ebd79c0099
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
368 lines
11 KiB
C++
368 lines
11 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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#include <cstring>
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#include <deque>
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#include <set>
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#include <vector>
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#include <Core/Debug.h>
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#include <Core/Debug.h>
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#include <Core/Deque.h>
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#include <Core/Stopwatch.h>
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#include "GameMap.h"
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#include "GameMapWrapper.h"
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namespace spades {
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namespace client {
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GameMapWrapper::GameMapWrapper(GameMap *mp) : 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) &&
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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", 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) && 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) && 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) && 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) && 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) && 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) && 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) &&
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GetLink(x, y + 1, z) == Invalid && 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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template <typename T> static inline bool EqualTwoCond(T a, T b, T c, bool cond) {
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return a == b || (cond && a == c);
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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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// this block is already disconnected.
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// }
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if (GetLink(pos.x, pos.y, pos.z) == Marked) {
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continue;
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}
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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 && EqualTwoCond(GetLink(x - 1, y, z), PositiveX, Invalid,
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m->IsSolid(x - 1, y, z))) {
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SetLink(x - 1, y, z, Marked);
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queue.Push(CellPos(x - 1, y, z));
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}
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if (x < width - 1 && EqualTwoCond(GetLink(x + 1, y, z), NegativeX, Invalid,
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m->IsSolid(x + 1, y, z))) {
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SetLink(x + 1, y, z, Marked);
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queue.Push(CellPos(x + 1, y, z));
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}
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if (y > 0 && EqualTwoCond(GetLink(x, y - 1, z), PositiveY, Invalid,
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m->IsSolid(x, y - 1, z))) {
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SetLink(x, y - 1, z, Marked);
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queue.Push(CellPos(x, y - 1, z));
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}
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if (y < height - 1 && EqualTwoCond(GetLink(x, y + 1, z), NegativeY, Invalid,
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m->IsSolid(x, y + 1, z))) {
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SetLink(x, y + 1, z, Marked);
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queue.Push(CellPos(x, y + 1, z));
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}
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if (z > 0 && EqualTwoCond(GetLink(x, y, z - 1), PositiveZ, Invalid,
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m->IsSolid(x, y, z - 1))) {
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SetLink(x, y, z - 1, Marked);
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queue.Push(CellPos(x, y, z - 1));
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}
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if (z < depth - 1 && EqualTwoCond(GetLink(x, y, z + 1), NegativeZ, Invalid,
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m->IsSolid(x, y, z + 1))) {
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SetLink(x, y, z + 1, Marked);
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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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// remove "visited" mark
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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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if (GetLink(pos.x, pos.y, pos.z) == Marked)
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SetLink(pos.x, pos.y, pos.z, Invalid);
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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) &&
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GetLink(x, y + 1, z) == Invalid && 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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