tibia-client/src/client/tile.cpp

639 lines
18 KiB
C++

/*
* Copyright (c) 2010-2013 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 "tile.h"
#include "item.h"
#include "thingtypemanager.h"
#include "map.h"
#include "game.h"
#include "localplayer.h"
#include "effect.h"
#include "protocolgame.h"
#include "lightview.h"
#include <framework/graphics/fontmanager.h>
Tile::Tile(const Position& position) :
m_position(position),
m_drawElevation(0),
m_flags(0)
{
}
void Tile::draw(const Point& dest, float scaleFactor, int drawFlags, LightView *lightView)
{
bool animate = drawFlags & Otc::DrawAnimations;
// first bottom items
if(drawFlags & (Otc::DrawGround | Otc::DrawGroundBorders | Otc::DrawOnBottom)) {
m_drawElevation = 0;
for(const ThingPtr& thing : m_things) {
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom())
break;
if((thing->isGround() && drawFlags & Otc::DrawGround) ||
(thing->isGroundBorder() && drawFlags & Otc::DrawGroundBorders) ||
(thing->isOnBottom() && drawFlags & Otc::DrawOnBottom)) {
thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);
}
m_drawElevation += thing->getElevation();
if(m_drawElevation > Otc::MAX_ELEVATION)
m_drawElevation = Otc::MAX_ELEVATION;
}
}
int redrawPreviousTopW = 0;
int redrawPreviousTopH = 0;
if(drawFlags & Otc::DrawItems) {
// now common items in reverse order
for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
const ThingPtr& thing = *it;
if(thing->isOnTop() || thing->isOnBottom() || thing->isGroundBorder() || thing->isGround() || thing->isCreature())
break;
thing->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);
if(thing->isLyingCorpse()) {
redrawPreviousTopW = std::max(thing->getWidth(), redrawPreviousTopW);
redrawPreviousTopH = std::max(thing->getHeight(), redrawPreviousTopH);
}
m_drawElevation += thing->getElevation();
if(m_drawElevation > Otc::MAX_ELEVATION)
m_drawElevation = Otc::MAX_ELEVATION;
}
}
// after we render 2x2 lying corpses, we must redraw previous creatures/ontop above them
if(redrawPreviousTopH > 0 || redrawPreviousTopW > 0) {
int topRedrawFlags = drawFlags & (Otc::DrawCreatures | Otc::DrawEffects | Otc::DrawOnTop | Otc::DrawAnimations);
if(topRedrawFlags) {
for(int x=-redrawPreviousTopW;x<=0;++x) {
for(int y=-redrawPreviousTopH;y<=0;++y) {
if(x == 0 && y == 0)
continue;
const TilePtr& tile = g_map.getTile(m_position.translated(x,y));
if(tile)
tile->draw(dest + Point(x*Otc::TILE_PIXELS, y*Otc::TILE_PIXELS)*scaleFactor, scaleFactor, topRedrawFlags);
}
}
}
}
// creatures
if(drawFlags & Otc::DrawCreatures) {
if(animate) {
for(const CreaturePtr& creature : m_walkingCreatures) {
creature->draw(Point(dest.x + ((creature->getPosition().x - m_position.x)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor,
dest.y + ((creature->getPosition().y - m_position.y)*Otc::TILE_PIXELS - m_drawElevation)*scaleFactor), scaleFactor, animate, lightView);
}
}
for(auto it = m_things.rbegin(); it != m_things.rend(); ++it) {
const ThingPtr& thing = *it;
if(!thing->isCreature())
continue;
CreaturePtr creature = thing->static_self_cast<Creature>();
if(creature && (!creature->isWalking() || !animate))
creature->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);
}
}
// effects
if(drawFlags & Otc::DrawEffects) {
for(const EffectPtr& effect : m_effects){
effect->draw(dest - m_drawElevation*scaleFactor, scaleFactor, animate, lightView);
}
}
// top items
if(drawFlags & Otc::DrawOnTop) {
for(const ThingPtr& thing : m_things) {
if(thing->isOnTop()){
thing->draw(dest, scaleFactor, animate, lightView);
}
}
}
// draw translucent light (for tiles beneath holes)
if(hasTranslucentLight() && lightView) {
Light light;
light.intensity = 1;
lightView->addLightSource(dest + Point(16,16) * scaleFactor, scaleFactor, light);
}
}
void Tile::clean()
{
while(!m_things.empty())
removeThing(m_things.front());
}
void Tile::addWalkingCreature(const CreaturePtr& creature)
{
m_walkingCreatures.push_back(creature);
}
void Tile::removeWalkingCreature(const CreaturePtr& creature)
{
auto it = std::find(m_walkingCreatures.begin(), m_walkingCreatures.end(), creature);
if(it != m_walkingCreatures.end())
m_walkingCreatures.erase(it);
}
void Tile::addThing(const ThingPtr& thing, int stackPos)
{
if(!thing)
return;
if(thing->isEffect()) {
m_effects.push_back(thing->static_self_cast<Effect>());
} else {
// priority 854
// 0 - ground, --> -->
// 1 - ground borders --> -->
// 2 - bottom (walls), --> -->
// 3 - on top (doors) --> -->
// 4 - creatures, from top to bottom <-- -->
// 5 - items, from top to bottom <-- <--
if(stackPos < 0 || stackPos == 255) {
int priority = thing->getStackPriority();
// -1 or 255 => auto detect position
// -2 => append
bool append;
if(stackPos == -2)
append = true;
else {
append = (priority <= 3);
// newer protocols does not store creatures in reverse order
if(g_game.getProtocolVersion() >= 854 && priority == 4)
append = !append;
}
for(stackPos = 0; stackPos < (int)m_things.size(); ++stackPos) {
int otherPriority = m_things[stackPos]->getStackPriority();
if((append && otherPriority > priority) || (!append && otherPriority >= priority))
break;
}
} else if(stackPos > (int)m_things.size())
stackPos = m_things.size();
m_things.insert(m_things.begin() + stackPos, thing);
if(m_things.size() > MAX_THINGS)
removeThing(m_things[MAX_THINGS]);
/*
// check stack priorities
// this code exists to find stackpos bugs faster
int lastPriority = 0;
for(const ThingPtr& thing : m_things) {
int priority = thing->getStackPriority();
assert(lastPriority <= priority);
lastPriority = priority;
}
*/
}
thing->setPosition(m_position);
thing->onAppear();
if(thing->isTranslucent())
checkTranslucentLight();
}
bool Tile::removeThing(ThingPtr thing)
{
if(!thing)
return false;
bool removed = false;
if(thing->isEffect()) {
EffectPtr effect = thing->static_self_cast<Effect>();
auto it = std::find(m_effects.begin(), m_effects.end(), effect);
if(it != m_effects.end()) {
m_effects.erase(it);
removed = true;
}
} else {
auto it = std::find(m_things.begin(), m_things.end(), thing);
if(it != m_things.end()) {
m_things.erase(it);
removed = true;
}
}
thing->onDisappear();
if(thing->isTranslucent())
checkTranslucentLight();
return removed;
}
ThingPtr Tile::getThing(int stackPos)
{
if(stackPos >= 0 && stackPos < (int)m_things.size())
return m_things[stackPos];
return nullptr;
}
EffectPtr Tile::getEffect(uint16 id)
{
for(const EffectPtr& effect : m_effects)
if(effect->getId() == id)
return effect;
return nullptr;
}
bool Tile::hasThing(const ThingPtr& thing)
{
return std::find(m_things.begin(), m_things.end(), thing) != m_things.end();
}
int Tile::getThingStackpos(const ThingPtr& thing)
{
for(uint stackpos = 0; stackpos < m_things.size(); ++stackpos) {
if(thing == m_things[stackpos])
return stackpos;
}
return -1;
}
ThingPtr Tile:: getTopThing()
{
if(isEmpty())
return nullptr;
for(const ThingPtr& thing : m_things) {
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop() && !thing->isCreature())
return thing;
}
return m_things[m_things.size() - 1];
}
std::vector<ItemPtr> Tile::getItems()
{
std::vector<ItemPtr> items;
for(const ThingPtr& thing : m_things) {
if(!thing->isItem())
continue;
ItemPtr item = thing->static_self_cast<Item>();
items.push_back(item);
}
return items;
}
std::vector<CreaturePtr> Tile::getCreatures()
{
std::vector<CreaturePtr> creatures;
for(const ThingPtr& thing : m_things) {
if(thing->isCreature())
creatures.push_back(thing->static_self_cast<Creature>());
}
return creatures;
}
ItemPtr Tile::getGround()
{
ThingPtr firstObject = getThing(0);
if(!firstObject)
return nullptr;
if(firstObject->isGround() && firstObject->isItem())
return firstObject->static_self_cast<Item>();
return nullptr;
}
int Tile::getGroundSpeed()
{
int groundSpeed = 100;
if(ItemPtr ground = getGround())
groundSpeed = ground->getGroundSpeed();
return groundSpeed;
}
uint8 Tile::getMinimapColorByte()
{
uint8 color = 0;
for(const ThingPtr& thing : m_things) {
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop())
break;
uint8 c = thing->getMinimapColor();
if(c != 0)
color = c;
}
return color;
}
ThingPtr Tile::getTopLookThing()
{
if(isEmpty())
return nullptr;
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(!thing->isIgnoreLook() && (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop()))
return thing;
}
return m_things[0];
}
ThingPtr Tile::getTopUseThing()
{
if(isEmpty())
return nullptr;
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(thing->isForceUse() || (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop() && !thing->isCreature()))
return thing;
}
return m_things[0];
}
CreaturePtr Tile::getTopCreature()
{
CreaturePtr creature;
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(thing->isLocalPlayer()) // return local player if there is no other creature
creature = thing->static_self_cast<Creature>();
else if(thing->isCreature() && !thing->isLocalPlayer())
return thing->static_self_cast<Creature>();
}
if(!creature && !m_walkingCreatures.empty())
creature = m_walkingCreatures.back();
// check for walking creatures in tiles around
if(!creature) {
for(int xi=-1;xi<=1;++xi) {
for(int yi=-1;yi<=1;++yi) {
Position pos = m_position.translated(xi, yi);
if(pos == m_position)
continue;
const TilePtr& tile = g_map.getTile(pos);
if(tile) {
for(const CreaturePtr& c : tile->getCreatures()) {
if(c->isWalking() && c->getLastStepFromPosition() == m_position && c->getStepProgress() < 0.75f) {
creature = c;
}
}
}
}
}
}
return creature;
}
ThingPtr Tile::getTopMoveThing()
{
if(isEmpty())
return nullptr;
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop() && !thing->isCreature()) {
if(i > 0 && thing->isNotMoveable())
return m_things[i-1];
return thing;
}
}
for(const ThingPtr& thing : m_things) {
if(thing->isCreature())
return thing;
}
return m_things[0];
}
ThingPtr Tile::getTopMultiUseThing(bool ignoreCreature)
{
// this is related to classic controls, getting top item, forceuse for creature
if(isEmpty())
return nullptr;
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(thing->isForceUse() || (!thing->isGround() && !thing->isGroundBorder() && !thing->isOnBottom() && !thing->isOnTop())) {
if(thing->isCreature() && ignoreCreature)
continue;
if(i > 0 && thing->isSplash())
return m_things[i-1];
return thing;
}
}
for(uint i = 0; i < m_things.size(); ++i) {
ThingPtr thing = m_things[i];
if(!thing->isGround() && !thing->isGroundBorder() && !thing->isOnTop()) {
if(thing->isCreature() && ignoreCreature)
continue;
return thing;
}
}
return m_things[0];
}
bool Tile::isWalkable()
{
if(!getGround())
return false;
for(const ThingPtr& thing : m_things) {
if(thing->isNotWalkable())
return false;
if(thing->isCreature()) {
CreaturePtr creature = thing->static_self_cast<Creature>();
if(!creature->isPassable() && creature->canBeSeen())
return false;
}
}
return true;
}
bool Tile::changesFloor()
{
for(const ThingPtr& thing : m_things) {
if(thing->isTranslucent() || (thing->isOnBottom() && thing->hasElevation()))
return true;
}
return false;
}
bool Tile::isPathable()
{
for(const ThingPtr& thing : m_things) {
if(thing->isNotPathable())
return false;
}
return true;
}
bool Tile::isFullGround()
{
ItemPtr ground = getGround();
if(ground && ground->isFullGround())
return true;
return false;
}
bool Tile::isFullyOpaque()
{
ThingPtr firstObject = getThing(0);
return firstObject && firstObject->isFullGround();
}
bool Tile::isSingleDimension()
{
if(!m_walkingCreatures.empty())
return false;
for(const ThingPtr& thing : m_things) {
if(thing->getHeight() != 1 || thing->getWidth() != 1)
return false;
}
return true;
}
bool Tile::isLookPossible()
{
for(const ThingPtr& thing : m_things) {
if(thing->blockProjectile())
return false;
}
return true;
}
bool Tile::isClickable()
{
bool hasGround = false;
bool hasOnBottom = false;
bool hasIgnoreLook = false;
for(const ThingPtr& thing : m_things) {
if(thing->isGround())
hasGround = true;
if(thing->isOnBottom())
hasOnBottom = true;
if(thing->isIgnoreLook())
hasIgnoreLook = true;
if((hasGround || hasOnBottom) && !hasIgnoreLook)
return true;
}
return false;
}
bool Tile::isEmpty()
{
return m_things.size() == 0;
}
bool Tile::isDrawable()
{
return !m_things.empty() || !m_walkingCreatures.empty() || !m_effects.empty();
}
bool Tile::mustHookEast()
{
for(const ThingPtr& thing : m_things)
if(thing->isHookEast())
return true;
return false;
}
bool Tile::mustHookSouth()
{
for(const ThingPtr& thing : m_things)
if(thing->isHookSouth())
return true;
return false;
}
bool Tile::hasCreature()
{
for(const ThingPtr& thing : m_things)
if(thing->isCreature())
return true;
return false;
}
bool Tile::limitsFloorsView()
{
// ground and walls limits the view
ThingPtr firstThing = getThing(0);
if(firstThing && !firstThing->isDontHide() && (firstThing->isGround() || firstThing->isOnBottom()))
return true;
return false;
}
bool Tile::canErase()
{
return m_walkingCreatures.empty() && m_effects.empty() && m_things.empty() && m_flags == 0;
}
bool Tile::hasElevation(int elevation)
{
int count = 0;
for(const ThingPtr& thing : m_things)
if(thing->getElevation() > 0)
count++;
return count >= elevation;
}
void Tile::checkTranslucentLight()
{
if(m_position.z != Otc::SEA_FLOOR)
return;
Position downPos = m_position;
if(!downPos.down())
return;
TilePtr tile = g_map.getOrCreateTile(downPos);
if(!tile)
return;
bool translucent = false;
for(const ThingPtr& thing : m_things) {
if(thing->isTranslucent() || thing->hasLensHelp()) {
translucent = true;
break;
}
}
if(translucent)
tile->m_flags = tile->m_flags | TILESTATE_TRANSLUECENT_LIGHT;
else
tile->m_flags = tile->m_flags & ~TILESTATE_TRANSLUECENT_LIGHT;
}