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WorldSegment.cpp
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WorldSegment.cpp
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#include "common.h"
#include "WorldSegment.h"
#include "GUI.h"
#include "ContentLoader.h"
#include "Creatures.h"
using namespace std;
using namespace DFHack;
using namespace df::enums;
const GameState SegmentWrap::zeroState =
{
{0,0,0},0,{0,0,0},{0,0,0},{0,0,0},0,0
};
ALLEGRO_BITMAP * fog = 0;
void WorldSegment::CorrectTileForSegmentOffset(int32_t& xin, int32_t& yin, int32_t& zin)
{
xin -= segState.Position.x;
yin -= segState.Position.y; //Position.y;
zin -= segState.Position.z - 1; //need to remove the offset
}
void WorldSegment::CorrectTileForSegmentRotation(int32_t& x, int32_t& y, int32_t& z)
{
int32_t oldx = x;
int32_t oldy = y;
if(segState.Rotation == 1) {
x = segState.Size.x - oldy -1;
y = oldx;
}
if(segState.Rotation == 2) {
x = segState.Size.x - oldx -1;
y = segState.Size.y - oldy -1;
}
if(segState.Rotation == 3) {
x = oldy;
y = segState.Size.y - oldx -1;
}
}
//Converts a set of world coordinates into local coordinates, taking into account view rotation.
bool WorldSegment::ConvertToSegmentLocal(int32_t & x, int32_t & y, int32_t & z)
{
int32_t lx = x;
int32_t ly = y;
int32_t lz = z;
lx -= segState.Position.x;
ly -= segState.Position.y;
lz -= segState.Position.z;
CorrectTileForSegmentRotation(lx, ly, lz);
//even if we return false, we still might want to use the new coords, maybe.
x = lx;
y = ly;
z = lz;
if(lx < 0 || lx >= segState.Size.x) {
return false;
}
if(ly < 0 || ly >= segState.Size.y) {
return false;
}
if(lz < 0 || lz >= segState.Size.z) {
return false;
}
return true;
}
uint32_t WorldSegment::ConvertLocalToIndex(int32_t x, int32_t y, int32_t z)
{
return (uint32_t) (x + (y + (z*segState.Size.y))*segState.Size.x );
}
//Returns a blank tile at the specified world coordinates.
Tile* WorldSegment::ResetTile(int32_t x, int32_t y, int32_t z, df::tiletype type)
{
int32_t lx = x;
int32_t ly = y;
int32_t lz = z;
if(!ConvertToSegmentLocal(lx, ly, lz)){
return NULL;
}
uint32_t index = ConvertLocalToIndex(lx, ly, lz);
Tile* tptr = &(tiles[index]);
tptr->Attach(this, type, x, y, z);
return tptr;
}
//Returns an existing tile at the specified world coordinates.
Tile* WorldSegment::getTile(int32_t x, int32_t y, int32_t z)
{
int32_t lx = x;
int32_t ly = y;
int32_t lz = z;
if(!ConvertToSegmentLocal(lx, ly, lz)){
return NULL;
}
uint32_t index = ConvertLocalToIndex(lx, ly, lz);
return getTile(index);
}
Tile* WorldSegment::getTileRelativeTo(int32_t x, int32_t y, int32_t z, dirRelative direction)
{
int32_t lx = x;
int32_t ly = y;
int32_t lz = z;
if(!ConvertToSegmentLocal(lx, ly, lz)){
return NULL;
}
switch (direction) {
case eUp:
ly--;
break;
case eDown:
ly++;
break;
case eLeft:
lx--;
break;
case eRight:
lx++;
break;
case eAbove:
lz++;
break;
case eBelow:
lz--;
break;
case eUpLeft:
ly--;
lx--;
break;
case eUpRight:
ly--;
lx++;
break;
case eDownLeft:
ly++;
lx--;
break;
case eDownRight:
ly++;
lx++;
break;
}
return getTileLocal(lx, ly, lz);
}
Tile* WorldSegment::getTileRelativeTo(int32_t x, int32_t y, int32_t z, dirRelative direction, int distance)
{
int32_t lx = x;
int32_t ly = y;
int32_t lz = z;
if(!ConvertToSegmentLocal(lx, ly, lz)){
return NULL;
}
switch (direction) {
case eUp:
ly-= distance;
break;
case eDown:
ly+= distance;
break;
case eLeft:
lx-= distance;
break;
case eRight:
lx+= distance;
break;
case eAbove:
lz+= distance;
break;
case eBelow:
lz-= distance;
break;
case eUpLeft:
ly-= distance;
lx-= distance;
break;
case eUpRight:
ly-= distance;
lx+= distance;
break;
case eDownLeft:
ly+= distance;
lx-= distance;
break;
case eDownRight:
ly+= distance;
lx+= distance;
break;
}
return getTileLocal(lx, ly, lz);
}
Tile* WorldSegment::getTileLocal(int32_t x, int32_t y, int32_t z)
{
if(x < 0 || x >= segState.Size.x) {
return 0;
}
if(y < 0 || y >= segState.Size.y) {
return 0;
}
if(z < 0 || z >= segState.Size.z) {
return 0;
}
uint32_t index = ConvertLocalToIndex(x, y, z);
return getTile(index);
}
Tile* WorldSegment::getTile(uint32_t index)
{
if(index>=getNumTiles() ) {
return NULL;
}
return tiles[index].IsValid() ? &(tiles[index]) : NULL;
}
void WorldSegment::DrawAllTiles()
{
if(!loaded) {
return;
}
if(ssConfig.fogenable) {
ALLEGRO_BITMAP* temp = al_get_target_bitmap();
if(!fog) {
fog = al_create_bitmap(ssState.ScreenW, ssState.ScreenH);
al_set_target_bitmap(fog);
al_clear_to_color(premultiply(ssConfig.fogcol));
al_set_target_bitmap(temp);
}
if(!((al_get_bitmap_width(fog) == ssState.ScreenW) && (al_get_bitmap_height(fog) == ssState.ScreenH))) {
al_destroy_bitmap(fog);
fog = al_create_bitmap(ssState.ScreenW, ssState.ScreenH);
al_set_target_bitmap(fog);
al_clear_to_color(premultiply(ssConfig.fogcol));
al_set_target_bitmap(temp);
}
}
if (ssConfig.show_osd) {
DrawCurrentLevelOutline(true);
}
if(todraw.size()>0) {
al_hold_bitmap_drawing(true);
for(size_t i=0; i<todraw.size(); i++) {
if(i%ssConfig.bitmapHolds==0) {
al_hold_bitmap_drawing(false);
al_hold_bitmap_drawing(true);
}
switch(todraw[i].type) {
case TintedScaledBitmap:
al_draw_tinted_scaled_bitmap(
(ALLEGRO_BITMAP*) todraw[i].drawobject,
todraw[i].tint,
todraw[i].sx,
todraw[i].sy,
todraw[i].sw,
todraw[i].sh,
todraw[i].dx,
todraw[i].dy,
todraw[i].dw,
todraw[i].dh,
todraw[i].flags );
break;
case CreatureText:
DrawCreatureText(
todraw[i].dx,
todraw[i].dy,
(SS_Unit*) todraw[i].drawobject );
break;
}
}
}
if (ssConfig.show_osd) {
DrawCurrentLevelOutline(false);
}
al_hold_bitmap_drawing(false);
al_hold_bitmap_drawing(true);
}
/**
* Assembles sprites for all tiles in the segment.
* The draw order used draws tiles on a per-block basis, so blocks
* in the back are drawn before blocks in the front.
*/
void WorldSegment::AssembleAllTiles()
{
if(!loaded) {
return;
}
clock_t starttime = clock();
// x,y,z print prices
int32_t vsxmax = segState.Size.x-1;
int32_t vsymax = segState.Size.y-1;
int32_t vszmax = segState.Size.z-1; // grabbing one tile +z more than we should for tile rules
for(int32_t vsz=0; vsz < vszmax; vsz++) {
//add the fog to the queue
if(ssConfig.fogenable && fog) {
draw_event d = {
TintedScaledBitmap,
fog,
al_map_rgb(255,255,255),
0,
0,
(float)ssState.ScreenW,
(float)ssState.ScreenH,
0,
0,
(float)ssState.ScreenW,
(float)ssState.ScreenH,
0};
AssembleSprite(d);
}
//add the tiles to the queue
for(int32_t vsx=1; vsx < vsxmax; vsx++) {
for(int32_t vsy=1; vsy < vsymax; vsy++) {
Tile *b = getTileLocal(vsx,vsy,vsz);
if (b) {
b->AssembleTile();
}
}
}
}
ssTimers.assembly_time = (clock() - starttime)*0.1 + ssTimers.assembly_time*0.9;
}
bool WorldSegment::CoordinateInsideSegment(int32_t x, int32_t y, int32_t z)
{
int32_t lx = x;
int32_t ly = y;
int32_t lz = z;
if(!ConvertToSegmentLocal(lx, ly, lz)){
return NULL;
}
if(lx < 0 || lx >= segState.Size.x) {
return 0;
}
if(ly < 0 || ly >= segState.Size.y) {
return 0;
}
if(lz < 0 || lz >= segState.Size.z) {
return 0;
}
return true;
}
bool WorldSegment::RangeInsideSegment(int32_t min_x, int32_t min_y, int32_t min_z, int32_t max_x, int32_t max_y, int32_t max_z)
{
int32_t lnx = min_x;
int32_t lny = min_y;
int32_t lnz = min_z;
int32_t lxx = max_x;
int32_t lxy = max_y;
int32_t lxz = max_z;
ConvertToSegmentLocal(lnx, lny, lnz);
ConvertToSegmentLocal(lxx, lxy, lxz);
if (lxx < 0 || lnx >= segState.Size.x) {
return 0;
}
if (lxy < 0 || lny >= segState.Size.y) {
return 0;
}
if (lxz < 0 || lnz >= segState.Size.z) {
return 0;
}
return true;
}
bool WorldSegment::CoordinateInteriorSegment(int32_t x, int32_t y, int32_t z, uint32_t shellthick)
{
int32_t lx = x;
int32_t ly = y;
int32_t lz = z;
if(!ConvertToSegmentLocal(lx, ly, lz)){
return NULL;
}
if(lx < 0 + int32_t(shellthick) || lx >= int32_t(segState.Size.x - shellthick)) {
return 0;
}
if(ly < 0 + int32_t(shellthick) || ly >= int32_t(segState.Size.y - shellthick)) {
return 0;
}
if(lz < 0 /*bottom is "interior"*/ || lz >= int32_t(segState.Size.z - shellthick)) {
return 0;
}
return true;
}
void WorldSegment::AssembleSprite(draw_event d)
{
todraw.push_back(d);
}
void WorldSegment::PushBuilding( std::unique_ptr<Buildings::t_building> building)
{
buildings.push_back(std::move(building));
}
void WorldSegment::ClearBuildings()
{
buildings.clear();
}
void WorldSegment::PushUnit( std::unique_ptr<SS_Unit> unit)
{
units.push_back(std::move(unit));
}
void WorldSegment::ClearUnits()
{
units.clear();
}