236 lines
9.2 KiB
Haskell
236 lines
9.2 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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, farWallPoints
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, farWallDistDirection
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) where
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import Dodge.Data
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import Dodge.Base
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import Dodge.Zone
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import Dodge.Equipment
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import Dodge.Creature.Test
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import Geometry
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--import Geometry.ConvexPoly
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import Dodge.GameRoom
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import LensHelp
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--import qualified Data.List.NonEmpty as NEL
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--import Control.Applicative
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import Data.Maybe
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import Control.Monad
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import qualified Data.Set as S
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import qualified Data.IntMap.Strict as IM
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import qualified SDL
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--import Data.Monoid
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--import Data.Semigroup
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--import qualified Control.Foldl as L
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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 = setViewDistance cfig
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. moveZoomCamera cfig
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. updateScopeZoom
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. rotateCamera cfig
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moveZoomCamera :: Configuration -> World -> World
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moveZoomCamera cfig w = w
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& cameraCenter .~ newcen
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& cameraViewFrom .~ newvf
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& cameraZoom .~ newzoom
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& defaultZoom .~ newDefaultZoom
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& itemZoom .~ newItemZoom
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where
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cpos =_crPos (you w)
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newvf = cpos +.+ fromMaybe (V2 0 0) vfoffset
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vfoffset = do
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iscam <- yourItem w ^? _Just . itScope . scopeIsCamera
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guard iscam
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guard (SDL.ButtonRight `S.member` _mouseButtons w)
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yourItem w ^? _Just . itScope . scopePos
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mscopeoffset = do
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guard (SDL.ButtonRight `S.member` _mouseButtons w)
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yourItem w ^? _Just . itScope . scopePos
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newcen = cpos +.+ fromMaybe (V2 0 0) mscopeoffset +.+ offset
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offset = rotateV (_cameraRot w) $ ((newzoom - newDefaultZoom)/(newDefaultZoom*newzoom)) *.* _mousePos w
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--newzoom = changeZoom (_cameraZoom w) idealZoom'
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newzoom = case yourItem w ^? _Just . itScope of
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Just zs@ZoomScope {} -> _scopeZoom zs
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_ -> newDefaultZoom * newItemZoom
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idealDefaultZoom = clipZoom wallZoom
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newDefaultZoom = case yourItem w ^? _Just . itScope of
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Just zs@ZoomScope {} -> _scopeZoom zs
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_ -> changeZoom (_defaultZoom w) idealDefaultZoom
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idealItemZoom = fromMaybe 1 $ do
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guard $ crIsAiming (you w)
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zoomFromItem' <$> (yourItem w ^? _Just . itUse . useAim . aimZoom)
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newItemZoom = changeZoom (_itemZoom w) 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 = farWallDist newvf cfig w
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-- = maybe clipZoom zoomFromItem (yourItem w ^? itZoom) wallZoom
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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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updateScopeZoom :: World -> World
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updateScopeZoom w
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| SDL.ButtonRight `S.member` _mouseButtons w
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= case w ^? creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itScope . scopeZoomChange of
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Just x
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| x > 10 -> zoomInLongGun $ zoomInLongGun $ zoomInLongGun w
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| x > 5 -> zoomInLongGun $ zoomInLongGun w
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| x > 0 -> zoomInLongGun w
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| x < -10 -> zoomOutLongGun $ zoomOutLongGun $ zoomOutLongGun w
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| x < -5 -> zoomOutLongGun $ zoomOutLongGun w
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| x < 0 -> zoomOutLongGun w
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| otherwise -> w
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_ -> w
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| otherwise = w & creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itScope %~ updateScope
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where
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updateScope (ZoomScope _ _ _ defz bl) = ZoomScope (V2 0 0) 0 defz defz bl
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updateScope otherAtt = otherAtt
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zoomSpeed :: Float
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zoomSpeed = 39/40
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zoomInLongGun :: World -> World
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zoomInLongGun w
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| currentZoom < 8 = w
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& wpPointer . itScope . scopePos .+.+~ (1-zoomSpeed) / newzoom *.* mousep
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& wpPointer . itScope . scopeZoom %~ (/ zoomSpeed)
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& decreaseScopeZoomChange
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| otherwise = w & wpPointer . itScope . scopeZoomChange .~ 0
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where
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decreaseScopeZoomChange = wpPointer . itScope . scopeZoomChange -~ 1
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wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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wp = _crInv (_creatures w IM.! 0) IM.! _crInvSel (_creatures w IM.! 0)
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Just currentZoom = wp ^? itScope . scopeZoom
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newzoom = (wp ^?! itScope . scopeZoom) / zoomSpeed
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mousep = rotateV (_cameraRot w) $ _mousePos w
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zoomOutLongGun :: World -> World
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zoomOutLongGun w
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| currentZoom > 0.5 = w
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-- & wpPointer . itScope . scopePos .+.+~ ((1*zoomSpeed-1)) / currentZoom *.* mousep
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& wpPointer . itScope . scopeZoom *~ zoomSpeed
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& increaseScopeZoomChange
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-- | otherwise = increaseScopeZoomChange w
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| otherwise = w & wpPointer . itScope . scopeZoomChange .~ 0
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where
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--mousep = rotateV (_cameraRot w) $ _mousePos w
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increaseScopeZoomChange = wpPointer . itScope . scopeZoomChange +~ 1
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wpPointer = creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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wp = _crInv (_creatures w IM.! 0) IM.! _crInvSel (_creatures w IM.! 0)
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Just currentZoom = wp ^? itScope . scopeZoom
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ifConfigWallRotate :: Configuration -> World -> World
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ifConfigWallRotate cfig w
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| _gameplay_rotate_to_wall cfig && not (SDL.ButtonRight `S.member` _mouseButtons w)
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= rotateToOverlappingWall w
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| otherwise = w
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rotateToOverlappingWall :: World -> World
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rotateToOverlappingWall w = maybe w dowallrotate
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$ overlapCircWallsReturnWall p (_crRad cr + 5) (IM.filter _wlRotateTo $ wallsNearPoint p w)
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where
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dowallrotate wl' = rotateUsing $ (argV . uncurry (-.-) $ _wlLine wl') - _cameraRot w
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rotateUsing a
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| b - b' > 0.01 = w & cameraRot +~ 0.01
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| b - b' < negate 0.01 = w & cameraRot -~ 0.01
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| otherwise = w
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where
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--b = a * (2 / pi)
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b = a * (4 / pi)
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b' = fromIntegral (round b :: Int)
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cr = you w
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p = _crPos cr
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rotateCameraBy :: Float -> World -> World
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rotateCameraBy x w = w
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& cameraRot +~ x
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& creatures . ix 0 . crInv . ix (_crInvSel (_creatures w IM.! 0))
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. itScope . scopePos %~ rotateV x
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rotateCamera :: Configuration -> World -> World
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rotateCamera cfig w
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| keyl && keyr = w
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| keyl = rotateCameraBy 0.025 w
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| keyr = rotateCameraBy (-0.025) w
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| otherwise = ifConfigWallRotate cfig w
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where
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keyl = SDL.ScancodeQ `S.member` _keys w && notAtTerminal w
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keyr = SDL.ScancodeE `S.member` _keys w && notAtTerminal w
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-- TODO check where/how this is used
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notAtTerminal :: World -> Bool
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notAtTerminal w = isNothing $ w ^? hud . hudElement . subInventory . termID
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--zoomCamBy :: Float -> World -> World
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--zoomCamBy x w = w {_cameraZoom = max (_cameraZoom w + x) 0.01}
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zoomFromItem'
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:: ItZoom
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-> Float
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zoomFromItem' ItZoom {_itZoomMax = zMax, _itZoomMin = zMin, _itZoomFac = zFac}
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= min zMax $ max zMin zFac
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clipZoom
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:: Float -- ^ Furthest viewable distance
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-> Float
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clipZoom = min 20 . max 0.2
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setViewDistance :: Configuration -> World -> World
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setViewDistance cfig w = w & viewDistance
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.~ sqrt (halfWidth cfig ** 2 + halfHeight cfig ** 2) / _cameraZoom w
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-- .~ max (halfWidth cfig) (halfHeight cfig) / _cameraZoom w
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-- TODO consider adding visible/nearby creatures as view points
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farWallDist :: Point2 -> Configuration -> World -> Float
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--farWallDist p cfig w = (winFac /) . min maxViewDistance $ ssfold (> maxViewDistance) findMax 1 vps
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farWallDist p cfig w = (winFac /)
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. min maxViewDistance $ ssfold (> maxViewDistance) findMax distFromEqmnt vps
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where
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findMax curMax pout = max curMax $ dist p $ collidePointUpToIndirectMinDist p pout curMax wos
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hw = halfWidth cfig
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hh = halfHeight cfig
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winFac = min hw hh
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vps = concatMap _grViewpoints grs ++ extendedViewPoints p grs
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grs = filter (pointInOrOnPolygon p . _grBound) (_gameRooms w)
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wos = wallsOnScreen cfig w
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distFromEqmnt = foldr max 1 $ IM.mapMaybe (_eqViewDist . _eqEq. _itUse) $ getCrEquipment $ you w
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farWallDistDirection :: Point2 -> Configuration -> World -> (Float,Float,Float,Float)
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--farWallDist p cfig w = (winFac /) . min maxViewDistance $ ssfold (> maxViewDistance) findMax 1 vps
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farWallDistDirection p cfig w = foldr (m . f) (0,0,0,0) vps
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where
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f q = g $ rotateV (negate $ _cameraRot w) $ collidePointWallsFilt' wlIsOpaque p q wos -.- p
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g (V2 x y) = (y, negate y, x, negate x)
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m (a,b,c,d) (x,y,z,w') = (max a x, max b y, max c z, max d w')
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vps = concatMap _grViewpoints grs ++ extendedViewPoints p grs
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grs = filter (pointInOrOnPolygon p . _grBound) (_gameRooms w)
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wos = wallsOnScreen cfig w
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extendedViewPoints :: Point2 -> [GameRoom] -> [Point2]
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extendedViewPoints p grs = map extend
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(concatMap _grViewpointsEx grs
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++ map addDir (concatMap _grLinkDirs grs)
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)
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where
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extend outp = p +.+ maxViewDistance *.* squashNormalizeV (outp -.- p)
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addDir a = p +.+ unitVectorAtAngle a
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farWallPoints :: Point2 -> World -> [Point2]
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farWallPoints p w = concatMap _grViewpoints grs ++ extendedViewPoints p grs
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where
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grs = filter (pointInOrOnPolygon p . _grBound) (_gameRooms w)
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maxViewDistance :: Float
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maxViewDistance = 800
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