345 lines
9.3 KiB
C++
345 lines
9.3 KiB
C++
//
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// GameMapWrapper.cpp
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// OpenSpades
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//
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// Created by yvt on 7/14/13.
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// Copyright (c) 2013 yvt.jp. All rights reserved.
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//
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#include "GameMapWrapper.h"
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#include <deque>
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#include "GameMap.h"
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#include <string.h>
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#include "../Core/Deque.h"
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#include "../Core/Stopwatch.h"
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#include <vector>
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#include <set>
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#include "../Core/Debug.h"
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#include "../Core/Debug.h"
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namespace spades {
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namespace client {
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GameMapWrapper::GameMapWrapper(GameMap *mp):
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map(mp) {
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SPADES_MARK_FUNCTION();
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width = mp->Width();
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height = mp->Height();
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depth = mp->Depth();
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linkMap = new uint8_t[width*height*depth];
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memset(linkMap, 0, width * height * depth);
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}
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GameMapWrapper::~GameMapWrapper() {
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SPADES_MARK_FUNCTION();
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delete[] linkMap;
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}
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void GameMapWrapper::Rebuild() {
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SPADES_MARK_FUNCTION();
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Stopwatch stopwatch;
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GameMap *m = map;
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memset(linkMap, 0, width * height * depth);
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for(int x = 0; x < width; x++)
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for(int y = 0; y < height; y++)
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SetLink(x, y, depth - 1, Root);
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Deque<CellPos> queue(width * height * 2);
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for(int x = 0; x < width; x++)
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for(int y = 0; y < height; y++)
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if(m->IsSolid(x, y, depth - 2)){
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SetLink(x, y, depth-2, PositiveZ);
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queue.Push(CellPos(x, y, depth - 2));
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}
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while(!queue.IsEmpty()){
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CellPos p = queue.Front();
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queue.Shift();
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int x = p.x, y = p.y, z = p.z;
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if(p.x > 0 && m->IsSolid(x-1,y,z) && GetLink(x-1,y,z) == Invalid){
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SetLink(x-1, y, z, PositiveX);
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queue.Push(CellPos(x-1, y, z));
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}
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if(p.x < width - 1 && m->IsSolid(x+1,y,z) && GetLink(x+1,y,z) == Invalid){
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SetLink(x+1, y, z, NegativeX);
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queue.Push(CellPos(x+1, y, z));
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}
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if(p.y > 0 && m->IsSolid(x,y-1,z) && GetLink(x,y-1,z) == Invalid){
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SetLink(x, y-1, z, PositiveY);
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queue.Push(CellPos(x, y-1, z));
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}
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if(p.y < height - 1 && m->IsSolid(x,y+1,z) && GetLink(x,y+1,z) == Invalid){
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SetLink(x, y+1, z, NegativeY);
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queue.Push(CellPos(x, y+1, z));
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}
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if(p.z > 0 && m->IsSolid(x,y,z-1) && GetLink(x,y,z-1) == Invalid){
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SetLink(x, y, z-1, PositiveZ);
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queue.Push(CellPos(x, y, z-1));
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}
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if(p.z < depth - 1 && m->IsSolid(x,y,z+1) && GetLink(x,y,z+1) == Invalid){
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SetLink(x, y, z+1, NegativeZ);
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queue.Push(CellPos(x, y, z+1));
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}
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}
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SPLog("%.3f msecs to rebuild",
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stopwatch.GetTime() * 1000.);
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}
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void GameMapWrapper::AddBlock(int x, int y, int z, uint32_t color){
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SPADES_MARK_FUNCTION();
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GameMap *m = map;
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if(GetLink(x, y, z) != Invalid) {
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SPAssert(m->IsSolid(x, y, z));
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return;
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}
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m->Set(x, y, z, true, color);
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if(GetLink(x, y, z) != Invalid) {
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return;
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}
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LinkType l = Invalid;
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if(x > 0 && m->IsSolid(x - 1, y, z) &&
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GetLink(x-1, y, z) != Invalid){
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l = NegativeX;
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SPAssert(GetLink(x-1, y, z) != PositiveX);
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}
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if(x < width - 1 && m->IsSolid(x + 1, y, z)&&
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GetLink(x+1, y, z) != Invalid){
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l = PositiveX;
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SPAssert(GetLink(x+1, y, z) != NegativeX);
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}
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if(y > 0 && m->IsSolid(x, y - 1, z)&&
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GetLink(x, y-1, z) != Invalid){
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l = NegativeY;
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SPAssert(GetLink(x, y-1, z) != PositiveY);
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}
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if(y < height - 1 && m->IsSolid(x, y + 1, z)&&
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GetLink(x, y+1, z) != Invalid){
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l = PositiveY;
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SPAssert(GetLink(x, y+1, z) != NegativeY);
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}
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if(z > 0 && m->IsSolid(x, y, z - 1)&&
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GetLink(x, y, z-1) != Invalid){
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l = NegativeZ;
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SPAssert(GetLink(x, y, z-1) != PositiveZ);
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}
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if(z < depth - 1 && m->IsSolid(x, y, z + 1)&&
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GetLink(x, y, z+1) != Invalid){
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l = PositiveZ;
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SPAssert(GetLink(x, y, z+1) != NegativeZ);
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}
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SetLink(x, y, z, l);
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if(l == Invalid)
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return;
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// if there's invalid block around this block,
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// rebuild tree
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Deque<CellPos> queue(1024);
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queue.Push(CellPos(x,y,z));
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while(!queue.IsEmpty()){
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CellPos p = queue.Front();
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queue.Shift();
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int x = p.x, y = p.y, z = p.z;
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SPAssert(m->IsSolid(x,y,z));
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LinkType thisLink = GetLink(x, y, z);
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if(p.x > 0 && m->IsSolid(x-1,y,z) && GetLink(x-1,y,z) == Invalid &&
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thisLink != NegativeX){
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SetLink(x-1, y, z, PositiveX);
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queue.Push(CellPos(x-1, y, z));
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}
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if(p.x < width - 1 && m->IsSolid(x+1,y,z) && GetLink(x+1,y,z) == Invalid &&
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thisLink != PositiveX){
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SetLink(x+1, y, z, NegativeX);
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queue.Push(CellPos(x+1, y, z));
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}
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if(p.y > 0 && m->IsSolid(x,y-1,z) && GetLink(x,y-1,z) == Invalid &&
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thisLink != NegativeY){
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SetLink(x, y-1, z, PositiveY);
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queue.Push(CellPos(x, y-1, z));
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}
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if(p.y < height - 1 && m->IsSolid(x,y+1,z) && GetLink(x,y+1,z) == Invalid &&
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thisLink != PositiveY){
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SetLink(x, y+1, z, NegativeY);
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queue.Push(CellPos(x, y+1, z));
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}
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if(p.z > 0 && m->IsSolid(x,y,z-1) && GetLink(x,y,z-1) == Invalid &&
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thisLink != NegativeZ){
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SetLink(x, y, z-1, PositiveZ);
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queue.Push(CellPos(x, y, z-1));
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}
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if(p.z < depth - 1 && m->IsSolid(x,y,z+1) && GetLink(x,y,z+1) == Invalid &&
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thisLink != PositiveZ){
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SetLink(x, y, z+1, NegativeZ);
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queue.Push(CellPos(x, y, z+1));
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}
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}
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}
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std::vector<CellPos> GameMapWrapper::RemoveBlocks(const std::vector<CellPos>& cells) {
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SPADES_MARK_FUNCTION();
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if(cells.empty())
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return std::vector<CellPos>();
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GameMap *m = map;
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// solid, but unlinked cells
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std::vector<CellPos> unlinkedCells;
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Deque<CellPos> queue(1024);
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// unlink children
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for(size_t i = 0; i < cells.size(); i++){
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CellPos pos = cells[i];
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m->Set(pos.x, pos.y, pos.z, false, 0);
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if(GetLink(pos.x, pos.y, pos.z) == Invalid)
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continue;
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SPAssert(GetLink(pos.x, pos.y, pos.z) != Root);
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SetLink(pos.x, pos.y, pos.z, Invalid);
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queue.Push(pos);
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while(!queue.IsEmpty()){
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pos = queue.Front();
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queue.Shift();
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if(m->IsSolid(pos.x, pos.y, pos.z))
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unlinkedCells.push_back(pos);
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// don't "continue;" when non-solid
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int x = pos.x, y = pos.y, z = pos.z;
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if(x > 0 && GetLink(x-1,y,z) == PositiveX){
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SetLink(x-1, y, z, Invalid);
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queue.Push(CellPos(x-1, y, z));
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}
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if(x < width-1 && GetLink(x+1,y,z) == NegativeX){
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SetLink(x+1, y, z, Invalid);
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queue.Push(CellPos(x+1, y, z));
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}
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if(y > 0 && GetLink(x,y-1,z) == PositiveY){
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SetLink(x, y-1, z, Invalid);
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queue.Push(CellPos(x, y-1, z));
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}
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if(y < height-1 && GetLink(x,y+1,z) == NegativeY){
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SetLink(x, y+1, z, Invalid);
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queue.Push(CellPos(x, y+1, z));
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}
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if(z > 0 && GetLink(x,y,z-1) == PositiveZ){
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SetLink(x, y, z-1, Invalid);
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queue.Push(CellPos(x, y, z-1));
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}
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if(z < depth-1 && GetLink(x,y,z+1) == NegativeZ){
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SetLink(x, y, z+1, Invalid);
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queue.Push(CellPos(x, y, z+1));
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}
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}
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}
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SPAssert(queue.IsEmpty());
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// start relinking
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for(size_t i = 0; i < unlinkedCells.size(); i++){
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const CellPos& pos = unlinkedCells[i];
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int x = pos.x, y = pos.y, z = pos.z;
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if(!m->IsSolid(x, y, z)){
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// notice: (x,y,z) may be air, so
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// don't use SPAssert()
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continue;
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}
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LinkType newLink = Invalid;
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if(z < depth - 1 && GetLink(x,y,z+1) != Invalid){
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newLink = PositiveZ;
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}else if(x > 0 && GetLink(x-1,y,z) != Invalid){
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newLink = NegativeX;
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}else if(x < width - 1 && GetLink(x+1,y,z) != Invalid){
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newLink = PositiveX;
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}else if(y > 0 && GetLink(x,y-1,z) != Invalid){
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newLink = NegativeY;
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}else if(y < height - 1 && GetLink(x,y+1,z) != Invalid){
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newLink = PositiveY;
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}else if(z > 0 && GetLink(x,y,z-1) != Invalid){
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newLink = NegativeZ;
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}
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if(newLink != Invalid){
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SetLink(x, y, z, newLink);
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queue.Push(pos);
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}
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}
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while(!queue.IsEmpty()){
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CellPos p = queue.Front();
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queue.Shift();
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int x = p.x, y = p.y, z = p.z;
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LinkType thisLink = GetLink(x,y,z);
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if(p.x > 0 && m->IsSolid(x-1,y,z) && GetLink(x-1,y,z) == Invalid &&
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thisLink != NegativeX){
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SetLink(x-1, y, z, PositiveX);
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queue.Push(CellPos(x-1, y, z));
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}
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if(p.x < width - 1 && m->IsSolid(x+1,y,z) && GetLink(x+1,y,z) == Invalid &&
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thisLink != PositiveX){
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SetLink(x+1, y, z, NegativeX);
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queue.Push(CellPos(x+1, y, z));
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}
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if(p.y > 0 && m->IsSolid(x,y-1,z) && GetLink(x,y-1,z) == Invalid &&
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thisLink != NegativeY){
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SetLink(x, y-1, z, PositiveY);
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queue.Push(CellPos(x, y-1, z));
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}
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if(p.y < height - 1 && m->IsSolid(x,y+1,z) && GetLink(x,y+1,z) == Invalid &&
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thisLink != PositiveY){
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SetLink(x, y+1, z, NegativeY);
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queue.Push(CellPos(x, y+1, z));
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}
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if(p.z > 0 && m->IsSolid(x,y,z-1) && GetLink(x,y,z-1) == Invalid &&
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thisLink != NegativeZ){
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SetLink(x, y, z-1, PositiveZ);
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queue.Push(CellPos(x, y, z-1));
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}
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if(p.z < depth - 1 && m->IsSolid(x,y,z+1) && GetLink(x,y,z+1) == Invalid &&
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thisLink != PositiveZ){
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SetLink(x, y, z+1, NegativeZ);
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queue.Push(CellPos(x, y, z+1));
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}
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}
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std::vector<CellPos> floatingBlocks;
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floatingBlocks.reserve(unlinkedCells.size());
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for(size_t i = 0; i < unlinkedCells.size(); i++){
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const CellPos& p = unlinkedCells[i];
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if(!m->IsSolid(p.x, p.y, p.z))
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continue;
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if(GetLink(p.x, p.y, p.z) == Invalid){
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floatingBlocks.push_back(p);
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}
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}
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return floatingBlocks;
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}
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}
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}
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