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olcPixelGameEngine/Videos/CarCrimeCity/Part2/cCityMap.cpp

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4.5 KiB

#include "cCityMap.h"
#include <fstream>
cCityMap::cCityMap(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
CreateCity(w, h, mapTextures, mapMesh, mapTransforms);
}
cCityMap::~cCityMap()
{
ReleaseCity();
}
int cCityMap::GetWidth()
{
return nWidth;
}
int cCityMap::GetHeight()
{
return nHeight;
}
cCell* cCityMap::Cell(int x, int y)
{
if (x >= 0 && x < nWidth && y >= 0 && y < nHeight)
return pCells[y*nWidth + x];
else
return nullptr;
}
cCell* cCityMap::Replace(int x, int y, cCell* cell)
{
if (cell == nullptr)
return nullptr;
if (pCells[y * nWidth + x] != nullptr)
delete pCells[y * nWidth + x];
pCells[y * nWidth + x] = cell;
return cell;
}
void cCityMap::CreateCity(int w, int h, std::map<std::string, olc::Sprite*> &mapTextures, std::map<std::string, olc::GFX3D::mesh*> &mapMesh, std::map<std::string, olc::GFX3D::mat4x4> &mapTransforms)
{
ReleaseCity();
nWidth = w;
nHeight = h;
pCells = new cCell*[nHeight * nWidth];
// Create Navigation Node Pool, assumes 5 nodes on east and south
// side of each cell. The City owns these nodes, and cells in the
// city borrow them and link to them as required
pNodes = new cAuto_Node[nHeight * nWidth * 49];
// The cell has 49 nodes, though some are simply unused. This is less memory
// efficient certainly, but makes code more intuitive and easier to write
for (int x = 0; x < nWidth; x++)
{
for (int y = 0; y < nHeight; y++)
{
// Nodes sit between cells, therefore each create nodes along
// the east and southern sides of the cell. This assumes that
// navigation along the top and left boundaries of the map
// will not occur. And it shouldnt, as its water
int idx = (y * nWidth + x) * 49;
for (int dx = 0; dx < 7; dx++)
{
float off_x = 0.0f;
switch (dx)
{
case 0: off_x = 0.000f; break;
case 1: off_x = 0.083f; break;
case 2: off_x = 0.333f; break;
case 3: off_x = 0.500f; break;
case 4: off_x = 0.667f; break;
case 5: off_x = 0.917f; break;
case 6: off_x = 1.000f; break;
}
for (int dy = 0; dy < 7; dy++)
{
float off_y = 0.0f;
switch (dy)
{
case 0: off_y = 0.000f; break;
case 1: off_y = 0.083f; break;
case 2: off_y = 0.333f; break;
case 3: off_y = 0.500f; break;
case 4: off_y = 0.667f; break;
case 5: off_y = 0.917f; break;
case 6: off_y = 1.000f; break;
}
pNodes[idx + dy * 7 + dx].pos = { (float)x + off_x, (float)y + off_y };
pNodes[idx + dy * 7 + dx].bBlock = false;
}
}
}
}
// Now create default Cell
for (int x = 0; x < nWidth; x++)
{
for (int y = 0; y < nHeight; y++)
{
// Default city, everything is grass
pCells[y * nWidth + x] = new cCell_Plane(this, x, y, PLANE_GRASS);
// Give the cell the opportunity to locally reference the resources it needs
pCells[y * nWidth + x]->LinkAssets(mapTextures, mapMesh, mapTransforms);
}
}
}
cAuto_Node* cCityMap::GetAutoNodeBase(int x, int y)
{
return pNodes + (y * nWidth + x) * 49;
}
void cCityMap::RemoveAllTracks()
{
for (int i = 0; i < nWidth * nHeight * 49; i++)
{
pNodes[i].listTracks.clear();
}
}
void cCityMap::ReleaseCity()
{
for (int x = 0; x < nWidth; x++)
{
for (int y = 0; y < nHeight; y++)
{
// Erase any tracks attached to nodes
for(int i=0; i<49; i++)
Cell(x, y)->pNaviNodes[i]->listTracks.clear();
// Release individual cell objects
delete pCells[y * nWidth + x];
}
}
// Release array of cell pointers
if (pCells != nullptr) delete pCells;
// Release array of automata navigation nodes
if (pNodes != nullptr) delete pNodes;
nWidth = 0;
nHeight = 0;
}
bool cCityMap::SaveCity(std::string sFilename)
{
/*std::ofstream file(sFilename, std::ios::out | std::ios::binary);
if (!file.is_open()) return false;
file.write((char*)&m_nWidth, sizeof(int));
file.write((char*)&m_nHeight, sizeof(int));
for (int x = 0; x < m_nWidth; x++)
{
for (int y = 0; y < m_nHeight; y++)
{
file.write((char*)Cell(x, y), sizeof(cCityCell));
}
}*/
return true;
}
bool cCityMap::LoadCity(std::string sFilename)
{
/*std::ifstream file(sFilename, std::ios::in | std::ios::binary);
if (!file.is_open()) return false;
int w, h;
file.read((char*)&w, sizeof(int));
file.read((char*)&h, sizeof(int));
CreateCity(w, h);
for (int x = 0; x < m_nWidth; x++)
{
for (int y = 0; y < m_nHeight; y++)
{
file.read((char*)Cell(x, y), sizeof(cCityCell));
}
}*/
return true;
}