/**
*
*  @author OLiver
*/
unsigned PreviewMinimap::CalcPixelColor(const MapPoint pt, const unsigned t)
{
    unsigned color = 0;
    // Baum an dieser Stelle?
    unsigned char landscape_obj = objects[GetMMIdx(pt)];
    if(landscape_obj >= 0xC4 && landscape_obj <= 0xC6)
        color = VaryBrightness(TREE_COLOR, VARY_TREE_COLOR);
    // Granit an dieser Stelle?
    else if(landscape_obj == 0xCC || landscape_obj == 0xCD)
        color = VaryBrightness(GRANITE_COLOR, VARY_GRANITE_COLOR);
    // Ansonsten die jeweilige Terrainfarbe nehmen
    else
    {
        color = TerrainData::GetColor(lt, TerrainData::MapIdx2Terrain(t == 0 ? terrain1[GetMMIdx(pt)] : terrain2[GetMMIdx(pt)]));

        // Schattierung
        const int shading = shadows[GetMMIdx(pt)] - 0x40;
        int r = GetRed(color) + shading;
        int g = GetGreen(color) + shading;
        int b = GetBlue(color) + shading;

        if(r < 0) r = 0;
        if(r > 255) r = 255;
        if(g < 0) g = 0;
        if(g > 255) g = 255;
        if(b < 0) b = 0;
        if(b > 255) b = 255;

        color = MakeColor(0xFF, unsigned(r), unsigned(g), unsigned(b));
    }

    return color;
}
示例#2
0
/**
 *  Additional stuff we need to do before drawing (in this case: update the map)
 */
void IngameMinimap::BeforeDrawing()
{
    // Ab welcher Knotenanzahl (Teil der Gesamtknotenanzahl) die Textur komplett neu erstellt werden soll
    static const unsigned MAX_NODES_UPDATE_DENOMINATOR = 2; // (2 = 1/2, 3 = 1/3 usw.)

    if(!nodesToUpdate.empty())
    {
        // Komplette Textur neu erzeugen, weil es zu viele Knoten sind?
        if(nodesToUpdate.size() >= map_width * map_height / MAX_NODES_UPDATE_DENOMINATOR)
        {
            // Ja, alles neu erzeugen
            UpdateAll();
            for(MapPoint p(0, 0); p.y < map_height; p.y++)
                for(p.x = 0; p.x < map_width; p.x++)
                    nodes_updated[GetMMIdx(p)] = false;
        } else
        {
            // Entsprechende Pixel updaten
            for(std::vector<MapPoint>::iterator it = nodesToUpdate.begin(); it != nodesToUpdate.end(); ++it)
            {
                for(unsigned t = 0; t < 2; ++t)
                {
                    unsigned color = CalcPixelColor(*it, t);
                    map.tex_setPixel((it->x * 2 + t + (it->y & 1)) % (map_width * 2), it->y, GetRed(color), GetGreen(color),
                        GetBlue(color), GetAlpha(color));
                }
                nodes_updated[GetMMIdx(*it)] = false;
            }
        }

        this->nodesToUpdate.clear();
    }
}
示例#3
0
void IngameMinimap::UpdateNode(const MapPoint pt)
{
    if(!nodes_updated[GetMMIdx(pt)])
    {
        nodes_updated[GetMMIdx(pt)] = true;
        nodesToUpdate.push_back(pt);
    }
}
void PreviewMinimap::CalcShadows(const std::vector<unsigned char>& altitudes)
{
    shadows.resize(map_width * map_height);
    for(MapPoint pt(0, 0); pt.y < map_height; ++pt.y)
    {
        for(pt.x = 0; pt.x < map_width; ++pt.x)
            shadows[GetMMIdx(pt)] = CalcShading(pt, altitudes);
    }
}
unsigned char PreviewMinimap::CalcShading(const MapPoint pt, const std::vector<unsigned char>& altitudes) const
{
    int altitude = altitudes[GetMMIdx(pt)];
    MapPoint tmp = MakeMapPoint(GetNeighbour(Point<int>(pt), Direction::NORTHEAST), map_width, map_height);
    int A = altitudes[GetMMIdx(tmp)] - altitude;
    tmp = MakeMapPoint(GetNeighbour2(Point<int>(pt), 0), map_width, map_height);
    int B = altitudes[GetMMIdx(tmp)] - altitude;
    tmp = MakeMapPoint(GetNeighbour(Point<int>(pt), Direction::WEST), map_width, map_height);
    int C = altitudes[GetMMIdx(tmp)] - altitude;
    tmp = MakeMapPoint(GetNeighbour2(Point<int>(pt), 7), map_width, map_height);
    int D = altitudes[GetMMIdx(tmp)] - altitude;

    int shadingS2 = 64 + 9 * A - 3 * B - 6 * C - 9 * D;
    if(shadingS2 > 128)
        shadingS2 = 128;
    else if(shadingS2 < 0)
        shadingS2 = 0;

    return shadingS2;
}
示例#6
0
/**
 *  Update all nodes with the given drawn object
 */
void IngameMinimap::UpdateAll(const DrawnObject drawn_object)
{
    // Gesamte Karte neu berechnen
    for(MapCoord y = 0; y < map_height; ++y)
    {
        for(MapCoord x = 0; x < map_width; ++x)
        {
            MapPoint pt(x, y);
            for(unsigned t = 0; t < 2; ++t)
            {
                if(dos[GetMMIdx(pt)] == drawn_object ||
                    (drawn_object == DO_PLAYER && // for DO_PLAYER check for not drawn buildings or roads as there is only the player territory visible
                        ((dos[GetMMIdx(pt)] == DO_BUILDING && !houses) ||
                            (dos[GetMMIdx(pt)] == DO_ROAD && !roads))))
                {
                    unsigned color = CalcPixelColor(pt, t);
                    map.tex_setPixel((x * 2 + t + (y & 1)) % (map_width * 2), y, GetRed(color), GetGreen(color),
                        GetBlue(color), GetAlpha(color));
                }
            }
        }
    }
}
示例#7
0
/**
*  Alle Punkte Updaten, bei denen das DrawnObject
*  gleich dem übergebenen drawn_object ist
*
*  @author OLiver
*/
void IngameMinimap::UpdateAll(const DrawnObject drawn_object)
{
    // Gesamte Karte neu berechnen
    for(MapCoord y = 0; y < map_height; ++y)
    {
        for(MapCoord x = 0; x < map_width; ++x)
        {
            MapPoint pt(x, y);
            for(unsigned t = 0; t < 2; ++t)
            {
                if(dos[GetMMIdx(pt)] == drawn_object || // das gewünschte Objekt
                    (drawn_object == DO_PLAYER && // bei DO_PLAYER auf evtl. nicht gezeichnete Häuser und Straßen
                        ((dos[GetMMIdx(pt)] == DO_BUILDING && !houses) || // achten, da dort auch nur das Player-
                            (dos[GetMMIdx(pt)] == DO_ROAD && !roads)))) // Territorium zu sehen ist!
                {
                    unsigned color = CalcPixelColor(pt, t);
                    map.tex_setPixel((x * 2 + t + (y & 1)) % (map_width * 2), y, GetRed(color), GetGreen(color),
                        GetBlue(color), GetAlpha(color));
                }
            }
        }
    }
}
示例#8
0
unsigned IngameMinimap::CalcPixelColor(const MapPoint pt, const unsigned t)
{
    unsigned color = 0;

    Visibility visibility = gwv.GetVisibility(pt);

    if(visibility == VIS_INVISIBLE)
    {
        dos[GetMMIdx(pt)] = DO_INVISIBLE;
        // Man sieht nichts --> schwarz
        return 0xFF000000;
    } else
    {
        DrawnObject drawn_object = DO_INVALID;

        const bool fow = (visibility == VIS_FOW);

        unsigned char owner;
        NodalObjectType noType = NOP_NOTHING;
        FOW_Type fot = FOW_NOTHING;
        if(!fow)
        {
            const MapNode& node = gwv.GetNode(pt);
            owner = node.owner;
            if(node.obj)
                noType = node.obj->GetType();
        } else
        {
            const FoWNode& node = gwv.GetYoungestFOWNode(pt);
            owner = node.owner;
            if(node.object)
                fot = node.object->GetType();
        }

       // Baum an dieser Stelle?
        if((!fow && noType == NOP_TREE) || (fow && fot == FOW_TREE)) //-V807
        {
            color = VaryBrightness(TREE_COLOR, VARY_TREE_COLOR);
            drawn_object = DO_TERRAIN;
            // Ggf. mit Spielerfarbe
            if(owner)
            {
                drawn_object = DO_PLAYER;
                if(territory)
                    color = CombineWithPlayerColor(color, owner);
            }
        }
        // Granit an dieser Stelle?
        else if((!fow && noType == NOP_GRANITE) || (fow && fot == FOW_GRANITE))
        {
            color = VaryBrightness(GRANITE_COLOR, VARY_GRANITE_COLOR);
            drawn_object = DO_TERRAIN;
            // Ggf. mit Spielerfarbe
            if(owner)
            {
                drawn_object = DO_PLAYER;
                if(territory)
                    color = CombineWithPlayerColor(color, owner);
            }
        }
        // Ansonsten die jeweilige Terrainfarbe nehmen
        else
        {
            // Ggf. Spielerfarbe mit einberechnen, falls das von einem Spieler ein Territorium ist
            if(owner)
            {
                // Building?
                if(((!fow && (noType == NOP_BUILDING || noType == NOP_BUILDINGSITE)) || (fow && (fot == FOW_BUILDING || fot == FOW_BUILDINGSITE))))
                    drawn_object = DO_BUILDING;
                /// Roads?
                else if(IsRoad(pt, visibility))
                    drawn_object = DO_ROAD;
                // ansonsten normales Territorium?
                else
                    drawn_object = DO_PLAYER;

                if(drawn_object == DO_BUILDING && houses)
                    color = BUILDING_COLOR;
                /// Roads?
                else if(drawn_object == DO_ROAD && roads)
                    color = ROAD_COLOR;
                // ansonsten normales Territorium?
                else if(territory)
                    // Normales Terrain und Spielerfarbe berechnen
                    color = CombineWithPlayerColor(CalcTerrainColor(pt, t), owner);
                else
                    // Normales Terrain berechnen
                    color = CalcTerrainColor(pt, t);
            } else
            {
                // Normales Terrain berechnen
                color = CalcTerrainColor(pt, t);
                drawn_object = DO_TERRAIN;
            }
        }

        // Bei FOW die Farben abdunkeln
        if(fow)
            color = MakeColor(0xFF, GetRed(color) / 2, GetGreen(color) / 2, GetBlue(color) / 2);

        dos[GetMMIdx(pt)] = drawn_object;
    }

    return color;
}
示例#9
0
/**
*
*  @author OLiver
*/
unsigned IngameMinimap::CalcPixelColor(const MapPoint pt, const unsigned t)
{
    unsigned color = 0;

    // Beobeachtender Spieler
    unsigned char viewing_player = GAMECLIENT.GetPlayerID();

    Visibility visibility = gwv.GetVisibility(pt);

    if(visibility == VIS_INVISIBLE)
    {
        dos[GetMMIdx(pt)] = DO_INVISIBLE;
        // Man sieht nichts --> schwarz
        return 0xFF000000;
    } else
    {
        DrawnObject drawn_object = DO_INVALID;

        bool fow = (visibility == VIS_FOW);

        unsigned char owner;
        if(!fow)
            owner = gwv.GetNode(pt).owner;
        else
            owner = gwv.GetNode(pt).fow[GAMECLIENT.GetPlayerID()].owner;

        // Baum an dieser Stelle?
        if((!fow && gwv.GetNO(pt)->GetGOT() == GOT_TREE) || (fow && gwv.GetFOWObject(pt, viewing_player)->GetType() == FOW_TREE)) //-V807
        {
            color = VaryBrightness(TREE_COLOR, VARY_TREE_COLOR);
            drawn_object = DO_TERRAIN;
            // Ggf. mit Spielerfarbe
            if(owner)
            {
                drawn_object = DO_PLAYER;
                if(territory)
                    color = CombineWithPlayerColor(color, owner);
            }
        }
        // Granit an dieser Stelle?
        else if((!fow && gwv.GetNO(pt)->GetGOT() == GOT_GRANITE) || (fow && gwv.GetFOWObject(pt, viewing_player)->GetType() == FOW_GRANITE))
        {
            color = VaryBrightness(GRANITE_COLOR, VARY_GRANITE_COLOR);
            drawn_object = DO_TERRAIN;
            // Ggf. mit Spielerfarbe
            if(owner)
            {
                drawn_object = DO_PLAYER;
                if(territory)
                    color = CombineWithPlayerColor(color, owner);
            }
        }
        // Ansonsten die jeweilige Terrainfarbe nehmen
        else
        {
            // Ggf. Spielerfarbe mit einberechnen, falls das von einem Spieler ein Territorium ist
            if(owner)
            {
                // Gebäude?
                GO_Type got = gwv.GetNO(pt)->GetGOT();
                FOW_Type fot = gwv.GetFOWObject(pt, viewing_player)->GetType();

                if(((!fow && (got == GOT_NOB_USUAL || got == GOT_NOB_MILITARY ||
                    got == GOT_NOB_STOREHOUSE || got == GOT_NOB_SHIPYARD || got == GOT_NOB_HARBORBUILDING ||
                    got == GOT_NOB_HQ || got == GOT_BUILDINGSITE)) || (fow && (fot == FOW_BUILDING || fot == FOW_BUILDINGSITE))))
                    drawn_object = DO_BUILDING;
                /// Straßen?
                else if(IsRoad(pt, visibility))
                    drawn_object = DO_ROAD;
                // ansonsten normales Territorium?
                else
                    drawn_object = DO_PLAYER;

                if(drawn_object == DO_BUILDING && houses)
                    color = BUILDING_COLOR;
                /// Straßen?
                else if(drawn_object == DO_ROAD && roads)
                    color = ROAD_COLOR;
                // ansonsten normales Territorium?
                else if(territory)
                    // Normales Terrain und Spielerfarbe berechnen
                    color = CombineWithPlayerColor(CalcTerrainColor(pt, t), owner);
                else
                    // Normales Terrain berechnen
                    color = CalcTerrainColor(pt, t);
            } else
            {
                // Normales Terrain berechnen
                color = CalcTerrainColor(pt, t);
                drawn_object = DO_TERRAIN;
            }
        }

        // Bei FOW die Farben abdunkeln
        if(fow)
            color = MakeColor(0xFF, GetRed(color) / 2, GetGreen(color) / 2, GetBlue(color) / 2);

        dos[GetMMIdx(pt)] = drawn_object;
    }

    return color;
}