Exemple #1
0
static float AStarHeuristic(void *fromNode, void *toNode, void *context)
{
    // Simple Euclidean
    Vec2i *v1 = fromNode;
    Vec2i *v2 = toNode;
    UNUSED(context);
    return (float)sqrt(DistanceSquared(
                           Vec2iCenterOfTile(*v1), Vec2iCenterOfTile(*v2)));
}
Exemple #2
0
static void MakeBackground(GraphicsDevice *g, int buildTables)
{
	if (buildTables)
	{
		// Automatically pan camera to middle of screen
		Mission *m = gMission.missionData;
		Vec2i focusTile = Vec2iScaleDiv(m->Size, 2);
		// Better yet, if the map has a known start position, focus on that
		if (m->Type == MAPTYPE_STATIC &&
			!Vec2iEqual(m->u.Static.Start, Vec2iZero()))
		{
			focusTile = m->u.Static.Start;
		}
		camera = Vec2iCenterOfTile(focusTile);
	}

	// Clear background first
	for (int i = 0; i < GraphicsGetScreenSize(&g->cachedConfig); i++)
	{
		g->buf[i] = PixelFromColor(g, colorBlack);
	}
	GrafxDrawExtra extra;
	extra.guideImage = brush.GuideImageSurface;
	extra.guideImageAlpha = brush.GuideImageAlpha;

	DrawBufferTerminate(&sDrawBuffer);
	DrawBufferInit(&sDrawBuffer, Vec2iNew(X_TILES, Y_TILES), &gGraphicsDevice);
	GrafxMakeBackground(
		g, &sDrawBuffer, &gCampaign, &gMission, &gMap,
		tintNone, 1, buildTables, camera, &extra);
}
Exemple #3
0
void GrafxMakeRandomBackground(
	GraphicsDevice *device,
	CampaignOptions *co, struct MissionOptions *mo, Map *map)
{
	HSV tint;
	CampaignSettingInit(&co->Setting);
	ActorsInit();
	ObjsInit();
	MobObjsInit();
	SetupQuickPlayCampaign(&co->Setting, &gConfig.QuickPlay);
	co->seed = rand();
	tint.h = rand() * 360.0 / RAND_MAX;
	tint.s = rand() * 1.0 / RAND_MAX;
	tint.v = 0.5;
	DrawBuffer buffer;
	DrawBufferInit(&buffer, Vec2iNew(X_TILES, Y_TILES), device);
	co->MissionIndex = 0;
	GrafxMakeBackground(
		device, &buffer, co, mo, map,
		tint, 0, 1, Vec2iCenterOfTile(Vec2iScaleDiv(map->Size, 2)), NULL);
	DrawBufferTerminate(&buffer);
	ActorsTerminate();
	ObjsTerminate();
	MobObjsTerminate();
	RemoveAllWatches();
	MissionOptionsTerminate(mo);
	CampaignSettingTerminate(&co->Setting);
	co->seed = gConfig.Game.RandomSeed;
}
Exemple #4
0
Vec2i MapObjectGetPlacementPos(const MapObject *mo, const Vec2i tilePos)
{
	Vec2i pos = Vec2iCenterOfTile(tilePos);
	pos = Vec2iAdd(pos, mo->PosOffset);
	// For on-wall objects, set their position to the top of the tile
	// This guarantees that they are drawn last
	if (mo->Flags & (1 << PLACEMENT_ON_WALL))
	{
		pos.y -= TILE_HEIGHT / 2 + 1;
	}
	return pos;
}
Exemple #5
0
// Follow the current A* path
static int AStarFollow(
    AIGotoContext *c, Vec2i currentTile, TTileItem *i, Vec2i a)
{
    Vec2i *pathTile = ASPathGetNode(c->Path, c->PathIndex);
    c->IsFollowing = 1;
    // Check if we need to follow the next step in the path
    // Note: need to make sure the actor is fully within the current tile
    // otherwise it may get stuck at corners
    if (Vec2iEqual(currentTile, *pathTile) &&
            IsTileItemInsideTile(i, currentTile))
    {
        c->PathIndex++;
        pathTile = ASPathGetNode(c->Path, c->PathIndex);
        c->IsFollowing = 0;
    }
    // Go directly to the center of the next tile
    return AIGotoDirect(a, Vec2iCenterOfTile(*pathTile));
}
Exemple #6
0
Vec2i PlacePlayer(
	Map *map, const PlayerData *p, const Vec2i firstPos, const bool pumpEvents)
{
	NetMsgActorAdd aa = NetMsgActorAdd_init_default;
	aa.Id = ActorsGetFreeIndex();
	aa.Health = p->Char.maxHealth;
	aa.PlayerId = p->playerIndex;

	if (IsPVP(gCampaign.Entry.Mode))
	{
		// In a PVP mode, always place players apart
		aa.FullPos = PlaceActor(&gMap);
	}
	else if (gMission.missionData->Type == MAPTYPE_STATIC &&
		!Vec2iIsZero(gMission.missionData->u.Static.Start))
	{
		// place players near the start point
		Vec2i startPoint = Vec2iReal2Full(Vec2iCenterOfTile(
			gMission.missionData->u.Static.Start));
		aa.FullPos = PlaceActorNear(map, startPoint, true);
	}
	else if (gConfig.Interface.Splitscreen == SPLITSCREEN_NEVER &&
		!Vec2iIsZero(firstPos))
	{
		// If never split screen, try to place players near the first player
		aa.FullPos = PlaceActorNear(map, firstPos, true);
	}
	else
	{
		aa.FullPos = PlaceActor(map);
	}

	GameEvent e = GameEventNew(GAME_EVENT_ACTOR_ADD);
	e.u.ActorAdd = aa;
	GameEventsEnqueue(&gGameEvents, e);

	if (pumpEvents)
	{
		// Process the events that actually place the players
		HandleGameEvents(&gGameEvents, NULL, NULL, NULL, &gEventHandlers);
	}

	return Vec2iNew(aa.FullPos.x, aa.FullPos.y);
}
Exemple #7
0
static HandleInputResult HandleInput(
	int c, int m, int *xc, int *yc, int *xcOld, int *ycOld, Mission *scrap)
{
	HandleInputResult result = { false, false, false, false };
	Mission *mission = CampaignGetCurrentMission(&gCampaign);
	UIObject *o = NULL;
	brush.Pos = GetMouseTile(&gEventHandlers);

	// Find whether the mouse has hovered over a tooltip
	bool hadTooltip = sTooltipObj != NULL;
	if (!UITryGetObject(sObjs, gEventHandlers.mouse.currentPos, &sTooltipObj) ||
		!sTooltipObj->Tooltip)
	{
		sTooltipObj = NULL;
	}
	// Need to redraw if we either had a tooltip (draw to remove) or there's a
	// tooltip to draw
	if (hadTooltip || sTooltipObj)
	{
		result.Redraw = true;
	}

	// Make sure a redraw is done immediately if the resolution changes
	// Otherwise the resolution change is ignored and we try to redraw
	// later, when the draw buffer has not yet been recreated
	if (gEventHandlers.HasResolutionChanged)
	{
		result.Redraw = true;
	}

	// Also need to redraw if the brush is active to update the highlight
	if (brush.IsActive)
	{
		result.Redraw = true;
	}

	if (m &&
		(m == SDL_BUTTON_LEFT || m == SDL_BUTTON_RIGHT ||
		m == SDL_BUTTON_WHEELUP || m == SDL_BUTTON_WHEELDOWN))
	{
		result.Redraw = true;
		if (UITryGetObject(sObjs, gEventHandlers.mouse.currentPos, &o))
		{
			if (!o->DoNotHighlight)
			{
				if (sLastHighlightedObj)
				{
					UIObjectUnhighlight(sLastHighlightedObj);
				}
				sLastHighlightedObj = o;
				UIObjectHighlight(o);
			}
			CArrayTerminate(&sDrawObjs);
			*xcOld = *xc;
			*ycOld = *yc;
			// Only change selection on left/right click
			if (m == SDL_BUTTON_LEFT || m == SDL_BUTTON_RIGHT)
			{
				if (!(o->Flags & UI_LEAVE_YC))
				{
					*yc = o->Id;
					AdjustYC(yc);
				}
				if (!(o->Flags & UI_LEAVE_XC))
				{
					*xc = o->Id2;
					AdjustXC(*yc, xc);
				}
			}
			if (!(o->Flags & UI_SELECT_ONLY) &&
				(!(o->Flags & UI_SELECT_ONLY_FIRST) || (*xc == *xcOld && *yc == *ycOld)))
			{
				if (m == SDL_BUTTON_LEFT || m == SDL_BUTTON_WHEELUP)
				{
					c = SDLK_PAGEUP;
				}
				else if (m == SDL_BUTTON_RIGHT || m == SDL_BUTTON_WHEELDOWN)
				{
					c = SDLK_PAGEDOWN;
				}
			}
		}
		else
		{
			if (!(brush.IsActive && mission))
			{
				UIObjectUnhighlight(sObjs);
				CArrayTerminate(&sDrawObjs);
				sLastHighlightedObj = NULL;
			}
		}
	}
	if (!o &&
		(MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_LEFT) ||
		MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_RIGHT)))
	{
		result.Redraw = true;
		if (brush.IsActive && mission->Type == MAPTYPE_STATIC)
		{
			// Draw a tile
			if (IsBrushPosValid(brush.Pos, mission))
			{
				int isMain =
					MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_LEFT);
				EditorResult r =
					EditorBrushStartPainting(&brush, mission, isMain);
				if (r == EDITOR_RESULT_CHANGED ||
					r == EDITOR_RESULT_CHANGED_AND_RELOAD)
				{
					fileChanged = 1;
					Autosave();
					result.RemakeBg = true;
					sHasUnbakedChanges = true;
				}
				if (r == EDITOR_RESULT_CHANGED_AND_RELOAD)
				{
					Setup(0);
				}
			}
		}
	}
	else
	{
		if (mission)
		{
			// Clamp brush position
			brush.Pos = Vec2iClamp(
				brush.Pos,
				Vec2iZero(), Vec2iMinus(mission->Size, Vec2iUnit()));
			EditorResult r = EditorBrushStopPainting(&brush, mission);
			if (r == EDITOR_RESULT_CHANGED ||
				r == EDITOR_RESULT_CHANGED_AND_RELOAD)
			{
				fileChanged = 1;
				Autosave();
				result.Redraw = true;
				result.RemakeBg = true;
				sHasUnbakedChanges = true;
			}
			if (r == EDITOR_RESULT_CHANGED_AND_RELOAD)
			{
				Setup(0);
			}
		}
	}
	// Pan the camera based on keyboard cursor keys
	if (mission)
	{
		if (KeyIsDown(&gEventHandlers.keyboard, SDLK_LEFT))
		{
			camera.x -= CAMERA_PAN_SPEED;
			result.Redraw = result.RemakeBg = true;
		}
		else if (KeyIsDown(&gEventHandlers.keyboard, SDLK_RIGHT))
		{
			camera.x += CAMERA_PAN_SPEED;
			result.Redraw = result.RemakeBg = true;
		}
		if (KeyIsDown(&gEventHandlers.keyboard, SDLK_UP))
		{
			camera.y -= CAMERA_PAN_SPEED;
			result.Redraw = result.RemakeBg = true;
		}
		else if (KeyIsDown(&gEventHandlers.keyboard, SDLK_DOWN))
		{
			camera.y += CAMERA_PAN_SPEED;
			result.Redraw = result.RemakeBg = true;
		}
		// Also pan the camera based on middle mouse drag
		if (MouseIsDown(&gEventHandlers.mouse, SDL_BUTTON_MIDDLE))
		{
			camera = Vec2iAdd(camera, Vec2iMinus(
				gEventHandlers.mouse.previousPos,
				gEventHandlers.mouse.currentPos));
			result.Redraw = result.RemakeBg = true;
		}
		camera.x = CLAMP(camera.x, 0, Vec2iCenterOfTile(mission->Size).x);
		camera.y = CLAMP(camera.y, 0, Vec2iCenterOfTile(mission->Size).y);
	}
	bool hasQuit = false;
	if (gEventHandlers.keyboard.modState & (KMOD_ALT | KMOD_CTRL))
	{
		result.Redraw = true;
		switch (c)
		{
		case 'z':
			// Undo
			// Do this by swapping the current mission with the last mission
			// This requires a bit of copy-acrobatics; because missions
			// are saved in Setup(), but by this stage the mission has already
			// changed, _two_ mission caches are used, copied in sequence.
			// That is, if the current mission is at state B, the first cache
			// is still at state B (copied after the mission has changed
			// already), and the second cache is at state A.
			// If we were to perform an undo and still maintain functionality,
			// we need to copy such that the states change from B,B,A to
			// A,A,B.

			// However! The above is true only if we have "baked" changes
			// The editor has been optimised to perform some changes
			// without reloading map files; that is, the files are actually
			// in states C,B,A.
			// In this case, another set of "acrobatics" is required
			if (sHasUnbakedChanges)
			{
				MissionCopy(&lastMission, mission);	// B,A,Z -> B,A,B
			}
			else
			{
				MissionCopy(mission, &lastMission);	// B,B,A -> A,B,A
				MissionCopy(&lastMission, &currentMission);	// A,B,A -> A,B,B
			}
			fileChanged = 1;
			Setup(0);	// A,B,B -> A,A,B
			break;

		case 'x':
			MissionTerminate(scrap);
			MissionCopy(scrap, mission);
			Delete(*xc, *yc);
			break;

		case 'c':
			MissionTerminate(scrap);
			MissionCopy(scrap, mission);
			break;

		case 'v':
			// Use map size as a proxy to whether there's a valid scrap mission
			if (!Vec2iEqual(scrap->Size, Vec2iZero()))
			{
				InsertMission(&gCampaign, scrap, gCampaign.MissionIndex);
				fileChanged = 1;
				Setup(0);
			}
			break;

		case 'q':
			hasQuit = true;
			break;

		case 'n':
			InsertMission(&gCampaign, NULL, gCampaign.Setting.Missions.size);
			gCampaign.MissionIndex = gCampaign.Setting.Missions.size - 1;
			fileChanged = 1;
			Setup(0);
			break;
				
		case 'o':
			if (!fileChanged || ConfirmScreen(
				"File has been modified, but not saved", "Open anyway? (Y/N)"))
			{
				Open();
			}
			break;

		case 's':
			Save();
			break;

		case 'm':
			result.WillDisplayAutomap = true;
			break;

		case 'e':
			EditCharacters(&gCampaign.Setting);
			Setup(0);
			UIObjectUnhighlight(sObjs);
			CArrayTerminate(&sDrawObjs);
			break;
		}
	}
	else
	{
		if (c != 0)
		{
			result.Redraw = true;
		}
		switch (c)
		{
		case SDLK_F1:
			HelpScreen();
			break;

		case SDLK_HOME:
			if (gCampaign.MissionIndex > 0)
			{
				gCampaign.MissionIndex--;
			}
			Setup(0);
			break;

		case SDLK_END:
			if (gCampaign.MissionIndex < (int)gCampaign.Setting.Missions.size)
			{
				gCampaign.MissionIndex++;
			}
			Setup(0);
			break;

		case SDLK_INSERT:
			switch (*yc)
			{
			case YC_CHARACTERS:
				if (gCampaign.Setting.characters.OtherChars.size > 0)
				{
					int ch = 0;
					CArrayPushBack(&mission->Enemies, &ch);
					CharacterStoreAddBaddie(&gCampaign.Setting.characters, ch);
					*xc = mission->Enemies.size - 1;
				}
				break;

			case YC_SPECIALS:
				if (gCampaign.Setting.characters.OtherChars.size > 0)
				{
					int ch = 0;
					CArrayPushBack(&mission->SpecialChars, &ch);
					CharacterStoreAddSpecial(&gCampaign.Setting.characters, ch);
					*xc = mission->SpecialChars.size - 1;
				}
				break;

			case YC_ITEMS:
				{
					int item = 0;
					CArrayPushBack(&mission->Items, &item);
					CArrayPushBack(&mission->ItemDensities, &item);
					*xc = mission->Items.size - 1;
				}
				break;

			default:
				if (*yc >= YC_OBJECTIVES)
				{
					AddObjective(mission);
				}
				else
				{
					InsertMission(&gCampaign, NULL, gCampaign.MissionIndex);
				}
				break;
			}
			fileChanged = 1;
			Setup(0);
			break;

		case SDLK_DELETE:
			Delete(*xc, *yc);
			break;

		case SDLK_PAGEUP:
			if (Change(o, *yc, 1))
			{
				fileChanged = 1;
			}
			Setup(0);
			break;

		case SDLK_PAGEDOWN:
			if (Change(o, *yc, -1))
			{
				fileChanged = 1;
			}
			Setup(0);
			break;

		case SDLK_ESCAPE:
			hasQuit = true;
			break;

		case SDLK_BACKSPACE:
			fileChanged |= UIObjectDelChar(sObjs);
			break;

		default:
			c = KeyGetTyped(&gEventHandlers.keyboard);
			if (c)
			{
				fileChanged |= UIObjectAddChar(sObjs, (char)c);
			}
			break;
		}
	}
	if (gEventHandlers.HasQuit)
	{
		hasQuit = true;
	}
	if (hasQuit && (!fileChanged || ConfirmScreen(
		"File has been modified, but not saved", "Quit anyway? (Y/N)")))
	{
		result.Done = true;
	}
	return result;
}