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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 "map.h"
#include "game.h"
#include "localplayer.h"
#include "tile.h"
#include "item.h"
#include "missile.h"
#include "statictext.h"
#include <framework/graphics/graphics.h>
#include <framework/graphics/framebuffer.h>
#include <framework/graphics/paintershaderprogram.h>
#include <framework/graphics/paintershadersources.h>
#include <framework/graphics/texture.h>
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<MAX_Z-1;++i)
m_missilesAtFloor[i].clear();
m_animatedTexts.clear();
m_staticTexts.clear();
}
int Map::getFirstVisibleFloor()
{
int firstFloor = 0;
for(int ix = -1; ix <= 1 && firstFloor < m_centralPosition.z; ++ix) {
for(int iy = -1; iy <= 1 && firstFloor < m_centralPosition.z; ++iy) {
Position currentPos(m_centralPosition.x + ix, m_centralPosition.y + iy, m_centralPosition.z);
if((ix == 0 && iy == 0) || isLookPossible(currentPos)) {
Position upperPos = currentPos;
Position perspectivePos = currentPos;
perspectivePos.perspectiveUp();
upperPos.up();
while(upperPos.z >= 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);
}