A 2D tile-based sandbox game.
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  1. #include "Chunk.h"
  2. #include <zlib.h>
  3. #include "log.h"
  4. #include "World.h"
  5. #include "Game.h"
  6. #include "Win.h"
  7. namespace Swan {
  8. uint8_t *Chunk::renderbuf = new uint8_t[CHUNK_WIDTH * TILE_SIZE * CHUNK_HEIGHT * TILE_SIZE * 4];
  9. Tile::ID *Chunk::getTileData() {
  10. keepActive();
  11. return (Tile::ID *)data_.get();
  12. }
  13. Tile::ID Chunk::getTileID(RelPos pos) {
  14. return getTileData()[pos.y * CHUNK_WIDTH + pos.x];
  15. }
  16. void Chunk::setTileID(RelPos pos, Tile::ID id) {
  17. getTileData()[pos.y * CHUNK_WIDTH + pos.x] = id;
  18. }
  19. void Chunk::drawBlock(RelPos pos, const Tile &t) {
  20. keepActive();
  21. //visuals_->tex_.update(*t.image_, pos.x * TILE_SIZE, pos.y * TILE_SIZE);
  22. visuals_->dirty_ = true;
  23. }
  24. void Chunk::compress() {
  25. if (isCompressed())
  26. return;
  27. // We only need a fixed-length temp buffer;
  28. // if the compressed data gets too big, there's no point in compressing
  29. uint8_t dest[CHUNK_WIDTH * CHUNK_HEIGHT * sizeof(Tile::ID)];
  30. uLongf destlen = sizeof(dest);
  31. int ret = compress2(
  32. (Bytef *)dest, &destlen,
  33. (Bytef *)data_.get(), CHUNK_WIDTH * CHUNK_HEIGHT * sizeof(Tile::ID),
  34. Z_BEST_COMPRESSION);
  35. if (ret == Z_OK) {
  36. data_.reset(new uint8_t[destlen]);
  37. memcpy(data_.get(), dest, destlen);
  38. visuals_.reset();
  39. compressed_size_ = destlen;
  40. info
  41. << "Compressed chunk " << pos_.x << "," << pos_.y << " "
  42. << "from " << CHUNK_WIDTH * CHUNK_HEIGHT * sizeof(Tile::ID) << "bytes "
  43. << "to " << destlen << " bytes.";
  44. } else if (ret == Z_BUF_ERROR) {
  45. info
  46. << "Didn't compress chunk " << pos_.x << "," << pos_.y << " "
  47. << "because compressing it would've made it bigger.";
  48. } else {
  49. warn << "Chunk compression error: " << ret << " (Out of memory?)";
  50. }
  51. }
  52. void Chunk::decompress() {
  53. if (!isCompressed())
  54. return;
  55. auto dest = std::make_unique<uint8_t[]>(CHUNK_WIDTH * CHUNK_HEIGHT * sizeof(Tile::ID));
  56. uLongf destlen = CHUNK_WIDTH * CHUNK_HEIGHT * sizeof(Tile::ID);
  57. int ret = uncompress(
  58. dest.get(), &destlen,
  59. (Bytef *)data_.get(), compressed_size_);
  60. if (ret != Z_OK) {
  61. panic << "Decompressing chunk failed: " << ret;
  62. abort();
  63. }
  64. data_ = std::move(dest);
  65. visuals_.reset(new Visuals());
  66. visuals_->surface_.reset(SDL_CreateRGBSurface(
  67. 0, CHUNK_WIDTH * TILE_SIZE, CHUNK_HEIGHT * TILE_SIZE, 24, 0, 0, 0, 0));
  68. visuals_->dirty_ = true;
  69. need_render_ = true;
  70. info
  71. << "Decompressed chunk " << pos_.x << "," << pos_.y << " from "
  72. << compressed_size_ << " bytes to "
  73. << CHUNK_WIDTH * CHUNK_HEIGHT * sizeof(Tile::ID) << " bytes.";
  74. compressed_size_ = -1;
  75. }
  76. void Chunk::render(const Context &ctx) {
  77. Tile::ID prevID = Tile::INVALID_ID;
  78. Tile *tile = ctx.game.invalid_tile_.get();
  79. for (int x = 0; x < CHUNK_WIDTH; ++x) {
  80. for (int y = 0; y < CHUNK_HEIGHT; ++y) {
  81. Tile::ID id = getTileID(RelPos(x, y));
  82. if (id != prevID) {
  83. prevID = id;
  84. tile = &ctx.world.getTileByID(id);
  85. }
  86. // TODO: Reimplement this for SDL
  87. /*
  88. const sf::Uint8 *imgptr = NULL;
  89. //const sf::Uint8 *imgptr = tile->image->getPixelsPtr();
  90. for (int imgy = 0; imgy < TILE_SIZE; ++imgy) {
  91. int pixx = x * TILE_SIZE;
  92. int pixy = y * TILE_SIZE + imgy;
  93. sf::Uint8 *pix = renderbuf +
  94. pixy * CHUNK_WIDTH * TILE_SIZE * 4 +
  95. pixx * 4;
  96. memcpy(pix, imgptr + imgy * TILE_SIZE * 4, TILE_SIZE * 4);
  97. }
  98. */
  99. }
  100. }
  101. //visuals_->tex_.update(renderbuf, CHUNK_WIDTH * TILE_SIZE, CHUNK_HEIGHT * TILE_SIZE, 0, 0);
  102. visuals_->dirty_ = true;
  103. }
  104. void Chunk::draw(const Context &ctx, Win &win) {
  105. if (isCompressed())
  106. return;
  107. if (need_render_) {
  108. render(ctx);
  109. need_render_ = false;
  110. }
  111. if (visuals_->dirty_) {
  112. //visuals_->sprite_.setTexture(visuals_->tex_);
  113. visuals_->dirty_ = false;
  114. }
  115. win.setPos(pos_ * Vec2i(CHUNK_WIDTH, CHUNK_HEIGHT));
  116. //win.draw(visuals_->sprite_);
  117. }
  118. void Chunk::tick(float dt) {
  119. if (deactivate_timer_ <= 0)
  120. return;
  121. deactivate_timer_ -= dt;
  122. if (deactivate_timer_ <= 0) {
  123. compress();
  124. }
  125. }
  126. bool Chunk::keepActive() {
  127. bool wasActive = isActive();
  128. deactivate_timer_ = DEACTIVATE_INTERVAL;
  129. if (wasActive)
  130. return false;
  131. decompress();
  132. return true;
  133. }
  134. }