#include #include #include #include #include #include #include #include #include "background.h" CBackground::CBackground() { m_pLayers = new CMapLayers(CMapLayers::TYPE_BACKGROUND); m_pLayers->m_pLayers = new CLayers; m_pBackgroundLayers = m_pLayers->m_pLayers; m_pImages = new CMapImages; m_pBackgroundImages = m_pImages; m_pMap = CreateEngineMap(); m_pBackgroundMap = m_pMap; m_Loaded = false; m_aMapName[0] = '\0'; } CBackground::~CBackground() { if(m_pLayers->m_pLayers != GameClient()->Layers()) { delete m_pLayers->m_pLayers; delete m_pLayers; delete m_pImages; } } void CBackground::OnInit() { m_pImages->m_pClient = GameClient(); m_pLayers->m_pClient = GameClient(); Kernel()->ReregisterInterface(static_cast(m_pMap)); if(g_Config.m_ClBackgroundEntities[0] != '\0' && str_comp(g_Config.m_ClBackgroundEntities, CURRENT)) LoadBackground(); } void CBackground::LoadBackground() { if(time_get()-m_LastLoad < 10*time_freq()) return; std::cout << "here" << std::endl; if(m_Loaded && m_pMap == m_pBackgroundMap) m_pMap->Unload(); m_Loaded = false; m_pMap = m_pBackgroundMap; m_pLayers->m_pLayers = m_pBackgroundLayers; m_pImages = m_pBackgroundImages; str_copy(m_aMapName, g_Config.m_ClBackgroundEntities, sizeof(m_aMapName)); char aBuf[128]; str_format(aBuf, sizeof(aBuf), "maps/%s", g_Config.m_ClBackgroundEntities); if(m_pMap->Load(aBuf)) { m_pLayers->m_pLayers->InitBackground(m_pMap); m_pImages->LoadBackground(m_pMap); RenderTools()->RenderTilemapGenerateSkip(m_pLayers->m_pLayers); m_Loaded = true; } else if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT) == 0) { m_pMap = Kernel()->RequestInterface(); m_pLayers->m_pLayers = GameClient()->Layers(); m_pImages = GameClient()->m_pMapimages; m_Loaded = true; } m_LastLoad = time_get(); } void CBackground::OnMapLoad() { if(str_comp(g_Config.m_ClBackgroundEntities, CURRENT) == 0 || str_comp(g_Config.m_ClBackgroundEntities, m_aMapName)) LoadBackground(); } //code is from CMapLayers::OnRender() void CBackground::OnRender() { //probably not the best place for this if(g_Config.m_ClBackgroundEntities[0] != '\0' && str_comp(g_Config.m_ClBackgroundEntities, m_aMapName)) LoadBackground(); if(!m_Loaded) return; if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) return; if(g_Config.m_ClOverlayEntities != 100) return; CUIRect Screen; Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h); vec2 Center = m_pClient->m_pCamera->m_Center; bool PassedGameLayer = false; for(int g = 0; g < m_pLayers->m_pLayers->NumGroups() && !PassedGameLayer; g++) { CMapItemGroup *pGroup = m_pLayers->m_pLayers->GetGroup(g); if(!pGroup) { dbg_msg("background", "error group was null, group number = %d, total groups = %d", g, m_pLayers->m_pLayers->NumGroups()); dbg_msg("background", "this is here to prevent a crash but the source of this is unknown, please report this for it to get fixed"); dbg_msg("background", "we need mapname and crc and the map that caused this if possible, and anymore info you think is relevant"); continue; } if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping) { // set clipping float Points[4]; m_pLayers->MapScreenToGroup(Center.x, Center.y, m_pLayers->m_pLayers->GameGroup(), m_pClient->m_pCamera->m_Zoom); Graphics()->GetScreen(&Points[0], &Points[1], &Points[2], &Points[3]); float x0 = (pGroup->m_ClipX - Points[0]) / (Points[2]-Points[0]); float y0 = (pGroup->m_ClipY - Points[1]) / (Points[3]-Points[1]); float x1 = ((pGroup->m_ClipX+pGroup->m_ClipW) - Points[0]) / (Points[2]-Points[0]); float y1 = ((pGroup->m_ClipY+pGroup->m_ClipH) - Points[1]) / (Points[3]-Points[1]); Graphics()->ClipEnable((int)(x0*Graphics()->ScreenWidth()), (int)(y0*Graphics()->ScreenHeight()), (int)((x1-x0)*Graphics()->ScreenWidth()), (int)((y1-y0)*Graphics()->ScreenHeight())); } if(!g_Config.m_ClZoomBackgroundLayers && !pGroup->m_ParallaxX && !pGroup->m_ParallaxY) m_pLayers->MapScreenToGroup(Center.x, Center.y, pGroup, 1.0); else m_pLayers->MapScreenToGroup(Center.x, Center.y, pGroup, m_pClient->m_pCamera->m_Zoom); for(int l = 0; l < pGroup->m_NumLayers; l++) { CMapItemLayer *pLayer = m_pLayers->m_pLayers->GetLayer(pGroup->m_StartLayer+l); // skip rendering if detail layers if not wanted if(pLayer->m_Flags&LAYERFLAG_DETAIL && !g_Config.m_GfxHighDetail) continue; if(pLayer == (CMapItemLayer*)m_pLayers->m_pLayers->GameLayer()) { PassedGameLayer = true; break; } if(pLayer->m_Type == LAYERTYPE_TILES && g_Config.m_ClBackgroundShowTilesLayers) { CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer; if(pTMap->m_Image == -1) Graphics()->TextureSet(-1); else Graphics()->TextureSet(m_pImages->Get(pTMap->m_Image)); CTile *pTiles = (CTile *)m_pMap->GetData(pTMap->m_Data); unsigned int Size = m_pMap->GetUncompressedDataSize(pTMap->m_Data); if (Size >= pTMap->m_Width*pTMap->m_Height*sizeof(CTile)) { Graphics()->BlendNone(); vec4 Color = vec4(pTMap->m_Color.r/255.0f, pTMap->m_Color.g/255.0f, pTMap->m_Color.b/255.0f, pTMap->m_Color.a/255.0f); RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_OPAQUE, m_pLayers->EnvelopeEval, m_pLayers, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset); Graphics()->BlendNormal(); RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT, m_pLayers->EnvelopeEval, m_pLayers, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset); } } else if(pLayer->m_Type == LAYERTYPE_QUADS && g_Config.m_ClShowQuads) { CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer; if(pQLayer->m_Image == -1) Graphics()->TextureSet(-1); else Graphics()->TextureSet(m_pImages->Get(pQLayer->m_Image)); CQuad *pQuads = (CQuad *)m_pMap->GetDataSwapped(pQLayer->m_Data); Graphics()->BlendNone(); RenderTools()->ForceRenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_OPAQUE, m_pLayers->EnvelopeEval, m_pLayers); Graphics()->BlendNormal(); RenderTools()->ForceRenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_TRANSPARENT, m_pLayers->EnvelopeEval, m_pLayers); } } if(!g_Config.m_GfxNoclip) Graphics()->ClipDisable(); } // reset the screen like it was before Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h); }