#include "Dimension.h" #include "Constants.h" #include "Datei.h" #include "Game.h" using namespace Framework; Dimension::Dimension( int id ) : dimensionId( id ), chunks( new Trie() ), entities( new RCArray() ) {} Dimension::~Dimension() { entities->release(); chunks->release(); } void Dimension::updateVisibility() { bool changed = true; while( changed ) { changed = false; for( auto chunk = chunks->getIterator(); chunk; chunk++ ) changed |= chunk->updateVisibility(); } } void Dimension::getAddrOf( Punkt cPos, char *addr ) const { *(int *)addr = cPos.x; *( (int *)addr + 1 ) = cPos.y; addr[ 8 ] = 0; } void Dimension::getAddrOfWorld( Punkt wPos, char *addr ) const { wPos.x = (int)floor( ( (float)wPos.x + CHUNK_SIZE / 2 ) / CHUNK_SIZE ); wPos.y = (int)floor( ( (float)wPos.y + CHUNK_SIZE / 2 ) / CHUNK_SIZE ); getAddrOf( wPos, addr ); } Chunk *Dimension::zChunk( Punkt wPos ) const { char addr[ 9 ]; getAddrOfWorld( wPos, addr ); return chunks->z( addr ); } Block *Dimension::zBlock( Vec3 location ) { return zChunk( Punkt( location.x, location.y ) )->zBlockAt( Vec3( ( location.x + CHUNK_SIZE / 2 ) % CHUNK_SIZE, ( location.y + CHUNK_SIZE / 2 ) % CHUNK_SIZE, location.z ) ); } void Dimension::addEntity( Entity *entity ) { entities->add( entity ); } void Dimension::addChunk( Chunk *chunk ) { char addr[ 9 ]; getAddrOf( chunk->getCenter(), addr ); if( !chunks->z( addr ) ) { chunks->set( addr, chunk ); getAddrOf( chunk->getCenter() + Punkt( CHUNK_SIZE, 0 ), addr ); Chunk *zChunk = chunks->z( addr ); if( zChunk ) { zChunk->setNeighbor( WEST, chunk ); chunk->setNeighbor( EAST, chunk ); } getAddrOf( chunk->getCenter() + Punkt( -CHUNK_SIZE, 0 ), addr ); zChunk = chunks->z( addr ); if( zChunk ) { zChunk->setNeighbor( EAST, chunk ); chunk->setNeighbor( WEST, chunk ); } getAddrOf( chunk->getCenter() + Punkt( 0, CHUNK_SIZE ), addr ); zChunk = chunks->z( addr ); if( zChunk ) { zChunk->setNeighbor( NORTH, chunk ); chunk->setNeighbor( SOUTH, chunk ); } getAddrOf( chunk->getCenter() + Punkt( 0, -CHUNK_SIZE ), addr ); zChunk = chunks->z( addr ); if( zChunk ) { zChunk->setNeighbor( SOUTH, chunk ); // TODO: correct this in setBlock chunk->setNeighbor( NORTH, chunk ); } } else chunk->release(); } int Dimension::getDimensionId() const { return dimensionId; } bool Dimension::hasChunck( int x, int y ) const { return zChunk( Punkt( x, y ) ); }