src/Terrain.cc
author Tero Marttila <terom@fixme.fi>
Tue, 20 Jan 2009 23:30:18 +0200
changeset 408 e6cfc44266af
parent 406 a2e35ca66c74
child 409 1a03ff151abc
permissions -rw-r--r--
reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
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#include "Terrain.hh"
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#include "Graphics.hh"
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#include "Engine.hh"
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#include <cmath>
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#include <cassert>
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#include <algorithm>
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#include <ClanLib/display.h>
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const Vector DIRECTIONS[] = {
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    Vector(0,-1),
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    Vector(1,-1),
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    Vector(1,0),
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    Vector(1,1),
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    Vector(0,1),
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    Vector(-1,1),
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    Vector(-1,0),
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    Vector(-1,-1)
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};
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Terrain::Terrain (void) :
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    terrain_buf(NULL), width(0), height(0)
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{
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}
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Terrain::Terrain (PixelDimension width, PixelDimension height, int seed) :
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    terrain_buf(NULL),
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    width(width), height(height)
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{
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    // allocate+generate random terrain
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    generateTerrain(seed);
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}
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Terrain::Terrain (PixelDimension width, PixelDimension height, TerrainPixel *terrain_buf) :
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    terrain_buf(terrain_buf),
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    width(width), height(height)
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{
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    // just generate the pixel buffer
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    generatePixelBuffer();
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}
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Terrain::~Terrain (void) {
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    // free terrain data
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    delete[] terrain_buf;
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}
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void Terrain::generateTerrain (int seed) {
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    // shouldn't be generated yet
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    assert(!terrain_buf);
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    // set random number generator seed.
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    srand(seed); 
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    // allocate terrain buffer
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    terrain_buf = new TerrainPixel[width * height];
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    // fill with dirt
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    memset(terrain_buf, TERRAIN_DIRT, width * height);
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    // some constants to control random generation
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    const int min_range = 25;
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    const int max_range = 80;
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    const int num = 50;
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    const int rock_rarity = 4;
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    // generate \a num random circles
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    for (int i = 0; i < num; i++) {
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        // circle origin
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        PixelCoordinate mid (rand() % width, rand() % height);
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        // radius
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        int range = rand() % (max_range - min_range) + min_range;
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        // circle type
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        TerrainType type = TERRAIN_EMPTY;
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        // tweak to make sure that there's a circle in the midle of the cave
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        if (i == 0) {
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            mid.x = width / 2;
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            mid.y = height / 2;
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            range = 150;
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        } else if (rand() % rock_rarity == 0) {
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            // some rock
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           type = TERRAIN_ROCK;
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        }
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        // iterate over the area of the circle
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        for (
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            PixelDimension y = std::max((PixelDimension) 0, mid.y - range);
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            y < std::min(height, mid.y + range);
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            y++
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        ) {
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            for (
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                PixelDimension x = std::max((PixelDimension) 0, mid.x - range); 
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                x < std::min(width, mid.x + range); 
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                x++
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            ) {
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                // inside radius?
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                if ((x - mid.x) * (x - mid.x) + (y - mid.y) * (y - mid.y) < range * range) 
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                    terrain_buf[y * width + x] = (TerrainPixel) type;
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            }
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        } 
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    }
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    // update pixel buffer
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    generatePixelBuffer();
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}
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void Terrain::generatePixelBuffer (void) {
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    // initialize textures
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    generateTexture();
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    // create the pixel buffer of the correct size
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    pixbuf = CL_PixelBuffer(width, height, 4 * width, CL_PixelFormat::rgba8888);
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    // iterate over each pixel
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    for (PixelDimension x = 0; x < width; x++) {
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        for (PixelDimension y = 0; y < height; y++) {
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            // draw textureized pixel color
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            pixbuf.draw_pixel(x, y, getTexturePixel(x, y));
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        }
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    }
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}
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/*
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 * Texture generation utility functions
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 */
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static void fractal_step (std::vector<double>& land, int size, double str, int dist) {
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    for (int i = 0; i < size; i += dist * 2) {
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        for (int j = dist; j < size; j += dist * 2) {
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   132
            double sum = 0;
406
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   133
            sum += land[(i + size - dist) % size + j * size];
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   134
            sum += land[i + ((j + size - dist) % size) * size];
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   135
            sum += land[(i + dist) % size + j * size];
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   136
            sum += land[i + ((j + dist) % size) * size];
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   137
            land[i + j * size] = sum / 4 + (rand() % 10000 - 5000) * str;
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   138
        }
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   139
    }
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   140
    for (int i = dist; i < size; i += dist * 2) {
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   141
        for (int j = 0; j < size; j += dist * 2) {
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   142
            double sum = 0;
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   143
            sum += land[(i + size - dist) % size + j * size];
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   144
            sum += land[i + ((j + size - dist) % size) * size];
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   145
            sum += land[(i + dist) % size + j * size];
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   146
            sum += land[i + ((j + dist)  % size) * size];
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   147
            land[i + j * size] = sum / 4 + (rand() % 10000 - 5000) * str;
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   148
        }
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   149
    }
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   150
}
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   151
406
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static void fractal_diamond (std::vector<double>& land, int size, double str, int dist) {
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   153
    for (int i = dist; i < size; i += dist*2) {
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   154
        for (int j = dist; j < size; j += dist*2) {
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   155
            double sum = 0;
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   156
            sum += land[(i + size - dist) % size + ((j + size - dist) % size) * size];
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   157
            sum += land[(i + dist) % size + ((j + size - dist) % size) * size];
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   158
            sum += land[(i + size - dist) % size + ((j + dist) % size) * size];
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   159
            sum += land[(i + dist) % size + ((j + dist) % size) * size];
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   160
            land[i + j * size] = sum / 4 + (rand() % 10000 - 5000) * str;
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   161
        }
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   162
    }
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   163
}
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   164
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   165
void Terrain::generateTexture (void) {
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   166
    // texture is a 128x128 px pattern
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    int texturesize = 128;
406
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   168
    
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   169
    // store the generated texture
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    texture = std::vector<std::vector<int> >(texturesize, std::vector<int>(texturesize));
406
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   171
    
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   172
    // generate texture into this
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   173
    std::vector<double> land(texture.size() * texture.size());
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   174
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   175
    // XXX: magic constants with unintelligble names
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   176
    double str = 0.8;
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   177
    double H = 0.8;
406
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   178
    
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   179
    // do some magic
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   180
    for (int i = 512; i >= 1; i /= 2) {
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   181
        fractal_diamond(land, texturesize, str, i);
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        fractal_step(land, texturesize, str, i);
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   183
        str *= H;
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   184
    }
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   185
243
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   186
    double min = 100000;
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   187
    double max = -100000;
406
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   188
    
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   189
    // find the range of minimum and maximum values
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   190
    for (int i = 0; i < texturesize * texturesize; i++) {
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   191
        if (land[i] < min) min = land[i];
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   192
        if (land[i] > max) max = land[i];
243
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   193
    }
406
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diff changeset
   194
    
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   195
    // normalize min down to zero
243
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   196
    max -= min;
406
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diff changeset
   197
    
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   198
    // normalize values to [0, max]
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   199
    for (int i = 0; i < texturesize * texturesize; i++) {
243
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   200
        land[i] -= min;
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   201
    }
406
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diff changeset
   202
    
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   203
    // copy+mangle land to texture as integers
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   204
    for (int i = 0; i < texturesize * texturesize; i++) {
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   205
        land[i] = land[i] * 255 / max;
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   206
        texture[i % texturesize][i / texturesize] = (int) land[i];
243
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   207
    }
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   208
}
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   209
406
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   210
static int normalizeRange (int min, int val, int max) {
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   211
    if (val < min)
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   212
        return min;
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   213
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   214
    else if (val > max)
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   215
        return max;
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diff changeset
   216
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diff changeset
   217
    else 
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   218
        return val;
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   219
}
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diff changeset
   220
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   221
CL_Color Terrain::getTexturePixel (PixelDimension x, PixelDimension y) {
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   222
    CL_Color color;
327
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   223
    int texture_fade = 8;
406
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diff changeset
   224
    
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   225
    // determine fade constant
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   226
    switch (getType(x, y)) {
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   227
        case TERRAIN_EMPTY:
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   228
            color = COLOR_EMPTY;
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   229
            break;
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diff changeset
   230
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   231
        case TERRAIN_DIRT:
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   232
            color = COLOR_DIRT;
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   233
            texture_fade = 4;
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diff changeset
   234
            break;
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diff changeset
   235
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   236
        case TERRAIN_ROCK:
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   237
            color = COLOR_ROCK;
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   238
            texture_fade = 2;
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   239
            break;
327
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diff changeset
   240
    }
406
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diff changeset
   241
    
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   242
    // calculate texture coordinate
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   243
    int tx = (x + texture_fade * 37) % texture.size();
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diff changeset
   244
    int ty = (y + texture_fade * 37) % texture[0].size();
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parents: 377
diff changeset
   245
    
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   246
    // get color components
243
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   247
    int red = color.get_red();
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   248
    int green = color.get_green();
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   249
    int blue = color.get_blue();
406
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diff changeset
   250
    
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diff changeset
   251
    // apply noise from texture
327
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   252
    red += (texture[tx][ty] - 128) / texture_fade;
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   253
    green += (texture[tx][ty] - 128) / texture_fade;
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   254
    blue += (texture[tx][ty] - 128) / texture_fade;
406
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parents: 377
diff changeset
   255
    
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diff changeset
   256
    // normalize colors to within range and return new color    
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diff changeset
   257
    return CL_Color(
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   258
            normalizeRange(0, red, 255),
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diff changeset
   259
            normalizeRange(0, green, 255),
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   260
            normalizeRange(0, blue, 255)
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diff changeset
   261
    );
243
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diff changeset
   262
}
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diff changeset
   263
406
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diff changeset
   264
const TerrainPixel* Terrain::getTerrainBuffer (void) const {
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   265
    return terrain_buf;
243
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diff changeset
   266
}
406
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diff changeset
   267
    
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diff changeset
   268
void Terrain::loadFromBuffer (const TerrainPixel *buf) {
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diff changeset
   269
    // copy bytes
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    memcpy(terrain_buf, buf, width * height);
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    // regenerate pixbuf
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    generatePixelBuffer();
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}
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bool Terrain::collides (const Vector &point) const {
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    return (getType(point) != TERRAIN_EMPTY);
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}
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bool Terrain::collides (const Vector &begin, const Vector &end) const {
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    // TODO: Maybe there should be another function that also returns the point where we collided.
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    // use Bresenhams line algorithm to go trough all the "pixels" of the line.
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    PixelCoordinate b = getPixelCoordinate(begin);
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    PixelCoordinate e = getPixelCoordinate(end);
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    // steepness of line (large angle against horizontal)
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    bool steep = (abs(e.y - b.y) > abs(e.x - b.x)); // k > 1
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    // if the line is steep, swap the x and y coordinates
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    if (steep) { 
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        std::swap(b.x, b.y);
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        std::swap(e.x, e.y);
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    }
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    // normalize so that the line goes upwards
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    if (b.x > e.x)
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        std::swap(b, e);
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    // line length
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    PixelDimension dx = e.x - b.x, dy = abs(e.y - b.y);
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    PixelDimension err = dx / 2;
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    PixelDimension y = b.y;
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    // ascending or descending line?
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    PixelDimension ystep = b.y < e.y ? 1 : -1;
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    // iterate through the pixels on the line
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    for (PixelDimension x = b.x; x <= e.x; x++) {
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        if (steep) { 
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            // x and y coordinates must be switched if steep
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            if (getType(y, x) != TERRAIN_EMPTY)
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                return true;
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        } else {
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            if (getType(x, y) != TERRAIN_EMPTY) 
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                return true;
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        }
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        err = err - dy;
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        if (err < 0) { 
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            // check if we want to make an ystep
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            y = y + ystep;
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            err = err + dx;
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        }
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    }
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    // no collision
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    return false; 
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}
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void Terrain::removeGround (const Vector &pos, float radius) {
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    // scale arguments to pixel units
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    PixelCoordinate mid = getPixelCoordinate(pos);
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    PixelDimension r = scale(radius); 
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   338
    
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    // iterate through the circle's pixels
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    for (PixelDimension j = mid.y - r; j < mid.y + r; j++) {
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        for (PixelDimension i = mid.x - r; i < mid.x + r; i++) {
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            // getType also returns TERRAIN_ROCK if out-of-bounds
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            if (getType(i, j) != TERRAIN_ROCK) { 
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                // within radius?
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                if ((i - mid.x) * (i - mid.x) + (j - mid.y) * (j - mid.y) < r * r) {
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                    // update terrain buf
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                    setType(i, j, TERRAIN_EMPTY);
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                }
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            }
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        }
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    }
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}
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/**
408
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 * Gets the index of the given coordinate direction referring to the DIRECTIONS table in Physics.hh
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 *
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 * XXX: ugly little "lookup table"
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 */
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static int getDirectionIndex (Vector direction) {
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    Vector dir = direction.roundToInt();
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   362
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   363
    if (dir.x == 0 && dir.y == -1) {
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   364
        return 0;
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   365
    } else if (dir.x == 1 && dir.y == -1) {
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   366
        return 1;
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   367
    } else if (dir.x == 1 && dir.y == 0) {
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   368
        return 2;
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   369
    } else if (dir.x == 1 && dir.y == 1) {
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   370
        return 3;
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   371
    } else if (dir.x == 0 && dir.y == 1) {
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   372
        return 4;
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   373
    } else if (dir.x == -1 && dir.y == 1) {
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   374
        return 5;
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   375
    } else if (dir.x == -1 && dir.y == 0) {
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   376
        return 6;
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   377
    } else if (dir.x == -1 && dir.y == -1) {
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        return 7;
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   379
    }
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   380
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    Engine::log(DEBUG, "Terrain.getDirectionIndex ") << "invalid direction: " << direction;
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   382
    return 0;
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   383
}
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   385
Vector Terrain::getNormal(Vector point, Vector prevPoint) const {
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   386
    // convert location to coordinate
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   387
    PixelCoordinate p = getPixelCoordinate(point);
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diff changeset
   388
    
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   389
    // sanity check
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   390
    assert(point != prevPoint);
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diff changeset
   391
    
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   392
    // round and subtract to get an integer direction vector, and turn this into a direction index
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   393
    int dirIdx = getDirectionIndex(prevPoint.roundToInt() - point.roundToInt());
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diff changeset
   394
    
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diff changeset
   395
    // always add our own direction to normal
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diff changeset
   396
    Vector normal = DIRECTIONS[dirIdx];
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diff changeset
   397
    
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diff changeset
   398
    // check the two pixels clockwise from the impact direction
223
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   399
    for (int i = 1; i <= 2; i++) {
377
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   400
        if (getType(point + DIRECTIONS[(dirIdx + i + 8) % 8]) == TERRAIN_EMPTY) {
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   401
            normal += DIRECTIONS[(dirIdx + i + 8) % 8];
185
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
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parents:
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   402
        }
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
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   403
    }
408
e6cfc44266af reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents: 406
diff changeset
   404
    
e6cfc44266af reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents: 406
diff changeset
   405
    // check the two pixels counterclockwise from the impact direction
223
2fcaf54ed37b basic network-projectiles
terom
parents: 204
diff changeset
   406
    for (int i = 1; i <= 2; i++) {
377
01d3c340b372 direction normalization functions in vector, change rope color, misc comments+whitespace
terom
parents: 370
diff changeset
   407
        if (getType(point + DIRECTIONS[(dirIdx - i + 8) % 8]) == TERRAIN_EMPTY) {
01d3c340b372 direction normalization functions in vector, change rope color, misc comments+whitespace
terom
parents: 370
diff changeset
   408
            normal += DIRECTIONS[(dirIdx - i + 8) % 8];
185
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
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parents:
diff changeset
   409
        }
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
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parents:
diff changeset
   410
    }
408
e6cfc44266af reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents: 406
diff changeset
   411
    
e6cfc44266af reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents: 406
diff changeset
   412
    // sanity check
255
99431fdb0dc8 add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
terom
parents: 248
diff changeset
   413
    if (getType(point) == TERRAIN_EMPTY || getType(prevPoint) != TERRAIN_EMPTY) {
408
e6cfc44266af reorganize Terrain/PhysicsWorld/GameState/Engine to use NetworkClientConnect, and hence handle the connection process asynchronously, and finally properly implement receiving the terrain data from the server
Tero Marttila <terom@fixme.fi>
parents: 406
diff changeset
   414
        Engine::log(DEBUG, "Physics.getNormal ") << "silly collision";
185
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
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parents:
diff changeset
   415
    }
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff changeset
   416
    
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff changeset
   417
    return normal;
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff changeset
   418
}
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff changeset
   419
406
a2e35ca66c74 cleanup Terrain, use a single linear array instead of nested vectors
Tero Marttila <terom@fixme.fi>
parents: 377
diff changeset
   420
void Terrain::draw (Graphics *g, PixelCoordinate camera) {
a2e35ca66c74 cleanup Terrain, use a single linear array instead of nested vectors
Tero Marttila <terom@fixme.fi>
parents: 377
diff changeset
   421
    // XXX: can we optimize this somehow?
185
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff changeset
   422
    
406
a2e35ca66c74 cleanup Terrain, use a single linear array instead of nested vectors
Tero Marttila <terom@fixme.fi>
parents: 377
diff changeset
   423
    // load the terrain pixbuf as a surface
255
99431fdb0dc8 add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
terom
parents: 248
diff changeset
   424
    CL_Surface surf (pixbuf);
406
a2e35ca66c74 cleanup Terrain, use a single linear array instead of nested vectors
Tero Marttila <terom@fixme.fi>
parents: 377
diff changeset
   425
    
a2e35ca66c74 cleanup Terrain, use a single linear array instead of nested vectors
Tero Marttila <terom@fixme.fi>
parents: 377
diff changeset
   426
    // draw it onto the graphics, offset by camera position
255
99431fdb0dc8 add PixelDimension/PixelCoordinate types, convert Terrain to use them, and convert/clean up drawing code
terom
parents: 248
diff changeset
   427
    surf.draw(-camera.x, -camera.y, g->get_gc());
185
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff changeset
   428
}
25becd2cb026 that's not a prototype anymore... at least it shouldn't be
terom
parents:
diff changeset
   429