/* (c) Magnus Auvinen. See licence.txt in the root of the distribution for more information. */ /* If you are missing that file, acquire a complete release at teeworlds.com. */ #include #include #include #include #include #include #include #include #include #include #include #include #include "maplayers.h" CMapLayers::CMapLayers(int t) { m_Type = t; m_pLayers = 0; } void CMapLayers::OnInit() { m_pLayers = Layers(); } void CMapLayers::MapScreenToGroup(float CenterX, float CenterY, CMapItemGroup *pGroup) { float Points[4]; RenderTools()->MapscreenToWorld(CenterX, CenterY, pGroup->m_ParallaxX/100.0f, pGroup->m_ParallaxY/100.0f, pGroup->m_OffsetX, pGroup->m_OffsetY, Graphics()->ScreenAspect(), 1.0f, Points); Graphics()->MapScreen(Points[0], Points[1], Points[2], Points[3]); } void CMapLayers::EnvelopeEval(float TimeOffset, int Env, float *pChannels, void *pUser) { CMapLayers *pThis = (CMapLayers *)pUser; pChannels[0] = 0; pChannels[1] = 0; pChannels[2] = 0; pChannels[3] = 0; CEnvPoint *pPoints = 0; { int Start, Num; pThis->m_pLayers->Map()->GetType(MAPITEMTYPE_ENVPOINTS, &Start, &Num); if(Num) pPoints = (CEnvPoint *)pThis->m_pLayers->Map()->GetItem(Start, 0, 0); } int Start, Num; pThis->m_pLayers->Map()->GetType(MAPITEMTYPE_ENVELOPE, &Start, &Num); if(Env >= Num) return; CMapItemEnvelope *pItem = (CMapItemEnvelope *)pThis->m_pLayers->Map()->GetItem(Start+Env, 0, 0); static float Time = 0; if(pThis->Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = pThis->DemoPlayer()->BaseInfo(); static int LastLocalTick = pInfo->m_CurrentTick; if(!pInfo->m_Paused) Time += (pInfo->m_CurrentTick-LastLocalTick) / (float)pThis->Client()->GameTickSpeed() * pInfo->m_Speed; pThis->RenderTools()->RenderEvalEnvelope(pPoints+pItem->m_StartPoint, pItem->m_NumPoints, 4, Time+TimeOffset, pChannels); LastLocalTick = pInfo->m_CurrentTick; } else { if(pThis->m_pClient->m_Snap.m_pGameInfoObj) Time = (pThis->Client()->GameTick()-pThis->m_pClient->m_Snap.m_pGameInfoObj->m_RoundStartTick) / (float)pThis->Client()->GameTickSpeed(); pThis->RenderTools()->RenderEvalEnvelope(pPoints+pItem->m_StartPoint, pItem->m_NumPoints, 4, Time+TimeOffset, pChannels); } } void CMapLayers::OnRender() { if(Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK) return; CUIRect Screen; Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h); vec2 Center = m_pClient->m_pCamera->m_Center; //float center_x = gameclient.camera->center.x; //float center_y = gameclient.camera->center.y; bool PassedGameLayer = false; for(int g = 0; g < m_pLayers->NumGroups(); g++) { CMapItemGroup *pGroup = m_pLayers->GetGroup(g); if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping) { // set clipping float Points[4]; MapScreenToGroup(Center.x, Center.y, m_pLayers->GameGroup()); 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())); } MapScreenToGroup(Center.x, Center.y, pGroup); for(int l = 0; l < pGroup->m_NumLayers; l++) { CMapItemLayer *pLayer = m_pLayers->GetLayer(pGroup->m_StartLayer+l); bool Render = false; bool IsGameLayer = false; if(pLayer == (CMapItemLayer*)m_pLayers->GameLayer()) { IsGameLayer = true; PassedGameLayer = 1; } // skip rendering if detail layers if not wanted if(pLayer->m_Flags&LAYERFLAG_DETAIL && !g_Config.m_GfxHighDetail && !IsGameLayer) continue; if(m_Type == -1) Render = true; else if(m_Type == 0) { if(PassedGameLayer) return; Render = true; } else { if(PassedGameLayer && !IsGameLayer) Render = true; } if(Render && pLayer->m_Type == LAYERTYPE_TILES && Input()->KeyPressed(KEY_LCTRL) && Input()->KeyPressed(KEY_LSHIFT) && Input()->KeyDown(KEY_KP0)) { CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer; CTile *pTiles = (CTile *)m_pLayers->Map()->GetData(pTMap->m_Data); CServerInfo CurrentServerInfo; Client()->GetServerInfo(&CurrentServerInfo); char aFilename[256]; str_format(aFilename, sizeof(aFilename), "dumps/tilelayer_dump_%s-%d-%d-%dx%d.txt", CurrentServerInfo.m_aMap, g, l, pTMap->m_Width, pTMap->m_Height); IOHANDLE File = Storage()->OpenFile(aFilename, IOFLAG_WRITE, IStorage::TYPE_SAVE); if(File) { #if defined(CONF_FAMILY_WINDOWS) static const char Newline[] = "\r\n"; #else static const char Newline[] = "\n"; #endif for(int y = 0; y < pTMap->m_Height; y++) { for(int x = 0; x < pTMap->m_Width; x++) io_write(File, &(pTiles[y*pTMap->m_Width + x].m_Index), sizeof(pTiles[y*pTMap->m_Width + x].m_Index)); io_write(File, Newline, sizeof(Newline)-1); } io_close(File); } } if(Render && !IsGameLayer) { //layershot_begin(); if(pLayer->m_Type == LAYERTYPE_TILES) { CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer; if(pTMap->m_Image == -1) Graphics()->TextureSet(-1); else Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pTMap->m_Image)); CTile *pTiles = (CTile *)m_pLayers->Map()->GetData(pTMap->m_Data); 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); Graphics()->BlendNormal(); RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT); } else if(pLayer->m_Type == LAYERTYPE_QUADS) { CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer; if(pQLayer->m_Image == -1) Graphics()->TextureSet(-1); else Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pQLayer->m_Image)); CQuad *pQuads = (CQuad *)m_pLayers->Map()->GetDataSwapped(pQLayer->m_Data); Graphics()->BlendNone(); RenderTools()->RenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_OPAQUE, EnvelopeEval, this); Graphics()->BlendNormal(); RenderTools()->RenderQuads(pQuads, pQLayer->m_NumQuads, LAYERRENDERFLAG_TRANSPARENT, EnvelopeEval, this); } //layershot_end(); } } if(!g_Config.m_GfxNoclip) Graphics()->ClipDisable(); } if(!g_Config.m_GfxNoclip) Graphics()->ClipDisable(); // reset the screen like it was before Graphics()->MapScreen(Screen.x, Screen.y, Screen.w, Screen.h); }