Exemple #1
0
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();
  }
}
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;
        }
      }
    }
}
Exemple #3
0
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 );
    }
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 );
    }
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 );
  }
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 ) );
}
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 );}
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 );
    }
  }
Exemple #9
0
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);
}
void C3Map::Impl::initEntryExit(std::fstream &f, PlayerCityPtr ioCity)
{
  unsigned int size = ioCity->tilemap().size();

  // init road entry/exit point
  unsigned short int i = 0;
  unsigned short int j = 0;
  f.seekg(kRoadEntry, std::ios::beg);
  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(kBoatEntry, std::ios::beg);
  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 );

  //std::cout << "road entry at:" << ioCity.getRoadEntryI() << "," << ioCity.getRoadEntryJ() << std::endl;
  //std::cout << "road exit at:"  << ioCity.getRoadExitI()  << "," << ioCity.getRoadExitJ()  << std::endl;
  //std::cout << "boat entry at:" << ioCity.getBoatEntryI() << "," << ioCity.getBoatEntryJ() << std::endl;
  //std::cout << "boat exit at:"  << ioCity.getBoatExitI()  << "," << ioCity.getBoatExitJ()  << std::endl;
}
void OMap::Impl::initCameraStartPos(const VariantMap& vm, PlayerCityPtr ioCity)
{
  int mapSize = ioCity->tilemap().size();
  ioCity->setCameraPos( TilePos( mapSize / 2, mapSize / 2 ) );
}
Exemple #12
0
bool C3Sav::Impl::loadCity( std::fstream& f, Game& game )
{
    uint32_t tmp;

    // need to rewrite better
    std::vector<short int> graphicGrid;
    graphicGrid.resize( 26244, 0 );
    std::vector<unsigned char> edgeGrid;
    edgeGrid.resize( 26244, 0 );
    std::vector<short int> terrainGrid;
    terrainGrid.resize( 26244, 0 );
    std::vector<unsigned char> rndmTerGrid;
    rndmTerGrid.resize(26244, 0);
    std::vector<unsigned char> randomGrid;
    randomGrid.resize( 26244, 0 );
    std::vector<unsigned char> zeroGrid;
    zeroGrid.resize( 26244, 0 );

    if( !f.is_open() )
    {
        Logger::warning( "GameLoaderC3Sav: can't open file " );
        return false;
    }

    f.read( (char*)&tmp, 4); // read dummy

    std::string cityName = LoaderHelper::getDefaultCityName( tmp );
    game.city()->setName( cityName );

    f.read((char*)&tmp, 4); // read scenario flag

    try
    {
        f.read((char*)&tmp, 4); // read length of compressed chunk
        Logger::warning( "GameLoaderC3Sav: length of compressed ids is %d", tmp );
        PKWareInputStream *pk = new PKWareInputStream(&f, false, tmp);
        for (int i = 0; i < 162 * 162; i++)
        {
            graphicGrid[i] = pk->readShort();
        }
        pk->empty();
        delete pk;

        f.read((char*)&tmp, 4); // read length of compressed chunk
        Logger::warning( "GameLoaderC3Sav: length of compressed egdes is %d", tmp );
        pk = new PKWareInputStream(&f, false, tmp);
        for (int i = 0; i < 162 * 162; i++)
        {
            edgeGrid[i] = pk->readByte();
        }
        pk->empty();
        delete pk;

        SkipCompressed(f); // skip building ids

        f.read((char*)&tmp, 4); // read length of compressed chunk
        Logger::warning( "GameLoaderC3Sav: length of compressed terraindata is %d", tmp );
        pk = new PKWareInputStream(&f, false, tmp);
        for (int i = 0; i < 162 * 162; i++)
        {
            terrainGrid[i] = pk->readShort();
        }
        pk->empty();
        delete pk;

        SkipCompressed(f);
        SkipCompressed(f);
        SkipCompressed(f);
        SkipCompressed(f);

        f.read((char*)&randomGrid[0], 26244);

        SkipCompressed(f);
        SkipCompressed(f);
        SkipCompressed(f);
        SkipCompressed(f);
        SkipCompressed(f);

        // here goes walkers array
        f.read((char*)&tmp, 4); // read length of compressed chunk
        Logger::warning( "GameLoaderC3Sav: length of compressed walkers data is %d", tmp );
        pk = new PKWareInputStream(&f, false, tmp);
        for (int j = 0; j < 1000; j++)
        {
            pk->skip(10);
            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);

                unsigned int imgId = graphicGrid[index];
                Picture pic = imgid::toPicture( imgId );

                if( pic.isValid() )
                {
                    tile.setPicture( pic );
                    tile.setOriginalImgId( imgId );
                }
                else
                {
                    TileOverlay::Type ovType = LoaderHelper::convImgId2ovrType( imgId );
                    if( ovType == constants::objects::unknown )
                    {
                        Logger::warning( "!!! GameLoaderC3Sav: Unknown building %x at [%d,%d]", imgId, i, j );
                    }

                    baseBuildings[ tile.pos() ] = imgId;
                    pic = Picture::load( ResourceGroup::land1a, 230 + math::random( 57 ) );
                    tile.setPicture( pic );
                    tile.setOriginalImgId( imgid::fromResource( pic.name() ) );
                }

                edgeData[ i ][ j ] = edgeGrid[index];
                tile::decode( tile, terrainGrid[index] );
                tile::fixPlateauFlags( tile );
            }
        }

        for (int i = 0; i < size; ++i)
        {
            for (int j = 0; j < 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 < 5; ++dj)
                            {
                                int edd = edgeData[ i ][ j - dj ];
                                // find bottom left corner
                                if (edd == 8 * dj + 0x40)
                                {
                                    size = dj + 1;
                                    break;
                                }
                            }
                        }
                        catch(...)
                        {
                            size = dj + 1;
                        }
                    }

                    Tile& master = oTilemap.at(i, j - size + 1);

                    //Logger::warning( "Master will be at (%d,%d)", master.i(), master.j() );
                    for (int di = 0; di < size; ++di)
                    {
                        for (int dj = 0; dj < size; ++dj)
                        {
                            oTilemap.at(master.i() + di, master.j() + dj).setMasterTile(&master);
                        }
                    }
                }

                // Check if it is building and type of building
                //if (ttile.getMasterTile() == NULL)
                std::map<TilePos, unsigned int>::iterator bbIt = baseBuildings.find( TilePos( i, j ) );
                unsigned int bbImgId = bbIt == baseBuildings.end() ? 0 : bbIt->second;

                Tile& tile = oTilemap.at( i, j );
                Tile* masterTile = tile.masterTile();
                if( !masterTile )
                    masterTile = &tile;

                if( masterTile->overlay().isNull() )
                {
                    LoaderHelper::decodeTerrain( *masterTile, oCity, bbImgId );
                }
            }
        }

    }
    catch(PKException)
    {
        THROW("fatal error when unpacking");
    }

    return true;
}
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 ];
              // find bottom left corner
              if (edd == 8 * dj + 0x40)
              {
                size = dj + 1;
                break;
              }
            }
          }
          catch(...)
          {
            size = dj + 1;
          }
        }

        Tile& master = oTilemap.at(i, j - size + 1);
        for (int di = 0; di < size; ++di)
        {
          for (int dj = 0; dj < size; ++dj)
          {
            oTilemap.at(master.pos() + TilePos( di, dj ) ).setMasterTile(&master);
          }
        }
      }

      // Check if it is building and type of building
      //if (ttile.getMasterTile() == NULL)
      LoaderHelper::decodeTerrain( oTilemap.at( i, j ), oCity );
    }
  }
}
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;
      }
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;
        case 0x80: start=156; break;
        }
      break;

      case 8:
        switch( direction )
        {
        case 0x6e: case 0xed: case 0x9b: case 0xcd: case 0xff: case 0xee:
        case 0xdf: case 0x05: case 0x37: case 0x77: case 0xfb: case 0x9a:
        case 0xeb: case 0xa5: case 0xf9: case 0xb7: case 0xbf: case 0x1b:
        case 0x35: case 0xe5: case 0x95: case 0x17: case 0x7d: case 0xe7:
        case 0xad: case 0x71: case 0xdc: case 0xdb: case 0xa6: case 0xb9:
        case 0xa7: case 0x27: case 0xdd: case 0xf3: case 0x7e: case 0x75:
        case 0xd3: case 0xc5: case 0x55: case 0xfe: case 0xbb: case 0x7c:
        case 0x5a: case 0x53: case 0x45: case 0xce: case 0xef: case 0x7f:
        case 0x8d: case 0x1d: case 0xf5: case 0xf7: case 0xf1:
        case 0x97: case 0x2e: case 0xc3: case 0x5c: case 0x0a: case 0x69:
        case 0xb5: case 0x25: case 0x8a: case 0x3b: case 0xe6: case 0x6a:
        case 0xcb: case 0x3f: case 0xaa: case 0x57: case 0xfd: case 0xd5:
        case 0x7a: case 0x85: case 0xfc: case 0xca: case 0x8b: case 0x9f:
        case 0x4f: case 0xde: case 0x9d: case 0xe9: case 0x6f: case 0xd7:
        case 0xae: case 0xaf: case 0xf8: case 0x3c: case 0xe2: case 0xea:
        case 0x96: case 0x3a: case 0xcf: case 0xbd: case 0xbe: case 0x94:
        case 0x73: case 0x4a: case 0xc6: case 0x5d: case 0x2a: case 0xa9:
        case 0x6d: case 0xf4: case 0xda: case 0x5e: case 0xfa: case 0x7b:
        case 0x79: case 0x65: case 0xc7: case 0xe1: case 0x4d: case 0x2b:
        case 0xab: case 0x0e: case 0x87: case 0x1a: case 0x67: case 0x3d:
        case 0xf6: case 0x1f: case 0xd6: case 0xb4: case 0x8f: case 0x9c:
        case 0x48: case 0x5f: case 0x5b: case 0xd4: case 0xf0: case 0x0f:
        case 0x15: case 0x0b: case 0xb8: case 0x07: case 0x1c: case 0x61:
        case 0x8e: case 0x86: case 0x2d: case 0x4b: case 0xe3: case 0xc2:
        case 0xba: case 0xf2: case 0x1e: case 0x39: case 0x38: case 0xd2:
        case 0x78: case 0x0d: case 0x6b: case 0x3e: case 0x63: case 0x29:
        case 0x47: case 0x21: case 0xbc: case 0x2f: case 0xb6: case 0x43:
        case 0x9e: case 0x4e: start=120; rnd=0; break;
        }
      break;

      case 9:
        switch( direction )
        {
        case 0:
        {
          Picture pic = Picture::load( ResourceGroup::land1a, 62 + math::random( 57 ) );
          wtile.setPicture( pic );
          //wtile.setOriginalImgId( TileHelper::convPicName2Id( pic.name() ) );
          wtile.setOriginalImgId( direction );
        }
        break;
        }
      break;

      case 0xff:
        wtile.setOriginalImgId( direction );
      break;
      }

      if( start > 0 )
      {
        if( rnd > 0 )
          rnd = math::random( 4 );

        wtile.setFlag( Tile::tlWater, true );
        wtile.setFlag( Tile::tlCoast, true );
        Picture pic = Picture::load( ResourceGroup::land1a, start + rnd );
        wtile.setPicture( pic );
        wtile.setOriginalImgId( imgid::fromResource( pic.name() ) );
      }
    }
}