mirror of
https://github.com/ioquake/jedi-academy.git
synced 2024-11-14 17:01:02 +00:00
489 lines
10 KiB
C++
489 lines
10 KiB
C++
#include "../server/exe_headers.h"
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#include "cm_local.h"
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#include "cm_patch.h"
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#include "cm_landscape.h"
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#include "../game/genericparser2.h"
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//#include "image.h"
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//#include "../qcommon/q_imath.h"
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#include "cm_terrainmap.h"
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#include "cm_draw.h"
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#include "../png/png.h"
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static CTerrainMap *TerrainMap = 0;
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void R_CreateAutomapImage( const char *name, const byte *pic, int width, int height,
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qboolean mipmap, qboolean allowPicmip, qboolean allowTC, int glWrapClampMode );
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// simple function for getting a proper color for a side
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inline CPixel32 SideColor(int side)
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{
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CPixel32 col(255,255,255);
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switch (side)
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{
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default:
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break;
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case SIDE_BLUE:
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col = CPixel32(0,0,192);
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break;
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case SIDE_RED:
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col = CPixel32(192,0,0);
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break;
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}
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return col;
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}
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CTerrainMap::CTerrainMap(CCMLandScape *landscape) :
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mLandscape(landscape)
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{
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ApplyBackground();
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ApplyHeightmap();
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CDraw32 draw;
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draw.SetBuffer((CPixel32*) mImage);
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draw.SetBufferSize(TM_WIDTH,TM_HEIGHT,TM_WIDTH);
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// create version with paths and water shown
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int x,y;
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int water;
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int land;
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for (y=0; y<TM_HEIGHT; y++)
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for (x=0; x<TM_WIDTH; x++)
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{
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CPixel32 cp = ((CPixel32*)mBufImage)[PIXPOS(x,y,TM_WIDTH)];
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land = CLAMP(((255 - cp.a)*2)/3,0,255);
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water = CLAMP((landscape->GetBaseWaterHeight() - cp.a)*4, 0, 255);
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cp.a = 255;
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if (x > TM_BORDER && x < (TM_WIDTH-TM_BORDER) &&
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y > TM_BORDER && y < (TM_WIDTH-TM_BORDER))
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{
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cp = ALPHA_PIX (CPixel32(0,0,0), cp, land, 256-land);
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if (water > 0)
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cp = ALPHA_PIX (CPixel32(0,0,255), cp, water, 256-water);
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}
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draw.PutPix(x, y, cp);
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}
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// Load icons for symbols on map
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GLenum format;
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#ifdef _XBOX
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int mipcount;
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R_LoadImage("gfx/menus/rmg/start", (byte**)&mSymStart, &mSymStartWidth, &mSymStartHeight, &mipcount, &format);
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R_LoadImage("gfx/menus/rmg/end", (byte**)&mSymEnd, &mSymEndWidth, &mSymEndHeight, &mipcount, &format);
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R_LoadImage("gfx/menus/rmg/objective", (byte**)&mSymObjective, &mSymObjectiveWidth, &mSymObjectiveHeight, &mipcount, &format);
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R_LoadImage("gfx/menus/rmg/building", (byte**)&mSymBld, &mSymBldWidth, &mSymBldHeight, &mipcount, &format);
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#else
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R_LoadImage("gfx/menus/rmg/start", (byte**)&mSymStart, &mSymStartWidth, &mSymStartHeight, &format);
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R_LoadImage("gfx/menus/rmg/end", (byte**)&mSymEnd, &mSymEndWidth, &mSymEndHeight, &format);
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R_LoadImage("gfx/menus/rmg/objective", (byte**)&mSymObjective, &mSymObjectiveWidth, &mSymObjectiveHeight, &format);
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R_LoadImage("gfx/menus/rmg/building", (byte**)&mSymBld, &mSymBldWidth, &mSymBldHeight, &format);
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#endif
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}
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CTerrainMap::~CTerrainMap()
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{
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if (mSymStart)
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{
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Z_Free(mSymStart);
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mSymStart = NULL;
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}
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if (mSymEnd)
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{
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Z_Free(mSymEnd);
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mSymEnd = NULL;
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}
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if (mSymBld)
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{
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Z_Free(mSymBld);
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mSymBld = NULL;
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}
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if (mSymObjective)
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{
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Z_Free(mSymObjective);
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mSymObjective = NULL;
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}
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CDraw32::CleanUp();
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}
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void CTerrainMap::ApplyBackground(void)
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{
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int x, y;
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byte *outPos;
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float xRel, yRel, xInc, yInc;
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byte *backgroundImage;
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int backgroundWidth, backgroundHeight, backgroundDepth;
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int pos;
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GLenum format;
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memset(mImage, 255, sizeof(mBufImage));
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// R_LoadImage("textures\\kamchatka\\ice", &backgroundImage, &backgroundWidth, &backgroundHeight, &format);0
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backgroundDepth = 4;
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#ifdef _XBOX
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int mipcount;
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R_LoadImage("gfx\\menus\\rmg\\01_bg", &backgroundImage, &backgroundWidth, &backgroundHeight, &mipcount, &format);
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#else
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R_LoadImage("gfx\\menus\\rmg\\01_bg", &backgroundImage, &backgroundWidth, &backgroundHeight, &format);
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#endif
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if (backgroundImage)
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{
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outPos = (byte *)mBufImage;
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xInc = (float)backgroundWidth / (float)TM_WIDTH;
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yInc = (float)backgroundHeight / (float)TM_HEIGHT;
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yRel = 0.0;
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for(y=0;y<TM_HEIGHT;y++)
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{
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xRel = 0.0;
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for(x=0;x<TM_WIDTH;x++)
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{
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pos = ((((int)yRel)*backgroundWidth) + ((int)xRel)) * 4;
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*outPos = backgroundImage[pos++];
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outPos++;
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*outPos = backgroundImage[pos++];
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outPos++;
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*outPos = backgroundImage[pos];
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outPos+=2;
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xRel += xInc;
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}
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yRel += yInc;
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}
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Z_Free(backgroundImage);
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}
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}
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void CTerrainMap::ApplyHeightmap(void)
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{
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int x, y;
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byte *inPos = mLandscape->GetHeightMap();
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int width = mLandscape->GetRealWidth();
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int height = mLandscape->GetRealHeight();
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byte *outPos;
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unsigned tempColor;
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float xRel, yRel, xInc, yInc;
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int count;
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outPos = (byte *)mBufImage;
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outPos += (((TM_BORDER * TM_WIDTH) + TM_BORDER) * 4);
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xInc = (float)width / (float)(TM_REAL_WIDTH);
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yInc = (float)height / (float)(TM_REAL_HEIGHT);
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// add in height map as alpha
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yRel = 0.0;
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for(y=0;y<TM_REAL_HEIGHT;y++)
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{
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// x is flipped!
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xRel = width;
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for(x=0;x<TM_REAL_WIDTH;x++)
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{
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count = 1;
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tempColor = inPos[(((int)yRel)*width) + ((int)xRel)];
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if (yRel >= 1.0)
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{
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tempColor += inPos[(((int)(yRel-0.5))*width) + ((int)xRel)];
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count++;
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}
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if (yRel <= height-2)
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{
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tempColor += inPos[(((int)(yRel+0.5))*width) + ((int)xRel)];
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count++;
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}
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if (xRel >= 1.0)
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{
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tempColor += inPos[(((int)(yRel))*width) + ((int)(xRel-0.5))];
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count++;
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}
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if (xRel <= width-2)
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{
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tempColor += inPos[(((int)(yRel))*width) + ((int)(xRel+0.5))];
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count++;
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}
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tempColor /= count;
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outPos[3] = tempColor;
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outPos += 4;
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// x is flipped!
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xRel -= xInc;
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}
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outPos += TM_BORDER * 4 * 2;
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yRel += yInc;
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}
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}
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// Convert position in game coords to automap coords
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void CTerrainMap::ConvertPos(int& x, int& y)
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{
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x = ((x - mLandscape->GetMins()[0]) / mLandscape->GetSize()[0]) * TM_REAL_WIDTH;
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y = ((y - mLandscape->GetMins()[1]) / mLandscape->GetSize()[1]) * TM_REAL_HEIGHT;
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// x is flipped!
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x = TM_REAL_WIDTH - x - 1;
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// border
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x += TM_BORDER;
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y += TM_BORDER;
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}
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void CTerrainMap::AddStart(int x, int y, int side)
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{
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ConvertPos(x, y);
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CDraw32 draw;
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draw.BlitColor(x-mSymStartWidth/2, y-mSymStartHeight/2, mSymStartWidth, mSymStartHeight,
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(CPixel32*)mSymStart, 0, 0, mSymStartWidth, SideColor(side));
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}
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void CTerrainMap::AddEnd(int x, int y, int side)
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{
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ConvertPos(x, y);
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CDraw32 draw;
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draw.BlitColor(x-mSymEndWidth/2, y-mSymEndHeight/2, mSymEndWidth, mSymEndHeight,
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(CPixel32*)mSymEnd, 0, 0, mSymEndWidth, SideColor(side));
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}
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void CTerrainMap::AddObjective(int x, int y, int side)
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{
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ConvertPos(x, y);
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CDraw32 draw;
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draw.BlitColor(x-mSymObjectiveWidth/2, y-mSymObjectiveHeight/2, mSymObjectiveWidth, mSymObjectiveHeight,
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(CPixel32*)mSymObjective, 0, 0, mSymObjectiveWidth, SideColor(side));
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}
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void CTerrainMap::AddBuilding(int x, int y, int side)
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{
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ConvertPos(x, y);
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CDraw32 draw;
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draw.BlitColor(x-mSymBldWidth/2, y-mSymBldHeight/2, mSymBldWidth, mSymBldHeight,
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(CPixel32*)mSymBld, 0, 0, mSymBldWidth, SideColor(side));
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}
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void CTerrainMap::AddNPC(int x, int y, bool friendly)
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{
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ConvertPos(x, y);
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CDraw32 draw;
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if (friendly)
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draw.DrawCircle(x,y,3, CPixel32(0,192,0), CPixel32(0,0,0,0));
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else
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draw.DrawCircle(x,y,3, CPixel32(192,0,0), CPixel32(0,0,0,0));
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}
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void CTerrainMap::AddNode(int x, int y)
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{
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ConvertPos(x, y);
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CDraw32 draw;
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draw.DrawCircle(x,y,20, CPixel32(255,255,255), CPixel32(0,0,0,0));
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}
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void CTerrainMap::AddWallRect(int x, int y, int side)
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{
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ConvertPos(x, y);
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CDraw32 draw;
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switch (side)
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{
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default:
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draw.DrawBox(x-1,y-1,3,3,CPixel32(192,192,192,128));
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break;
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case SIDE_BLUE:
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draw.DrawBox(x-1,y-1,3,3,CPixel32(0,0,192,128));
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break;
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case SIDE_RED:
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draw.DrawBox(x-1,y-1,3,3,CPixel32(192,0,0,128));
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break;
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}
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}
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void CTerrainMap::AddPlayer(vec3_t origin, vec3_t angles)
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{
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// draw player start on automap
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CDraw32 draw;
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vec3_t up;
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vec3_t pt[4] = {{0,0,0},{-5,-5,0},{10,0,0},{-5,5,0}};
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vec3_t p;
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int x,y,i;
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float facing;
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POINT poly[4];
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facing = angles[1];
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up[0] = 0;
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up[1] = 0;
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up[2] = 1;
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x = (int)origin[0];
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y = (int)origin[1];
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ConvertPos(x, y);
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x++; y++;
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for (i=0; i<4; i++)
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{
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RotatePointAroundVector( p, up, pt[i], facing );
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poly[i].x = (int)(-p[0] + x);
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poly[i].y = (int)(p[1] + y);
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}
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// draw arrowhead shadow
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draw.DrawPolygon(4, poly, CPixel32(0,0,0,128), CPixel32(0,0,0,128));
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// draw arrowhead
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for (i=0; i<4; i++)
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{
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poly[i].x--;
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poly[i].y--;
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}
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draw.DrawPolygon(4, poly, CPixel32(255,255,255), CPixel32(255,255,255));
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}
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void CTerrainMap::Upload(vec3_t player_origin, vec3_t player_angles)
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{
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CDraw32 draw;
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// copy completed map to mBufImage
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draw.SetBuffer((CPixel32*) mBufImage);
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draw.SetBufferSize(TM_WIDTH,TM_HEIGHT,TM_WIDTH);
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draw.Blit(0, 0, TM_WIDTH, TM_HEIGHT,
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(CPixel32*)mImage, 0, 0, TM_WIDTH);
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// now draw player's location on map
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if (player_origin)
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{
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AddPlayer(player_origin, player_angles);
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}
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draw.SetAlphaBuffer(255);
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R_CreateAutomapImage("*automap", (unsigned char *)draw.buffer, TM_WIDTH, TM_HEIGHT, qfalse, qfalse, qtrue, qfalse);
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draw.SetBuffer((CPixel32*) mImage);
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}
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void CTerrainMap::SaveImageToDisk(const char * terrainName, const char * missionName, const char * seed)
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{
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//ri.COM_SavePNG(va("save/%s_%s_%s.png", terrainName, missionName, seed),
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// (unsigned char *)mImage, TM_WIDTH, TM_HEIGHT, 4);
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//rww - Use JPG here? This function seems to be only for debugging anyway.
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// PNG_Save(va("save/%s_%s_%s.png", terrainName, missionName, seed),
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// (unsigned char *)mImage, TM_WIDTH, TM_HEIGHT, 4);
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}
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void CM_TM_Create(CCMLandScape *landscape)
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{
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if (TerrainMap)
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{
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CM_TM_Free();
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}
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TerrainMap = new CTerrainMap(landscape);
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}
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void CM_TM_Free(void)
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{
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if (TerrainMap)
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{
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delete TerrainMap;
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TerrainMap = 0;
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}
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}
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void CM_TM_AddStart(int x, int y, int side)
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{
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if (TerrainMap)
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{
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TerrainMap->AddStart(x, y, side);
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}
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}
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void CM_TM_AddEnd(int x, int y, int side)
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{
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if (TerrainMap)
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{
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TerrainMap->AddEnd(x, y, side);
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}
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}
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void CM_TM_AddObjective(int x, int y, int side)
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{
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if (TerrainMap)
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{
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TerrainMap->AddObjective(x, y, side);
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}
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}
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void CM_TM_AddNPC(int x, int y, bool friendly)
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{
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if (TerrainMap)
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{
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TerrainMap->AddNPC(x, y, friendly);
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}
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}
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void CM_TM_AddNode(int x, int y)
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{
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if (TerrainMap)
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{
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TerrainMap->AddNode(x, y);
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}
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}
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void CM_TM_AddBuilding(int x, int y, int side)
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{
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if (TerrainMap)
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{
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TerrainMap->AddBuilding(x, y, side);
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}
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}
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void CM_TM_AddWallRect(int x, int y, int side)
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{
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if (TerrainMap)
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{
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TerrainMap->AddWallRect(x, y, side);
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}
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}
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void CM_TM_Upload(vec3_t player_origin, vec3_t player_angles)
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{
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if (TerrainMap)
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{
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TerrainMap->Upload(player_origin, player_angles);
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}
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}
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void CM_TM_SaveImageToDisk(const char * terrainName, const char * missionName, const char * seed)
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{
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if (TerrainMap)
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{ // write out automap
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TerrainMap->SaveImageToDisk(terrainName, missionName, seed);
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}
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}
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void CM_TM_ConvertPosition(int &x, int &y, int Width, int Height)
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{
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if (TerrainMap)
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{
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TerrainMap->ConvertPos(x, y);
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x = x * Width / TM_WIDTH;
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y = y * Height / TM_HEIGHT;
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}
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}
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