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WorldSegment.h
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WorldSegment.h
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#pragma once
#include "Tile.h"
extern SegmentWrap map_segment;
enum draw_event_type{
TintedScaledBitmap,
CreatureText
};
struct draw_event{
draw_event_type type;
void * drawobject;
ALLEGRO_COLOR tint;
float sx;
float sy;
float sw;
float sh;
float dx;
float dy;
float dw;
float dh;
int flags;
};
class WorldSegment
{
private:
Tile* tiles;
vector<draw_event> todraw;
vector<SS_Unit*> units;
vector<Buildings::t_building*> buildings;
public:
bool loaded;
bool processed;
//these are the coordinates and size of the loaded segment
GameState segState;
WorldSegment(GameState inState) {
segState = inState;
segState.Position.z = segState.Position.z - segState.Size.z + 1;
uint32_t newNumTiles = inState.Size.x * inState.Size.y * inState.Size.z;
uint32_t memoryNeeded = newNumTiles * sizeof(Tile);
tiles = (Tile*) malloc( memoryNeeded );
memset(tiles, 0, memoryNeeded);
}
~WorldSegment() {
uint32_t num = getNumTiles();
for(uint32_t i = 0; i < num; i++) {
Tile::InvalidateAndDestroy(& tiles[i]);
}
ClearBuildings();
ClearUnits();
free(tiles);
}
void Reset(GameState inState, bool hard=false) {
//clear and free old data
ClearBuildings();
ClearUnits();
todraw.clear();
for(uint32_t i = 0; i < getNumTiles(); i++) {
Tile::InvalidateAndDestroy(& tiles[i]);
}
uint32_t newNumTiles = inState.Size.x * inState.Size.y * inState.Size.z;
uint32_t memoryNeeded = newNumTiles * sizeof(Tile);
//if this is a hard reset, or if the size doesn't match what is needed, get a new segment
if(hard || newNumTiles != getNumTiles()) {
free(tiles);
tiles = (Tile*) malloc( memoryNeeded );
//on a hard reset, zero out the entire array
if(hard) {
memset(tiles, 0, memoryNeeded);
//otherwise, just invalidate the entire set of tiles
} else {
for(uint32_t i = 0; i < newNumTiles; i++) {
tiles[i].Invalidate();
}
}
}
segState = inState;
segState.Position.z = segState.Position.z - segState.Size.z + 1;
}
inline uint32_t getNumTiles() {
return segState.Size.x * segState.Size.y * segState.Size.z;
}
Tile* ResetTile(int32_t x, int32_t y, int32_t z, df::tiletype type=tiletype::OpenSpace);
Tile* getTile(int32_t x, int32_t y, int32_t z);
Tile* getTileLocal(int32_t x, int32_t y, int32_t z);
Tile* getTileRelativeTo(int32_t x, int32_t y, int32_t z, dirRelative direction);
Tile* getTileRelativeTo(int32_t x, int32_t y, int32_t z, dirRelative direction, int distance);
Tile* getTile(uint32_t index);
bool ConvertToSegmentLocal(int32_t & x, int32_t & y, int32_t & z);
uint32_t ConvertLocalToIndex(int32_t x, int32_t y, int32_t z);
void CorrectTileForSegmentOffset(int32_t& x, int32_t& y, int32_t& z);
void CorrectTileForSegmentRotation(int32_t& x, int32_t& y, int32_t& z);
//void addTile(Tile* b);
void AssembleBlockTiles(int32_t firstX, int32_t firstY, int32_t lastX, int32_t lastY, int32_t incrx, int32_t incry, int32_t z);
void AssembleAllTiles();
void AssembleSprite(draw_event d);
void DrawAllTiles();
//void drawPixels();
bool CoordinateInsideSegment(int32_t x, int32_t y, int32_t z);
bool CoordinateInteriorSegment(int32_t x, int32_t y, int32_t z, uint32_t shellthick);
void PushBuilding( Buildings::t_building * tempbuilding);
void ClearBuildings();
void PushUnit( SS_Unit * unit);
void ClearUnits();
};
// FIXME: make nicer. one day. maybe.
class SegmentWrap
{
private:
static const GameState zeroState;
public:
SegmentWrap() {
drawsegment = new WorldSegment(zeroState);
readsegment = new WorldSegment(zeroState);
drawmutex = al_create_mutex();
readmutex = al_create_mutex();
}
~SegmentWrap() {
delete drawsegment;
delete readsegment;
al_destroy_mutex(drawmutex);
al_destroy_mutex(readmutex);
}
void shutdown(){
drawsegment->Reset(zeroState);
readsegment->Reset(zeroState);
}
void lock() {
al_lock_mutex(drawmutex);
al_lock_mutex(readmutex);
}
void unlock() {
al_unlock_mutex(drawmutex);
al_unlock_mutex(readmutex);
}
void lockDraw() {
al_lock_mutex(drawmutex);
}
void unlockDraw() {
al_unlock_mutex(drawmutex);
}
void lockRead() {
al_lock_mutex(readmutex);
}
void unlockRead() {
al_unlock_mutex(readmutex);
}
void swap() {
WorldSegment * temp = drawsegment;
drawsegment = readsegment;
readsegment = temp;
}
WorldSegment * getRead() {
return readsegment;
}
WorldSegment * getDraw() {
return drawsegment;
}
private:
ALLEGRO_MUTEX * drawmutex;
ALLEGRO_MUTEX * readmutex;
WorldSegment * drawsegment;
WorldSegment * readsegment;
};