223 lines
8.3 KiB
Haskell
223 lines
8.3 KiB
Haskell
{- Functions controlling the movement of the screen camera:
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'_cameraCenter', '_cameraZoom', _cameraRot';
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and the position that the character sees from: '_cameraViewFrom'. -}
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module Dodge.Update.Camera (
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updateCamera,
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) where
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import Bound
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import Control.Monad
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import Data.Foldable
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import qualified Data.Map.Strict as M
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import Data.Maybe
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import Dodge.Base
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import Dodge.Creature.Test
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import Dodge.Data.Config
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import Dodge.Data.World
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--import Dodge.Equipment
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--import Dodge.InputFocus
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import Dodge.SmoothScroll
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import Dodge.Viewpoints
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import Dodge.WASD
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import Dodge.Zoning.Wall
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import Geometry
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--import qualified IntMapHelp as IM
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import LensHelp
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import SDL (MouseButton (..))
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--import qualified SDL
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{- Update the screen camera rotation and position, including any in rold scope/remote camera modifiers;
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update where your avatar's view is from. -}
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updateCamera :: Configuration -> World -> World
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updateCamera cfig w = case w ^. wCam . camControl of
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CamInGame {} -> updateInGameCamera cfig w
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CamFloat -> updateFloatingCamera cfig w
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updateFloatingCamera :: Configuration -> World -> World
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updateFloatingCamera cfig w =
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w
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& updateBounds cfig
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& wCam %~ setViewDistance cfig
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& wCam %~ translateFloatingCamera theinput
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& wCam %~ translateFloatingCameraKeys theinput
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& wCam %~ zoomFloatingCamera theinput
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where
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theinput = w ^. input
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translateFloatingCamera :: Input -> Camera -> Camera
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translateFloatingCamera theinput cam = fromMaybe cam $ do
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lpresstime <- theinput ^. mouseButtons . at ButtonLeft
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rpresstime <- theinput ^. mouseButtons . at ButtonRight
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if lpresstime > rpresstime
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then do
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hpos <- theinput ^? heldPos . ix ButtonLeft
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let thetran =
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screenToWorldPos cam hpos
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-.- screenToWorldPos cam (theinput ^. mousePos)
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return $
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cam & camCenter +~ thetran
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& camViewFrom +~ thetran
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else do
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a <- (theinput ^. heldPos . at SDL.ButtonRight)
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return $ cam & camRot -~ angleBetween (theinput ^. mousePos) a
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translateFloatingCameraKeys :: Input -> Camera -> Camera
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translateFloatingCameraKeys theinput = (camCenter -~ thetran) . (camViewFrom -~ thetran)
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where
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thetran = 10 *.* wasdDir theinput
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zoomFloatingCamera :: Input -> Camera -> Camera
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zoomFloatingCamera theinput
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| ButtonRight `M.member` (theinput ^. mouseButtons) =
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camZoom *~ ((39/40) ^^ negate (getSmoothScrollValue theinput))
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| otherwise = id
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-- the 39/40 is taken from zoomSpeed
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updateInGameCamera :: Configuration -> World -> World
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updateInGameCamera cfig w =
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w
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& updateBounds cfig
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& wCam %~ moveZoomCamera cfig (w ^. input) (you w) w
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-- & updateScopeZoom
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& rotateCamera cfig
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& over wCam (setViewDistance cfig) -- I think this should be updated after the zoom?
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moveZoomCamera :: Configuration -> Input -> Creature -> World -> Camera -> Camera
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moveZoomCamera cfig theinput cr w campos =
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campos
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& camCenter .~ fromMaybe (_crPos cr +.+ offset ) mremotepos
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& camViewFrom .~ fromMaybe (_crPos cr) mremotepos
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& camZoom .~ newzoom
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& camDefaultZoom .~ newDefaultZoom
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& camItemZoom .~ newItemZoom
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where
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mremotepos = do
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i <- cr ^? crManipulation . manObject . imSelectedItem
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j <- cr ^? crInv . ix i . itUse . uaParams . apLinkedProjectile . _Just
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w ^? cWorld . lWorld . projectiles . ix j . pjPos
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docamrot = rotateV (campos ^. camRot)
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offset = fromMaybe noscopeoffset $ do
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guard (SDL.ButtonRight `M.member` _mouseButtons theinput)
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i <- cr ^? crManipulation . manObject . imSelectedItem
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fmap docamrot (cr ^? crInv . ix i . itUse . uScope . opticPos)
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noscopeoffset = docamrot $
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((newzoom - newDefaultZoom) / (newDefaultZoom * newzoom)) *.* _mousePos theinput
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newzoom = fromMaybe (newDefaultZoom * newItemZoom) $ do
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i <- cr ^? crManipulation . manObject . imSelectedItem
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cr ^? crInv . ix i . itUse . uScope . opticZoom
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idealDefaultZoom = clipZoom wallZoom
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newDefaultZoom = fromMaybe (changeZoom (campos ^. camDefaultZoom) idealDefaultZoom) $ do
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i <- cr ^? crManipulation . manObject . imSelectedItem
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cr ^? crInv . ix i . itUse . uScope . opticZoom
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idealItemZoom = fromMaybe 1 $ do
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guard $ crIsAiming cr
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i <- cr ^? crManipulation . manObject . imSelectedItem
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zoomFromItem <$> (cr ^? crInv . ix i . itUse . heldAim . aimZoom)
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newItemZoom = changeZoom (campos ^. camItemZoom) idealItemZoom
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changeZoom curZoom idealZoom
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| curZoom > idealZoom + 0.01 = ((zoomOutSpeed -1) * curZoom + idealZoom) / zoomOutSpeed
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| curZoom < idealZoom - 0.01 = ((zoomInSpeed -1) * curZoom + idealZoom) / zoomInSpeed
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| otherwise = idealZoom
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wallZoom = min4 (campos ^. camBoundDist)
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min4 (a, b, c, d) = minimum [hh / maxd a, hh / maxd (- b), hw / maxd c, hw / maxd (- d)]
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maxd = max distFromEqmnt
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distFromEqmnt = viewDistanceFromItems cr
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--distFromEqmnt = foldl' max 1 $ IM.mapMaybe (_eeViewDist . _uequipEffect . _itUse) $ getCrEquipment cr
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hw = halfWidth cfig
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hh = halfHeight cfig
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-- these speeds are inverted, larger means slower
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zoomInSpeed = 25
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zoomOutSpeed = 15
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-- for example, this should be 400 or so when you have an unsafe blink gun
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-- capable of firing, should be expanded when you have a radar of some sort, etc
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viewDistanceFromItems :: Creature -> Float
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viewDistanceFromItems _ = 1
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ifConfigWallRotate :: Configuration -> M.Map MouseButton Int -> World -> World
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ifConfigWallRotate cfig mbs
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| _gameplay_rotate_to_wall cfig && not (SDL.ButtonRight `M.member` mbs) =
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rotateToOverlappingWall
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| otherwise = id
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rotateToOverlappingWall :: World -> World
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rotateToOverlappingWall w =
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maybe
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id
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(doWallRotate . snd)
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(overlapCircWallsClosest p (_crRad cr + 5) (filter _wlRotateTo $ wlsNearPoint p w))
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w
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where
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cr = you w
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p = _crPos (you w)
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doWallRotate :: Wall -> World -> World
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doWallRotate wl w = rotateUsing $ (argV . uncurry (-.-) $ _wlLine wl) - (w ^. wCam . camRot)
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where
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rotateUsing a
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| b - b' > 0.01 = w & wCam . camRot +~ 0.01
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| b - b' < negate 0.01 = w & wCam . camRot -~ 0.01
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| otherwise = w
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where
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b = a * (4 / pi)
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b' = fromIntegral (round b :: Int)
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rotateCamera :: Configuration -> World -> World
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rotateCamera cfig w
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| Just ltime <- pkeys ^? ix SDL.ButtonLeft
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, Just rtime <- pkeys ^? ix SDL.ButtonRight
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, ltime > rtime = w & wCam . camRot -~ rotation
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| otherwise = ifConfigWallRotate cfig (w ^. input . mouseButtons) w
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where
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pkeys = w ^. input . mouseButtons
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rotation =
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maybe
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0
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(angleBetween $ w ^. input . mousePos)
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(w ^. input . heldPos . at SDL.ButtonRight)
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zoomFromItem :: ItZoom -> Float
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zoomFromItem ItZoom{_izMax = zMax, _izMin = zMin, _izFac = zFac} =
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min zMax $ max zMin zFac
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clipZoom ::
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-- | Furthest viewable distance
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Float ->
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Float
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clipZoom = min 20 . max 0.2
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setViewDistance :: Configuration -> Camera -> Camera
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setViewDistance cfig w =
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w & camViewDistance
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.~ sqrt (halfWidth cfig ** 2 + halfHeight cfig ** 2) / (w ^. camZoom)
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farWallDistDirection :: Point2 -> World -> Maybe (Float, Float, Float, Float)
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farWallDistDirection p w =
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boundPoints $
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map f $ getViewpoints p (_cWorld w)
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where
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f q = (rotateV (negate (w ^. wCam . camRot)) . (-.- p)) (foldl' findPoint q (wls q))
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wls q = filter wlIsOpaque $ wlsNearSeg p q w
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findPoint q = fromMaybe q . uncurry (intersectSegSeg p q) . _wlLine
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findBoundDists :: Configuration -> World -> (Float, Float, Float, Float)
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findBoundDists cfig w
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| debugOn Bound_box_screen cfig = (hh, - hh, hw, - hw)
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| otherwise = fromMaybe (0, 0, 0, 0) $ farWallDistDirection (w ^. wCam . camViewFrom) w
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where
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hw = halfWidth cfig
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hh = halfHeight cfig
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-- this probably doesn't need to be updated every frame,
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-- though I'm not sure how often it should be updated
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updateBounds :: Configuration -> World -> World
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updateBounds cfig w = case (w ^. cWorld . cClock) `mod` 5 of
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0 -> w
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& wCam . camBoundDist .~ bdists
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& wCam . camBoundBox
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.~ map ((+.+ w ^. wCam . camCenter) . rotateV (w ^. wCam . camRot)) (rectNSWE n s w' e)
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_ -> w
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where
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bdists@(n, s, e, w') = findBoundDists cfig w
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