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Copy pathGameMap.cpp
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335 lines (285 loc) · 11 KB
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#include "stdafx.h"
#include "GameMap.h"
#include "GameRenderManager.h"
#include "ScenarioDefs.h"
#include "GameMain.h"
#include "GameWorld.h"
//////////////////////////////////////////////////////////////////////////
enum
{
FLOOD_FILL_BUFFERS_RESERVATION_SIZE = 1024
};
//////////////////////////////////////////////////////////////////////////
GameMap::TilesIterator::TilesIterator(MapTile* initialTile, const MapArea2D& mapArea)
: mInitialTile(initialTile)
, mCurrentTile(initialTile)
, mFromRowTile(initialTile)
, mMapArea(mapArea)
{
}
MapTile* GameMap::TilesIterator::NextTile()
{
cxx_assert(mInitialTile);
MapTile* resultTile = mCurrentTile;
// advance
if (mCurrentTile)
{
// proceed to the next tile on current row
mCurrentTile = mCurrentTile->mNeighbours[eDirection_E];
if (mCurrentTile && mCurrentTile->mTileLocation.x < (mMapArea.x + mMapArea.w))
{
// done
}
else // proceed to the next row
{
mFromRowTile = mFromRowTile->mNeighbours[eDirection_S];
if (mFromRowTile && mFromRowTile->mTileLocation.y < (mMapArea.y + mMapArea.h))
{
mCurrentTile = mFromRowTile;
}
else
{
mCurrentTile = nullptr;
}
}
}
return resultTile;
}
void GameMap::TilesIterator::Restart()
{
mCurrentTile = mInitialTile;
mFromRowTile = mInitialTile;
}
//////////////////////////////////////////////////////////////////////////
void GameMap::LoadScenario(const ScenarioDefinition& scenarioData)
{
cxx_assert(mTiles == nullptr);
mDimensions = { scenarioData.mLevelDimensionX, scenarioData.mLevelDimensionY };
cxx_assert(mDimensions.x <= MAX_DUNGEON_MAP_DIMENSIONS);
cxx_assert(mDimensions.y <= MAX_DUNGEON_MAP_DIMENSIONS);
// allocate map tiles matrix
mTiles = std::move(std::unique_ptr<MapTile[]>(new MapTile[mDimensions.x * mDimensions.y]));
// initialize tiles
for (int tiley = 0; tiley < mDimensions.y; ++tiley)
{
for (int tilex = 0; tilex < mDimensions.x; ++tilex)
{
// use random number generator for tile visuals diversity
unsigned int randomValue = Random::GenerateUint();
MapTile* currentTile = GetTileInitialize(tilex, tiley, randomValue);
// setup terrain definition
const int tileIndex = (tiley * mDimensions.x) + tilex;
// terrain types
TerrainDefinition* tileBaseTerrain = nullptr;
TerrainDefinition* tileTerrain = nullptr;
// acquire terrain type
TerrainTypeId tileTerrainType = scenarioData.mMapTiles[tileIndex].mTerrainType;
if (scenarioData.IsRoomTypeTerrain(tileTerrainType))
{
RoomDefinition* roomDefinition = scenarioData.GetRoomDefinitionByTerrain(tileTerrainType);
// acquire terrain type under the bridge
if (!roomDefinition->mPlaceableOnLand)
{
switch (scenarioData.mMapTiles[tileIndex].mTerrainUnderTheBridge)
{
case eBridgeTerrain_Lava:
tileBaseTerrain = scenarioData.GetTerrainDefinition(scenarioData.mLavaTerrainType);
break;
case eBridgeTerrain_Water:
tileBaseTerrain = scenarioData.GetTerrainDefinition(scenarioData.mWaterTerrainType);
break;
default: // should be an error
{
cxx_assert(false);
}
break;
}
}
else
{
// claimed path is default
tileBaseTerrain = scenarioData.GetTerrainDefinition(scenarioData.mPlayerColouredPathTerrainType);
}
// override terrain type
tileTerrain = scenarioData.GetTerrainDefinition(tileTerrainType);
}
else
{
tileBaseTerrain = scenarioData.GetTerrainDefinition(tileTerrainType);
}
// set tile info
currentTile->mBaseTerrain = tileBaseTerrain;
currentTile->mTerrain = tileTerrain;
currentTile->mOwnerID = scenarioData.mMapTiles[tileIndex].mOwnerID;
// setup neighbours
if (tiley > 0)
{
if (tilex > 0)
{
currentTile->mNeighbours[eDirection_NW] = GetMapTile({tilex - 1, tiley - 1});
}
if (tilex < mDimensions.x - 1)
{
currentTile->mNeighbours[eDirection_NE] = GetMapTile({tilex + 1, tiley - 1});
}
currentTile->mNeighbours[eDirection_N] = GetMapTile({tilex, tiley - 1});
}
if (tilex > 0)
{
currentTile->mNeighbours[eDirection_W] = GetMapTile({tilex - 1, tiley});
}
if (tilex < mDimensions.x - 1)
{
currentTile->mNeighbours[eDirection_E] = GetMapTile({tilex + 1, tiley});
}
if (tiley < mDimensions.y - 1)
{
if (tilex > 0)
{
currentTile->mNeighbours[eDirection_SW] = GetMapTile({tilex - 1, tiley + 1});
}
if (tilex < mDimensions.x - 1)
{
currentTile->mNeighbours[eDirection_SE] = GetMapTile({tilex + 1, tiley + 1});
}
currentTile->mNeighbours[eDirection_S] = GetMapTile({tilex, tiley + 1});
}
}
}
// update bounding box
mBoundingBox.mMin = { -MAP_TILE_SIZE * 0.5f - 0.01f, 1.0f - 0.01f, -MAP_TILE_SIZE * 0.5f - 0.01f };
mBoundingBox.mMax = {
mDimensions.x * MAP_TILE_SIZE - (MAP_TILE_SIZE * 0.5f) + 0.01f,
MAP_TILE_SIZE + 1.01f,
mDimensions.y * MAP_TILE_SIZE - (MAP_TILE_SIZE * 0.5f) + 0.01f
};
// warmup buffers
mFloodFillOpenListBuffer.reserve(FLOOD_FILL_BUFFERS_RESERVATION_SIZE);
mFloodFillResultBuffer.reserve(FLOOD_FILL_BUFFERS_RESERVATION_SIZE);
}
void GameMap::Cleanup()
{
mTiles.reset();
mDimensions = {};
mFloodFillCounter = 1;
}
GameMap::TilesIterator GameMap::IterateTiles(const MapArea2D& mapArea) const
{
if (mapArea.w < 1 || mapArea.h < 1)
{
return TilesIterator(nullptr, mapArea);
}
MapPoint2D initialTileLocation (mapArea.x, mapArea.y);
MapTile* initialTile = GetMapTile(initialTileLocation);
return TilesIterator(initialTile, mapArea);
}
GameMap::TilesIterator GameMap::IterateTiles(const MapPoint2D& startTile, const MapPoint2D& areaSize) const
{
MapArea2D rc ( startTile.x, startTile.y, areaSize.x, areaSize.y );
return IterateTiles(rc);
}
GameMap::TilesIterator GameMap::IterateTiles() const
{
MapArea2D rc ( 0, 0, mDimensions.x, mDimensions.y );
return IterateTiles(rc);
}
float GameMap::GetFloorHeightAt(const glm::vec2& coordinate) const
{
static const float inv_TileSize = 1.0f / MAP_TILE_SIZE;
if (const MapTile* mapTile = GetTileAtPosition(coordinate))
{
const glm::vec2 coordWithinTile = MapUtils::WrapPositionWithinBlock(coordinate);
// normalized coords
float nc_x = (coordWithinTile.x * inv_TileSize);
float nc_y = (coordWithinTile.y * inv_TileSize);
int sampleX = std::clamp(static_cast<int>(nc_x * TileHeightmap::Resolution), 0, TileHeightmap::Resolution - 1);
int sampleY = std::clamp(static_cast<int>(nc_y * TileHeightmap::Resolution), 0, TileHeightmap::Resolution - 1);
return mapTile->mFloorHeightmap.mSamples[sampleY * TileHeightmap::Resolution + sampleX];
}
return MAP_FLOOR_LEVEL;
}
MapTile* GameMap::GetTileInitialize(int tilex, int tiley, unsigned int randomValue) const
{
MapTile* currentTile = &mTiles[tiley * mDimensions.x + tilex];
currentTile->mTileLocation.x = tilex;
currentTile->mTileLocation.y = tiley;
currentTile->mIsTagged = false;
currentTile->mIsRoomInnerTile = false;
currentTile->mIsRoomEntrance = false;
currentTile->mRandomValue = randomValue;
currentTile->mFloodFillCounter = 0;
currentTile->ClearFloorHeightmap();
return currentTile;
}
void GameMap::FloodFill4Impl(MapTile* tileOrigin, MapArea2D scanArea, unsigned int floodFillFlags)
{
mFloodFillResultBuffer.clear();
// explore tiles
mFloodFillOpenListBuffer.clear();
mFloodFillOpenListBuffer.push_back(tileOrigin);
while (!mFloodFillOpenListBuffer.empty())
{
MapTile* currentTile = mFloodFillOpenListBuffer.back();
mFloodFillOpenListBuffer.pop_back();
// already explored
if (currentTile->mFloodFillCounter == mFloodFillCounter)
continue;
// move tile to close list
currentTile->mFloodFillCounter = mFloodFillCounter;
MapTile* tilesToExplore[] =
{
currentTile->mNeighbours[eDirection_E],
currentTile->mNeighbours[eDirection_N],
currentTile->mNeighbours[eDirection_W],
currentTile->mNeighbours[eDirection_S]
};
for (MapTile* tile: tilesToExplore)
{
if (!tile || tile->mFloodFillCounter == mFloodFillCounter)
{
continue;
}
// bounds
if (tile->mTileLocation.x < scanArea.x) continue;
if (tile->mTileLocation.y < scanArea.y) continue;
if (tile->mTileLocation.x >= (scanArea.x + scanArea.w)) continue;
if (tile->mTileLocation.y >= (scanArea.y + scanArea.h)) continue;
bool sameTerrain = (floodFillFlags & FLOOD_FILL4_SAME_BASE_TERRAIN) ?
tileOrigin->SameTileBaseTerrainType(tile) :
tileOrigin->SameTileTerrainType(tile);
if (sameTerrain)
{
if (floodFillFlags & FLOOD_FILL4_SAME_OWNER)
{
const TerrainDefinition* terrainDefinition = (floodFillFlags & FLOOD_FILL4_SAME_BASE_TERRAIN) ?
tile->GetBaseTerrain() :
tile->GetTerrain();
if (terrainDefinition->mIsOwnable)
{
sameTerrain = tile->mOwnerID == tileOrigin->mOwnerID;
}
}
}
if (sameTerrain)
{
mFloodFillOpenListBuffer.push_back(tile);
}
}
mFloodFillResultBuffer.push_back(currentTile);
}
// update flood fill counter
if (++mFloodFillCounter == 0)
{
++mFloodFillCounter;
InitTilesFloodFillCounter();
}
}
void GameMap::InitTilesFloodFillCounter()
{
const int numTiles = mDimensions.x * mDimensions.y;
for (int itile = 0; itile < numTiles; ++itile)
{
MapTile& roller = mTiles[itile];
roller.mFloodFillCounter = 0;
}
}