janwas
c0ed950657
this snowballed into a massive search+destroy of the hodgepodge of mostly equivalent types we had in use (int, uint, unsigned, unsigned int, i32, u32, ulong, uintN). it is more efficient to use 64-bit types in 64-bit mode, so the preferred default is size_t (for anything remotely resembling a size or index). tile coordinates are ssize_t to allow more efficient conversion to/from floating point. flags are int because we almost never need more than 15 distinct bits, bit test/set is not slower and int is fastest to type. finally, some data that is pretty much directly passed to OpenGL is now typed accordingly. after several hours, the code now requires fewer casts and less guesswork. other changes: - unit and player IDs now have an "invalid id" constant in the respective class to avoid casting and -1 - fix some endian/64-bit bugs in the map (un)packing. added a convenience function to write/read a size_t. - ia32: change CPUID interface to allow passing in ecx (required for cache topology detection, which I need at work). remove some unneeded functions from asm, replace with intrinsics where possible. This was SVN commit r5942.
206 lines
4.7 KiB
C++
206 lines
4.7 KiB
C++
#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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#include "graphics/Terrain.h"
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#include "ps/CStr.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "maths/MathUtil.h"
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#include "simulation/EntityManager.h"
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#include "graphics/RenderableObject.h"
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#include "../Brushes.h"
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#include "../DeltaArray.h"
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namespace AtlasMessage {
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class TerrainArray : public DeltaArray2D<u16>
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{
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public:
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void Init()
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{
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m_Heightmap = g_Game->GetWorld()->GetTerrain()->GetHeightMap();
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m_VertsPerSide = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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}
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void RaiseVertex(ssize_t x, ssize_t y, int amount)
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{
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// Ignore out-of-bounds vertices
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if (size_t(x) >= size_t(m_VertsPerSide) || size_t(y) >= size_t(m_VertsPerSide))
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return;
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set(x,y, (u16)clamp(get(x,y) + amount, 0, 65535));
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}
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void MoveVertexTowards(ssize_t x, ssize_t y, int target, int amount)
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{
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if (size_t(x) >= size_t(m_VertsPerSide) || size_t(y) >= size_t(m_VertsPerSide))
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return;
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int h = get(x,y);
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if (h < target)
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h = std::min(target, h + amount);
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else if (h > target)
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h = std::max(target, h - amount);
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else
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return;
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set(x,y, (u16)clamp(h, 0, 65535));
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}
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void SetVertex(ssize_t x, ssize_t y, u16 value)
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{
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if (size_t(x) >= size_t(m_VertsPerSide) || size_t(y) >= size_t(m_VertsPerSide))
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return;
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set(x,y, value);
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}
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u16 GetVertex(ssize_t x, ssize_t y)
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{
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return get(clamp(x, ssize_t(0), ssize_t(m_VertsPerSide-1)), clamp(y, ssize_t(0), ssize_t(m_VertsPerSide-1)));
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}
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protected:
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u16 getOld(ssize_t x, ssize_t y)
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{
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return m_Heightmap[y*m_VertsPerSide + x];
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}
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void setNew(ssize_t x, ssize_t y, const u16& val)
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{
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m_Heightmap[y*m_VertsPerSide + x] = val;
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}
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u16* m_Heightmap;
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ssize_t m_VertsPerSide;
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};
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BEGIN_COMMAND(AlterElevation)
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{
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TerrainArray m_TerrainDelta;
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cAlterElevation()
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{
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m_TerrainDelta.Init();
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}
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void Do()
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{
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int amount = (int)msg->amount;
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// If the framerate is very high, 'amount' is often very
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// small (even zero) so the integer truncation is significant
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static float roundingError = 0.0;
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roundingError += msg->amount - (float)amount;
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if (roundingError >= 1.f)
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{
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amount += (int)roundingError;
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roundingError -= (float)(int)roundingError;
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}
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static CVector3D previousPosition;
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g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(previousPosition);
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previousPosition = g_CurrentBrush.m_Centre;
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ssize_t x0, y0;
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g_CurrentBrush.GetBottomLeft(x0, y0);
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for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
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for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
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{
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// TODO: proper variable raise amount (store floats in terrain delta array?)
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float b = g_CurrentBrush.Get(dx, dy);
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if (b)
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m_TerrainDelta.RaiseVertex(x0+dx, y0+dy, (int)(amount*b));
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}
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g_Game->GetWorld()->GetTerrain()->MakeDirty(x0, y0, x0+g_CurrentBrush.m_W, y0+g_CurrentBrush.m_H, RENDERDATA_UPDATE_VERTICES);
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g_EntityManager.InvalidateAll();
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}
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void Undo()
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{
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m_TerrainDelta.Undo();
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g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
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g_EntityManager.InvalidateAll();
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}
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void Redo()
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{
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m_TerrainDelta.Redo();
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g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
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g_EntityManager.InvalidateAll();
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}
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void MergeIntoPrevious(cAlterElevation* prev)
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{
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prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
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}
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};
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END_COMMAND(AlterElevation)
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//////////////////////////////////////////////////////////////////////////
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BEGIN_COMMAND(FlattenElevation)
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{
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TerrainArray m_TerrainDelta;
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cFlattenElevation()
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{
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m_TerrainDelta.Init();
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}
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void Do()
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{
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int amount = (int)msg->amount;
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static CVector3D previousPosition;
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g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(previousPosition);
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previousPosition = g_CurrentBrush.m_Centre;
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ssize_t xc, yc;
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g_CurrentBrush.GetCentre(xc, yc);
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u16 height = m_TerrainDelta.GetVertex(xc, yc);
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ssize_t x0, y0;
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g_CurrentBrush.GetBottomLeft(x0, y0);
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for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
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for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
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{
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float b = g_CurrentBrush.Get(dx, dy);
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if (b)
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m_TerrainDelta.MoveVertexTowards(x0+dx, y0+dy, height, 1 + (int)(b*amount));
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}
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g_Game->GetWorld()->GetTerrain()->MakeDirty(x0, y0, x0+g_CurrentBrush.m_W, y0+g_CurrentBrush.m_H, RENDERDATA_UPDATE_VERTICES);
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g_EntityManager.InvalidateAll();
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}
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void Undo()
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{
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m_TerrainDelta.Undo();
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g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
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g_EntityManager.InvalidateAll();
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}
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void Redo()
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{
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m_TerrainDelta.Redo();
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g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_VERTICES);
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g_EntityManager.InvalidateAll();
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}
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void MergeIntoPrevious(cFlattenElevation* prev)
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{
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prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
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}
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};
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END_COMMAND(FlattenElevation)
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}
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