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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#include "InMapDrawModel.h"
#include "Game/GlobalUnsynced.h"
#include "Game/Players/Player.h"
#include "Game/Players/PlayerHandler.h"
#include "Net/Protocol/BaseNetProtocol.h"
#include "Map/Ground.h"
#include "Map/ReadMap.h"
#include "Sim/Misc/TeamHandler.h"
#include "System/EventHandler.h"
#include "System/creg/STL_List.h"
CInMapDrawModel* inMapDrawerModel = nullptr;
const size_t CInMapDrawModel::DRAW_QUAD_SIZE = 32;
const float CInMapDrawModel::QUAD_SCALE = 1.0f / (DRAW_QUAD_SIZE * SQUARE_SIZE);
CInMapDrawModel::CInMapDrawModel()
: drawQuadsX(mapDims.mapx / DRAW_QUAD_SIZE)
, drawQuadsY(mapDims.mapy / DRAW_QUAD_SIZE)
, drawAllMarks(false)
, numPoints(0)
, numLines(0)
{
drawQuads.resize(drawQuadsX * drawQuadsY);
for (int y = 0; y < drawQuadsY; y++) {
for (int x = 0; x < drawQuadsX; x++) {
drawQuads[y * drawQuadsX + x].points.reserve(16);
drawQuads[y * drawQuadsX + x].lines.reserve(16);
}
}
}
bool CInMapDrawModel::MapDrawPrimitive::IsVisibleToPlayer(bool drawAllMarks) const
{
const int allyTeam = teamHandler.AllyTeam(teamID);
const bool alliedAB = teamHandler.Ally(allyTeam, gu->myAllyTeam);
const bool alliedBA = teamHandler.Ally(gu->myAllyTeam, allyTeam);
return (gu->spectating || drawAllMarks || (!spectator && alliedAB && alliedBA));
}
bool CInMapDrawModel::AllowedMsg(const CPlayer* sender) const
{
const int allyTeam = teamHandler.AllyTeam(sender->team);
const bool alliedAB = teamHandler.Ally(allyTeam, gu->myAllyTeam);
const bool alliedBA = teamHandler.Ally(gu->myAllyTeam, allyTeam);
const bool alliedMsg = alliedAB && alliedBA;
// if we are playing and the guy sending the message is
// a spectator (or not an ally), we can not just ignore
// it due to drawAllMarks mode considerations
return (gu->spectating || (!sender->spectator && alliedMsg));
}
bool CInMapDrawModel::AddPoint(const float3& constPos, const std::string& label, int playerID)
{
if (!playerHandler.IsValidPlayer(playerID)) {
return false;
}
// GotNetMsg() alreadys checks validity of playerID
const CPlayer* sender = playerHandler.Player(playerID);
const bool allowed = AllowedMsg(sender);
float3 pos = constPos;
pos.ClampInBounds();
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false) + 2.0f;
// event clients may process the point
// if their owner is allowed to see it
if (allowed && eventHandler.MapDrawCmd(playerID, MAPDRAW_POINT, &pos, nullptr, &label))
return false;
// let the engine handle it (disallowed
// points added here are filtered while
// rendering the quads)
MapPoint point(sender->spectator, sender->team, sender, pos, label);
const int quad = int(pos.z * QUAD_SCALE) * drawQuadsX +
int(pos.x * QUAD_SCALE);
drawQuads[quad].points.push_back(point);
numPoints++;
return true;
}
bool CInMapDrawModel::AddLine(const float3& constPos1, const float3& constPos2, int playerID)
{
if (!playerHandler.IsValidPlayer(playerID)) {
return false;
}
const CPlayer* sender = playerHandler.Player(playerID);
float3 pos1 = constPos1;
float3 pos2 = constPos2;
pos1.ClampInBounds();
pos2.ClampInBounds();
pos1.y = CGround::GetHeightAboveWater(pos1.x, pos1.z, false) + 2.0f;
pos2.y = CGround::GetHeightAboveWater(pos2.x, pos2.z, false) + 2.0f;
if (AllowedMsg(sender) && eventHandler.MapDrawCmd(playerID, MAPDRAW_LINE, &pos1, &pos2, nullptr)) {
return false;
}
MapLine line(sender->spectator, sender->team, sender, pos1, pos2);
const int quad = int(pos1.z * QUAD_SCALE) * drawQuadsX +
int(pos1.x * QUAD_SCALE);
drawQuads[quad].lines.push_back(line);
numLines++;
return true;
}
void CInMapDrawModel::EraseNear(const float3& constPos, int playerID)
{
if (!playerHandler.IsValidPlayer(playerID))
return;
const CPlayer* sender = playerHandler.Player(playerID);
float3 pos = constPos;
pos.ClampInBounds();
pos.y = CGround::GetHeightAboveWater(pos.x, pos.z, false) + 2.0f;
if (AllowedMsg(sender) && eventHandler.MapDrawCmd(playerID, MAPDRAW_ERASE, &pos, nullptr, nullptr)) {
return;
}
const float radius = 100.0f;
const int maxY = drawQuadsY - 1;
const int maxX = drawQuadsX - 1;
const int yStart = (int) std::max(0, int((pos.z - radius) * QUAD_SCALE));
const int xStart = (int) std::max(0, int((pos.x - radius) * QUAD_SCALE));
const int yEnd = (int) std::min(maxY, int((pos.z + radius) * QUAD_SCALE));
const int xEnd = (int) std::min(maxX, int((pos.x + radius) * QUAD_SCALE));
for (int y = yStart; y <= yEnd; ++y) {
for (int x = xStart; x <= xEnd; ++x) {
DrawQuad* dq = &drawQuads[(y * drawQuadsX) + x];
for (auto pi = dq->points.begin(); pi != dq->points.end(); /* none */) {
if (pi->GetPos().SqDistance2D(pos) < (radius*radius) && (pi->IsBySpectator() == sender->spectator)) {
*pi = dq->points.back();
dq->points.pop_back();
numPoints--;
} else {
++pi;
}
}
for (auto li = dq->lines.begin(); li != dq->lines.end(); /* none */) {
// TODO maybe erase on pos2 too?
if (li->GetPos1().SqDistance2D(pos) < (radius*radius) && (li->IsBySpectator() == sender->spectator)) {
*li = dq->lines.back();
dq->lines.pop_back();
numLines--;
} else {
++li;
}
}
}
}
}
void CInMapDrawModel::EraseAll()
{
for (auto& drawQuad: drawQuads) {
drawQuad.points.clear();
drawQuad.lines.clear();
}
numPoints = 0;
numLines = 0;
// TODO check if this is needed
//visibleLabels.clear();
}
const CInMapDrawModel::DrawQuad* CInMapDrawModel::GetDrawQuad(int x, int y) const
{
return &(drawQuads[(y * drawQuadsX) + x]);
}
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