (!Sky.Init(fSavegame)) return FALSE;
}
// Success
return TRUE;
}
BOOL C4Landscape::ApplyDiff(C4Group &hGroup)
{
CSurface8 *pDiff;
// Load diff landscape from group
if (!hGroup.AccessEntry(C4CFN_DiffLandscape)) return FALSE;
if (!(pDiff=GroupReadSurfaceOwnPal8(hGroup))) return FALSE;
// convert all pixels: keep if same material; re-set if different material
BYTE byPix;
for (int32_t y=0; y<Height; ++y) for (int32_t x=0; x<Width; ++x)
if (pDiff->GetPix(x, y) != 0xff)
if (Surface8->GetPix(x,y) != (byPix=pDiff->GetPix(x,y)))
// material has changed here: readjust with new texture
SetPix(x,y, byPix);
// done; clear diff
delete pDiff;
return TRUE;
}
void C4Landscape::Default()
{
Mode=C4LSC_Undefined;
Surface8=NULL;
Surface32=NULL;
Map=NULL;
Width=Height=0;
MapWidth=MapHeight=MapZoom=0;
ClearMatCount();
ClearBlastMatCount();
ScanX=0;
ScanSpeed=2;
LeftOpen=RightOpen=TopOpen=BottomOpen=0;
Gravity=FIXED100(20); // == 0.2
MapSeed=0; NoScan=false;
pMapCreator=NULL;
Modulation=0;
fMapChanged = false;
}
void C4Landscape::ClearBlastMatCount()
{
for (int32_t cnt=0; cnt<C4MaxMaterial; cnt++) BlastMatCount[cnt]=0;
}
void C4Landscape::ClearMatCount()
{
for (int32_t cnt=0; cnt<C4MaxMaterial; cnt++) { MatCount[cnt]=0; EffectiveMatCount[cnt]=0;}
}
void C4Landscape::Synchronize()
{
ScanX=0;
ClearBlastMatCount();
}
BOOL AboveSemiSolid(int32_t &rx, int32_t &ry) // Nearest free above semi solid
{
int32_t cy1=ry,cy2=ry;
BOOL UseUpwardsNextFree=FALSE,UseDownwardsNextSolid=FALSE;
while ((cy1>=0) || (cy2<GBackHgt))
{
// Check upwards
if (cy1>=0)
if (GBackSemiSolid(rx,cy1)) UseUpwardsNextFree=TRUE;
else if (UseUpwardsNextFree) { ry=cy1; return TRUE; }
// Check downwards
if (cy2<GBackHgt)
if (!GBackSemiSolid(rx,cy2)) UseDownwardsNextSolid=TRUE;
else if (UseDownwardsNextSolid) { ry=cy2; return TRUE; }
// Advance
cy1--; cy2++;
}
return FALSE;
}
BOOL AboveSolid(int32_t &rx, int32_t &ry) // Nearest free directly above solid
{
int32_t cy1=ry,cy2=ry;
while ((cy1>=0) || (cy2<GBackHgt))
{
// Check upwards
if (cy1>=0)
if (!GBackSemiSolid(rx,cy1))
if (GBackSolid(rx,cy1+1))
{ ry=cy1; return TRUE; }
// Check downwards
if (cy2+1<GBackHgt)
if (!GBackSemiSolid(rx,cy2))
if (GBackSolid(rx,cy2+1))
{ ry=cy2; return TRUE; }
// Advance
cy1--; cy2++;
}
return FALSE;
}
BOOL SemiAboveSolid(int32_t &rx, int32_t &ry) // Nearest free/semi above solid
{
int32_t cy1=ry,cy2=ry;
while ((cy1>=0) || (cy2<GBackHgt))
{
// Check upwards
if (cy1>=0)
if (!GBackSolid(rx,cy1))
if (GBackSolid(rx,cy1+1))
{ ry=cy1; return TRUE; }
// Check downwards
if (cy2+1<GBackHgt)
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<GBackHgt))
{
// 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<GBackHgt)
if (GBackLiquid(cx,cy2))
{ 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<GBackWdt); 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<GBackWdt) // 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<GBackWdt); 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<GBackWdt) // Still going
if (!AboveSemiSolid(cx2,cy2)) cx2=GBackWdt; // 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<GBackWdt); cx1--,cx2++)
{
// Left search
if (cx1>0)
if (FindLiquidHeight(cx1,cy1,height)) rl1++;
else rl1=0;
// Right search
if (cx2<GBackWdt)
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;
}
// FindLevelGround: 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<GBackWdt); 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<GBackWdt) // Still going
if (!AboveSemiSolid(cx2,cy2)) cx2=GBackWdt; // 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,
DWORD category, int32_t hrange)
{
BOOL fFound=FALSE;
// No hrange limit, use standard smooth surface limit
if (hrange==-1) hrange=Max(wdt/4,5);
int32_t cx1,cx2,cy1,cy2,rh1,rh2,rl1,rl2;
// Left offset starting position
cx1=Min(rx+wdt/2,GBackWdt-1); cy1=ry;
// No good: use centered starting position
if (!AboveSemiSolid(cx1,cy1)) { cx1=Min<int32_t>(rx,GBackWdt-1); cy1=ry; }
// Right offset starting position
cx2=Max(rx-wdt/2,0); cy2=ry;
// No good: use centered starting position
if (!AboveSemiSolid(cx2,cy2)) { cx2=Min<int32_t>(rx,GBackWdt-1); cy2=ry; }
rh1=cy1; rh2=cy2; rl1=rl2=0;
for (cx1--,cx2++; (cx1>0) || (cx2<GBackWdt); 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<GBackWdt) // Still going
if (!AboveSemiSolid(cx2,cy2))
cx2=GBackWdt; // 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.OverlapObject(cx1,cy1-hgt-10,wdt,hgt+40,category))
{ rx=cx1+wdt/2; ry=cy1; fFound=TRUE; break; }
if (rl2>=wdt) if (cx2<GBackWdt)
if (!Game.OverlapObject(cx2-wdt,cy2-hgt-10,wdt,hgt+40,category))
{ 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, int32_t par)
{
return !GBackSolid(x,y);
}
BOOL PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix, int32_t *iy)
{
return ForLine(x1,y1,x2,y2,&PathFreePix,0,ix,iy);
}
bool PathFreeIgnoreVehiclePix(int32_t x, int32_t y, int32_t par)
{
BYTE byPix=GBackPix(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,0,ix,iy);
}
int32_t TrajectoryDistance(int32_t iFx, int32_t iFy, FIXED iXDir, FIXED iYDir, int32_t iTx, int32_t iTy)
{
int32_t iClosest = Distance(iFx,iFy,iTx,iTy);
// Follow free trajectory, take closest point distance
FIXED cx = itofix(iFx), cy = itofix(iFy);
int32_t cdis;
while (Inside(fixtoi(cx),0,GBackWdt-1) && Inside(fixtoi(cy),0,GBackHgt-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;
}
const int32_t C4LSC_Throwing_MaxVertical = 50,
C4LSC_Throwing_MaxHorizontal = 60;
BOOL FindThrowingPosition(int32_t iTx, int32_t iTy, FIXED fXDir, FIXED 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,-C4LSC_Throwing_MaxVertical,+C4LSC_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,GBackWdt-1) && (cnt<=C4LSC_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;
}
const int32_t C4LSC_Closest_MaxRange = 200,
C4LSC_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=C4LSC_Closest_Step; iR<C4LSC_Closest_MaxRange; iR+=C4LSC_Closest_Step)
for (int32_t iAngle=iAngle1; iAngle<iAngle2; iAngle+=C4LSC_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,GBackWdt-1))
if (Inside<int32_t>(iY,0,GBackHgt-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) GameMsgObject(FormatString(LoadResStr("IDS_OBJ_UNDEF"), PropList->GetName()).getData(),pByObj,FRed);
return FALSE;
}
// Constructable?
if (!ndef->Constructable)
{
if (pByObj) GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NOCON"),ndef->GetName()).getData(),pByObj,FRed);
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) GameMsgObject(LoadResStr("IDS_OBJ_NOROOM"),pByObj,FRed);
return FALSE;
}
if (::Landscape.AreaSolidCount(rtx,rty+hgt,wdt,5)<(wdt*2))
{
if (pByObj) GameMsgObject(LoadResStr("IDS_OBJ_NOLEVEL"),pByObj,FRed);
return FALSE;
}
// Check other structures
C4Object *other;
if (other=Game.OverlapObject(rtx,rty,wdt,hgt,ndef->Category))
{
if (pByObj) GameMsgObject(FormatString(LoadResStr("IDS_OBJ_NOOTHER"),other->GetName ()).getData(),pByObj,FRed);
return FALSE;
}
return TRUE;
}
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;
}
void C4Landscape::ClearRect(int32_t iTx, int32_t iTy, int32_t iWdt, int32_t iHgt)
{
for (int32_t y=iTy; y<iTy+iHgt; y++)
{
for (int32_t x=iTx; x<iTx+iWdt; x++) ClearPix(x,y);
if (Rnd3()) Rnd3();
}
}
void C4Landscape::ClearRectDensity(int32_t iTx, int32_t iTy, int32_t iWdt, int32_t iHgt, int32_t iOfDensity)
{
int32_t iMinDensity = iOfDensity, iMaxDensity = iOfDensity;
switch (iOfDensity)
{
case C4M_Vehicle: iMaxDensity = 1000; break;
case C4M_Solid: iMaxDensity = C4M_Vehicle-1; break;
//case C4M_SemiSolid: iMaxDensity = C4M_Vehicle-1; break; - SemiSolid equals Liquid...
case C4M_Liquid: iMaxDensity = C4M_Solid-1; break;
case C4M_Background: iMaxDensity = C4M_Liquid-1; break;
default: break; // min=max as given
}
for (int32_t y=iTy; y<iTy+iHgt; y++)
{
for (int32_t x=iTx; x<iTx+iWdt; x++)
{
if (Inside(GetDensity(x, y), iMinDensity, iMaxDensity))
ClearPix(x,y);
}
if (Rnd3()) Rnd3();
}
}
BOOL C4Landscape::SaveMap(C4Group &hGroup)
{
// No map
if (!Map) return FALSE;
// Create map palette
BYTE bypPalette[3*256];
::TextureMap.StoreMapPalette(bypPalette,::MaterialMap);
// Save map surface
if (!Map->Save(Config.AtTempPath(C4CFN_TempMap), bypPalette))
return FALSE;
// Move temp file to group
if (!hGroup.Move(Config.AtTempPath(C4CFN_TempMap),
C4CFN_Map ))
return FALSE;
// Success
return TRUE;
}
bool C4Landscape::SaveTextures(C4Group &hGroup)
{
// 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::SetMode(int32_t iMode)
{
// Invalid mode
if (!Inside<int32_t>(iMode,C4LSC_Dynamic,C4LSC_Exact)) return FALSE;
// Set mode
Mode=iMode;
// Done
return TRUE;
}
BOOL C4Landscape::MapToLandscape()
{
// zoom map to landscape
return MapToLandscape(Map,0,0,MapWidth,MapHeight);
}
BOOL C4Landscape::GetMapColorIndex(const char *szMaterial, const char *szTexture, BOOL fIFT, BYTE & rbyCol)
{
// Sky
if (SEqual(szMaterial,C4TLS_MatSky))
rbyCol=0;
// Material-Texture
else
{
if (!(rbyCol=::TextureMap.GetIndex(szMaterial,szTexture))) return FALSE;
if (fIFT) rbyCol+=IFT;
}
// Found
return TRUE;
}
BOOL C4Landscape::DrawBrush(int32_t iX, int32_t iY, int32_t iGrade, const char *szMaterial, const char *szTexture, BOOL fIFT)
{
BYTE byCol;
switch (Mode)
{
// Dynamic: ignore
case C4LSC_Dynamic:
break;
// Static: draw to map by material-texture-index, chunk-o-zoom to landscape
case C4LSC_Static:
// Get map color index by material-texture
if (!GetMapColorIndex(szMaterial,szTexture,fIFT,byCol)) return FALSE;
// Draw to map
int32_t iRadius; iRadius=Max<int32_t>(2*iGrade/MapZoom,1);
if (iRadius==1) { if (Map) Map->SetPix(iX/MapZoom,iY/MapZoom,byCol); }
else Map->Circle(iX/MapZoom,iY/MapZoom,iRadius,byCol);
// Update landscape
MapToLandscape(Map,iX/MapZoom-iRadius-1,iY/MapZoom-iRadius-1,2*iRadius+2,2*iRadius+2);
SetMapChanged();
break;
// Exact: draw directly to landscape by color & pattern
case C4LSC_Exact:
// Set texture pattern & get material color
if (!GetMapColorIndex(szMaterial,szTexture,fIFT,byCol)) return FALSE;
C4Rect BoundingBox(iX-iGrade-1, iY-iGrade-1, iGrade*2+2, iGrade*2+2);
// Draw to landscape
PrepareChange(BoundingBox);
Surface8->Circle(iX,iY,iGrade, byCol);
FinishChange(BoundingBox);
break;
}
return TRUE;
}
BYTE DrawLineCol;
bool C4Landscape::DrawLineLandscape(int32_t iX, int32_t iY, int32_t iGrade)
{
::Landscape.Surface8->Circle(iX,iY,iGrade, DrawLineCol);
return TRUE;
}
bool DrawLineMap(int32_t iX, int32_t iY, int32_t iRadius)
{
if (iRadius==1) { if (::Landscape.Map) ::Landscape.Map->SetPix(iX,iY,DrawLineCol); }
else ::Landscape.Map->Circle(iX,iY,iRadius,DrawLineCol);
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, BOOL fIFT)
{
switch (Mode)
{
// Dynamic: ignore
case C4LSC_Dynamic:
break;
// Static: draw to map by material-texture-index, chunk-o-zoom to landscape
case C4LSC_Static:
// Get map color index by material-texture
if (!GetMapColorIndex(szMaterial,szTexture,fIFT,DrawLineCol)) return FALSE;
// Draw to map
int32_t iRadius; iRadius=Max<int32_t>(2*iGrade/MapZoom,1);
iX1/=MapZoom; iY1/=MapZoom; iX2/=MapZoom; iY2/=MapZoom;
ForLine(iX1,iY1,iX2,iY2,&DrawLineMap,iRadius);
// Update landscape
int32_t iUpX,iUpY,iUpWdt,iUpHgt;
iUpX=Min(iX1,iX2)-iRadius-1; iUpY=Min(iY1,iY2)-iRadius-1;
iUpWdt=Abs(iX2-iX1)+2*iRadius+2; iUpHgt=Abs(iY2-iY1)+2*iRadius+2;
MapToLandscape(Map,iUpX,iUpY,iUpWdt,iUpHgt);
SetMapChanged();
break;
// Exact: draw directly to landscape by color & pattern
case C4LSC_Exact:
// Set texture pattern & get material color
if (!GetMapColorIndex(szMaterial,szTexture,fIFT,DrawLineCol)) return FALSE;
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
PrepareChange(BoundingBox);
ForLine(iX1,iY1,iX2,iY2,&DrawLineLandscape,iGrade);
FinishChange(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, BOOL fIFT)
{
// get upper-left/lower-right - corners
int32_t iX0=Min(iX1, iX2); int32_t iY0=Min(iY1, iY2);
iX2=Max(iX1, iX2); iY2=Max(iY1, iY2); iX1=iX0; iY1=iY0;
BYTE byCol;
switch (Mode)
{
// Dynamic: ignore
case C4LSC_Dynamic:
break;
// Static: draw to map by material-texture-index, chunk-o-zoom to landscape
case C4LSC_Static:
// Get map color index by material-texture
if (!GetMapColorIndex(szMaterial,szTexture,fIFT,byCol)) return FALSE;
// Draw to map
iX1/=MapZoom; iY1/=MapZoom; iX2/=MapZoom; iY2/=MapZoom;
Map->Box(iX1,iY1,iX2,iY2,byCol);
// Update landscape
MapToLandscape(Map,iX1-1,iY1-1,iX2-iX1+3,iY2-iY1+3);
SetMapChanged();
break;
// Exact: draw directly to landscape by color & pattern
case C4LSC_Exact:
// Set texture pattern & get material color
if (!GetMapColorIndex(szMaterial,szTexture,fIFT,byCol)) return FALSE;
C4Rect BoundingBox(iX1, iY1, iX2 - iX1+1, iY2 - iY1+1);
// Draw to landscape
PrepareChange(BoundingBox);
Surface8->Box(iX1,iY1,iX2,iY2,byCol);
FinishChange(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 (!GetMapColorIndex(szMaterial, szTexture, bIFT, byColor)) return FALSE;
int32_t iMaterial = ::MaterialMap.Get(szMaterial); if (!MatValid(iMaterial)) return FALSE;
C4Rect BoundingBox(tx - 5, ty - 5, wdt + 10, hgt + 10);
PrepareChange(BoundingBox);
// assign clipper
Surface8->Clip(BoundingBox.x,BoundingBox.y,BoundingBox.x+BoundingBox.Wdt,BoundingBox.y+BoundingBox.Hgt);
Application.DDraw->NoPrimaryClipper();
// draw all chunks
int32_t x, y;
for(x = 0; x < icntx; x++)
for(y = 0; y < icnty; y++)
DrawChunk(tx+wdt*x/icntx,ty+hgt*y/icnty,wdt/icntx,hgt/icnty,byColor,::MaterialMap.Map[iMaterial].MapChunkType,Random(1000));
// remove clipper
Surface8->NoClip();
FinishChange(BoundingBox);
// success
return TRUE;
}
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, bool fIFT)
{
// get texture
int32_t iMatTex = ::TextureMap.GetIndexMatTex(szMaterial);
if(!iMatTex) return FALSE;
// prepate pixel count update
C4Rect BoundingBox(iX1, iY1, 1, 1);
BoundingBox.Add(C4Rect(iX2, iY2, 1, 1));
BoundingBox.Add(C4Rect(iX3, iY3, 1, 1));
BoundingBox.Add(C4Rect(iX4, iY4, 1, 1));
// set vertices
int 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;
// draw quad
PrepareChange(BoundingBox);
Surface8->Polygon(4,vtcs,MatTex2PixCol(iMatTex) + (fIFT ? IFT : 0));
FinishChange(BoundingBox);
return TRUE;
}
BYTE C4Landscape::GetMapIndex(int32_t iX, int32_t iY)
{
if (!Map) return 0;
return Map->GetPix(iX,iY);
}
#define C4LSLGT_1 16
#define C4LSLGT_2 8
#define C4LSLGT_3 4
inline DWORD DarkenClr1_16(DWORD &dwDst) // make it 1/16 as bright
{
// darken a color
return dwDst=(dwDst&0xff000000)|(((dwDst>>1)&0x7f7f7f) + ((dwDst>>2)&0x3f3f3f) + ((dwDst>>3)&0x1f1f1f) + ((dwDst>>4)&0x0f0f0f));
}
inline DWORD DarkenClr1_8(DWORD &dwDst) // make it 7/8 as bright
{
// darken a color
return dwDst=(dwDst&0xff000000)|(((dwDst>>1)&0x7f7f7f) + ((dwDst>>2)&0x3f3f3f) + ((dwDst>>3)&0x1f1f1f));
}
inline DWORD DarkenClr3_8(DWORD &dwDst) // make it 7/8 as bright, slightly violet-biased
{
// darken a color
return dwDst=(dwDst&0xff000000)|(((dwDst>>1)&0x7f7f7f) + ((dwDst>>3)&0x1f001f));
}
inline DWORD DarkenClr1_4(DWORD &dwDst) // make it 3/4 as bright, slightly violet-biased
{
// darken a color
return dwDst=(dwDst&0xff000000)|(((dwDst>>1)&0x7f7f7f) + ((dwDst>>2)&0x3f3f3f) - ((dwDst>>3)&0x001f00));
}
bool C4Landscape::DoRelights()
{
for(int32_t i = 0; i < C4LS_MaxRelights; i++)
{
if(!Relights[i].Wdt)
break;
C4Rect SolidMaskRect = Relights[i];
SolidMaskRect.x -= 2 * C4LS_MaxLightDistX; SolidMaskRect.y -= 2 * C4LS_MaxLightDistY;
SolidMaskRect.Wdt += 4 * C4LS_MaxLightDistX; SolidMaskRect.Hgt += 4 * C4LS_MaxLightDistY;
C4SolidMask * pSolid;
for (pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev)
{
pSolid->RemoveTemporary(SolidMaskRect);
}
Relight(Relights[i]);
// Restore Solidmasks
for (pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next)
{
pSolid->PutTemporary(SolidMaskRect);
}
Relights[i].Default();
C4SolidMask::CheckConsistency();
}
return true;
}
bool C4Landscape::Relight(C4Rect To)
{
// Enlarge to relight pixels surrounding a changed one
To.x -= C4LS_MaxLightDistX; To.y -= C4LS_MaxLightDistY;
To.Wdt += 2 * C4LS_MaxLightDistX; To.Hgt += 2 * C4LS_MaxLightDistY;
// Apply lighting
return ApplyLighting(To);
}
bool C4Landscape::ApplyLighting(C4Rect To)
{
// clip to landscape size
To.Intersect(C4Rect(0,0,GBackWdt,GBackHgt));
// everything clipped?
if (To.Wdt<=0 || To.Hgt<=0) return true;
if (!Surface32->Lock()) return false;
Surface32->ClearBoxDw(To.x, To.y, To.Wdt, To.Hgt);
if(lpDDraw->IsShaderific() && Config.Graphics.HighResLandscape)
{
for (int32_t iX=To.x; iX<To.x+To.Wdt; ++iX)
for (int32_t iY=To.y; iY<To.y+To.Hgt; ++iY)
Surface32->SetPixDw(iX, iY, _GetPix(iX, iY));
}
else
// do lightning
for (int32_t iX=To.x; iX<To.x+To.Wdt; ++iX)
{
int AboveDensity = 0, BelowDensity = 0;
for (int i = 1; i <= 8; ++i)
{
AboveDensity += GetPlacement(iX, To.y - i - 1);
BelowDensity += GetPlacement(iX, To.y + i - 1);
}
for (int32_t iY=To.y; iY<To.y+To.Hgt; ++iY)
{
AboveDensity -= GetPlacement(iX, iY - 9);
AboveDensity += GetPlacement(iX, iY - 1);
BelowDensity -= GetPlacement(iX, iY);
BelowDensity += GetPlacement(iX, iY + 8);
BYTE pix = _GetPix(iX, iY);
// Sky
if(!pix)
{
Surface32->SetPixDw(iX, iY, GetClrByTex(iX, iY));
continue;
}
// get density
int iOwnDens = Pix2Place[pix];
if(!iOwnDens) continue;
iOwnDens *= 2;
iOwnDens += GetPlacement(iX + 1, iY) + GetPlacement(iX - 1, iY);
iOwnDens /= 4;
// Normal color
DWORD dwBackClr = GetClrByTex(iX, iY);
// get density of surrounding materials
int iCompareDens = AboveDensity / 8;
if (iOwnDens > iCompareDens)
{
// apply light
LightenClrBy(dwBackClr, Min(30, 2 * (iOwnDens - iCompareDens)));
}
else if (iOwnDens < iCompareDens && iOwnDens < 30)
{
DarkenClrBy(dwBackClr, Min(30, 2 * (iCompareDens - iOwnDens)));
}
iCompareDens = BelowDensity / 8;
if (iOwnDens > iCompareDens)
{
DarkenClrBy(dwBackClr, Min(30, 2 * (iOwnDens - iCompareDens)));
}
Surface32->SetPixDw(iX, iY, dwBackClr);
}
}
Surface32->Unlock();
// done
return true;
}
DWORD C4Landscape::GetClrByTex(int32_t iX, int32_t iY)
{
// Get pixel and default color
BYTE pix = _GetPix(iX, iY);
// get texture map entry for pixel
const C4TexMapEntry *pTex;
if(pix && (pTex = ::TextureMap.GetEntry(PixCol2Tex(pix))))
{
// pattern color
return pTex->GetPattern().PatternClr(iX, iY);
}
return Surface8->pPal->GetClr(pix);
}
BOOL C4Landscape::DrawMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef)
{
// 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)/MapZoom+1;
int32_t iMapHgt=(iHgt-1)/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=MapCreator.Render(NULL);
if (!sfcMap) return FALSE;
// map it to the landscape
BOOL fSuccess=MapToLandscape(sfcMap, 0, 0, iMapWdt, iMapHgt, iX, iY);
// cleanup
delete sfcMap;
// return whether successful
return fSuccess;
}
BOOL C4Landscape::DrawDefMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef)
{
// safety
if (!szMapDef || !pMapCreator) return FALSE;
// clip to landscape size
if (!ClipRect(iX, iY, iWdt, iHgt)) return FALSE;
// get needed map size
int32_t iMapWdt=(iWdt-1)/MapZoom+1;
int32_t iMapHgt=(iHgt-1)/MapZoom+1;
BOOL fSuccess=FALSE;
// render map
C4MCMap *pMap=pMapCreator->GetMap(szMapDef);
if (!pMap) return FALSE;
pMap->SetSize(iMapWdt, iMapHgt);
CSurface8 * sfcMap = pMapCreator->Render(szMapDef);
if (sfcMap)
{
// map to landscape
fSuccess=MapToLandscape(sfcMap, 0, 0, iMapWdt, iMapHgt, iX, iY);
// cleanup
delete sfcMap;
}
// done
return fSuccess;
}
bool C4Landscape::ClipRect(int32_t &rX, int32_t &rY, int32_t &rWdt, int32_t &rHgt)
{
// clip by bounds
if (rX<0) { rWdt+=rX; rX=0; }
if (rY<0) { rHgt+=rY; rY=0; }
int32_t iOver;
iOver=rX+rWdt-Width; if (iOver>0) { rWdt-=iOver; }
iOver=rY+rHgt-Height; 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 (!Map) return false;
int iPitch, iMapWdt, iMapHgt;
BYTE *pMap = Map->Bits;
iMapWdt = Map->Wdt;
iMapHgt = Map->Hgt;
iPitch = Map->Pitch;
if (!pMap) return false;
for (int32_t y=0; y<iMapHgt; ++y)
{
for (int32_t x=0; x<iMapWdt; ++x)
{
if ((*pMap & 0x7f) == iOldIndex)
*pMap = (*pMap & 0x80) + iNewIndex;
++pMap;
}
pMap += iPitch - iMapWdt;
}
return true;
}
BOOL C4Landscape::SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fInsert)
{
if (((!szMatTex || !*szMatTex) && !fInsert) || !Inside<int>(iNewIndex, 0x01, 0x7f))
{
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;
}
}
void C4Landscape::HandleTexMapUpdate()
{
// Pixel maps must be update
UpdatePixMaps();
// Update landscape palette
Mat2Pal();
}
void C4Landscape::UpdatePixMaps()
{
int32_t i;
for(i = 0; i < 256; i++) Pix2Mat[i] = PixCol2Mat(i);
for(i = 0; i < 256; i++) Pix2Dens[i] = MatDensity(Pix2Mat[i]);
for(i = 0; i < 256; i++) Pix2Place[i] = MatValid(Pix2Mat[i]) ? ::MaterialMap.Map[Pix2Mat[i]].Placement : 0;
Pix2Place[0] = 0;
}
void C4Landscape::DiscardMap()
{
// delete map if present
if (Map) { delete Map; Map=NULL; }
}
bool C4Landscape::Mat2Pal()
{
if(!Surface8) return false;
// set landscape pal
int32_t tex,rgb;
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);
for (rgb=0; rgb<3; rgb++)
Surface8->pPal->Colors[MatTex2PixCol(tex)*3+rgb]
= Surface8->pPal->Colors[(MatTex2PixCol(tex)+IFT)*3+rgb]
= dwPix >> ((2-rgb) * 8);
// alpha
Surface8->pPal->Alpha[MatTex2PixCol(tex)] = 0;
Surface8->pPal->Alpha[MatTex2PixCol(tex)+IFT] = 0;
}
// success
return true;
}
void C4Landscape::PrepareChange(C4Rect BoundingBox)
{
// move solidmasks out of the way
C4Rect SolidMaskRect = BoundingBox;
SolidMaskRect.x -= 2 * C4LS_MaxLightDistX; SolidMaskRect.y -= 2 * C4LS_MaxLightDistY;
SolidMaskRect.Wdt += 4 * C4LS_MaxLightDistX; SolidMaskRect.Hgt += 4 * C4LS_MaxLightDistY;
for (C4SolidMask * pSolid = C4SolidMask::Last; pSolid; pSolid = pSolid->Prev)
{
pSolid->RemoveTemporary(SolidMaskRect);
}
UpdateMatCnt(BoundingBox, false);
}
void C4Landscape::FinishChange(C4Rect BoundingBox)
{
// relight
Relight(BoundingBox);
UpdateMatCnt(BoundingBox, true);
// Restore Solidmasks
C4Rect SolidMaskRect = BoundingBox;
SolidMaskRect.x -= 2 * C4LS_MaxLightDistX; SolidMaskRect.y -= 2 * C4LS_MaxLightDistY;
SolidMaskRect.Wdt += 4 * C4LS_MaxLightDistX; SolidMaskRect.Hgt += 4 * C4LS_MaxLightDistY;
for (C4SolidMask * pSolid = C4SolidMask::First; pSolid; pSolid = pSolid->Next)
{
pSolid->Repair(SolidMaskRect);
}
UpdatePixCnt(BoundingBox);
C4SolidMask::CheckConsistency();
}
void C4Landscape::UpdatePixCnt(const C4Rect &Rect, bool fCheck)
{
int32_t PixCntWidth = (Width + 16) / 17;
for(int32_t y = Max<int32_t>(0, Rect.y / 15); y < Min<int32_t>(PixCntPitch, (Rect.y + Rect.Hgt + 14) / 15); y++)
for(int32_t x = Max<int32_t>(0, Rect.x / 17); x < Min<int32_t>(PixCntWidth, (Rect.x + Rect.Wdt + 16) / 17); x++)
{
int iCnt = 0;
for(int32_t x2 = x * 17; x2 < Min<int32_t>(x * 17 + 17, Width); x2++)
for(int32_t y2 = y * 15; y2 < Min<int32_t>(y * 15 + 15, Height); y2++)
if(_GetDensity(x2, y2))
iCnt++;
if(fCheck)
assert(iCnt == PixCnt[x * PixCntPitch + y]);
PixCnt[x * PixCntPitch + y] = iCnt;
}
}
void C4Landscape::UpdateMatCnt(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 = _GetMat(Rect.x+x, Rect.y+y - 1);
// Same material? Count it.
if(iMat == _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 = 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 = _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 = GetMatHeight(Rect.x+x, Rect.y-1, -1, iMat, iMinHgt);
// Add any material below for chunk size check
if(Rect.y+y < Height)
iAddedHeight2 = 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;
}
}
}
}
}
void C4Landscape::CompileFunc(StdCompiler *pComp)
{
pComp->Value(mkNamingAdapt(MapSeed, "MapSeed", 0));
pComp->Value(mkNamingAdapt(LeftOpen, "LeftOpen", 0));
pComp->Value(mkNamingAdapt(RightOpen, "RightOpen", 0));
pComp->Value(mkNamingAdapt(TopOpen, "TopOpen", 0));
pComp->Value(mkNamingAdapt(BottomOpen, "BottomOpen", 0));
pComp->Value(mkNamingAdapt(mkCastIntAdapt(Gravity), "Gravity", FIXED100(20)));
pComp->Value(mkNamingAdapt(Modulation, "MatModulation", 0U));
pComp->Value(mkNamingAdapt(Mode, "Mode", C4LSC_Undefined));
}
void C4Landscape::RemoveUnusedTexMapEntries()
{
// check usage in landscape
bool fTexUsage[128];
int32_t iMatTex;
for (iMatTex = 0; iMatTex < 128; ++iMatTex) fTexUsage[iMatTex] = false;
for (int32_t y=0; y<Height; ++y)
for (int32_t x=0; x<Width; ++x)
fTexUsage[Surface8->GetPix(x,y) & 0x7f] = 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 & 0x7f] = true;
if (pMat->BelowTempConvertTo >= 0) fTexUsage[pMat->BelowTempConvertTo & 0x7f] = true;
if (pMat->AboveTempConvertTo >= 0) fTexUsage[pMat->AboveTempConvertTo & 0x7f] = true;
if (pMat->DefaultMatTex >= 0) fTexUsage[pMat->DefaultMatTex & 0x7f] = true;
}
// remove unused
for (iMatTex = 1; iMatTex < C4M_MaxTexIndex; ++iMatTex)
if (!fTexUsage[iMatTex])
::TextureMap.RemoveEntry(iMatTex);
// flag rewrite
::TextureMap.fEntriesAdded = true;
}
bool C4Landscape::DebugSave(const char *szFilename)
{
// debug: Save 8 bit data landscape only, without doing any SolidMask-removal-stuff
bool fSuccess = false;
if (Surface8)
{
fSuccess = Surface8->Save(szFilename);
}
return fSuccess;
}
C4Landscape Landscape;