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Aquaria/Aquaria/MiniMapRender.cpp

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C++

/*
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 "GridRender.h"
#include "Game.h"
#include "Avatar.h"
namespace MiniMapRenderSpace
{
typedef std::vector<Quad*> Buttons;
Buttons buttons;
const int BUTTON_RADIUS = 15;
// Total minimap size in virtual pixels
const float miniMapSize = 200;
// View area radius in virtual pixels
const float miniMapRadius = 80;
// Minimap scale (actual distance / displayed distance)
const float miniMapScale = 40;
// View area radius in world tiles
const float miniMapTileRadius = miniMapRadius * miniMapScale / TILE_SIZE;
// 1/2 size (width/height) of minimap GUI
const float miniMapGuiSize = miniMapRadius * 1.5f;
// Base radius of texture (texWaterBit) used to indicate open areas
const float waterBitSize = 10;
// Distance in tiles between adjacent water bits
const int tileStep = 12;
// Base size of warp/save icons
const float iconBaseSize = 14;
// Additional radius added (or subtracted) by "throb" effect
const float iconThrobSize = 6;
// Maximum offset of warp/save/cooking icons from center of minimap
const float iconMaxOffset = miniMapRadius * miniMapScale * (7.0f/8.0f);
// Distance at which the icon decreases to minimum size
const float iconMaxDistance = iconMaxOffset * 3;
// Scale of the icon at minimum size
const float iconMinScale = 0.6;
// Radius of the health bar circle
const int healthBarRadius = miniMapRadius + 4;
// Number of steps around health bar at which to draw bits
const int healthSteps = 64;
// 1/2 size (width/height) used for drawing health bar bits
const int healthBitSizeLarge = 32;
const int healthBitSizeSmall = 10;
// 1/2 size (width/height) used for drawing the maximum health marker
const int healthMarkerSize = 20;
CountedPtr<Texture> texWaterBit = 0;
CountedPtr<Texture> texMinimapBtm = 0;
CountedPtr<Texture> texMinimapTop = 0;
CountedPtr<Texture> texNaija = 0;
CountedPtr<Texture> texHealthBar = 0;
CountedPtr<Texture> texMarker = 0;
float waterSin = 0;
int jumpOff = 0;
float jumpTimer = 0.5;
const float jumpTime = 1.5;
float incr = 0;
int *heightLookup;
const int heightLookupLimit = miniMapTileRadius + tileStep;
float *bitSizeLookup;
const int bitSizeLookupPeriod = 256;
float *healthLookupAngle, *healthLookupX, *healthLookupY;
}
using namespace MiniMapRenderSpace;
const Vector MinimapIcon::defaultSize(iconBaseSize, iconBaseSize);
MinimapIcon::MinimapIcon()
: color(1,1,1), alpha(1), size(defaultSize), throbMult(iconThrobSize), scaleWithDistance(true)
{
}
void MinimapIcon::update(float dt)
{
color.update(dt);
alpha.update(dt);
size.update(dt);
}
// pretty much copied from RenderObject::setTexture()
static bool _setTex(CountedPtr<Texture> &tex, std::string name)
{
stringToLowerUserData(name);
if (name.empty())
{
tex = NULL;
return false;
}
if(tex && tex->getLoadResult() == TEX_SUCCESS && name == tex->name)
return true; // no texture change
tex = core->addTexture(name);
return tex && tex->getLoadResult() == TEX_SUCCESS;
}
bool MinimapIcon::setTexture(std::string name)
{
return _setTex(tex, name);
}
bool MiniMapRender::setWaterBitTex(const std::string& name)
{
return _setTex(texWaterBit, name);
}
bool MiniMapRender::setTopTex(const std::string& name)
{
return _setTex(texMinimapTop, name);
}
bool MiniMapRender::setBottomTex(const std::string& name)
{
return _setTex(texMinimapBtm, name);
}
bool MiniMapRender::setAvatarTex(const std::string& name)
{
return _setTex(texNaija, name);
}
bool MiniMapRender::setHealthBarTex(const std::string& name)
{
return _setTex(texHealthBar, name);
}
bool MiniMapRender::setMaxHealthMarkerTex(const std::string& name)
{
return _setTex(texMarker, name);
}
MiniMapRender::MiniMapRender() : RenderObject()
{
toggleOn = 1;
radarHide = false;
doubleClickDelay = 0;
mouseDown = false;
_isCursorIn = false;
lastCursorIn = false;
followCamera = 1;
doRender = true;
float shade = 0.75;
color = Vector(shade, shade, shade);
cull = false;
lightLevel = 1.0;
texWaterBit = core->addTexture("gui/minimap/waterbit");
texMinimapBtm = core->addTexture("gui/minimap/btm");
texMinimapTop = core->addTexture("gui/minimap/top");
texNaija = core->addTexture("gems/naija-token");
texHealthBar = core->addTexture("particles/glow-masked");
texMarker = core->addTexture("gui/minimap/marker");
buttons.clear();
Quad *q = 0;
q = new Quad();
q->setTexture("gui/open-menu");
q->scale = Vector(1.5, 1.5);
buttons.push_back(q);
q->position = Vector(miniMapRadius, miniMapRadius);
addChild(q, PM_POINTER, RBP_OFF);
heightLookup = new int[heightLookupLimit];
for (int i = 0; i < heightLookupLimit; i++)
{
if (i < miniMapTileRadius)
{
const float heightFrac = cosf(float(i) / miniMapTileRadius * (PI/2));
heightLookup[i] = int(ceilf(miniMapTileRadius * heightFrac));
}
else
{
heightLookup[i] = 0;
}
}
bitSizeLookup = new float[bitSizeLookupPeriod];
for (int i = 0; i < bitSizeLookupPeriod; i++)
bitSizeLookup[i] = (1+fabsf(sinf((i*(2*PI)) / bitSizeLookupPeriod))) * waterBitSize;
healthLookupAngle = new float[healthSteps+1];
healthLookupX = new float[healthSteps+1];
healthLookupY = new float[healthSteps+1];
for (int i = 0; i <= healthSteps; i++)
{
const float angle = -PI + ((float(i)/healthSteps) * (2*PI));
healthLookupAngle[i] = angle;
healthLookupX[i] = cosf(angle)*healthBarRadius+2;
healthLookupY[i] = -sinf(angle)*healthBarRadius;
}
}
void MiniMapRender::destroy()
{
RenderObject::destroy();
UNREFTEX(texWaterBit);
UNREFTEX(texMinimapBtm);
UNREFTEX(texMinimapTop);
UNREFTEX(texNaija);
UNREFTEX(texHealthBar);
UNREFTEX(texMarker);
delete[] heightLookup;
heightLookup = 0;
delete[] bitSizeLookup;
bitSizeLookup = 0;
delete[] healthLookupAngle;
healthLookupAngle = 0;
delete[] healthLookupX;
healthLookupX = 0;
delete[] healthLookupY;
healthLookupY = 0;
}
bool MiniMapRender::isCursorIn()
{
return _isCursorIn || lastCursorIn;
}
void MiniMapRender::slide(int slide)
{
switch(slide)
{
case 0:
offset.interpolateTo(Vector(0, 0), 0.28, 0, 0, 1);
break;
case 1:
offset.interpolateTo(Vector(0, getMiniMapHeight()+5-600), 0.28, 0, 0, 1);
break;
}
}
bool MiniMapRender::isCursorInButtons()
{
for (Buttons::iterator i = buttons.begin(); i != buttons.end(); i++)
{
if ((core->mouse.position - (*i)->getWorldPosition()).isLength2DIn(BUTTON_RADIUS))
{
return true;
}
}
return ((core->mouse.position - position).isLength2DIn(50));
}
void MiniMapRender::clickEffect(int type)
{
dsq->clickRingEffect(getWorldPosition(), type);
}
void MiniMapRender::toggle(int t)
{
toggleOn = t;
}
float MiniMapRender::getMiniMapWidth() const
{
return scale.x * miniMapSize;
}
float MiniMapRender::getMiniMapHeight() const
{
return scale.y * miniMapSize;
}
void MiniMapRender::onUpdate(float dt)
{
RenderObject::onUpdate(dt);
position.x = core->getVirtualWidth() - core->getVirtualOffX() - getMiniMapWidth()/2;
position.y = 600 - getMiniMapHeight()/2;
position.z = 2.9;
waterSin += dt * (bitSizeLookupPeriod / (2*PI));
waterSin = fmodf(waterSin, bitSizeLookupPeriod);
if (doubleClickDelay > 0)
{
doubleClickDelay -= dt;
}
radarHide = false;
if (dsq->darkLayer.isUsed() && dsq->game->avatar)
{
const SeeMapMode mapmode = dsq->game->avatar->getSeeMapMode();
if(mapmode == SEE_MAP_ALWAYS)
radarHide = false;
else if(mapmode == SEE_MAP_NEVER)
radarHide = true;
else if (dsq->continuity.form != FORM_SUN && dsq->game->avatar->isInDarkness())
{
radarHide = true;
}
if(!radarHide)
{
for (Path *p = dsq->game->getFirstPathOfType(PATH_RADARHIDE); p; p = p->nextOfType)
{
if (p->active && p->isCoordinateInside(dsq->game->avatar->position))
{
radarHide = true;
break;
}
}
}
float t = dt*2;
if (radarHide)
{
lightLevel -= t;
if (lightLevel < 0)
lightLevel = 0;
}
else
{
lightLevel += t;
if (lightLevel > 1)
lightLevel = 1;
}
}
else
{
lightLevel = 1;
}
if (dsq->game->avatar && dsq->game->avatar->isInputEnabled())
{
float v = dsq->game->avatar->health/5.0f;
if (v < 0)
v = 0;
if (!lerp.isInterpolating() && lerp.x != v)
lerp.interpolateTo(v, 0.1);
lerp.update(dt);
jumpTimer += dt*0.5f;
if (jumpTimer > jumpTime)
{
jumpTimer = 0.5;
}
incr += dt*2;
if (incr > PI)
incr -= PI;
}
_isCursorIn = false;
if (alpha.x == 1)
{
if (!dsq->game->isInGameMenu() && (!dsq->game->isPaused() || (dsq->game->isPaused() && dsq->game->worldMapRender->isOn())))
{
if (isCursorInButtons())
{
if (!core->mouse.buttons.left || mouseDown)
_isCursorIn = true;
}
if (_isCursorIn || lastCursorIn)
{
if (core->mouse.buttons.left && !mouseDown)
{
mouseDown = true;
}
else if (!core->mouse.buttons.left && mouseDown)
{
mouseDown = false;
bool btn=false;
if (!dsq->game->worldMapRender->isOn())
{
for (int i = 0; i < buttons.size(); i++)
{
if ((buttons[i]->getWorldPosition() - core->mouse.position).isLength2DIn(BUTTON_RADIUS))
{
switch(i)
{
case 0:
{
doubleClickDelay = 0;
if (!core->isStateJumpPending())
dsq->game->action(ACTION_TOGGLEMENU, 1);
btn = true;
}
break;
}
}
if (btn) break;
}
}
if (!btn && !radarHide && (!dsq->mod.isActive() || dsq->mod.hasWorldMap()))
{
if (dsq->game->worldMapRender->isOn())
{
dsq->game->worldMapRender->toggle(false);
clickEffect(1);
}
else
{
if (doubleClickDelay > 0 && !core->isStateJumpPending())
{
if (dsq->continuity.gems.empty())
dsq->continuity.pickupGem("Naija-Token");
dsq->game->worldMapRender->toggle(true);
clickEffect(0);
doubleClickDelay = 0;
}
else
{
doubleClickDelay = DOUBLE_CLICK_DELAY;
clickEffect(0);
}
}
}
}
if (isCursorInButtons())
{
if (mouseDown)
{
_isCursorIn = true;
}
}
}
else
{
mouseDown = false;
}
lastCursorIn = _isCursorIn;
}
}
core->getRenderObjectLayer(LR_MINIMAP)->visible =
toggleOn && dsq->game->avatar && dsq->game->avatar->getState() != Entity::STATE_TITLE && !(dsq->disableMiniMapOnNoInput && !dsq->game->avatar->isInputEnabled());
}
void MiniMapRender::onRender()
{
#ifdef BBGE_BUILD_OPENGL
glBindTexture(GL_TEXTURE_2D, 0);
RenderObject::lastTextureApplied = 0;
const float alphaValue = alpha.x;
const TileVector centerTile(dsq->game->avatar->position);
if (alphaValue > 0)
{
texMinimapBtm->apply();
glBegin(GL_QUADS);
glColor4f(lightLevel, lightLevel, lightLevel, 1);
glTexCoord2f(0, 1);
glVertex2f(-miniMapGuiSize, miniMapGuiSize);
glTexCoord2f(1, 1);
glVertex2f(miniMapGuiSize, miniMapGuiSize);
glTexCoord2f(1, 0);
glVertex2f(miniMapGuiSize, -miniMapGuiSize);
glTexCoord2f(0, 0);
glVertex2f(-miniMapGuiSize, -miniMapGuiSize);
glEnd();
texMinimapBtm->unbind();
if (lightLevel > 0)
{
texWaterBit->apply();
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
glColor4f(0.1, 0.2, 0.9, 0.4f*lightLevel);
bool curColorIsWater = true;
const int xmin = int(ceilf(dsq->game->cameraMin.x / TILE_SIZE));
const int ymin = int(ceilf(dsq->game->cameraMin.y / TILE_SIZE));
const int xmax = int(floorf(dsq->game->cameraMax.x / TILE_SIZE));
const int ymax = int(floorf(dsq->game->cameraMax.y / TILE_SIZE));
int x1 = centerTile.x - miniMapTileRadius;
int x2 = centerTile.x + miniMapTileRadius;
// Round all coordinates to a multiple of tileStep, so
// the minimap doesn't change as you scroll.
x1 = (x1 / tileStep) * tileStep;
x2 = ((x2 + tileStep-1) / tileStep) * tileStep;
for (int x = x1; x <= x2; x += tileStep)
{
if (x < xmin) continue;
if (x > xmax) break;
int dx = x - centerTile.x;
if (dx < 0)
dx = -dx;
const int halfTileHeight = heightLookup[dx];
int y1 = centerTile.y - halfTileHeight;
int y2 = centerTile.y + halfTileHeight;
y1 = (y1 / tileStep) * tileStep;
y2 = ((y2 + tileStep-1) / tileStep) * tileStep;
for (int y = y1; y <= y2; y += tileStep)
{
if (y < ymin) continue;
if (y > ymax) break;
TileVector tile(x, y);
if (!dsq->game->getGrid(tile))
{
const Vector tilePos(tile.worldVector());
if (tilePos.y < dsq->game->waterLevel.x)
{
if (curColorIsWater)
{
glColor4f(0.1, 0.2, 0.5, 0.2f*lightLevel);
curColorIsWater = false;
}
}
else
{
if (!curColorIsWater)
{
glColor4f(0.1, 0.2, 0.9, 0.4f*lightLevel);
curColorIsWater = true;
}
}
const Vector miniMapPos = Vector(tilePos - dsq->game->avatar->position) * (1.0f / miniMapScale);
glTranslatef(miniMapPos.x, miniMapPos.y, 0);
const float indexMult = bitSizeLookupPeriod / (2*PI);
const float v = waterSin
+ (tilePos.x + tilePos.y*miniMapTileRadius) * (indexMult/1000)
+ sqr(tilePos.x+tilePos.y) * (indexMult/100000);
const unsigned int sizeIndex = (unsigned int)(v) % bitSizeLookupPeriod;
const float bitSize = bitSizeLookup[sizeIndex];
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(-bitSize, bitSize);
glTexCoord2f(1, 1);
glVertex2f(bitSize, bitSize);
glTexCoord2f(1, 0);
glVertex2f(bitSize, -bitSize);
glTexCoord2f(0, 0);
glVertex2f(-bitSize, -bitSize);
glEnd();
glTranslatef(-miniMapPos.x, -miniMapPos.y, 0);
}
}
}
texWaterBit->unbind();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBindTexture(GL_TEXTURE_2D, 0);
}
}
if (!radarHide)
{
for (int i = 0; i < dsq->game->getNumPaths(); i++)
{
Path *p = dsq->game->getPath(i);
if (!p->nodes.empty() && p->minimapIcon)
{
bool render = true;
Path *p2 = dsq->game->getNearestPath(p->nodes[0].position, PATH_RADARHIDE);
if (p2 && p2->isCoordinateInside(p->nodes[0].position))
{
if (!p2->isCoordinateInside(dsq->game->avatar->position))
{
render = false;
}
}
if (render)
{
renderIcon(p->minimapIcon, p->nodes[0].position);
}
}
}
FOR_ENTITIES(i)
{
Entity *e = *i;
if(e->minimapIcon)
renderIcon(e->minimapIcon, e->position);
}
}
glColor4f(1,1,1, alphaValue);
const int hsz = 20;
texNaija->apply();
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(-hsz, hsz);
glTexCoord2f(1, 1);
glVertex2f(hsz, hsz);
glTexCoord2f(1, 0);
glVertex2f(hsz, -hsz);
glTexCoord2f(0, 0);
glVertex2f(-hsz, -hsz);
glEnd();
texNaija->unbind();
glBindTexture(GL_TEXTURE_2D, 0);
glColor4f(1,1,1,1);
texMinimapTop->apply();
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(-miniMapGuiSize, miniMapGuiSize);
glTexCoord2f(1, 1);
glVertex2f(miniMapGuiSize, miniMapGuiSize);
glTexCoord2f(1, 0);
glVertex2f(miniMapGuiSize, -miniMapGuiSize);
glTexCoord2f(0, 0);
glVertex2f(-miniMapGuiSize, -miniMapGuiSize);
glEnd();
texMinimapTop->unbind();
glBindTexture(GL_TEXTURE_2D, 0);
const int curHealthSteps = int((lerp.x/2) * healthSteps);
const int maxHealthSteps = int((dsq->game->avatar->maxHealth/10.0f) * healthSteps);
Vector healthBarColor;
if (lerp.x >= 1)
{
healthBarColor = Vector(0, 1, 0.5f);
}
else
{
healthBarColor = Vector(1-lerp.x, lerp.x*1, lerp.x*0.5f);
healthBarColor.normalize2D();
}
texHealthBar->apply();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(healthBarColor.x, healthBarColor.y, healthBarColor.z, 0.6);
glBegin(GL_QUADS);
for (int step = 0; step <= curHealthSteps; step++)
{
const float x = healthLookupX[step];
const float y = healthLookupY[step];
glTexCoord2f(0, 1);
glVertex2f(x-healthBitSizeSmall, y+healthBitSizeSmall);
glTexCoord2f(1, 1);
glVertex2f(x+healthBitSizeSmall, y+healthBitSizeSmall);
glTexCoord2f(1, 0);
glVertex2f(x+healthBitSizeSmall, y-healthBitSizeSmall);
glTexCoord2f(0, 0);
glVertex2f(x-healthBitSizeSmall, y-healthBitSizeSmall);
}
glEnd();
glBlendFunc(GL_SRC_ALPHA,GL_ONE);
int jump = 0;
glBegin(GL_QUADS);
for (int step = 0; step <= curHealthSteps; step++)
{
if (jump == 0)
{
const float angle = healthLookupAngle[step];
const float x = healthLookupX[step];
const float y = healthLookupY[step];
glColor4f(healthBarColor.x, healthBarColor.y, healthBarColor.z, fabsf(cosf(angle-incr))*0.3f + 0.2f);
glTexCoord2f(0, 1);
glVertex2f(x-healthBitSizeLarge, y+healthBitSizeLarge);
glTexCoord2f(1, 1);
glVertex2f(x+healthBitSizeLarge, y+healthBitSizeLarge);
glTexCoord2f(1, 0);
glVertex2f(x+healthBitSizeLarge, y-healthBitSizeLarge);
glTexCoord2f(0, 0);
glVertex2f(x-healthBitSizeLarge, y-healthBitSizeLarge);
}
jump++;
if (jump > 3)
jump = 0;
}
glEnd();
texHealthBar->unbind();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1,1,1,1);
texMarker->apply();
const float x = healthLookupX[maxHealthSteps];
const float y = healthLookupY[maxHealthSteps];
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(x-healthMarkerSize, y+healthMarkerSize);
glTexCoord2f(1, 1);
glVertex2f(x+healthMarkerSize, y+healthMarkerSize);
glTexCoord2f(1, 0);
glVertex2f(x+healthMarkerSize, y-healthMarkerSize);
glTexCoord2f(0, 0);
glVertex2f(x-healthMarkerSize, y-healthMarkerSize);
glEnd();
texMarker->unbind();
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4f(1,1,1,1);
glBindTexture(GL_TEXTURE_2D, 0);
#endif
}
void MiniMapRender::renderIcon(MinimapIcon *ico, const Vector& pos)
{
if(!ico->tex)
return;
Vector d = pos - dsq->game->avatar->position;
const float len = d.getLength2D();
float iconScale = 1;
if (len >= iconMaxOffset)
{
d *= iconMaxOffset / len; // clamp to outer circle distance
if(ico->scaleWithDistance)
{
float k;
if (len < iconMaxDistance)
k = ((iconMaxDistance - len) / (iconMaxDistance - iconMaxOffset));
else
k = 0;
iconScale = iconMinScale + k*(1-iconMinScale);
}
}
ico->tex->apply();
const Vector c = ico->color;
const float a = ico->alpha.x * this->alpha.x;
glColor4f(c.x, c.y, c.z, a);
const Vector miniMapPos = Vector(d)*Vector(1.0f/miniMapScale, 1.0f/miniMapScale);
const float factor = sinf(game->getTimer()*PI);
const float addSize = factor * ico->throbMult;
const Vector sz = (ico->size + Vector(addSize, addSize)) * iconScale;
glPushMatrix();
glTranslatef(miniMapPos.x, miniMapPos.y, 0);
glBegin(GL_QUADS);
glTexCoord2f(0, 1);
glVertex2f(-sz.x, sz.y);
glTexCoord2f(1, 1);
glVertex2f(sz.x, sz.y);
glTexCoord2f(1, 0);
glVertex2f(sz.x, -sz.y);
glTexCoord2f(0, 0);
glVertex2f(-sz.x, -sz.y);
glEnd();
glPopMatrix();
}