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delete unused files + add missing headers to cmake

This commit is contained in:
fgenesis 2022-05-19 05:17:49 +02:00
parent b6fb6944f6
commit b6c5d90d3a
3 changed files with 53 additions and 309 deletions

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include "AutoMap.h"
#include "DSQ.h"
#include "Game.h"
#include "Avatar.h"
#define AUTOMAP_GRIDTILE 512
AutoMap::AutoMap() : RenderObject(), ActionMapper()
{
followCamera = 1;
scale = Vector(0.4, 0.4);
position = Vector(400,300);
alpha = 0;
vis = false;
blip = Vector(1,1);
blip.interpolateTo(Vector(4,4), 0.75, -1, 1, 1);
initedGrid = false;
setTexture("particles/glow");
paintColor = Vector(1,1,1);
autoMapMode = 0;
addAction(MakeFunctionEvent(AutoMap, lmb), ActionMapper::MOUSE_BUTTON_LEFT);
shadowTex = 0;
}
void AutoMap::destroy()
{
RenderObject::destroy();
if (shadowTex)
{
shadowTex->destroy();
delete shadowTex;
shadowTex = 0;
}
}
bool AutoMap::isOn()
{
return vis;
}
void AutoMap::toggle(bool on)
{
const float t = 0.2;
if (on)
{
autoMapMode = 0;
dsq->game->togglePause(true);
dsq->fade(1, t);
dsq->main(t);
core->overrideStartLayer = LR_AFTER_EFFECTS;
core->overrideEndLayer = LR_MAX;
vis = true;
alpha = 1;
dsq->fade(0, t);
dsq->main(t);
}
else
{
dsq->fade(1, t);
dsq->main(t);
core->overrideStartLayer = 0;
core->overrideEndLayer = 0;
vis = false;
alpha.interpolateTo(0, 0.5);
alpha = 0;
dsq->game->togglePause(false);
dsq->fade(0, t);
dsq->main(t);
}
}
void AutoMap::setGridFromWorld(Vector worldPos, int gridValue)
{
int gx = worldPos.x / AUTOMAP_GRIDTILE;
int gy = worldPos.y / AUTOMAP_GRIDTILE;
if (gx<0 || gy<0 || gx >= MAX_AUTOMAP_GRID || gy >= MAX_AUTOMAP_GRID)
{
std::ostringstream os;
os << "AutoMap::setGridFromWorld - exceeded grid size";
os << "(" << gx <<", " << gy << ")";
debugLog(os.str());
return;
}
grid[gx][gy] = gridValue;
}
void AutoMap::initGrid()
{
for (int x=0;x<MAX_AUTOMAP_GRID;x++)
{
for (int y=0;y<MAX_AUTOMAP_GRID;y++)
{
grid[x][y] = 1;
}
}
initedGrid = true;
}
void AutoMap::paint(const Vector &pos)
{
Quad *q = new Quad("particles/WhiteGlow", pos);
q->setLife(1);
q->setDecayRate(0.5);
q->color = paintColor;
q->followCamera = 1;
q->setWidthHeight(8,8);
dsq->game->addRenderObject(q, this->layer);
}
void AutoMap::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
if (!initedGrid)
{
initGrid();
}
if (dsq->game->avatar)
{
setGridFromWorld(dsq->game->avatar->position, 0);
}
if (vis && alpha.x == 1)
{
const float maxScale=1.25, minScale=0.5;
blip.update(dt);
float spd = 0.5;
if (core->mouse.scrollWheelChange < 0)
{
scale -= Vector(spd*0.05f,spd*0.05f);
}
else if (core->mouse.scrollWheelChange > 0)
{
scale += Vector(spd*0.05f,spd*0.05f);
}
if (scale.x < minScale)
scale = Vector(minScale, minScale);
if (scale.x > maxScale)
scale = Vector(maxScale, maxScale);
if (core->mouse.buttons.middle)
{
offset += core->mouse.change*scale;
}
}
}
void AutoMap::lmb()
{
if (autoMapMode == 0)
autoMapMode = 1;
else
autoMapMode = 0;
}
void AutoMap::onRender()
{
if (alpha.x == 0) return;
glBindTexture(GL_TEXTURE_2D, 0);
RenderObject::lastTextureApplied = 0;
float alphaValue = alpha.x;
int ysz = dsq->game->cameraMax.y/TILE_SIZE;
int xsz = dsq->game->cameraMax.x/TILE_SIZE;
TileVector t(Vector(dsq->game->cameraMax.x/2, dsq->game->cameraMax.y/2));
int skip = 4;
glLineWidth(skip);
if (alphaValue > 0)
{
for (int y = 0; y < ysz; y += skip)
{
float f = float(y)/float(ysz);
f = 0.8f-(f*0.5f);
glColor4f(0.5f*f, 0.75f*f, 1*f, alphaValue);
glBegin(GL_LINES);
int rowStart = -1;
int x = 0;
for (x = 0; x < xsz; x++)
{
if (dsq->game->getGrid(TileVector(x,y))!=OT_BLACK)
{
if (rowStart == -1)
{
rowStart = x;
}
}
else
{
if (rowStart != -1)
{
glVertex3f((rowStart-t.x), (y-t.y),0);
glVertex3f((x-t.x), (y-t.y),0);
rowStart = -1;
}
}
}
if (rowStart != -1)
{
glVertex3f((rowStart-t.x), (y-t.y),0);
glVertex3f((x-t.x), (y-t.y),0);
}
glEnd();
}
}
TileVector nt(dsq->game->avatar->position);
glTranslatef(nt.x - t.x, nt.y - t.y,0);
glColor4f(0.5,0.7,1, alphaValue);
glPointSize(4);
glBegin(GL_POINTS);
glVertex2f(0,0);
glEnd();
glColor4f(0.5,0.75,1, alphaValue*0.5f);
drawCircle(blip.x*16, 8);
}

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# Main game source code for Aquaria, minus engine and other middleware...
SET(AQUARIA_SRCS
AnimationEditor.cpp
AnimationEditor.h
AquariaComboBox.cpp
AquariaCompileConfig.h
AquariaMenuItem.cpp
AquariaMenuItem.h
AquariaSaveSlot.cpp
Avatar.cpp
Avatar.h
Beam.cpp
Beam.h
BitBlotLogo.cpp
CollideEntity.cpp
CollideEntity.h
Continuity.cpp
Continuity.h
Credits.cpp
CurrentRender.cpp
custom-fields.h
Damage.h
DSQ.cpp
DSQ.h
Element.cpp
Element.h
Elements.h
Emote.cpp
Entity.cpp
Entity.h
FlockEntity.cpp
FlockEntity.h
Game.cpp
GameStructs.cpp
Game.h
GameEnums.h
GameplayVariables.cpp
GameStructs.cpp
GameStructs.h
GasCloud.cpp
GasCloud.h
GridRender.cpp
GridRender.h
Hair.cpp
Ingredient.cpp
Hair.h
InGameMenu.cpp
InGameMenu.h
Ingredient.cpp
Ingredient.h
Intro.cpp
Intro.h
Logo.cpp
Logo.h
Main.cpp
ManaBall.cpp
ManaBall.h
MiniMapRender.cpp
Mod.cpp
ModSelector.cpp
Mod.h
ModDownloader.cpp
ModDownloader.h
ModSelector.cpp
ModSelector.h
Network.cpp
Network.h
NotEntities.h
ParticleEditor.cpp
Path.cpp
Path.h
PathFinding.cpp
PathFinding.h
PathRender.cpp
RecipeMenuEntry.cpp
RecipeMenuEntry.h
SceneEditor.cpp
SceneEditor.h
SchoolFish.cpp
SchoolFish.h
Scriptable.cpp
Scriptable.h
ScriptedEntity.cpp
ScriptedEntity.h
ScriptInterface.cpp
ScriptInterface.h
Segmented.cpp
Segmented.h
SFXLoops.cpp
Shot.cpp
Shot.h
Spore.cpp
Spore.h
States.cpp
States.h
StatsAndAchievements.cpp
StatsAndAchievements.h
SteamRender.cpp
Strand.cpp
StringBank_gen.h
SubtitlePlayer.cpp
SubtitlePlayer.h
TileVector.h
ToolTip.cpp
ToolTip.h
UserSettings.cpp
UserSettings.h
WaterSurfaceRender.cpp
WaterSurfaceRender.h
Web.cpp
Web.h
WorldMap.h
WorldMapRender.cpp
WorldMapTiles.cpp
)