/**********************************************************************
This file is part of Crack dot Com's free source code release of
Golgotha.
for
information about compiling & licensing issues visit this URL
If that doesn't help, contact Jonathan Clark at
golgotha_source@usa.net (Subject should have "GOLG" in it)
***********************************************************************/
#include "map_view.hh"
#include "window/window.hh"
#include "image/image.hh"
#include "map.hh"
#include "camera.hh"
#include "window/win_evt.hh"
#include "device/kernel.hh"
#include "player.hh"
#include "map_cell.hh"
#include "tile.hh"
#include "g1_render.hh"
#include "tmanage.hh"
#include "app/app.hh"
#include "border_frame.hh"
#include "status/status.hh"
#include "map_vert.hh"
#include "lisp/lisp.hh"
#include "map_man.hh"
#include "objs/path_object.hh"
#include "objs/bases.hh"
#include "human.hh"
#include "image_man.hh"
class g1_radar_view_class;
static g1_radar_view_class *list=0;
void g1_calc_map_area(int max_width, int max_height, int &x1, int &y1, int &x2, int &y2)
{
int map_width= g1_get_map()->width(), map_height=g1_get_map()->height();
int iw=max_width, ih=map_height*max_width/map_width;
if (ih>max_height)
{
ih=max_height;
iw=map_width*max_height/map_height;
}
if (iwwidth();
map_h=(float)g1_get_map()->height();
m2gx = map_w/(float)(ix2-ix1+1);
m2gy = map_h/(float)(iy2-iy1+1);
g2mx = 1.0/m2gx;
g2my = 1.0/m2gy;
}
void mouse_2_game(float mx, float my, float &x, float &y)
{
x=((float)mx-mx1) * m2gx;
y=map_h-((float)my-my1) * m2gy-1;
}
void game_2_mouse(float gx, float gy, float &mx, float &my)
{
mx=gx * g2mx + mx1;
my=(map_h-gy-1) * g2my + my1;
}
};
//////////////////////////////////////////////////////////////////////////////
// radar background drawing code
//////////////////////////////////////////////////////////////////////////////
static float radar_darkness_multiply;
inline int get_mat_color(g1_map_cell_class *c)
{
if (c->flags & g1_map_cell_class::FOGGED)
return 0;
r1_texture_handle mat=g1_tile_man.get_texture(c->type);
if (mat==g1_tile_man.get_pink())
return 0;
if (mat)
{
r1_texture_manager_class *tman=g1_render.r_api->get_tmanager();
return tman->average_texture_color(mat,0);
}
else
return 0;
}
static w8 interp_table[32*32*32];
static w8 light_table[32*32*32];
static w8 tables_calced=0;
static int r_shift, g_shift, b_shift;
static void calc_tables()
{
if (tables_calced) return;
tables_calced=1;
const i4_pal *pal=i4_current_app->get_display()->get_palette();
const i4_pixel_format *dst_fmt=&pal->source;
I4_ASSERT(dst_fmt->pixel_depth==I4_16BIT,""); // 16bit only code below
b_shift=dst_fmt->blue_shift + (dst_fmt->blue_bits-5);
g_shift=dst_fmt->green_shift + (dst_fmt->green_bits-5);
r_shift=dst_fmt->red_shift + (dst_fmt->red_bits-5);
w8 *t=interp_table;
for (int c1=0; c1<32; c1++)
for (int c2=0; c2<32; c2++)
{
int d=c2-c1;
for (int r=0; r<32; r++)
*(t++)=d*r/32 + (int)c1;
}
t=light_table;
for (int c=0; c<32; c++)
for (int l=0; l<32; l++)
*(t++)=((int)c * l)/32;
}
inline w8 interpolate_555(w8 c1_0_31, int c2_0_31, int ratio_0_31)
{
return interp_table[(c1_0_31<<10) | (c2_0_31<<5) | (ratio_0_31 << 0)];
}
inline w8 light_555(w8 color_0_31, int light_0_31)
{
return light_table[(color_0_31<<5) | light_0_31];
}
w8 g1_light_555(w8 color_0_31, int light_0_31)
{
calc_tables();
return light_table[(color_0_31<<5) | light_0_31];
}
void g1_draw_strategy_border(i4_image_class *im)
{
int mx1,my1,mx2,my2;
g1_calc_map_area(im->width(), im->height(), mx1,my1,mx2,my2);
i4_draw_context_class context(0,0,im->width()-1, im->height()-1);
context.clip.remove_area(mx1,my1,mx2,my2);
int y=my1;
while (y>0) y-=2;
w32 color;
g1_player_piece_class *com=g1_player_man.get_local()->get_commander();
if (com)
color=g1_get_upgrade_color(com->upgrade_level_when_built);
else
color=g1_get_upgrade_color(-1);
color=g1_light_color(color, 0.2);
im->clear(0, context);
for (; yheight(); y+=2)
im->bar(0,y,im->width()-1,y, color, context);
}
void g1_render_map_area(i4_image_class *im,
g1_radar_params_struct *p,
int gx1, int gy1, int gx2, int gy2,
i4_status_class *status,
i4_bool interlaced)
{
g1_map_class *map=g1_get_map();
int map_width=map->width(), map_height=map->height();
if (gx1>0)
gx1-=1;
if (gy1>0)
gy1-=1;
if (gy2get_display()->get_palette();
calc_tables();
float map_x, map_y, map_x_step, map_y_step;
sw32 x,y;
float r,g,b;
float im_y1, im_x1, im_x2, im_y2;
p->game_2_mouse(gx1,gy1, im_x1, im_y1);
p->game_2_mouse(gx2,gy2, im_x2, im_y2);
int i_im_y1=i4_f_to_i(im_y1), i_im_x1=i4_f_to_i(im_x1);
int i_im_y2=i4_f_to_i(im_y2), i_im_x2=i4_f_to_i(im_x2);
float map_x_start, map_y_start;
p->mouse_2_game(i_im_x1, i_im_y1, map_x_start, map_y_start);
map_x_step=p->m2gx;
map_y_step=p->m2gy;
map_y=map_y_start;
if (interlaced)
i_im_y1=i_im_y1&(~1);
for (y=i_im_y1; y>=i_im_y2;)
{
if (status)
status->update(map_y/(float)g1_get_map()->height());
map_x=map_x_start;
// assuming 16bit
w16 *i1 = (w16 *)(((w8 *)im->data) + im->bpl*y + i_im_x1*2);
for (x=i_im_x1; x<=i_im_x2; x++)
{
int i_map_x=i4_f_to_i(map_x), i_map_y=i4_f_to_i(map_y);
g1_map_cell_class *cell1 = map->cell(i_map_x, i_map_y);
w32 color;
if (i_map_xvertex(i_map_x, i_map_y);
if (v[0].light_sum & 0x80000000)
v[0].recalc_light_sum(i_map_x, i_map_y);
if (v[1].light_sum & 0x80000000)
v[1].recalc_light_sum(i_map_x+1, i_map_y);
int lv1=v[0].light_sum;
int lv2=v[1].light_sum;
int c1=get_mat_color(cell1);
int c2=get_mat_color(cell1+1);
// seperate color components
c1>>=3;
int b1=c1&31; c1>>=8;
int g1=c1&31; c1>>=8;
int r1=c1&31;
c2>>=3;
int b2=c2&31; c2>>=8;
int g2=c2&31; c2>>=8;
int r2=c2&31;
lv1>>=3;
int lv1r=lv1&31; lv1>>=8;
int lv1g=lv1&31; lv1>>=8;
int lv1b=lv1&31;
lv2>>=3;
int lv2r=lv2&31; lv2>>=8;
int lv2g=lv2&31; lv2>>=8;
int lv2b=lv2&31;
// interpolate color
int ur=interpolate_555(r1, r2, ratio);
int ug=interpolate_555(g1, g2, ratio);
int ub=interpolate_555(b1, b2, ratio);
// interpolate light value
int lvr=interpolate_555(lv1r, lv2r, ratio);
int lvg=interpolate_555(lv1g, lv2g, ratio);
int lvb=interpolate_555(lv1b, lv2b, ratio);
// apply lighting
int r = light_555(ur, lvr);
int g = light_555(ug, lvg);
int b = light_555(ub, lvb);
color = (r<vertex(i_map_x, i_map_y);
if (v1[0].light_sum & 0x80000000)
v1[0].recalc_light_sum(i_map_x, i_map_y);
int lv1=v1[0].light_sum;
lv1>>=3;
int lv1r=lv1&31; lv1>>=8;
int lv1g=lv1&31; lv1>>=8;
int lv1b=lv1&31;
int c1=get_mat_color(cell1);
// seperate color components
c1>>=3;
int b1=c1&31; c1>>=8;
int g1=c1&31; c1>>=8;
int r1=c1&31;
// apply lighting
int r = light_555(r1, lv1r);
int g = light_555(g1, lv1g);
int b = light_555(b1, lv1b);
color = (r<get_display()->get_palette();
i4_image_class *im = i4_create_image(max_width, max_height, pal);
i4_draw_context_class context(0,0, max_width-1, max_height-1);
im->clear(0, context);
radar_darkness_multiply = 1.0/(255.0 * li_get_float(li_get_value("radar_darkness"),0));
g1_radar_params_struct p;
p.init(max_width, max_height);
g1_render_map_area(im, &p, 0,0, g1_get_map()->width()-1,
g1_get_map()->height()-1, status, interlace);
// g1_draw_takeover_spots(im);
// g1_draw_paths(im, 0);
g1_draw_strategy_border(im);
delete status;
return im;
}
static void quick_add(i4_rect_list_class &list, int x1, int y1, int x2, int y2)
{
i4_rect_list_class::area_iter i;
for (i=list.list.begin(); i!=list.list.end(); ++i)
{
if (((i->x1<=x2 && i->x1>=x1) ||
(i->x2<=x2 && i->x2>=x1)) &&
((i->y1<=y2 && i->y1>=y1) ||
(i->y2<=y2 && i->y2>=y1)))
{
i->x1=i->x1 < x1 ? i->x1 : x1;
i->y1=i->y1 < y1 ? i->y1 : y1;
i->x2=i->x2 > x2 ? i->x2 : x2;
i->y2=i->y2 > y2 ? i->y2 : y2;
return ;
}
}
list.list.insert(*(list.new_area(x1,y1,x2,y2)));
}
//////////////////////////////////////////////////////////////////////////////
// radar window management
//////////////////////////////////////////////////////////////////////////////
class g1_radar_view_class : public i4_parent_window_class
{
public:
g1_radar_view_class *next;
i4_image_class *background;
i4_bool grabbing;
g1_radar_params_struct setup;
int flags;
i4_bool restore_strategy_on_top;
int grab_x, grab_y, grab_x_end, grab_y_end;
struct controller_win
{
int x,y,w,h;
};
g1_radar_view_class(w16 w, w16 h, int flags)
: i4_parent_window_class(w,h),
flags(flags)
{
restore_strategy_on_top=i4_F;
next=list;
list=this;
background=0;
grabbing=i4_F;
recalc_background();
}
void recalc_background()
{
if (background)
{
delete background;
background=0;
}
if (g1_map_is_loaded())
{
background=g1_create_map_image(width(), height(), flags & G1_RADAR_INTERLACED);
setup.init(background->width(), background->height());
}
}
void push_in(float &gx, float &gy)
{
enum {B=6};
if (gxg1_get_map()->width()-1-B) gx=g1_get_map()->width()-1-B;
if (gyg1_get_map()->height()-1-B) gy=g1_get_map()->height()-1-B;
}
void receive_event(i4_event *ev)
{
switch (ev->type())
{
case i4_event::MOUSE_BUTTON_DOWN:
{
CAST_PTR(bev, i4_mouse_button_down_event_class, ev);
float gx,gy;
setup.mouse_2_game(bev->x, bev->y, gx,gy);
push_in(gx,gy);
if (bev->left())
{
if (flags & G1_RADAR_CLICK_SELECTS_PATH)
{
g1_human->player_clicked(0, gx,gy);
request_redraw(i4_F);
}
else if (g1_current_view_state())
{
if (!(flags & G1_RADAR_CLICK_HOLDS_VIEW))
{
g1_current_view_state()->suggest_camera_mode(G1_STRATEGY_MODE);
if (g1_border->strategy_on_top)
{
restore_strategy_on_top=i4_T;
li_call("strategy_on_bottom");
}
}
g1_current_view_state()->set_camera_position(gx,gy);
grab_x=grab_x_end=bev->x;
grab_y=grab_y_end=bev->y;
i4_window_request_mouse_grab_class grab(this);
i4_kernel.send_event(parent, &grab);
grabbing=i4_T;
}
}
else if (bev->right() && g1_border.get() && g1_border->strategy_on_top)
g1_current_view_state()->set_camera_position(gx,gy);
} break;
case i4_event::MOUSE_BUTTON_UP :
{
CAST_PTR(bev, i4_mouse_button_down_event_class, ev);
if (bev->left())
{
if (grabbing)
{
if (!(flags & G1_RADAR_CLICK_HOLDS_VIEW))
{
if (restore_strategy_on_top)
{
restore_strategy_on_top=i4_F;
li_call("strategy_on_top");
}
g1_current_view_state()->suggest_camera_mode(G1_ACTION_MODE);
}
i4_window_request_mouse_ungrab_class ungrab(this);
i4_kernel.send_event(parent,&ungrab);
grabbing=i4_F;
}
}
} break;
case i4_event::MOUSE_MOVE :
{
CAST_PTR(bev, i4_mouse_move_event_class, ev);
float gx,gy,mx,my;
if (grabbing)
{
grab_x_end+=bev->x-bev->lx;
grab_y_end+=bev->y-bev->ly;
float mouse_move_scale=width()/5000.0;
mx=((grab_x_end-grab_x) * mouse_move_scale + grab_x);
my=((grab_y_end-grab_y) * mouse_move_scale + grab_y);
}
else
{
mx=bev->x;
my=bev->y;
}
// if ((flags & G1_RADAR_CLICK_HOLDS_VIEW)==0 || grabbing)
// {
// setup.mouse_2_game(mx, my, gx,gy);
// push_in(gx,gy);
// if ((flags & G1_RADAR_CLICK_HOLDS_VIEW)==0)
// g1_current_view_state()->suggest_camera_mode(G1_STRATEGY_MODE);
// g1_current_view_state()->set_camera_position(gx,gy);
// }
} break;
// case i4_event::WINDOW_MESSAGE:
// {
// CAST_PTR(wev, i4_window_message_class, ev);
// if (wev->sub_type==i4_window_message_class::LOST_MOUSE_FOCUS &&
// (flags & G1_RADAR_CLICK_HOLDS_VIEW)==0)
// g1_current_view_state()->suggest_camera_mode(G1_ACTION_MODE);
// else if (wev->sub_type==i4_window_message_class::GOT_MOUSE_FOCUS &&
// (flags & G1_RADAR_CLICK_HOLDS_VIEW)==0)
// g1_current_view_state()->suggest_camera_mode(G1_STRATEGY_MODE);
// else
// i4_parent_window_class::receive_event(ev);
// } break;
default:
i4_parent_window_class::receive_event(ev);
}
}
void draw_all_paths(g1_team_type team,
g1_path_object_class *po,
w32 color,
i4_draw_context_class &context)
{
if (po)
{
int ix=i4_f_to_i(po->x), iy=i4_f_to_i(po->y);
if ((flags & G1_RADAR_DRAW_ALL_PATHS) ||
(g1_cells[ix+iy*g1_map_width].flags & g1_map_cell_class::FOGGED)==0)
{
int t=po->total_links(team);
for (int k=0; kget_link(team,k);
if (p2)
{
float x1,y1,x2,y2;
setup.game_2_mouse(po->x, po->y, x1,y1);
setup.game_2_mouse(p2->x, p2->y, x2,y2);
local_image->line(i4_f_to_i(x1), i4_f_to_i(y1),
i4_f_to_i(x2), i4_f_to_i(y2),
color, context);
draw_all_paths(team, p2, color, context);
}
}
}
}
}
void draw_recent_path(g1_team_type team,
g1_path_object_class *po,
w32 color,
i4_draw_context_class &context)
{
if (po)
{
int ix=i4_f_to_i(po->x), iy=i4_f_to_i(po->y);
if ((flags & G1_RADAR_DRAW_ALL_PATHS) ||
(g1_cells[ix+iy*g1_map_width].flags & g1_map_cell_class::FOGGED)==0)
{
g1_path_object_class *p2=po->get_recent_link(team, 0);
if (p2)
{
float x1,y1,x2,y2;
setup.game_2_mouse(po->x, po->y, x1,y1);
setup.game_2_mouse(p2->x, p2->y, x2,y2);
local_image->line(i4_f_to_i(x1), i4_f_to_i(y1),
i4_f_to_i(x2), i4_f_to_i(y2),
color, context);
draw_recent_path(team, p2, color, context);
}
}
}
}
void parent_draw(i4_draw_context_class &context)
{
if (background)
{
if (flags & G1_RADAR_USE_DIRTIES)
{
i4_rect_list_class::area_iter i;
for (i=undrawn_area.list.begin(); i!=undrawn_area.list.end(); ++i)
{
int x=i->x1, y=i->y1;
background->put_part(local_image, x,y, i->x1, i->y1, i->x2, i->y2, context);
}
}
else if (background)
background->put_image(local_image,0,0, context);
int radius[5]={0, (int)(0.5 * setup.g2mx), (int)(1.0 * setup.g2mx),
(int)(0.1 * setup.g2mx),
(int)(2.0 * setup.g2mx)};
float ix,iy;
int map_width=g1_get_map()->width();
int i;
w32 color;
for (i=0; iget_team();
color=g1_player_man.get(i)->map_player_color;
i4_array &a=g1_player_man.get(i)->owned_objects;
int t=a.size();
for (int j=0; jradar_type!=G1_RADAR_NONE)
{
int cx=i4_f_to_i(p->x);
int cy=i4_f_to_i(p->y);
if ((g1_cells[map_width * cy + cx].flags & g1_map_cell_class::FOGGED)==0)
{
setup.game_2_mouse(p->x, p->y, ix,iy);
if ((flags & G1_RADAR_USE_ICONS)==0 || !p->radar_image)
{
int r=radius[p->radar_type];
int ix1=i4_f_to_i(ix)-r, iy1=i4_f_to_i(iy)-r;
int ix2=i4_f_to_i(ix)+r, iy2=i4_f_to_i(iy)+r;
local_image->bar(ix1-1,iy1-1,ix2+1,iy2+1, 0, context);
local_image->bar(ix1,iy1,ix2,iy2, color, context);
}
}
}
}
}
g1_team_type my_team=g1_player_man.get_local()->get_team();
if (flags & G1_RADAR_DRAW_UNHIDDEN_PATHS)
{
g1_factory_class *f;
for (f=g1_factory_list.first(); f; f=f->next)
{
if (g1_player_man.get(f->player_num)->get_team()==my_team)
{
g1_path_object_class *start=f->get_start();
if (start)
{
draw_all_paths(my_team, start, f->get_path_color(),
context);
draw_recent_path(my_team, start, f->get_selected_path_color(),
context);
}
}
}
}
if (flags & G1_RADAR_USE_ICONS)
{
for (i=0; i &a=g1_player_man.get(i)->owned_objects;
int t=a.size();
for (int j=0; jradar_image)
{
int cx=i4_f_to_i(p->x);
int cy=i4_f_to_i(p->y);
if ((g1_cells[map_width * cy + cx].flags & g1_map_cell_class::FOGGED)==0)
{
setup.game_2_mouse(p->x, p->y, ix,iy);
i4_image_class *i=p->radar_image->tinted_icons[p->player_num];
int ix1=i4_f_to_i(ix)-i->width()/2;
int iy1=i4_f_to_i(iy)-i->height()/2;
i->put_image(local_image, ix1,iy1,context);
}
}
}
}
}
// draw_paths();
} else local_image->clear(0, context);
}
void refresh_area(int gx1, int gy1, int gx2, int gy2)
{
g1_render_map_area(background,
&setup, gx1,gy1,gx2,gy2,
0, (flags & G1_RADAR_INTERLACED) ? i4_T : i4_F);
request_redraw(i4_F);
}
~g1_radar_view_class()
{
if (background)
{
delete background;
background=0;
}
if (this==list)
list=list->next;
else
{
g1_radar_view_class *p=list;
while (p->next!=this)
p=p->next;
p->next=next;
}
}
char *name() { return "radar_view"; }
};
void g1_radar_recalculate_backgrounds()
{
for (g1_radar_view_class *v=list; v; v=v->next)
v->recalc_background();
}
void g1_radar_looking_at(float x1, float y1, float x2, float y2)
{
}
i4_parent_window_class *g1_create_radar_view(int max_w, int max_h, int flags)
{
g1_radar_view_class *rv=new g1_radar_view_class(max_w, max_h, flags);
return rv;
}
void g1_radar_refresh(int game_x1, int game_y1, int game_x2, int game_y2)
{
for (g1_radar_view_class *v=list; v; v=v->next)
v->refresh_area(game_x1, game_y1, game_x2, game_y2);
}
void g1_radar_update()
{
for (g1_radar_view_class *v=list; v; v=v->next)
v->request_redraw(i4_F);
}
void g1_unfog_radius(const i4_3d_vector &v, float r)
{
int fog_rect_x1=10000, fog_rect_y1=10000,
fog_rect_x2=-1, fog_rect_y2=-1, ix,iy;
g1_map_class *map=g1_get_map();
int x_left = i4_f_to_i(v.x-r); if (x_left<0) x_left=0;
int x_right = i4_f_to_i(v.x+r); if (x_right>=map->width()) x_right=map->width()-1;
int y_top = i4_f_to_i(v.y-r); if (y_top<0) y_top=0;
int y_bottom = i4_f_to_i(v.y+r); if (y_bottom>=map->height()) y_bottom=map->height()-1;
for (iy=y_top; iy<=y_bottom; iy++)
{
g1_map_cell_class *c=map->cell(x_left,iy);
for (ix=x_left; ix<=x_right; ix++)
{
if (c->flags & g1_map_cell_class::FOGGED)
{
c->unfog(ix, iy);
if (ixfog_rect_x2) fog_rect_x2=ix;
if (iyfog_rect_y2) fog_rect_y2=iy;
}
c++;
}
}
if (fog_rect_x2!=-1)
g1_radar_refresh(fog_rect_x1, fog_rect_y1, fog_rect_x2, fog_rect_y2);
}