src/Graphics.cc
author nireco
Mon, 08 Dec 2008 22:57:01 +0000
changeset 325 a19c78786d7f
parent 318 dca3c836edb2
child 326 b6bdc29bcf6e
permissions -rw-r--r--
kills, deaths and weapon name is displayed in right place
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#include "Graphics.hh"
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#include "GameState.hh"
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#include <cmath>
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#include <sstream>
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Graphics::Graphics (Engine &engine, GameState &state) :
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    CL_DisplayWindow(GRAPHICS_WINDOW_TITLE, GRAPHICS_RESOLUTION_WIDTH, GRAPHICS_RESOLUTION_HEIGHT),
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    engine(engine), 
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    state(state), 
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    resolution(GRAPHICS_RESOLUTION_WIDTH, GRAPHICS_RESOLUTION_HEIGHT),
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    update_timer(GRAPHICS_UPDATE_INTERVAL_MS),
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    input(get_ic()->get_keyboard()),
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    simple_font("Font2", engine.getResourceManager()) 
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{
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    // connect timer signal
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    slots.connect(update_timer.sig_tick(), this, &Graphics::on_update);
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    // enable
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    update_timer.start();
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}
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void Graphics::check_input (void) {
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    LocalPlayer *player;
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    PlayerInput input_mask;
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    TimeMS input_dt;
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    // update gui flags
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    this->flags = input.readGuiInput();
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    // quit?
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    if (flags & GUI_INPUT_QUIT) {
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        engine.stop();
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        return;
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    }
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    // stop here if we don't have a local player
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    if ((player = state.getLocalPlayer()) == NULL)
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        return;
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    // dump debug info on stderr
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    if (flags & GUI_INPUT_DEBUG_PLAYER)
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        player->printDebugInfo();
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    // build input_mask
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    input.readPlayerInput(input_mask, input_dt);
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    // apply input if there was any
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    if (input_mask)
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        player->handleInput(input_mask, input_dt);
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}
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static PixelDimension value_between (PixelDimension low, PixelDimension value, PixelDimension high) {
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    if (high < low)
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        return (high + low) / 2;
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    else if (value < low)
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        return low;
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    else if (value > high)
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        return high;
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    else
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        return value;
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}
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void Graphics::do_redraw (void) {
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    CL_GraphicContext *gc = get_gc();
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    LocalPlayer *player;
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    // calculate camera
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    PixelCoordinate camera(0, 0);
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    // ...to track our local player
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    if ((player = state.getLocalPlayer()) != NULL) {
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        PixelCoordinate target = player->getCoordinate() - PixelCoordinate(resolution.x / 2, (resolution.y - 100) / 2);
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        PixelCoordinate max = state.world.getDimensions() - resolution + PixelCoordinate(0, 100);
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        // keep the terrain in view
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        camera = PixelCoordinate(
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            value_between(0, target.x, max.x),
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            value_between(0, target.y, max.y)
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        );
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    }
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    // Black background
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    gc->clear(CL_Color::black);
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    // Draw the game
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    state.draw(this, camera, flags & GUI_INPUT_DISPLAY_WEAPON);
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    // Draw box for player information
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    if (player != NULL) {
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        draw_player_info(gc, (Player*)player);
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    }
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    // Flip window buffer, sync
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    flip(1);
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}
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void Graphics::on_update (TimeMS tick_length) {
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    (void) tick_length;
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    // check keyboard input
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    check_input();
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    // redraw display
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    do_redraw();
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}
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void Graphics::draw_player_info(CL_GraphicContext *gc, Player *p) {
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    int box_top = GRAPHICS_RESOLUTION_HEIGHT - 100;
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    int box_left = 0;
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    int box_right = GRAPHICS_RESOLUTION_WIDTH;
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    int box_bottom = GRAPHICS_RESOLUTION_HEIGHT;
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    int bar_length = 3; // *100
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    // draw status info at bottom of display
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    gc->fill_rect(
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        CL_Rect(
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            box_left,
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            box_top,
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            box_right,
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            box_bottom
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        ),
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        CL_Gradient(
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            CL_Color(0, 0, 0),
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            CL_Color(50, 50, 50),
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            CL_Color(50, 50, 50, 150),
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            CL_Color(100, 100, 100, 200)
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        )
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    );
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    // Lifebar
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    gc->draw_rect(
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        CL_Rect(
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            box_left + 9,
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            box_top + 9,
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            box_left + 11 + 100 * bar_length,
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            box_top + 31
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        ),
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        CL_Color(150, 150, 150)
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    );
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    gc->fill_rect(
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        CL_Rect(
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            box_left + 10,
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            box_top + 10,
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            box_left + 10 + (int) (p->getHealthPercent() * bar_length),
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            box_top + 30
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        ),
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        CL_Gradient(
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            CL_Color(200, 0, 0),
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            CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0),
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            CL_Color(200, 0, 0),
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            CL_Color(200 - (int)(p->getHealthPercent() * 2), (int)(p->getHealthPercent() * 2), 0)
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        )
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    );
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    std::stringstream sskills;
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    sskills << "Kills:  " << p->getKills();
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 10,
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        sskills.str(),
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        get_gc()
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    );
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    std::stringstream ssdeaths;
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    ssdeaths << "Deaths:  " << p->getDeaths();
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 40,
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        ssdeaths.str(),
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        get_gc()
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    );
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318
dca3c836edb2 Can't go under downbar
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    // Ammobar
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    gc->draw_rect(
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        CL_Rect(
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            box_left + 9,
325
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            box_top + 69,
318
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            box_left + 11 + 100 * bar_length,
325
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            box_top + 91
318
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        ),
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        CL_Color(150, 150, 150)
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    );
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    gc->fill_rect(
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        CL_Rect(
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            box_left + 10,
325
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            box_top + 70,
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            box_left + 10 + (int) (p->getCurrentWeapon()->getReloadTimer() * 100 / p->getCurrentWeapon()->getReloadTime() * bar_length),
325
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            box_top + 90
318
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        ),
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        CL_Gradient(
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 0),
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            CL_Color(100, 100, 100)
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        )
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    );
325
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    getSimpleFont().draw(
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        box_left + 20 + 100 * bar_length,
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        box_top + 70,
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        p->getCurrentWeapon()->getName(),
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        get_gc()
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    );
315
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}
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   213