map class more flexible

master
Henrique 13 years ago
parent 8f2ad83756
commit 6a33473a1a

@ -34,14 +34,15 @@ Map g_map;
void Map::draw(const Rect& rect)
{
if(!m_framebuffer)
m_framebuffer = FrameBufferPtr(new FrameBuffer(MAP_VISIBLE_WIDTH * NUM_TILE_PIXELS, MAP_VISIBLE_HEIGHT * NUM_TILE_PIXELS));
setVisibleSize(Size(MAP_VISIBLE_WIDTH, MAP_VISIBLE_HEIGHT));
g_graphics.bindColor(Fw::white);
m_framebuffer->bind();
// draw offsets
LocalPlayerPtr localPlayer = g_game.getLocalPlayer();
Point walkOffset = localPlayer->getWalkOffset();
if(localPlayer)
m_drawOffset = localPlayer->getWalkOffset();
//TODO: cache first/last visible floor
// draw from bottom floors to top floors
@ -49,12 +50,12 @@ void Map::draw(const Rect& rect)
const int lastFloor = MAX_Z-1;
for(int iz = lastFloor; iz >= firstFloor; --iz) {
// draw tiles like linus pauling's rule order
const int numDiagonals = MAP_SIZE_X + MAP_SIZE_Y - 1;
const int numDiagonals = m_size.width() + m_size.height() - 1;
for(int diagonal = 0; diagonal < numDiagonals; ++diagonal) {
// loop through / diagonal tiles
for(int ix = std::min(diagonal, MAP_SIZE_X - 1), iy = std::max(diagonal - MAP_SIZE_X, 0); ix >= 0 && iy < MAP_SIZE_Y; --ix, ++iy) {
for(int ix = std::min(diagonal, m_size.width() - 1), iy = std::max(diagonal - m_size.width(), 0); ix >= 0 && iy < m_size.height(); --ix, ++iy) {
// position on current floor
Position tilePos(m_centralPosition.x + (ix - PLAYER_OFFSET_X), m_centralPosition.y + (iy - PLAYER_OFFSET_Y), m_centralPosition.z);
Position tilePos(m_centralPosition.x + (ix - m_centralOffset.x), m_centralPosition.y + (iy - m_centralOffset.y), m_centralPosition.z);
// adjust tilePos to the wanted floor
tilePos.perspectiveUp(m_centralPosition.z - iz);
//TODO: cache visible tiles, m_tiles[] has a high cost (50% fps decrease)
@ -62,7 +63,7 @@ void Map::draw(const Rect& rect)
// skip tiles that are behind another tile
//if(isCompletlyCovered(tilePos, firstFloor))
// continue;
tile->draw(tilePos.to2D(m_centralPosition) - walkOffset);
tile->draw(positionTo2D(tilePos) - m_drawOffset);
}
}
}
@ -70,7 +71,7 @@ void Map::draw(const Rect& rect)
// after drawing all tiles, draw shots
for(const MissilePtr& shot : m_missilesAtFloor[iz]) {
Position missilePos = shot->getPosition();
shot->draw(missilePos.to2D(m_centralPosition) - walkOffset);
shot->draw(positionTo2D(missilePos) - m_drawOffset);
}
}
@ -80,14 +81,14 @@ void Map::draw(const Rect& rect)
m_framebuffer->draw(rect);
// calculate stretch factor
float horizontalStretchFactor = rect.width() / (float)(MAP_VISIBLE_WIDTH * NUM_TILE_PIXELS);
float verticalStretchFactor = rect.height() / (float)(MAP_VISIBLE_HEIGHT * NUM_TILE_PIXELS);
float horizontalStretchFactor = rect.width() / (float)(m_visibleSize.width() * NUM_TILE_PIXELS);
float verticalStretchFactor = rect.height() / (float)(m_visibleSize.height() * NUM_TILE_PIXELS);
// draw player names and health bars
//TODO: this must be cached with creature walks
for(int x = 0; x < MAP_VISIBLE_WIDTH; ++x) {
for(int y = 0; y < MAP_VISIBLE_HEIGHT; ++y) {
Position tilePos = Position(m_centralPosition.x + (x - PLAYER_OFFSET_X + 1), m_centralPosition.y + (y - PLAYER_OFFSET_Y + 1), m_centralPosition.z);
for(int x = 0; x < m_visibleSize.width(); ++x) {
for(int y = 0; y < m_visibleSize.height(); ++y) {
Position tilePos = Position(m_centralPosition.x + (x - m_centralOffset.x + 1), m_centralPosition.y + (y - m_centralOffset.y + 1), m_centralPosition.z);
if(const TilePtr& tile = m_tiles[tilePos]) {
auto creatures = tile->getCreatures();
@ -95,11 +96,11 @@ void Map::draw(const Rect& rect)
continue;
for(const CreaturePtr& creature : creatures) {
Point p((7 + (tilePos.x - m_centralPosition.x))*NUM_TILE_PIXELS + 10 - tile->getDrawElevation(),
(5 + (tilePos.y - m_centralPosition.y))*NUM_TILE_PIXELS - 10 - tile->getDrawElevation());
Point p((m_centralOffset.x - 1 + (tilePos.x - m_centralPosition.x))*NUM_TILE_PIXELS + 10 - tile->getDrawElevation(),
(m_centralOffset.y - 1 + (tilePos.y - m_centralPosition.y))*NUM_TILE_PIXELS - 10 - tile->getDrawElevation());
if(creature != localPlayer) {
p += creature->getWalkOffset() - walkOffset;
p += creature->getWalkOffset() - m_drawOffset;
}
creature->drawInformation(rect.x() + p.x*horizontalStretchFactor, rect.y() + p.y*verticalStretchFactor, isCovered(tilePos, firstFloor), rect);
@ -278,3 +279,22 @@ void Map::setCentralPosition(const Position& centralPosition)
{
m_centralPosition = centralPosition;
}
void Map::setVisibleSize(const Size& visibleSize)
{
m_visibleSize = visibleSize;
if(m_visibleSize.width() > MAX_WIDTH || m_visibleSize.height() > MAX_HEIGHT)
m_visibleSize = Size(MAP_VISIBLE_WIDTH, MAP_VISIBLE_HEIGHT);
m_centralOffset = Point(std::ceil(m_visibleSize.width() / 2.0), std::ceil(m_visibleSize.height() / 2.0));
m_size = m_visibleSize + Size(3, 3);
m_framebuffer = FrameBufferPtr(new FrameBuffer(m_visibleSize.width() * NUM_TILE_PIXELS, m_visibleSize.height() * NUM_TILE_PIXELS));
}
Point Map::positionTo2D(const Position& position)
{
return Point((m_centralOffset.x - 1 + (position.x - m_centralPosition.x) - (m_centralPosition.z - position.z)) * NUM_TILE_PIXELS,
(m_centralOffset.y - 1 + (position.y - m_centralPosition.y) - (m_centralPosition.z - position.z)) * NUM_TILE_PIXELS);
}

@ -30,13 +30,11 @@ class Map
{
public:
enum {
PLAYER_OFFSET_X = 8,
PLAYER_OFFSET_Y = 6,
MAP_VISIBLE_WIDTH = 15,
MAP_VISIBLE_HEIGHT = 11,
MAP_SIZE_X = MAP_VISIBLE_WIDTH + 3,
MAP_SIZE_Y = MAP_VISIBLE_HEIGHT + 3,
MAP_SIZE_Z = 8,
MAX_WIDTH = 24,
MAX_HEIGHT = 24,
MAX_Z = 15,
NUM_TILE_PIXELS = 32
};
@ -66,6 +64,11 @@ public:
CreaturePtr getCreatureById(uint32 id);
void removeCreatureById(uint32 id);
void setVisibleSize(const Size& visibleSize);
Point getCentralOffset() { return m_centralOffset; }
Point positionTo2D(const Position& position);
private:
std::unordered_map<Position, TilePtr, PositionHasher> m_tiles;
std::map<uint32, CreaturePtr> m_creatures;
@ -73,6 +76,8 @@ private:
Light m_light;
Position m_centralPosition;
Size m_size, m_visibleSize;
Point m_centralOffset, m_drawOffset;
FrameBufferPtr m_framebuffer;
};

@ -62,7 +62,7 @@ bool UIMap::onMousePress(const Point& mousePos, Fw::MouseButton button)
PointF relativeMousePos = PointF(relativeStretchMousePos.x, relativeStretchMousePos.y) / stretchFactor;
PointF tilePosF = relativeMousePos / Map::NUM_TILE_PIXELS;
Position tilePos = Position(1 + (int)tilePosF.x - Map::PLAYER_OFFSET_X, 1 + (int)tilePosF.y - Map::PLAYER_OFFSET_Y, 0) + g_map.getCentralPosition();
Position tilePos = Position(1 + (int)tilePosF.x - g_map.getCentralOffset().x, 1 + (int)tilePosF.y - g_map.getCentralOffset().y, 0) + g_map.getCentralPosition();
TilePtr tile = g_map.getTile(tilePos);
if(tile)

@ -71,11 +71,6 @@ public:
return std::abs(x-pos.x) <= xdif && std::abs(y-pos.y) <= ydif && std::abs(pos.z-z) <= zdif;
}
Point to2D(const Position& centerPos) const {
return Point((7 + (x - centerPos.x) - (centerPos.z - z)) * 32,
(5 + (y - centerPos.y) - (centerPos.z - z)) * 32);
};
void up(int n = 1) { z-=n; }
void down(int n = 1) { z+=n; }

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