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Dump Arealinkages as well #431

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@Borega

The dump does not include area linkages when 2 areas connect without a clickable object (i.e. as in Act 1 is often the case).
Other apis do it like this:
`

void ActMap::FindRoomLinkageExits(ExitArray& exits) const
{
	using namespace std;

	multimap<int, std::pair<Point, std::pair<Point, int>>> exitMap; // <level, <rooms[i], <middlepoint, size> > >
	
	for(Room2* room = level->pRoom2First; room; room = room->pRoom2Next)
	{
		Room2** rooms = room->pRoom2Near;
		for(DWORD i = 0; i < room->dwRoomsNear; i++)
		{
			if(rooms[i]->pLevel->dwLevelNo == level->dwLevelNo)
				continue;

			// does this link already exist?
			bool exists = false;
			ExitArray::iterator begin = exits.begin(), last = exits.end();
			for(ExitArray::iterator it = begin; it != last; it++)
			{
				if(it->Target == rooms[i]->pLevel->dwLevelNo)
				{
					exists = true;
					break;
				}
			}
			if(exists)
				continue;

			// A -> origin of local room, B -> opposite corner from origin in local room ... X, Y -> like local but for adjecent room
			Point A, B, X, Y, startPoint, edgeDirection, orthogonalDirection;
			int overlappingX, overlappingY, edgeSize;
			// this could be enum
			bool startLeft = false, startRight = false, startTop = false, startBottom = false;

			A = Point(room->dwPosX * 5, room->dwPosY * 5);
			B = Point(room->dwPosX * 5 + room->dwSizeX * 5, room->dwPosY * 5 + room->dwSizeY * 5);

			X = Point(rooms[i]->dwPosX * 5, rooms[i]->dwPosY * 5);
			Y = Point(rooms[i]->dwPosX * 5 + rooms[i]->dwSizeX * 5, rooms[i]->dwPosY * 5 + rooms[i]->dwSizeY * 5);

			overlappingX = min(B.first,  Y.first)  - max(A.first,  X.first);
			overlappingY = min(B.second, Y.second) - max(A.second, X.second);
	
			if (overlappingX > 0) // top or bottom edge
			{
				if (A.second < X.second) // bottom edge
				{
					startPoint = Point(max(A.first, X.first), B.second-1);
					startBottom = true;
				}
				else
				{
					startPoint = Point(max(A.first, X.first), A.second);
					startTop = true;
				}
			}
			else if (overlappingY > 0) // left or right edge
			{
				if (A.first < X.first) // right edge
				{
					startPoint = Point(B.first-1, max(A.second, X.second));
					startRight = true;
				}
				else
				{
					startPoint = Point(A.first, max(A.second, X.second));
					startLeft = true;
				}
			}
	
			if (overlappingX < 0 || overlappingY < 0)
			{
				// Print("�c1d2bs�c3ActMap::GetExits�c0 adjecent room is out of reach - it's not even touching local room in corner!");
				continue;
			}
			if (overlappingX > 0 && overlappingY > 0)
			{
				// Print("�c1d2bs�c3ActMap::GetExits�c0 WTF local and adjecent rooms are overlapping (they share some points)!!!");
				continue;             
			}
			if (overlappingX < 3 && overlappingY < 3)
			{
				// edge is not large enough to even bother to check for exit (exit should be at least 3 points wide)
				continue;
			}
	
			if (startLeft || startRight) // -> going down
			{
				edgeSize = overlappingY; // number of vertical touched points
				edgeDirection = Point(0, 1); // down
				orthogonalDirection = Point((startLeft ? -1 : 1), 0); // checking adjecent spaces -> left / right
			}
			else // startTop || startBottom -> going right
			{
				edgeSize = overlappingX; // number of horizontal touched points
				edgeDirection = Point(1, 0); // right
				orthogonalDirection = Point(0, (startTop ? -1 : 1)); // checking adjecent spaces -> up / down
			}

			Point currentPoint, lastWalkablePoint;
			bool isPointWalkable = false;
			int spaces = 0, j;
			for (j = 0; j < edgeSize; j++)
			{
				// would be nice to convert this line to => currentPoint = startPoint + edgeDirection * j;
				currentPoint = Point(startPoint.first + j * edgeDirection.first, startPoint.second + j * edgeDirection.second);
				isPointWalkable = EdgeIsWalkable(currentPoint, orthogonalDirection, true);
				if (isPointWalkable)
				{
					lastWalkablePoint = currentPoint;
					spaces++;
				}
				if (false == isPointWalkable || j + 1 == edgeSize)
				{
					if (spaces > 0)
					{
						Point centerEdgePoint = GetEdgeCenterPoint(currentPoint, edgeDirection);
						currentPoint = Point(lastWalkablePoint.first - edgeDirection.first * spaces / 2, lastWalkablePoint.second - edgeDirection.second * spaces / 2);
						exitMap.insert(make_pair(rooms[i]->pLevel->dwLevelNo, make_pair(centerEdgePoint, make_pair(currentPoint, spaces))));
					}
					spaces = 0;
				}
			}
		}
	}

	std::pair<Point, std::pair<Point, int>> currentExit;
	std::multimap<int, std::pair<Point, std::pair<Point, int>>>::iterator it = exitMap.begin();
	int level = 0;
	double minDistance = -1, tmpDistance;
	do
	{
		if (level == 0 && it == exitMap.end())
		{
			break;
		}
		if (level == 0)
		{
			level = it->first;
			currentExit = it->second;
		}
		if (it == exitMap.end() || level != it->first)
		{
			exits.push_back(Exit(currentExit.second.first, level, Linkage, 0));
			if (it == exitMap.end())
			{
				break;
			}
			level = it->first;
			currentExit = it->second;
			minDistance = -1;
		}

		tmpDistance = GetDistance(
				it->second.first.first,
				it->second.first.second,
				it->second.second.first.first,
				it->second.second.first.second
		);
		if (minDistance == -1 || minDistance > tmpDistance)
		{
			currentExit = it->second;
			minDistance = tmpDistance;
		}
	} while(it++ != exitMap.end());
}

`

prty sure this project is dead but maybe this could be implemented

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