コード例 #1
0
ファイル: NetManager.cpp プロジェクト: TheWug/WugBot
void NetManager::AddMessageToWriteQueue(string network, string line)
{
	int i = GetConnectionIndex(network);
	if (i == -1)
	{
		bot.BotLog().GetLog(BotLogger::DBG).Put(ERROR, "NetManager::AddMessageToWriteQueue: tried to queue data to nonexistent network \"" + network + "\" (message dropped)");
		return;
	}

	NetBlob& blob = *connections[i];
	blob.queuelock.Lock(); // lock individual write queue

	blob.write.push(line);

	blob.queuelock.Unlock(); // unlock individual write queue

	++writestate.writespending;
	return;
}
コード例 #2
0
ファイル: Map.cpp プロジェクト: SharkDX/PenguinBasket
Map::Map(const int width, const int height, char* mapData)
{
	Map::map = this;
	unsigned int start = clock();

	this->Width = width;
	this->Height = height;
	Noise* noiser = new Noise((unsigned int)time(NULL));

	heightMap = new int[width];
	for (int i = 0; i < Width; i++) {
		heightMap[i] = (int) (noiser->eval(i / 20.0f) * Height);
	}

	walls = new Wall*[Width];
	for (int i = 0; i < Width; i++) {
		walls[i] = new Wall[Height];
		for (int j = 0; j < Height; j++) {
			walls[i][j].Id = 0;
		}
	}
	blocks = new Tile*[Width];
	for (int i = 0; i < Width; i++) {
		blocks[i] = new Tile[Height];
	}

	if (!Settings::Multiplayer)
	{

		for (int i = 0; i < Width; i++) {
			int top = heightMap[i];
			for (int j = 0; j < Height; j++) {
				walls[i][j].Id = Block::Dirt->Id;
				if (rand() % 101 > 50 || true || j > top && j < top + 3)
					blocks[i][j].Id = Block::Dirt->Id;
			}
		}
		for (int i = 0; i < Width; i++) {
			int top = heightMap[i];
			for (int j = 0; j <= top; j++) {
				walls[i][j].Id = 0;
				blocks[i][j].Id = 0;
			}
		}
		printf("World tiles fill: %d ms. \n", clock() - start);
		start = clock();

		/*for (int i = 0; i < 0; i++)
			CelluarAuto(Height, i);*/

		printf("Celluar Auto: %d ms. \n", clock() - start);
		start = clock();

		int k = 0;
		while (k < 100)
		{
			int i = rand() % Width;
			int j = rand() % height;
			if (GetBlock(i, j) == 0)
				continue;
			k += GenerateVein(i, j, Block::Stone->Id, 5);
		}

		printf("Veins generation: %d ms. \n", (clock() - start));
	}
	else
	{
		for (int i = 0; i < Width; i++) {
			for (int j = 0; j < Height; j++) {
				blocks[i][j].Id = mapData[i + j * width];
			}
		}
	}


	start = clock();
	
	for (int i = 0; i < Width; i++) {
		for (int j = 0; j < Height; j++) {
			if (blocks[i][j].Id != 0)
				blocks[i][j].connectionIndex = GetConnectionIndex(i, j);
		}
	}
	for (int i = 0; i < Width; i++) {
		for (int j = 0; j < Height; j++) {
			if (walls[i][j].Id != 0)
				walls[i][j].connectionIndex = GetConnectionIndex(i, j, true);
		}
	}
	printf("Tiles connections: %d ms. \n", clock() - start);
	start = clock();

	for (int i = 0; i < Width; i++) {
		for (int j = 0; j < Height; j++) {
			if (blocks[i][j].Id == 0 && walls[i][j].Id == 0)
			{
				blocks[i][j].lightSource = MAX_LIGHT;
				if (NearLive(i, j, 1) == 0)
					blocks[i][j].lightValue = MAX_LIGHT;
			}
		}
	}

	minX = 0;
	minY = 0;
	maxX = width;
	maxY = height;
	CalculateLights(true);

	printf("Lights calculations: %d ms. \n", clock() - start);
	start = clock();

	player = new Player();
	Respawn();
	entities.push_back(player);

	int water_count = 3;
	int water_x = (int)player->GetPosition().x;
	int water_y = GetTop(water_x);
	for (int i = water_x - 2; i < water_x + 2; i++)
	{
		for (int j = water_y; j < water_y + 2; j++)
		{
			SetBlock(i, j, 0);
			SetWall(i, j, 0);
			for (int k = 0; k < water_count; k++)
			{
				for (int l = 0; l < water_count; l++)
				{
					Water* water = new Water();
					water->SetPosition(glm::vec2(i + k * (1 / (float)water_count), j + l * (1 / (float)water_count)));
					waters.push_back(water);
					entities.push_back(water);
				}
			}
		}
	}
	



	skyManager = new SkyManager(this->Width);
}