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Merge #4622
4622: Refactoring: move RenderTilemapGenerateSkip to CLayers, Add CLayers::NumLayers r=def- a=Robyt3 - Move `CRenderTools::RenderTilemapGenerateSkip` to `CLayers::InitTilemapSkip`, as it can be a private function in `CLayers`. - Add missing `CLayers::NumLayers` accessor. - Improve code style. ## Checklist - [X] Tested the change ingame - [ ] Provided screenshots if it is a visual change - [ ] Tested in combination with possibly related configuration options - [ ] Written a unit test if it works standalone, system.c especially - [ ] Considered possible null pointers and out of bounds array indexing - [X] Changed no physics that affect existing maps - [ ] Tested the change with [ASan+UBSan or valgrind's memcheck](https://github.com/ddnet/ddnet/#using-addresssanitizer--undefinedbehavioursanitizer-or-valgrinds-memcheck) (optional) Co-authored-by: Robert Müller <robert.mueller@uni-siegen.de>
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commit
6d3aaaeff9
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@ -78,7 +78,6 @@ void CBackground::LoadBackground()
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else if(m_pMap->Load(aBuf))
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{
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m_pLayers->InitBackground(m_pMap);
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RenderTools()->RenderTilemapGenerateSkip(m_pLayers);
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NeedImageLoading = true;
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m_Loaded = true;
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}
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@ -255,7 +255,6 @@ void CMenuBackground::LoadMenuBackground(bool HasDayHint, bool HasNightHint)
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if(m_Loaded)
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{
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m_pLayers->InitBackground(m_pMap);
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RenderTools()->RenderTilemapGenerateSkip(m_pLayers);
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NeedImageLoading = true;
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CMapLayers::OnMapLoad();
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@ -422,8 +422,6 @@ void CGameClient::OnConnected()
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m_Layers.Init(Kernel());
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m_Collision.Init(Layers());
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RenderTools()->RenderTilemapGenerateSkip(Layers());
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CRaceHelper::ms_aFlagIndex[0] = -1;
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CRaceHelper::ms_aFlagIndex[1] = -1;
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@ -774,37 +774,3 @@ void CRenderTools::MapscreenToWorld(float CenterX, float CenterY, float Parallax
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pPoints[2] = pPoints[0] + Width;
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pPoints[3] = pPoints[1] + Height;
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}
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void CRenderTools::RenderTilemapGenerateSkip(class CLayers *pLayers)
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{
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for(int g = 0; g < pLayers->NumGroups(); g++)
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{
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CMapItemGroup *pGroup = pLayers->GetGroup(g);
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for(int l = 0; l < pGroup->m_NumLayers; l++)
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{
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CMapItemLayer *pLayer = pLayers->GetLayer(pGroup->m_StartLayer + l);
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if(pLayer->m_Type == LAYERTYPE_TILES)
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{
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CMapItemLayerTilemap *pTmap = (CMapItemLayerTilemap *)pLayer;
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CTile *pTiles = (CTile *)pLayers->Map()->GetData(pTmap->m_Data);
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for(int y = 0; y < pTmap->m_Height; y++)
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{
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for(int x = 1; x < pTmap->m_Width;)
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{
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int sx;
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for(sx = 1; x + sx < pTmap->m_Width && sx < 255; sx++)
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{
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if(pTiles[y * pTmap->m_Width + x + sx].m_Index)
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break;
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}
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pTiles[y * pTmap->m_Width + x].m_Skip = sx - 1;
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x += sx;
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}
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}
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}
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}
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}
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}
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@ -103,8 +103,6 @@ public:
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void DrawCircle(float x, float y, float r, int Segments);
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// larger rendering methods
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void RenderTilemapGenerateSkip(class CLayers *pLayers);
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void GetRenderTeeBodySize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &BodyOffset, float &Width, float &Height);
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void GetRenderTeeFeetSize(class CAnimState *pAnim, CTeeRenderInfo *pInfo, vec2 &FeetOffset, float &Width, float &Height);
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@ -107,6 +107,8 @@ void CLayers::Init(class IKernel *pKernel)
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}
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}
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}
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InitTilemapSkip();
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}
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void CLayers::InitBackground(class IMap *pMap)
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@ -157,6 +159,42 @@ void CLayers::InitBackground(class IMap *pMap)
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}
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}
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}
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InitTilemapSkip();
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}
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void CLayers::InitTilemapSkip()
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{
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for(int g = 0; g < NumGroups(); g++)
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{
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const CMapItemGroup *pGroup = GetGroup(g);
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for(int l = 0; l < pGroup->m_NumLayers; l++)
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{
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const CMapItemLayer *pLayer = GetLayer(pGroup->m_StartLayer + l);
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if(pLayer->m_Type == LAYERTYPE_TILES)
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{
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const CMapItemLayerTilemap *pTilemap = (CMapItemLayerTilemap *)pLayer;
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CTile *pTiles = (CTile *)m_pMap->GetData(pTilemap->m_Data);
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for(int y = 0; y < pTilemap->m_Height; y++)
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{
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for(int x = 1; x < pTilemap->m_Width;)
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{
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int SkippedX;
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for(SkippedX = 1; x + SkippedX < pTilemap->m_Width && SkippedX < 255; SkippedX++)
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{
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if(pTiles[y * pTilemap->m_Width + x + SkippedX].m_Index)
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break;
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}
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pTiles[y * pTilemap->m_Width + x].m_Skip = SkippedX - 1;
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x += SkippedX;
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}
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}
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}
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}
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}
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}
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CMapItemGroup *CLayers::GetGroup(int Index) const
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@ -16,24 +16,27 @@ class CLayers
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CMapItemLayerTilemap *m_pGameLayer;
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class IMap *m_pMap;
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void InitTilemapSkip();
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public:
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CLayers();
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void Init(class IKernel *pKernel);
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void InitBackground(class IMap *pMap);
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int NumGroups() const { return m_GroupsNum; };
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class IMap *Map() const { return m_pMap; };
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CMapItemGroup *GameGroup() const { return m_pGameGroup; };
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CMapItemLayerTilemap *GameLayer() const { return m_pGameLayer; };
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int NumGroups() const { return m_GroupsNum; }
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int NumLayers() const { return m_LayersNum; }
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class IMap *Map() const { return m_pMap; }
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CMapItemGroup *GameGroup() const { return m_pGameGroup; }
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CMapItemLayerTilemap *GameLayer() const { return m_pGameLayer; }
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CMapItemGroup *GetGroup(int Index) const;
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CMapItemLayer *GetLayer(int Index) const;
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// DDRace
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CMapItemLayerTilemap *TeleLayer() const { return m_pTeleLayer; };
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CMapItemLayerTilemap *SpeedupLayer() const { return m_pSpeedupLayer; };
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CMapItemLayerTilemap *FrontLayer() const { return m_pFrontLayer; };
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CMapItemLayerTilemap *SwitchLayer() const { return m_pSwitchLayer; };
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CMapItemLayerTilemap *TuneLayer() const { return m_pTuneLayer; };
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CMapItemLayerTilemap *TeleLayer() const { return m_pTeleLayer; }
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CMapItemLayerTilemap *SpeedupLayer() const { return m_pSpeedupLayer; }
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CMapItemLayerTilemap *FrontLayer() const { return m_pFrontLayer; }
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CMapItemLayerTilemap *SwitchLayer() const { return m_pSwitchLayer; }
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CMapItemLayerTilemap *TuneLayer() const { return m_pTuneLayer; }
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private:
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CMapItemLayerTilemap *m_pTeleLayer;
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