tibia-rme/source/graphics.h
yamaken93 6022bf797e
feat: draw creature addons and mounts (#357)
support creature outfit mounts with the lookmount xml attribute
2021-06-06 20:05:01 -03:00

409 lines
15 KiB
C++

//////////////////////////////////////////////////////////////////////
// This file is part of Remere's Map Editor
//////////////////////////////////////////////////////////////////////
// Remere's Map Editor is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// Remere's Map Editor is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
//////////////////////////////////////////////////////////////////////
#ifndef RME_GRAPHICS_H_
#define RME_GRAPHICS_H_
#include "outfit.h"
#include "common.h"
#include <deque>
#include "client_version.h"
enum SpriteSize {
SPRITE_SIZE_16x16,
//SPRITE_SIZE_24x24,
SPRITE_SIZE_32x32,
SPRITE_SIZE_COUNT
};
enum AnimationDirection {
ANIMATION_FORWARD = 0,
ANIMATION_BACKWARD = 1
};
enum ItemAnimationDuration {
ITEM_FRAME_DURATION = 500
};
class MapCanvas;
class GraphicManager;
class FileReadHandle;
class Animator;
class Sprite {
public:
Sprite() {}
virtual ~Sprite() {}
virtual void DrawTo(wxDC* dc, SpriteSize sz, int start_x, int start_y, int width = -1, int height = -1) = 0;
virtual void unloadDC() = 0;
private:
Sprite(const Sprite&);
Sprite& operator=(const Sprite&);
};
class EditorSprite : public Sprite {
public:
EditorSprite(wxBitmap* b16x16, wxBitmap* b32x32);
virtual ~EditorSprite();
virtual void DrawTo(wxDC* dc, SpriteSize sz, int start_x, int start_y, int width = -1, int height = -1);
virtual void unloadDC();
protected:
wxBitmap* bm[SPRITE_SIZE_COUNT];
};
class GameSprite : public Sprite{
public:
GameSprite();
~GameSprite();
int getIndex(int width, int height, int layer, int pattern_x, int pattern_y, int pattern_z, int frame) const;
GLuint getHardwareID(int _x, int _y, int _layer, int _subtype, int _pattern_x, int _pattern_y, int _pattern_z, int _frame);
GLuint getHardwareID(int _x, int _y, int _dir, int _addon, int _pattern_z, const Outfit& _outfit, int _frame); // CreatureDatabase
virtual void DrawTo(wxDC* dc, SpriteSize sz, int start_x, int start_y, int width = -1, int height = -1);
virtual void unloadDC();
void clean(int time);
int getDrawHeight() const;
std::pair<int, int> getDrawOffset() const;
uint8_t getMiniMapColor() const;
protected:
class Image;
class NormalImage;
class TemplateImage;
wxMemoryDC* getDC(SpriteSize size);
TemplateImage* getTemplateImage(int sprite_index, const Outfit& outfit);
class Image {
public:
Image();
virtual ~Image();
bool isGLLoaded;
int lastaccess;
void visit();
virtual void clean(int time);
virtual GLuint getHardwareID() = 0;
virtual uint8_t* getRGBData() = 0;
virtual uint8_t* getRGBAData() = 0;
protected:
virtual void createGLTexture(GLuint whatid);
virtual void unloadGLTexture(GLuint whatid);
};
class NormalImage : public Image {
public:
NormalImage();
virtual ~NormalImage();
// We use the sprite id as GL texture id
uint32_t id;
// This contains the pixel data
uint16_t size;
uint8_t* dump;
virtual void clean(int time);
virtual GLuint getHardwareID();
virtual uint8_t* getRGBData();
virtual uint8_t* getRGBAData();
protected:
virtual void createGLTexture(GLuint ignored = 0);
virtual void unloadGLTexture(GLuint ignored = 0);
};
class TemplateImage : public Image {
public:
TemplateImage(GameSprite* parent, int v, const Outfit& outfit);
virtual ~TemplateImage();
virtual GLuint getHardwareID();
virtual uint8_t* getRGBData();
virtual uint8_t* getRGBAData();
GLuint gl_tid;
GameSprite* parent;
int sprite_index;
uint8_t lookHead;
uint8_t lookBody;
uint8_t lookLegs;
uint8_t lookFeet;
protected:
void colorizePixel(uint8_t color, uint8_t &r, uint8_t &b, uint8_t &g);
virtual void createGLTexture(GLuint ignored = 0);
virtual void unloadGLTexture(GLuint ignored = 0);
};
uint32_t id;
wxMemoryDC* dc[SPRITE_SIZE_COUNT];
public:
// GameSprite info
uint8_t height;
uint8_t width;
uint8_t layers;
uint8_t pattern_x;
uint8_t pattern_y;
uint8_t pattern_z;
uint8_t frames;
uint32_t numsprites;
Animator* animator;
uint16_t draw_height;
uint16_t drawoffset_x;
uint16_t drawoffset_y;
uint16_t minimap_color;
std::vector<NormalImage*> spriteList;
std::list<TemplateImage*> instanced_templates; // Templates that use this sprite
friend class GraphicManager;
};
struct FrameDuration
{
int min;
int max;
FrameDuration(int min, int max) : min(min), max(max)
{
ASSERT(min <= max);
}
int getDuration() const
{
if(min == max)
return min;
return uniform_random(min, max);
};
void setValues(int min, int max)
{
ASSERT(min <= max);
this->min = min;
this->max = max;
}
};
class Animator
{
public:
Animator(int frames, int start_frame, int loop_count, bool async);
~Animator();
int getStartFrame() const;
FrameDuration* getFrameDuration(int frame);
int getFrame();
void setFrame(int frame);
void reset();
private:
int getDuration(int frame) const;
int getPingPongFrame();
int getLoopFrame();
void calculateSynchronous();
int frame_count;
int start_frame;
int loop_count;
bool async;
std::vector<FrameDuration*> durations;
int current_frame;
int current_loop;
int current_duration;
int total_duration;
AnimationDirection direction;
long last_time;
bool is_complete;
};
class GraphicManager
{
public:
GraphicManager();
~GraphicManager();
void clear();
void cleanSoftwareSprites();
Sprite* getSprite(int id);
GameSprite* getCreatureSprite(int id);
long getElapsedTime() const { return (animation_timer->TimeInMicro() / 1000).ToLong(); }
uint16_t getItemSpriteMaxID() const;
uint16_t getCreatureSpriteMaxID() const;
// Get an unused texture id (this is acquired by simply increasing a value starting from 0x10000000)
GLuint getFreeTextureID();
// This is part of the binary
bool loadEditorSprites();
// Metadata should be loaded first
// This fills the item / creature adress space
bool loadOTFI(const FileName& filename, wxString& error, wxArrayString& warnings);
bool loadSpriteMetadata(const FileName& datafile, wxString& error, wxArrayString& warnings);
bool loadSpriteMetadataFlags(FileReadHandle& file, GameSprite* sType, wxString& error, wxArrayString& warnings);
bool loadSpriteData(const FileName& datafile, wxString& error, wxArrayString& warnings);
// Cleans old & unused textures according to config settings
void garbageCollection();
void addSpriteToCleanup(GameSprite* spr);
wxFileName getMetadataFileName() const { return metadata_file; }
wxFileName getSpritesFileName() const { return sprites_file; }
bool hasTransparency() const;
bool isUnloaded() const;
ClientVersion *client_version;
private:
bool unloaded;
// This is used if memcaching is NOT on
std::string spritefile;
bool loadSpriteDump(uint8_t*& target, uint16_t& size, int sprite_id);
typedef std::map<int, Sprite*> SpriteMap;
SpriteMap sprite_space;
typedef std::map<int, GameSprite::Image*> ImageMap;
ImageMap image_space;
std::deque<GameSprite*> cleanup_list;
DatFormat dat_format;
uint16_t item_count;
uint16_t creature_count;
bool otfi_found;
bool is_extended;
bool has_transparency;
bool has_frame_durations;
bool has_frame_groups;
wxFileName metadata_file;
wxFileName sprites_file;
int loaded_textures;
int lastclean;
wxStopWatch* animation_timer;
friend class GameSprite::Image;
friend class GameSprite::NormalImage;
friend class GameSprite::TemplateImage;
};
struct RGBQuad {
uint8_t red;
uint8_t green;
uint8_t blue;
uint8_t reserved;
RGBQuad(uint8_t r, uint8_t g, uint8_t b) : red(r), green (g), blue(b), reserved(0) {}
operator uint32_t() {
return (blue << 0) | (green << 8) | (red << 16);
}
operator bool() {
//std::cout << "RGBQuad operator bool " << int(red) << " || " << int(blue) << " || " << int(green) << std::endl;
return blue != 0 || red != 0 || green != 0;
}
};
static RGBQuad minimap_color[256] = {
RGBQuad(0, 0, 0), RGBQuad(0, 0, 51), RGBQuad(0, 0, 102), RGBQuad(0, 0, 153), // 0
RGBQuad(0, 0, 204), RGBQuad(0, 0, 255), RGBQuad(0, 51, 0), RGBQuad(0, 51, 51), // 4
RGBQuad(0, 51, 102), RGBQuad(0, 51, 153), RGBQuad(0, 51, 204), RGBQuad(0, 51, 255), // 8
RGBQuad(0, 102, 0), RGBQuad(0, 102, 51), RGBQuad(0, 102, 102), RGBQuad(0, 102, 153), // 12
RGBQuad(0, 102, 204), RGBQuad(0, 102, 255), RGBQuad(0, 153, 0), RGBQuad(0, 153, 51), // 16
RGBQuad(0, 153, 102), RGBQuad(0, 153, 153), RGBQuad(0, 153, 204), RGBQuad(0, 153, 255), // 20
RGBQuad(0, 204, 0), RGBQuad(0, 204, 51), RGBQuad(0, 204, 102), RGBQuad(0, 204, 153), // 24
RGBQuad(0, 204, 204), RGBQuad(0, 204, 255), RGBQuad(0, 255, 0), RGBQuad(0, 255, 51), // 28
RGBQuad(0, 255, 102), RGBQuad(0, 255, 153), RGBQuad(0, 255, 204), RGBQuad(0, 255, 255), // 32
RGBQuad(51, 0, 0), RGBQuad(51, 0, 51), RGBQuad(51, 0, 102), RGBQuad(51, 0, 153), // 36
RGBQuad(51, 0, 204), RGBQuad(51, 0, 255), RGBQuad(51, 51, 0), RGBQuad(51, 51, 51), // 40
RGBQuad(51, 51, 102), RGBQuad(51, 51, 153), RGBQuad(51, 51, 204), RGBQuad(51, 51, 255), // 44
RGBQuad(51, 102, 0), RGBQuad(51, 102, 51), RGBQuad(51, 102, 102), RGBQuad(51, 102, 153), // 48
RGBQuad(51, 102, 204), RGBQuad(51, 102, 255), RGBQuad(51, 153, 0), RGBQuad(51, 153, 51), // 52
RGBQuad(51, 153, 102), RGBQuad(51, 153, 153), RGBQuad(51, 153, 204), RGBQuad(51, 153, 255), // 56
RGBQuad(51, 204, 0), RGBQuad(51, 204, 51), RGBQuad(51, 204, 102), RGBQuad(51, 204, 153), // 60
RGBQuad(51, 204, 204), RGBQuad(51, 204, 255), RGBQuad(51, 255, 0), RGBQuad(51, 255, 51), // 64
RGBQuad(51, 255, 102), RGBQuad(51, 255, 153), RGBQuad(51, 255, 204), RGBQuad(51, 255, 255), // 68
RGBQuad(102, 0, 0), RGBQuad(102, 0, 51), RGBQuad(102, 0, 102), RGBQuad(102, 0, 153), // 72
RGBQuad(102, 0, 204), RGBQuad(102, 0, 255), RGBQuad(102, 51, 0), RGBQuad(102, 51, 51), // 76
RGBQuad(102, 51, 102), RGBQuad(102, 51, 153), RGBQuad(102, 51, 204), RGBQuad(102, 51, 255), // 80
RGBQuad(102, 102, 0), RGBQuad(102, 102, 51), RGBQuad(102, 102, 102), RGBQuad(102, 102, 153), // 84
RGBQuad(102, 102, 204), RGBQuad(102, 102, 255), RGBQuad(102, 153, 0), RGBQuad(102, 153, 51), // 88
RGBQuad(102, 153, 102), RGBQuad(102, 153, 153), RGBQuad(102, 153, 204), RGBQuad(102, 153, 255), // 92
RGBQuad(102, 204, 0), RGBQuad(102, 204, 51), RGBQuad(102, 204, 102), RGBQuad(102, 204, 153), // 96
RGBQuad(102, 204, 204), RGBQuad(102, 204, 255), RGBQuad(102, 255, 0), RGBQuad(102, 255, 51), // 100
RGBQuad(102, 255, 102), RGBQuad(102, 255, 153), RGBQuad(102, 255, 204), RGBQuad(102, 255, 255), // 104
RGBQuad(153, 0, 0), RGBQuad(153, 0, 51), RGBQuad(153, 0, 102), RGBQuad(153, 0, 153), // 108
RGBQuad(153, 0, 204), RGBQuad(153, 0, 255), RGBQuad(153, 51, 0), RGBQuad(153, 51, 51), // 112
RGBQuad(153, 51, 102), RGBQuad(153, 51, 153), RGBQuad(153, 51, 204), RGBQuad(153, 51, 255), // 116
RGBQuad(153, 102, 0), RGBQuad(153, 102, 51), RGBQuad(153, 102, 102), RGBQuad(153, 102, 153), // 120
RGBQuad(153, 102, 204), RGBQuad(153, 102, 255), RGBQuad(153, 153, 0), RGBQuad(153, 153, 51), // 124
RGBQuad(153, 153, 102), RGBQuad(153, 153, 153), RGBQuad(153, 153, 204), RGBQuad(153, 153, 255), // 128
RGBQuad(153, 204, 0), RGBQuad(153, 204, 51), RGBQuad(153, 204, 102), RGBQuad(153, 204, 153), // 132
RGBQuad(153, 204, 204), RGBQuad(153, 204, 255), RGBQuad(153, 255, 0), RGBQuad(153, 255, 51), // 136
RGBQuad(153, 255, 102), RGBQuad(153, 255, 153), RGBQuad(153, 255, 204), RGBQuad(153, 255, 255), // 140
RGBQuad(204, 0, 0), RGBQuad(204, 0, 51), RGBQuad(204, 0, 102), RGBQuad(204, 0, 153), // 144
RGBQuad(204, 0, 204), RGBQuad(204, 0, 255), RGBQuad(204, 51, 0), RGBQuad(204, 51, 51), // 148
RGBQuad(204, 51, 102), RGBQuad(204, 51, 153), RGBQuad(204, 51, 204), RGBQuad(204, 51, 255), // 152
RGBQuad(204, 102, 0), RGBQuad(204, 102, 51), RGBQuad(204, 102, 102), RGBQuad(204, 102, 153), // 156
RGBQuad(204, 102, 204), RGBQuad(204, 102, 255), RGBQuad(204, 153, 0), RGBQuad(204, 153, 51), // 160
RGBQuad(204, 153, 102), RGBQuad(204, 153, 153), RGBQuad(204, 153, 204), RGBQuad(204, 153, 255), // 164
RGBQuad(204, 204, 0), RGBQuad(204, 204, 51), RGBQuad(204, 204, 102), RGBQuad(204, 204, 153), // 168
RGBQuad(204, 204, 204), RGBQuad(204, 204, 255), RGBQuad(204, 255, 0), RGBQuad(204, 255, 51), // 172
RGBQuad(204, 255, 102), RGBQuad(204, 255, 153), RGBQuad(204, 255, 204), RGBQuad(204, 255, 255), // 176
RGBQuad(255, 0, 0), RGBQuad(255, 0, 51), RGBQuad(255, 0, 102), RGBQuad(255, 0, 153), // 180
RGBQuad(255, 0, 204), RGBQuad(255, 0, 255), RGBQuad(255, 51, 0), RGBQuad(255, 51, 51), // 184
RGBQuad(255, 51, 102), RGBQuad(255, 51, 153), RGBQuad(255, 51, 204), RGBQuad(255, 51, 255), // 188
RGBQuad(255, 102, 0), RGBQuad(255, 102, 51), RGBQuad(255, 102, 102), RGBQuad(255, 102, 153), // 192
RGBQuad(255, 102, 204), RGBQuad(255, 102, 255), RGBQuad(255, 153, 0), RGBQuad(255, 153, 51), // 196
RGBQuad(255, 153, 102), RGBQuad(255, 153, 153), RGBQuad(255, 153, 204), RGBQuad(255, 153, 255), // 200
RGBQuad(255, 204, 0), RGBQuad(255, 204, 51), RGBQuad(255, 204, 102), RGBQuad(255, 204, 153), // 204
RGBQuad(255, 204, 204), RGBQuad(255, 204, 255), RGBQuad(255, 255, 0), RGBQuad(255, 255, 51), // 208
RGBQuad(255, 255, 102), RGBQuad(255, 255, 153), RGBQuad(255, 255, 204), RGBQuad(255, 255, 255), // 212
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 216
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 220
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 224
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 228
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 232
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 236
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 240
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 244
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), // 248
RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0), RGBQuad(0, 0, 0) // 252
};
#endif