118 lines
2.6 KiB
C++
118 lines
2.6 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <cstdint>
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#include <vector>
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#include <memory>
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namespace spades {
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namespace client {
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class GameMap;
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struct CellPos {
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short x, y, z;
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CellPos() = default;
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CellPos(int xx, int yy, int zz) : x(xx), y(yy), z(zz) {}
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bool operator<(const CellPos &p) const {
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if (x < p.x) {
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return true;
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} else if (x > p.x) {
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return false;
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}
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if (y < p.y) {
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return true;
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} else if (y > p.y) {
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return false;
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}
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return z < p.z;
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}
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bool operator==(const CellPos &p) const { return x == p.x && y == p.y && z == p.z; }
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};
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struct CellPosHash {
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inline std::size_t operator()(const CellPos &pos) const {
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std::size_t ret;
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if (sizeof(std::size_t) > 4) {
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ret = pos.x;
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ret <<= 16;
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ret |= pos.y;
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ret <<= 16;
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ret |= pos.z;
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} else {
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ret = pos.x;
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ret <<= 16;
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ret |= pos.y;
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ret ^= pos.z;
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}
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return ret;
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}
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};
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/** Wraps GameMap and provides floating-block detection.*/
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class GameMapWrapper {
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friend class Client; // FIXME: for debug
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public:
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private:
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GameMap ↦
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/** Each element represents where this cell is connected from. */
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std::unique_ptr<uint8_t[]> linkMap;
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enum LinkType {
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Invalid = 0,
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Root,
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NegativeX,
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PositiveX,
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NegativeY,
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PositiveY,
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NegativeZ,
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PositiveZ,
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Marked
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};
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int width, height, depth;
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inline LinkType GetLink(int x, int y, int z) {
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return (LinkType)linkMap[(x * height + y) * depth + z];
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}
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void SetLink(int x, int y, int z, LinkType l) {
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linkMap[(x * height + y) * depth + z] = l;
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}
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public:
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GameMapWrapper(GameMap &);
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~GameMapWrapper();
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/** Addes a new block. */
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void AddBlock(int x, int y, int z, uint32_t color);
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/** Removes the specified blocks, and returns floating blocks.
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* This function, however, doesn't remove floating blocks. */
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std::vector<CellPos> RemoveBlocks(const std::vector<CellPos> &);
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void Rebuild();
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};
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}
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}
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