OpenClonk
C4Landscape.h
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1 /*
2  * OpenClonk, http://www.openclonk.org
3  *
4  * Copyright (c) 1998-2000, Matthes Bender
5  * Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
6  * Copyright (c) 2009-2016, The OpenClonk Team and contributors
7  *
8  * Distributed under the terms of the ISC license; see accompanying file
9  * "COPYING" for details.
10  *
11  * "Clonk" is a registered trademark of Matthes Bender, used with permission.
12  * See accompanying file "TRADEMARK" for details.
13  *
14  * To redistribute this file separately, substitute the full license texts
15  * for the above references.
16  */
17 
18 /* Handles landscape and sky */
19 
20 #ifndef INC_C4Landscape
21 #define INC_C4Landscape
22 
23 #include "config/C4Constants.h"
24 
25 const int32_t C4MaxMaterial = 125;
26 
27 const int32_t C4LS_MaxRelights = 50;
28 
29 enum class LandscapeMode
30 {
31  Undefined = 0,
32  Dynamic = 1,
33  Static = 2,
34  Exact = 3
35 };
36 
38 {
39  struct P;
40  std::unique_ptr<P> p;
41 
42 public:
43  C4Landscape();
44  ~C4Landscape();
45 
46  // Use this with the various drawing functions to keep current material for
47  // either foreground or background map. We can use C4M_MaxTexIndex as a value
48  // here because this value is reserved anyway for the differential landscape
49  // encoding.
50  static const uint8_t Transparent = C4M_MaxTexIndex;
51 
52  void Default();
53  void Clear(bool fClearMapCreator=true, bool fClearSky=true, bool fClearRenderer=true);
54  void Execute();
55  void Synchronize();
56  void Draw(C4TargetFacet &cgo, class C4FoWRegion *pLight = nullptr);
57  void ScenarioInit();
58 
59  void DrawMaterialRect(int32_t mat, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt);
60 
61  void RaiseTerrain(int32_t tx, int32_t ty, int32_t wdt);
62  void FindMatTop(int32_t mat, int32_t &x, int32_t &y, bool distant_first) const;
63  BYTE GetMapIndex(int32_t iX, int32_t iY) const;
64  BYTE GetBackMapIndex(int32_t iX, int32_t iY) const;
65  bool Load(C4Group &hGroup, bool fLoadSky, bool fSavegame);
66  bool Save(C4Group &hGroup) const;
67  bool SaveDiff(C4Group &hGroup, bool fSyncSave) const;
68  bool SaveMap(C4Group &hGroup) const;
69  bool SaveInitial();
70  bool SaveTextures(C4Group &hGroup) const;
71  bool Init(C4Group &hGroup, bool fOverloadCurrent, bool fLoadSky, bool &rfLoaded, bool fSavegame);
72  bool HasMap() const;
73  bool MapToLandscape();
74  bool ApplyDiff(C4Group &hGroup);
75 
76  void SetMode(LandscapeMode iMode);
77  LandscapeMode GetMode() const;
78 
79  bool SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix); // set landscape pixel (bounds checked)
80  bool _SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix); // set landsape pixel (bounds not checked)
81  void _SetPix2Tmp(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix); // set landsape pixel (bounds not checked, no material count updates, no landscape relighting). Material must be reset to original value with this function before modifying landscape in any other way. Only used for temporary pixel changes by SolidMask (C4SolidMask::RemoveTemporary, C4SolidMask::PutTemporary).
82  bool InsertMaterialOutsideLandscape(int32_t tx, int32_t ty, int32_t mdens); // return whether material insertion would be successful on an out-of-landscape position. Does not actually insert material.
83  bool InsertMaterial(int32_t mat, int32_t *tx, int32_t *ty, int32_t vx = 0, int32_t vy = 0, bool query_only=false); // modifies tx/ty to actual insertion position
84  bool InsertDeadMaterial(int32_t mat, int32_t tx, int32_t ty);
85  bool FindMatPath(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const;
86  bool FindMatSlide(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const;
87  bool FindMatPathPush(int32_t &fx, int32_t &fy, int32_t mdens, int32_t mslide, bool liquid) const;
88  bool Incinerate(int32_t x, int32_t y, int32_t cause_player);
89  bool DrawBrush(int32_t iX, int32_t iY, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture);
90  bool DrawLine(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture);
91  bool DrawBox(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture);
92  bool DrawChunks(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t icntx, int32_t icnty, const char *szMaterial, const char *szTexture, bool bIFT);
93  bool DrawQuad(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iX3, int32_t iY3, int32_t iX4, int32_t iY4, const char *szMaterial, const char *szBackMaterial, bool fDrawBridge);
94  bool DrawPolygon(int *vtcs, int length, const char *szMaterial, const char *szBackMaterial, bool fDrawBridge);
95  CStdPalette *GetPal() const;
96 
97  int32_t GetWidth() const;
98  int32_t GetHeight() const;
99  int32_t GetMapZoom() const;
100  C4Real GetGravity() const;
101  void SetGravity(C4Real g);
102 
103  BYTE _GetPix(int32_t x, int32_t y) const; // get landscape pixel (bounds not checked)
104  BYTE GetPix(int32_t x, int32_t y) const;
105 
106  int32_t _GetMat(int32_t x, int32_t y) const;
107  int32_t _GetDensity(int32_t x, int32_t y) const;
108  int32_t _GetPlacement(int32_t x, int32_t y) const;
109  int32_t GetMat(int32_t x, int32_t y) const;
110  int32_t GetDensity(int32_t x, int32_t y) const;
111  int32_t GetPlacement(int32_t x, int32_t y) const;
112 
113  BYTE _GetBackPix(int32_t x, int32_t y) const;
114  BYTE GetBackPix(int32_t x, int32_t y) const;
115  int32_t _GetBackMat(int32_t x, int32_t y) const;
116  int32_t _GetBackDensity(int32_t x, int32_t y) const;
117  int32_t _GetBackPlacement(int32_t x, int32_t y) const;
118  int32_t GetBackMat(int32_t x, int32_t y) const;
119  int32_t GetBackDensity(int32_t x, int32_t y) const;
120  int32_t GetBackPlacement(int32_t x, int32_t y) const;
121 
122  bool GetLight(int32_t x, int32_t y);
123  bool _GetLight(int32_t x, int32_t y);
124 
125  bool _FastSolidCheck(int32_t x, int32_t y) const;
126  static int32_t FastSolidCheckNextX(int32_t x);
127  int32_t GetPixMat(BYTE byPix) const;
128  int32_t GetPixDensity(BYTE byPix) const;
129  bool _PathFree(int32_t x, int32_t y, int32_t x2, int32_t y2) const; // quickly checks wether there *might* be pixel in the path.
130  int32_t GetMatHeight(int32_t x, int32_t y, int32_t iYDir, int32_t iMat, int32_t iMax) const;
131 
132  int32_t AreaSolidCount(int32_t x, int32_t y, int32_t wdt, int32_t hgt) const;
133  int32_t ExtractMaterial(int32_t fx, int32_t fy, bool distant_first);
134  bool DrawMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky = false); // creates and draws a map section using MapCreatorS2
135  bool ClipRect(int32_t &rX, int32_t &rY, int32_t &rWdt, int32_t &rHgt) const; // clip given rect by landscape size; return whether anything is left unclipped
136  bool DrawDefMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky = false); // creates and draws a map section using MapCreatorS2 and a map from the loaded Landscape.txt
137  bool SetModulation(DWORD dwWithClr);
138  DWORD GetModulation() const;
139  bool PostInitMap(); // do script callbacks of MapCreatorS2 in finished landscape
140  bool ReplaceMapColor(BYTE iOldIndex, BYTE iNewIndex); // find every occurance of iOldIndex in map; replace it by new index
141  bool SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fInsert); // change color index of map texture, or insert a new one
142  void SetMapChanged();
143  void HandleTexMapUpdate();
144  void UpdatePixMaps();
145  bool DoRelights();
147 
148  class C4Sky &GetSky();
149 
150  bool HasFoW() const;
151  class C4FoW *GetFoW();
152 
153  int32_t GetMatCount(int material) const;
154  int32_t GetEffectiveMatCount(int material) const;
155 
156  int32_t DigFreeShape(int *vtcs, int length, C4Object *by_object = nullptr, bool no_dig2objects = false, bool no_instability_check = false);
157  void BlastFreeShape(int *vtcs, int length, C4Object *by_object = nullptr, int32_t by_player = NO_OWNER, int32_t iMaxDensity = C4M_Vehicle);
158 
159  void ClearFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt);
160  int32_t DigFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, C4Object *by_object = nullptr, bool no_dig2objects = false, bool no_instability_check = false);
161  int32_t DigFree(int32_t tx, int32_t ty, int32_t rad, C4Object *by_object = nullptr, bool no_dig2objects = false, bool no_instability_check = false);
162  void ShakeFree(int32_t tx, int32_t ty, int32_t rad);
163  void BlastFree(int32_t tx, int32_t ty, int32_t rad, int32_t caused_by = NO_OWNER, C4Object *by_object = nullptr, int32_t iMaxDensity = C4M_Vehicle);
164 
165  void CheckInstabilityRange(int32_t tx, int32_t ty);
166  bool CheckInstability(int32_t tx, int32_t ty, int32_t recursion_count=0);
167 
168  bool ClearPix(int32_t tx, int32_t ty); // also used by mass mover (corrode)
169 
170  void ClearPointers(C4Object *pObj);
171 
172  void CompileFunc(StdCompiler *pComp); // without landscape bitmaps and sky
173 };
174 
175 extern C4Landscape Landscape;
176 
177 /* Some global landscape functions */
178 
179 bool AboveSolid(int32_t &rx, int32_t &ry);
180 bool AboveSemiSolid(int32_t &rx, int32_t &ry);
181 bool SemiAboveSolid(int32_t &rx, int32_t &ry);
182 bool FindSolidGround(int32_t &rx, int32_t &ry, int32_t width);
183 bool FindLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height);
184 bool FindTunnel(int32_t &rx, int32_t &ry, int32_t width, int32_t height);
185 bool FindSurfaceLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height);
186 bool FindLevelGround(int32_t &rx, int32_t &ry, int32_t width, int32_t hrange);
187 bool FindConSiteSpot(int32_t &rx, int32_t &ry, int32_t wdt, int32_t hgt, int32_t hrange=-1);
188 bool FindThrowingPosition(int32_t iTx, int32_t iTy, C4Real fXDir, C4Real fYDir, int32_t iHeight, int32_t &rX, int32_t &rY);
189 bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2);
190 bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix, int32_t *iy);
191 bool PathFreeIgnoreVehicle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix=nullptr, int32_t *iy=nullptr);
192 bool FindClosestFree(int32_t &rX, int32_t &rY, int32_t iAngle1, int32_t iAngle2, int32_t iExcludeAngle1, int32_t iExcludeAngle2);
193 bool ConstructionCheck(C4PropList *, int32_t iX, int32_t iY, C4Object *pByObj=nullptr);
194 int32_t PixCol2Mat(BYTE pixc);
195 
196 inline bool DensitySolid(int32_t dens)
197 {
198  return (dens>=C4M_Solid);
199 }
200 
201 inline bool DensitySemiSolid(int32_t dens)
202 {
203  return (dens>=C4M_SemiSolid);
204 }
205 
206 inline bool DensityLiquid(int32_t dens)
207 {
208  return ((dens>=C4M_Liquid) && (dens<C4M_Solid));
209 }
210 
211 inline int32_t PixCol2Tex(BYTE pixc)
212 {
213  // Validate
214  if (pixc >= C4M_MaxTexIndex) return 0;
215  // Done
216  return pixc;
217 }
218 
219 inline int32_t GBackMat(int32_t x, int32_t y)
220 {
222 }
223 
224 inline int32_t GBackDensity(int32_t x, int32_t y)
225 {
227 }
228 
229 inline bool GBackSolid(int32_t x, int32_t y)
230 {
231  return DensitySolid(GBackDensity(x,y));
232 }
233 
234 inline bool GBackSemiSolid(int32_t x, int32_t y)
235 {
236  return DensitySemiSolid(GBackDensity(x,y));
237 }
238 
239 inline bool GBackLiquid(int32_t x, int32_t y)
240 {
241  return DensityLiquid(GBackDensity(x,y));
242 }
243 #endif
const int32_t C4M_Vehicle
Definition: C4Constants.h:171
const int32_t C4M_Solid
Definition: C4Constants.h:172
const int32_t C4M_Liquid
Definition: C4Constants.h:174
const int C4M_MaxTexIndex
Definition: C4Constants.h:51
const int32_t C4M_SemiSolid
Definition: C4Constants.h:173
const int NO_OWNER
Definition: C4Constants.h:137
bool GBackLiquid(int32_t x, int32_t y)
Definition: C4Landscape.h:239
bool FindLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height)
int32_t PixCol2Tex(BYTE pixc)
Definition: C4Landscape.h:211
bool PathFreeIgnoreVehicle(int32_t x1, int32_t y1, int32_t x2, int32_t y2, int32_t *ix=nullptr, int32_t *iy=nullptr)
bool PathFree(int32_t x1, int32_t y1, int32_t x2, int32_t y2)
bool FindSurfaceLiquid(int32_t &rx, int32_t &ry, int32_t width, int32_t height)
bool AboveSolid(int32_t &rx, int32_t &ry)
bool DensitySolid(int32_t dens)
Definition: C4Landscape.h:196
LandscapeMode
Definition: C4Landscape.h:30
bool GBackSemiSolid(int32_t x, int32_t y)
Definition: C4Landscape.h:234
const int32_t C4MaxMaterial
Definition: C4Landscape.h:25
bool FindTunnel(int32_t &rx, int32_t &ry, int32_t width, int32_t height)
bool DensitySemiSolid(int32_t dens)
Definition: C4Landscape.h:201
int32_t GBackMat(int32_t x, int32_t y)
Definition: C4Landscape.h:219
bool DensityLiquid(int32_t dens)
Definition: C4Landscape.h:206
C4Landscape Landscape
bool FindConSiteSpot(int32_t &rx, int32_t &ry, int32_t wdt, int32_t hgt, int32_t hrange=-1)
int32_t GBackDensity(int32_t x, int32_t y)
Definition: C4Landscape.h:224
bool ConstructionCheck(C4PropList *, int32_t iX, int32_t iY, C4Object *pByObj=nullptr)
const int32_t C4LS_MaxRelights
Definition: C4Landscape.h:27
bool FindThrowingPosition(int32_t iTx, int32_t iTy, C4Real fXDir, C4Real fYDir, int32_t iHeight, int32_t &rX, int32_t &rY)
bool FindSolidGround(int32_t &rx, int32_t &ry, int32_t width)
bool AboveSemiSolid(int32_t &rx, int32_t &ry)
bool SemiAboveSolid(int32_t &rx, int32_t &ry)
bool FindLevelGround(int32_t &rx, int32_t &ry, int32_t width, int32_t hrange)
bool GBackSolid(int32_t x, int32_t y)
Definition: C4Landscape.h:229
bool FindClosestFree(int32_t &rX, int32_t &rY, int32_t iAngle1, int32_t iAngle2, int32_t iExcludeAngle1, int32_t iExcludeAngle2)
int32_t PixCol2Mat(BYTE pixc)
uint8_t BYTE
uint32_t DWORD
Definition: C4Real.h:59
Definition: C4FoW.h:102
bool HasFoW() const
int32_t GetPlacement(int32_t x, int32_t y) const
BYTE GetMapIndex(int32_t iX, int32_t iY) const
bool DrawBox(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture)
C4Real GetGravity() const
bool HasMap() const
LandscapeMode GetMode() const
void RaiseTerrain(int32_t tx, int32_t ty, int32_t wdt)
bool DrawMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky=false)
bool DrawLine(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture)
bool InsertMaterialOutsideLandscape(int32_t tx, int32_t ty, int32_t mdens)
int32_t GetWidth() const
int32_t GetEffectiveMatCount(int material) const
int32_t DigFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, C4Object *by_object=nullptr, bool no_dig2objects=false, bool no_instability_check=false)
void SetMapChanged()
BYTE GetPix(int32_t x, int32_t y) const
int32_t ExtractMaterial(int32_t fx, int32_t fy, bool distant_first)
bool GetLight(int32_t x, int32_t y)
int32_t GetDensity(int32_t x, int32_t y) const
int32_t GetPixMat(BYTE byPix) const
BYTE GetBackPix(int32_t x, int32_t y) const
BYTE _GetPix(int32_t x, int32_t y) const
bool FindMatPathPush(int32_t &fx, int32_t &fy, int32_t mdens, int32_t mslide, bool liquid) const
bool FindMatPath(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const
class C4Sky & GetSky()
static const uint8_t Transparent
Definition: C4Landscape.h:50
bool DrawQuad(int32_t iX1, int32_t iY1, int32_t iX2, int32_t iY2, int32_t iX3, int32_t iY3, int32_t iX4, int32_t iY4, const char *szMaterial, const char *szBackMaterial, bool fDrawBridge)
bool InsertDeadMaterial(int32_t mat, int32_t tx, int32_t ty)
BYTE _GetBackPix(int32_t x, int32_t y) const
bool _SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix)
void Clear(bool fClearMapCreator=true, bool fClearSky=true, bool fClearRenderer=true)
void ClearFreeRect(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt)
void SetGravity(C4Real g)
bool FindMatSlide(int32_t &fx, int32_t &fy, int32_t ydir, int32_t mdens, int32_t mslide) const
bool SaveInitial()
bool ReplaceMapColor(BYTE iOldIndex, BYTE iNewIndex)
void Synchronize()
bool DrawChunks(int32_t tx, int32_t ty, int32_t wdt, int32_t hgt, int32_t icntx, int32_t icnty, const char *szMaterial, const char *szTexture, bool bIFT)
void BlastFreeShape(int *vtcs, int length, C4Object *by_object=nullptr, int32_t by_player=NO_OWNER, int32_t iMaxDensity=C4M_Vehicle)
int32_t GetBackMat(int32_t x, int32_t y) const
void ScenarioInit()
CStdPalette * GetPal() const
bool PostInitMap()
int32_t GetHeight() const
bool MapToLandscape()
void FindMatTop(int32_t mat, int32_t &x, int32_t &y, bool distant_first) const
bool Save(C4Group &hGroup) const
int32_t AreaSolidCount(int32_t x, int32_t y, int32_t wdt, int32_t hgt) const
bool _FastSolidCheck(int32_t x, int32_t y) const
int32_t _GetMat(int32_t x, int32_t y) const
int32_t GetMat(int32_t x, int32_t y) const
int32_t GetPixDensity(BYTE byPix) const
void CheckInstabilityRange(int32_t tx, int32_t ty)
bool InsertMaterial(int32_t mat, int32_t *tx, int32_t *ty, int32_t vx=0, int32_t vy=0, bool query_only=false)
int32_t _GetBackPlacement(int32_t x, int32_t y) const
bool ClearPix(int32_t tx, int32_t ty)
void SetMode(LandscapeMode iMode)
bool Init(C4Group &hGroup, bool fOverloadCurrent, bool fLoadSky, bool &rfLoaded, bool fSavegame)
int32_t GetBackPlacement(int32_t x, int32_t y) const
bool CheckInstability(int32_t tx, int32_t ty, int32_t recursion_count=0)
int32_t _GetPlacement(int32_t x, int32_t y) const
bool DrawBrush(int32_t iX, int32_t iY, int32_t iGrade, const char *szMaterial, const char *szTexture, const char *szBackMaterial, const char *szBackTexture)
bool DrawPolygon(int *vtcs, int length, const char *szMaterial, const char *szBackMaterial, bool fDrawBridge)
int32_t _GetBackDensity(int32_t x, int32_t y) const
bool SetTextureIndex(const char *szMatTex, BYTE iNewIndex, bool fInsert)
int32_t GetBackDensity(int32_t x, int32_t y) const
int32_t DigFree(int32_t tx, int32_t ty, int32_t rad, C4Object *by_object=nullptr, bool no_dig2objects=false, bool no_instability_check=false)
void UpdatePixMaps()
void ClearPointers(C4Object *pObj)
void ShakeFree(int32_t tx, int32_t ty, int32_t rad)
int32_t DigFreeShape(int *vtcs, int length, C4Object *by_object=nullptr, bool no_dig2objects=false, bool no_instability_check=false)
bool ApplyDiff(C4Group &hGroup)
DWORD GetModulation() const
bool ClipRect(int32_t &rX, int32_t &rY, int32_t &rWdt, int32_t &rHgt) const
void _SetPix2Tmp(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix)
class C4FoW * GetFoW()
static int32_t FastSolidCheckNextX(int32_t x)
int32_t GetMatCount(int material) const
int32_t GetMapZoom() const
bool DrawDefMap(int32_t iX, int32_t iY, int32_t iWdt, int32_t iHgt, const char *szMapDef, bool ignoreSky=false)
void CompileFunc(StdCompiler *pComp)
int32_t GetMatHeight(int32_t x, int32_t y, int32_t iYDir, int32_t iMat, int32_t iMax) const
void RemoveUnusedTexMapEntries()
bool SaveTextures(C4Group &hGroup) const
int32_t _GetBackMat(int32_t x, int32_t y) const
bool Incinerate(int32_t x, int32_t y, int32_t cause_player)
bool SaveDiff(C4Group &hGroup, bool fSyncSave) const
void DrawMaterialRect(int32_t mat, int32_t tx, int32_t ty, int32_t wdt, int32_t hgt)
bool Load(C4Group &hGroup, bool fLoadSky, bool fSavegame)
bool SetPix2(int32_t x, int32_t y, BYTE fgPix, BYTE bgPix)
bool DoRelights()
void Execute()
bool SaveMap(C4Group &hGroup) const
void BlastFree(int32_t tx, int32_t ty, int32_t rad, int32_t caused_by=NO_OWNER, C4Object *by_object=nullptr, int32_t iMaxDensity=C4M_Vehicle)
bool SetModulation(DWORD dwWithClr)
bool _PathFree(int32_t x, int32_t y, int32_t x2, int32_t y2) const
int32_t _GetDensity(int32_t x, int32_t y) const
void Draw(C4TargetFacet &cgo, class C4FoWRegion *pLight=nullptr)
BYTE GetBackMapIndex(int32_t iX, int32_t iY) const
void HandleTexMapUpdate()
bool _GetLight(int32_t x, int32_t y)
Definition: C4Sky.h:29