327 lines
10 KiB
C#

using System;
namespace ClassicalSharp {
public class Map {
Game game;
BlockInfo info;
internal byte[] mapData;
public int Width, Height, Length;
internal short[] heightmap;
int maxY;
int oneY;
public static readonly FastColour DefaultSunlight = new FastColour( 255, 255, 255 );
public static readonly FastColour DefaultShadowlight = new FastColour( 162, 162, 162 );
public static readonly FastColour DefaultSkyColour = new FastColour( 0x99, 0xCC, 0xFF );
public static readonly FastColour DefaultCloudsColour = new FastColour( 0xFF, 0xFF, 0xFF );
public static readonly FastColour DefaultFogColour = new FastColour( 0xFF, 0xFF, 0xFF );
public Block SidesBlock = Block.Bedrock, EdgeBlock = Block.StillWater;
public int WaterHeight;
public FastColour SkyCol = DefaultSkyColour, FogCol = DefaultFogColour, CloudsCol = DefaultCloudsColour;
public FastColour Sunlight, SunlightXSide, SunlightZSide, SunlightYBottom;
public FastColour Shadowlight, ShadowlightXSide, ShadowlightZSide, ShadowlightYBottom;
public Weather Weather = Weather.Sunny;
public Guid Uuid;
public int GroundHeight {
get { return WaterHeight - 2; }
}
public Map( Game game ) {
this.game = game;
info = game.BlockInfo;
SetSunlight( DefaultSunlight );
SetShadowlight( DefaultShadowlight );
}
public bool IsNotLoaded {
get { return Width == 0 && Height == 0 && Length == 0; }
}
public void Reset() {
WaterHeight = -1;
SetShadowlight( DefaultShadowlight );
SetSunlight( DefaultSunlight );
Width = Height = Length = 0;
EdgeBlock = Block.StillWater;
SidesBlock = Block.Bedrock;
SkyCol = DefaultSkyColour;
FogCol = DefaultFogColour;
CloudsCol = DefaultCloudsColour;
Weather = Weather.Sunny;
Uuid = Guid.NewGuid();
game.Events.RaiseOnNewMap();
}
public void SetSidesBlock( Block block ) {
if( block == SidesBlock ) return;
if( block == (Block)BlockInfo.MaxDefinedBlock ) {
Utils.LogWarning( "Tried to set sides block to an invalid block: " + block );
block = Block.Bedrock;
}
SidesBlock = block;
game.Events.RaiseEnvVariableChanged( EnvVariable.SidesBlock );
}
public void SetEdgeBlock( Block block ) {
if( block == EdgeBlock ) return;
if( block == (Block)BlockInfo.MaxDefinedBlock ) {
Utils.LogWarning( "Tried to set edge block to an invalid block: " + block );
block = Block.StillWater;
}
EdgeBlock = block;
game.Events.RaiseEnvVariableChanged( EnvVariable.EdgeBlock );
}
public void SetWaterLevel( int level ) {
if( level == WaterHeight ) return;
WaterHeight = level;
game.Events.RaiseEnvVariableChanged( EnvVariable.WaterLevel );
}
public void SetWeather( Weather weather ) {
if( weather == Weather ) return;
Weather = weather;
game.Events.RaiseEnvVariableChanged( EnvVariable.Weather );
}
public void SetSkyColour( FastColour col ) {
if( col == SkyCol ) return;
SkyCol = col;
game.Events.RaiseEnvVariableChanged( EnvVariable.SkyColour );
}
public void SetFogColour( FastColour col ) {
if( col == FogCol ) return;
FogCol = col;
game.Events.RaiseEnvVariableChanged( EnvVariable.FogColour );
}
public void SetCloudsColour( FastColour col ) {
if( col == CloudsCol ) return;
CloudsCol = col;
game.Events.RaiseEnvVariableChanged( EnvVariable.CloudsColour );
}
public void SetSunlight( FastColour col ) {
if( col == Sunlight ) return;
Sunlight = col;
AdjustLight( Sunlight, ref SunlightXSide, ref SunlightZSide, ref SunlightYBottom );
game.Events.RaiseEnvVariableChanged( EnvVariable.SunlightColour );
}
public void SetShadowlight( FastColour col ) {
if( col == Shadowlight ) return;
Shadowlight = col;
AdjustLight( Shadowlight, ref ShadowlightXSide, ref ShadowlightZSide, ref ShadowlightYBottom );
game.Events.RaiseEnvVariableChanged( EnvVariable.ShadowlightColour );
}
public int GetLightHeight( int x, int z ) {
int index = ( z * Width ) + x;
int height = heightmap[index];
return height == short.MaxValue ? CalcHeightAt( x, maxY, z, index ) : height;
}
int CalcHeightAt( int x, int maxY, int z, int index ) {
int mapIndex = ( maxY * Length + z ) * Width + x;
for( int y = maxY; y >= 0; y-- ) {
byte block = mapData[mapIndex];
if( info.BlocksLight[block] ) {
heightmap[index] = (short)( y - 1 );
return y - 1;
}
mapIndex -= oneY;
}
heightmap[index] = -10;
return -10;
}
void UpdateHeight( int x, int y, int z, byte oldBlock, byte newBlock ) {
bool didBlock = info.BlocksLight[oldBlock];
bool nowBlocks = info.BlocksLight[newBlock];
if( didBlock == nowBlocks ) return;
int index = ( z * Width ) + x;
int height = heightmap[index];
if( height == short.MaxValue ) {
// We have to calculate the entire column for visibility, because the old/new block info is
// useless if there is another block higher than block.y that stops rain.
CalcHeightAt( x, maxY, z, index );
} else if( y > height ) {
if( nowBlocks ) {
heightmap[index] = (short)( y - 1 );
} else {
// Part of the column is now visible to light, we don't know how exactly how high it should be though.
// However, we know that if the old block was above or equal to light height, then the new light height must be <= old block.y
CalcHeightAt( x, y, z, index );
}
}
}
void AdjustLight( FastColour normal, ref FastColour xSide, ref FastColour zSide, ref FastColour yBottom ) {
xSide = FastColour.Scale( normal, 0.6f );
zSide = FastColour.Scale( normal, 0.8f );
yBottom = FastColour.Scale( normal, 0.5f );
}
public void UseRawMap( byte[] map, int width, int height, int length ) {
mapData = map;
this.Width = width;
this.Height = height;
this.Length = length;
if( WaterHeight == -1 ) WaterHeight = height / 2;
maxY = height - 1;
oneY = length * width;
heightmap = new short[width * length];
for( int i = 0; i < heightmap.Length; i++ ) {
heightmap[i] = short.MaxValue;
}
}
public bool IsLit( int x, int y, int z ) {
if( !IsValidPos( x, y, z ) ) return true;
return y > heightmap[z * Width + x];
}
public bool IsLit( Vector3I p ) {
if( !IsValidPos( p.X, p.Y, p.Z ) ) return true;
return p.Y > heightmap[p.Z * Width + p.X];
}
public void SetBlock( int x, int y, int z, byte blockId ) {
int index = ( y * Length + z ) * Width + x;
byte oldBlock = mapData[index];
mapData[index] = blockId;
UpdateHeight( x, y, z, oldBlock, blockId );
game.WeatherRenderer.UpdateHeight( x, y, z, oldBlock, blockId );
}
public void SetBlock( Vector3I p, byte blockId ) {
SetBlock( p.X, p.Y, p.Z, blockId );
}
public byte GetBlock( int x, int y, int z ) {
return mapData[( y * Length + z ) * Width + x];
}
public byte SafeGetBlock( int x, int y, int z ) {
return IsValidPos( x, y, z ) ? mapData[( y * Length + z ) * Width + x]
: (byte)0;
}
public byte GetBlock( Vector3I p ) {
return mapData[( p.Y * Length + p.Z ) * Width + p.X];
}
public bool IsValidPos( int x, int y, int z ) {
return x >= 0 && y >= 0 && z >= 0 &&
x < Width && y < Height && z < Length;
}
public bool IsValidPos( Vector3I p ) {
return p.X >= 0 && p.Y >= 0 && p.Z >= 0 &&
p.X < Width && p.Y < Height && p.Z < Length;
}
// Equivalent to
// for x = startX; x < startX + 18; x++
// for z = startZ; z < startZ + 18; z++
// CalcHeightAt(x, maxY, z) if height == short.MaxValue
// Except this function is a lot more optimised and minimises cache misses.
internal unsafe void HeightmapHint( int startX, int startZ, byte* mapPtr ) {
int x1 = Math.Max( startX, 0 ), x2 = Math.Min( Width, startX + 18 );
int z1 = Math.Max( startZ, 0 ), z2 = Math.Min( Length, startZ + 18 );
int xCount = x2 - x1, zCount = z2 - z1;
int* skip = stackalloc int[xCount * zCount];
int elemsLeft = InitialHeightmapCoverage( x1, z1, xCount, zCount, skip );
if( !CalculateHeightmapCoverage( x1, z1, xCount, zCount, elemsLeft, skip, mapPtr ) ) {
FinishHeightmapCoverage( x1, z1, xCount, zCount, skip );
}
}
unsafe int InitialHeightmapCoverage( int x1, int z1, int xCount, int zCount, int* skip ) {
int elemsLeft = 0, index = 0, curRunCount = 0;
for( int z = 0; z < zCount; z++ ) {
int heightmapIndex = ( z1 + z ) * Width + x1;
for( int x = 0; x < xCount; x++ ) {
int height = heightmap[heightmapIndex++];
skip[index] = 0;
if( height == short.MaxValue ) {
elemsLeft++;
curRunCount = 0;
} else {
skip[index - curRunCount]++;
curRunCount++;
}
index++;
}
curRunCount = 0; // We can only skip an entire X row at most.
}
return elemsLeft;
}
unsafe bool CalculateHeightmapCoverage( int x1, int z1, int xCount, int zCount, int elemsLeft, int* skip, byte* mapPtr ) {
int prevRunCount = 0;
for( int y = maxY; y >= 0; y-- ) {
if( elemsLeft <= 0 ) return true;
int mapIndex = ( y * Length + z1 ) * Width + x1;
int heightmapIndex = z1 * Width + x1;
for( int z = 0; z < zCount; z++ ) {
int baseIndex = mapIndex;
int index = z * xCount;
for( int x = 0; x < xCount; ) {
int curRunCount = skip[index];
x += curRunCount; mapIndex += curRunCount; index += curRunCount;
if( x < xCount && info.BlocksLight[mapPtr[mapIndex]] ) {
heightmap[heightmapIndex + x] = (short)( y - 1 );
elemsLeft--;
skip[index] = 0;
int offset = prevRunCount + curRunCount;
int newRunCount = skip[index - offset] + 1;
// consider case 1 0 1 0, where we are at 0
// we need to make this 3 0 0 0 and advance by 1
int oldRunCount = ( x - offset + newRunCount ) < xCount ? skip[index - offset + newRunCount] : 0;
if( oldRunCount != 0 ) {
skip[index - offset + newRunCount] = 0;
newRunCount += oldRunCount;
}
skip[index - offset] = newRunCount;
x += oldRunCount; index += oldRunCount; mapIndex += oldRunCount;
prevRunCount = newRunCount;
} else {
prevRunCount = 0;
}
x++; mapIndex++; index++;
}
prevRunCount = 0;
heightmapIndex += Width;
mapIndex = baseIndex + Width; // advance one Z
}
}
return false;
}
unsafe void FinishHeightmapCoverage( int x1, int z1, int xCount, int zCount, int* skip ) {
for( int z = 0; z < zCount; z++ ) {
int heightmapIndex = ( z1 + z ) * Width + x1;
for( int x = 0; x < xCount; x++ ) {
int height = heightmap[heightmapIndex];
if( height == short.MaxValue )
heightmap[heightmapIndex] = -10;
heightmapIndex++;
}
}
}
}
}