/* * Copyright (c) 2010-2012 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 "map.h" #include "game.h" #include "localplayer.h" #include "tile.h" #include "item.h" #include "missile.h" #include "statictext.h" #include #include #include #include #include Map g_map; Map::Map() { setVisibleSize(Size(MAP_VISIBLE_WIDTH, MAP_VISIBLE_HEIGHT)); } void Map::draw(const Rect& rect) { if(!m_framebuffer) { Size fboSize(m_visibleSize.width() * NUM_TILE_PIXELS, m_visibleSize.height() * NUM_TILE_PIXELS); m_framebuffer = FrameBufferPtr(new FrameBuffer(fboSize)); m_framebuffer->setClearColor(Fw::black); m_shaderProgram = PainterShaderProgramPtr(new PainterShaderProgram); m_shaderProgram->addShaderFromSourceCode(Shader::Vertex, glslMainWithTexCoordsVertexShader + glslPositionOnlyVertexShader); m_shaderProgram->addShaderFromSourceFile(Shader::Fragment, "/game_shaders/map.frag"); assert(m_shaderProgram->link()); } g_painter.setColor(Fw::white); m_framebuffer->bind(); // draw offsets LocalPlayerPtr localPlayer = g_game.getLocalPlayer(); if(localPlayer) m_drawOffset = localPlayer->getWalkOffset(); //TODO: cache first/last visible floor // draw from bottom floors to top floors int firstFloor = getFirstVisibleFloor(); const int lastFloor = MAX_Z-1; for(int iz = lastFloor; iz >= firstFloor; --iz) { // draw tiles like linus pauling's rule order 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, 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 - 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) if(const TilePtr& tile = m_tiles[tilePos]) { // skip tiles that are behind another tile //if(isCompletlyCovered(tilePos, firstFloor)) // continue; tile->draw(positionTo2D(tilePos) - m_drawOffset, rect); } } } // after drawing all tiles, draw shots for(const MissilePtr& shot : m_missilesAtFloor[iz]) { Position missilePos = shot->getPos(); shot->draw(positionTo2D(missilePos) - m_drawOffset, rect); } } m_framebuffer->release(); g_painter.setCustomProgram(m_shaderProgram); g_painter.setColor(Fw::white); m_framebuffer->draw(rect); g_painter.releaseCustomProgram(); // calculate stretch factor 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 < 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(); if(creatures.size() == 0) continue; for(const CreaturePtr& creature : creatures) { 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() - m_drawOffset; } creature->drawInformation(rect.x() + p.x*horizontalStretchFactor, rect.y() + p.y*verticalStretchFactor, isCovered(tilePos, firstFloor), rect); } } } } // draw static text for(auto it = m_staticTexts.begin(), end = m_staticTexts.end(); it != end; ++it) { Point pos = positionTo2D((*it)->getPos()) - m_drawOffset; pos.x *= horizontalStretchFactor; pos.y *= verticalStretchFactor; (*it)->draw(rect.topLeft() + pos, rect); } // draw animated text for(auto it = m_animatedTexts.begin(), end = m_animatedTexts.end(); it != end; ++it) { Point pos = positionTo2D((*it)->getPos()) - m_drawOffset; pos.x *= horizontalStretchFactor; pos.y *= verticalStretchFactor; (*it)->draw(rect.topLeft() + pos, rect); } } void Map::clean() { m_tiles.clear(); m_creatures.clear(); for(int i=0;i= firstFloor) { if(TilePtr tile = m_tiles[upperPos]) { if(ThingPtr firstThing = tile->getThing(0)) { ThingType *type = firstThing->getType(); if((type->properties[ThingType::IsGround] || type->properties[ThingType::IsOnBottom]) && !type->properties[ThingType::DontHide]) { firstFloor = upperPos.z + 1; break; } } } if(TilePtr tile = m_tiles[perspectivePos]) { if(ThingPtr firstThing = tile->getThing(0)) { ThingType *type = firstThing->getType(); if((type->properties[ThingType::IsGround] || type->properties[ThingType::IsOnBottom]) && !type->properties[ThingType::DontHide]) { firstFloor = perspectivePos.z + 1; break; } } } perspectivePos.perspectiveUp(); upperPos.up(); } } } } return firstFloor; } bool Map::isLookPossible(const Position& pos) { TilePtr tile = m_tiles[pos]; if(tile) return tile->isLookPossible(); return true; } bool Map::isCovered(const Position& pos, int firstFloor) { Position tilePos = pos; tilePos.perspectiveUp(); while(tilePos.z >= firstFloor) { TilePtr tile = m_tiles[tilePos]; if(tile && tile->isFullGround()) return true; tilePos.perspectiveUp(); } return false; } bool Map::isCompletlyCovered(const Position& pos, int firstFloor) { Position tilePos = pos; tilePos.perspectiveUp(); while(tilePos.z >= firstFloor) { bool covered = true; for(int x=0;x<2;++x) { for(int y=0;y<2;++y) { TilePtr tile = m_tiles[tilePos + Position(-x, -y, 0)]; if(!tile || !tile->isFullyOpaque()) { covered = false; break; } } } if(covered) return true; tilePos.perspectiveUp(); } return false; } void Map::addThing(const ThingPtr& thing, const Position& pos, int stackPos) { if(!thing) return; Position oldPos = thing->getPos(); bool teleport = false; if(oldPos.isValid() && !oldPos.isInRange(pos,1,1,0)) teleport = true; TilePtr tile = getTile(pos); if(CreaturePtr creature = thing->asCreature()) { tile->addThing(thing, stackPos); m_creatures[creature->getId()] = creature; if(teleport) g_game.processCreatureTeleport(creature); } else if(MissilePtr shot = thing->asMissile()) { m_missilesAtFloor[shot->getPos().z].push_back(shot); } else if(AnimatedTextPtr animatedText = thing->asAnimatedText()) { m_animatedTexts.push_back(animatedText); } else if(StaticTextPtr staticText = thing->asStaticText()) { bool mustAdd = true; for(auto it = m_staticTexts.begin(), end = m_staticTexts.end(); it != end; ++it) { StaticTextPtr cStaticText = *it; if(cStaticText->getPos() == pos) { // try to combine messages if(cStaticText->addMessage(staticText->getName(), staticText->getMessageType(), staticText->getFirstMessage())) { mustAdd = false; break; } else { // must add another message and rearrenge current } } } if(mustAdd) m_staticTexts.push_back(staticText); } else { tile->addThing(thing, stackPos); } thing->start(); thing->setPos(pos); } ThingPtr Map::getThing(const Position& pos, int stackPos) { if(const TilePtr& tile = m_tiles[pos]) return tile->getThing(stackPos); return nullptr; } void Map::removeThingByPos(const Position& pos, int stackPos) { if(TilePtr& tile = m_tiles[pos]) tile->removeThingByStackpos(stackPos); } void Map::removeThing(const ThingPtr& thing) { if(!thing) return; if(MissilePtr shot = thing->asMissile()) { auto it = std::find(m_missilesAtFloor[shot->getPos().z].begin(), m_missilesAtFloor[shot->getPos().z].end(), shot); if(it != m_missilesAtFloor[shot->getPos().z].end()) { m_missilesAtFloor[shot->getPos().z].erase(it); } return; } else if(AnimatedTextPtr animatedText = thing->asAnimatedText()) { auto it = std::find(m_animatedTexts.begin(), m_animatedTexts.end(), animatedText); if(it != m_animatedTexts.end()) m_animatedTexts.erase(it); return; } else if(StaticTextPtr staticText = thing->asStaticText()) { auto it = std::find(m_staticTexts.begin(), m_staticTexts.end(), staticText); if(it != m_staticTexts.end()) m_staticTexts.erase(it); return; } if(TilePtr& tile = m_tiles[thing->getPos()]) tile->removeThing(thing); } TilePtr Map::getTile(const Position& pos) { if(!pos.isValid()) return nullptr; TilePtr& tile = m_tiles[pos]; if(!tile) tile = TilePtr(new Tile(pos)); return tile; } void Map::cleanTile(const Position& pos) { if(TilePtr& tile = m_tiles[pos]) tile->clean(); } void Map::addCreature(const CreaturePtr& creature) { m_creatures[creature->getId()] = creature; } CreaturePtr Map::getCreatureById(uint32 id) { if(g_game.getLocalPlayer() && (uint32)g_game.getLocalPlayer()->getId() == id) return g_game.getLocalPlayer(); return m_creatures[id]; } void Map::removeCreatureById(uint32 id) { m_creatures.erase(id); } 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); if(m_framebuffer) { m_framebuffer->resize(Size(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); }