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4100 lines (3634 loc) · 112 KB
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#include "commons.h"
#include "settings.h"
#include "BlockManager.h"
#include <fstream>
#include <iostream>
#include <algorithm>
#include "Conversions.h"
#include "utils.h"
#include <time.h>
#include "perlin.h"
#include "Logger.h"
using namespace std;
using namespace utils;
using namespace game_objects;
using namespace game_utils;
using namespace cml;
#define CLAIMED_PLAYER1 58
#define CLAIMED_PLAYER2 59
#define CLAIMED_PLAYER3 60
#define CLAIMED_PLAYER4 61
#define CLAIMED_PLAYER5 62
#define E_TL_N 203
#define E_TM_N 204
#define E_TR_N 205
#define E_ML_N 206
#define E_M_N 207
#define E_MR_N 208
#define E_BL_N 209
#define E_BM_N 210
#define E_BR_N 211
#define EARTH_TORCH_PLATE 212
#define R_TL_N 250
#define R_TM_N 251
#define R_TR_N 252
#define R_ML_N 253
#define R_M_N 254
#define R_MR_N 255
#define R_BL_N 256
#define R_BM_N 257
#define R_BR_N 258
#define CLAIMED_LAND_TL 111
#define CLAIMED_LAND_TM 112
#define CLAIMED_LAND_TR 113
#define CLAIMED_LAND_ML 114
#define CLAIMED_LAND_MR 115
#define CLAIMED_LAND_BL 116
#define CLAIMED_LAND_BM 117
#define CLAIMED_LAND_BR 118
#define UNCLAIMED_LAND0 100
#define UNCLAIMED_LAND1 101
#define UNCLAIMED_LAND2 102
#define UNCLAIMED_LAND3 103
#define UNCLAIMED_LAND4 104
// supports animation
#define LAVA_CLAIMED 301
#define LAVA_UNCLAIMED 302
#define LAVA_EARTH 303
#define LAVA0 304
#define LAVA1 305
#define LAVA2 306
#define LAVA3 307
#define LAVA_ANIM1_COUNT 4
#define LAVA_0 308
#define LAVA_1 309
#define LAVA_2 310
#define LAVA_3 311
#define LAVA_ANIM2_COUNT 4
#define LAVA__0 312
#define LAVA__1 313
#define LAVA__2 314
#define LAVA__3 315
#define LAVA_ANIM3_COUNT 4
#define LAVA___0 316
#define LAVA___1 317
#define LAVA___2 318
#define LAVA___3 319
#define LAVA_ANIM4_COUNT 4
#define LAVA_ANIM_SPEED 0.015f
#define WATER_CLAIMED 401
#define WATER_UNCLAIMED 402
#define WATER_EARTH0 995
#define WATER_EARTH1 996
#define WATER_EARTH2 997
#define WATER_EARTH3 998
#define WATER_EARTH4 999
#define WATER_EARTH5 1000
#define WATER_EARTH6 1001
#define WATER_EARTH7 1002
#define WATER_EARTH_ANIM_SPEED 0.01f
#define WATER0 404
#define WATER1 405
#define WATER2 406
#define WATER3 407
#define WATER_ANIM1_COUNT 4
#define WATER_0 408
#define WATER_1 409
#define WATER_2 410
#define WATER_3 411
#define WATER_ANIM2_COUNT 4
#define WATER_ANIM_SPEED 0.015f
#define EARTH_AT_LAVA 300
#define EARTH_M 201
#define ROCK_M 202
#define GEM0 500
#define GEM1 501
#define GEM_ANIM_COUNT 2
#define GEM_ANIM_SPEED 0.025f
#define GEM_GOLD_LOW 504
#define GOLD0 600
#define GOLD1 601
#define GOLD2 602
#define GOLD3 603
#define GOLD_ANIM1_COUNT 4
#define GOLD_0 604
#define GOLD_1 605
#define GOLD_2 606
#define GOLD_3 607
#define GOLD_ANIM2_COUNT 4
#define GOLD__0 608
#define GOLD__1 609
#define GOLD__2 610
#define GOLD__3 611
#define GOLD_ANIM3_COUNT 4
#define GOLD_LAVA0 612
#define GOLD_LAVA1 613
#define GOLD_LAVA2 614
#define GOLD_LAVA3 615
#define GOLD_ANIM4_COUNT 4
#define GOLD_ANIM_SPEED 0.025f
#define WALL_CORNER 700
#define WALL_EDGE 701
#define WALL_CENTER 702
#define WALL_TOP 703
#define WALL_DECORATION 704
#define WALL_EMPTY 705
#define WALL_BOTTOM 706
#define WALL_MIDDLE_TOP0 707
#define WALL_MIDDLE_TOP1 708
#define WALL_MIDDLE_TOP2 709
#define WALL_MIDDLE0 710
#define WALL_MIDDLE1 711
#define WALL_MIDDLE2 712
#define WALL_MIDDLE_BOTTOM0 713
#define WALL_MIDDLE_BOTTOM1 714
#define WALL_MIDDLE_BOTTOM2 715
#define WALL_HANG_LEFT_P0 716
#define WALL_HANG_MIDDLE_P0 717
#define WALL_HANG_RIGHT_P0 718
#define WALL_HANG_LEFT_P1 716
#define WALL_HANG_MIDDLE_P1 717
#define WALL_HANG_RIGHT_P1 718
#define WALL_HANG_LEFT_P2 716
#define WALL_HANG_MIDDLE_P2 717
#define WALL_HANG_RIGHT_P2 718
#define WALL_HANG_LEFT_P3 716
#define WALL_HANG_MIDDLE_P3 717
#define WALL_HANG_RIGHT_P3 718
#define WALL_HANG_LEFT_P4 716
#define WALL_HANG_MIDDLE_P4 717
#define WALL_HANG_RIGHT_P4 718
#define WALL_HANG_LEFT_P5 716
#define WALL_HANG_MIDDLE_P5 717
#define WALL_HANG_RIGHT_P5 718
#define WALL_PAINTING0_0 719
#define WALL_PAINTING0_1 720
#define WALL_PAINTING0_2 721
#define WALL_PAINTING0_3 722
#define WALL_PAINTING0_4 723
#define WALL_PAINTING0_5 724
#define WALL_PAINTING0_6 725
#define WALL_PAINTING0_7 726
#define WALL_PAINTING0_8 727
#define WALL_PAINTING0_9 728
#define WALL_PAINTING0_10 729
#define WALL_PAINTING0_11 730
#define WALL_PAINTING1_0 731
#define WALL_PAINTING1_1 732
#define WALL_PAINTING1_2 733
#define WALL_PAINTING1_3 734
#define WALL_PAINTING1_4 735
#define WALL_PAINTING1_5 736
#define WALL_PAINTING1_6 737
#define WALL_PAINTING1_7 738
#define WALL_PAINTING1_8 739
#define WALL_PAINTING1_9 740
#define WALL_PAINTING1_10 741
#define WALL_PAINTING1_11 742
#define WALL_PAINTING2_0 743
#define WALL_PAINTING2_1 744
#define WALL_PAINTING2_2 745
#define WALL_PAINTING2_3 746
#define WALL_PAINTING2_4 747
#define WALL_PAINTING2_5 748
#define WALL_PAINTING2_6 749
#define WALL_PAINTING2_7 750
#define WALL_PAINTING2_8 751
#define WALL_PAINTING2_9 752
#define WALL_PAINTING2_10 753
#define WALL_PAINTING2_11 754
#define WALL_TORCH_PLATE 755
#define WALL_PAINTING_PRISON_0 756
#define WALL_PAINTING_PRISON_1 757
#define WALL_PAINTING_PRISON_2 758
#define WALL_PAINTING_PRISON_3 759
#define WALL_PAINTING_PRISON_4 760
#define WALL_PAINTING_PRISON_5 761
#define WALL_STONE_0 762
#define WALL_STONE_1 763
#define WALL_PAINTING_TREASURY_0 764
#define WALL_PAINTING_TREASURY_1 765
#define WALL_PAINTING_TREASURY_2 766
#define WALL_PAINTING_TREASURY_3 767
#define WALL_PAINTING_TREASURY_4 768
#define WALL_PAINTING_TREASURY_5 769
#define WALL_PAINTING_LAIR_0 770
#define WALL_PAINTING_LAIR_1 771
#define WALL_PAINTING_LAIR_2 772
#define WALL_PAINTING_LAIR_4 773
#define WALL_PAINTING_LAIR_7 774
#define WALL_PAINTING_LAIR_9 775
#define WALL_PAINTING_LAIR_10 776
#define WALL_PAINTING_LAIR_11 777
#define WALL_PAINTING_HATCHERY_3 778
#define WALL_PAINTING_HATCHERY_4 779
#define WALL_PAINTING_HATCHERY_5 780
#define WALL_PAINTING_HATCHERY_6 781
#define WALL_PAINTING_HATCHERY_7 782
#define WALL_PAINTING_HATCHERY_8 783
#define WALL_PAINTING_HATCHERY_9 784
#define WALL_PAINTING_HATCHERY_10 785
#define WALL_PAINTING_HATCHERY_11 786
#define WALL_PAINTING_TRAIN_EDGE_1 787
#define WALL_PAINTING_TRAIN_EDGE_4 788
#define WALL_PAINTING_TRAIN_EDGE_7 789
#define WALL_PAINTING_TRAIN_EDGE_10 790
#define WALL_PAINTING_TRAIN_MIDDLE_3 791
#define WALL_PAINTING_TRAIN_MIDDLE_4 792
#define WALL_PAINTING_TRAIN_MIDDLE_5 793
#define WALL_PAINTING_TRAIN_MIDDLE_6 794
#define WALL_PAINTING_TRAIN_MIDDLE_7 795
#define WALL_PAINTING_TRAIN_MIDDLE_8 796
#define WALL_PAINTING_LIBRARY0_3 797
#define WALL_PAINTING_LIBRARY0_4 798
#define WALL_PAINTING_LIBRARY0_5 799
#define WALL_PAINTING_LIBRARY0_6 800
#define WALL_PAINTING_LIBRARY0_7 801
#define WALL_PAINTING_LIBRARY0_8 802
#define WALL_PAINTING_LIBRARY1_3 803
#define WALL_PAINTING_LIBRARY1_4 804
#define WALL_PAINTING_LIBRARY1_5 805
#define WALL_PAINTING_LIBRARY1_6 806
#define WALL_PAINTING_LIBRARY1_7 807
#define WALL_PAINTING_LIBRARY1_8 808
#define WALL_PAINTING_LIBRARY2_3 809
#define WALL_PAINTING_LIBRARY2_4 810
#define WALL_PAINTING_LIBRARY2_5 811
#define WALL_PAINTING_LIBRARY2_6 812
#define WALL_PAINTING_LIBRARY2_7 813
#define WALL_PAINTING_LIBRARY2_8 814
#define WALL_PAINTING_LIBRARY3_3 815
#define WALL_PAINTING_LIBRARY3_4 816
#define WALL_PAINTING_LIBRARY3_5 817
#define WALL_PAINTING_LIBRARY3_6 818
#define WALL_PAINTING_LIBRARY3_7 819
#define WALL_PAINTING_LIBRARY3_8 820
#define LIBRARY_ANIM_SPEED 0.025f
#define WALL_PAINTING_LIBRARY_EDGE_3 821
#define WALL_PAINTING_LIBRARY_EDGE_4 822
#define WALL_PAINTING_LIBRARY_EDGE_5 823
#define WALL_PAINTING_LIBRARY_EDGE_6 824
#define WALL_PAINTING_LIBRARY_EDGE_7 825
#define WALL_PAINTING_LIBRARY_EDGE_8 826
#define WALL_PAINTING_LIBRARY_COLUMN_0 827
#define WALL_PAINTING_LIBRARY_COLUMN_3 828
#define WALL_PAINTING_LIBRARY_COLUMN_6 829
#define WALL_PAINTING_LIBRARY_COLUMN_9 830
#define WALL_PAINTING_TORTURE_0 833
#define WALL_PAINTING_TORTURE_1 834
#define WALL_PAINTING_TORTURE_2 835
#define WALL_PAINTING_TORTURE_3 836
#define WALL_PAINTING_TORTURE_4 837
#define WALL_PAINTING_TORTURE_5 838
#define WALL_PAINTING_TORTURE_6 839
#define WALL_PAINTING_TORTURE_7 840
#define WALL_PAINTING_TORTURE_8 841
#define WALL_PAINTING_BARRACKS_0 842
#define WALL_PAINTING_BARRACKS_1 843
#define WALL_PAINTING_BARRACKS_2 844
#define WALL_PAINTING_BARRACKS_3 845
#define WALL_PAINTING_BARRACKS_4 846
#define WALL_PAINTING_BARRACKS_5 847
#define WALL_PAINTING_BARRACKS_6 848
#define WALL_PAINTING_BARRACKS_7 849
#define WALL_PAINTING_BARRACKS_8 850
#define WALL_PAINTING_BARRACKS_COLUMN_0 851
#define WALL_PAINTING_BARRACKS_COLUMN_3 852
#define WALL_PAINTING_BARRACKS_COLUMN_6 853
#define WALL_PAINTING_BARRACKS_COLUMN_9 854
#define WALL_PAINTING_TEMPLE_0 855
#define WALL_PAINTING_TEMPLE_1 856
#define WALL_PAINTING_TEMPLE_2 857
#define WALL_PAINTING_TEMPLE_3 858
#define WALL_PAINTING_TEMPLE_4 859
#define WALL_PAINTING_TEMPLE_5 860
#define WALL_PAINTING_TEMPLE_6 861
#define WALL_PAINTING_TEMPLE_7 862
#define WALL_PAINTING_TEMPLE_8 863
#define WALL_PAINTING_TEMPLE_9_10_11 864
#define WALL_PAINTING_TEMPLE_COLUMN_1_7 865
#define WALL_PAINTING_TEMPLE_COLUMN_4 866
#define WALL_PAINTING_GRAVEYARD_FENCE_0 868
#define WALL_PAINTING_GRAVEYARD_FENCE_1 869
#define WALL_PAINTING_WORKSHOP0_3 871
#define WALL_PAINTING_WORKSHOP0_4 872
#define WALL_PAINTING_WORKSHOP0_5 873
#define WALL_PAINTING_WORKSHOP0_6 874
#define WALL_PAINTING_WORKSHOP0_7 875
#define WALL_PAINTING_WORKSHOP0_8 876
#define WALL_PAINTING_WORKSHOP1_3 877
#define WALL_PAINTING_WORKSHOP1_4 878
#define WALL_PAINTING_WORKSHOP1_5 879
#define WALL_PAINTING_WORKSHOP1_6 880
#define WALL_PAINTING_WORKSHOP1_7 881
#define WALL_PAINTING_WORKSHOP1_8 882
#define WALL_PAINTING_WORKSHOP2_3 883
#define WALL_PAINTING_WORKSHOP2_4 884
#define WALL_PAINTING_WORKSHOP2_5 885
#define WALL_PAINTING_WORKSHOP2_6 886
#define WALL_PAINTING_WORKSHOP2_7 887
#define WALL_PAINTING_WORKSHOP2_8 888
#define WALL_PAINTING_WORKSHOP3_3 889
#define WALL_PAINTING_WORKSHOP3_4 890
#define WALL_PAINTING_WORKSHOP3_5 891
#define WALL_PAINTING_WORKSHOP3_6 892
#define WALL_PAINTING_WORKSHOP3_7 893
#define WALL_PAINTING_WORKSHOP3_8 894
#define WALL_PAINTING_WORKSHOP_COLUMN_0 895
#define WALL_PAINTING_WORKSHOP_COLUMN_3 896
#define WALL_PAINTING_WORKSHOP_COLUMN_6 897
#define WALL_PAINTING_WORKSHOP_COLUMN_9 898
#define WORKSHOP_ANIM_SPEED 0.025f
#define MARKED_EARTH0 1110
#define MARKED_EARTH1 1111
#define MARKED_EARTH2 1112
#define MARKED_EARTH3 1113
#define MARKED_GOLD_GEM0 1114
#define MARKED_GOLD_GEM1 1115
#define MARKED_GOLD_GEM2 1116
#define MARKED_GOLD_GEM3 1117
#define CLAIMED_LAND_EDGE_TL 1118
#define CLAIMED_LAND_EDGE_T 1119
#define CLAIMED_LAND_EDGE_TR 1120
#define CLAIMED_LAND_EDGE_L 1121
#define CLAIMED_LAND_EDGE_R 1122
#define CLAIMED_LAND_EDGE_BL 1123
#define CLAIMED_LAND_EDGE_B 1124
#define CLAIMED_LAND_EDGE_BR 1125
namespace game_utils
{
namespace managers
{
CBlockManager::CBlockManager(): CManager(), globalDeformedMap(NULL)
{
srand((unsigned int)time(NULL));
}
CBlockManager::~CBlockManager()
{
}
bool CBlockManager::init()
{
bool state = true;
CLogger::setEntryStart();
// create temp global deformed map
state&=createGlobalDeformedMap();
CLogger::setEntryEnd("\tGlobal deformed cube creation.");
// and texture atlas coordinates
state&=readTextureAtlasCoordinates();
// create an instance of room constructor
roomConstructor = new CRoomConstructor();
// read texture atlas info from settings
CSettingsManager *sManager = game_utils::CV_GAME_MANAGER->getSettingsManager();
// read texture quality then proper options
string textureQuality = sManager->getSetting_String(CV_SETTINGS_TEXTURE_QUALITY);
textureAtlasWidth = sManager->getSetting_Float(string(CV_SETTINGS_TEXTURE_ATLAS_WIDTH)+"_"+textureQuality);
textureAtlasHeight = sManager->getSetting_Float(string(CV_SETTINGS_TEXTURE_ATLAS_HEIGHT)+"_"+textureQuality);
textureAtlasSubtileSize = sManager->getSetting_Float(string(CV_SETTINGS_TEXTURE_ATLAS_SUBTILE_SIZE)+"_"+textureQuality);
pixelWidth = sManager->getSetting_Float(string(CV_SETTINGS_TEXTURE_ATLAS_PIXEL_WIDTH)+"_"+textureQuality);
pixelHeight = sManager->getSetting_Float(string(CV_SETTINGS_TEXTURE_ATLAS_PIXEL_HEIGHT)+"_"+textureQuality);
return state;
}
GLint CBlockManager::getTexturePosInTextureAtlas(GLint terrainType, GLint owner)
{
return textureAtlasData[terrainType][owner];
}
bool CBlockManager::readTextureAtlasCoordinates()
{
// load texture coordinates from a file
FILE *in=NULL;
if (!(in=fopen((CV_RESOURCES_DIRECTORY+PATH_SEP+CV_CONFIG_ATLAS_COORDS).c_str(),"rc")))
{
return false;
}
bool done=false;
char buff[1024*60];
GLint bufferPos=0;
size_t fileSize=fread(buff,1,20000,in);
fclose(in);
GLint linePos=0;
char line[200];
GLint maxPos=0;
while (!done)
{
if (buff[bufferPos]=='#')
{
while (buff[bufferPos]!='\n')
{
bufferPos++;
}
bufferPos++;
}
linePos=0;
maxPos=fileSize-bufferPos;
while (buff[bufferPos+linePos]!='\n'&&linePos<maxPos)
{
line[linePos]=buff[bufferPos+linePos];
linePos++;
}
line[linePos++]='\0';
char name[100];
GLint owner=0;
GLint atlasPos=0;
GLint arrayPos=0;
sscanf(line,"%s %d %d %d",name,&owner,&atlasPos,&arrayPos);
textureAtlasData[arrayPos][owner]=atlasPos;
bufferPos+=linePos;
if ((size_t)bufferPos>=fileSize)
done=true;
}
// fill-in templates
////////////////////////////////////////////////////////////
///////// ROCK and EARTH TEXTURE TEMPLATE /////////////////
////////////////////////////////////////////////////////////
for (GLint i=0; i<3; i++)
{
rock_subtiles[i]=R_TL_N+1;
rock_subtiles[i+3]=R_ML_N+1;
rock_subtiles[i+6]=R_ML_N+1;
rock_subtiles[i+9]=R_BL_N+1;
earth_subtiles[i]=E_TL_N+1;
earth_subtiles[i+3]=E_ML_N+1;
earth_subtiles[i+6]=E_ML_N+1;
earth_subtiles[i+9]=E_BL_N+1;
}
////////////////////////////////////////////////////////////
///////// NORMAL WALL PAINTING /////////////////////
////////////////////////////////////////////////////////////
normal_wall_2_edges[0]=WALL_TOP; normal_wall_2_edges[1]=rand()%3+WALL_MIDDLE_TOP0; normal_wall_2_edges[2]=WALL_TOP;
normal_wall_2_edges[3]=WALL_DECORATION; normal_wall_2_edges[4]=rand()%3+WALL_MIDDLE0; normal_wall_2_edges[5]=WALL_DECORATION;
normal_wall_2_edges[6]=WALL_EMPTY; normal_wall_2_edges[7]=rand()%3+WALL_MIDDLE0; normal_wall_2_edges[8]=WALL_EMPTY;
normal_wall_2_edges[9]=WALL_BOTTOM; normal_wall_2_edges[10]=rand()%3+WALL_MIDDLE_BOTTOM0; normal_wall_2_edges[11]=WALL_BOTTOM;
normal_wall_hang[0]=WALL_HANG_LEFT_P0; normal_wall_hang[1]=WALL_HANG_MIDDLE_P0; normal_wall_hang[2]=WALL_HANG_RIGHT_P0;
normal_wall_hang[3]=rand()%3+WALL_MIDDLE0; normal_wall_hang[4]=rand()%3+WALL_MIDDLE0; normal_wall_hang[5]=rand()%3+WALL_MIDDLE0;
normal_wall_hang[6]=rand()%3+WALL_MIDDLE0; normal_wall_hang[7]=rand()%3+WALL_MIDDLE0; normal_wall_hang[8]=rand()%3+WALL_MIDDLE0;
normal_wall_hang[9]=rand()%3+WALL_MIDDLE_BOTTOM0; normal_wall_hang[10]=rand()%3+WALL_MIDDLE_BOTTOM0; normal_wall_hang[11]=rand()%3+WALL_MIDDLE_BOTTOM0;
normal_wall_ending_left[0]=WALL_TOP; normal_wall_ending_left[1]=rand()%3+WALL_MIDDLE_TOP0; normal_wall_ending_left[2]=rand()%3+WALL_MIDDLE_TOP0;
normal_wall_ending_left[3]=WALL_DECORATION; normal_wall_ending_left[4]=rand()%3+WALL_MIDDLE0; normal_wall_ending_left[5]=rand()%3+WALL_MIDDLE0;
normal_wall_ending_left[6]=WALL_EMPTY; normal_wall_ending_left[7]=rand()%3+WALL_MIDDLE0; normal_wall_ending_left[8]=rand()%3+WALL_MIDDLE0;
normal_wall_ending_left[9]=WALL_BOTTOM; normal_wall_ending_left[10]=rand()%3+WALL_MIDDLE_BOTTOM0; normal_wall_ending_left[11]=rand()%3+WALL_MIDDLE_BOTTOM0;
normal_wall_ending_right[2]=WALL_TOP; normal_wall_ending_right[1]=rand()%3+WALL_MIDDLE_TOP0; normal_wall_ending_right[0]=rand()%3+WALL_MIDDLE_TOP0;
normal_wall_ending_right[5]=WALL_DECORATION;normal_wall_ending_right[4]=rand()%3+WALL_MIDDLE0; normal_wall_ending_right[3]=rand()%3+WALL_MIDDLE0;
normal_wall_ending_right[8]=WALL_EMPTY; normal_wall_ending_right[7]=rand()%3+WALL_MIDDLE0; normal_wall_ending_right[6]=rand()%3+WALL_MIDDLE0;
normal_wall_ending_right[11]=WALL_BOTTOM; normal_wall_ending_right[10]=rand()%3+WALL_MIDDLE_BOTTOM0; normal_wall_ending_right[9]=rand()%3+WALL_MIDDLE_BOTTOM0;
normal_wall_no_edge[0]=normal_wall_no_edge[1]=normal_wall_no_edge[2]=rand()%3+WALL_MIDDLE_TOP0;
normal_wall_no_edge[3]=normal_wall_no_edge[4]=normal_wall_no_edge[5]=rand()%3+WALL_MIDDLE0;
normal_wall_no_edge[6]=normal_wall_no_edge[7]=normal_wall_no_edge[8]=rand()%3+WALL_MIDDLE0;
normal_wall_no_edge[9]=normal_wall_no_edge[10]=normal_wall_no_edge[11]=rand()%3+WALL_MIDDLE_BOTTOM0;
for (GLint i=0; i<12; i++)
{
normal_wall_painting0[i]=WALL_PAINTING0_0+i;
normal_wall_painting1[i]=WALL_PAINTING1_0+i;
normal_wall_painting2[i]=WALL_PAINTING2_0+i;
}
////////////////////////////////////////////////////////////
///////// PRISON WALL PAINTING /////////////////////
////////////////////////////////////////////////////////////
// prison middle
for (GLint i=0; i<12; i++)
{
if (i<3)
{
room_wall_prison_middle[i]=rand()%3+WALL_MIDDLE_TOP0;
}
else if (i<9)
{
room_wall_prison_middle[i]=WALL_PAINTING_PRISON_0+i-3;
}
else
{
room_wall_prison_middle[i]=rand()%3+WALL_MIDDLE_BOTTOM0;
}
}
// prison edge
for (GLint i=0; i<12; i++)
{
room_wall_prison_edge[i]=normal_wall_hang[i];
if (i>3 && i%3==1)
{
room_wall_prison_edge[i]=rand()%2+WALL_STONE_0;
}
}
////////////////////////////////////////////////////////////
///////// TREASURE ROOM WALL PAINTING /////////////////////
////////////////////////////////////////////////////////////
// treasury middle
for (GLint i=0; i<12; i++)
{
if (i<3)
{
room_wall_treasury_middle[i]=WALL_HANG_LEFT_P0+i;
}
else if (i<9)
{
room_wall_treasury_middle[i]=WALL_PAINTING_TREASURY_0+i-3;
}
else
{
room_wall_treasury_middle[i]=rand()%3+WALL_MIDDLE_BOTTOM0;
}
}
// treasury edge
for (GLint i=0; i<12; i++)
{
room_wall_treasury_edge[i]=normal_wall_hang[i];
}
////////////////////////////////////////////////////////////
///////// LAIR WALL PAINTING /////////////////////
////////////////////////////////////////////////////////////
// lair middle
room_wall_lair_middle[0]=WALL_PAINTING_LAIR_0; room_wall_lair_middle[1]=WALL_PAINTING_LAIR_1; room_wall_lair_middle[2]=WALL_PAINTING_LAIR_2;
room_wall_lair_middle[3]=rand()%3+WALL_MIDDLE0; room_wall_lair_middle[4]=WALL_PAINTING_LAIR_4; room_wall_lair_middle[5]=rand()%3+WALL_MIDDLE0;
room_wall_lair_middle[6]=rand()%3+WALL_MIDDLE0; room_wall_lair_middle[7]=WALL_PAINTING_LAIR_7; room_wall_lair_middle[8]=rand()%3+WALL_MIDDLE0;
room_wall_lair_middle[9]=WALL_PAINTING_LAIR_9; room_wall_lair_middle[10]=WALL_PAINTING_LAIR_10; room_wall_lair_middle[11]=WALL_PAINTING_LAIR_11;
// lair edge
for (GLint i=0; i<12; i++)
{
if (i<3)
{
room_wall_lair_edge[i]=WALL_HANG_LEFT_P0+i;
}
else
{
room_wall_lair_edge[i]=room_wall_lair_middle[i];
}
}
////////////////////////////////////////////////////////////
///////// HARCHERY WALL PAINTING /////////////////////
////////////////////////////////////////////////////////////
// hatchery middle
for (GLint i=0; i<12; i++)
{
if (i<3)
{
room_wall_hatchery_middle[i]=WALL_HANG_LEFT_P0+i;
}
else
{
room_wall_hatchery_middle[i]=WALL_PAINTING_HATCHERY_3+i-3;
}
}
// hatchery edge
for (GLint i=0; i<12; i++)
{
room_wall_hatchery_edge[i]=room_wall_prison_edge[i];
}
////////////////////////////////////////////////////////////
///////// TRAINING ROOM WALL PAINTING /////////////////////
////////////////////////////////////////////////////////////
// training room edge
for (GLint i=0; i<12; i++)
{
if (i%3==1)
{
room_wall_train_edge[i]=WALL_PAINTING_TRAIN_EDGE_1+i/3;
}
else
{
room_wall_train_edge[i]=normal_wall_no_edge[i];
}
}
// training room middle
for (GLint i=0; i<12; i++)
{
if (i>=3 && i<=8)
{
room_wall_train_middle[i]=WALL_PAINTING_TRAIN_MIDDLE_3+i-3;
}
else
{
room_wall_train_middle[i]=room_wall_train_edge[i];
}
}
// training room left/right wall
for (GLint i=0; i<12; i++)
{
if (i%3==0)
{
room_wall_train_left_edge[i]=WALL_PAINTING_TRAIN_EDGE_1+i/3;
}
else
{
room_wall_train_left_edge[i]=normal_wall_no_edge[i];
}
if (i%3==2)
{
room_wall_train_right_edge[i]=WALL_PAINTING_TRAIN_EDGE_1+i/3;
}
else
{
room_wall_train_right_edge[i]=normal_wall_no_edge[i];
}
if (i%3==0)
{
room_wall_train_edge_2[i]=room_wall_train_left_edge[i];
}
else if (i%3==2)
{
room_wall_train_edge_2[i]=room_wall_train_right_edge[i];
}
else
{
room_wall_train_edge_2[i]=normal_wall_no_edge[i];
}
}
////////////////////////////////////////////////////////////
///////// LIBRARY WALL PAINTING /////////////////////
////////////////////////////////////////////////////////////
// library edge
for (GLint i=0; i<12; i++)
{
if (i>=3 && i<=8)
{
room_wall_library_book_case[i]=WALL_PAINTING_LIBRARY_EDGE_3+i-3;
}
else
{
room_wall_library_book_case[i]=normal_wall_hang[i];
}
}
// library left/right wall
for (GLint i=0; i<12; i++)
{
if (i%3==0)
{
room_wall_library_left_edge[i]=WALL_PAINTING_LIBRARY_COLUMN_0+i/3;
}
else
{
room_wall_library_left_edge[i]=normal_wall_no_edge[i];
}
if (i%3==2)
{
room_wall_library_right_edge[i]=WALL_PAINTING_LIBRARY_COLUMN_0+i/3;
}
else
{
room_wall_library_right_edge[i]=normal_wall_no_edge[i];
}
if (i%3==0)
{
room_wall_library_edge_2[i]=room_wall_library_left_edge[i];
}
else if (i%3==2)
{
room_wall_library_edge_2[i]=room_wall_library_right_edge[i];
}
else
{
room_wall_library_edge_2[i]=normal_wall_no_edge[i];
}
}
////////////////////////////////////////////////////////////
///////// TORTURE CHAMBER WALL PAINTING ///////////////////
////////////////////////////////////////////////////////////
// torture chamber middle
for (GLint i=0; i<12; i++)
{
if (i<9)
{
room_wall_torture_middle[i]=WALL_PAINTING_TORTURE_0+i;
}
else
{
room_wall_torture_middle[i]=normal_wall_no_edge[i];
}
}
///////////////////////////////////////////////////////
///////// BARRACKS WALL PAINTING /////////////////////
///////////////////////////////////////////////////////
// barracks room edge
for (GLint i=0; i<12; i++)
{
if (i>1 && i%3==1)
{
if (i==4 || i==10)
{
room_wall_barracks_edge[i]=WALL_PAINTING_BARRACKS_COLUMN_0;
}
else if (i==7)
{
room_wall_barracks_edge[i]=WALL_PAINTING_BARRACKS_COLUMN_9;
}
}
else
{
room_wall_barracks_edge[i]=normal_wall_hang[i];
}
}
// barracks room middle
for (GLint i=0; i<12; i++)
{
if (i>=0 && i<=8)
{
room_wall_barracks_middle[i]=WALL_PAINTING_BARRACKS_0+i;
}
else
{
room_wall_barracks_middle[i]=normal_wall_no_edge[i];
}
}
// barracks room left/right wall
for (GLint i=0; i<12; i++)
{
if (i%3==0)
{
room_wall_barracks_left_edge[i]=WALL_PAINTING_BARRACKS_COLUMN_0+i/3;
}
else
{
room_wall_barracks_left_edge[i]=normal_wall_no_edge[i];
}
if (i%3==2)
{
room_wall_barracks_right_edge[i]=WALL_PAINTING_BARRACKS_COLUMN_0+i/3;
}
else
{
room_wall_barracks_right_edge[i]=normal_wall_no_edge[i];
}
if (i%3==0)
{
room_wall_barracks_edge_2[i]=room_wall_barracks_left_edge[i];
}
else if (i%3==2)
{
room_wall_barracks_edge_2[i]=room_wall_barracks_right_edge[i];
}
else
{
room_wall_barracks_edge_2[i]=normal_wall_no_edge[i];
}
}
///////////////////////////////////////////////////////
///////// TEMPLE WALL PAINTING /////////////////////
///////////////////////////////////////////////////////
// temple room edge
for (GLint i=0; i<12; i++)
{
if (i>1 && i%3==1)
{
if (i==4)
{
room_wall_temple_edge[i]=WALL_PAINTING_TEMPLE_COLUMN_4;
}
else if (i==7)
{
room_wall_temple_edge[i]=WALL_PAINTING_TEMPLE_COLUMN_1_7;
}
else if (i==10)
{
room_wall_temple_edge[i]=WALL_PAINTING_TEMPLE_9_10_11;
}
}
else
{
room_wall_temple_edge[i]=normal_wall_hang[i];
}
}
// temple room middle
for (GLint i=0; i<12; i++)
{
if (i>=0 && i<=8)
{
room_wall_temple_middle[i]=WALL_PAINTING_TEMPLE_0+i;
}
else if (i==10)
{
room_wall_temple_middle[i]=WALL_PAINTING_TEMPLE_9_10_11;
}
else
{
room_wall_temple_middle[i]=normal_wall_no_edge[i];
}
}
// temple room left/right wall
for (GLint i=0; i<12; i++)
{
if (i%3==0)
{
if (i==0 || i==6)
{
room_wall_temple_left_edge[i]=WALL_PAINTING_TEMPLE_COLUMN_1_7;
}
else if (i==3)
{
room_wall_temple_left_edge[i]=WALL_PAINTING_TEMPLE_COLUMN_4;
}
else
{
room_wall_temple_left_edge[i]=WALL_PAINTING_TEMPLE_9_10_11;
}
}
else
{
room_wall_temple_left_edge[i]=normal_wall_no_edge[i];
}
if (i%3==2)
{
if (i==2 || i==8)
{
room_wall_temple_right_edge[i]=WALL_PAINTING_TEMPLE_COLUMN_1_7;
}
else if (i==5)
{
room_wall_temple_right_edge[i]=WALL_PAINTING_TEMPLE_COLUMN_4;
}
else
{
room_wall_temple_right_edge[i]=WALL_PAINTING_TEMPLE_9_10_11;
}
}
else
{
room_wall_temple_right_edge[i]=normal_wall_no_edge[i];
}
if (i%3==0)
{
room_wall_temple_edge_2[i]=room_wall_temple_left_edge[i];
}
else if (i%3==2)
{
room_wall_temple_edge_2[i]=room_wall_temple_right_edge[i];
}
else
{
room_wall_temple_edge_2[i]=normal_wall_no_edge[i];
}
}
///////////////////////////////////////////////////////
///////// GRAVEYARD WALL PAINTING ////////////////////
///////////////////////////////////////////////////////
// graveyard room edge
for (GLint i=0; i<12; i++)
{
room_wall_graveyard_middle[i]=normal_wall_no_edge[i];
room_wall_graveyard_edge_2[i]=normal_wall_2_edges[i];
room_wall_graveyard_left_edge[i]=normal_wall_ending_left[i];
room_wall_graveyard_right_edge[i]=normal_wall_ending_right[i];
}