Lift some code to use the basemap type rather than the derived gamemap type.

This commit is contained in:
Eric S. Raymond 2007-07-01 06:49:31 +00:00
parent c73e8cc3f3
commit 9feb3c2dcc
6 changed files with 61 additions and 61 deletions

View File

@ -121,7 +121,7 @@ void terrain_builder::tilemap::reset()
it->clear();
}
bool terrain_builder::tilemap::on_map(const gamemap::location &loc) const
bool terrain_builder::tilemap::on_map(const basemap::location &loc) const
{
if(loc.x < -1 || loc.y < -1 || loc.x > x_ || loc.y > y_)
return false;
@ -129,30 +129,30 @@ bool terrain_builder::tilemap::on_map(const gamemap::location &loc) const
return true;
}
terrain_builder::tile& terrain_builder::tilemap::operator[](const gamemap::location &loc)
terrain_builder::tile& terrain_builder::tilemap::operator[](const basemap::location &loc)
{
wassert(on_map(loc));
return map_[(loc.x+1) + (loc.y+1)*(x_+2)];
}
const terrain_builder::tile& terrain_builder::tilemap::operator[] (const gamemap::location &loc) const
const terrain_builder::tile& terrain_builder::tilemap::operator[] (const basemap::location &loc) const
{
wassert(on_map(loc));
return map_[(loc.x+1) + (loc.y+1)*(x_+2)];
}
terrain_builder::terrain_builder(const config& cfg, const config& level, const gamemap& gmap) :
terrain_builder::terrain_builder(const config& cfg, const config& level, const basemap& gmap) :
map_(gmap), tile_map_(gmap.x(), gmap.y())
{
parse_config(cfg);
parse_config(level);
build_terrains();
//rebuild_terrain(gamemap::location(0,0));
//rebuild_terrain(basemap::location(0,0));
}
const terrain_builder::imagelist *terrain_builder::get_terrain_at(const gamemap::location &loc,
const terrain_builder::imagelist *terrain_builder::get_terrain_at(const basemap::location &loc,
const std::string &tod, const ADJACENT_TERRAIN_TYPE terrain_type)
{
if(!tile_map_.on_map(loc))
@ -178,7 +178,7 @@ const terrain_builder::imagelist *terrain_builder::get_terrain_at(const gamemap:
return NULL;
}
bool terrain_builder::update_animation(const gamemap::location &loc)
bool terrain_builder::update_animation(const basemap::location &loc)
{
if(!tile_map_.on_map(loc))
return false;
@ -205,7 +205,7 @@ bool terrain_builder::update_animation(const gamemap::location &loc)
}
// TODO: rename this function
void terrain_builder::rebuild_terrain(const gamemap::location &loc)
void terrain_builder::rebuild_terrain(const basemap::location &loc)
{
if (tile_map_.on_map(loc)) {
tile& btile = tile_map_[loc];
@ -483,7 +483,7 @@ terrain_builder::building_rule terrain_builder::rotate_rule(const terrain_builde
for(cons2 = tmp_cons.begin(); cons2 != tmp_cons.end(); ++cons2) {
//Adjusts positions
cons2->second.loc += gamemap::location(-minx, -((miny-1)/2));
cons2->second.loc += basemap::location(-minx, -((miny-1)/2));
ret.constraints[cons2->second.loc] = cons2->second;
}
@ -542,7 +542,7 @@ void terrain_builder::add_images_from_config(rule_imagelist& images, const confi
void terrain_builder::add_constraints(
terrain_builder::constraint_set& constraints,
const gamemap::location& loc,
const basemap::location& loc,
const t_translation::t_match& type, const config& global_images)
{
if(constraints.find(loc) == constraints.end()) {
@ -560,7 +560,7 @@ void terrain_builder::add_constraints(
}
void terrain_builder::add_constraints(terrain_builder::constraint_set &constraints,
const gamemap::location& loc, const config& cfg, const config& global_images)
const basemap::location& loc, const config& cfg, const config& global_images)
{
add_constraints(constraints, loc, t_translation::t_match(cfg["type"], t_translation::WILDCARD), global_images);
@ -608,9 +608,9 @@ void terrain_builder::parse_mapstring(const std::string &mapstring,
// Dots are simple placeholders, which do not
// represent actual terrains.
} else if (terrain.overlay != 0 ) {
anchors.insert(std::pair<int, gamemap::location>(terrain.overlay, gamemap::location(x, y)));
anchors.insert(std::pair<int, basemap::location>(terrain.overlay, basemap::location(x, y)));
} else if (terrain.base == t_translation::TB_STAR) {
add_constraints(br.constraints, gamemap::location(x, y), builder_letter(t_translation::STAR), global_images);
add_constraints(br.constraints, basemap::location(x, y), builder_letter(t_translation::STAR), global_images);
} else {
ERR_NG << "Invalid terrain (" << t_translation::write_letter(terrain) << ") in builder map\n";
wassert(false);
@ -665,7 +665,7 @@ void terrain_builder::parse_config(const config &cfg)
// add_images_from_config(pbr.images, **br);
if(!((**br)["x"].empty() || (**br)["y"].empty()))
pbr.location_constraints = gamemap::location(atoi((**br)["x"].c_str()), atoi((**br)["y"].c_str()));
pbr.location_constraints = basemap::location(atoi((**br)["x"].c_str()), atoi((**br)["y"].c_str()));
pbr.probability = (**br)["probability"].empty() ? -1 : atoi((**br)["probability"].c_str());
pbr.precedence = (**br)["precedence"].empty() ? 0 : atoi((**br)["precedence"].c_str());
@ -683,7 +683,7 @@ void terrain_builder::parse_config(const config &cfg)
//Adds the terrain constraint to the current built
//terrain's list of terrain constraints, if it does not
//exist.
gamemap::location loc;
basemap::location loc;
if((**tc)["x"].size()) {
loc.x = atoi((**tc)["x"].c_str());
}
@ -772,7 +772,7 @@ void terrain_builder::parse_config(const config &cfg)
}
bool terrain_builder::rule_matches(const terrain_builder::building_rule &rule,
const gamemap::location &loc, const int rule_index, const bool check_loc) const
const basemap::location &loc, const int rule_index, const bool check_loc) const
{
if(rule.location_constraints.valid() && rule.location_constraints != loc) {
return false;
@ -783,7 +783,7 @@ bool terrain_builder::rule_matches(const terrain_builder::building_rule &rule,
cons != rule.constraints.end(); ++cons) {
// translated location
const gamemap::location tloc = loc + cons->second.loc;
const basemap::location tloc = loc + cons->second.loc;
if(!tile_map_.on_map(tloc)) {
return false;
@ -811,7 +811,7 @@ bool terrain_builder::rule_matches(const terrain_builder::building_rule &rule,
for(constraint_set::const_iterator cons = rule.constraints.begin();
cons != rule.constraints.end(); ++cons) {
const gamemap::location tloc = loc + cons->second.loc;
const basemap::location tloc = loc + cons->second.loc;
if(!tile_map_.on_map(tloc)) {
return false;
@ -838,13 +838,13 @@ bool terrain_builder::rule_matches(const terrain_builder::building_rule &rule,
return true;
}
void terrain_builder::apply_rule(const terrain_builder::building_rule &rule, const gamemap::location &loc)
void terrain_builder::apply_rule(const terrain_builder::building_rule &rule, const basemap::location &loc)
{
for(constraint_set::const_iterator constraint = rule.constraints.begin();
constraint != rule.constraints.end(); ++constraint) {
rule_imagelist::const_iterator img;
const gamemap::location tloc = loc + constraint->second.loc;
const basemap::location tloc = loc + constraint->second.loc;
if(!tile_map_.on_map(tloc))
return;
@ -867,11 +867,11 @@ void terrain_builder::apply_rule(const terrain_builder::building_rule &rule, con
}
}
int terrain_builder::get_constraint_adjacents(const building_rule& rule, const gamemap::location& loc)
int terrain_builder::get_constraint_adjacents(const building_rule& rule, const basemap::location& loc)
{
int res = 0;
gamemap::location adj[6];
basemap::location adj[6];
int i;
get_adjacent_tiles(loc, adj);
@ -905,7 +905,7 @@ int terrain_builder::get_constraint_size(const building_rule& rule, const terrai
return INT_MAX;
}
gamemap::location adj[6];
basemap::location adj[6];
get_adjacent_tiles(constraint.loc, adj);
border = false;
@ -952,11 +952,11 @@ void terrain_builder::build_terrains()
//builds the terrain_by_type_ cache
for(int x = -1; x <= map_.x(); ++x) {
for(int y = -1; y <= map_.y(); ++y) {
const gamemap::location loc(x,y);
const basemap::location loc(x,y);
const t_translation::t_letter t = builder_letter(map_.get_terrain(loc));
terrain_by_type_[t].push_back(loc);
gamemap::location adj[6];
basemap::location adj[6];
int i;
bool border = false;
@ -1018,7 +1018,7 @@ void terrain_builder::build_terrains()
util::array<t_translation::t_list, 7> adjacent_types;
if(biggest_constraint_adjacent > 0) {
gamemap::location loc[7];
basemap::location loc[7];
loc[0] = constraint_most_adjacents->second.loc;
get_adjacent_tiles(loc[0], loc+1);
for(int i = 0; i < 7; ++i) {
@ -1033,24 +1033,24 @@ void terrain_builder::build_terrains()
}
if(smallest_constraint_size != INT_MAX) {
const t_translation::t_list& types = smallest_constraint->second.terrain_types_match.terrain;
const gamemap::location loc = smallest_constraint->second.loc;
const gamemap::location aloc = constraint_most_adjacents->second.loc;
const basemap::location loc = smallest_constraint->second.loc;
const basemap::location aloc = constraint_most_adjacents->second.loc;
for(t_translation::t_list::const_iterator c = types.begin();
c != types.end(); ++c) {
const std::vector<gamemap::location>* locations;
const std::vector<basemap::location>* locations;
if(smallest_constraint_border) {
locations = &terrain_by_type_border_[*c];
} else {
locations = &terrain_by_type_[*c];
}
for(std::vector<gamemap::location>::const_iterator itor = locations->begin();
for(std::vector<basemap::location>::const_iterator itor = locations->begin();
itor != locations->end(); ++itor) {
if(biggest_constraint_adjacent > 0) {
const gamemap::location pos = (*itor - loc) + aloc;
const basemap::location pos = (*itor - loc) + aloc;
if(!tile_map_.on_map(pos))
continue;
@ -1079,7 +1079,7 @@ void terrain_builder::build_terrains()
// a hack, so still need to figure out the best number -- Mordante
for(int x = -2; x <= map_.x(); ++x) {
for(int y = -2; y <= map_.y(); ++y) {
const gamemap::location loc(x,y);
const basemap::location loc(x,y);
if(rule_matches(rule->second, loc, rule_index, true))
apply_rule(rule->second, loc);
}

View File

@ -54,10 +54,10 @@ public:
* [terrain_graphics] rule reside.
* @param level A level (scenario)-specific configuration file,
* containing scenario-specific [terrain_graphics] rules.
* @param gmap A properly-initialized gamemap object representing the
* @param gmap A properly-initialized basemap object representing the
* current terrain map.
*/
terrain_builder(const config& cfg, const config &level, const gamemap& gmap);
terrain_builder(const config& cfg, const config &level, const basemap& gmap);
/** Returns a vector of strings representing the images to load & blit
* together to get the built content for this tile.
@ -74,7 +74,7 @@ public:
* @return Returns a pointer list of animated images corresponding
* to the parameters, or NULL if there is none.
*/
const imagelist *get_terrain_at(const gamemap::location &loc,
const imagelist *get_terrain_at(const basemap::location &loc,
const std::string &tod, ADJACENT_TERRAIN_TYPE const terrain_type);
/** Updates the animation at a given tile. returns true if something has
@ -84,7 +84,7 @@ public:
*
* @return true: this tile must be redrawn.
*/
bool update_animation(const gamemap::location &loc);
bool update_animation(const basemap::location &loc);
/** Performs a "quick-rebuild" of the terrain in a given location. The
* "quick-rebuild" is no proper rebuild: it only clears the terrain
@ -93,7 +93,7 @@ public:
*
* @param loc the location where to rebuild terrains
*/
void rebuild_terrain(const gamemap::location &loc);
void rebuild_terrain(const basemap::location &loc);
/** Performs a complete rebuild of the list of terrain graphics
* attached to a map. Should be called when a terrain is changed in the
@ -186,9 +186,9 @@ public:
{
terrain_constraint() : loc() {};
terrain_constraint(gamemap::location loc) : loc(loc) {};
terrain_constraint(basemap::location loc) : loc(loc) {};
gamemap::location loc;
basemap::location loc;
t_translation::t_match terrain_types_match;
std::vector<std::string> set_flag;
std::vector<std::string> no_flag;
@ -267,7 +267,7 @@ private:
/**
* The list of constraints attached to a terrain_graphics WML rule.
*/
typedef std::map<gamemap::location, terrain_constraint> constraint_set;
typedef std::map<basemap::location, terrain_constraint> constraint_set;
/**
* The in-memory representation of a [terrain_graphics] WML rule.
@ -281,10 +281,10 @@ private:
/**
* The location on which this map may match. Set to a valid
* gamemap::location if the "x" and "y" parameters of the
* basemap::location if the "x" and "y" parameters of the
* [terrain_graphics] rule are set.
*/
gamemap::location location_constraints;
basemap::location location_constraints;
/**
* The probability of this rule to match, when all conditions
@ -321,11 +321,11 @@ private:
*
* @return A reference to the tile at this location.
*/
tile &operator[](const gamemap::location &loc);
tile &operator[](const basemap::location &loc);
/**
* a const variant of operator[]
*/
const tile &operator[] (const gamemap::location &loc) const;
const tile &operator[] (const basemap::location &loc) const;
/**
* Tests if a location is on the map
@ -334,7 +334,7 @@ private:
*
* @return true if loc is on the map, false otherwise.
*/
bool on_map(const gamemap::location &loc) const;
bool on_map(const basemap::location &loc) const;
/**
* Resets the whole tile map
@ -517,7 +517,7 @@ private:
* describing rule-global images.
*/
void add_constraints(constraint_set& constraints,
const gamemap::location &loc, const t_translation::t_match& type,
const basemap::location &loc, const t_translation::t_match& type,
const config& global_images);
/**
@ -533,10 +533,10 @@ private:
* describing rule-global images.
*/
void add_constraints(constraint_set& constraints,
const gamemap::location &loc, const config &cfg,
const basemap::location &loc, const config &cfg,
const config& global_images);
typedef std::multimap<int, gamemap::location> anchormap;
typedef std::multimap<int, basemap::location> anchormap;
/**
* Parses a map string (the map= element of a [terrain_graphics] rule,
@ -622,7 +622,7 @@ private:
* already checked, only flags and probability will be
* checked.
*/
bool rule_matches(const building_rule &rule, const gamemap::location &loc,
bool rule_matches(const building_rule &rule, const basemap::location &loc,
const int rule_index, const bool check_loc) const;
/**
@ -633,7 +633,7 @@ private:
* @param rule The rule to apply
* @param loc The location to which to apply the rule.
*/
void apply_rule(const building_rule &rule, const gamemap::location &loc);
void apply_rule(const building_rule &rule, const basemap::location &loc);
/**
* Returns the number of constraints adjacent to a given constraint in
@ -651,7 +651,7 @@ private:
*
* @return the number of constraints adjacent to the location loc
*/
int get_constraint_adjacents(const building_rule& rule, const gamemap::location& loc);
int get_constraint_adjacents(const building_rule& rule, const basemap::location& loc);
/**
* Returns the "size" of a constraint, that is, the number of tiles, in
@ -675,14 +675,14 @@ private:
/**
* Calculates the list of terrains, and fills the tile_map_ member,
* from the gamemap and the building_rules_.
* from the basemap and the building_rules_.
*/
void build_terrains();
/**
* A reference to the gamemap class used in the current level.
* A reference to the basemap class used in the current level.
*/
const gamemap& map_;
const basemap& map_;
/**
* The tile_map_ for the current level, which is filled by the
* build_terrains_ method to contain "tiles" representing images
@ -693,7 +693,7 @@ private:
/**
* Shorthand typedef for a map associating a list of locations to a terrain type.
*/
typedef std::map<t_translation::t_letter, std::vector<gamemap::location> > terrain_by_type_map;
typedef std::map<t_translation::t_letter, std::vector<basemap::location> > terrain_by_type_map;
/**
* A map representing all locations whose terrain is of a given type.

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@ -40,7 +40,7 @@ terrain_group::terrain_group(const config& cfg, display& gui):
}
terrain_palette::terrain_palette(display &gui, const size_specs &sizes,
const gamemap &map, const config& cfg)
const basemap &map, const config& cfg)
: gui::widget(gui.video()), size_specs_(sizes), gui_(gui), tstart_(0),
checked_group_btn_(0), map_(map),
top_button_(gui.video(), "", gui::button::TYPE_PRESS, "uparrow-button"),

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@ -46,7 +46,7 @@ struct terrain_group
class terrain_palette : public gui::widget {
public:
terrain_palette(display &gui, const size_specs &sizes,
const gamemap &map, const config& cfg);
const basemap &map, const config& cfg);
/// Scroll the terrain palette up one step if possible.
void scroll_up();
@ -136,7 +136,7 @@ private:
gui::button *checked_group_btn_;
t_translation::t_letter selected_fg_terrain_, selected_bg_terrain_;
const gamemap &map_;
const basemap &map_;
gui::button top_button_, bot_button_;
size_t button_x_, top_button_y_, bot_button_y_;
size_t nterrains_, terrain_start_;

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@ -23,7 +23,7 @@
namespace image {
surface getMinimap(int w, int h, const gamemap& map, const viewpoint* vw)
surface getMinimap(int w, int h, const basemap& map, const viewpoint* vw)
{
const int scale = 8;
@ -53,7 +53,7 @@ surface getMinimap(int w, int h, const gamemap& map, const viewpoint* vw)
surface surf(NULL);
const gamemap::location loc(x,y);
const basemap::location loc(x,y);
if(map.on_board(loc)) {
const bool shrouded = vw != NULL && vw->shrouded(x,y);
const bool fogged = vw != NULL && vw->fogged(x,y) && !shrouded;

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@ -22,7 +22,7 @@ class team;
namespace image {
///function to create the minimap for a given map
///the surface returned must be freed by the user
surface getMinimap(int w, int h, const gamemap& map_, const viewpoint* vm=NULL);
surface getMinimap(int w, int h, const basemap& map_, const viewpoint* vm=NULL);
}
#endif