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C++ PlayerCityPtr::tilemap方法代码示例

本文整理汇总了C++中PlayerCityPtr::tilemap方法的典型用法代码示例。如果您正苦于以下问题:C++ PlayerCityPtr::tilemap方法的具体用法?C++ PlayerCityPtr::tilemap怎么用?C++ PlayerCityPtr::tilemap使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在PlayerCityPtr的用法示例。


在下文中一共展示了PlayerCityPtr::tilemap方法的14个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: calcVacantHouse

void Migration::Impl::createMigrationToCity( PlayerCityPtr city )
{
  unsigned int vh = calcVacantHouse( city );
  if( vh == 0 )
  {
    return;
  }

  EmigrantList migrants;
  migrants << city->walkers();

  if( vh <= migrants.size() * 5 )
  {
    return;
  }

  Tile& roadTile = city->tilemap().at( city->borderInfo().roadEntry );

  ImmigrantPtr emigrant = Immigrant::create( city );

  if( emigrant.isValid() )
  {
    bool success = emigrant->send2city( roadTile );
    emigrant->setSpeedMultiplier( 0.8f + math::random( 40 ) / 100.f );

    if( success )
      lastMonthComing += emigrant->peoples().count();
  }
}
开发者ID:binakot,项目名称:caesaria-game,代码行数:29,代码来源:migration.cpp

示例2: __removeCorners

static void __removeCorners(Game& game )
{
  PlayerCityPtr oCity = game.city();
  Tilemap& oTilemap = oCity->tilemap();
  unsigned int mapSize = oTilemap.size();

  TilePos psAr[8] = { TilePos(0, 1), TilePos(-1, 1), TilePos(-1, 0), TilePos(-1, -1),
                      TilePos(0, -1), TilePos(1, -1), TilePos(1, 0), TilePos(1, 1)};
  //check one water tiles
  for( unsigned int i=0; i < mapSize; i++ )
    for( unsigned int j=0; j < mapSize; j++ )
    {
      TilePos tpos = TilePos( i, j );
      Tile& wtile = oTilemap.at( tpos );
      if( wtile.originalImgId() == 0 ||
          wtile.getFlag( Tile::tlWater ) || wtile.getFlag( Tile::tlDeepWater ) )
        continue;

      for( int k=0; k < 8; k++ )
      {
        Tile& t = oTilemap.at( tpos + psAr[k] );
        bool isWater = ( t.getFlag( Tile::tlWater ) || t.getFlag( Tile::tlDeepWater ) );
        if( isWater )
        {
          wtile.setFlag( Tile::clearAll, true );
          wtile.setOriginalImgId( 0 );
          wtile.setPicture( Picture() );
          break;
        }
      }
    }
}
开发者ID:KSLcom,项目名称:caesaria-game,代码行数:32,代码来源:terrain_generator.cpp

示例3: _computePictures

void LowBridge::_computePictures(PlayerCityPtr city, const TilePos& startPos, const TilePos& endPos, constants::Direction dir )
{
  Tilemap& tilemap = city->tilemap();
  //Picture& water = Picture::load( "land1a", 120 );
  switch( dir )
  {
  case northWest:
    {
      TilesArray tiles = tilemap.getArea( endPos, startPos );

      if (tiles.size() < 3) break;

      tiles.pop_back();
      tiles.erase( tiles.begin() );

      _d->addSpan( tiles.front()->pos() - startPos - TilePos( 1, 0 ), LowBridgeSubTile::liftingWest );
      foreach( it, tiles )
      {
        _d->addSpan( (*it)->pos() - startPos, LowBridgeSubTile::spanWest );
      }
      _d->addSpan( tiles.back()->pos() - startPos + TilePos( 1, 0 ), LowBridgeSubTile::descentWest );
    }
  break;

  case northEast:
    {
      TilesArray tiles = tilemap.getArea( startPos, endPos );

      if (tiles.size() < 3) break;

      tiles.pop_back();
      tiles.erase( tiles.begin() );

      _d->addSpan( tiles.back()->pos() - startPos + TilePos( 0, 1 ), LowBridgeSubTile::liftingNorth );
      for( TilesArray::reverse_iterator it=tiles.rbegin(); it != tiles.rend(); ++it )
      {
        _d->addSpan( (*it)->pos() - startPos, LowBridgeSubTile::spanNorth );
      }
      _d->addSpan( tiles.front()->pos() - startPos - TilePos( 0, 1 ), LowBridgeSubTile::descentNorth );
    }
    break;

  case southEast:
    {
      TilesArray tiles = tilemap.getArea( startPos, endPos );

      if( tiles.size() < 3 )
          break;

      tiles.pop_back();
      tiles.erase( tiles.begin() );

      _d->addSpan( tiles.front()->pos() - startPos - TilePos( 1, 0 ), LowBridgeSubTile::liftingWest );
      foreach( it, tiles )
      {
        _d->addSpan( (*it)->pos() - startPos, LowBridgeSubTile::spanWest );
        //_d->subtiles.push_back( LowBridgeSubTile( (*it)->getIJ() - startPos, water ) );
      }
      _d->addSpan( tiles.back()->pos() - startPos + TilePos( 1, 0 ), LowBridgeSubTile::descentWest );
    }
开发者ID:mdl8bit,项目名称:caesaria-game,代码行数:60,代码来源:low_bridge.cpp

示例4: _computePictures

void LowBridge::_computePictures(PlayerCityPtr city, const TilePos& startPos, const TilePos& endPos, Direction dir )
{
  Tilemap& tilemap = city->tilemap();
  //Picture& water = Picture::load( "land1a", 120 );
  switch( dir )
  {
  case direction::northWest:
    {
      Bridge::Area area( tilemap, endPos, startPos );

      if (area.size() < 3)
        break;

      area.cropCorners();

      _d->addSpan( area.front()->pos() - startPos - TilePos( 1, 0 ), LowBridgeSubTile::liftingWest );
      foreach( it, area )
      {
        _d->addSpan( (*it)->pos() - startPos, LowBridgeSubTile::spanWest );
      }
      _d->addSpan( area.back()->pos() - startPos + TilePos( 1, 0 ), LowBridgeSubTile::descentWest );
    }
  break;

  case direction::northEast:
    {
      Bridge::Area area( tilemap, startPos, endPos );

      if (area.size() < 3)
        break;

      area.cropCorners();

      _d->addSpan( area.back()->pos() - startPos + TilePos( 0, 1 ), LowBridgeSubTile::liftingNorth );
      for( TilesArray::reverse_iterator it=area.rbegin(); it != area.rend(); ++it )
      {
        _d->addSpan( (*it)->pos() - startPos, LowBridgeSubTile::spanNorth );
      }
      _d->addSpan( area.front()->pos() - startPos - TilePos( 0, 1 ), LowBridgeSubTile::descentNorth );
    }
    break;

  case direction::southEast:
    {
      Bridge::Area area( tilemap, startPos, endPos );

      if( area.size() < 3 )
          break;

      area.cropCorners();

      _d->addSpan( area.front()->pos() - startPos - TilePos( 1, 0 ), LowBridgeSubTile::liftingWest );
      foreach( it, area )
      {
        _d->addSpan( (*it)->pos() - startPos, LowBridgeSubTile::spanWest );
      }
      _d->addSpan( area.back()->pos() - startPos + TilePos( 1, 0 ), LowBridgeSubTile::descentWest );
    }
开发者ID:Ecordonnier,项目名称:caesaria-game,代码行数:58,代码来源:low_bridge.cpp

示例5: canBuild

bool MarbleQuarry::canBuild(PlayerCityPtr city, TilePos pos, const TilesArray& aroundTiles ) const
{
  bool is_constructible = Construction::canBuild( city, pos, aroundTiles );
  bool near_mountain = false;  // tells if the factory is next to a mountain

  Tilemap& tilemap = city->tilemap();
  TilesArray perimetr = tilemap.getRectangle( pos + TilePos( -1, -1 ), size() + Size( 2 ), Tilemap::checkCorners);
  foreach( tile, perimetr )
  {
    near_mountain |= (*tile)->getFlag( Tile::tlRock );
  }
开发者ID:mdl8bit,项目名称:caesaria-game,代码行数:11,代码来源:marble_quarry.cpp

示例6: TilePos

void C3Map::Impl::initCameraStartPos(std::fstream &f, PlayerCityPtr ioCity)
{
  /*unsigned short int i = 0;
  unsigned short int j = 0;
  f.seekg(kCamera, std::ios::beg);
  f.read((char*)&i, 2);
  f.read((char*)&j, 2);*/
  int mapSize = ioCity->tilemap().size();

  ioCity->setCameraPos( TilePos( mapSize / 2, mapSize / 2 ) );
}
开发者ID:Ecordonnier,项目名称:caesaria-game,代码行数:11,代码来源:loader_map.cpp

示例7: canBuild

bool Construction::canBuild(PlayerCityPtr city, TilePos pos , const TilesArray& ) const
{
  Tilemap& tilemap = city->tilemap();

  bool is_constructible = true;

  //return area for available tiles
  TilesArray area = tilemap.getArea( pos, size() );

  //on over map size
  if( (int)area.size() != size().area() )
    return false;

  foreach( tile, area ) {is_constructible &= (*tile)->getFlag( Tile::isConstructible );}
开发者ID:mdl8bit,项目名称:caesaria-game,代码行数:14,代码来源:construction.cpp

示例8: foreach

void Shoreline::Impl::checkMap( PlayerCityPtr city )
{
  const TilesArray& tiles = city->tilemap().allTiles();

  foreach( it, tiles )
  {
    int imgId = (*it)->originalImgId();
    if( (imgId >= 372 && imgId <= 403) || (imgId>=414 && imgId<=418) || (*it)->getFlag( Tile::tlCoast ) )
    {
      slTiles.push_back( *it );
    }

    if( (*it)->getFlag( Tile::tlDeepWater ) )
    {
      dwTiles.push_back( *it );
    }
  }
开发者ID:Ecordonnier,项目名称:caesaria-game,代码行数:17,代码来源:cityservice_shoreline.cpp

示例9: TilePos

void C3Sav::Impl::initEntryExit(std::fstream &f, PlayerCityPtr ioCity)
{
    unsigned int size = ioCity->tilemap().size();

    const unsigned int savePos = f.tellg();

    // init road entry/exit point
    unsigned short int i = 0;
    unsigned short int j = 0;
    f.seekg(1236, std::ios::cur);
    f.read((char*)&i, 2);
    f.read((char*)&j, 2);

    BorderInfo borderInfo;

    borderInfo.roadEntry = TilePos( i, size - j - 1 );

    f.read((char*)&i, 2);
    f.read((char*)&j, 2);
    borderInfo.roadExit = TilePos( i, size - j - 1 );

    // init boat entry/exit point
    f.seekg(savePos, std::ios::beg);
    f.seekg(1276, std::ios::cur);
    f.read((char*)&i, 2);
    f.read((char*)&j, 2);
    borderInfo.boatEntry = TilePos( i, size - j - 1 );

    f.read((char*)&i, 2);
    f.read((char*)&j, 2);
    borderInfo.boatExit = TilePos( i, size - j - 1);

    ioCity->setBorderInfo( borderInfo );

    f.seekg(savePos, std::ios::beg);
}
开发者ID:KSLcom,项目名称:caesaria-game,代码行数:36,代码来源:loader_sav.cpp

示例10: TilePos

void OMap::Impl::initCameraStartPos(const VariantMap& vm, PlayerCityPtr ioCity)
{
  int mapSize = ioCity->tilemap().size();
  ioCity->setCameraPos( TilePos( mapSize / 2, mapSize / 2 ) );
}
开发者ID:dalerank,项目名称:caesaria-game,代码行数:5,代码来源:loader_omap.cpp

示例11: PKWareInputStream


//.........这里部分代码省略.........
            pk->readShort();
            pk->skip(8);
            pk->readByte();
            pk->readByte();
            pk->skip(106);
        }
        pk->empty();
        delete pk;
        int length;
        f.read((char*)&length, 4); // read next length :-)

        if (length <= 0)
            f.seekg(1200, std::ios::cur);
        else
            f.seekg(length, std::ios::cur);

        SkipCompressed(f);
        SkipCompressed(f);

        // 3x int
        f.read((char*)&tmp, 4);
        f.read((char*)&tmp, 4);
        f.read((char*)&tmp, 4);
        SkipCompressed(f);
        f.seekg(70, std::ios::cur);
        SkipCompressed(f); // skip building list
        f.seekg(208, std::ios::cur);
        SkipCompressed(f); // skip unknown
        f.seekg(788, std::ios::cur); // skip unused data
        f.read((char*)&tmp, 4); //mapsize

        int size = tmp;
        PlayerCityPtr oCity = game.city();
        Tilemap& oTilemap = oCity->tilemap();

        oCity->resize(size);
        oCity->setCameraPos( TilePos( 0, 0 ) );

        initEntryExit( f, game.city() );

        f.seekg(1312, std::ios::cur);
        char climate;
        f.read(&climate, 1);
        oCity->setClimate((ClimateType)climate);

        // here goes the WORK!


        // loads the graphics map
        int border_size = (162 - size) / 2;

        std::map< int, std::map< int, unsigned char > > edgeData;

        game.city()->setCameraPos( TilePos( size/2, size/2 ) );

        for (int itA = 0; itA < size; ++itA)
        {
            for (int itB = 0; itB < size; ++itB)
            {
                int i = itB;
                int j = size - itA - 1;

                int index = 162 * (border_size + itA) + border_size + itB;

                Tile& tile = oTilemap.at(i, j);
开发者ID:KSLcom,项目名称:caesaria-game,代码行数:66,代码来源:loader_sav.cpp

示例12: THROW

void C3Map::Impl::loadCity(std::fstream& f, PlayerCityPtr oCity)
{
  Tilemap& oTilemap = oCity->tilemap();

  /* get number of city */

  f.seekg(kLocation, std::ios::beg);
  unsigned int location=0;
  f.read((char*)&location, 1);
  Logger::warning( "C3MapLoader: location of city is %d", (int)(location) );

  std::string cityName = LoaderHelper::getDefaultCityName( location );
  oCity->setName( cityName );

  f.seekg(kSize, std::ios::beg);

  int map_size;  // 32bits
  int size_2;
  f.read((char*)&map_size,   4);
  f.read((char*)&size_2, 4);
  Logger::warning( "C3MapLoader: map size is %d", map_size );

  if (map_size != size_2)
  {
    THROW("Horizontal and vertical map sizes are different!");
  }

  oCity->resize(map_size);

  // need to rewrite better
  ScopedArrayPtr<short> pGraphicGrid( new short[tilemap::c3mapSizeSq] );
  ScopedArrayPtr<unsigned char> pEdgeGrid( new unsigned char[tilemap::c3mapSizeSq] );
  ScopedArrayPtr<short> pTerrainGrid( new short[tilemap::c3mapSizeSq] );
  ScopedArrayPtr<unsigned char> pRndmTerGrid( new unsigned char[tilemap::c3mapSizeSq] );
  ScopedArrayPtr<unsigned char> pRandomGrid( new unsigned char[tilemap::c3mapSizeSq] );
  ScopedArrayPtr<unsigned char> pElevationGrid( new unsigned char[tilemap::c3mapSizeSq] );

  if( pGraphicGrid.isNull() || pEdgeGrid.isNull() || pTerrainGrid.isNull() ||
      pRndmTerGrid.isNull() || pRandomGrid.isNull() || pElevationGrid.isNull() )
  {
    THROW("NOT ENOUGH MEMORY!!!! FATAL");
  }

  // here also make copy of original arrays in memory

  f.seekg(kGraphicGrid, std::ios::beg);
  f.read((char*)pGraphicGrid.data(), tilemap::c3mapSizeSq*2);
  f.seekg(kEdgeGrid, std::ios::beg);
  f.read((char*)pEdgeGrid.data(), tilemap::c3mapSizeSq);
  f.seekg(kTerrainGrid, std::ios::beg);
  f.read((char*)pTerrainGrid.data(), tilemap::c3mapSizeSq*2);
  f.seekg(kRndmTerGrid, std::ios::beg);
  f.read((char*)pRndmTerGrid.data(), tilemap::c3mapSizeSq);
  f.seekg(kRandomGrid, std::ios::beg);
  f.read((char*)pRandomGrid.data(), tilemap::c3mapSizeSq);
  f.seekg(kElevationGrid, std::ios::beg);
  f.read((char*)pElevationGrid.data(), tilemap::c3mapSizeSq);

  std::map< int, std::map< int, unsigned char > > edgeData;

  // loads the graphics map
  int border_size = (gfx::tilemap::c3mapSize - map_size) / 2;

  for (int itA = 0; itA < map_size; ++itA)
  {
    for (int itB = 0; itB < map_size; ++itB)
    {
      int i = itB;
      int j = map_size - itA - 1;

      int index = gfx::tilemap::c3mapSize * (border_size + itA) + border_size + itB;

      Tile& tile = oTilemap.at(i, j);
      tile.setPicture( imgid::toResource( pGraphicGrid.data()[index] ) );
      tile.setOriginalImgId( pGraphicGrid.data()[index] );
      //tile.setHeight( pElevationGrid.data()[ index ] );

      edgeData[ i ][ j ] =  pEdgeGrid.data()[index];
      tile::decode( tile, pTerrainGrid.data()[index] );
      tile::fixPlateauFlags( tile );
    }
  }

  for (int i = 0; i < map_size; ++i)
  {
    for (int j = 0; j < map_size; ++j)
    {
      unsigned char ed = edgeData[ i ][ j ];
      if( ed == 0x00)
      {
        int size = 1;

        {
          int dj;
          try
          {
            // find size, 5 is maximal size for building
            for (dj = 0; dj < gfx::tilemap::c3bldSize; ++dj)
            {
              int edd = edgeData[ i ][ j - dj ];
//.........这里部分代码省略.........
开发者ID:Ecordonnier,项目名称:caesaria-game,代码行数:101,代码来源:loader_map.cpp

示例13: __createRivers

static void __createRivers(Game& game )
{
  PlayerCityPtr oCity = game.city();
  Tilemap& oTilemap = oCity->tilemap();

  TerrainGeneratorHelper tgHelper;
  Pathfinder& pathfinder = Pathfinder::instance();
  pathfinder.setCondition( makeDelegate( &tgHelper, &TerrainGeneratorHelper::canBuildRiver ) );

  TilesArray terrainTiles = oTilemap.getArea( TilePos(0,0), Size( oTilemap.size() ) );
  for( TilesArray::iterator it=terrainTiles.begin(); it != terrainTiles.end(); )
  {
    Tile* tile = *it;
    if( tile->isWalkable( true ) || tile->getFlag( Tile::tlTree ) ) { ++it; }
    else { it = terrainTiles.erase( it ); }
  }

  int riverCount = 0;
  for( int tryCount=0; tryCount < 20;  tryCount++ )
  {
    if( riverCount++ > oTilemap.size() / 60 )
      break;

    Tile* centertile = terrainTiles.random();
    Pathway way;
    for( int range=0; range < 99; range++ )
    {
      TilesArray perimeter = oTilemap.getRectangle( range, centertile->pos() );
      foreach( it, perimeter )
      {
        Tile* currentTile = *it;
        if( currentTile->getFlag( Tile::tlWater ) )
        {
          way = pathfinder.getPath( *centertile, *currentTile, Pathfinder::customCondition | Pathfinder::fourDirection );
          if( way.isValid() )
          {
            break;
          }
        }
      }

      if( way.isValid() )
        break;
    }

    if( way.isValid() )
    {
      TilesArray wayTiles = way.allTiles();

      foreach( it, wayTiles )
      {
        TileOverlayPtr overlay = TileOverlayFactory::instance().create( constants::objects::river );

        //Picture pic = Picture::load( ResourceGroup::land1a, 62 + math::random( 57 ) );
        (*it)->setPicture( Picture::getInvalid() );
        //(*it)->setOriginalImgId( TileHelper::convPicName2Id( pic.name() ) );
        (*it)->setOriginalImgId( 0 );

        bool isWater = (*it)->getFlag( Tile::tlWater );

        CityAreaInfo info = { oCity, (*it)->pos(), TilesArray() };
        overlay->build( info );
        oCity->overlays().push_back( overlay );

        if( isWater )
          break;
      }
开发者ID:KSLcom,项目名称:caesaria-game,代码行数:67,代码来源:terrain_generator.cpp

示例14: __finalizeMap

static void __finalizeMap(Game& game, int pass )
{
  PlayerCityPtr oCity = game.city();
  Tilemap& oTilemap = oCity->tilemap();
  unsigned int mapSize = oTilemap.size();

  //check one water tiles
  for( unsigned int i=0; i < mapSize; i++ )
    for( unsigned int j=0; j < mapSize; j++ )
    {
      TilePos tpos = TilePos( i, j );
      Tile& wtile = oTilemap.at( tpos );
      if( wtile.originalImgId() > 0 )
        continue;

      int direction = 0;
      for( int k=0; k < 8; k++ )
      {
        Tile& t = oTilemap.at( tpos + psAr[k] );
        bool isWater = !t.getFlag( Tile::tlCoast ) && ( t.getFlag( Tile::tlWater ) || t.getFlag( Tile::tlDeepWater ) );
        if( isWater )
        {
          direction += directions[k];
        }
      }


      int start=0, rnd=4;
      switch( pass )
      {
      case passCheckNorthCoastTiles:
        switch( direction )
        {
        case drN: case drN|drNW: case drNW|drNE|drN: case drNE|drN: case drNE|drNW: start=128; break;
        }
      break;

      case passCheckEastCoastTiles:
        switch( direction )
        {
        case drE: case drNE|drE: case drNE|drSE: case drNE|drSE|drE: case drSE|drE: start=132; break;
        }
      break;

      case passCheckSouthCoastTiles:
        switch( direction )
        {
        case drS: case drSW|drS: case drSE|drS: case drSW|drSE|drS: case drSW|drSE: start=136; break;
        }
      break;

      case passCheckWestCoastTiles:
        switch( direction )
        {
        case drW: case drSW|drNW|drW: case drSW|drW: case drNW|drW: case drSW|drNW: start=140; break;
        }
      break;

      case passCheckSmallCoastTiles:
        switch( direction )
        {
        case drE|drS|drSE:
        case drE|drNE|drSE|drS:
        case drE|drSW|drSE|drS:
        case drE|drSW|drSE|drS|drNE:
        case drE|drSW|drSE|drNE:
        case drE|drSW|drNE: case drNE|drSE|drSW|drS:
        case drSE|drNE|drS: case drNE|drS|drE: case drSW|drE:
        case drSW|drS|drE: case drNE|drS: case drNE|drSW|drS:
        case drNE|drSW|drE|drS:
        case drE|drS: case drNE|drSE|drSW: case drSW|drSE|drE: start = 171; rnd=0; break;

        case drNW|drSW|drW|drN: case drNW|drW|drN: case drNW|drNE|drW|drN:
        case drNW|drNE|drW: case 0xd9: case 0x58: case 0x19:
        case 0xd8: case 0xd1: case 0x49: case 0x18: case 0xc1: case 0x41:
        case 0x51: case 0x09: case 0x59: case 0xd0: start=173; rnd=0; break;

        case 0x13: case 0xb1: case 0x23: case 0x93: case 0x33: case 0xb3: case 0x83:
        case 0x31: case 0xa3: case 0x21: case 0x82: case 0xa1: case 0xa2: case 0x92:
        case 0xb2: case 0x03: case 0xb0: start=170; rnd=0; break;

        case 0xa0: start=168; rnd=0; break;
        case 0x50: start=169; rnd=0; break;

        case 0xcc: case 0x4c: case 0x6c: case 0xec:
        case 0xc4: case 0x68: case 0xe4: case 0xe8: case 0xa8: case 0x84:
        case 0x28: case 0xac: case 0xa4: case 0x0c: case 0x8c: case 0x2c:
        case 0xe0:  start = 172; rnd=0; break;
        }
      break;

      case 6:
      break;

      case passCheckInsideCornerTiles:
        switch( direction )
        {
        case drNE: start=PicID::coastNE; break;
        case drSE: start=PicID::coastSE; break;
        case 0x40: start=152; break;
//.........这里部分代码省略.........
开发者ID:KSLcom,项目名称:caesaria-game,代码行数:101,代码来源:terrain_generator.cpp


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