/* * The Mana World * Copyright (C) 2004 The Mana World Development Team * * This file is part of The Mana World. * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #include #include "beingmanager.h" #include "configuration.h" #include "game.h" #include "graphics.h" #include "map.h" #include "particle.h" #include "simpleanimation.h" #include "sprite.h" #include "tileset.h" #include "resources/ambientlayer.h" #include "resources/image.h" #include "resources/resourcemanager.h" #include "utils/dtor.h" #include "utils/stringutils.h" extern volatile int tick_time; /** * The used side-length for tiles */ const int DEFAULT_TILE_SIDE_LENGTH = 32; /** * A location on a tile map. Used for pathfinding, open list. */ struct Location { /** * Constructor. */ Location(int px, int py, MetaTile *ptile): x(px), y(py), tile(ptile) {} /** * Comparison operator. */ bool operator< (const Location &loc) const { return tile->Fcost > loc.tile->Fcost; } int x, y; MetaTile *tile; }; TileAnimation::TileAnimation(Animation *ani): mLastImage(NULL) { mAnimation = new SimpleAnimation(ani); } TileAnimation::~TileAnimation() { delete mAnimation; } void TileAnimation::update(int ticks) { if (!mAnimation) return; // update animation mAnimation->update(ticks); // exchange images Image *img = mAnimation->getCurrentImage(); if (img != mLastImage) { for (std::list >::iterator i = mAffected.begin(); i != mAffected.end(); i++) { i->first->setTile(i->second, img); } mLastImage = img; } } MapLayer::MapLayer(int x, int y, int width, int height, bool isFringeLayer): mX(x), mY(y), mWidth(width), mHeight(height), mIsFringeLayer(isFringeLayer) { const int size = mWidth * mHeight; mTiles = new Image*[size]; std::fill_n(mTiles, size, (Image*) 0); } MapLayer::~MapLayer() { delete[] mTiles; } void MapLayer::setTile(int x, int y, Image *img) { setTile(x + y * mWidth, img); } Image* MapLayer::getTile(int x, int y) const { return mTiles[x + y * mWidth]; } void MapLayer::draw(Graphics *graphics, int startX, int startY, int endX, int endY, int scrollX, int scrollY, const MapSprites &sprites) const { startX -= mX; startY -= mY; endX -= mX; endY -= mY; if (startX < 0) startX = 0; if (startY < 0) startY = 0; if (endX > mWidth) endX = mWidth; if (endY > mHeight) endY = mHeight; MapSprites::const_iterator si = sprites.begin(); for (int y = startY; y < endY; y++) { // If drawing the fringe layer, make sure all sprites above this row of // tiles have been drawn if (mIsFringeLayer) { while (si != sprites.end() && (*si)->getPixelY() <= y * 32) { (*si)->setAlpha(1.0f); (*si)->draw(graphics, -scrollX, -scrollY); si++; } } for (int x = startX; x < endX; x++) { Image *img = getTile(x, y); if (img) { const int px = (x + mX) * 32 - scrollX; const int py = (y + mY) * 32 - scrollY + 32 - img->getHeight(); graphics->drawImage(img, px, py); } } } // Draw any remaining sprites if (mIsFringeLayer) { while (si != sprites.end()) { (*si)->setAlpha(1.0f); (*si)->draw(graphics, -scrollX, -scrollY); si++; } } } Map::Map(int width, int height, int tileWidth, int tileHeight): mWidth(width), mHeight(height), mTileWidth(tileWidth), mTileHeight(tileHeight), mMaxTileHeight(height), mOnClosedList(1), mOnOpenList(2), mLastScrollX(0.0f), mLastScrollY(0.0f) { const int size = mWidth * mHeight; mMetaTiles = new MetaTile[size]; for (int i = 0; i < NB_BLOCKTYPES; i++) { mOccupation[i] = new int[size]; memset(mOccupation[i], 0, size * sizeof(int)); } } Map::~Map() { // delete metadata, layers, tilesets and overlays delete[] mMetaTiles; for (int i = 0; i < NB_BLOCKTYPES; i++) { delete[] mOccupation[i]; } delete_all(mLayers); delete_all(mTilesets); delete_all(mForegrounds); delete_all(mBackgrounds); delete_all(mTileAnimations); } void Map::initializeAmbientLayers() { ResourceManager *resman = ResourceManager::getInstance(); // search for "foreground*" or "overlay*" (old term) in map properties for (int i = 0; /* terminated by a break */; i++) { std::string name; if (hasProperty("foreground" + toString(i) + "image")) { name = "foreground" + toString(i); } else if (hasProperty("overlay" + toString(i) + "image")) { name = "overlay" + toString(i); } else { break; // the FOR loop } Image *img = resman->getImage(getProperty(name + "image")); const float speedX = getFloatProperty(name + "scrollX"); const float speedY = getFloatProperty(name + "scrollY"); const float parallax = getFloatProperty(name + "parallax"); const bool keepRatio = getBoolProperty(name + "keepratio"); if (img) { mForegrounds.push_back( new AmbientLayer(img, parallax, speedX, speedY, keepRatio)); // The AmbientLayer takes control over the image. img->decRef(); } } // search for "background*" in map properties for (int i = 0; hasProperty("background" + toString(i) + "image"); i++) { const std::string name = "background" + toString(i); Image *img = resman->getImage(getProperty(name + "image")); const float speedX = getFloatProperty(name + "scrollX"); const float speedY = getFloatProperty(name + "scrollY"); const float parallax = getFloatProperty(name + "parallax"); const bool keepRatio = getBoolProperty(name + "keepratio"); if (img) { mBackgrounds.push_back( new AmbientLayer(img, parallax, speedX, speedY, keepRatio)); // The AmbientLayer takes control over the image. img->decRef(); } } } void Map::addLayer(MapLayer *layer) { mLayers.push_back(layer); } void Map::addTileset(Tileset *tileset) { mTilesets.push_back(tileset); if (tileset->getHeight() > mMaxTileHeight) mMaxTileHeight = tileset->getHeight(); } bool spriteCompare(const Sprite *a, const Sprite *b) { return a->getPixelY() < b->getPixelY(); } void Map::update(int ticks) { //update animated tiles for (std::map::iterator iAni = mTileAnimations.begin(); iAni != mTileAnimations.end(); iAni++) { iAni->second->update(ticks); } } void Map::draw(Graphics *graphics, int scrollX, int scrollY) { //Calculate range of tiles which are on-screen int endPixelY = graphics->getHeight() + scrollY + mTileHeight - 1; endPixelY += mMaxTileHeight - mTileHeight; int startX = scrollX / mTileWidth; int startY = scrollY / mTileHeight; int endX = (graphics->getWidth() + scrollX + mTileWidth - 1) / mTileWidth; int endY = endPixelY / mTileHeight; // Make sure sprites are sorted ascending by Y-coordinate so that they overlap correctly mSprites.sort(spriteCompare); // update scrolling of all ambient layers updateAmbientLayers(scrollX, scrollY); // Draw backgrounds drawAmbientLayers(graphics, BACKGROUND_LAYERS, scrollX, scrollY, (int) config.getValue("OverlayDetail", 2)); // draw the game world Layers::const_iterator layeri = mLayers.begin(); for (; layeri != mLayers.end(); ++layeri) { (*layeri)->draw(graphics, startX, startY, endX, endY, scrollX, scrollY, mSprites); } // Draws beings with a lower opacity to make them visible // even when covered by a wall or some other elements... MapSprites::const_iterator si = mSprites.begin(); while (si != mSprites.end()) { if (Sprite *sprite = *si) { // For now, just draw sprites with only one layer. if (sprite->getNumberOfLayers() == 1) { sprite->setAlpha(0.3f); sprite->draw(graphics, -scrollX, -scrollY); } } si++; } drawAmbientLayers(graphics, FOREGROUND_LAYERS, scrollX, scrollY, (int) config.getValue("OverlayDetail", 2)); } void Map::drawCollision(Graphics *graphics, int scrollX, int scrollY) { int endPixelY = graphics->getHeight() + scrollY + mTileHeight - 1; int startX = scrollX / mTileWidth; int startY = scrollY / mTileHeight; int endX = (graphics->getWidth() + scrollX + mTileWidth - 1) / mTileWidth; int endY = endPixelY / mTileHeight; if (startX < 0) startX = 0; if (startY < 0) startY = 0; if (endX > mWidth) endX = mWidth; if (endY > mHeight) endY = mHeight; for (int y = startY; y < endY; y++) { for (int x = startX; x < endX; x++) { graphics->setColor(gcn::Color(0, 0, 0, 64)); graphics->drawRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileWidth - scrollY, 33, 33)); if (!getWalk(x, y, BLOCKMASK_WALL)) { graphics->setColor(gcn::Color(0, 0, 200, 64)); graphics->fillRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileWidth - scrollY, 32, 32)); } if (!getWalk(x, y, BLOCKMASK_MONSTER)) { graphics->setColor(gcn::Color(200, 0, 0, 64)); graphics->fillRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileWidth - scrollY, 32, 32)); } if (!getWalk(x, y, BLOCKMASK_CHARACTER)) { graphics->setColor(gcn::Color(0, 200, 0, 64)); graphics->fillRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileWidth - scrollY, 32, 32)); } } } } void Map::updateAmbientLayers(float scrollX, float scrollY) { static int lastTick = tick_time; // static = only initialized at first call if (mLastScrollX == 0.0f && mLastScrollY == 0.0f) { // First call - initialisation mLastScrollX = scrollX; mLastScrollY = scrollY; } // Update Overlays float dx = scrollX - mLastScrollX; float dy = scrollY - mLastScrollY; int timePassed = get_elapsed_time(lastTick); std::list::iterator i; for (i = mBackgrounds.begin(); i != mBackgrounds.end(); i++) { (*i)->update(timePassed, dx, dy); } for (i = mForegrounds.begin(); i != mForegrounds.end(); i++) { (*i)->update(timePassed, dx, dy); } mLastScrollX = scrollX; mLastScrollY = scrollY; lastTick = tick_time; } void Map::drawAmbientLayers(Graphics *graphics, LayerType type, float scrollX, float scrollY, int detail) { // Detail 0: no overlays if (detail <= 0) return; // find out which layer list to draw std::list *layers; switch (type) { case FOREGROUND_LAYERS: layers = &mForegrounds; break; case BACKGROUND_LAYERS: layers = &mBackgrounds; break; default: assert(false); // you noob, you added a new type of ambient layers without adding it to Map::drawAmbientLayers break; } // Draw overlays for (std::list::iterator i = layers->begin(); i != layers->end(); i++) { (*i)->draw(graphics, graphics->getWidth(), graphics->getHeight()); // Detail 1: only one overlay, higher: all overlays if (detail == 1) break; } } class ContainsGidFunctor { public: bool operator() (const Tileset *set) const { return (set->getFirstGid() <= gid && gid - set->getFirstGid() < (int)set->size()); } int gid; } containsGid; Tileset *Map::getTilesetWithGid(int gid) const { containsGid.gid = gid; Tilesets::const_iterator i = find_if(mTilesets.begin(), mTilesets.end(), containsGid); return (i == mTilesets.end()) ? NULL : *i; } void Map::blockTile(int x, int y, BlockType type) { if (type == BLOCKTYPE_NONE || !contains(x, y)) return; const int tileNum = x + y * mWidth; if ((++mOccupation[type][tileNum]) > 0) { switch (type) { case BLOCKTYPE_WALL: mMetaTiles[tileNum].blockmask |= BLOCKMASK_WALL; break; case BLOCKTYPE_CHARACTER: mMetaTiles[tileNum].blockmask |= BLOCKMASK_CHARACTER; break; case BLOCKTYPE_MONSTER: mMetaTiles[tileNum].blockmask |= BLOCKMASK_MONSTER; break; default: // shut up! break; } } } bool Map::getWalk(int x, int y, unsigned char walkmask) const { // You can't walk outside of the map if (!contains(x, y)) return false; // Check if the tile is walkable return !(mMetaTiles[x + y * mWidth].blockmask & walkmask); } bool Map::occupied(int x, int y) const { const Beings &beings = beingManager->getAll(); for (Beings::const_iterator i = beings.begin(); i != beings.end(); i++) { const Being *being = *i; // job 45 is a portal, they don't collide if (being->getTileX() == x && being->getTileY() == y && being->mJob != 45) return true; } return false; } bool Map::contains(int x, int y) const { return x >= 0 && y >= 0 && x < mWidth && y < mHeight; } MetaTile *Map::getMetaTile(int x, int y) const { return &mMetaTiles[x + y * mWidth]; } MapSprite Map::addSprite(Sprite *sprite) { mSprites.push_front(sprite); return mSprites.begin(); } void Map::removeSprite(MapSprite iterator) { mSprites.erase(iterator); } const std::string &Map::getMusicFile() const { return getProperty("music"); } const std::string &Map::getName() const { if (hasProperty("name")) return getProperty("name"); return getProperty("mapname"); } static int const basicCost = 100; Path Map::findPath(int startX, int startY, int destX, int destY, unsigned char walkmask, int maxCost) { // Path to be built up (empty by default) Path path; // Declare open list, a list with open tiles sorted on F cost std::priority_queue openList; // Return when destination not walkable if (!getWalk(destX, destY, walkmask)) return path; // Reset starting tile's G cost to 0 MetaTile *startTile = getMetaTile(startX, startY); startTile->Gcost = 0; // Add the start point to the open list openList.push(Location(startX, startY, startTile)); bool foundPath = false; // Keep trying new open tiles until no more tiles to try or target found while (!openList.empty() && !foundPath) { // Take the location with the lowest F cost from the open list. Location curr = openList.top(); openList.pop(); // If the tile is already on the closed list, this means it has already // been processed with a shorter path to the start point (lower G cost) if (curr.tile->whichList == mOnClosedList) { continue; } // Put the current tile on the closed list curr.tile->whichList = mOnClosedList; // Check the adjacent tiles for (int dy = -1; dy <= 1; dy++) { for (int dx = -1; dx <= 1; dx++) { // Calculate location of tile to check const int x = curr.x + dx; const int y = curr.y + dy; // Skip if if we're checking the same tile we're leaving from, // or if the new location falls outside of the map boundaries if ((dx == 0 && dy == 0) || !contains(x, y)) { continue; } MetaTile *newTile = getMetaTile(x, y); // Skip if the tile is on the closed list or is not walkable // unless its the destination tile if (newTile->whichList == mOnClosedList || ((newTile->blockmask & walkmask) && !(x == destX && y == destY))) { continue; } // When taking a diagonal step, verify that we can skip the // corner. if (dx != 0 && dy != 0) { MetaTile *t1 = getMetaTile(curr.x, curr.y + dy); MetaTile *t2 = getMetaTile(curr.x + dx, curr.y); if ((t1->blockmask | t2->blockmask) & BLOCKMASK_WALL) continue; } // Calculate G cost for this route, ~sqrt(2) for moving diagonal int Gcost = curr.tile->Gcost + (dx == 0 || dy == 0 ? basicCost : basicCost * 362 / 256); /* Demote an arbitrary direction to speed pathfinding by adding a defect (TODO: change depending on the desired visual effect, e.g. a cross-product defect toward destination). Important: as long as the total defect along any path is less than the basicCost, the pathfinder will still find one of the shortest paths! */ if (dx == 0 || dy == 0) { // Demote horizontal and vertical directions, so that two // consecutive directions cannot have the same Fcost. ++Gcost; } // It costs extra to walk through a being (needs to be enough // to make it more attractive to walk around). if (occupied(x, y)) { Gcost += 3 * basicCost; } // Skip if Gcost becomes too much // Warning: probably not entirely accurate if (Gcost > maxCost * basicCost) { continue; } if (newTile->whichList != mOnOpenList) { // Found a new tile (not on open nor on closed list) /* Update Hcost of the new tile. The pathfinder does not work reliably if the heuristic cost is higher than the real cost. In particular, using Manhattan distance is forbidden here. */ int dx = std::abs(x - destX), dy = std::abs(y - destY); newTile->Hcost = std::abs(dx - dy) * basicCost + std::min(dx, dy) * (basicCost * 362 / 256); // Set the current tile as the parent of the new tile newTile->parentX = curr.x; newTile->parentY = curr.y; // Update Gcost and Fcost of new tile newTile->Gcost = Gcost; newTile->Fcost = Gcost + newTile->Hcost; if (x != destX || y != destY) { // Add this tile to the open list newTile->whichList = mOnOpenList; openList.push(Location(x, y, newTile)); } else { // Target location was found foundPath = true; } } else if (Gcost < newTile->Gcost) { // Found a shorter route. // Update Gcost and Fcost of the new tile newTile->Gcost = Gcost; newTile->Fcost = Gcost + newTile->Hcost; // Set the current tile as the parent of the new tile newTile->parentX = curr.x; newTile->parentY = curr.y; // Add this tile to the open list (it's already // there, but this instance has a lower F score) openList.push(Location(x, y, newTile)); } } } } // Two new values to indicate whether a tile is on the open or closed list, // this way we don't have to clear all the values between each pathfinding. mOnClosedList += 2; mOnOpenList += 2; // If a path has been found, iterate backwards using the parent locations // to extract it. if (foundPath) { int pathX = destX; int pathY = destY; while (pathX != startX || pathY != startY) { // Add the new path node to the start of the path list path.push_front(Position(pathX, pathY)); // Find out the next parent MetaTile *tile = getMetaTile(pathX, pathY); pathX = tile->parentX; pathY = tile->parentY; } } return path; } void Map::addParticleEffect(const std::string &effectFile, int x, int y) { ParticleEffectData newEffect; newEffect.file = effectFile; newEffect.x = x; newEffect.y = y; particleEffects.push_back(newEffect); } void Map::initializeParticleEffects(Particle *particleEngine) { if (config.getValue("particleeffects", 1)) { for (std::list::iterator i = particleEffects.begin(); i != particleEffects.end(); i++ ) { particleEngine->addEffect(i->file, i->x, i->y); } } } TileAnimation *Map::getAnimationForGid(int gid) const { std::map::const_iterator i = mTileAnimations.find(gid); return (i == mTileAnimations.end()) ? NULL : i->second; }