src/Terrain.cc
author terom
Sun, 07 Dec 2008 20:07:28 +0000
changeset 255 99431fdb0dc8
parent 248 e40ef56dc62c
child 282 e0e4dfc3e528
permissions -rw-r--r--
add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
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#include "Terrain.hh"
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#include "Graphics.hh"
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#include "Engine.hh"
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#include <cmath>
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#include <cassert>
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#include <algorithm>
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#include <ClanLib/display.h>
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Terrain::Terrain (void) :
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    map_width(0), map_height(0)
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{
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}
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Terrain::Terrain (PixelDimension map_width, PixelDimension map_height, int seed) :
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    map_width(map_width), map_height(map_height), terrain(map_width, std::vector<TerrainType>(map_height, TERRAIN_DIRT))
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{
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    generateTerrain(seed);
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}
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Terrain::Terrain (const Terrain &t) 
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{
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    map_width = t.map_width;
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    map_height = t.map_height;
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    terrain = t.terrain;
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    generatePixelBuffer();
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}
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/*
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 * Texture generation util functions
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 */
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static void fractal_step(std::vector<double>& land, int size, double str, int dist) {
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    for(int i = 0; i < size; i += dist*2) {
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        for(int j = dist; j < size; j += dist*2) {
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            double sum = 0;
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            sum += land[((i+size-dist)%size)+(j*size)];
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            sum += land[i+((j+size-dist)%size)*size];
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            sum += land[((i+dist)%size)+j*size];
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            sum += land[i+((j+dist)%size)*size];
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            land[i+j*size] = sum/4 + (rand()%10000-5000)*str;
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        }
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    }
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    for(int i = dist; i < size; i += dist*2) {
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        for(int j = 0; j < size; j += dist*2) {
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            double sum = 0;
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            sum += land[((i+size-dist)%size)+(j*size)];
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            sum += land[i+((j+size-dist)%size)*size];
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            sum += land[((i+dist)%size)+j*size];
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            sum += land[i+((j+dist)%size)*size];
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            land[i+j*size] = sum/4 + (rand()%10000-5000)*str;
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        }
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    }
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}
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static void fractal_diamond(std::vector<double>& land, int size, double str, int dist) {
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    for(int i = dist; i < size; i += dist*2) {
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        for(int j = dist; j < size; j += dist*2) {
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            double sum = 0;
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            sum += land[((i+size-dist)%size)+(((j+size-dist)%size)*size)];
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            sum += land[((i+dist)%size)+((j+size-dist)%size)*size];
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            sum += land[(i+size-dist)%size+((j+dist)%size)*size];
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            sum += land[(i+dist)%size+((j+dist)%size)*size];
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            land[i+j*size] = sum/4 + (rand()%10000-5000)*str;
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        }
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    }
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}
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/**
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 * Algorithm read from http://www.gameprogrammer.com/fractal.html
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 */
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void Terrain::generate_texture (void) {
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    int texturesize = 128;
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    texture = std::vector<std::vector<int> >(texturesize, std::vector<int>(texturesize));
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    std::vector<double> land(texture.size()*texture.size());
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    double str = 0.8;
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    double H = 0.8;
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    for(int i = 512; i >= 1; i /= 2) {
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        fractal_diamond(land, texturesize, str, i);
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        fractal_step(land, texturesize, str, i);
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        str *= H;
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    }
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    double min = 100000;
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    double max = -100000;
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    for(int i = 0; i < texturesize*texturesize; i++) {
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        if(land[i] < min) min = land[i];
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        if(land[i] > max) max = land[i];
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    }
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    max -= min;
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    for(int i = 0; i < texturesize*texturesize; i++) {
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        land[i] -= min;
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    }
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    for(int i = 0; i < texturesize*texturesize; i++) {
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        land[i] = land[i]*255/max;
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        texture[i%texturesize][i/texturesize] = (int)(land[i]);
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    }
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}
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/**
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 * Changes color depending on x and y values
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 * x and y should be valid coordinates (not outside)
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 */
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void Terrain::noisifyPixel(CL_Color& color, PixelCoordinate pc) {
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    int tx = pc.x % texture.size();
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    int ty = pc.y % texture[0].size();
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    int red = color.get_red();
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    int green = color.get_green();
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    int blue = color.get_blue();
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    red += texture[tx][ty] / 8 - 16;
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    green += texture[tx][ty] / 8 - 16;
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    blue += texture[tx][ty] / 8 - 16;
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    if (red < 0)
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        red = 0;
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    else if (red >= 256)
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        red = 255;
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    if (green < 0)
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        green = 0;
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    else if (green >= 256)
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        green = 255;
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    if (blue < 0)
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        blue = 0;
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    else if (blue >= 256)
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        blue = 255;
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    color = CL_Color(red, green, blue);
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}
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/**
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 * Sets to color the correct color of pixel in (x,y)
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 */
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void Terrain::loadPixelColor(CL_Color& color, PixelCoordinate pc) {
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    if ((pc.x < 0) || (pc.y < 0) || (pc.x >= map_width) || (pc.y >= map_height)) {
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        color = CL_Color(0, 0, 0);
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        return;
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    }
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    switch (terrain[pc.x][pc.y]) {
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    case TERRAIN_EMPTY:
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        color = COLOR_EMPTY;
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        break;
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    case TERRAIN_DIRT:
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        color = COLOR_DIRT;
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        break;
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    case TERRAIN_ROCK:
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        color = COLOR_ROCK;
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        break;
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    }
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    noisifyPixel(color, pc);
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}
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void Terrain::generatePixelBuffer (void) {
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    // initialze texture
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    generate_texture();
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    // create pixel buffer
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    pixbuf = CL_PixelBuffer(map_width, map_height, 4 * map_width, CL_PixelFormat::rgba8888);
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    CL_Color color;
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    for (PixelDimension x = 0; x < map_width; x++) {
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        for (PixelDimension y = 0; y < map_height; y++) {
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            PixelCoordinate pc(x, y);
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            loadPixelColor(color, pc);
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            pixbuf.draw_pixel(pc.x, pc.y, color);
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        }
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    }
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}
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PixelCoordinate Terrain::getPixelCoordinate (Vector point) const {
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    return PixelCoordinate(point.x, point.y);
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}
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PixelCoordinate Terrain::getDimensions (void) const {
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    return PixelCoordinate(map_width, map_height);
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}
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TerrainType Terrain::getType (PixelDimension px, PixelDimension py) const {
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    if ((px < 0) || (py < 0) ||(px >= map_width) || (py >= map_height))
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        return TERRAIN_ROCK;
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    return terrain[px][py];
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}
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TerrainType Terrain::getType (PixelCoordinate pc) const {
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    return getType(pc.x, pc.y);
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}
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TerrainType Terrain::getType (Vector point) const {
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    return getType((PixelDimension) point.x, (PixelDimension) point.y);
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}
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bool Terrain::collides (const Vector &point) const {
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    return (getType(point) != TERRAIN_EMPTY);
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}
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bool Terrain::collides (const Vector &begin, const Vector &end) const {
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    // TODO: Maybe we should have another function prototype that also
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    // returns the point where we collided.
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    // We'll use Bresenhams line algorithm to go trough all the
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    // "pixels" of the line.
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    PixelCoordinate b = getPixelCoordinate(begin);
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    PixelCoordinate e = getPixelCoordinate(end);
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    bool steep = (abs(e.y - b.y) > abs(e.x - b.x)); // k > 1
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    if (steep) { 
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        // Line is steep -> swap x and y coordinates
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        std::swap(b.x, b.y);
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        std::swap(e.x, e.y);
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    }
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    if (b.x > e.x) { 
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        // Line goes down -> make it go up
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        std::swap(b, e);
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    }
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    PixelDimension dx = e.x - b.x, dy = abs(e.y - b.y);
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    PixelDimension err = dx / 2;
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    PixelDimension ystep, y = b.y;
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    // Is the line ascending or descending
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    if (b.y < e.y) 
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        ystep = 1;
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    else 
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        ystep = -1;
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    // Go trough the line
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    for (PixelDimension x =  b.x; x <= e.x; x++) {
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        if (steep) { 
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            // X and Y coordinates must be switched if steep
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            if (getType(y, x) != TERRAIN_EMPTY) { 
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                // Collision!
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                return true;
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            }
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        } else {
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            if (getType(x, y) != TERRAIN_EMPTY) { 
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                // Collision!
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                return true;
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            }
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        }
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        err = err - dy;
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        if (err < 0) { 
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            // Check if we want to make an ystep
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            y = y + ystep;
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            err = err + dx;
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        }
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    }
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    return false; // No Collision
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}
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void Terrain::removeGround (const Vector &pos, float radius) {
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    // TODO: Implement. Some circle algoritmh should be usefull here,
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    // though the current impelementation doesn't seem too bad either.
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    PixelCoordinate mid = getPixelCoordinate(pos);
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    PixelDimension r = radius;
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    for (PixelDimension i = mid.x - r; i < mid.x + r; i++) {
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        for (PixelDimension j = mid.y-r; j < mid.y+r; j++) {
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            PixelCoordinate pc(i, j);
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            if (getType(pc) != TERRAIN_ROCK) { 
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                // getType returns ROCK if out of bounds
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                if ((i - mid.x) * (i - mid.x) + (j - mid.y) * (j - mid.y) < r * r) {
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                    terrain[i][j] = TERRAIN_EMPTY;
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                    CL_Color color;
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                    loadPixelColor(color, pc);
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                    pixbuf.draw_pixel(pc.x, pc.y, color);
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                }
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            }
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        }
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    }
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}
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/**
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 * Gets the index of the given coordinate direction
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 * referring to the DIRECTIONS table in Physics.hh
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 */
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static int getDirectionIndex (Vector direction) {
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    Vector dir = direction.roundToInt();
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    if(dir.x == 0 && dir.y == -1) {
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        return 0;
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    } else if (dir.x == 1 && dir.y == -1) {
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        return 1;
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    } else if (dir.x == 1 && dir.y == 0) {
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        return 2;
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    } else if (dir.x == 1 && dir.y == 1) {
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        return 3;
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    } else if (dir.x == 0 && dir.y == 1) {
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        return 4;
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    } else if (dir.x == -1 && dir.y == 1) {
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        return 5;
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    } else if (dir.x == -1 && dir.y == 0) {
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        return 6;
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    } else if (dir.x == -1 && dir.y == -1) {
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        return 7;
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    }
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    Engine::log(DEBUG, "Terrain.getDirectionIndex ") << "invalid direction: " << direction;
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    return 0;
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}
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/**
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 * point should be ground and prevPoint air, but it's easy to assure that
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 * @param point - pixel on ground to which was collided
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 * @param prevPoint - pixel where we are when we collide
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 */
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Vector Terrain::getNormal(Vector point, Vector prevPoint) const {
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    PixelCoordinate p = getPixelCoordinate(point);
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   326
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    assert(point != prevPoint);
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    Vector normal(0,0);
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   330
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    // These two must be rounded separately
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    int dirIdx = getDirectionIndex(prevPoint.roundToInt() - point.roundToInt());
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   333
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    normal += DIRECTIONS[dirIdx];
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   335
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    for (int i = 1; i <= 2; i++) {
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        if (getType(point + DIRECTIONS[(dirIdx+i+8)%8]) == TERRAIN_EMPTY) {
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            normal += DIRECTIONS[(dirIdx+i+8)%8];
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        }
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    }
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   341
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    for (int i = 1; i <= 2; i++) {
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        if (getType(point + DIRECTIONS[(dirIdx-i+8)%8]) == TERRAIN_EMPTY) {
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            normal += DIRECTIONS[(dirIdx-i+8)%8];
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        }
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    }
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    if (getType(point) == TERRAIN_EMPTY || getType(prevPoint) != TERRAIN_EMPTY) {
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        Engine::log(DEBUG, "Physics.getNormal ") << "logic ground error";
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    }
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    return normal;
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}
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// XXX: weird vectors
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Vector direction (const Vector &v) {
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    Vector tmp(v);
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   358
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    if (tmp.length() > 0) 
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   360
        tmp /= tmp.length();
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   361
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    tmp.x = (uint16_t)(tmp.x);
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   363
    tmp.y = (uint16_t)(tmp.y);
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   364
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   365
    return tmp;
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   366
}
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// TODO: This could better :)
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   369
// TODO: And this need some cleaning :)
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   370
void Terrain::generateTerrain (int seed) {
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   371
    srand(seed); // Set random number generator seed.
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   372
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    // Some constants to control random generation
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    const int min_range = 25;
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    const int max_range = 80;
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    const int num = 50;
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    const int rock_rarity = 4;
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   378
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   379
    // Generate circles (or whatever)
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   380
    for (int i = 0; i < num; i++) {
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   381
        // Random generate circle attributes
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   382
        PixelCoordinate mid(rand() % map_width, rand() % map_width);
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   383
185
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   384
        int range = rand()%(max_range-min_range)+min_range;
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   385
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   386
        // Make sure that there's a circle in the midle of the cave
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   387
        if (i == 0) {
255
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   388
            mid.x = map_width / 2;
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   389
            mid.y = map_height / 2;
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   390
            range = 150;
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   391
        }
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   392
255
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   393
        TerrainType type = TERRAIN_EMPTY;
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   394
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   395
        if (rand() % rock_rarity == 0) {
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   396
            type = TERRAIN_ROCK;
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   397
        }
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   398
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   399
        // Loops for every pixel of the cirlcle (or square as it seems
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   400
        // now)
255
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diff changeset
   401
        for (
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diff changeset
   402
            PixelDimension x = std::max((PixelDimension) 0, mid.x - range); 
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diff changeset
   403
            x < std::min(map_width, mid.x + range); 
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diff changeset
   404
            x++
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diff changeset
   405
        ) {
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diff changeset
   406
            for (
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diff changeset
   407
                PixelDimension y = std::max((PixelDimension) 0, mid.y - range);
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diff changeset
   408
                y < std::min(map_height, mid.y + range);
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diff changeset
   409
                y++
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diff changeset
   410
            ) {
99431fdb0dc8 add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
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diff changeset
   411
                if ((x - mid.x) * (x - mid.x) + (y - mid.y) * (y - mid.y) < range * range) {
185
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   412
                    terrain[x][y] = type;
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terom
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diff changeset
   413
                }
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
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diff changeset
   414
            }
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
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diff changeset
   415
        } 
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diff changeset
   416
    }
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diff changeset
   417
    
255
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diff changeset
   418
    // regenerate pixel buffer
185
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   419
    this->generatePixelBuffer();
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   420
}
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   421
255
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   422
void Terrain::draw (Graphics *g, PixelCoordinate camera) {
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   423
    CL_Surface surf (pixbuf);
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   424
    surf.draw(-camera.x, -camera.y, g->get_gc());
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   425
}
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   426
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   427
std::vector<std::vector<TerrainType> > Terrain::getTerrain() const {
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   428
    return terrain;
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
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   429
}
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
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   430