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#include "EventMap.h"
#include "../Tiles/TileMap.h"
#include "../WeatherType.h"
#include "../../nCine/tracy.h"
#include "../../nCine/Base/Random.h"
#include "../../nCine/Base/FrameTimer.h"
namespace Jazz2::Events
{
EventMap::EventMap(Vector2i layoutSize)
: _levelHandler(nullptr), _layoutSize(layoutSize), _pitType(PitType::FallForever)
{
}
void EventMap::SetLevelHandler(ILevelHandler* levelHandler)
{
_levelHandler = levelHandler;
}
Vector2i EventMap::GetSize() const
{
return _layoutSize;
}
PitType EventMap::GetPitType() const
{
return _pitType;
}
void EventMap::SetPitType(PitType value)
{
_pitType = value;
}
Vector2f EventMap::GetSpawnPosition(PlayerType type)
{
std::int32_t targetCount = 0;
for (auto& target : _spawnPoints) {
if ((target.PlayerTypeMask & (1 << ((std::int32_t)type - 1))) != 0) {
targetCount++;
}
}
if (targetCount > 0) {
std::int32_t selectedTarget = nCine::Random().Next(0, targetCount);
for (auto& target : _spawnPoints) {
if ((target.PlayerTypeMask & (1 << ((std::int32_t)type - 1))) == 0) {
continue;
}
if (selectedTarget == 0) {
return target.Pos;
}
selectedTarget--;
}
}
return Vector2f(-1, -1);
}
void EventMap::CreateCheckpointForRollback()
{
if (_eventLayoutForRollback == nullptr) {
_eventLayoutForRollback = std::make_unique<EventTile[]>(_layoutSize.X * _layoutSize.Y);
}
std::memcpy(_eventLayoutForRollback.get(), _eventLayout.get(), _layoutSize.X * _layoutSize.Y * sizeof(EventTile));
}
void EventMap::RollbackToCheckpoint()
{
if (_eventLayoutForRollback == nullptr) {
return;
}
for (std::int32_t y = 0; y < _layoutSize.Y; y++) {
for (std::int32_t x = 0; x < _layoutSize.X; x++) {
std::int32_t tileID = y * _layoutSize.X + x;
EventTile& tile = _eventLayout[tileID];
EventTile& tilePrev = _eventLayoutForRollback[tileID];
bool respawn = (tilePrev.IsEventActive && !tile.IsEventActive);
// Rollback tile
tile = tilePrev;
if (respawn && tile.Event != EventType::Empty) {
tile.IsEventActive = true;
if (tile.Event == EventType::AreaWeather) {
_levelHandler->SetWeather((WeatherType)tile.EventParams[0], tile.EventParams[1]);
} else if (tile.Event != EventType::Generator) {
Actors::ActorState flags = Actors::ActorState::IsCreatedFromEventMap | tile.EventFlags;
std::shared_ptr<Actors::ActorBase> actor = _levelHandler->EventSpawner()->SpawnEvent(tile.Event, tile.EventParams, flags, x, y, ILevelHandler::MainPlaneZ);
if (actor != nullptr) {
_levelHandler->AddActor(actor);
}
}
}
}
}
// Reset cooldown of all generators
// TODO: Save also cooldown of all generators to be able to restore them
for (auto& generator : _generators) {
generator.TimeLeft = 0.0f;
}
}
void EventMap::StoreTileEvent(std::int32_t x, std::int32_t y, EventType eventType, Actors::ActorState eventFlags, std::uint8_t* tileParams)
{
if (eventType == EventType::Empty && (x < 0 || y < 0 || x >= _layoutSize.X || y >= _layoutSize.Y)) {
return;
}
EventTile& previousEvent = _eventLayout[x + y * _layoutSize.X];
EventTile newEvent = {};
newEvent.Event = eventType,
newEvent.EventFlags = eventFlags,
newEvent.IsEventActive = (previousEvent.Event == eventType && previousEvent.IsEventActive);
// Store event parameters
if (tileParams != nullptr) {
std::memcpy(newEvent.EventParams, tileParams, sizeof(newEvent.EventParams));
}
previousEvent = newEvent;
}
void EventMap::PreloadEventsAsync()
{
ZoneScopedC(0x9D5BA3);
auto eventSpawner = _levelHandler->EventSpawner();
// TODO
//ContentResolver::Get().SuspendAsync();
// Preload all events
for (std::int32_t i = 0; i < _layoutSize.X * _layoutSize.Y; i++) {
// TODO: Exclude also some modifiers here ?
auto& tile = _eventLayout[i];
if (tile.Event != EventType::Empty && tile.Event != EventType::Generator && tile.Event != EventType::AreaWeather) {
eventSpawner->PreloadEvent(tile.Event, tile.EventParams);
}
}
// Preload all generators
for (auto& generator : _generators) {
eventSpawner->PreloadEvent(generator.Event, generator.EventParams);
}
// Don't wait for finalization of resources, it will be done in a few next frames
//ContentResolver::Get().ResumeAsync();
}
void EventMap::ProcessGenerators(float timeMult)
{
ZoneScopedC(0x9D5BA3);
for (auto& generator : _generators) {
if (!_eventLayout[generator.EventPos].IsEventActive) {
// Generator is inactive (and recharging)
generator.TimeLeft -= timeMult;
} else if (generator.SpawnedActor == nullptr || generator.SpawnedActor->GetHealth() <= 0) {
if (generator.TimeLeft <= 0.0f) {
// Generator is active and is ready to spawn new actor
generator.TimeLeft = generator.Delay * FrameTimer::FramesPerSecond;
std::int32_t x = generator.EventPos % _layoutSize.X;
std::int32_t y = generator.EventPos / _layoutSize.X;
generator.SpawnedActor = _levelHandler->EventSpawner()->SpawnEvent(generator.Event,
generator.EventParams, Actors::ActorState::IsFromGenerator, x, y, ILevelHandler::SpritePlaneZ);
if (generator.SpawnedActor != nullptr) {
_levelHandler->AddActor(generator.SpawnedActor);
}
} else {
// Generator is active and recharging
generator.TimeLeft -= timeMult;
if (generator.SpawnedActor != nullptr) {
generator.SpawnedActor = nullptr;
}
}
}
}
}
void EventMap::ActivateEvents(std::int32_t tx1, std::int32_t ty1, std::int32_t tx2, std::int32_t ty2, bool allowAsync)
{
ZoneScopedC(0x9D5BA3);
std::int32_t x1 = std::max(0, tx1);
std::int32_t x2 = std::min(_layoutSize.X - 1, tx2);
std::int32_t y1 = std::max(0, ty1);
std::int32_t y2 = std::min(_layoutSize.Y - 1, ty2);
for (std::int32_t x = x1; x <= x2; x++) {
for (std::int32_t y = y1; y <= y2; y++) {
auto& tile = _eventLayout[x + y * _layoutSize.X];
if (!tile.IsEventActive && tile.Event != EventType::Empty) {
tile.IsEventActive = true;
if (tile.Event == EventType::AreaWeather) {
_levelHandler->SetWeather((WeatherType)tile.EventParams[0], tile.EventParams[1]);
} else if (tile.Event != EventType::Generator) {
Actors::ActorState flags = Actors::ActorState::IsCreatedFromEventMap | tile.EventFlags;
if (allowAsync) {
flags |= Actors::ActorState::Async;
}
std::shared_ptr<Actors::ActorBase> actor = _levelHandler->EventSpawner()->SpawnEvent(tile.Event, tile.EventParams, flags, x, y, ILevelHandler::SpritePlaneZ);
if (actor != nullptr) {
_levelHandler->AddActor(actor);
}
}
}
}
}
}
void EventMap::Deactivate(std::int32_t x, std::int32_t y)
{
if (HasEventByPosition(x, y)) {
_eventLayout[x + y * _layoutSize.X].IsEventActive = false;
}
}
void EventMap::ResetGenerator(std::int32_t tx, std::int32_t ty)
{
// Linked actor was deactivated, but not destroyed
// Reset its generator, so it can be respawned immediately
std::uint32_t generatorIdx = *(std::uint32_t*)_eventLayout[tx + ty * _layoutSize.X].EventParams;
if (generatorIdx >= _generators.size()) {
// Do nothing if generator if wrongly configured
return;
}
_generators[generatorIdx].TimeLeft = 0.0f;
_generators[generatorIdx].SpawnedActor = nullptr;
}
const EventMap::EventTile& EventMap::GetEventTile(std::int32_t x, std::int32_t y) const
{
return _eventLayout[x + y * _layoutSize.X];
}
EventType EventMap::GetEventByPosition(float x, float y, std::uint8_t** eventParams)
{
return GetEventByPosition((std::int32_t)x / Tiles::TileSet::DefaultTileSize, (std::int32_t)y / Tiles::TileSet::DefaultTileSize, eventParams);
}
EventType EventMap::GetEventByPosition(std::int32_t x, std::int32_t y, std::uint8_t** eventParams)
{
if (y > _layoutSize.Y) {
return (_pitType == PitType::InstantDeathPit ? EventType::ModifierDeath : EventType::Empty);
}
if (x >= 0 && y >= 0 && y < _layoutSize.Y && x < _layoutSize.X) {
*eventParams = _eventLayout[x + y * _layoutSize.X].EventParams;
return _eventLayout[x + y * _layoutSize.X].Event;
}
return EventType::Empty;
}
bool EventMap::HasEventByPosition(std::int32_t x, std::int32_t y) const
{
return (x >= 0 && y >= 0 && y < _layoutSize.Y && x < _layoutSize.X &&
_eventLayout[x + y * _layoutSize.X].Event != EventType::Empty);
}
void EventMap::ForEachEvent(Function<bool(EventTile&, std::int32_t, std::int32_t)>&& forEachCallback) const
{
for (std::int32_t y = 0; y < _layoutSize.Y; y++) {
for (std::int32_t x = 0; x < _layoutSize.X; x++) {
auto& event = _eventLayout[x + y * _layoutSize.X];
if (event.Event != EventType::Empty && !forEachCallback(event, x, y)) {
return;
}
}
}
}
bool EventMap::IsHurting(float x, float y, Direction dir)
{
return IsHurting((std::int32_t)x / Tiles::TileSet::DefaultTileSize, (std::int32_t)y / Tiles::TileSet::DefaultTileSize, dir);
}
bool EventMap::IsHurting(std::int32_t x, std::int32_t y, Direction dir)
{
return (x >= 0 && y >= 0 && y < _layoutSize.Y && x < _layoutSize.X &&
_eventLayout[x + y * _layoutSize.X].Event == EventType::ModifierHurt &&
(_eventLayout[x + y * _layoutSize.X].EventParams[0] & (std::uint8_t)dir) != 0);
}
std::int32_t EventMap::GetWarpByPosition(float x, float y)
{
std::int32_t tx = (std::int32_t)x / Tiles::TileSet::DefaultTileSize;
std::int32_t ty = (std::int32_t)y / Tiles::TileSet::DefaultTileSize;
std::uint8_t* eventParams;
if (GetEventByPosition(tx, ty, &eventParams) == EventType::WarpOrigin) {
return eventParams[0];
} else {
return -1;
}
}
Vector2f EventMap::GetWarpTarget(std::uint32_t id)
{
std::int32_t targetCount = 0;
for (auto& target : _warpTargets) {
if (target.Id == id) {
targetCount++;
}
}
std::int32_t selectedTarget = nCine::Random().Next(0, targetCount);
for (auto& target : _warpTargets) {
if (target.Id != id) {
continue;
}
if (selectedTarget == 0) {
return target.Pos;
}
selectedTarget--;
}
return Vector2f(-1.0f, -1.0f);
}
void EventMap::ReadEvents(Stream& s, const std::unique_ptr<Tiles::TileMap>& tileMap, GameDifficulty difficulty)
{
_eventLayout = std::make_unique<EventTile[]>(_layoutSize.X * _layoutSize.Y);
std::uint8_t difficultyBit;
switch (difficulty) {
case GameDifficulty::Easy:
difficultyBit = 4;
break;
case GameDifficulty::Hard:
difficultyBit = 6;
break;
case GameDifficulty::Normal:
//case GameDifficulty::Default:
//case GameDifficulty::Multiplayer:
default:
difficultyBit = 5;
break;
}
for (std::int32_t y = 0; y < _layoutSize.Y; y++) {
for (std::int32_t x = 0; x < _layoutSize.X; x++) {
std::uint16_t eventType = s.ReadValueAsLE<std::uint16_t>();
std::uint8_t eventFlags = s.ReadValue<std::uint8_t>();
std::uint8_t eventParams[16];
// TODO: Remove inlined constants
// Flag 0x02: Generator
std::uint8_t generatorFlags, generatorDelay;
if ((eventFlags & 0x02) != 0) {
//eventFlags ^= 0x02;
generatorFlags = s.ReadValue<std::uint8_t>();
generatorDelay = s.ReadValue<std::uint8_t>();
} else {
generatorFlags = 0;
generatorDelay = 0;
}
// Flag 0x01: No params provided
if ((eventFlags & 0x01) == 0) {
eventFlags ^= 0x01;
s.Read(eventParams, sizeof(eventParams));
} else {
std::memset(eventParams, 0, sizeof(eventParams));
}
Actors::ActorState actorFlags = (Actors::ActorState)(eventFlags & /*Illuminated*/0x04);
// Flag 0x02: Generator
if ((eventFlags & 0x02) != 0) {
if ((EventType)eventType != EventType::Empty && (eventFlags & (0x01 << difficultyBit)) != 0 && (eventFlags & 0x80) == 0) {
std::uint32_t generatorIdx = (std::uint32_t)_generators.size();
float timeLeft = ((generatorFlags & 0x01) != 0 ? generatorDelay : 0.0f);
GeneratorInfo& generator = _generators.emplace_back();
generator.EventPos = x + y * _layoutSize.X;
generator.Event = (EventType)eventType;
std::memcpy(generator.EventParams, eventParams, sizeof(eventParams));
generator.Delay = generatorDelay;
generator.TimeLeft = timeLeft;
*(std::uint32_t*)eventParams = generatorIdx;
StoreTileEvent(x, y, EventType::Generator, actorFlags, eventParams);
}
continue;
}
// If the difficulty bytes for the event don't match the selected difficulty, don't add anything to the event map
// Additionally, never show events that are multiplayer-only
if (eventFlags == 0 || ((eventFlags & (0x01 << difficultyBit)) != 0 && (eventFlags & 0x80) == 0)) {
switch ((EventType)eventType) {
case EventType::Empty:
break;
case EventType::LevelStart: {
AddSpawnPosition(eventParams[0], x, y);
break;
}
case EventType::ModifierOneWay:
case EventType::ModifierVine:
case EventType::ModifierHook:
case EventType::SceneryDestruct:
case EventType::SceneryDestructButtstomp:
case EventType::TriggerArea:
case EventType::SceneryDestructSpeed:
case EventType::SceneryCollapse:
case EventType::ModifierHPole:
case EventType::ModifierVPole: {
StoreTileEvent(x, y, (EventType)eventType, actorFlags, eventParams);
tileMap->SetTileEventFlags(x, y, (EventType)eventType, eventParams);
break;
}
case EventType::WarpTarget:
AddWarpTarget(eventParams[0], x, y);
break;
default:
StoreTileEvent(x, y, (EventType)eventType, actorFlags, eventParams);
break;
}
}
}
}
std::uint32_t offGridEventCount = s.ReadVariableUint32();
for (std::uint32_t i = 0; i < offGridEventCount; i++) {
std::int32_t x = s.ReadVariableUint32();
std::int32_t y = s.ReadVariableUint32();
std::uint16_t eventType = s.ReadValueAsLE<std::uint16_t>();
std::uint8_t eventFlags = s.ReadValue<std::uint8_t>();
std::uint8_t eventParams[16];
// TODO: Remove inlined constants
// Flag 0x02: Generator
std::uint8_t generatorFlags, generatorDelay;
if ((eventFlags & 0x02) != 0) {
//eventFlags ^= 0x02;
generatorFlags = s.ReadValue<std::uint8_t>();
generatorDelay = s.ReadValue<std::uint8_t>();
} else {
generatorFlags = 0;
generatorDelay = 0;
}
// Flag 0x01: No params provided
if ((eventFlags & 0x01) == 0) {
eventFlags ^= 0x01;
s.Read(eventParams, sizeof(eventParams));
} else {
std::memset(eventParams, 0, sizeof(eventParams));
}
// TODO: Spawn off-grid events
}
}
void EventMap::AddWarpTarget(std::uint16_t id, std::int32_t x, std::int32_t y)
{
WarpTarget& target = _warpTargets.emplace_back();
target.Id = id;
target.Pos = Vector2f((float)x * Tiles::TileSet::DefaultTileSize + Tiles::TileSet::DefaultTileSize / 2, (float)y * Tiles::TileSet::DefaultTileSize + Tiles::TileSet::DefaultTileSize / 2);
}
void EventMap::AddSpawnPosition(std::uint8_t typeMask, std::int32_t x, std::int32_t y)
{
if (typeMask == 0) {
return;
}
SpawnPoint& target = _spawnPoints.emplace_back();
target.PlayerTypeMask = typeMask;
target.Pos = Vector2f((float)x * Tiles::TileSet::DefaultTileSize, (float)y * Tiles::TileSet::DefaultTileSize - 8.0f);
}
void EventMap::InitializeFromStream(Stream& src)
{
std::int32_t layoutSize = src.ReadVariableInt32();
std::int32_t realLayoutSize = _layoutSize.X * _layoutSize.Y;
DEATH_ASSERT(layoutSize == realLayoutSize, "Layout size mismatch", );
for (std::int32_t i = 0; i < layoutSize; i++) {
EventTile& tile = _eventLayout[i];
tile.Event = (EventType)src.ReadVariableUint32();
tile.EventFlags = (Actors::ActorState)src.ReadVariableUint32();
src.Read(tile.EventParams, sizeof(tile.EventParams));
}
}
void EventMap::SerializeResumableToStream(Stream& dest, bool fromCheckpoint)
{
std::int32_t layoutSize = _layoutSize.X * _layoutSize.Y;
const EventTile* source = (fromCheckpoint && _eventLayoutForRollback != nullptr ? _eventLayoutForRollback.get() : _eventLayout.get());
dest.WriteVariableInt32(layoutSize);
for (std::int32_t i = 0; i < layoutSize; i++) {
const EventTile& tile = source[i];
dest.WriteVariableUint32((std::uint32_t)tile.Event);
dest.WriteVariableUint32((std::uint32_t)tile.EventFlags);
dest.Write(tile.EventParams, sizeof(tile.EventParams)); // TODO: Optimize this
}
}
}
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