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.
71 lines
1.7 KiB
C++
71 lines
1.7 KiB
C++
/**
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* =========================================================================
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* File : Patch.h
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* Project : 0 A.D.
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* Description : A patch of terrain holding NxN MiniPatch tiles
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* =========================================================================
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*/
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#ifndef INCLUDED_PATCH
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#define INCLUDED_PATCH
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#include "MiniPatch.h"
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#include "RenderableObject.h"
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class CTerrain;
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///////////////////////////////////////////////////////////////////////////////
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// Terrain Constants:
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//
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// PATCH_SIZE: number of tiles in each patch
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const ssize_t PATCH_SIZE = 16;
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/// neighbor IDs for CPatch
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enum CPatchNeighbors
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{
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CPATCH_NEIGHTBOR_LEFT_TOP = 0,
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CPATCH_NEIGHTBOR_TOP = 1,
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CPATCH_NEIGHTBOR_RIGHT_TOP = 2,
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CPATCH_NEIGHTBOR_LEFT = 3,
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CPATCH_NEIGHTBOR_RIGHT = 4,
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CPATCH_NEIGHTBOR_LEFT_BOTTOM = 5,
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CPATCH_NEIGHTBOR_BOTTOM = 6,
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CPATCH_NEIGHTBOR_RIGHT_BOTTOM = 7
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};
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///////////////////////////////////////////////////////////////////////////////
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// CPatch: a single terrain patch, PATCH_SIZE tiles square
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class CPatch : public CRenderableObject
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{
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public:
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// constructor
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CPatch();
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// destructor
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~CPatch();
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// initialize the patch
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void Initialize(CTerrain* parent,ssize_t x,ssize_t z);
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// calculate and store bounds of this patch
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void CalcBounds();
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// is already in the DrawList
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bool m_bWillBeDrawn;
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public:
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// minipatches (tiles) making up the patch
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CMiniPatch m_MiniPatches[PATCH_SIZE][PATCH_SIZE];
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// position of patch in parent terrain grid
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int m_X,m_Z;
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// parent terrain
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CTerrain* m_Parent;
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// draw state...
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void setDrawState(bool value) { m_bWillBeDrawn = value; };
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bool getDrawState() { return m_bWillBeDrawn; };
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};
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#endif
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