/* $Id$ */ /* Copyright (C) 2004 - 2011 by Philippe Plantier Part of the Battle for Wesnoth Project http://www.wesnoth.org This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY. See the COPYING file for more details. */ /** * @file * Terrain builder. */ #include "builder.hpp" #include "foreach.hpp" #include "loadscreen.hpp" #include "log.hpp" #include "map.hpp" #include "serialization/string_utils.hpp" #include "image.hpp" static lg::log_domain log_engine("engine"); #define ERR_NG LOG_STREAM(err, log_engine) #define WRN_NG LOG_STREAM(warn, log_engine) terrain_builder::building_ruleset terrain_builder::building_rules_; const config* terrain_builder::rules_cfg_ = NULL; terrain_builder::rule_image::rule_image(int layer, int x, int y, bool global_image, int cx, int cy) : layer(layer), basex(x), basey(y), variants(), global_image(global_image), center_x(cx), center_y(cy) {} terrain_builder::tile::tile() : flags(), images(), images_foreground(), images_background(), last_tod("invalid_tod"), sorted_images(false) {} void terrain_builder::tile::rebuild_cache(const std::string& tod, logs* log) { images_background.clear(); images_foreground.clear(); if(!sorted_images){ //sort images by their layer (and basey) //but use stable to keep the insertion order in equal cases std::stable_sort(images.begin(), images.end()); sorted_images = true; } foreach(const rule_image_rand& ri, images){ bool is_background = ri->is_background(); imagelist& img_list = is_background ? images_background : images_foreground; foreach(const rule_image_variant& variant, ri->variants){ if(!variant.tods.empty() && variant.tods.find(tod) == variant.tods.end()) continue; //need to break parity pattern in RNG /** @todo improve this */ unsigned int rnd = ri.rand / 7919; //just the 1000th prime const animated& anim = variant.images[rnd % variant.images.size()]; bool is_empty = true; for(size_t i = 0; i < anim.get_frames_count(); ++i) { if(!image::is_empty_hex(anim.get_frame(i))) { is_empty = false; break; } } if(is_empty) continue; img_list.push_back(anim); if(variant.random_start) img_list.back().set_animation_time(ri.rand % img_list.back().get_animation_duration()); if(log) { log->push_back(std::make_pair(&ri, &variant)); } break; // found a matching variant } } } void terrain_builder::tile::clear() { flags.clear(); images.clear(); sorted_images = false; images_foreground.clear(); images_background.clear(); last_tod = "invalid_tod"; } static unsigned int get_noise(const map_location& loc, unsigned int index){ unsigned int a = (loc.x + 92872973) ^ 918273; unsigned int b = (loc.y + 1672517) ^ 128123; unsigned int c = (index + 127390) ^ 13923787; unsigned int abc = a*b*c + a*b + b*c + a*c + a + b + c; return abc*abc; } void terrain_builder::tilemap::reset() { for(std::vector::iterator it = tiles_.begin(); it != tiles_.end(); ++it) it->clear(); } void terrain_builder::tilemap::reload(int x, int y) { x_ = x; y_ = y; std::vector new_tiles((x + 4) * (y + 4)); tiles_.swap(new_tiles); reset(); } bool terrain_builder::tilemap::on_map(const map_location &loc) const { if(loc.x < -2 || loc.y < -2 || loc.x > (x_ + 1) || loc.y > (y_ + 1)) { return false; } return true; } terrain_builder::tile& terrain_builder::tilemap::operator[](const map_location &loc) { assert(on_map(loc)); return tiles_[(loc.x + 2) + (loc.y + 2) * (x_ + 4)]; } const terrain_builder::tile& terrain_builder::tilemap::operator[] (const map_location &loc) const { assert(on_map(loc)); return tiles_[(loc.x + 2) + (loc.y + 2) * (x_ + 4)]; } terrain_builder::terrain_builder(const config& level, const gamemap* m, const std::string& offmap_image) : map_(m), tile_map_(map().w(), map().h()), terrain_by_type_() { image::precache_file_existence("terrain/"); if(building_rules_.empty() && rules_cfg_){ //off_map first to prevent some default rule seems to block it add_off_map_rule(offmap_image); // parse global terrain rules parse_global_config(*rules_cfg_); } else { // use cached global rules but clear local rules flush_local_rules(); } // parse local rules parse_config(level); build_terrains(); } void terrain_builder::flush_local_rules() { building_ruleset::iterator i = building_rules_.begin(); for(; i != building_rules_.end();){ if (i->local) building_rules_.erase(i++); else ++i; } } void terrain_builder::set_terrain_rules_cfg(const config& cfg) { rules_cfg_ = &cfg; // use the swap trick to clear the rules cache and get a fresh one. // because simple clear() seems to cause some progressive memory degradation. building_ruleset empty; std::swap(building_rules_, empty); } void terrain_builder::reload_map() { tile_map_.reload(map().w(), map().h()); terrain_by_type_.clear(); build_terrains(); } void terrain_builder::change_map(const gamemap* m) { map_ = m; reload_map(); } const terrain_builder::imagelist *terrain_builder::get_terrain_at(const map_location &loc, const std::string &tod, const TERRAIN_TYPE terrain_type) { if(!tile_map_.on_map(loc)) return NULL; tile& tile_at = tile_map_[loc]; if(tod != tile_at.last_tod) { tile_at.rebuild_cache(tod); tile_at.last_tod = tod; } const imagelist& img_list = (terrain_type == BACKGROUND) ? tile_at.images_background : tile_at.images_foreground; if(!img_list.empty()) { return &img_list; } return NULL; } bool terrain_builder::update_animation(const map_location &loc) { if(!tile_map_.on_map(loc)) return false; bool changed = false; tile& btile = tile_map_[loc]; foreach(animated& a, btile.images_background) { if(a.need_update()) changed = true; a.update_last_draw_time(); } foreach(animated& a, btile.images_foreground) { if(a.need_update()) changed = true; a.update_last_draw_time(); } return changed; } /** @todo TODO: rename this function */ void terrain_builder::rebuild_terrain(const map_location &loc) { if (tile_map_.on_map(loc)) { tile& btile = tile_map_[loc]; // btile.images.clear(); btile.images_foreground.clear(); btile.images_background.clear(); const std::string filename = map().get_terrain_info(map().get_terrain(loc)).minimap_image(); animated img_loc; img_loc.add_frame(100,image::locator("terrain/" + filename + ".png")); img_loc.start_animation(0, true); btile.images_background.push_back(img_loc); //Combine base and overlay image if necessary if(map().get_terrain_info(map().get_terrain(loc)).is_combined()) { const std::string filename_ovl = map().get_terrain_info(map().get_terrain(loc)).minimap_image_overlay(); animated img_loc_ovl; img_loc_ovl.add_frame(100,image::locator("terrain/" + filename_ovl + ".png")); img_loc_ovl.start_animation(0, true); btile.images_background.push_back(img_loc_ovl); } } } void terrain_builder::rebuild_all() { tile_map_.reset(); terrain_by_type_.clear(); build_terrains(); } static bool image_exists(const std::string& name) { bool precached = name.find("..") == std::string::npos; if(precached && image::precached_file_exists(name)) { return true; } else if(image::exists(name)) { return true; } return false; } static std::vector get_variations(const std::string& base, const std::string& variations) { /** @todo optimize this function */ std::vector res; if(variations.empty()){ res.push_back(base); return res; } std::string::size_type pos = base.find("@V", 0); if(pos == std::string::npos) { res.push_back(base); return res; } std::vector vars = utils::split(variations, ';', 0); foreach(const std::string& v, vars){ res.push_back(base); std::string::size_type pos = 0; while ((pos = res.back().find("@V", pos)) != std::string::npos) { res.back().replace(pos, 2, v); pos += v.size(); } } return res; } bool terrain_builder::load_images(building_rule &rule) { // If the rule has no constraints, it is invalid if(rule.constraints.empty()) return false; // Parse images and animations data // If one is not valid, return false. foreach(terrain_constraint &constraint, rule.constraints) { foreach(rule_image& ri, constraint.images) { foreach(rule_image_variant& variant, ri.variants) { std::vector var_strings = get_variations(variant.image_string, variant.variations); foreach(const std::string& var, var_strings) { /** @todo improve this, 99% of terrains are not animated. */ std::vector frames = utils::parenthetical_split(var,','); animated res; foreach(const std::string& frame, frames) { const std::vector items = utils::split(frame, ':'); const std::string& str = items.front(); const size_t tilde = str.find('~'); bool has_tilde = tilde != std::string::npos; const std::string filename = "terrain/" + (has_tilde ? str.substr(0,tilde) : str); if(!image_exists(filename)){ continue; // ignore missing frames } const std::string modif = (has_tilde ? str.substr(tilde+1) : ""); int time = 100; if(items.size() > 1) { time = atoi(items.back().c_str()); } image::locator locator; if(ri.global_image) { locator = image::locator(filename, constraint.loc, ri.center_x, ri.center_y, modif); } else { locator = image::locator(filename, modif); } res.add_frame(time, locator); } if(res.get_frames_count() == 0) break; // no valid images, don't register it res.start_animation(0, true); variant.images.push_back(res); } if(variant.images.empty()) return false; //no valid images, rule is invalid } } } return true; } void terrain_builder::rotate(terrain_constraint &ret, int angle) { static const struct { int ii; int ij; int ji; int jj; } rotations[6] = { { 1, 0, 0, 1 }, { 1, 1, -1, 0 }, { 0, 1, -1, -1 }, { -1, 0, 0, -1 }, { -1, -1, 1, 0 }, { 0, -1, 1, 1 } }; // The following array of matrices is intended to rotate the (x,y) // coordinates of a point in a wesnoth hex (and wesnoth hexes are not // regular hexes :) ). // The base matrix for a 1-step rotation with the wesnoth tile shape // is: // // r = s^-1 * t * s // // with s = [[ 1 0 ] // [ 0 -sqrt(3)/2 ]] // // and t = [[ -1/2 sqrt(3)/2 ] // [ -sqrt(3)/2 1/2 ]] // // With t being the rotation matrix (pi/3 rotation), and s a matrix // that transforms the coordinates of the wesnoth hex to make them // those of a regular hex. // // (demonstration left as an exercise for the reader) // // So we have // // r = [[ 1/2 -3/4 ] // [ 1 1/2 ]] // // And the following array contains I(2), r, r^2, r^3, r^4, r^5 // (with r^3 == -I(2)), which are the successive rotations. static const struct { double xx; double xy; double yx; double yy; } xyrotations[6] = { { 1., 0., 0., 1. }, { 1./2. , -3./4., 1., 1./2. }, { -1./2., -3./4., 1, -1./2.}, { -1. , 0., 0., -1. }, { -1./2., 3./4., -1., -1./2.}, { 1./2. , 3./4., -1., 1./2. }, }; assert(angle >= 0); angle %= 6; // Vector i is going from n to s, vector j is going from ne to sw. int vi = ret.loc.y - ret.loc.x/2; int vj = ret.loc.x; int ri = rotations[angle].ii * vi + rotations[angle].ij * vj; int rj = rotations[angle].ji * vi + rotations[angle].jj * vj; ret.loc.x = rj; ret.loc.y = ri + (rj >= 0 ? rj/2 : (rj-1)/2); for (rule_imagelist::iterator itor = ret.images.begin(); itor != ret.images.end(); ++itor) { double vx, vy, rx, ry; vx = double(itor->basex) - double(TILEWIDTH)/2; vy = double(itor->basey) - double(TILEWIDTH)/2; rx = xyrotations[angle].xx * vx + xyrotations[angle].xy * vy; ry = xyrotations[angle].yx * vx + xyrotations[angle].yy * vy; itor->basex = int(rx + TILEWIDTH/2); itor->basey = int(ry + TILEWIDTH/2); //std::cerr << "Rotation: from " << vx << ", " << vy << " to " << itor->basex << // ", " << itor->basey << "\n"; } } void terrain_builder::replace_rotate_tokens(std::string &s, int angle, const std::vector &replacement) { std::string::size_type pos = 0; while ((pos = s.find("@R", pos)) != std::string::npos) { if (pos + 2 >= s.size()) return; unsigned i = s[pos + 2] - '0' + angle; if (i >= 6) i -= 6; if (i >= 6) { pos += 2; continue; } const std::string &r = replacement[i]; s.replace(pos, 3, r); pos += r.size(); } } void terrain_builder::replace_rotate_tokens(rule_image &image, int angle, const std::vector &replacement) { foreach(rule_image_variant& variant, image.variants) { replace_rotate_tokens(variant, angle, replacement); } } void terrain_builder::replace_rotate_tokens(rule_imagelist &list, int angle, const std::vector &replacement) { foreach (rule_image &img, list) { replace_rotate_tokens(img, angle, replacement); } } void terrain_builder::replace_rotate_tokens(building_rule &rule, int angle, const std::vector &replacement) { foreach (terrain_constraint &cons, rule.constraints) { // Transforms attributes foreach (std::string &flag, cons.set_flag) { replace_rotate_tokens(flag, angle, replacement); } foreach (std::string &flag, cons.no_flag) { replace_rotate_tokens(flag, angle, replacement); } foreach (std::string &flag, cons.has_flag) { replace_rotate_tokens(flag, angle, replacement); } replace_rotate_tokens(cons.images, angle, replacement); } //replace_rotate_tokens(rule.images, angle, replacement); } void terrain_builder::rotate_rule(building_rule &ret, int angle, const std::vector &rot) { if (rot.size() != 6) { ERR_NG << "invalid rotations\n"; return; } foreach (terrain_constraint &cons, ret.constraints) { rotate(cons, angle); } // Normalize the rotation, so that it starts on a positive location int minx = INT_MAX; int miny = INT_MAX; foreach (const terrain_constraint &cons, ret.constraints) { minx = std::min(cons.loc.x, minx); miny = std::min(2 * cons.loc.y + (cons.loc.x & 1), miny); } if((miny & 1) && (minx & 1) && (minx < 0)) miny += 2; if(!(miny & 1) && (minx & 1) && (minx > 0)) miny -= 2; foreach (terrain_constraint &cons, ret.constraints) { cons.loc.legacy_sum_assign(map_location(-minx, -((miny - 1) / 2))); } replace_rotate_tokens(ret, angle, rot); } terrain_builder::rule_image_variant::rule_image_variant(const std::string &image_string, const std::string& variations, const std::string& tod, bool random_start) : image_string(image_string), variations(variations), images(), tods(), random_start(random_start) { if(!tod.empty()) { const std::vector tod_list = utils::split(tod); tods.insert(tod_list.begin(), tod_list.end()); } } void terrain_builder::add_images_from_config(rule_imagelist& images, const config &cfg, bool global, int dx, int dy) { foreach (const config &img, cfg.child_range("image")) { int layer = img["layer"]; int basex = TILEWIDTH / 2 + dx, basey = TILEWIDTH / 2 + dy; if (const config::attribute_value *base_ = img.get("base")) { std::vector base = utils::split(*base_); if(base.size() >= 2) { basex = atoi(base[0].c_str()); basey = atoi(base[1].c_str()); } } int center_x = -1, center_y = -1; if (const config::attribute_value *center_ = img.get("center")) { std::vector center = utils::split(*center_); if(center.size() >= 2) { center_x = atoi(center[0].c_str()); center_y = atoi(center[1].c_str()); } } images.push_back(rule_image(layer, basex - dx, basey - dy, global, center_x, center_y)); // Adds the other variants of the image foreach (const config &variant, img.child_range("variant")) { const std::string &name = variant["name"]; const std::string &variations = img["variations"]; const std::string &tod = variant["tod"]; bool random_start = variant["random_start"].to_bool(true); images.back().variants.push_back(rule_image_variant(name, variations, tod, random_start)); } // Adds the main (default) variant of the image at the end, // (will be used only if previous variants don't match) const std::string &name = img["name"]; const std::string &variations = img["variations"]; bool random_start = img["random_start"].to_bool(true); images.back().variants.push_back(rule_image_variant(name, variations, random_start)); } } terrain_builder::terrain_constraint &terrain_builder::add_constraints( terrain_builder::constraint_set& constraints, const map_location& loc, const t_translation::t_match& type, const config& global_images) { terrain_constraint *cons = NULL; foreach (terrain_constraint &c, constraints) { if (c.loc == loc) { cons = &c; break; } } if (!cons) { // The terrain at the current location did not exist, so create it constraints.push_back(terrain_constraint(loc)); cons = &constraints.back(); } if(!type.terrain.empty()) { cons->terrain_types_match = type; } int x = loc.x * TILEWIDTH * 3 / 4; int y = loc.y * TILEWIDTH + (loc.x % 2) * TILEWIDTH / 2; add_images_from_config(cons->images, global_images, true, x, y); return *cons; } void terrain_builder::add_constraints(terrain_builder::constraint_set &constraints, const map_location& loc, const config& cfg, const config& global_images) { terrain_constraint& constraint = add_constraints(constraints, loc, t_translation::t_match(cfg["type"], t_translation::WILDCARD), global_images); std::vector item_string = utils::split(cfg["set_flag"]); constraint.set_flag.insert(constraint.set_flag.end(), item_string.begin(), item_string.end()); item_string = utils::split(cfg["has_flag"]); constraint.has_flag.insert(constraint.has_flag.end(), item_string.begin(), item_string.end()); item_string = utils::split(cfg["no_flag"]); constraint.no_flag.insert(constraint.no_flag.end(), item_string.begin(), item_string.end()); item_string = utils::split(cfg["set_no_flag"]); constraint.set_flag.insert(constraint.set_flag.end(), item_string.begin(), item_string.end()); constraint.no_flag.insert(constraint.no_flag.end(), item_string.begin(), item_string.end()); add_images_from_config(constraint.images, cfg, false); } void terrain_builder::parse_mapstring(const std::string &mapstring, struct building_rule &br, anchormap& anchors, const config& global_images) { const t_translation::t_map map = t_translation::read_builder_map(mapstring); // If there is an empty map leave directly. // Determine after conversion, since a // non-empty string can return an empty map. if(map.empty()) { return; } int lineno = (map[0][0] == t_translation::NONE_TERRAIN) ? 1 : 0; int x = lineno; int y = 0; for(size_t y_off = 0; y_off < map.size(); ++y_off) { for(size_t x_off = x; x_off < map[y_off].size(); ++x_off) { const t_translation::t_terrain terrain = map[y_off][x_off]; if(terrain.base == t_translation::TB_DOT) { // Dots are simple placeholders, // which do not represent actual terrains. } else if (terrain.overlay != 0 ) { anchors.insert(std::pair(terrain.overlay, map_location(x, y))); } else if (terrain.base == t_translation::TB_STAR) { add_constraints(br.constraints, map_location(x, y), t_translation::STAR, global_images); } else { ERR_NG << "Invalid terrain (" << t_translation::write_terrain_code(terrain) << ") in builder map\n"; assert(false); return; } x += 2; } if(lineno % 2 == 1) { ++y; x = 0; } else { x = 1; } ++lineno; } } void terrain_builder::add_rule(building_ruleset &rules, building_rule &rule) { if(load_images(rule)) { rules.insert(rule); } } void terrain_builder::add_rotated_rules(building_ruleset &rules, building_rule &tpl, const std::string &rotations) { if(rotations.empty()) { // Adds the parsed built terrain to the list add_rule(rules, tpl); } else { const std::vector& rot = utils::split(rotations, ','); for(size_t angle = 0; angle < rot.size(); ++angle) { /* Only 5% of the rules have valid images, so most of them will be discarded. If the ratio was higher, it would be more efficient to insert a copy of the template rule into the ruleset, modify it in place, and remove it if invalid. But since the ratio is so low, the speedup is not worth the extra multiset manipulations. */ building_rule rule = tpl; rotate_rule(rule, angle, rot); add_rule(rules, rule); } } } void terrain_builder::parse_config(const config &cfg, bool local) { log_scope("terrain_builder::parse_config"); // Parses the list of building rules (BRs) foreach (const config &br, cfg.child_range("terrain_graphics")) { building_rule pbr; // Parsed Building rule pbr.local = local; // add_images_from_config(pbr.images, **br); pbr.location_constraints = map_location(br["x"].to_int() - 1, br["y"].to_int() - 1); pbr.probability = br["probability"].to_int(100); // Mapping anchor indices to anchor locations. anchormap anchors; // Parse the map= , if there is one (and fill the anchors list) parse_mapstring(br["map"], pbr, anchors, br); // Parses the terrain constraints (TCs) foreach (const config &tc, br.child_range("tile")) { // Adds the terrain constraint to the current built terrain's list // of terrain constraints, if it does not exist. map_location loc; if (const config::attribute_value *v = tc.get("x")) { loc.x = *v; } if (const config::attribute_value *v = tc.get("y")) { loc.y = *v; } if (const config::attribute_value *v = tc.get("loc")) { std::vector sloc = utils::split(*v); if(sloc.size() == 2) { loc.x = atoi(sloc[0].c_str()); loc.y = atoi(sloc[1].c_str()); } } if(loc.valid()) { add_constraints(pbr.constraints, loc, tc, br); } if (const config::attribute_value *v = tc.get("pos")) { int pos = *v; if(anchors.find(pos) == anchors.end()) { WRN_NG << "Invalid anchor!\n"; continue; } std::pair range = anchors.equal_range(pos); for(; range.first != range.second; ++range.first) { loc = range.first->second; add_constraints(pbr.constraints, loc, tc, br); } } } const std::vector global_set_flag = utils::split(br["set_flag"]); const std::vector global_no_flag = utils::split(br["no_flag"]); const std::vector global_has_flag = utils::split(br["has_flag"]); const std::vector global_set_no_flag = utils::split(br["set_no_flag"]); foreach (terrain_constraint &constraint, pbr.constraints) { constraint.set_flag.insert(constraint.set_flag.end(), global_set_flag.begin(), global_set_flag.end()); constraint.no_flag.insert(constraint.no_flag.end(), global_no_flag.begin(), global_no_flag.end()); constraint.has_flag.insert(constraint.has_flag.end(), global_has_flag.begin(), global_has_flag.end()); constraint.set_flag.insert(constraint.set_flag.end(), global_set_no_flag.begin(), global_set_no_flag.end()); constraint.no_flag.insert(constraint.no_flag.end(), global_set_no_flag.begin(), global_set_no_flag.end()); } // Handles rotations const std::string &rotations = br["rotations"]; pbr.precedence = br["precedence"]; add_rotated_rules(building_rules_, pbr, rotations); loadscreen::increment_progress(); } // Debug output for the terrain rules #if 0 std::cerr << "Built terrain rules: \n"; building_ruleset::const_iterator rule; for(rule = building_rules_.begin(); rule != building_rules_.end(); ++rule) { std::cerr << ">> New rule: image_background = " << "\n>> Location " << rule->second.location_constraints << "\n>> Probability " << rule->second.probability for(constraint_set::const_iterator constraint = rule->second.constraints.begin(); constraint != rule->second.constraints.end(); ++constraint) { std::cerr << ">>>> New constraint: location = (" << constraint->second.loc << "), terrain types = '" << t_translation::write_list(constraint->second.terrain_types_match.terrain) << "'\n"; std::vector::const_iterator flag; for(flag = constraint->second.set_flag.begin(); flag != constraint->second.set_flag.end(); ++flag) { std::cerr << ">>>>>> Set_flag: " << *flag << "\n"; } for(flag = constraint->second.no_flag.begin(); flag != constraint->second.no_flag.end(); ++flag) { std::cerr << ">>>>>> No_flag: " << *flag << "\n"; } } } #endif } void terrain_builder::add_off_map_rule(const std::string& image) { // Build a config object config cfg; config &item = cfg.add_child("terrain_graphics"); config &tile = item.add_child("tile"); tile["x"] = 0; tile["y"] = 0; tile["type"] = t_translation::write_terrain_code(t_translation::OFF_MAP_USER); config &tile_image = tile.add_child("image"); tile_image["layer"] = -1000; tile_image["name"] = image; item["probability"] = 100; item["no_flag"] = "base"; item["set_flag"] = "base"; // Parse the object parse_global_config(cfg); } bool terrain_builder::rule_matches(const terrain_builder::building_rule &rule, const map_location &loc, const terrain_constraint *type_checked) const { if(rule.location_constraints.valid() && rule.location_constraints != loc) { return false; } if(rule.probability != 100) { unsigned int random = get_noise(loc, rule.get_hash()) % 100; if(random > static_cast(rule.probability)) { return false; } } foreach (const terrain_constraint &cons, rule.constraints) { // Translated location const map_location tloc = loc.legacy_sum(cons.loc); if(!tile_map_.on_map(tloc)) { return false; } //std::cout << "testing..." << builder_letter(map().get_terrain(tloc)) // check if terrain matches except if we already know that it does if (&cons != type_checked && !terrain_matches(map().get_terrain(tloc), cons.terrain_types_match)) { return false; } const std::set &flags = tile_map_[tloc].flags; foreach (const std::string &s, cons.no_flag) { // If a flag listed in "no_flag" is present, the rule does not match if (flags.find(s) != flags.end()) { return false; } } foreach (const std::string &s, cons.has_flag) { // If a flag listed in "has_flag" is not present, this rule does not match if (flags.find(s) == flags.end()) { return false; } } } return true; } void terrain_builder::apply_rule(const terrain_builder::building_rule &rule, const map_location &loc) { unsigned int rand_seed = get_noise(loc, rule.get_hash()); foreach (const terrain_constraint &constraint, rule.constraints) { const map_location tloc = loc.legacy_sum(constraint.loc); if(!tile_map_.on_map(tloc)) { return; } tile& btile = tile_map_[tloc]; foreach (const rule_image &img, constraint.images) { btile.images.push_back(tile::rule_image_rand(&img, rand_seed)); } // Sets flags foreach (const std::string &flag, constraint.set_flag) { btile.flags.insert(flag); } } } // copied from text_surface::hash() // but keep it separated because the needs are different // and changing it will modify the map random variations static unsigned int hash_str(const std::string& str) { unsigned int h = 0; for(std::string::const_iterator it = str.begin(), it_end = str.end(); it != it_end; ++it) h = ((h << 9) | (h >> (sizeof(int) * 8 - 9))) ^ (*it); return h; } unsigned int terrain_builder::building_rule::get_hash() const { if(hash_ != DUMMY_HASH) return hash_; foreach(const terrain_constraint &constraint, constraints) { foreach(const rule_image& ri, constraint.images) { foreach(const rule_image_variant& variant, ri.variants) { // we will often hash the same string, but that seems fast enough hash_ += hash_str(variant.image_string); } } } //don't use the reserved dummy hash if(hash_ == DUMMY_HASH) hash_ = 105533; // just a random big prime number return hash_; } void terrain_builder::build_terrains() { log_scope("terrain_builder::build_terrains"); // Builds the terrain_by_type_ cache for(int x = -2; x <= map().w(); ++x) { for(int y = -2; y <= map().h(); ++y) { const map_location loc(x,y); const t_translation::t_terrain t = map().get_terrain(loc); terrain_by_type_[t].push_back(loc); } } foreach (const building_rule &rule, building_rules_) { // Find the constraint that contains the less terrain of all terrain rules. // We will keep a track of the matching terrains of this constraint // and later try to apply the rule only on them size_t min_size = INT_MAX; t_translation::t_list min_types; const terrain_constraint *min_constraint = NULL; foreach (const terrain_constraint &constraint, rule.constraints) { const t_translation::t_match& match = constraint.terrain_types_match; t_translation::t_list matching_types; size_t constraint_size = 0; for (terrain_by_type_map::iterator type_it = terrain_by_type_.begin(); type_it != terrain_by_type_.end(); ++type_it) { const t_translation::t_terrain t = type_it->first; if (terrain_matches(t, match)) { const size_t match_size = type_it->second.size(); constraint_size += match_size; if (constraint_size >= min_size) { break; // not a minimum, bail out } matching_types.push_back(t); } } if (constraint_size < min_size) { min_size = constraint_size; min_types = matching_types; min_constraint = &constraint; if (min_size == 0) { // a constraint is never matched on this map // we break with a empty type list break; } } } //NOTE: if min_types is not empty, we have found a valid min_constraint; for(t_translation::t_list::const_iterator t = min_types.begin(); t != min_types.end(); ++t) { const std::vector* locations = &terrain_by_type_[*t]; for(std::vector::const_iterator itor = locations->begin(); itor != locations->end(); ++itor) { const map_location loc = itor->legacy_difference(min_constraint->loc); if(rule_matches(rule, loc, min_constraint)) { apply_rule(rule, loc); } } } } } terrain_builder::tile* terrain_builder::get_tile(const map_location &loc) { if(tile_map_.on_map(loc)) return &(tile_map_[loc]); return NULL; }