Since there's no rotate function in the map editor...

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turin
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Since there's no rotate function in the map editor...

Post by turin »

I had dacyn write a simple C++ program that will take a map and rotate it 60 degrees clockwise. The extra space is filled with shroud. Dacyn is still learning C++, so its not very good, but it is useable. Code (rotate.cpp) and executable (rotate) included in zip.

The algorithm for rotating the map will be useful to anyone who wants to write a patch adding a rotate function to the map editor.


Since Dacyn doesn't really know C++ / is lazy, it will not accept arguments on input. You have to copy your map to a file called "temp" and run the program in the same directory as that file. The output will go back to "temp".


Anyway, it would be cool if someone who is good with C++ could improve this program and/or use it as inspiration for adding a rotate function to the map editor.
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Dave
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Post by Dave »

- The zip file is empty, other than having one directory in it
- It'd be cool if the functionality was added to the map editor
- To access program arguments in C++, you just declare main like this:

Code: Select all

int main(int argc, char* argv[])
and then 'argc' contains the number of arguments, and 'argv' contains the array of arguments. The first argument is actually the command used to run the program. For instance, a simple test program that shows you how to access arguments is this:

Code: Select all

#include <iostream>

int main(int argc, char* argv[])
{
    for(int i = 0; i != argc; ++i) {
        std::cout << "argument " << i << " is '" << argv[i] << "'\n";
    }
}
Run the program with some arguments, and it'll print them out.

David
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turin
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Post by turin »

Sorry, here is actual file...
Attachments
rotate.tar.gz
(1.64 KiB) Downloaded 634 times
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And I hate stupid people.
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Ayin
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Post by Ayin »

There already is a rotation algorithm implemented in the wesnoth code, although it is not in the editor. Look at the "builder.cpp" source code.

Cheers,

Ayin
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Post by DEATH_is_undead »

I think i'm interested, how does it work?
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Eleazar
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Post by Eleazar »

DEATH_is_undead wrote:I think i'm interested, how does it work?
It probably doesn't, since the map format has changed several times since 2005.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
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Post by DEATH_is_undead »

i still got 1.0.2. it'll probaly work on that.
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The best way to learn is to follow. In order to learn WML, you have to follow other's work, and check their codes.

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