tibia-client/src/otclient/core/mapview.cpp

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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "mapview.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/framebuffer.h>
#include <framework/graphics/paintershadermanager.h>
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#include "creature.h"
#include "map.h"
#include "tile.h"
#include "statictext.h"
#include "animatedtext.h"
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#include "missile.h"
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#include <framework/core/eventdispatcher.h>
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MapView::MapView()
{
m_viewMode = NEAR_VIEW;
m_lockedFirstVisibleFloor = -1;
m_cachedFirstVisibleFloor = 7;
m_cachedLastVisibleFloor = 7;
m_optimizedSize = Size(Otc::AWARE_X_TILES, Otc::AWARE_Y_TILES) * Otc::TILE_PIXELS;
m_framebuffer = FrameBufferPtr(new FrameBuffer());
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setVisibleDimension(Size(15, 11));
m_shaderProgram = g_shaders.createTexturedFragmentShader("/game_shaders/map.frag");
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}
void MapView::draw(const Rect& rect)
{
// update visible tiles cache when needed
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if(m_mustUpdateVisibleTilesCache)
updateVisibleTilesCache();
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float scaleFactor = m_tileSize/(float)Otc::TILE_PIXELS;
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Position cameraPosition = getCameraPosition();
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int drawFlags = 0;
if(m_viewMode == NEAR_VIEW)
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls |
Otc::DrawItems | Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawMissiles | Otc::DrawAnimations;
else if(m_viewMode == MID_VIEW)
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls | Otc::DrawItems;
else if(m_viewMode == FAR_VIEW)
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawWalls;
else if(m_tileSize >= 4) // HUGE_VIEW 1
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drawFlags = Otc::DrawGround | Otc::DrawGroundBorders;
else // HUGE_VIEW 2
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drawFlags = Otc::DrawGround;
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Size tileSize = Size(1,1) * m_tileSize;
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if(m_mustDrawVisibleTilesCache || (drawFlags & Otc::DrawAnimations)) {
m_framebuffer->bind();
if(m_mustCleanFramebuffer) {
Rect clearRect = Rect(0, 0, m_drawDimension * m_tileSize);
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// drawing a black rect is actually faster than FrameBuffer::clear()
g_painter->setColor(Color::black);
g_painter->drawFilledRect(clearRect);
g_painter->setColor(Color::white);
// m_framebuffer->clear(Color::black);
}
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auto it = m_cachedVisibleTiles.begin();
auto end = m_cachedVisibleTiles.end();
for(int z=m_cachedLastVisibleFloor;z>=m_cachedFirstVisibleFloor;--z) {
while(it != end) {
const TilePtr& tile = *it;
Position tilePos = tile->getPosition();
if(tilePos.z != z)
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break;
else
++it;
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if(!m_drawMinimapColors)
tile->draw(transformPositionTo2D(tilePos), scaleFactor, drawFlags);
else {
g_painter->setColor(tile->getMinimapColor());
g_painter->drawFilledRect(Rect(transformPositionTo2D(tilePos), tileSize));
}
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}
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if(drawFlags & Otc::DrawMissiles && !m_drawMinimapColors) {
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for(const MissilePtr& missile : g_map.getFloorMissiles(z)) {
missile->draw(transformPositionTo2D(missile->getPosition()), scaleFactor, drawFlags & Otc::DrawAnimations);
}
}
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}
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m_framebuffer->release();
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// generating mipmaps each frame can be slow in older cards
//m_framebuffer->getTexture()->generateHardwareMipmaps();
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m_mustDrawVisibleTilesCache = false;
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}
//g_painter->setShaderProgram(m_shaderProgram);
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Point drawOffset = ((m_drawDimension - m_visibleDimension - Size(1,1)).toPoint()/2) * m_tileSize;
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if(m_followingCreature)
drawOffset += m_followingCreature->getWalkOffset() * scaleFactor;
Size srcSize = rect.size();
Size srcVisible = m_visibleDimension * m_tileSize;
srcSize.scale(srcVisible, Fw::KeepAspectRatio);
drawOffset.x += (srcVisible.width() - srcSize.width()) / 2;
drawOffset.y += (srcVisible.height() - srcSize.height()) / 2;
Rect srcRect = Rect(drawOffset, srcSize);
g_painter->setColor(Color::white);
g_painter->setCompositionMode(Painter::CompositionMode_Replace);
#if 0
// debug source area
g_painter->saveAndResetState();
m_framebuffer->bind();
g_painter->setColor(Color::green);
g_painter->drawBoundingRect(srcRect, 2);
m_framebuffer->release();
g_painter->restoreSavedState();
m_framebuffer->draw(rect);
#else
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m_framebuffer->draw(rect, srcRect);
#endif
g_painter->resetCompositionMode();
g_painter->resetShaderProgram();
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// this could happen if the player position is not known yet
if(!cameraPosition.isValid())
return;
float horizontalStretchFactor = rect.width() / (float)srcRect.width();
float verticalStretchFactor = rect.height() / (float)srcRect.height();
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// avoid drawing texts on map in far zoom outs
if(m_viewMode == NEAR_VIEW && m_drawTexts) {
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for(const CreaturePtr& creature : m_cachedFloorVisibleCreatures) {
Point creatureOffset = Point(16 - creature->getDisplacementX(), -3 - creature->getDisplacementY());
Position pos = creature->getPosition();
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Point p = transformPositionTo2D(pos) - drawOffset;
p += (creature->getDrawOffset() + creatureOffset) * scaleFactor;
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p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
creature->drawInformation(p, g_map.isCovered(pos, m_cachedFirstVisibleFloor), rect);
}
for(const StaticTextPtr& staticText : g_map.getStaticTexts()) {
Position pos = staticText->getPosition();
// ony draw static texts from current camera floor, unless yells
if(pos.z != getCameraPosition().z && !staticText->isYell())
continue;
Point p = transformPositionTo2D(pos) - drawOffset;
p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
staticText->draw(p, rect);
}
for(const AnimatedTextPtr& animatedText : g_map.getAnimatedTexts()) {
Position pos = animatedText->getPosition();
// only draw animated texts from visible floors
if(pos.z < m_cachedFirstVisibleFloor || pos.z > m_cachedLastVisibleFloor)
continue;
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// dont draw animated texts from covered tiles
if(pos.z != cameraPosition.z && g_map.isCovered(pos, m_cachedFirstVisibleFloor))
continue;
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Point p = transformPositionTo2D(pos) - drawOffset;
p.x = p.x * horizontalStretchFactor;
p.y = p.y * verticalStretchFactor;
p += rect.topLeft();
animatedText->draw(p, rect);
}
} else if(m_viewMode > NEAR_VIEW) {
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// draw a cross in the center instead of our creature
Rect vRect(0, 0, 2, 10);
Rect hRect(0, 0, 10, 2);
vRect.moveCenter(rect.center());
hRect.moveCenter(rect.center());
g_painter->setColor(Color::white);
g_painter->drawFilledRect(vRect);
g_painter->drawFilledRect(hRect);
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}
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}
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void MapView::updateVisibleTilesCache(int start)
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{
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if(start == 0) {
if(m_updateTilesCacheEvent) {
m_updateTilesCacheEvent->cancel();
m_updateTilesCacheEvent = nullptr;
}
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m_cachedFirstVisibleFloor = calcFirstVisibleFloor();
m_cachedLastVisibleFloor = calcLastVisibleFloor();
assert(m_cachedFirstVisibleFloor >= 0 && m_cachedLastVisibleFloor >= 0 &&
m_cachedFirstVisibleFloor <= Otc::MAX_Z && m_cachedLastVisibleFloor <= Otc::MAX_Z);
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if(m_cachedLastVisibleFloor < m_cachedFirstVisibleFloor)
m_cachedLastVisibleFloor = m_cachedFirstVisibleFloor;
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m_cachedFloorVisibleCreatures.clear();
m_cachedVisibleTiles.clear();
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m_mustCleanFramebuffer = true;
m_mustDrawVisibleTilesCache = true;
m_mustUpdateVisibleTilesCache = false;
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} else
m_mustCleanFramebuffer = false;
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// there is no tile to render on invalid positions
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Position cameraPosition = getCameraPosition();
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if(!cameraPosition.isValid())
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return;
int count = 0;
bool stop = false;
// clear current visible tiles cache
m_cachedVisibleTiles.clear();
m_mustDrawVisibleTilesCache = true;
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// cache visible tiles in draw order
// draw from last floor (the lower) to first floor (the higher)
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for(int iz = m_cachedLastVisibleFloor; iz >= m_cachedFirstVisibleFloor && !stop; --iz) {
if(m_viewMode <= FAR_VIEW) {
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const int numDiagonals = m_drawDimension.width() + m_drawDimension.height() - 1;
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// loop through / diagonals beginning at top left and going to top right
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for(int diagonal = 0; diagonal < numDiagonals && !stop; ++diagonal) {
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// loop current diagonal tiles
int advance = std::max(diagonal - m_drawDimension.height(), 0);
for(int iy = diagonal - advance, ix = advance; iy >= 0 && ix < m_drawDimension.width() && !stop; --iy, ++ix) {
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// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES && m_viewMode >= HUGE_VIEW) {
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stop = true;
break;
}
// position on current floor
//TODO: check position limits
Position tilePos = cameraPosition.translated(ix - m_virtualCenterOffset.x, iy - m_virtualCenterOffset.y);
// adjust tilePos to the wanted floor
tilePos.coveredUp(cameraPosition.z - iz);
if(const TilePtr& tile = g_map.getTile(tilePos)) {
// skip tiles that have nothing
if(tile->isEmpty())
continue;
// skip tiles that are completely behind another tile
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if(g_map.isCompletelyCovered(tilePos, m_cachedFirstVisibleFloor))
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continue;
m_cachedVisibleTiles.push_back(tile);
}
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count++;
}
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}
} else {
static std::vector<Point> points;
points.clear();
//assert(m_drawDimension.width() % 2 == 0 && m_drawDimension.height() % 2 == 0);
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Point quadTopLeft(m_drawDimension.width()/2 - 1, m_drawDimension.height()/2 - 1);
for(int step = 1; !(quadTopLeft.x < 0 && quadTopLeft.y < 0) && !stop; ++step) {
int quadWidth = std::min(2*step, m_drawDimension.width());
int quadHeight = std::min(2*step, m_drawDimension.height());
int fillWidth = (quadTopLeft.x >= 0) ? quadWidth-1 : quadWidth;
int fillHeight = (quadTopLeft.x >= 0) ? quadHeight-1 : quadHeight;
if(quadTopLeft.y >= 0) {
for(int qx=0;qx<fillWidth;++qx) {
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//TODO: remvoe this repeated code
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// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(std::max(quadTopLeft.x, 0) + qx, quadTopLeft.y));
count++;
}
}
if(quadTopLeft.x >= 0) {
for(int qy=0;qy<fillHeight;++qy) {
// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(quadTopLeft.x + quadWidth-1, std::max(quadTopLeft.y, 0) + qy));
count++;
}
}
if(quadTopLeft.y >= 0) {
for(int qx=0;qx<fillWidth;++qx) {
// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(std::max(quadTopLeft.x, 0) + quadWidth-qx-1, quadTopLeft.y + quadHeight-1));
count++;
}
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}
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if(quadTopLeft.x >= 0) {
for(int qy=0;qy<fillHeight;++qy) {
// only start really looking tiles in the desired start
if(count < start) {
count++;
continue;
}
// avoid rendering too much tiles at once on far views
if(count - start + 1 > MAX_TILE_UPDATES) {
stop = true;
break;
}
points.push_back(Point(quadTopLeft.x, std::max(quadTopLeft.y, 0) + quadHeight-qy-1));
count++;
}
}
quadTopLeft -= Point(1,1);
}
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for(const Point& point : points) {
Position tilePos = cameraPosition.translated(point.x - m_virtualCenterOffset.x, point.y - m_virtualCenterOffset.y);
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// adjust tilePos to the wanted floor
tilePos.coveredUp(cameraPosition.z - iz);
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if(const TilePtr& tile = g_map.getTile(tilePos)) {
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// skip tiles that have nothing
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if(tile->isEmpty())
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continue;
m_cachedVisibleTiles.push_back(tile);
}
}
}
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}
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if(stop) {
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// schedule next update continuation to avoid freezes
m_updateTilesCacheEvent = g_eventDispatcher.scheduleEvent(std::bind(&MapView::updateVisibleTilesCache, asMapView(), count), 1);
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}
if(start == 0 && m_drawTexts && m_viewMode <= NEAR_VIEW)
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m_cachedFloorVisibleCreatures = g_map.getSpectators(cameraPosition, false);
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}
void MapView::updateGeometry(const Size& visibleDimension, const Size& optimizedSize)
{
int possiblesTileSizes[] = {1,2,4,8,16,32};
int tileSize = 0;
Size bufferSize;
for(int candidateTileSize : possiblesTileSizes) {
bufferSize = (visibleDimension + Size(3,3)) * candidateTileSize;
if(bufferSize.width() > g_graphics.getMaxTextureSize() || bufferSize.height() > g_graphics.getMaxTextureSize())
break;
tileSize = candidateTileSize;
if(optimizedSize.width() < bufferSize.width() - 3*candidateTileSize && optimizedSize.height() < bufferSize.height() - 3*candidateTileSize)
break;
}
if(tileSize == 0) {
logTraceError("reached max zoom out");
return;
}
Size drawDimension = visibleDimension + Size(3,3);
Point virtualCenterOffset = (drawDimension/2 - Size(1,1)).toPoint();
Point visibleCenterOffset = virtualCenterOffset;
ViewMode viewMode = m_viewMode;
if(m_autoViewMode) {
if(tileSize >= 32 && visibleDimension.area() <= NEAR_VIEW_AREA)
viewMode = NEAR_VIEW;
else if(tileSize >= 16 && visibleDimension.area() <= MID_VIEW_AREA)
viewMode = MID_VIEW;
else if(tileSize >= 8 && visibleDimension.area() <= FAR_VIEW_AREA)
viewMode = FAR_VIEW;
else
viewMode = HUGE_VIEW;
}
// draw actually more than what is needed to avoid massive recalculations on huge views
/*
if(viewMode >= HUGE_VIEW) {
Size oldDimension = drawDimension;
drawDimension = (m_framebuffer->getSize() / tileSize);
virtualCenterOffset += (drawDimension - oldDimension).toPoint() / 2;
}
*/
m_viewMode = viewMode;
m_visibleDimension = visibleDimension;
m_drawDimension = drawDimension;
m_tileSize = tileSize;
m_virtualCenterOffset = virtualCenterOffset;
m_visibleCenterOffset = visibleCenterOffset;
m_optimizedSize = optimizedSize;
m_framebuffer->resize(bufferSize);
requestVisibleTilesCacheUpdate();
}
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void MapView::onTileUpdate(const Position& pos)
{
//if(m_viewMode <= FAR_VIEW)
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requestVisibleTilesCacheUpdate();
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}
void MapView::lockFirstVisibleFloor(int firstVisibleFloor)
{
m_lockedFirstVisibleFloor = firstVisibleFloor;
requestVisibleTilesCacheUpdate();
}
void MapView::unlockFirstVisibleFloor()
{
m_lockedFirstVisibleFloor = -1;
requestVisibleTilesCacheUpdate();
}
void MapView::setVisibleDimension(const Size& visibleDimension)
{
if(visibleDimension == m_visibleDimension)
return;
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if(visibleDimension.width() % 2 != 1 || visibleDimension.height() % 2 != 1) {
logTraceError("visible dimension must be odd");
return;
}
if(visibleDimension < Size(3,3)) {
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logTraceError("reach max zoom in");
return;
}
updateGeometry(visibleDimension, m_optimizedSize);
}
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void MapView::setViewMode(MapView::ViewMode viewMode)
{
m_viewMode = viewMode;
requestVisibleTilesCacheUpdate();
}
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void MapView::setAutoViewMode(bool enable)
{
m_autoViewMode = enable;
if(enable)
updateGeometry(m_visibleDimension, m_optimizedSize);
}
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void MapView::optimizeForSize(const Size& visibleSize)
{
updateGeometry(m_visibleDimension, visibleSize);
}
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void MapView::followCreature(const CreaturePtr& creature)
{
m_followingCreature = creature;
requestVisibleTilesCacheUpdate();
}
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void MapView::setCameraPosition(const Position& pos)
{
m_customCameraPosition = pos;
m_followingCreature = nullptr;
requestVisibleTilesCacheUpdate();
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}
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int MapView::calcFirstVisibleFloor()
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{
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int z = 7;
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// return forced first visible floor
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if(m_lockedFirstVisibleFloor != -1) {
z = m_lockedFirstVisibleFloor;
} else {
Position cameraPosition = getCameraPosition();
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// this could happens if the player is not known yet
if(cameraPosition.isValid()) {
// avoid rendering multifloors in far views
if(m_viewMode >= FAR_VIEW || !m_multifloor) {
z = cameraPosition.z;
} else {
// if nothing is limiting the view, the first visible floor is 0
int firstFloor = 0;
// limits to underground floors while under sea level
if(cameraPosition.z > Otc::SEA_FLOOR)
firstFloor = std::max(cameraPosition.z - Otc::AWARE_UNDEGROUND_FLOOR_RANGE, (int)Otc::UNDERGROUND_FLOOR);
// loop in 3x3 tiles around the camera
for(int ix = -1; ix <= 1 && firstFloor < cameraPosition.z; ++ix) {
for(int iy = -1; iy <= 1 && firstFloor < cameraPosition.z; ++iy) {
Position pos = cameraPosition.translated(ix, iy);
// process tiles that we can look through, e.g. windows, doors
if((ix == 0 && iy == 0) || (/*(std::abs(ix) != std::abs(iy)) && */g_map.isLookPossible(pos))) {
Position upperPos = pos;
Position coveredPos = pos;
while(coveredPos.coveredUp() && upperPos.up() && upperPos.z >= firstFloor) {
// check tiles physically above
TilePtr tile = g_map.getTile(upperPos);
if(tile && tile->limitsFloorsView()) {
firstFloor = upperPos.z + 1;
break;
}
// check tiles geometrically above
tile = g_map.getTile(coveredPos);
if(tile && tile->limitsFloorsView()) {
firstFloor = coveredPos.z + 1;
break;
}
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}
}
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}
}
z = firstFloor;
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}
}
}
// just ensure the that the floor is in the valid range
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z = std::min(std::max(z, 0), (int)Otc::MAX_Z);
return z;
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}
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int MapView::calcLastVisibleFloor()
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{
if(!m_multifloor || m_viewMode >= FAR_VIEW)
return calcFirstVisibleFloor();
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int z = 7;
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Position cameraPosition = getCameraPosition();
// this could happens if the player is not known yet
if(cameraPosition.isValid()) {
// view only underground floors when below sea level
if(cameraPosition.z > Otc::SEA_FLOOR)
z = cameraPosition.z + Otc::AWARE_UNDEGROUND_FLOOR_RANGE;
else
z = Otc::SEA_FLOOR;
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}
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if(m_lockedFirstVisibleFloor != -1)
z = std::max(m_lockedFirstVisibleFloor, z);
// just ensure the that the floor is in the valid range
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z = std::min(std::max(z, 0), (int)Otc::MAX_Z);
return z;
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}
Position MapView::getCameraPosition()
{
if(m_followingCreature)
return m_followingCreature->getPosition();
return m_customCameraPosition;
}
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TilePtr MapView::getTile(const Point& mousePos, const Rect& mapRect)
{
Point relativeMousePos = mousePos - mapRect.topLeft();
Size visibleSize = m_visibleDimension * m_tileSize;
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Position cameraPosition = getCameraPosition();
// if we have no camera, its impossible to get the tile
if(!cameraPosition.isValid())
return nullptr;
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float scaleFactor = m_tileSize / (float)Otc::TILE_PIXELS;
float horizontalStretchFactor = visibleSize.width() / (float)mapRect.width();
float verticalStretchFactor = visibleSize.height() / (float)mapRect.height();
Point tilePos2D = Point(relativeMousePos.x * horizontalStretchFactor, relativeMousePos.y * verticalStretchFactor);
if(m_followingCreature)
tilePos2D += m_followingCreature->getWalkOffset() * scaleFactor;
tilePos2D /= m_tileSize;
Position tilePos = Position(1 + (int)tilePos2D.x - m_visibleCenterOffset.x, 1 + (int)tilePos2D.y - m_visibleCenterOffset.y, 0) + cameraPosition;
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if(!tilePos.isValid())
return nullptr;
// we must check every floor, from top to bottom to check for a clickable tile
TilePtr tile;
tilePos.coveredUp(tilePos.z - m_cachedFirstVisibleFloor);
for(int i = m_cachedFirstVisibleFloor; i <= m_cachedLastVisibleFloor; i++) {
tile = g_map.getTile(tilePos);
if(tile && tile->isClickable())
break;
tilePos.coveredDown();
}
if(!tile || !tile->isClickable())
return nullptr;
return tile;
}
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Point MapView::transformPositionTo2D(const Position& position)
{
Position cameraPosition = getCameraPosition();
return Point((m_virtualCenterOffset.x + (position.x - cameraPosition.x) - (cameraPosition.z - position.z)) * m_tileSize,
(m_virtualCenterOffset.y + (position.y - cameraPosition.y) - (cameraPosition.z - position.z)) * m_tileSize);
}