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528 lines
19 KiB
C++
528 lines
19 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CL_GROUP_MAP_CL
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#define CL_GROUP_MAP_CL
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#include "nel/misc/vector_2f.h"
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#include "nel/misc/ucstring.h"
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#include "../client_sheets/world_sheet.h"
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#include "interface_group.h"
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#include "ctrl_button.h"
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#include "view_bitmap.h"
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#include "view_text.h"
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#include "animal_position_state.h"
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#include "../continent.h"
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//
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class CContinent;
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class CCDBNodeLeaf;
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class CWorldSheet;
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class CCtrlQuad;
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struct SMap;
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namespace NL3D
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{
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class UMaterial;
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class UDriver;
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class UTextureFile;
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}
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#define MISSIONS_DB_PATH "SERVER:MISSIONS"
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#define GROUP_MISSIONS_DB_PATH "SERVER:GROUP:MISSIONS"
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#define COMPASS_DB_PATH "SERVER:COMPASS"
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//
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const float RYZOM_MAP_MAX_SCALE = 8.f;
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class CLandMarkOptions
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{
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public:
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std::string LandMarkTexNormal;
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std::string LandMarkTexOver;
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std::string LandMarkTexPushed;
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NLMISC::CRGBA ColorNormal;
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NLMISC::CRGBA ColorOver;
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NLMISC::CRGBA ColorPushed;
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std::string LandMarkMenu;
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public:
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CLandMarkOptions()
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{
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ColorNormal = ColorOver = ColorPushed = NLMISC::CRGBA::White;
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}
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};
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/**
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* Display of map and landmarks.
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*
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* There are several coordinate systems :
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*
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* - World coordinates : as usual
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* - Map coordinates : In the [0, 1] range. [0, 0] is the upper left of map, and [1, 1] is the lower right.
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* the corners of the map in world coordinates are given by their zone names (in the continent sheet)
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* - Screen coordinates : in pixels
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* - Window coordinates : the same as screen coordinate, but relative to that CInterfaceGroup
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*
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* \author Nicolas Vizerie
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* \author Nevrax France
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* \date 2003
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*/
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class CGroupMap : public CInterfaceGroup
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{
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public:
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// external element to be displayed on the map
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struct IDeco
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{
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/** called when the element is added to the map. If the deco is an interface element, it could
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* add itself to this group child
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*/
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virtual void onAdd(CGroupMap &/* owner */) {}
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virtual void onRemove(CGroupMap &/* owner */) {}
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virtual void onPreRender(CGroupMap &/* owner */) {}
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/** Called when the map has been scrolled or scaled. The deco should update its pos here
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*
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*/
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virtual void onUpdate(CGroupMap &/* owner */) {}
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};
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public:
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CGroupMap(const TCtorParam ¶m);
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virtual ~CGroupMap();
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// Add a decoration to the map. The map will call the 'onAdd' method. When this object is destroyed, it will call the 'onRemove' method
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void addDeco(IDeco *deco);
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// Remove a decoration from the map. This will also call the 'onRemove' method. It is up to the owner to delete it.
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void removeDeco(IDeco *deco);
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virtual void setActive (bool state);
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virtual void updateCoords();
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virtual void checkCoords();
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virtual void draw ();
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virtual bool handleEvent (const CEventDescriptor &event);
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virtual bool parse(xmlNodePtr cur, CInterfaceGroup * parentGroup);
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virtual bool getCtrlsUnder (sint32 x, sint32 y, sint32 clipX, sint32 clipY, sint32 clipW, sint32 clipH, std::vector<CCtrlBase*> &vICL);
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// Name of the map as filled in the ryzom.world file
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void setMap(const std::string &mapName);
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void setMap(SMap *map);
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// pan the map of the given number of pixels
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void pan(sint32 dx, sint32 dy);
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// center the map on the player
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void centerOnPlayer();
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void setPlayerPos(const NLMISC::CVector2f &p) { _PlayerPos = p; }
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NLMISC::CVector2f getPlayerPos() const { return _PlayerPos; }
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// test if player is currently panning the map
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bool isPanning() const { return _Panning; }
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/** Change the scale. It will be clipped to the max possible value
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* The center of the scale transformation must be given in the map coordinates.
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*/
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void setScale(float newScale, const NLMISC::CVector2f ¢er);
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/** Change the scale. It will be clipped to the max possible value
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* The center of the scale is the center of current window
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*/
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void setScale(float newScale);
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//
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float getScale() const { return _UserScale; }
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/// add a user landmark (returns a pointer on its button).Coordinate are in the current map (not world coordinates)
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CCtrlButton *addUserLandMark(const NLMISC::CVector2f &pos, const ucstring &title, const CUserLandMark::EUserLandMarkType lmType);
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// remove a user landmark from a pointer on its button
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void removeUserLandMark(CCtrlButton *button);
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// update a user landmark from a pointer on its button
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void updateUserLandMark(CCtrlButton *button, const ucstring &newName, const CUserLandMark::EUserLandMarkType lmType);
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// get a user landmark from a pointer on its button
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CUserLandMark getUserLandMark(CCtrlButton *button) const;
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// get pos on the map of the last right click (in map coords)
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NLMISC::CVector2f getRightClickLastPos() const { return _RightClickLastPos; }
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// get number of user landmarks
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uint getNumUserLandMarks() const;
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// get the LandMarksOptions for a given landmark index
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CLandMarkOptions getUserLandMarkOptions(uint32 lmindex) const;
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// target the given landmark
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void targetLandmark(CCtrlButton *lm);
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// get the world position of a landmark or return vector Null if not found
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void getLandmarkPosition(const CCtrlButton *lm, NLMISC::CVector2f &worldPos);
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// remove some landmarks if there are too many
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void removeExceedingUserLandMarks(uint maxNumber);
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//Remove and re-create UserLandMarks
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void updateUserLandMarks();
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// set the selection axis pos & visibility
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void setSelectionAxis(bool active, const NLMISC::CVector2f &worldPos = NLMISC::CVector2f::Null);
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// convert a pos in world to a pos in the window, snapped to the best pixel (-> all elements jump to the next pixel at the same time when the map is panned,
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// avoiding annoying flickering)
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void worldToWindowSnapped(sint32 &px, sint32 &py, const NLMISC::CVector2f &src) const;
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void worldToWindow(NLMISC::CVector2f &dest, const NLMISC::CVector2f &src) const;
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void mapToWindowSnapped(sint32 &px, sint32 &py, const NLMISC::CVector2f &src) const;
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// convert a pos in world to a pos in the map (in the [0, 1] range)
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void worldToMap(NLMISC::CVector2f &dest, const NLMISC::CVector2f &src) const;
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// convert a pos in world to a pos in map (coords are in [0, 1] in the map)
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void mapToWorld(NLMISC::CVector2f &dest, const NLMISC::CVector2f &src) const;
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// convert a pos in window in a pos in screen
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void windowToScreen(sint32 &destX, sint32 &destY, sint32 srcX, sint32 srcY) const;
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// convert a pos in the map to a pos on screen
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void mapToScreen(sint32 &px, sint32 &py, const NLMISC::CVector2f &src) const;
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//
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// convert a pos in the map to a pos relative to the current window (int result)
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void mapToWindow(sint32 &px, sint32 &py, const NLMISC::CVector2f &src) const;
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void mapToWindow(NLMISC::CVector2f &dest, const NLMISC::CVector2f &src) const;
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// convert a pos on screen to a pos in map
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void screenToMap(NLMISC::CVector2f &dest, sint32 px, sint32 py) const;
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// convert a pos on window to a pos in map
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void windowToMap(NLMISC::CVector2f &dest, sint32 px, sint32 py) const;
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float getMeterPerPixel() const { return _MeterPerPixel; }
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//
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const NLMISC::CVector2f &getVisibleWorldMin() const { return _VisibleWorldMin; }
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const NLMISC::CVector2f &getVisibleWorldMax() const { return _VisibleWorldMax; }
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// compute pos of displayed map relative to this group (may be equal are smaller than this group extent
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// depending on the scale.
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void computeMapRectInsideGroup(sint32 &x, sint32 &y, sint32 &w, sint32 &h) const;
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// From CInterfaceElement : scale and offset must persist between virtual desktops
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virtual bool wantSerialConfig() const { return true; }
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// From CInterfaceElement
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virtual void serialConfig(NLMISC::IStream &f);
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// Server set all valid respawn points
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void addRespawnPoints(const CRespawnPointsMsg &rpm);
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bool isInDeathMode() { return _MapMode == MapMode_Death; }
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sint32 getRespawnSelected() const;
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void setRespawnSelected(sint32 nSpawnPointIndex);
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SMap *getCurMap() { return _CurMap; }
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SMap *getParentMap(SMap *map);
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const NLMISC::CVector2f &getWorldOffset() const { return _WorldOffset; }
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bool isIsland() const { return _IsIsland; }
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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private:
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// A non rectangular button to click on zone of the map
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class CPolyButton : public CCtrlBase
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{
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public:
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CPolyButton();
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virtual bool handleEvent (const CEventDescriptor &event);
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virtual void updateCoords();
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virtual void draw () {}
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void drawPolyButton();
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bool build(const NLLIGO::CPrimZone &concavePoly, CGroupMap *pMap, const std::string &sID);
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bool contains(const NLMISC::CVector2f &pos);
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public:
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NLLIGO::CPrimZone Zone;
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NLLIGO::CPrimZone ZoneReal;
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std::vector<NLMISC::CPolygon2D> Polys; // Vertices in map pos
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std::vector<NLMISC::CPolygon2D> PolysReal; // Vertices in screen pos
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CGroupMap *Map;
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std::string ID;
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static NL3D::UMaterial LineMat;
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};
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typedef std::vector<CPolyButton*> TPolyButtonVect;
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// a button representing a location on the map
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class CLandMarkButton : public CCtrlButton
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{
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public:
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NLMISC::CVector2f Pos;
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CContLandMark::TContLMType Type;
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bool HandleEvents;
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public:
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virtual bool handleEvent (const CEventDescriptor& event)
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{
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if (!HandleEvents) return false;
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return CCtrlButton::handleEvent(event);
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}
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virtual bool isCapturable() const
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{
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return HandleEvents;
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}
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virtual bool wantInstantContextHelp() const { return true; } // from CCtrlBase : avoid delay when the mouse is over
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CLandMarkButton(const TCtorParam ¶m)
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: CCtrlButton(param)
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{
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Type = CContLandMark::Unknown;
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Pos.set(0.f, 0.f);
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HandleEvents = true;
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}
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};
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typedef std::vector<CLandMarkButton*> TLandMarkButtonVect;
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// Text in the map
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class CLandMarkText : public CViewText
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{
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public:
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NLMISC::CVector2f Pos;
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CContLandMark::TContLMType Type;
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CLandMarkText(const TCtorParam ¶m)
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: CViewText(param)
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{
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Type = CContLandMark::Unknown;
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Pos.set(0.f, 0.f);
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}
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};
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typedef std::vector<CLandMarkText*> TLandMarkTextVect;
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float getActualMaxScale() const;
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private:
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///////////////////////
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// MULTIMAP HANDLING //
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///////////////////////
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// Logical information to display the map
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CWorldSheet *_WorldSheet;
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SMap *_CurMap;
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CContinent *_CurContinent; // the last continent for which the map was displayed (can be NULL if world)
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NLMISC::CVector2f _MapMinCorner; // In world coordinates
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NLMISC::CVector2f _MapMaxCorner;
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bool _IsIsland; // true if current map is an island (island bitmap need not to be raised to the next
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// power of 2
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TPolyButtonVect _PolyButtons;
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//////////////////////////////
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// MAP & PLAYER POS TEXTURE //
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//////////////////////////////
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std::string _PlayerPosTexName;
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// min height of the window
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sint32 _MinH;
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//sint32 _MinW;
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// offset of the map view (offset is in uv coords)
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NLMISC::CVector2f _Offset;
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float _UserScale; // user wanted scale
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float _Scale; // actual scale for drawing
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float _ScaleMax;
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float _ScaleMaxR2;
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float _MeterPerPixel;
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//
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float _WorldToMapDeltaX;
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float _WorldToMapDeltaY;
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//
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NLMISC::CVector2f _VisibleWorldMin;
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NLMISC::CVector2f _VisibleWorldMax;
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// continent map material
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NL3D::UMaterial _MapMaterial;
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// continent map texture
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NL3D::UTextureFile *_MapTF;
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// player pos map material
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NL3D::UMaterial _PlayerPosMaterial;
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// player pos map texture
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NL3D::UTextureFile *_PlayerPosTF;
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NL3D::UMaterial _FrustumMaterial;
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// continent map dimensions
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uint32 _MapTexW; // map texture width in pixels
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uint32 _MapTexH; // map texture height in pixels
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uint32 _PlayerPosTexW; // playerpos texture width in pixels
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uint32 _PlayerPosTexH; // playerpos texture height in pixels
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float _URatio; // == _MapTexW / nextPowerOf2(_MapTexW)
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float _VRatio; // == _MapTexH / nextPowerOf2(_MapTexH)
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bool _MapLoadFailure; // load failure for the map
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bool _PlayerPosLoadFailure; // load failure for the player pos sprite
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NLMISC::CVector2f _PlayerPos; // player pos ranging from 0.f to 1.f in the map
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NLMISC::CVector2f _OldPlayerPos; // old player pos in world
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// position of map relative to its parent. Maybe 0 unless the map is centred
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sint32 _MapX;
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sint32 _MapY;
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sint32 _MapW;
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sint32 _MapH;
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NLMISC::CRGBA _FrustumViewColor;
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NLMISC::CRGBA _FrustumViewColorOver;
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float _FrustumOverBlendFactor;
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uint _FrustumViewBlendTimeInMs;
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// selection axis
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CViewBitmap *_SelectionAxisH;
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CViewBitmap *_SelectionAxisV;
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////////////
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// EVENTS //
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////////////
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NLMISC::CVector2f _RightClickLastPos;
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bool _Panning; // does the user currently 'pan' the map ?
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bool _HasMoved;
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sint64 _PanStartDateInMs;
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sint64 _DeltaTimeBeforePanInMs;
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uint _DeltaPosBeforePan;
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// Panning
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sint32 _StartXForPaning; // start pos for panning (in map)
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sint32 _StartYForPaning;
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NLMISC::CVector2f _StartWorldOffsetForPaning; // World Offset Panning
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NLMISC::CVector2f _WorldOffset;
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///////////////
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// LANDMARKS //
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///////////////
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// landmarks of continent
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TLandMarkButtonVect _ContinentLM;
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TLandMarkTextVect _ContinentText;
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// landmarks from user
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TLandMarkButtonVect _UserLM;
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// landmarks for mission (one for each db entry)
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TLandMarkButtonVect _MissionLM;
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// landmark for target
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CLandMarkButton *_TargetLM;
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// landmark for home (user flat)
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CLandMarkButton *_HomeLM;
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// landmark for animals
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TLandMarkButtonVect _AnimalLM;
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// landmark for teammates
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TLandMarkButtonVect _TeammateLM;
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//
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CLandMarkOptions _ContinentLMOptions;
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CLandMarkOptions _MissionLMOptions;
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CLandMarkOptions _UserLMOptions;
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CLandMarkOptions _TargetLMOptions;
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CLandMarkOptions _HomeLMOptions;
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CLandMarkOptions _AnimalLMOptions;
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CLandMarkOptions _AnimalStableLMOptions;
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CLandMarkOptions _AnimalDeadLMOptions;
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CLandMarkOptions _TeammateLMOptions;
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//
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// last texts id for missions targets
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std::vector<sint32> _MissionTargetTextIDs;
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// have the texts been received for mission targets ?
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std::vector<bool> _MissionTargetTextReceived;
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// ptr on db leaf for coordinates of special landmarks
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CCDBNodeLeaf *_TargetPos;
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CCDBNodeLeaf *_HomePos;
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// Animals State for landMarks
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std::vector<NLMISC::CSmartPtr<CAnimalPositionState> > _AnimalPosStates;
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// Teammate State for landMarks
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std::vector<NLMISC::CSmartPtr<CTeammatePositionState> > _TeammatePosStates;
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// Mission State for landMarks
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std::vector<NLMISC::CSmartPtr<CNamedEntityPositionState> > _MissionPosStates;
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// ui id of compass for targetting
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std::string _CompassId;
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// user decorations
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typedef std::set<IDeco *> TDecos;
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TDecos _Decos;
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//////////////////////
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// Respawn handling //
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// //////////////// //
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enum TMapMode
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{
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MapMode_Normal = 0,
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MapMode_Death,
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MapMode_SpawnSquad
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};
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TMapMode _MapMode;
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CLandMarkOptions _RespawnLMOptions;
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// landmark for respawn
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TLandMarkButtonVect _RespawnLM;
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sint32 _RespawnSelected;
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CViewBitmap *_RespawnSelectedBitmap;
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std::string _RespawnButton;
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// Positions are coming from server
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std::vector<CRespawnPointsMsg::SRespawnPoint> _RespawnPos;
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bool _RespawnPosReseted;
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CCtrlQuad *_FrustumView; // frustum on map for R2 editor
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// r2 islands
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std::vector<SMap> _Islands;
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private:
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void loadPlayerPos();
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void loadMap();
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void unloadMap();
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//
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void updateContinentInfo();
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/** update a list of landmarks
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* This update their position on the map depending on offset and scale
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*/
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void updateLandMarkList(TLandMarkButtonVect &lm);
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void updateLandMarkTextList(TLandMarkTextVect &lm);
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//
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void removeLandMarks(TLandMarkButtonVect &lm);
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/** create landmarks from the continent (and remove previous ones)
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* this includes fixed and user landmarks
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*/
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void createContinentLandMarks();
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void createLMWidgets(const std::vector<CContLandMark> &lms);
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// add a landmark in a list
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void addLandMark(TLandMarkButtonVect &destList, const NLMISC::CVector2f &pos, const ucstring &title, const CLandMarkOptions &options);
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// Create a landmark button, but do not add it to this group
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CLandMarkButton *createLandMarkButton(const CLandMarkOptions &options);
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// update a landmark button
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void updateLandMarkButton(CLandMarkButton *lmb, const CLandMarkOptions &options);
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// update the scale depending on the window size and the user scale
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void updateScale();
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// compute real scale from user scale (this takes in account the size of the window)
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float computeRealScaleFromUserScale(float userScale) const;
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// compute the user scale needed to reach the given real scale on screen (this takes in account the size of the window)
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float computeUserScaleFromRealScale(float realScale) const;
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// eval map offset from its parent depending on scale
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void evalMapOffset(float userScale, float &scale, sint32 &x, sint32 &y) const;
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// compute _Offset from the _WorldOffset. Then clamp so that region outside the map can't be seen
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void computeOffsets(const NLMISC::CVector2f ¢erPos);
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void computeOffsets();
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void updatePlayerPos();
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// clamp offsets & change window size if necessary
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//void fitWindow();
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//
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void updateButtonPos(CLandMarkButton &dest) const;
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// Update a landmark position from position given from the db as two int32's (before they're divided by 1000)
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void updateLMPosFromDBPos(CLandMarkButton *dest, sint32 x, sint32 y);
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// compute uv rect for current map (not including cropping)
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void computeUVRect(float &minU, float &minV, float &maxU, float &maxV) const;
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void updateSelectionAxisSize();
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CViewBitmap *newSelectionAxis(NLMISC::CRGBA color);
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void computeFrustumQuad(NLMISC::CQuad &fruQuad) const;
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};
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#endif
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