The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/Minimap.cpp

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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
Redistribution and use in source and binary forms, with or without modification,
are permitted provided that the following conditions are met:
1. Redistributions or derivations of source code must retain the above copyright
notice, this list of conditions and the following disclaimer.
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice. This list of conditions and the following disclaimer must be
reproduced in the documentation and/or other materials provided with the distribution.
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE.
Portions of this software are copyright <EFBFBD> 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Unlock.h"
#include "util.h"
INCLUDE_game
INCLUDE_GFX
void Minimap::Initialize(){
std::vector<vf2d>enlargedCircle;
for(int i=360;i>=0;i-=4){
float angle=util::degToRad(float(i))-PI/2;
if(i==360){enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I/2+"Minimap.Minimap HUD Size"_I/2);}
enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*"Minimap.Minimap HUD Size"_I/2+"Minimap.Minimap HUD Size"_I/2);
}
mapCircleHud=ViewPort{enlargedCircle,vi2d{game->ScreenWidth()-"Minimap.Minimap HUD Size"_I-4,4}};
enlargedCircle.clear();
for(int i=360;i>=0;i-=4){
float angle=util::degToRad(float(i))-PI/2;
if(i==360){enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*game->ScreenWidth()/3+game->ScreenWidth()/3);}
enlargedCircle.push_back(vf2d{cos(angle),sin(angle)}*game->ScreenWidth()/3+game->ScreenWidth()/3);
}
mapCircleLargeHud=ViewPort{enlargedCircle,vi2d{game->ScreenWidth()/2-game->ScreenWidth()/3,game->ScreenHeight()/2-game->ScreenWidth()/3}};
}
void Minimap::Reset(){
if(minimap.Sprite()==nullptr)minimap.Create(1,1);
if(cover.Sprite()==nullptr)cover.Create(1,1);
if(coverOutline.Sprite()==nullptr)coverOutline.Create(1,1);
Sprite baseMinimap;
#pragma region Cleanup minimap and cover images
minimap.Sprite()->Resize(game->GetCurrentMapData().width,game->GetCurrentMapData().height);
cover.Sprite()->Resize(game->GetCurrentMapData().width,game->GetCurrentMapData().height);
coverOutline.Sprite()->Resize(game->GetCurrentMapData().width,game->GetCurrentMapData().height);
baseMinimap.Resize(game->GetCurrentMapData().width,game->GetCurrentMapData().height);
game->SetDrawTarget(minimap.Sprite());
game->SetPixelMode(Pixel::ALPHA);
game->Clear(BLANK);
game->SetDrawTarget(&baseMinimap);
game->Clear(BLANK);
game->SetDrawTarget(cover.Sprite());
game->Clear(BLANK);
game->SetDrawTarget(coverOutline.Sprite());
game->Clear(BLANK);
game->SetPixelMode(Pixel::NORMAL);
//Will update the minimap decal at the end, since we are about to change it anyways.
cover.Decal()->Update();
#pragma endregion
for(int x=0;x<game->GetCurrentMapData().width;x++){
for(int y=0;y<game->GetCurrentMapData().height;y++){
bool tileFound=false;
bool collision=false;
Pixel tileCol;
for(const LayerTag&layer:game->MAP_DATA[game->GetCurrentLevel()].GetLayers()){
if(Unlock::IsUnlocked(layer.unlockCondition)){
int tileID=layer.tiles[y][x]-1;
if(tileID!=-1){
tileFound=true;
if(game->GetTileCollision(game->GetCurrentMapName(),vf2d{float(x),float(y)}*game->GetCurrentMapData().tilewidth)!=game->NO_COLLISION){
baseMinimap.SetPixel({x,y},BLANK);
collision=true;
}
tileCol=game->GetTileColor(game->GetCurrentMapName(),vf2d{float(x),float(y)}*game->GetCurrentMapData().tilewidth);
}
}
}
if(tileFound&&!collision){
baseMinimap.SetPixel({x,y},{uint8_t(std::min(255.f,tileCol.r*1.5f)),uint8_t(std::min(255.f,tileCol.g*1.5f)),uint8_t(std::min(255.f,tileCol.b*1.5f))});
}else
if(!tileFound){
baseMinimap.SetPixel({x,y},BLANK);
}
}
}
for(int sy=0;sy<baseMinimap.height;sy++){
for(int sx=0;sx<baseMinimap.width;sx++){
if(baseMinimap.GetPixel(sx,sy).a>0){
for(int y=-1;y<=1;y++){
for(int x=-1;x<=1;x++){
if(x==0&&y==0)continue;
minimap.Sprite()->SetPixel(sx+x,sy+y,BLACK);
}
}
}
}
}
for(int sy=0;sy<baseMinimap.height;sy++){
for(int sx=0;sx<baseMinimap.width;sx++){
if(baseMinimap.GetPixel(sx,sy).a>0){
minimap.Sprite()->SetPixel(sx,sy,baseMinimap.GetPixel(sx,sy));
}
}
}
if(game->GetZones().count("EndZone")){
for(const ZoneData&zone:game->GetZones().at("EndZone")){
vf2d ringPos=zone.zone.pos/game->GetCurrentMapData().TileSize;
vf2d ringSize=zone.zone.size/game->GetCurrentMapData().TileSize;
vf2d ringCenter=ringPos+ringSize/2;
for(int y=0;y<=ringSize.y;y++){
for(int x=0;x<=ringSize.x;x++){
float ringRadiusX=ringSize.x/2;
float ringRadiusY=ringSize.y/2;
float distanceFromCenterX=abs(ringCenter.x-(ringPos.x+x));
float distanceFromCenterY=abs(ringCenter.y-(ringPos.y+y));
if(distanceFromCenterX<ringRadiusX&&distanceFromCenterY<ringRadiusY){
for(int shadowY=-1;shadowY<=1;shadowY++){
for(int shadowX=-1;shadowX<=1;shadowX++){
if(shadowX==0&&shadowY==0)continue;
if(minimap.Sprite()->GetPixel(ringPos+vi2d{x+shadowX,y+shadowY})!=GREEN){
minimap.Sprite()->SetPixel(ringPos+vi2d{x+shadowX,y+shadowY},BLACK);
}
}
}
minimap.Sprite()->SetPixel(ringPos+vi2d{x,y},GREEN);
}
}
}
}
}
game->SetDrawTarget(nullptr);
minimap.Decal()->Update();
#pragma region Load all minimap chunks already explored
for(auto&chunk:loadedChunks[game->GetCurrentMapName()]){
vi2d chunkPos={stoi(chunk.substr(0,chunk.find('_'))),stoi(chunk.substr(chunk.find('_')+1))};
UpdateChunk(game->GetCurrentMapName(),chunkPos);
}
#pragma endregion
}
void Minimap::Update(){
if(game->KEY_TOGGLE_MAP.Pressed()&&MinimapVisible()){
if(displayMode==MinimapMode::SMALL)displayMode=MinimapMode::LARGE;
else if(displayMode==MinimapMode::LARGE)displayMode=MinimapMode::OFF;
else if(displayMode==MinimapMode::OFF)displayMode=MinimapMode::SMALL;
}
}
void Minimap::UpdateChunk(const MapName map,const vi2d chunkPos){
loadedChunks[map].insert(std::format("{}_{}",chunkPos.x,chunkPos.y));
if(game->GetCurrentMapName()!=map)return; //Don't update the minimap when the map name doesn't match the current map.
vi2d centerChunkPos=chunkPos*"Minimap.Chunk Size"_I;
vi2d pixelPos=centerChunkPos-"Minimap.Chunk Size"_I*2;
vi2d chunkEndPixelPos=centerChunkPos+"Minimap.Chunk Size"_I*4;
//We start twice the distance we are supposed to outwards.
for(int y=pixelPos.y;y<chunkEndPixelPos.y;y++){
for(int x=pixelPos.x;x<chunkEndPixelPos.x;x++){
Pixel sourceCol=minimap.Sprite()->GetPixel(x,y);
bool sourceWasBlack=sourceCol==BLACK;
if(cover.Sprite()->GetPixel(x,y).a==255||sourceCol.a==0)continue; //Already revealed or invisible anyways.
vi2d chunk=vi2d{x,y}/"Minimap.Chunk Size"_I;
if(chunk==chunkPos){
cover.Sprite()->SetPixel(x,y,sourceCol);
if(sourceWasBlack)coverOutline.Sprite()->SetPixel(x,y,sourceCol);
}else{
const vi2d chunkOffset={"Minimap.Chunk Size"_I/2,"Minimap.Chunk Size"_I/2};
const float distance=geom2d::line<float>(centerChunkPos+chunkOffset,vf2d{float(x),float(y)}).length();
const int alpha=std::clamp(util::lerp(255,0,(distance-"Minimap.Chunk Size"_I)/"Minimap.Chunk Size"_I),0.f,255.f);
if(cover.Sprite()->GetPixel(x,y).a>alpha)continue; //The distance was uncovered by another closer chunk, don't need to reveal it here.
sourceCol.a=alpha;
cover.Sprite()->SetPixel(x,y,sourceCol);
if(sourceWasBlack)coverOutline.Sprite()->SetPixel(x,y,sourceCol);
}
}
}
cover.Decal()->Update();
coverOutline.Decal()->Update();
}
void Minimap::Draw(){
const vf2d minimapPos=vf2d{float("Minimap.Minimap HUD Size"_I),float("Minimap.Minimap HUD Size"_I)}/2;
if(MinimapVisible()){
switch(displayMode){
case MinimapMode::SMALL:{
mapCircleHud.DrawRotatedDecal(minimapPos,cover.Decal(),0.f,game->camera.GetPosition()/game->GetCurrentMapData().tilewidth,vf2d{0.5f,0.5f});
game->DrawRotatedDecal(mapCircleHud.GetOffset()+minimapPos,GFX["skill_overlay_icon.png"].Decal(),0.f,GFX["skill_overlay_icon.png"].Sprite()->Size()/2,vf2d{float("Minimap.Minimap HUD Size"_I),float("Minimap.Minimap HUD Size"_I)}/24.f*1.05f);
game->DrawRotatedDecal(mapCircleHud.GetOffset()+minimapPos,game->GetPlayer()->GetMinimapImage().Decal(),0.f,vi2d{"Player.Minimap Image Size"_i[0],"Player.Minimap Image Size"_i[1]}/2,{0.5f,0.5f});
}break;
case MinimapMode::LARGE:{
mapCircleLargeHud.DrawRotatedDecal(vf2d{game->ScreenWidth()/3.f,game->ScreenWidth()/3.f},coverOutline.Decal(),0.f,game->camera.GetPosition()/game->GetCurrentMapData().tilewidth,vf2d{2.f,2.f},{255,255,255,48});
}break;
case MinimapMode::OFF:{}break;
}
}
}
void Minimap::EraseChunkData(){
loadedChunks.clear();
}
const std::unordered_map<MapName,std::unordered_set<std::string>>&Minimap::GetChunkData(){
return loadedChunks;
}
const MinimapMode&Minimap::GetMinimapMode()const{
return displayMode;
}
void Minimap::SetMinimapMode(MinimapMode newMode){
displayMode=newMode;
}
bool Minimap::MinimapVisible(){
return !game->InBossEncounter();
}