Ejemplo n.º 1
0
        // #############################################################################################
        /// Function:<summary>
        ///
        ///          </summary>
        ///
        /// In:		<param name="_block"></param>
        /// Out:	<returns>
        ///
        ///			</returns>
        // #############################################################################################
        public int CheckDuplicate(int _block)
        {
            block_info info     = BlockInfo[_block];   // get the block
            bool       NotSpace = false;

            for (int i = 0; i < 6; i++)
            {
                if (info[i] != -1)
                {
                    NotSpace = true;
                    break;;
                }
            }
            if (!NotSpace)
            {
                FreeBlock(_block);
                return(1);
            }

            // Now check the CRC lookup....
            BlockCRCLookup.Remove(info.CRC);

            // if its NOT a space, compare with all orther blocks
            uint crc      = info.UpdateCRC();
            int  newblock = -1;

            if (BlockCRCLookup.TryGetValue(crc, out newblock))
            {
                FreeBlock(_block);
                BlockInfo[newblock].Ref++;
                return(newblock);
            }
            BlockCRCLookup.Add(crc, _block);
            return(_block);
        }
Ejemplo n.º 2
0
        // #############################################################################################
        /// Function:<summary>
        ///             Add a block
        ///          </summary>
        ///
        /// In:		<param name="_blk"></param>
        ///
        // #############################################################################################
        int AddBlockInfo(block_info _blk)
        {
            _blk.Ref++;
            int index = BlockInfo.Count;

            BlockInfo.Add(_blk);
            return(index);
        }
Ejemplo n.º 3
0
 // #############################################################################################
 /// Function:<summary>
 ///             Copy the given block details into this block. Does not effect Ref.
 ///          </summary>
 ///
 /// In:		<param name="_src"></param>
 ///
 // #############################################################################################
 public void Copy(block_info _src)
 {
     for (int i = 0; i < 6; i++)
     {
         Faces[i] = _src[i];
     }
     Flags1 = _src.Flags1;
     Flags2 = _src.Flags2;
 }
Ejemplo n.º 4
0
        // #############################################################################################
        /// Function:<summary>
        ///             Reset the map
        ///          </summary>
        ///
        /// In:		<param name="_width"></param>
        ///			<param name="_height"></param>
        ///			<param name="_depth"></param>
        ///
        // #############################################################################################
        public void Reset(int _width, int _height, int _depth, int _groundlevel)
        {
            Width       = _width;
            Height      = _height;
            Depth       = _depth;
            GroundLevel = _groundlevel;

            BlockCRCLookup = new Dictionary <uint, int>();
            BlockInfo      = new List <block_info>();
            FreeList       = new Stack <int>();
            map            = new MapColumn[_width * _height];



            BlockInfo.Add(new block_info());            // block "0" is empty
            BlockInfo[0].Ref = 1;
            BlockInfo[0].UpdateCRC();
            BlockCRCLookup.Add(BlockInfo[0].CRC, 0);


            BlockInfo.Add(new block_info());            // block "1" is "almost" empty
            BlockInfo[1].Ref     = (_width * _height * GroundLevel) + 1;;
            BlockInfo[1].Flags1 |= 0x80000000;          // always set this - it's cleared on save
            BlockInfo[1].UpdateCRC();
            BlockCRCLookup.Add(BlockInfo[1].CRC, 1);

            block_info b = new block_info();            // block "2" is pavement;

            b.Lid = Pavement;
            b.Ref = (_width * _height) + 1;
            BlockInfo.Add(b);
            CheckDuplicate(2);



            for (int y = 0; y < _height; y++)
            {
                int index = y * Width;
                for (int x = 0; x < _width; x++)
                {
                    map[x + index] = new MapColumn();
                    for (int g = 0; g < GroundLevel; g++)
                    {
                        map[x + index].Add(1);              // Water level has nothing by default
                    }
                    map[x + index].Add(2);                  // Build pavement at ground level (one block up)
                }
            }
        }
Ejemplo n.º 5
0
        // #############################################################################################
        /// Function:<summary>
        ///          	Create all the block infos we need to generate the map
        ///          </summary>
        // #############################################################################################
        private void BuildBlockInfos()
        {
            block_info b;

            Pavement = 7;         // pavement block
            Road = 3;
            Grass = 54;
            Water = 0;              // actual "water block" anymore
            Field1 = 61;
            Field2 = 59;
            Field3 = 64;
            Concrete = 11;
            Residential = 2;
            Comercial = 6;
            Industrial = 50;
            Airport=11;
            AirportRunway=3;
            MountainLow=8;
            MountainMed=9;
            MountainHigh=10;
            HighResidential = 42;

            // Don't reset the map, REF counts are still valid
            //BlockInfo = new List<block_info>();
            //AddBlockInfo( new block_info() );            // block "0" is empty
            //b = new block_info();            // block "1" is pavement;
            //b.Lid = Pavement;
            //Pavement = AddBlockInfo(b);
            block_info p = BlockInfo[2];
            p.Lid = Pavement;
            Pavement = 2;

            // Make a road block
            b = new block_info();            // block "1" is pavement;
            b.Lid = Road;
            Road = AddBlockInfo(b);
            CheckDuplicate(Road);

            // Make a grass block
            b = new block_info();            // block "1" is pavement;
            b.Lid = Grass;
            Grass = AddBlockInfo(b);
            CheckDuplicate(Grass);

            // Make a water block
            b = new block_info();            // block "1" is pavement;
            b.Lid = Water;
            Water = AddBlockInfo(b);
            CheckDuplicate(Water);

            // Make a Field1 block
            b = new block_info();            // block "1" is pavement;
            b.Lid = Field1;
            Field1 = AddBlockInfo(b);
            CheckDuplicate(Field1);

            // Make a Field2 block
            b = new block_info();            // block "1" is pavement;
            b.Lid = Field2;
            Field2 = AddBlockInfo(b);
            CheckDuplicate(Field2);

            // Make a Field3 block
            b = new block_info();            // block "1" is pavement;
            b.Lid = Field3;
            Field3 = AddBlockInfo(b);
            CheckDuplicate(Field3);

            // Make a Residential block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 22;                       // roof?
            b.Base = 22;                       // roof?
            b.Left = Residential;
            b.Right = Residential;
            b.Top = Residential;
            b.Bottom = Residential;
            Residential = AddBlockInfo(b);
            CheckDuplicate(Residential);

            // Make a Comercial block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 13;                       // roof?
            b.Base = 14;                       // roof?
            b.Left = Comercial;
            b.Right = Comercial;
            b.Top = Comercial;
            b.Bottom = Comercial;
            Comercial = AddBlockInfo(b);
            CheckDuplicate(Comercial);

            // Make a Industrial block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 43;                       // roof?
            b.Base = 43;                       // roof?
            b.Left = Industrial;
            b.Right = Industrial;
            b.Top = Industrial;
            b.Bottom = Industrial;
            Industrial = AddBlockInfo(b);
            CheckDuplicate(Industrial);

            // Make a Concrete block
            b = new block_info();            // block "1" is pavement;
            b.Lid = Concrete;                       // roof?
            Concrete = AddBlockInfo(b);
            CheckDuplicate(Concrete);

            // Make an Airport block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 43;                       // roof?
            b.Base = 43;                       // roof?
            b.Left = Airport;
            b.Right = Airport;
            b.Top = Airport;
            b.Bottom = Airport;
            Airport = AddBlockInfo(b);
            CheckDuplicate(Airport);

            // Make a AirportRunway block
            b = new block_info();            // block "1" is pavement;
            b.Lid = AirportRunway;                       // roof?
            AirportRunway = AddBlockInfo(b);
            CheckDuplicate(AirportRunway);

            // Make an MountainLow block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 31;                       // roof?
            b.Base = 31;                       // roof?
            b.Left = MountainLow;
            b.Right = MountainLow;
            b.Top = MountainLow;
            b.Bottom = MountainLow;
            MountainLow = AddBlockInfo(b);
            CheckDuplicate(MountainLow);

            // Make an MountainMid block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 24;                       // roof?
            b.Base = 24;                       // roof?
            b.Left = MountainMed;
            b.Right = MountainMed;
            b.Top = MountainMed;
            b.Bottom = MountainMed;
            MountainMed = AddBlockInfo(b);
            CheckDuplicate(MountainMed);

            // Make an MountainHigh block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 11;                       // roof?
            b.Base = 11;                       // roof?
            b.Left = MountainHigh;
            b.Right = MountainHigh;
            b.Top = MountainHigh;
            b.Bottom = MountainHigh;
            MountainHigh = AddBlockInfo(b);
            CheckDuplicate(MountainHigh);

            // Make an HighResidential block (full cube)
            b = new block_info();            // block "1" is pavement;
            b.Lid = 37;
            b.Base = 37;
            b.Left = HighResidential;
            b.Right = HighResidential;
            b.Top = HighResidential;
            b.Bottom = HighResidential;
            HighResidential = AddBlockInfo(b);
            CheckDuplicate(HighResidential);
        }
Ejemplo n.º 6
0
 // #############################################################################################
 /// Function:<summary>
 ///          	Add a block
 ///          </summary>
 ///
 /// In:		<param name="_blk"></param>
 ///
 // #############################################################################################
 int AddBlockInfo(block_info _blk)
 {
     _blk.Ref++;
     int index = BlockInfo.Count;
     BlockInfo.Add(_blk);
     return index;
 }
Ejemplo n.º 7
0
        // #############################################################################################
        /// Function:<summary>
        ///          	Reset the map
        ///          </summary>
        ///
        /// In:		<param name="_width"></param>
        ///			<param name="_height"></param>
        ///			<param name="_depth"></param>
        ///
        // #############################################################################################
        public void Reset(int _width, int _height, int _depth, int _groundlevel)
        {
            Width = _width;
            Height = _height;
            Depth = _depth;
            GroundLevel = _groundlevel;

            BlockCRCLookup = new Dictionary<uint, int>();
            BlockInfo = new List<block_info>();
            FreeList = new Stack<int>();
            map = new MapColumn[_width * _height];

            BlockInfo.Add(new block_info());            // block "0" is empty
            BlockInfo[0].Ref = 1;
            BlockInfo[0].UpdateCRC();
            BlockCRCLookup.Add(BlockInfo[0].CRC,0);

            BlockInfo.Add(new block_info());            // block "1" is "almost" empty
            BlockInfo[1].Ref = (_width * _height * GroundLevel) + 1; ;
            BlockInfo[1].Flags1|=0x80000000;            // always set this - it's cleared on save
            BlockInfo[1].UpdateCRC();
            BlockCRCLookup.Add(BlockInfo[1].CRC,1);

            block_info b = new block_info();            // block "2" is pavement;
            b.Lid = Pavement;
            b.Ref = (_width * _height)+1;
            BlockInfo.Add(b);
            CheckDuplicate(2);

            for (int y = 0; y < _height; y++)
            {
                int index = y*Width;
                for (int x = 0; x < _width; x++)
                {
                    map[x + index] = new MapColumn();
                    for(int g=0;g<GroundLevel;g++){
                        map[x + index].Add(1);              // Water level has nothing by default
                    }
                    map[x + index].Add(2);                  // Build pavement at ground level (one block up)
                }
            }
        }
Ejemplo n.º 8
0
 // #############################################################################################
 /// Constructor: <summary>
 ///                 Create a new block by copying another one - except the Ref.
 ///              </summary>
 ///
 /// In:		<param name="_src">Source block tocopy</param>
 ///
 // #############################################################################################
 public block_info(block_info _src)
 {
     Copy(_src);
     Ref = 0;
 }
Ejemplo n.º 9
0
 // #############################################################################################
 /// Constructor: <summary>
 ///              	Create a new block by copying another one - except the Ref.
 ///              </summary>
 ///
 /// In:		<param name="_src">Source block tocopy</param>
 ///
 // #############################################################################################
 public block_info(block_info _src)
 {
     Copy(_src);
     Ref = 0;
 }
Ejemplo n.º 10
0
 // #############################################################################################
 /// Function:<summary>
 ///          	Copy the given block details into this block. Does not effect Ref.
 ///          </summary>
 ///
 /// In:		<param name="_src"></param>
 ///
 // #############################################################################################
 public void Copy(block_info _src)
 {
     for (int i = 0; i < 6; i++)
     {
         Faces[i] = _src[i];
     }
     Flags1 = _src.Flags1;
     Flags2 = _src.Flags2;
 }
Ejemplo n.º 11
0
        // #############################################################################################
        /// Function:<summary>
        ///             Create all the block infos we need to generate the map
        ///          </summary>
        // #############################################################################################
        private void BuildBlockInfos()
        {
            block_info b;

            Pavement        = 7;  // pavement block
            Road            = 3;
            Grass           = 54;
            Water           = 0;    // actual "water block" anymore
            Field1          = 61;
            Field2          = 59;
            Field3          = 64;
            Concrete        = 11;
            Residential     = 2;
            Comercial       = 6;
            Industrial      = 50;
            Airport         = 11;
            AirportRunway   = 3;
            MountainLow     = 8;
            MountainMed     = 9;
            MountainHigh    = 10;
            HighResidential = 42;


            // Don't reset the map, REF counts are still valid
            //BlockInfo = new List<block_info>();
            //AddBlockInfo( new block_info() );            // block "0" is empty
            //b = new block_info();            // block "1" is pavement;
            //b.Lid = Pavement;
            //Pavement = AddBlockInfo(b);
            block_info p = BlockInfo[2];

            p.Lid    = Pavement;
            Pavement = 2;


            // Make a road block
            b     = new block_info();        // block "1" is pavement;
            b.Lid = Road;
            Road  = AddBlockInfo(b);
            CheckDuplicate(Road);

            // Make a grass block
            b     = new block_info();        // block "1" is pavement;
            b.Lid = Grass;
            Grass = AddBlockInfo(b);
            CheckDuplicate(Grass);

            // Make a water block
            b     = new block_info();        // block "1" is pavement;
            b.Lid = Water;
            Water = AddBlockInfo(b);
            CheckDuplicate(Water);

            // Make a Field1 block
            b      = new block_info();       // block "1" is pavement;
            b.Lid  = Field1;
            Field1 = AddBlockInfo(b);
            CheckDuplicate(Field1);

            // Make a Field2 block
            b      = new block_info();       // block "1" is pavement;
            b.Lid  = Field2;
            Field2 = AddBlockInfo(b);
            CheckDuplicate(Field2);

            // Make a Field3 block
            b      = new block_info();       // block "1" is pavement;
            b.Lid  = Field3;
            Field3 = AddBlockInfo(b);
            CheckDuplicate(Field3);

            // Make a Residential block (full cube)
            b           = new block_info();  // block "1" is pavement;
            b.Lid       = 22;                // roof?
            b.Base      = 22;                // roof?
            b.Left      = Residential;
            b.Right     = Residential;
            b.Top       = Residential;
            b.Bottom    = Residential;
            Residential = AddBlockInfo(b);
            CheckDuplicate(Residential);

            // Make a Comercial block (full cube)
            b         = new block_info();    // block "1" is pavement;
            b.Lid     = 13;                  // roof?
            b.Base    = 14;                  // roof?
            b.Left    = Comercial;
            b.Right   = Comercial;
            b.Top     = Comercial;
            b.Bottom  = Comercial;
            Comercial = AddBlockInfo(b);
            CheckDuplicate(Comercial);

            // Make a Industrial block (full cube)
            b          = new block_info();   // block "1" is pavement;
            b.Lid      = 43;                 // roof?
            b.Base     = 43;                 // roof?
            b.Left     = Industrial;
            b.Right    = Industrial;
            b.Top      = Industrial;
            b.Bottom   = Industrial;
            Industrial = AddBlockInfo(b);
            CheckDuplicate(Industrial);

            // Make a Concrete block
            b        = new block_info();     // block "1" is pavement;
            b.Lid    = Concrete;             // roof?
            Concrete = AddBlockInfo(b);
            CheckDuplicate(Concrete);

            // Make an Airport block (full cube)
            b        = new block_info();     // block "1" is pavement;
            b.Lid    = 43;                   // roof?
            b.Base   = 43;                   // roof?
            b.Left   = Airport;
            b.Right  = Airport;
            b.Top    = Airport;
            b.Bottom = Airport;
            Airport  = AddBlockInfo(b);
            CheckDuplicate(Airport);

            // Make a AirportRunway block
            b             = new block_info(); // block "1" is pavement;
            b.Lid         = AirportRunway;    // roof?
            AirportRunway = AddBlockInfo(b);
            CheckDuplicate(AirportRunway);

            // Make an MountainLow block (full cube)
            b           = new block_info();  // block "1" is pavement;
            b.Lid       = 31;                // roof?
            b.Base      = 31;                // roof?
            b.Left      = MountainLow;
            b.Right     = MountainLow;
            b.Top       = MountainLow;
            b.Bottom    = MountainLow;
            MountainLow = AddBlockInfo(b);
            CheckDuplicate(MountainLow);


            // Make an MountainMid block (full cube)
            b           = new block_info();  // block "1" is pavement;
            b.Lid       = 24;                // roof?
            b.Base      = 24;                // roof?
            b.Left      = MountainMed;
            b.Right     = MountainMed;
            b.Top       = MountainMed;
            b.Bottom    = MountainMed;
            MountainMed = AddBlockInfo(b);
            CheckDuplicate(MountainMed);


            // Make an MountainHigh block (full cube)
            b            = new block_info(); // block "1" is pavement;
            b.Lid        = 11;               // roof?
            b.Base       = 11;               // roof?
            b.Left       = MountainHigh;
            b.Right      = MountainHigh;
            b.Top        = MountainHigh;
            b.Bottom     = MountainHigh;
            MountainHigh = AddBlockInfo(b);
            CheckDuplicate(MountainHigh);

            // Make an HighResidential block (full cube)
            b               = new block_info(); // block "1" is pavement;
            b.Lid           = 37;
            b.Base          = 37;
            b.Left          = HighResidential;
            b.Right         = HighResidential;
            b.Top           = HighResidential;
            b.Bottom        = HighResidential;
            HighResidential = AddBlockInfo(b);
            CheckDuplicate(HighResidential);
        }
Ejemplo n.º 12
0
        // #############################################################################################
        /// Function:<summary>
        ///             Adds a block at x,y,z, making it unique if it has to
        ///          </summary>
        ///
        /// In:		<param name="_x">x coordinate</param>
        ///			<param name="_y">y coordinate</param>
        ///			<param name="_z">z coordinate</param>
        ///			<param name="_block">block to set</param>
        ///
        // #############################################################################################
        public void Add(int _x, int _y, int _z, int _block)
        {
            int        info_index = MakeUnique(_x, _y, _z);
            block_info info       = BlockInfo[info_index];

            info.Copy(BlockInfo[_block]);


            // Left
            int b = Get(_x - 1, _y, _z);

            if (b != -1)
            {
                int newindex = MakeUnique(_x - 1, _y, _z);
                BlockInfo[newindex].Right = -1;
                info.Left = -1;
                CompressBlock(_x - 1, _y, _z);
            }

            // Right
            b = Get(_x + 1, _y, _z);
            if (b != -1)
            {
                int newindex = MakeUnique(_x + 1, _y, _z);
                BlockInfo[newindex].Left = -1;
                info.Right = -1;
                CompressBlock(_x + 1, _y, _z);
            }

            // Bottom
            b = Get(_x, _y + 1, _z);
            if (b != -1)
            {
                int newindex = MakeUnique(_x, _y + 1, _z);
                BlockInfo[newindex].Top = -1;
                info.Bottom             = -1;
                CompressBlock(_x, _y + 1, _z);
            }

            // Top
            b = Get(_x, _y - 1, _z);
            if (b != -1)
            {
                int newindex = MakeUnique(_x, _y - 1, _z);
                BlockInfo[newindex].Bottom = -1;
                info.Top = -1;
                CompressBlock(_x, _y - 1, _z);
            }

            // Lid
            b = Get(_x, _y, _z + 1);
            if (b != -1)
            {
                int newindex = MakeUnique(_x, _y, _z + 1);
                BlockInfo[newindex].Base = -1;
                info.Lid = -1;
                CompressBlock(_x, _y, _z + 1);
            }

            // Base
            b = Get(_x, _y, _z - 1);
            if (b != -1)
            {
                int newindex = MakeUnique(_x, _y, _z - 1);
                BlockInfo[newindex].Lid = -1;
                info.Base = -1;
                CompressBlock(_x, _y, _z - 1);
            }
            CompressBlock(_x, _y, _z);
        }