warzone2100/src/radar.c

919 lines
22 KiB
C

/*
This file is part of Warzone 2100.
Copyright (C) 1999-2004 Eidos Interactive
Copyright (C) 2005-2007 Warzone Resurrection Project
Warzone 2100 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.
Warzone 2100 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 Warzone 2100; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
*/
#include <string.h>
#include "lib/framework/frame.h"
#include "lib/ivis_common/piedef.h"
#include "lib/ivis_common/rendmode.h"
// FIXME Direct iVis implementation include!
#include "lib/ivis_opengl/piematrix.h"
#include "lib/ivis_common/piepalette.h"
#include "lib/ivis_common/piestate.h"
#include "lib/ivis_common/piefunc.h"
#include "lib/gamelib/gtime.h"
#include "objects.h"
#include "display3d.h"
#include "map.h"
#include "component.h"
#include "radar.h"
#include "mapdisplay.h"
#include "hci.h"
#include "geometry.h"
#include "intimage.h"
#include "loop.h"
#include "warcam.h"
#include "display.h"
#include "mission.h"
#include "multiplay.h"
#include "texture.h"
#define HIT_NOTIFICATION (GAME_TICKS_PER_SEC*2)
//#define CHECKBUFFER // Do assertions for buffer overun\underun
#define RADAR_DRAW_VIEW_BOX // If defined then draw a box to show the viewing area.
#define RADAR_TRIANGLE_SIZE 8
#define RADAR_TRIANGLE_HEIGHT RADAR_TRIANGLE_SIZE
#define RADAR_TRIANGLE_WIDTH (RADAR_TRIANGLE_SIZE/2)
#define RADAR_FRAME_SKIP 10
static PIELIGHT colRadarAlly, colRadarMe, colRadarEnemy;
BOOL bEnemyAllyRadarColor = FALSE; //enemy/ally radar color
//current mini-map mode
RADAR_DRAW_MODE radarDrawMode = RADAR_MODE_DEFAULT;
// colours for each clan on the radar map.
static UDWORD clanColours[MAX_PLAYERS] = { 81,243,231,1,182,187,207,195 };
static UDWORD flashColours[MAX_PLAYERS] = { 165,165,165,165,255,165,165,165 }; // everything flashes red when attacked except red - it goes white!
static PIELIGHT tileColours[MAX_TILES];
static UDWORD *radarBuffer;
static SDWORD RadarScrollX;
static SDWORD RadarScrollY;
static SDWORD RadarWidth;
static SDWORD RadarHeight;
static SDWORD RadVisWidth;
static SDWORD RadVisHeight;
static SDWORD RadarOffsetX;
static SDWORD RadarOffsetY;
static UWORD RadarZoom;
static SDWORD RadarMapOriginX;
static SDWORD RadarMapOriginY;
static SDWORD RadarMapWidth;
static SDWORD RadarMapHeight;
static void CalcRadarPixelSize(UWORD *SizeH,UWORD *SizeV);
static void CalcRadarScroll(UWORD boxSizeH,UWORD boxSizeV);
static void ClearRadar(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD boxSizeV);
static void DrawRadarTiles(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD boxSizeV);
static void DrawRadarObjects(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD boxSizeV);
static void DrawRadarExtras(UWORD boxSizeH,UWORD boxSizeV);
static void UpdateRadar(UWORD boxSizeH,UWORD boxSizeV);
void radarInitVars(void)
{
RadarScrollX = 0;
RadarScrollY = 0;
RadarWidth = RADWIDTH;
RadarHeight = RADHEIGHT;
RadarOffsetX = 0;
RadarOffsetY = 0;
RadarZoom = 0;
}
//called for when a new mission is started
void resetRadarRedraw(void)
{
// nothing here now
}
BOOL InitRadar(void)
{
radarBuffer = malloc(RADWIDTH * RADHEIGHT * sizeof(UDWORD));
if (radarBuffer == NULL)
{
return FALSE;
}
memset(radarBuffer, 0, RADWIDTH * RADHEIGHT * sizeof(UDWORD));
// Ally/enemy/me colors
colRadarAlly = WZCOL_YELLOW;
colRadarEnemy = WZCOL_RED;
colRadarMe = WZCOL_WHITE;
pie_InitRadar();
return TRUE;
}
BOOL ShutdownRadar(void)
{
pie_ShutdownRadar();
free(radarBuffer);
radarBuffer = NULL;
return TRUE;
}
void SetRadarZoom(UWORD ZoomLevel)
{
ASSERT( ZoomLevel <= MAX_RADARZOOM,"SetRadarZoom: Max radar zoom exceeded" );
if (ZoomLevel != RadarZoom)
{
RadarZoom = ZoomLevel;
}
}
UDWORD GetRadarZoom(void)
{
return RadarZoom;
}
// Given a position within the radar, return a world coordinate.
//
void CalcRadarPosition(UDWORD mX,UDWORD mY,UDWORD *PosX,UDWORD *PosY)
{
UWORD boxSizeH,boxSizeV;
SDWORD sPosX, sPosY;
SDWORD Xoffset,Yoffset;
CalcRadarPixelSize(&boxSizeH,&boxSizeV);
CalcRadarScroll(boxSizeH,boxSizeV);
// Calculate where on the radar we clicked
Xoffset=mX-RADTLX-RadarOffsetX;
// we need to check for negative values (previously this meant that sPosX/Y were becoming huge)
if (Xoffset<0) Xoffset=0;
Yoffset=mY-RADTLY-RadarOffsetY;
if (Yoffset<0) Yoffset=0;
sPosX = ((Xoffset)/boxSizeH)+RadarScrollX+RadarMapOriginX;
sPosY = ((Yoffset)/boxSizeV)+RadarScrollY+RadarMapOriginY;
if (sPosX < scrollMinX)
{
sPosX = scrollMinX;
}
else if (sPosX > scrollMaxX)
{
sPosX = scrollMaxX;
}
if (sPosY < scrollMinY)
{
sPosY = scrollMinY;
}
else if (sPosY > scrollMaxY)
{
sPosY = scrollMaxY;
}
*PosX = (UDWORD)sPosX;
*PosY = (UDWORD)sPosY;
}
//given a world pos, return a radar pos..
void worldPosToRadarPos(UDWORD wX,UDWORD wY,SDWORD *rX, SDWORD *rY)
{
SDWORD x,y;
UWORD boxSizeH,boxSizeV;
CalcRadarPixelSize(&boxSizeH,&boxSizeV);
CalcRadarScroll(boxSizeH,boxSizeV);
x= ((wX-RadarScrollX-RadarMapOriginX) *boxSizeH)+RadarOffsetX;
y= ((wY-RadarScrollY-RadarMapOriginY) *boxSizeV)+RadarOffsetY;
*rX = x;
*rY = y;
}
// Calculate the radar pixel sizes.
//
static void CalcRadarPixelSize(UWORD *SizeH,UWORD *SizeV)
{
UWORD Size = (UWORD)(1<<RadarZoom);
*SizeH = Size;
*SizeV = Size;
}
// Calculate the radar scroll positions from the current player position.
//
static void CalcRadarScroll(UWORD boxSizeH,UWORD boxSizeV)
{
SDWORD viewX,viewY;
SDWORD BorderX;
SDWORD BorderY;
RadarMapOriginX = scrollMinX;
RadarMapOriginY = scrollMinY;
RadarMapWidth = scrollMaxX- scrollMinX;
RadarMapHeight = scrollMaxY - scrollMinY;
RadVisWidth = RadarWidth;
RadVisHeight = RadarHeight;
if(RadarMapWidth < RadVisWidth/boxSizeH) {
RadVisWidth = RadarMapWidth*boxSizeH;
RadarOffsetX = (RadarWidth-RadVisWidth)/2;
} else {
RadarOffsetX = 0;
}
if(RadarMapHeight < RadVisHeight/boxSizeV) {
RadVisHeight = RadarMapHeight*boxSizeV;
RadarOffsetY = (RadarHeight-RadVisHeight)/2;
} else {
RadarOffsetY = 0;
}
BorderX = (RadVisWidth - visibleTiles.x*boxSizeH) / 2;
BorderY = (RadVisHeight - visibleTiles.y*boxSizeV) / 2;
BorderX /= boxSizeH;
BorderY /= boxSizeV;
if(BorderX > 16) {
BorderX = 16;
} else if(BorderX < 0) {
BorderX = 0;
}
if(BorderY > 16) {
BorderY = 16;
} else if(BorderY < 0) {
BorderY = 0;
}
viewX = ((player.p.x/TILE_UNITS)-RadarScrollX-RadarMapOriginX);
viewY = ((player.p.z/TILE_UNITS)-RadarScrollY-RadarMapOriginY);
if(viewX < BorderX) {
RadarScrollX += viewX-BorderX;
}
viewX += visibleTiles.x;
if(viewX > (RadVisWidth/boxSizeH)-BorderX) {
RadarScrollX += viewX-(RadVisWidth/boxSizeH)+BorderX;
}
if(viewY < BorderY) {
RadarScrollY += viewY-BorderY;
}
viewY += visibleTiles.y;
if(viewY > (RadVisHeight/boxSizeV)-BorderY) {
RadarScrollY += viewY-(RadVisHeight/boxSizeV)+BorderY;
}
if(RadarScrollX < 0) {
RadarScrollX = 0;
} else if(RadarScrollX > RadarMapWidth-(RadVisWidth/boxSizeH)) {
RadarScrollX = RadarMapWidth-(RadVisWidth/boxSizeH);
}
if(RadarScrollY < 0) {
RadarScrollY = 0;
} else if(RadarScrollY > RadarMapHeight-(RadVisHeight/boxSizeV)) {
RadarScrollY = RadarMapHeight-(RadVisHeight/boxSizeV);
}
}
void drawRadar(void)
{
UWORD boxSizeH,boxSizeV;
static int frameSkip = 0;
CalcRadarPixelSize(&boxSizeH,&boxSizeV);
CalcRadarScroll(boxSizeH,boxSizeV);
if (RadVisWidth != RadarWidth || RadVisHeight != RadarHeight)
{
ClearRadar(radarBuffer, RADWIDTH, boxSizeH, boxSizeV);
}
DrawRadarTiles(radarBuffer,RADWIDTH,boxSizeH,boxSizeV);
DrawRadarObjects(radarBuffer,RADWIDTH,boxSizeH,boxSizeV);
if(frameSkip<=0)
{
pie_DownLoadRadar( radarBuffer );
frameSkip=RADAR_FRAME_SKIP;
}
frameSkip--;
iV_TransBoxFill( RADTLX,RADTLY, RADTLX + RADWIDTH, RADTLY + RADHEIGHT);
pie_RenderRadar( RADTLX, RADTLY );
DrawRadarExtras(boxSizeH,boxSizeV);
UpdateRadar(boxSizeH,boxSizeV);
}
static void UpdateRadar(UWORD boxSizeH,UWORD boxSizeV)
{
// nothing now
}
// Clear the radar buffer.
//
static void ClearRadar(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD boxSizeV)
{
SDWORD i,j;
UDWORD *Scr, *WScr;
SDWORD RadWidth,RadHeight;
RadWidth = RadarWidth;
RadHeight = RadarHeight;
Scr = screen;
for(i=0; i<RadWidth; i++) {
WScr = Scr;
for(j=0; j<RadHeight; j++) {
*WScr = WZCOL_RADAR_BACKGROUND.argb;
WScr++;
}
Scr += Modulus;
}
}
static PIELIGHT appliedRadarColour(RADAR_DRAW_MODE radarDrawMode, MAPTILE *WTile)
{
PIELIGHT WScr;
switch(radarDrawMode)
{
case RADAR_MODE_TERRAIN:
{
// draw radar terrain on/off feature
PIELIGHT col = tileColours[TileNumber_tile(WTile->texture)];
col.byte.r = sqrt(col.byte.r * WTile->illumination);
col.byte.b = sqrt(col.byte.b * WTile->illumination);
col.byte.g = sqrt(col.byte.g * WTile->illumination);
WScr = col;
}
break;
case RADAR_MODE_COMBINED:
{
// draw radar terrain on/off feature
PIELIGHT col = tileColours[TileNumber_tile(WTile->texture)];
col.byte.r = sqrt(col.byte.r * (WTile->illumination + WTile->height) / 2);
col.byte.b = sqrt(col.byte.b * (WTile->illumination + WTile->height) / 2);
col.byte.g = sqrt(col.byte.g * (WTile->illumination + WTile->height) / 2);
WScr = col;
}
break;
case RADAR_MODE_HEIGHT_MAP:
{
// draw radar terrain on/off feature
PIELIGHT col = tileColours[TileNumber_tile(WTile->texture)];
col.byte.r = (col.byte.r * 3 + WTile->height) / 4;
col.byte.b = (col.byte.b * 3 + WTile->height) / 4;
col.byte.g = (col.byte.g * 3 + WTile->height) / 4;
WScr = col;
}
break;
case RADAR_MODE_NO_TERRAIN:
{
WScr = WZCOL_RADAR_BACKGROUND;
}
break;
case NUM_RADAR_MODES:
{
assert(false);
}
break;
}
return WScr;
}
// Draw the map tiles on the radar.
//
static void DrawRadarTiles(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD boxSizeV)
{
MAPTILE *psTile;
UWORD SizeH = boxSizeH;
UWORD SizeV = boxSizeV;
SDWORD VisWidth = RadVisWidth;
SDWORD VisHeight = RadVisHeight;
SDWORD i, j, EndY = VisHeight;
SDWORD OffsetX = RadarOffsetX;
SDWORD OffsetY = RadarOffsetY;
UDWORD *Scr = screen + OffsetX + OffsetY * Modulus;
ASSERT( (SizeV!=0) && (SizeV!=0) ,"Zero pixel size" );
/* Get pointer to very first tile */
psTile = psMapTiles + RadarScrollX + RadarScrollY*mapWidth;
psTile += RadarMapOriginX + RadarMapOriginY*mapWidth;
if(SizeH==1)
{
for (i=0; i<EndY; i+=SizeH)
{
MAPTILE *WTile = psTile;
UDWORD *WScr = Scr;
for (j=0; j<VisWidth; j+=SizeV)
{
#ifdef CHECKBUFFER
ASSERT( ((UDWORD)WScr) >= radarBuffer , "WScr Onderflow" );
ASSERT( ((UDWORD)WScr) < ((UDWORD)radarBuffer)+RADWIDTH*RADHEIGHT , "WScr Overrun" );
#endif
if ( TEST_TILE_VISIBLE(selectedPlayer,WTile) || godMode)
{
*WScr = appliedRadarColour(radarDrawMode, WTile).argb;
} else {
*WScr = WZCOL_RADAR_BACKGROUND.argb;
}
/* Next pixel, next tile */
WScr++;
WTile++;
}
Scr += Modulus;
psTile += mapWidth;
}
}
else
{
for (i=0; i<EndY; i+=SizeV)
{
MAPTILE *WTile = psTile;
for (j=0; j<VisWidth; j+=SizeH)
{
/* Only draw if discovered or in GOD mode */
if ( TEST_TILE_VISIBLE(selectedPlayer,WTile) || godMode)
{
PIELIGHT col = tileColours[TileNumber_tile(WTile->texture)];
UDWORD Val, c, d;
UDWORD *Ptr = Scr + j + i * Modulus;
col.byte.r = sqrt(col.byte.r * WTile->illumination);
col.byte.b = sqrt(col.byte.b * WTile->illumination);
col.byte.g = sqrt(col.byte.g * WTile->illumination);
Val = col.argb;
for(c=0; c<SizeV; c++)
{
UDWORD *WPtr = Ptr;
for(d=0; d<SizeH; d++)
{
#ifdef CHECKBUFFER
ASSERT( ((UDWORD)WPtr) >= (UDWORD)radarBuffer , "WPtr Onderflow" );
ASSERT( ((UDWORD)WPtr) < ((UDWORD)radarBuffer)+RADWIDTH*RADHEIGHT , "WPtr Overrun" );
#endif
*WPtr = appliedRadarColour(radarDrawMode, WTile).argb;
WPtr++;
}
Ptr += Modulus;
}
}
else
{
UDWORD c, d;
UDWORD *Ptr = Scr + j + i * Modulus;
for(c=0; c<SizeV; c++)
{
UDWORD *WPtr = Ptr;
for(d=0; d<SizeH; d++)
{
#ifdef CHECKBUFFER
ASSERT( ((UDWORD)WPtr) >= (UDWORD)radarBuffer , "WPtr Onderflow" );
ASSERT( ((UDWORD)WPtr) < ((UDWORD)radarBuffer)+RADWIDTH*RADHEIGHT , "WPtr Overrun" );
#endif
*WPtr = WZCOL_RADAR_BACKGROUND.argb;
WPtr++;
}
Ptr += Modulus;
}
}
WTile++;
}
psTile += mapWidth;
}
}
}
// Draw the droids and structure positions on the radar.
//
static void DrawRadarObjects(UDWORD *screen,UDWORD Modulus,UWORD boxSizeH,UWORD boxSizeV)
{
SDWORD c,d;
UBYTE clan;
SDWORD x = 0, y = 0;
DROID *psDroid;
STRUCTURE *psStruct;
PROXIMITY_DISPLAY *psProxDisp;
VIEW_PROXIMITY *psViewProx;
UDWORD *Ptr,*WPtr;
SDWORD SizeH,SizeV;
SDWORD bw,bh;
SDWORD SSizeH,SSizeV;
SDWORD VisWidth;
SDWORD VisHeight;
SDWORD OffsetX;
SDWORD OffsetY;
PIELIGHT playerCol, col;
PIELIGHT flashCol;
PIELIGHT *palette = pie_GetGamePal();
SizeH = boxSizeH;
SizeV = boxSizeV;
VisWidth = RadVisWidth;
VisHeight = RadVisHeight;
OffsetX = RadarOffsetX;
OffsetY = RadarOffsetY;
/* Show droids on map - go through all players */
for(clan = 0; clan < MAX_PLAYERS; clan++)
{
//see if have to draw enemy/ally color
if (bEnemyAllyRadarColor) {
if (clan == selectedPlayer) {
playerCol = colRadarMe;
} else {
playerCol = (aiCheckAlliances(selectedPlayer, clan) ? colRadarAlly : colRadarEnemy);
}
} else {
//original 8-color mode
playerCol = palette[clanColours[getPlayerColour(clan)]];
}
flashCol = palette[flashColours[getPlayerColour(clan)]];
/* Go through all droids */
for(psDroid = apsDroidLists[clan]; psDroid != NULL;
psDroid = psDroid->psNext)
{
if (psDroid->visible[selectedPlayer]
|| godMode
|| (bMultiPlayer && game.alliance == ALLIANCES_TEAMS
&& aiCheckAlliances(selectedPlayer,psDroid->player)))
{
x=(psDroid->pos.x/TILE_UNITS)-RadarScrollX;
y=(psDroid->pos.y/TILE_UNITS)-RadarScrollY;
x -= RadarMapOriginX;
y -= RadarMapOriginY;
x *= boxSizeH;
y *= boxSizeV;
{
if((x < VisWidth) && (y < VisHeight) && (x >= 0) && (y >= 0)) {
Ptr = screen + x + y*Modulus + OffsetX + OffsetY*Modulus;
if((clan == selectedPlayer) && (gameTime-psDroid->timeLastHit < HIT_NOTIFICATION))
{
col = flashCol;
}
else
{
col = playerCol;
}
for(c=0; c<SizeV; c++)
{
WPtr = Ptr;
for(d=0; d<SizeH; d++)
{
#ifdef CHECKBUFFER
ASSERT( ((UDWORD)WPtr) >= (UDWORD)radarBuffer , "WPtr Onderflow" );
ASSERT( ((UDWORD)WPtr) < ((UDWORD)radarBuffer)+RADWIDTH*RADHEIGHT , "WPtr Overrun" );
#endif
*WPtr = col.argb;
WPtr++;
}
Ptr += Modulus;
}
}
}
}
}
}
/* Do the same for structures */
for(clan = 0; clan < MAX_PLAYERS; clan++)
{
//see if have to draw enemy/ally color
if (bEnemyAllyRadarColor) {
if (clan == selectedPlayer) {
playerCol = colRadarMe;
} else {
playerCol = (aiCheckAlliances(selectedPlayer,clan) ? colRadarAlly: colRadarEnemy);
}
} else {
//original 8-color mode
playerCol = palette[clanColours[getPlayerColour(clan)]];
}
flashCol = palette[flashColours[getPlayerColour(clan)]];
/* Go through all structures */
for(psStruct = apsStructLists[clan]; psStruct != NULL;
psStruct = psStruct->psNext)
{
if (psStruct->visible[selectedPlayer]
|| godMode
|| (bMultiPlayer && game.alliance == ALLIANCES_TEAMS
&& aiCheckAlliances(selectedPlayer,psStruct->player)))
{
x=(psStruct->pos.x/TILE_UNITS)-RadarScrollX;
y=(psStruct->pos.y/TILE_UNITS)-RadarScrollY;
x -= RadarMapOriginX;
y -= RadarMapOriginY;
x *= boxSizeH;
y *= boxSizeV;
// Get structures tile size.
bw = (UWORD)psStruct->pStructureType->baseWidth;
bh = (UWORD)psStruct->pStructureType->baseBreadth;
// Need to offset for the structures top left corner.
x -= bw >> 1;
y -= bh >> 1;
x = x&(~(boxSizeH-1));
y = y&(~(boxSizeV-1));
SSizeH = (SWORD)boxSizeH*bh;
SSizeV = (SWORD)boxSizeV*bw;
// Clip the structure box.
if(x < 0) {
SSizeH += x;
x = 0;
}
if(y < 0) {
SSizeV += y;
y=0;
}
if(x+SSizeH > VisWidth) {
SSizeH -= (x+SSizeH) - VisWidth;
}
if(y+SSizeV > VisHeight) {
SSizeV -= (y+SSizeV) - VisHeight;
}
// And draw it.
if((SSizeV > 0) && (SSizeH > 0)) {
Ptr = screen + x + y*Modulus + OffsetX + OffsetY*Modulus;
if((clan == selectedPlayer) && (gameTime - psStruct->timeLastHit < HIT_NOTIFICATION))
{
col = flashCol;
}
else
{
col = playerCol;
}
for(c=0; c<SSizeV; c++)
{
WPtr = Ptr;
for(d=0; d<SSizeH; d++)
{
#ifdef CHECKBUFFER
ASSERT( ((UDWORD)WPtr) >= (UDWORD)radarBuffer , "WPtr Onderflow" );
ASSERT( ((UDWORD)WPtr) < ((UDWORD)radarBuffer)+RADWIDTH*RADHEIGHT , "WPtr Overrun" );
#endif
*WPtr = col.argb;
WPtr++;
}
Ptr += Modulus;
}
}
}
}
}
//now set up coords for Proximity Messages - but only for selectedPlayer
for(psProxDisp = apsProxDisp[selectedPlayer]; psProxDisp != NULL;
psProxDisp = psProxDisp->psNext)
{
if (psProxDisp->type == POS_PROXDATA)
{
psViewProx = (VIEW_PROXIMITY *)((VIEWDATA *)psProxDisp->psMessage->
pViewData)->pData;
x = (psViewProx->x/TILE_UNITS)-RadarScrollX;
y = (psViewProx->y/TILE_UNITS)-RadarScrollY;
}
else if (psProxDisp->type == POS_PROXOBJ)
{
x = (((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->pos.x /
TILE_UNITS) - RadarScrollX;
y = (((BASE_OBJECT *)psProxDisp->psMessage->pViewData)->pos.y /
TILE_UNITS) - RadarScrollY;
}
x -= RadarMapOriginX;
y -= RadarMapOriginY;
x *= boxSizeH;
y *= boxSizeV;
psProxDisp->radarX = 0;
psProxDisp->radarY = 0;
if((x < VisWidth) && (y < VisHeight) && (x >= 0) && (y >= 0))
{
//store the coords
psProxDisp->radarX = x + OffsetX;
psProxDisp->radarY = y + OffsetY;
}
}
}
// Rotate an array of 2d vectors about a given angle, also translates them after rotating.
//
static void RotateVector2D(Vector3i *Vector, Vector3i *TVector, Vector3i *Pos, int Angle, int Count)
{
int Cos = COS(Angle);
int Sin = SIN(Angle);
int ox = 0;
int oy = 0;
int i;
Vector3i *Vec = Vector;
Vector3i *TVec = TVector;
if(Pos) {
ox = Pos->x;
oy = Pos->y;
}
for(i=0; i<Count; i++) {
TVec->x = ( (Vec->x*Cos + Vec->y*Sin) >> FP12_SHIFT ) + ox;
TVec->y = ( (Vec->y*Cos - Vec->x*Sin) >> FP12_SHIFT ) + oy;
Vec++;
TVec++;
}
}
// Returns the world position which corresponds to the center of the radar view rectangle.
//
void GetRadarPlayerPos(UDWORD *XPos,UDWORD *YPos)
{
*XPos = player.p.x + (visibleTiles.x/2)*TILE_UNITS;
*YPos = player.p.z + (visibleTiles.y/2)*TILE_UNITS;
}
static SDWORD getDistanceAdjust( void )
{
UDWORD origDistance;
SDWORD dif;
origDistance = MAXDISTANCE;
dif = origDistance-distance;
if(dif <0 ) dif = 0;
dif/=100;
return(dif);
}
static SDWORD getLengthAdjust( void )
{
SDWORD pitch;
UDWORD lookingDown,lookingFar;
SDWORD dif;
pitch = 360 - (player.r.x/DEG_1);
// Max at
lookingDown = (0-MIN_PLAYER_X_ANGLE);
lookingFar = (0-MAX_PLAYER_X_ANGLE);
dif = pitch-lookingFar;
if(dif <0) dif = 0;
if(dif>(lookingDown-lookingFar)) dif = (lookingDown-lookingFar);
return(dif/2);
}
/* Draws a Myth/FF7 style viewing window */
static void drawViewingWindow( UDWORD x, UDWORD y, UDWORD boxSizeH, UDWORD boxSizeV )
{
Vector3i v[4], tv[4], centre;
UDWORD shortX,longX,yDrop,yDropVar;
SDWORD dif = getDistanceAdjust();
SDWORD dif2 = getLengthAdjust();
PIELIGHT colour;
shortX = ((visibleTiles.x/4)-(dif/6)) * boxSizeH;
longX = ((visibleTiles.x/2)-(dif/4)) * boxSizeH;
yDropVar = ((visibleTiles.y/2)-(dif2/3)) * boxSizeV;
yDrop = ((visibleTiles.y/2)-dif2/3) * boxSizeV;
v[0].x = longX; // FIXME -unsigned will remain unsigned!!!
v[0].y = -yDropVar;
v[1].x = -longX;
v[1].y = -yDropVar;
v[2].x = shortX;
v[2].y = yDrop;
v[3].x = -shortX;
v[3].y = yDrop;
centre.x = RADTLX+x+(visibleTiles.x*boxSizeH)/2;
centre.y = RADTLY+y+(visibleTiles.y*boxSizeV)/2;
RotateVector2D(v,tv,&centre,player.r.y,4);
switch (getCampaignNumber())
{
case 1:
case 2:
// white
colour.byte.r = UBYTE_MAX;
colour.byte.g = UBYTE_MAX;
colour.byte.b = UBYTE_MAX;
colour.byte.a = 0x3f;
break;
case 3:
// greenish
colour.byte.r = 0x3f;
colour.byte.a = 0x3f;
colour.byte.g = UBYTE_MAX;
colour.byte.b = 0x3f;
default:
// black
colour.argb = 0;
colour.byte.a = 0x3f;
break;
}
/* Send the four points to the draw routine and the clip box params */
pie_DrawViewingWindow(tv,RADTLX,RADTLY,RADTLX+RADWIDTH,RADTLY+RADHEIGHT,colour);
}
static void DrawRadarExtras(UWORD boxSizeH,UWORD boxSizeV)
{
SDWORD viewX,viewY;
viewX = ((player.p.x/TILE_UNITS)-RadarScrollX-RadarMapOriginX)*boxSizeH;
viewY = ((player.p.z/TILE_UNITS)-RadarScrollY-RadarMapOriginY)*boxSizeV;
viewX += RadarOffsetX;
viewY += RadarOffsetY;
viewX = viewX&(~(boxSizeH-1));
viewY = viewY&(~(boxSizeV-1));
drawViewingWindow(viewX,viewY,boxSizeH,boxSizeV);
RenderWindowFrame(&FrameRadar,RADTLX-1,RADTLY-1,RADWIDTH+2,RADHEIGHT+2);
}
// Does a screen coordinate lie within the radar area?
//
BOOL CoordInRadar(int x,int y)
{
if( (x >=RADTLX -1 ) &&
(x < RADTLX +RADWIDTH+1) &&
(y >=RADTLY -1) &&
(y < RADTLY +RADHEIGHT+1) ) {
return TRUE;
}
return FALSE;
}
void radarColour(UDWORD tileNumber, uint8_t r, uint8_t g, uint8_t b)
{
tileColours[tileNumber].byte.r = r;
tileColours[tileNumber].byte.g = g;
tileColours[tileNumber].byte.b = b;
tileColours[tileNumber].byte.a = 255;
}