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; CLayers *pLayers = 0; { int Start, Num; if(pThis->Client()->State() == IClient::STATE_ONLINE || pThis->Client()->State() == IClient::STATE_DEMOPLAYBACK) pLayers = pThis->Layers(); else pLayers = pThis->m_pMenuLayers; pLayers->Map()->GetType(MAPITEMTYPE_ENVPOINTS, &Start, &Num); if(Num) pPoints = (CEnvPoint *)pLayers->Map()->GetItem(Start, 0, 0); } int Start, Num; pLayers->Map()->GetType(MAPITEMTYPE_ENVELOPE, &Start, &Num); if(Env >= Num) return; CMapItemEnvelope *pItem = (CMapItemEnvelope *)pLayers->Map()->GetItem(Start+Env, 0, 0); static float s_Time = 0.0f; static float s_LastLocalTime = pThis->Client()->LocalTime(); if(pThis->Client()->State() == IClient::STATE_DEMOPLAYBACK) { const IDemoPlayer::CInfo *pInfo = pThis->DemoPlayer()->BaseInfo(); if(!pInfo->m_Paused || pThis->m_EnvelopeUpdate) { if(pThis->m_CurrentLocalTick != pInfo->m_CurrentTick) { pThis->m_LastLocalTick = pThis->m_CurrentLocalTick; pThis->m_CurrentLocalTick = pInfo->m_CurrentTick; } s_Time = mix(pThis->m_LastLocalTick / (float)pThis->Client()->GameTickSpeed(), pThis->m_CurrentLocalTick / (float)pThis->Client()->GameTickSpeed(), pThis->Client()->IntraGameTick()); } pThis->RenderTools()->RenderEvalEnvelope(pPoints+pItem->m_StartPoint, pItem->m_NumPoints, 4, s_Time+TimeOffset, pChannels); } else if(pThis->Client()->State() != IClient::STATE_OFFLINE) { if(pThis->m_pClient->m_Snap.m_pGameData && !(pThis->m_pClient->m_Snap.m_pGameData->m_GameStateFlags&GAMESTATEFLAG_PAUSED)) { if(pItem->m_Version < 2 || pItem->m_Synchronized) { s_Time = mix((pThis->Client()->PrevGameTick()-pThis->m_pClient->m_Snap.m_pGameData->m_GameStartTick) / (float)pThis->Client()->GameTickSpeed(), (pThis->Client()->GameTick()-pThis->m_pClient->m_Snap.m_pGameData->m_GameStartTick) / (float)pThis->Client()->GameTickSpeed(), pThis->Client()->IntraGameTick()); } else s_Time += pThis->Client()->LocalTime()-s_LastLocalTime; } pThis->RenderTools()->RenderEvalEnvelope(pPoints+pItem->m_StartPoint, pItem->m_NumPoints, 4, s_Time+TimeOffset, pChannels); s_LastLocalTime = pThis->Client()->LocalTime(); } else { s_Time = pThis->Client()->LocalTime(); pThis->RenderTools()->RenderEvalEnvelope(pPoints+pItem->m_StartPoint, pItem->m_NumPoints, 4, s_Time+TimeOffset, pChannels); } }
void CMapLayers::OnRender() { if((Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK && !m_pMenuMap)) return; CLayers *pLayers = 0; if(Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK) pLayers = Layers(); else if(m_pMenuMap->IsLoaded()) pLayers = m_pMenuLayers; if(!pLayers) return; CUIRect Screen; Graphics()->GetScreen(&Screen.x, &Screen.y, &Screen.w, &Screen.h); vec2 Center = m_pClient->m_pCamera->m_Center; bool PassedGameLayer = false; for(int g = 0; g < pLayers->NumGroups(); g++) { CMapItemGroup *pGroup = pLayers->GetGroup(g); if(!g_Config.m_GfxNoclip && pGroup->m_Version >= 2 && pGroup->m_UseClipping) { // set clipping float Points[4]; RenderTools()->MapScreenToGroup(Center.x, Center.y, pLayers->GameGroup(), m_pClient->m_pCamera->m_Zoom); 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())); } RenderTools()->MapScreenToGroup(Center.x, Center.y, pGroup, m_pClient->m_pCamera->m_Zoom); for(int l = 0; l < pGroup->m_NumLayers; l++) { CMapItemLayer *pLayer = pLayers->GetLayer(pGroup->m_StartLayer+l); bool Render = false; bool IsGameLayer = false; if(pLayer == (CMapItemLayer*)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 && (Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK)) continue; if(m_Type == -1) Render = true; else if(m_Type == 0) { if(PassedGameLayer && (Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK)) return; Render = true; } else { if(PassedGameLayer && !IsGameLayer) Render = true; } if(Render && pLayer->m_Type == LAYERTYPE_TILES && Input()->KeyIsPressed(KEY_LCTRL) && Input()->KeyIsPressed(KEY_LSHIFT) && Input()->KeyPress(KEY_KP_0)) { CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer; CTile *pTiles = (CTile *)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) { 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_newline(File); } io_close(File); } } if(Render && !IsGameLayer) { if(pLayer->m_Type == LAYERTYPE_TILES) { CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer; if(pTMap->m_Image == -1) Graphics()->TextureClear(); else Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pTMap->m_Image)); CTile *pTiles = (CTile *)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, EnvelopeEval, this, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset); Graphics()->BlendNormal(); RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT, EnvelopeEval, this, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset); } else if(pLayer->m_Type == LAYERTYPE_QUADS) { CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer; if(pQLayer->m_Image == -1) Graphics()->TextureClear(); else Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pQLayer->m_Image)); CQuad *pQuads = (CQuad *)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); } } else if(IsGameLayer) { CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer; CTile *pTiles = (CTile *)pLayers->Map()->GetData(pTMap->m_Data); Graphics()->TextureSet(g_pData->m_aImages[IMAGE_BLOCKS].m_Id); for(int i = 0; i < pLayers->GameLayer()->m_Width * pLayers->GameLayer()->m_Height; i++) { int Index = pTiles[i].m_Index; int Sprite = -1; if(!(Index&CCollision::COLFLAG_APPEAR)) { if(Index == (CCollision::COLFLAG_BLUE | CCollision::COLFLAG_RED) && m_pClient->m_Techlevel[0] < 2 && m_pClient->m_Techlevel[1] < 2) Sprite = SPRITE_BLOCK_WHITE_2; else if(Index == (CCollision::COLFLAG_BLUE | CCollision::COLFLAG_RED | CCollision::COLFLAG_TL3) && m_pClient->m_Techlevel[0] < 3 && m_pClient->m_Techlevel[1] < 3) Sprite = SPRITE_BLOCK_WHITE_3; else if(Index == CCollision::COLFLAG_RED && m_pClient->m_Techlevel[0] < 2) Sprite = SPRITE_BLOCK_RED_2; else if(Index == (CCollision::COLFLAG_RED | CCollision::COLFLAG_TL3) && m_pClient->m_Techlevel[0] < 3) Sprite = SPRITE_BLOCK_RED_3; else if(Index == CCollision::COLFLAG_BLUE && m_pClient->m_Techlevel[1] < 2) Sprite = SPRITE_BLOCK_BLUE_2; else if(Index == (CCollision::COLFLAG_BLUE | CCollision::COLFLAG_TL3) && m_pClient->m_Techlevel[1] < 3) Sprite = SPRITE_BLOCK_BLUE_3; } else { Index ^= CCollision::COLFLAG_APPEAR; if(Index == (CCollision::COLFLAG_BLUE | CCollision::COLFLAG_RED) && (m_pClient->m_Techlevel[0] >= 2 || m_pClient->m_Techlevel[1] >= 2)) Sprite = SPRITE_BLOCK_WHITE_2_APP; else if(Index == (CCollision::COLFLAG_BLUE | CCollision::COLFLAG_RED | CCollision::COLFLAG_TL3) && (m_pClient->m_Techlevel[0] == 3 || m_pClient->m_Techlevel[1] == 3)) Sprite = SPRITE_BLOCK_WHITE_3_APP; else if(Index == CCollision::COLFLAG_RED && m_pClient->m_Techlevel[0] >= 2) Sprite = SPRITE_BLOCK_RED_2_APP; else if(Index == (CCollision::COLFLAG_RED | CCollision::COLFLAG_TL3) && m_pClient->m_Techlevel[0] == 3) Sprite = SPRITE_BLOCK_RED_3_APP; else if(Index == CCollision::COLFLAG_BLUE && m_pClient->m_Techlevel[1] >= 2) Sprite = SPRITE_BLOCK_BLUE_2_APP; else if(Index == (CCollision::COLFLAG_BLUE | CCollision::COLFLAG_TL3) && m_pClient->m_Techlevel[1] == 3) Sprite = SPRITE_BLOCK_BLUE_3_APP; } if(Sprite != -1) { Graphics()->QuadsBegin(); RenderTools()->SelectSprite(Sprite); Graphics()->QuadsSetRotation(0); IGraphics::CQuadItem QuadItem(i % pLayers->GameLayer()->m_Width * 32 + 16, i / pLayers->GameLayer()->m_Width * 32 + 16, 33, 33); Graphics()->QuadsDraw(&QuadItem, 1); Graphics()->QuadsEnd(); } } } } 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); }
void CMapLayers::OnRender() { if((Client()->State() != IClient::STATE_ONLINE && Client()->State() != IClient::STATE_DEMOPLAYBACK && !m_pMenuMap)) return; CLayers *pLayers = 0; if(Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK) pLayers = Layers(); else if(m_pMenuMap->IsLoaded()) pLayers = m_pMenuLayers; if(!pLayers) 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 < pLayers->NumGroups(); g++) { CMapItemGroup *pGroup = 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, 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 = pLayers->GetLayer(pGroup->m_StartLayer+l); bool Render = false; bool IsGameLayer = false; if(pLayer == (CMapItemLayer*)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 && (Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK)) continue; if(m_Type == -1) Render = true; else if(m_Type == 0) { if(PassedGameLayer && (Client()->State() == IClient::STATE_ONLINE || Client()->State() == IClient::STATE_DEMOPLAYBACK)) 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 *)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) { 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_newline(File); } io_close(File); } } if(Render && !IsGameLayer) { //layershot_begin(); if(pLayer->m_Type == LAYERTYPE_TILES) { CMapItemLayerTilemap *pTMap = (CMapItemLayerTilemap *)pLayer; if(pTMap->m_Image == -1) Graphics()->TextureClear(); else Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pTMap->m_Image)); CTile *pTiles = (CTile *)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, EnvelopeEval, this, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset); Graphics()->BlendNormal(); RenderTools()->RenderTilemap(pTiles, pTMap->m_Width, pTMap->m_Height, 32.0f, Color, TILERENDERFLAG_EXTEND|LAYERRENDERFLAG_TRANSPARENT, EnvelopeEval, this, pTMap->m_ColorEnv, pTMap->m_ColorEnvOffset); } else if(pLayer->m_Type == LAYERTYPE_QUADS) { CMapItemLayerQuads *pQLayer = (CMapItemLayerQuads *)pLayer; if(pQLayer->m_Image == -1) Graphics()->TextureClear(); else Graphics()->TextureSet(m_pClient->m_pMapimages->Get(pQLayer->m_Image)); CQuad *pQuads = (CQuad *)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); }
void CMapImages::OnMenuMapLoad(IMap *pMap) { CLayers MenuLayers; MenuLayers.Init(Kernel(), pMap); LoadMapImages(pMap, &MenuLayers, MAP_TYPE_MENU); }