forked from Mirrors/openclonk
533 lines
14 KiB
C++
533 lines
14 KiB
C++
/*
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* OpenClonk, http://www.openclonk.org
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*
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* Copyright (c) 1998-2000, Matthes Bender
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* Copyright (c) 2001-2009, RedWolf Design GmbH, http://www.clonk.de/
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* Copyright (c) 2009-2016, The OpenClonk Team and contributors
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*
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* Distributed under the terms of the ISC license; see accompanying file
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* "COPYING" for details.
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*
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* "Clonk" is a registered trademark of Matthes Bender, used with permission.
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* See accompanying file "TRADEMARK" for details.
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*
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* To redistribute this file separately, substitute the full license texts
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* for the above references.
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*/
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/* Pixel Sprite system for tiny bits of moving material */
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#include "C4Include.h"
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#include "landscape/C4PXS.h"
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#include "c4group/C4Components.h"
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#include "config/C4Config.h"
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#include "game/C4Physics.h"
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#include "lib/C4Random.h"
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#include "landscape/C4Weather.h"
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#include "control/C4Record.h"
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#include "lib/StdColors.h"
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#include "graphics/C4Draw.h"
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static const C4Real WindDrift_Factor = itofix(1, 800);
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void C4PXS::Execute()
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{
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#ifdef DEBUGREC_PXS
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if (Config.General.DebugRec)
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{
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C4RCExecPXS rc;
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rc.x=x; rc.y=y; rc.iMat=Mat;
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rc.pos = 0;
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AddDbgRec(RCT_ExecPXS, &rc, sizeof(rc));
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}
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#endif
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int32_t inmat;
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// Safety
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if (!MatValid(Mat))
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{ Deactivate(); return; }
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// Out of bounds
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if ((x<0) || (x>=::Landscape.GetWidth()) || (y<-10) || (y>=::Landscape.GetHeight()))
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{ Deactivate(); return; }
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// Material conversion
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int32_t iX = fixtoi(x), iY = fixtoi(y);
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inmat=GBackMat(iX,iY);
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C4MaterialReaction *pReact = ::MaterialMap.GetReactionUnsafe(Mat, inmat);
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if (pReact && (*pReact->pFunc)(pReact, iX,iY, iX,iY, xdir,ydir, Mat,inmat, meePXSPos, nullptr))
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{ Deactivate(); return; }
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// Gravity
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ydir+=GravAccel;
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if (GBackDensity(iX, iY + 1) < ::MaterialMap.Map[Mat].Density)
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{
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// Air speed: Wind plus some random
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int32_t iWind = Weather.GetWind(iX, iY);
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C4Real txdir = itofix(iWind, 15) + C4REAL256(Random(1200) - 600);
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C4Real tydir = C4REAL256(Random(1200) - 600);
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// Air friction, based on WindDrift. MaxSpeed is ignored.
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int32_t iWindDrift = std::max(::MaterialMap.Map[Mat].WindDrift - 20, 0);
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xdir += ((txdir - xdir) * iWindDrift) * WindDrift_Factor;
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ydir += ((tydir - ydir) * iWindDrift) * WindDrift_Factor;
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}
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C4Real ctcox = x + xdir;
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C4Real ctcoy = y + ydir;
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int32_t iToX = fixtoi(ctcox), iToY = fixtoi(ctcoy);
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// In bounds?
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if (Inside<int32_t>(iToX, 0, ::Landscape.GetWidth()-1) && Inside<int32_t>(iToY, 0, ::Landscape.GetHeight()-1))
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// Check path
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if (::Landscape._PathFree(iX, iY, iToX, iToY))
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{
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x=ctcox; y=ctcoy;
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return;
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}
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// Test path to target position
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int32_t iX0 = iX, iY0 = iY;
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bool fStopMovement = false;
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do
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{
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// Step
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int32_t inX = iX + Sign(iToX - iX), inY = iY + Sign(iToY - iY);
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// Contact?
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inmat = GBackMat(inX, inY);
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C4MaterialReaction *pReact = ::MaterialMap.GetReactionUnsafe(Mat, inmat);
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if (pReact)
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{
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if ((*pReact->pFunc)(pReact, iX,iY, inX,inY, xdir,ydir, Mat,inmat, meePXSMove, &fStopMovement))
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{
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// destructive contact
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Deactivate();
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return;
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}
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else
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{
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// no destructive contact, but speed or position changed: Stop moving for now
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if (fStopMovement)
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{
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// But keep fractional positions to allow proper movement on moving ground
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if (iX != iX0) x = itofix(iX);
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if (iY != iY0) y = itofix(iY);
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return;
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}
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// there was a reaction func, but it didn't do anything - continue movement
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}
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}
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iX = inX; iY = inY;
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}
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while (iX != iToX || iY != iToY);
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// No contact? Free movement
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x=ctcox; y=ctcoy;
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#ifdef DEBUGREC_PXS
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if (Config.General.DebugRec)
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{
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C4RCExecPXS rc;
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rc.x=x; rc.y=y; rc.iMat=Mat;
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rc.pos = 1;
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AddDbgRec(RCT_ExecPXS, &rc, sizeof(rc));
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}
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#endif
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return;
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}
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void C4PXS::Deactivate()
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{
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#ifdef DEBUGREC_PXS
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if (Config.General.DebugRec)
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{
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C4RCExecPXS rc;
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rc.x=x; rc.y=y; rc.iMat=Mat;
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rc.pos = 2;
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AddDbgRec(RCT_ExecPXS, &rc, sizeof(rc));
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}
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#endif
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Mat=MNone;
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::PXS.Delete(this);
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}
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C4PXSSystem::C4PXSSystem()
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{
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Default();
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}
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C4PXSSystem::~C4PXSSystem()
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{
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Clear();
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}
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void C4PXSSystem::Default()
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{
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Count=0;
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for (unsigned int cnt=0; cnt<PXSMaxChunk; cnt++)
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{
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Chunk[cnt]=nullptr;
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iChunkPXS[cnt]=0;
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}
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}
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void C4PXSSystem::Clear()
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{
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for (unsigned int cnt=0; cnt<PXSMaxChunk; cnt++)
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{
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if (Chunk[cnt]) delete [] Chunk[cnt];
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Chunk[cnt]=nullptr;
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iChunkPXS[cnt]=0;
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}
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}
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C4PXS* C4PXSSystem::New()
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{
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unsigned int cnt,cnt2;
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C4PXS *pxp;
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// Check chunks for available space
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for (cnt=0; cnt<PXSMaxChunk; cnt++)
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{
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// Create new chunk if necessary
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if (!Chunk[cnt])
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{
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if (!(Chunk[cnt]=new C4PXS[PXSChunkSize])) return nullptr;
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iChunkPXS[cnt] = 0;
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}
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// Check this chunk for space
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if (iChunkPXS[cnt] < PXSChunkSize)
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for (cnt2=0,pxp=Chunk[cnt]; cnt2<PXSChunkSize; cnt2++,pxp++)
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if (pxp->Mat==MNone)
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{
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// count them
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iChunkPXS[cnt]++;
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return pxp;
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}
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}
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return nullptr;
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}
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bool C4PXSSystem::Create(int32_t mat, C4Real ix, C4Real iy, C4Real ixdir, C4Real iydir)
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{
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C4PXS *pxp;
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if (!MatValid(mat)) return false;
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if (!(pxp=New())) return false;
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pxp->Mat=mat;
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pxp->x=ix; pxp->y=iy;
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pxp->xdir=ixdir; pxp->ydir=iydir;
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return true;
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}
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void C4PXSSystem::Execute()
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{
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// Execute all chunks
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Count=0;
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for (unsigned int cchunk=0; cchunk<PXSMaxChunk; cchunk++)
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if (Chunk[cchunk])
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{
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// empty chunk?
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if (!iChunkPXS[cchunk])
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{ delete [] Chunk[cchunk]; Chunk[cchunk]=nullptr; }
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else
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{
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// Execute chunk pxs, check for empty
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C4PXS *pxp = Chunk[cchunk];
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for (unsigned int cnt2=0; cnt2<PXSChunkSize; cnt2++,pxp++)
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if (pxp->Mat!=MNone)
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{
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pxp->Execute();
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Count++;
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}
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}
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}
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}
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void C4PXSSystem::Draw(C4TargetFacet &cgo)
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{
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// Draw PXS in this region
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C4Rect VisibleRect(cgo.TargetX, cgo.TargetY, cgo.Wdt, cgo.Hgt);
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VisibleRect.Enlarge(20);
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// Go through all PXS and build vertex arrays. The vertex arrays are
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// then submitted to the GL in one go.
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std::vector<C4BltVertex> pixVtx;
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std::vector<C4BltVertex> lineVtx;
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std::map<int, std::vector<C4BltVertex> > bltVtx;
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// TODO: reserve some space to avoid too many allocations
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// TODO: keep vertex mem allocated between draw invocations
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float cgox = cgo.X - cgo.TargetX, cgoy = cgo.Y - cgo.TargetY;
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// First pass: draw simple PXS (lines/pixels)
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unsigned int cnt;
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for (cnt=0; cnt < PXSMaxChunk; cnt++)
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{
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if (Chunk[cnt] && iChunkPXS[cnt])
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{
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C4PXS *pxp = Chunk[cnt];
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for (unsigned int cnt2 = 0; cnt2 < PXSChunkSize; cnt2++, pxp++)
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if (pxp->Mat != MNone && VisibleRect.Contains(fixtoi(pxp->x), fixtoi(pxp->y)))
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{
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C4Material *pMat = &::MaterialMap.Map[pxp->Mat];
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const DWORD dwMatClr = ::Landscape.GetPal()->GetClr((BYTE) (Mat2PixColDefault(pxp->Mat)));
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if(pMat->PXSFace.Surface)
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{
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int32_t pnx, pny;
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pMat->PXSFace.GetPhaseNum(pnx, pny);
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int32_t fcWdt = pMat->PXSFace.Wdt;
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int32_t fcHgt = pMat->PXSFace.Hgt;
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// calculate draw width and tile to use (random-ish)
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uint32_t size = (1103515245 * (cnt * PXSChunkSize + cnt2) + 12345) >> 3;
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float z = pMat->PXSGfxSize * (0.625f + 0.05f * int(size % 16));
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pny = (cnt2 / pnx) % pny; pnx = cnt2 % pnx;
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const float w = z;
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const float h = z * fcHgt / fcWdt;
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const float x1 = fixtof(pxp->x) + cgox + z * pMat->PXSGfxRt.tx / fcWdt;
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const float y1 = fixtof(pxp->y) + cgoy + z * pMat->PXSGfxRt.ty / fcHgt;
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const float x2 = x1 + w;
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const float y2 = y1 + h;
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const float sfcWdt = pMat->PXSFace.Surface->Wdt;
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const float sfcHgt = pMat->PXSFace.Surface->Hgt;
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C4BltVertex vtx[6];
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vtx[0].tx = (pnx + 0.f) * fcWdt / sfcWdt; vtx[0].ty = (pny + 0.f) * fcHgt / sfcHgt;
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vtx[0].ftx = x1; vtx[0].fty = y1;
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vtx[1].tx = (pnx + 1.f) * fcWdt / sfcWdt; vtx[1].ty = (pny + 0.f) * fcHgt / sfcHgt;
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vtx[1].ftx = x2; vtx[1].fty = y1;
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vtx[2].tx = (pnx + 1.f) * fcWdt / sfcWdt; vtx[2].ty = (pny + 1.f) * fcHgt / sfcHgt;
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vtx[2].ftx = x2; vtx[2].fty = y2;
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vtx[3].tx = (pnx + 0.f) * fcWdt / sfcWdt; vtx[3].ty = (pny + 1.f) * fcHgt / sfcHgt;
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vtx[3].ftx = x1; vtx[3].fty = y2;
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DwTo4UB(0xFFFFFFFF, vtx[0].color);
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DwTo4UB(0xFFFFFFFF, vtx[1].color);
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DwTo4UB(0xFFFFFFFF, vtx[2].color);
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DwTo4UB(0xFFFFFFFF, vtx[3].color);
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vtx[4] = vtx[2];
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vtx[5] = vtx[0];
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std::vector<C4BltVertex>& vec = bltVtx[pxp->Mat];
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vec.push_back(vtx[0]);
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vec.push_back(vtx[1]);
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vec.push_back(vtx[2]);
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vec.push_back(vtx[3]);
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vec.push_back(vtx[4]);
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vec.push_back(vtx[5]);
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}
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else
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{
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// old-style: unicolored pixels or lines
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if (fixtoi(pxp->xdir) || fixtoi(pxp->ydir))
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{
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// lines for stuff that goes whooosh!
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int len = fixtoi(Abs(pxp->xdir) + Abs(pxp->ydir));
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const DWORD dwMatClrLen = uint32_t(std::max<int>(dwMatClr >> 24, 195 - (195 - (dwMatClr >> 24)) / len)) << 24 | (dwMatClr & 0xffffff);
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C4BltVertex begin, end;
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begin.ftx = fixtof(pxp->x - pxp->xdir) + cgox; begin.fty = fixtof(pxp->y - pxp->ydir) + cgoy;
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end.ftx = fixtof(pxp->x) + cgox; end.fty = fixtof(pxp->y) + cgoy;
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DwTo4UB(dwMatClrLen, begin.color);
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DwTo4UB(dwMatClrLen, end.color);
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lineVtx.push_back(begin);
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lineVtx.push_back(end);
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}
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else
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{
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// single pixels for slow stuff
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C4BltVertex vtx;
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vtx.ftx = fixtof(pxp->x) + cgox;
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vtx.fty = fixtof(pxp->y) + cgoy;
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DwTo4UB(dwMatClr, vtx.color);
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pixVtx.push_back(vtx);
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}
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}
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}
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}
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}
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if(!pixVtx.empty()) pDraw->PerformMultiPix(cgo.Surface, &pixVtx[0], pixVtx.size(), nullptr);
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if(!lineVtx.empty()) pDraw->PerformMultiLines(cgo.Surface, &lineVtx[0], lineVtx.size(), 1.0f, nullptr);
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// PXS graphics disabled?
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if (!Config.Graphics.PXSGfx)
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return;
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for(std::map<int, std::vector<C4BltVertex> >::const_iterator iter = bltVtx.begin(); iter != bltVtx.end(); ++iter)
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{
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C4Material *pMat = &::MaterialMap.Map[iter->first];
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pDraw->PerformMultiTris(cgo.Surface, &iter->second[0], iter->second.size(), nullptr, pMat->PXSFace.Surface->texture.get(), nullptr, nullptr, 0, nullptr);
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}
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}
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void C4PXSSystem::Cast(int32_t mat, int32_t num, int32_t tx, int32_t ty, int32_t level)
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{
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int32_t cnt;
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for (cnt=0; cnt<num; cnt++)
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{
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// Must do these calculation steps separately, because the order of
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// invokations of Random() is not defined if they're used as parameters
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C4Real xdir = itofix(Random(level+1)-level/2); xdir/=10;
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C4Real ydir = itofix(Random(level+1)-level); ydir/=10;
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Create(mat,
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itofix(tx),itofix(ty),
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xdir,
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ydir);
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}
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}
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bool C4PXSSystem::Save(C4Group &hGroup)
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{
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unsigned int cnt;
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// Check used chunk count
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int32_t iChunks=0;
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for (cnt=0; cnt<PXSMaxChunk; cnt++)
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if (Chunk[cnt] && iChunkPXS[cnt])
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iChunks++;
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if (!iChunks)
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{
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hGroup.Delete(C4CFN_PXS);
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return true;
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}
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// Save chunks to temp file
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CStdFile hTempFile;
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if (!hTempFile.Create(Config.AtTempPath(C4CFN_TempPXS)))
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return false;
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#ifdef C4REAL_USE_FIXNUM
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int32_t iNumFormat = 1;
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#else
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int32_t iNumFormat = 2;
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#endif
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if (!hTempFile.Write(&iNumFormat, sizeof (iNumFormat)))
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return false;
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for (cnt=0; cnt<PXSMaxChunk; cnt++)
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if (Chunk[cnt]) // must save all chunks in order to keep order consistent on all clients
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if (!hTempFile.Write(Chunk[cnt],PXSChunkSize * sizeof(C4PXS)))
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return false;
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if (!hTempFile.Close())
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return false;
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// Move temp file to group
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if (!hGroup.Move( Config.AtTempPath(C4CFN_TempPXS),
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C4CFN_PXS ))
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return false;
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return true;
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}
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bool C4PXSSystem::Load(C4Group &hGroup)
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{
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// load new
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size_t iBinSize,iChunkNum,cnt2;
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size_t iChunkSize = PXSChunkSize * sizeof(C4PXS);
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if (!hGroup.AccessEntry(C4CFN_PXS,&iBinSize)) return false;
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// clear previous
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Clear();
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// using C4Real or float?
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int32_t iNumForm = 1;
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if (iBinSize % iChunkSize == 4)
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{
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if (!hGroup.Read(&iNumForm, sizeof (iNumForm))) return false;
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if (!Inside<int32_t>(iNumForm, 1, 2)) return false;
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iBinSize -= 4;
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}
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// old pxs-files have no tag for the number format
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else if (iBinSize % iChunkSize != 0) return false;
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// calc chunk count
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iChunkNum = iBinSize / iChunkSize;
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if (iChunkNum > PXSMaxChunk) return false;
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for (uint32_t cnt=0; cnt<iChunkNum; cnt++)
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{
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if (!(Chunk[cnt]=new C4PXS[PXSChunkSize])) return false;
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if (!hGroup.Read(Chunk[cnt],iChunkSize)) return false;
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// count the PXS, Peter!
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// convert num format, if neccessary
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C4PXS *pxp; iChunkPXS[cnt]=0;
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for (cnt2=0,pxp=Chunk[cnt]; cnt2<PXSChunkSize; cnt2++,pxp++)
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if (pxp->Mat != MNone)
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{
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++iChunkPXS[cnt];
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// convert number format
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#ifdef C4REAL_USE_FIXNUM
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if (iNumForm == 2) { FLOAT_TO_FIXED(&pxp->x); FLOAT_TO_FIXED(&pxp->y); FLOAT_TO_FIXED(&pxp->xdir); FLOAT_TO_FIXED(&pxp->ydir); }
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#else
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if (iNumForm == 1) { FIXED_TO_FLOAT(&pxp->x); FIXED_TO_FLOAT(&pxp->y); FIXED_TO_FLOAT(&pxp->xdir); FIXED_TO_FLOAT(&pxp->ydir); }
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#endif
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|
}
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|
}
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|
return true;
|
|
}
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|
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void C4PXSSystem::Synchronize()
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|
{
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Count=0;
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|
}
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|
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void C4PXSSystem::SyncClearance()
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|
{
|
|
// consolidate chunks; remove empty chunks
|
|
C4PXS **pDestChunk = Chunk;
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|
int32_t iDestChunk = 0;
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|
for (unsigned int cnt=0; cnt<PXSMaxChunk; cnt++)
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|
{
|
|
if (Chunk[cnt])
|
|
{
|
|
if (iChunkPXS[cnt])
|
|
{
|
|
*pDestChunk++ = Chunk[cnt];
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|
iChunkPXS[iDestChunk++] = iChunkPXS[cnt];
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|
}
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|
else
|
|
{
|
|
delete [] Chunk[cnt];
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|
Chunk[cnt] = nullptr;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void C4PXSSystem::Delete(C4PXS *pPXS)
|
|
{
|
|
// find chunk
|
|
unsigned int cnt;
|
|
for (cnt = 0; cnt < PXSMaxChunk; cnt++)
|
|
if (Chunk[cnt] && iChunkPXS[cnt])
|
|
if (pPXS >= Chunk[cnt] && pPXS < Chunk[cnt] + PXSChunkSize)
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|
break;
|
|
// decrease pxs counter
|
|
if (cnt < PXSMaxChunk)
|
|
iChunkPXS[cnt]--;
|
|
}
|
|
|
|
int32_t C4PXSSystem::GetCount(int32_t mat) const
|
|
{
|
|
// count PXS of given material
|
|
int32_t result = 0;
|
|
for (size_t cnt = 0; cnt < PXSMaxChunk; cnt++) if (Chunk[cnt] && iChunkPXS[cnt])
|
|
{
|
|
C4PXS *pxp = Chunk[cnt];
|
|
for (size_t cnt2 = 0; cnt2 < PXSChunkSize; cnt2++, pxp++) if (pxp->Mat == mat) ++result;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
int32_t C4PXSSystem::GetCount(int32_t mat, int32_t x, int32_t y, int32_t wdt, int32_t hgt) const
|
|
{
|
|
// count PXS of given material in given area
|
|
int32_t result = 0;
|
|
for (size_t cnt = 0; cnt < PXSMaxChunk; cnt++) if (Chunk[cnt] && iChunkPXS[cnt])
|
|
{
|
|
C4PXS *pxp = Chunk[cnt];
|
|
for (size_t cnt2 = 0; cnt2 < PXSChunkSize; cnt2++, pxp++)
|
|
if (pxp->Mat != MNone)
|
|
if (pxp->Mat == mat || mat == MNone)
|
|
if (Inside(pxp->x, x, x + wdt - 1) && Inside(pxp->y, y, y + hgt - 1)) ++result;
|
|
}
|
|
return result;
|
|
}
|
|
|
|
C4PXSSystem PXS;
|