Esempio n. 1
0
        static void Read2DArray(BinBuffer bb, ModIdMap map, int xLen, int yLen, Action <int, int, int> setElemV, Action <int, int, ObjectRef> setElemM)
        {
            var dictPos   = bb.ReadInt32();
            var dataStart = bb.Position;

            bb.Position = dictPos;

            map.ReadDictionary(bb);

            var endOfStream = bb.Position;

            bb.Position = dataStart;

            int amt = 0;

            bool      isM  = false;
            ObjectRef curM = ObjectRef.Null;
            int       curV = 0;

            for (int y = 0; y < yLen; y++)
            {
                for (int x = 0; x < xLen; x++)
                {
                    if (amt == 0)
                    {
                        map.GetRef(bb.ReadUInt32(),
                                   oid =>
                        {
                            curV = oid;
                            isM  = false;

                            setElemV(x, y, curV);     // amt == 0 -> one element
                        },
                                   or =>
                        {
                            curM = or;
                            isM  = true;

                            setElemM(x, y, curM);     // amt == 0 -> one element
                        });
                        amt = bb.ReadUInt16();
                    }
                    else
                    {
                        if (isM)
                        {
                            setElemM(x, y, curM);
                        }
                        else
                        {
                            setElemV(x, y, curV);
                        }

                        amt--;
                    }
                }
            }

            bb.Position = endOfStream;
        }
Esempio n. 2
0
        static void SaveWallTypes(BinBuffer bb)
        {
            var map = new ModIdMap(WallID.Count, or => WallDef.Defs[or].Type, id => Handler.WallDef.DefsByType[id]);

            Write2DArray(bb, map, Main.maxTilesX, Main.maxTilesY,
                         (x, y) => Main.tile[x, y] == null || Main.tile[x, y].wall <= 0,
                         (x, y) => Main.tile[x, y].wall >= WallID.Count ? 0 : Main.tile[x, y].wall,
                         (x, y) => Main.tile[x, y].wall < WallID.Count ||
                         !Handler.WallDef.DefsByType.ContainsKey(Main.tile[x, y].wall) ? ObjectRef.Null : Handler.WallDef.DefsByType[Main.tile[x, y].wall]);
        }
Esempio n. 3
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        static void SaveTileTypes(BinBuffer bb)
        {
            var map = new ModIdMap(TileID.Count, or => TileDef.Defs[or].Type, id => Handler.TileDef.DefsByType[id]);

            Write2DArray(bb, map, Main.maxTilesX, Main.maxTilesY,
                         (x, y) => Main.tile[x, y] == null || Main.tile[x, y].type <= 0, // 0 -> dirt wall, but this works here, too
                         (x, y) => Main.tile[x, y].type >= TileID.Count ? 0 : Main.tile[x, y].type,
                         (x, y) => Main.tile[x, y].type < TileID.Count ||
                         !Handler.TileDef.DefsByType.ContainsKey(Main.tile[x, y].type) ? ObjectRef.Null : Handler.TileDef.DefsByType[Main.tile[x, y].type]);
        }
Esempio n. 4
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        static void SaveTileTypes(BinBuffer bb)
        {
            // don't write anything for now, custom tiles aren't implemented
            return;

#pragma warning disable 162
            var map = new ModIdMap(TileID.Count, or => new TileRef(or).Resolve().Type, id => new TileRef(id));
#pragma warning restore 162

            int  ot   = 0;
            int  amt  = 0;
            bool once = true;

            int op = bb.Position;
            bb.Write(0);

            for (int y = 0; y < Main.maxTilesY; y++)
            {
                for (int x = 0; x < Main.maxTilesX; x++)
                {
                    int t = Main.tile[x, y] == null || !Main.tile[x, y].active() ? 0 : Main.tile[x, y].type;

                    if (once)
                    {
                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));

                        once = false;
                        continue;
                    }

                    if (t == ot && amt < UInt16.MaxValue)
                    {
                        amt++;
                    }
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing tiles of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0;

                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));
                    }
                }
            }
            bb.Write((ushort)amt);

            var p = bb.Position;
            bb.Position = op;
            bb.Write(p - op); // dictionary offset
            bb.Position = p;

            map.WriteDictionary(bb);
        }
Esempio n. 5
0
        static void LoadWallTypes(BinBuffer bb, int v)
        {
            if (v < 1) // custom walls introduced in v1
            {
                return;
            }

            var map = new ModIdMap(WallID.Count, or => WallDef.Defs[or].Type, id => Handler.WallDef.DefsByType[id]);

            Read2DArray(bb, map, Main.maxTilesX, Main.maxTilesY, (x, y, id) => Main.tile[x, y].wall = (ushort)id, (x, y, or) => Main.tile[x, y].wall = (ushort)WallDef.Defs[or].Type);
        }
Esempio n. 6
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        static void LoadTileTypes(BinBuffer bb, int v)
        {
            if (v < 2 /* v2: added tile support */)
            {
                return;
            }

            var map = new ModIdMap(TileID.Count, or => TileDef.Defs[or].Type, id => Handler.TileDef.DefsByType[id]);

            Read2DArray(bb, map, Main.maxTilesX, Main.maxTilesY, (x, y, id) => Main.tile[x, y].type = (ushort)id, (x, y, or) => Main.tile[x, y].type = (ushort)TileDef.Defs[or].Type);
        }
Esempio n. 7
0
        static void LoadTileTypes(BinBuffer bb, int v)
        {
            // don't read anything for now, custom tiles aren't implemented
            return;

#pragma warning disable 162
            // to be used in future versions
            if (v == 0)
            {
                return;
            }
#pragma warning restore 162

            var map = new ModIdMap(TileID.Count, or => new TileRef(or).Resolve().Type, id => new TileRef(id));

            var tp         = bb.Position;
            var dictOffset = bb.ReadInt32();
            bb.Position += dictOffset;

            map.ReadDictionary(bb);

            var end = bb.Position;

            bb.Position = tp;

            int amt = 0;

            for (int y = 0; y < Main.maxTilesY; y++)
            {
                for (int x = 0; x < Main.maxTilesX; x++)
                {
                    if (amt == 0)
                    {
                        var t = bb.ReadUInt32();
                        Main.tile[x, y].type = (ushort)new TileRef(map.GetRef(t)).Resolve().Type;

                        amt = bb.ReadUInt16();
                    }
                    else
                    {
                        amt--;
                    }
                }
            }

            bb.Position = end;
        }
Esempio n. 8
0
        //TODO: make these faster (especially write)
        static void Write2DArray(BinBuffer bb, ModIdMap map, int xLen, int yLen, Func <int, int, bool> isEmpty, Func <int, int, int> getElemV, Func <int, int, ObjectRef> getElemM)
        {
            var  ov   = 0;
            var  ot   = ObjectRef.Null;
            bool isOV = true;

            int  amt  = 0;
            bool once = true;

            int dictOffsetPosition = bb.Position;

            bb.Write(0); // dictionary position

            for (int y = 0; y < yLen; y++)
            {
                for (int x = 0; x < xLen; x++)
                {
                    var e   = isEmpty(x, y);
                    var v   = e ? 0 : getElemV(x, y);
                    var t   = ObjectRef.Null;
                    var isV = e || v > 0;

                    if (!e && v == 0)
                    {
                        t   = getElemM(x, y);
                        isV = false;
                    }

                    if (once)
                    {
                        if (isV)
                        {
                            ov = v;
                        }
                        else
                        {
                            ot = t;
                        }
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));

                        once = false;
                    }
                    else if (isV == isOV && (isV ? v == ov : t == ot) && amt < UInt16.MaxValue)
                    {
                        amt++;
                    }
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing elements of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0;               // amt == 0 -> one element

                        if (isV)
                        {
                            ov = v;
                        }
                        else
                        {
                            ot = t;
                        }
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));
                    }
                }
            }

            bb.Write((ushort)amt); // write final amt

            var afterData = bb.Position;

            bb.Position = dictOffsetPosition;
            bb.Write(afterData); // dictionary position
            bb.Position = afterData;

            map.WriteDictionary(bb);
        }
Esempio n. 9
0
        //TODO: make these faster (especially write)
        static void Write2DArray(BinBuffer bb, ModIdMap map, int xLen, int yLen, Func  <int, int, bool> isEmpty , Func  <int, int, int      > getElemV, Func<int, int, ObjectRef> getElemM)
        {
            var ov = 0;
            var ot = ObjectRef.Null;
            bool isOV = true;

            int amt = 0;
            bool once = true;

            int dictOffsetPosition = bb.Position;
            bb.Write(0); // dictionary position

            for (int y = 0; y < yLen; y++)
                for (int x = 0; x < xLen; x++)
                {
                    var e = isEmpty(x, y);
                    var v = e ? 0 : getElemV(x, y);
                    var t = ObjectRef.Null;
                    var isV = e || v > 0;

                    if (!e && v == 0)
                    {
                        t = getElemM(x, y);
                        isV = false;
                    }

                    if (once)
                    {
                        if (isV) ov = v;
                        else     ot = t;
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));

                        once = false;
                    }
                    else if (isV == isOV && (isV ? v == ov : t == ot) && amt < UInt16.MaxValue)
                        amt++;
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing elements of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0; // amt == 0 -> one element

                        if (isV) ov = v;
                        else     ot = t;
                        isOV = isV;

                        bb.Write((uint)(isV ? map.Register(v) : map.Register(t)));
                    }
                }

            bb.Write((ushort)amt); // write final amt

            var afterData = bb.Position;
            bb.Position = dictOffsetPosition;
            bb.Write(afterData); // dictionary position
            bb.Position = afterData;

            map.WriteDictionary(bb);
        }
Esempio n. 10
0
        static void SaveWallTypes(BinBuffer bb)
        {
            var map = new ModIdMap(WallID.Count, or => WallDef.Defs[or].Type, id => Handler.WallDef.DefsByType[id]);

            Write2DArray(bb, map, Main.maxTilesX, Main.maxTilesY,
                (x, y) => Main.tile[x, y] == null || Main.tile[x, y].wall <= 0,
                (x, y) => Main.tile[x, y].wall >= WallID.Count ? 0 : Main.tile[x, y].wall,
                (x, y) => Main.tile[x, y].wall <  WallID.Count ||
                    !Handler.WallDef.DefsByType.ContainsKey(Main.tile[x, y].wall) ? ObjectRef.Null : Handler.WallDef.DefsByType[Main.tile[x, y].wall]);
        }
Esempio n. 11
0
        static void SaveTileTypes(BinBuffer bb)
        {
            var map = new ModIdMap(TileID.Count, or => TileDef.Defs[or].Type, id => Handler.TileDef.DefsByType[id]);

            Write2DArray(bb, map, Main.maxTilesX, Main.maxTilesY,
                (x, y) => Main.tile[x, y] == null || Main.tile[x, y].type <= 0, // 0 -> dirt wall, but this works here, too
                (x, y) => Main.tile[x, y].type >= TileID.Count ? 0 : Main.tile[x, y].type,
                (x, y) => Main.tile[x, y].type <  TileID.Count ||
                    !Handler.TileDef.DefsByType.ContainsKey(Main.tile[x, y].type) ? ObjectRef.Null : Handler.TileDef.DefsByType[Main.tile[x, y].type]);
        }
Esempio n. 12
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        static void Read2DArray(BinBuffer bb, ModIdMap map, int xLen, int yLen, Action<int, int, int > setElemV, Action<int, int, ObjectRef> setElemM)
        {
            var dictPos = bb.ReadInt32();
            var dataStart = bb.Position;
            bb.Position = dictPos;

            map.ReadDictionary(bb);

            var endOfStream = bb.Position;

            bb.Position = dataStart;

            int amt = 0;

            bool isM = false;
            ObjectRef curM = ObjectRef.Null;
            int curV = 0;

            for (int y = 0; y < yLen; y++)
                for (int x = 0; x < xLen; x++)
                    if (amt == 0)
                    {
                        map.GetRef(bb.ReadUInt32(),
                            oid =>
                            {
                                curV = oid;
                                isM = false;

                                setElemV(x, y, curV); // amt == 0 -> one element
                            },
                            or  =>
                            {
                                curM = or;
                                isM = true;

                                setElemM(x, y, curM); // amt == 0 -> one element
                            });
                        amt = bb.ReadUInt16();
                    }
                    else
                    {
                        if (isM) setElemM(x, y, curM);
                        else     setElemV(x, y, curV);

                        amt--;
                    }

            bb.Position = endOfStream;
        }
Esempio n. 13
0
        static void LoadWallTypes(BinBuffer bb, int v)
        {
            if (v < 1) // custom walls introduced in v1
                return;

            var map = new ModIdMap(WallID.Count, or => WallDef.Defs[or].Type, id => Handler.WallDef.DefsByType[id]);

            Read2DArray(bb, map, Main.maxTilesX, Main.maxTilesY, (x, y, id) => Main.tile[x, y].wall = (ushort)id, (x, y, or) => Main.tile[x, y].wall = (ushort)WallDef.Defs[or].Type);
        }
Esempio n. 14
0
        static void LoadTileTypes(BinBuffer bb, int v)
        {
            if (v < 2 /* v2: added tile support */)
                return;

            var map = new ModIdMap(TileID.Count, or => TileDef.Defs[or].Type, id => Handler.TileDef.DefsByType[id]);

            Read2DArray(bb, map, Main.maxTilesX, Main.maxTilesY, (x, y, id) => Main.tile[x, y].type = (ushort)id, (x, y, or) => Main.tile[x, y].type = (ushort)TileDef.Defs[or].Type);
        }
Esempio n. 15
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        static void SaveTileTypes(BinBuffer bb)
        {
            // don't write anything for now, custom tiles aren't implemented
            return;

            #pragma warning disable 162
            var map = new ModIdMap(TileID.Count, or => new TileRef(or).Resolve().Type, id => new TileRef(id));
            #pragma warning restore 162

            int ot = 0;
            int amt = 0;
            bool once = true;

            int op = bb.Position;
            bb.Write(0);

            for (int y = 0; y < Main.maxTilesY; y++)
                for (int x = 0; x < Main.maxTilesX; x++)
                {
                    int t = Main.tile[x, y] == null || !Main.tile[x, y].active() ? 0 : Main.tile[x, y].type;

                    if (once)
                    {
                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));

                        once = false;
                        continue;
                    }

                    if (t == ot && amt < UInt16.MaxValue)
                        amt++;
                    else
                    {
                        bb.Write((ushort)amt); // write the amount of successing tiles of the same type,
                                               // instead of the type over and over again, to save some space
                        amt = 0;

                        ot = t;
                        bb.Write(map.Register(new TileRef(t)));
                    }
                }
            bb.Write((ushort)amt);

            var p = bb.Position;
            bb.Position = op;
            bb.Write(p - op); // dictionary offset
            bb.Position = p;

            map.WriteDictionary(bb);
        }
Esempio n. 16
0
        static void LoadTileTypes(BinBuffer bb, int v)
        {
            // don't read anything for now, custom tiles aren't implemented
            return;

            #pragma warning disable 162
            // to be used in future versions
            if (v == 0)
                return;
            #pragma warning restore 162

            var map = new ModIdMap(TileID.Count, or => new TileRef(or).Resolve().Type, id => new TileRef(id));

            var tp = bb.Position;
            var dictOffset = bb.ReadInt32();
            bb.Position += dictOffset;

            map.ReadDictionary(bb);

            var end = bb.Position;

            bb.Position = tp;

            int amt = 0;

            for (int y = 0; y < Main.maxTilesY; y++)
                for (int x = 0; x < Main.maxTilesX; x++)
                {
                    if (amt == 0)
                    {
                        var t = bb.ReadUInt32();
                        Main.tile[x, y].type = (ushort)new TileRef(map.GetRef(t)).Resolve().Type;

                        amt = bb.ReadUInt16();
                    }
                    else
                        amt--;
                }

            bb.Position = end;
        }