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