443 lines
13 KiB
C++
443 lines
13 KiB
C++
//
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// MapView.cpp
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// OpenSpades
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//
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// Created by yvt on 7/20/13.
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// Copyright (c) 2013 yvt.jp. All rights reserved.
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//
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#include "MapView.h"
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#include "IRenderer.h"
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#include "IImage.h"
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#include "Player.h"
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#include "World.h"
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#include "CTFGameMode.h"
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#include "Client.h"
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#include "GameMap.h"
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#include "TCGameMode.h"
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#include "../Core/Settings.h"
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SPADES_SETTING(cg_minimapSize, "128");
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namespace spades {
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namespace client {
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MapView::MapView(Client *c, bool largeMap):
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client(c), renderer(c->GetRenderer()), largeMap(largeMap){
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scaleMode = 2;
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actualScale = 1.f;
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lastScale = 1.f;
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zoomed = false;
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zoomState = 0.f;
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}
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MapView::~MapView(){
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}
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void MapView::Update(float dt){
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float scale;
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switch(scaleMode){
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case 0: // 400%
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scale = 1.f / 4.f;
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break;
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case 1: // 200%
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scale = 1.f / 2.f;
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break;
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case 2: // 100%
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scale = 1.f;
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break;
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case 3: // 50%
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scale = 2.f;
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break;
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default:
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SPAssert(false);
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}
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if(actualScale != scale){
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float spd = fabsf(scale - lastScale) * 6.f;
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spd = std::max(spd, 0.2f);
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spd *= dt;
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if(scale > actualScale){
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actualScale += spd;
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if(actualScale > scale)
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actualScale = scale;
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}else{
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actualScale -= spd;
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if(actualScale < scale)
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actualScale = scale;
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}
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}
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if(zoomed){
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zoomState += dt * 5.f;
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if(zoomState > 1.f) zoomState = 1.f;
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}else{
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zoomState -= dt * 5.f;
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if(zoomState < 0.f) zoomState = 0.f;
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}
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}
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void MapView::DrawIcon(spades::Vector3 pos,
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spades::client::IImage *img,
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float rotation){
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if(pos.x < inRect.GetMinX() ||
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pos.x > inRect.GetMaxX() ||
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pos.y < inRect.GetMinY() ||
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pos.y > inRect.GetMaxY())
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return;
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Vector2 scrPos;
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scrPos.x = (pos.x - inRect.GetMinX()) / inRect.GetWidth();
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scrPos.x = (scrPos.x * outRect.GetWidth()) + outRect.GetMinX();
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scrPos.y = (pos.y - inRect.GetMinY()) / inRect.GetHeight();
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scrPos.y = (scrPos.y * outRect.GetHeight()) + outRect.GetMinY();
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float c = rotation != 0.f ? cosf(rotation) : 1.f;
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float s = rotation != 0.f ? sinf(rotation) : 0.f;
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static const float coords[][2] = {{-1, -1}, {1, -1}, {-1, 1}};
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Vector2 u = MakeVector2(img->GetWidth() * .5f, 0.f);
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Vector2 v = MakeVector2(0.f, img->GetHeight() * .5f);
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Vector2 vt[3];
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for(int i = 0; i < 3; i++){
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Vector2 ss = u * coords[i][0] + v * coords[i][1];
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vt[i].x = scrPos.x + ss.x * c - ss.y * s;
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vt[i].y = scrPos.y + ss.x * s + ss.y * c;
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}
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renderer->DrawImage(img, vt[0], vt[1], vt[2],
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AABB2(0, 0, img->GetWidth(), img->GetHeight()));
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}
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void MapView::SwitchScale() {
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scaleMode = (scaleMode + 1) % 4;
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lastScale = actualScale;
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}
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bool MapView::ToggleZoom() {
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zoomed = !zoomed;
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return zoomed;
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}
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void MapView::Draw(){
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World *world = client->GetWorld();
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if(!world)
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return;
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Player *player = world->GetLocalPlayer();
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if(client->IsFollowing()){
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player = world->GetPlayer(client->followingPlayerId);
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}
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if(!player)
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return;
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if(!player->IsAlive())
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return;
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if(largeMap)
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if(zoomState < .0001f)
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return;
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GameMap *map = world->GetMap();
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Vector2 mapSize = MakeVector2(map->Width(), map->Height());
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Vector3 pos = player->GetPosition();;
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if(player->GetTeamId() >= 2){
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pos = client->followPos;
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}
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Vector2 center = {pos.x, pos.y};
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float cfgMapSize = cg_minimapSize;
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if(cfgMapSize < 32) cfgMapSize = 32;
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if(cfgMapSize > 256) cfgMapSize = 256;
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Vector2 mapWndSize = {cfgMapSize, cfgMapSize};
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float scale = actualScale;
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center = Mix(center,
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mapSize * .5f,
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zoomState);
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Vector2 zoomedSize = {512, 512};
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if(renderer->ScreenWidth() < 512.f ||
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renderer->ScreenHeight() < 512.f)
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zoomedSize = MakeVector2(256, 256);
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if(largeMap){
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float per = zoomState;
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per = 1.f - per;
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per *= per;
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per = 1.f - per;
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per = Mix(.7f, 1.f, per);
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zoomedSize = Mix(MakeVector2(0, 0),
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zoomedSize,
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per);
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mapWndSize = zoomedSize;
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}
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Vector2 inRange = mapWndSize * .5f * scale;
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AABB2 inRect(center - inRange, center + inRange);
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if(largeMap){
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inRect.min = MakeVector2(0, 0);
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inRect.max = mapSize;
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}else{
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if(inRect.GetMinX() < 0.f)
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inRect = inRect.Translated(-inRect.GetMinX(), 0.f);
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if(inRect.GetMinY() < 0.f)
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inRect = inRect.Translated(0, -inRect.GetMinY());
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if(inRect.GetMaxX() > mapSize.x)
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inRect = inRect.Translated(mapSize.x - inRect.GetMaxX(), 0.f);
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if(inRect.GetMaxY() > mapSize.y)
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inRect = inRect.Translated(0, mapSize.y - inRect.GetMaxY());
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}
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AABB2 outRect(renderer->ScreenWidth() - mapWndSize.x - 16.f, 16.f,
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mapWndSize.x,
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mapWndSize.y);
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if(largeMap){
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outRect.min = MakeVector2((renderer->ScreenWidth() - zoomedSize.x) * .5f,
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(renderer->ScreenHeight() - zoomedSize.y) * .5f);
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outRect.max =MakeVector2((renderer->ScreenWidth() + zoomedSize.x) * .5f,
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(renderer->ScreenHeight() + zoomedSize.y) * .5f);
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}
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float alpha = 1.f;
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if(largeMap){
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alpha = zoomState;
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}
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// draw border
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IImage *border;
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float borderWidth;
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AABB2 borderRect = outRect;
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if(largeMap) {
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border = renderer->RegisterImage("Gfx/MapBorder.png");
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borderWidth = 3.f * outRect.GetHeight() / zoomedSize.y;
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}else{
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border = renderer->RegisterImage("Gfx/MinimapBorder.png");
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borderWidth = 2.f;
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}
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borderRect = borderRect.Inflate(borderWidth - 8.f);
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renderer->SetColor(MakeVector4(1,1,1,alpha));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMinX()-16,
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borderRect.GetMinY()-16,
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16, 16),
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AABB2(0, 0, 16, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMaxX(),
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borderRect.GetMinY()-16,
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16, 16),
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AABB2(16, 0, 16, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMinX()-16,
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borderRect.GetMaxY(),
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16, 16),
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AABB2(0, 16, 16, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMaxX(),
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borderRect.GetMaxY(),
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16, 16),
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AABB2(16, 16, 16, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMinX(),
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borderRect.GetMinY()-16,
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borderRect.GetWidth(), 16),
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AABB2(16, 0, 0, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMinX(),
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borderRect.GetMaxY(),
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borderRect.GetWidth(), 16),
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AABB2(16, 16, 0, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMinX()-16,
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borderRect.GetMinY(),
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16, borderRect.GetHeight()),
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AABB2(0, 16, 16, 0));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMaxX(),
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borderRect.GetMinY(),
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16, borderRect.GetHeight()),
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AABB2(16, 16, 16, 0));
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// draw map
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renderer->SetColor(MakeVector4(1,1,1,alpha));
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renderer->DrawFlatGameMap(outRect, inRect);
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this->inRect = inRect;
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this->outRect = outRect;
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// draw grid
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renderer->SetColor(MakeVector4(0,0,0,0.8*alpha));
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IImage *dashLine = renderer->RegisterImage("Gfx/DashLine.tga");
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for(float x = 64.f; x < map->Width(); x += 64.f){
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float wx = (x - inRect.GetMinX()) / inRect.GetWidth();
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if(wx < 0.f || wx >= 1.f)
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continue;
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wx = (wx * outRect.GetWidth()) + outRect.GetMinX();
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wx = roundf(wx);
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renderer->DrawImage(dashLine,
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MakeVector2(wx, outRect.GetMinY()),
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AABB2(0, 0, 1.f, outRect.GetHeight()));
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}
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for(float y = 64.f; y < map->Height(); y += 64.f){
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float wy = (y - inRect.GetMinY()) / inRect.GetHeight();
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if(wy < 0.f || wy >= 1.f)
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continue;
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wy = (wy * outRect.GetHeight()) + outRect.GetMinY();
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wy = roundf(wy);
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renderer->DrawImage(dashLine,
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MakeVector2(outRect.GetMinX(), wy),
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AABB2(0, 0, outRect.GetWidth(), 1.f));
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}
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// draw grid label
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renderer->SetColor(MakeVector4(1,1,1,0.8*alpha));
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IImage *mapFont = renderer->RegisterImage("Gfx/Fonts/MapFont.tga");
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for(int i = 0; i < 8; i++){
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float startX = (float)i * 64.f;
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float endX = startX + 64.f;
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if(startX > inRect.GetMaxX() ||
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endX < inRect.GetMinX())
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continue;
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float fade = std::min((std::min(endX, inRect.GetMaxX()) -
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std::max(startX, inRect.GetMinX())) /
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(endX - startX) * 2.f, 1.f);
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renderer->SetColor(MakeVector4(1,1,1,fade * .8f * alpha));
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float center = std::max(startX, inRect.GetMinX());
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center = .5f * (center + std::min(endX, inRect.GetMaxX()));
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float wx = (center - inRect.GetMinX()) / inRect.GetWidth();
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wx = (wx * outRect.GetWidth()) + outRect.GetMinX();
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wx = roundf(wx);
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int fntX = (i & 3) * 8;
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int fntY = (i >> 2) * 8;
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renderer->DrawImage(mapFont,
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MakeVector2(wx - 4.f, outRect.GetMinY() + 4),
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AABB2(fntX, fntY, 8, 8));
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}
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for(int i = 0; i < 8; i++){
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float startY = (float)i * 64.f;
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float endY = startY + 64.f;
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if(startY > inRect.GetMaxY() ||
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endY < inRect.GetMinY())
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continue;
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float fade = std::min((std::min(endY, inRect.GetMaxY()) -
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std::max(startY, inRect.GetMinY())) /
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(endY - startY) * 2.f, 1.f);
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renderer->SetColor(MakeVector4(1,1,1,fade * .8f * alpha));
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float center = std::max(startY, inRect.GetMinY());
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center = .5f * (center + std::min(endY, inRect.GetMaxY()));
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float wy = (center - inRect.GetMinY()) / inRect.GetHeight();
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wy = (wy * outRect.GetHeight()) + outRect.GetMinY();
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wy = roundf(wy);
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int fntX = (i & 3) * 8;
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int fntY = (i >> 2) * 8 + 16;
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renderer->DrawImage(mapFont,
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MakeVector2(outRect.GetMinX() + 4, wy - 4.f),
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AABB2(fntX, fntY, 8, 8));
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}
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//draw objects
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IImage *playerIcon = renderer->RegisterImage("Gfx/Player.tga");
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{
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IntVector3 teamColor = world->GetTeam(world->GetLocalPlayer()->GetTeamId()).color;
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Vector4 teamColorF = {teamColor.x /255.f,
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teamColor.y / 255.f, teamColor.z / 255.f, alpha};
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for(int i = 0; i < world->GetNumPlayerSlots(); i++){
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Player * p = world->GetPlayer(i);
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if(p == NULL ||
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p->GetTeamId() != world->GetLocalPlayer()->GetTeamId() ||
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!p->IsAlive())
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continue;
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Vector3 front = p->GetFront2D();
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float ang = atan2(front.x, -front.y);
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if(player->GetTeamId() >= 2){
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ang = client->followYaw - M_PI*.5f;
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}
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if(p == world->GetLocalPlayer())
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renderer->SetColor(MakeVector4(0,1,1,alpha));
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else{
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renderer->SetColor(teamColorF);
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}
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DrawIcon(player->GetTeamId() >= 2 ?
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client->followPos :
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p->GetPosition(), playerIcon, ang);
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}
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}
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CTFGameMode *ctf = dynamic_cast<CTFGameMode *>(world->GetMode());
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if(ctf){
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IImage *intelIcon = renderer->RegisterImage("Gfx/Intel.tga");
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IImage *baseIcon = renderer->RegisterImage("Gfx/CTFBase.tga");
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IImage *medicalIcon = renderer->RegisterImage("Gfx/Medical.tga");
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for(int tId = 0; tId < 2; tId++){
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CTFGameMode::Team& team = ctf->GetTeam(tId);
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IntVector3 teamColor = world->GetTeam(tId).color;
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Vector4 teamColorF = {teamColor.x /255.f,
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teamColor.y / 255.f, teamColor.z / 255.f, alpha};
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// draw base
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renderer->SetColor(teamColorF);
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DrawIcon(team.basePos, baseIcon, 0.f);
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renderer->SetColor(MakeVector4(1,1,1,alpha));
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DrawIcon(team.basePos, medicalIcon, 0.f);
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// draw flag
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if(!ctf->GetTeam(1-tId).hasIntel){
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renderer->SetColor(teamColorF);
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DrawIcon(team.flagPos, intelIcon, 0.f);
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}else if(world->GetLocalPlayer()->GetTeamId() == 1-tId){
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// local player's team is carrying
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int cId = ctf->GetTeam(1-tId).carrier;
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// in some game modes, carrier becomes invalid
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if(cId < world->GetNumPlayerSlots()){
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Player * carrier= world->GetPlayer(cId);
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if(carrier && carrier->GetTeamId() ==
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world->GetLocalPlayer()->GetTeamId()){
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Vector4 col = teamColorF;
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col.w = fabsf(sinf(world->GetTime() * 4.f));
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renderer->SetColor(col);
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DrawIcon(carrier->GetPosition(), intelIcon, 0.f);
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}
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}
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}
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}
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}
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TCGameMode *tc = dynamic_cast<TCGameMode *>(world->GetMode());
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if(tc){
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IImage *icon = renderer->RegisterImage("Gfx/TCTerritory.tga");
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int cnt = tc->GetNumTerritories();
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for(int i = 0; i < cnt; i++){
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TCGameMode::Territory *t = tc->GetTerritory(i);
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IntVector3 teamColor = {0,0,0};
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if(t->ownerTeamId < 2){
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teamColor = world->GetTeam(t->ownerTeamId).color;
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}
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Vector4 teamColorF = {teamColor.x /255.f,
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teamColor.y / 255.f, teamColor.z / 255.f, alpha};
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// draw base
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renderer->SetColor(teamColorF);
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DrawIcon(t->pos, icon, 0.f);
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}
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}
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}
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}
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}
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