openclonk/src/game/object/C4Sector.h

134 lines
4.0 KiB
C++

/*
* OpenClonk, http://www.openclonk.org
*
* Copyright (c) 2001, 2007 Sven Eberhardt
* Copyright (c) 2006 Peter Wortmann
* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de
*
* Portions might be copyrighted by other authors who have contributed
* to OpenClonk.
*
* Permission to use, copy, modify, and/or distribute this software for any
* purpose with or without fee is hereby granted, provided that the above
* copyright notice and this permission notice appear in all copies.
* See isc_license.txt for full license and disclaimer.
*
* "Clonk" is a registered trademark of Matthes Bender.
* See clonk_trademark_license.txt for full license.
*/
// object list sectors
#ifndef INC_C4Sector
#define INC_C4Sector
#include <C4ObjectList.h>
// class predefs
class C4LSector;
class C4LSectors;
class C4LArea;
// constants
const int32_t C4LSectorWdt = 50,
C4LSectorHgt = 50;
// one of those object list sectors
class C4LSector
{
public:
C4LSector() { } // constructor
~C4LSector() { Clear(); } // destructor
protected:
void Init(int ix, int iy);
void Clear();
public:
int x, y; // pos
C4ObjectList Objects; // objects within this sector
C4ObjectList ObjectShapes; // objects with shapes that overlap this sector
void CompileFunc(StdCompiler *pComp);
void ClearObjects(); // remove all objects from object lists
friend class C4LSectors;
};
// the whole map
class C4LSectors
{
public:
C4LSector *Sectors; // mem holding the sector array
int PxWdt, PxHgt; // size in px
int Wdt, Hgt, Size; // sector count
C4LSector SectorOut; // the sector "outside"
public:
void Init(int Wdt, int Hgt); // init map sectors
void Clear(); // free map sectors
C4LSector *SectorAt(int ix, int iy); // get sector at pos
void Add(C4Object *pObj, C4ObjectList *pMainList);
void Update(C4Object *pObj, C4ObjectList *pMainList); // does not update object order!
void Remove(C4Object *pObj);
void ClearObjects(); // remove all objects from object lists
void AssertObjectNotInList(C4Object *pObj); // searches all sector lists for object, and assert if it's inside a list
int getShapeSum() const;
void Dump();
bool CheckSort();
};
// a defined sector-area within the map
class C4LArea
{
public:
C4LSector *pFirst;
int xL, yL, dpitch; // bounds / delta-pitch
C4LSector *pOut; // outside?
C4LArea() { Clear(); } // default constructor
C4LArea(C4LSectors *pSectors, int ix, int iy, int iwdt, int ihgt) // initializing constructor
{ Set(pSectors, C4Rect(ix, iy, iwdt, ihgt)); }
C4LArea(C4LSectors *pSectors, const C4Rect &rect) // initializing constructor
{ Set(pSectors, rect); }
C4LArea(C4LSectors *pSectors, C4Object *pObj) // initializing constructor
{ Set(pSectors, pObj); }
inline void Clear() { pFirst=pOut=NULL; } // zero sector
bool operator == (const C4LArea &Area) const;
bool IsNull() const { return !pFirst; }
void Set(C4LSectors *pSectors, const C4Rect &rect); // set rect, calc bounds and get pitch
void Set(C4LSectors *pSectors, C4Object *pObj); // set to object facet rect
C4LSector *First() const { return pFirst; } // get first sector
C4LSector *Next(C4LSector *pPrev) const; // get next sector within area
// void MoveObject(C4Object *pObj, const C4LArea &toArea); // store object into new area
bool Contains(C4LSector *pSct) const; // return whether sector is contained in area
inline C4ObjectList *FirstObjects(C4LSector **ppSct) // get first object list of this area
{ *ppSct=NULL; return NextObjects(NULL, ppSct); }
C4ObjectList *NextObjects(C4ObjectList *pPrev, C4LSector **ppSct); // get next object list of this area
inline C4ObjectList *FirstObjectShapes(C4LSector **ppSct) // get first object shapes list of this area
{ *ppSct=NULL; return NextObjectShapes(NULL, ppSct); }
C4ObjectList *NextObjectShapes(C4ObjectList *pPrev, C4LSector **ppSct); // get next object shapes list of this area
#ifdef DEBUGREC
void DebugRec(class C4Object *pObj, char cMarker);
#endif
};
#endif