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Minimap.simba
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Minimap.simba
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{*
This file contains all functions relating to communication with the the camera, compass and map.
This file also contains functions for retrieving and setting the following information:
- Local Camera Position
- Minimap location/area
- Player's local position
- Compass Angles
- Map Images
*}
{$include_once GLXCore.Simba}
{$include_once Cache.Simba}
{$include_once Misc/Graphics.Simba}
type FloatPoint = record
X, Y: Single;
end;
{*
Constructor for a floating point version of the TPoint structure.
*}
Function FloatPoint.Create(__X, __Y: Single): FloatPoint;
Begin
Self.X := __X;
Self.Y := __Y;
Result := Self;
End;
{*
Determines the shortest distance from one angle to another.
Example:
If the compass is at 20 Degrees and you want to rotate to 180 degrees.
This function tells which way to rotate the compass to get to the specified angle.
*}
Function ShortestArcDeg(Angle, Target: Single): Single;
Begin
If (abs(Target - Angle) < 180) Then
Begin
Result := Target - Angle;
Exit;
End;
If (Target > Angle) Then
Begin
Result := Target - Angle - 360;
Exit;
End;
Result := Target - Angle + 360;
End;
{*
Determines the shortest distance from one angle to another.
Example:
If the compass is at 20 Degrees and you want to rotate to 180 degrees.
This function tells which way to rotate the compass to get to the specified angle.
*}
Function ShortestArcRad(Angle, Target: Single): Single;
Begin
If (abs(Target - Angle) < PI) Then
Begin
Result := Target - Angle;
Exit;
End;
If (Target > Angle) Then
Begin
Result := Target - Angle - PI * 2;
Exit;
End;
Result := Target - Angle + PI * 2;
End;
{*
Calculates the Euler Angles in Radians from the ModelView Matrix in the specified row
or column major order.
Calculates the pitch, yaw, roll of the game camera.
*}
Procedure glEulerAngles(var X, Y, Z: Double; ModelView: array [0..15] of single; RowMajor: Boolean);
begin
if (RowMajor) then
begin
X := FixRad(ArcTan2(ModelView[6], ModelView[10]));
Y := FixRad(ArcTan2(-ModelView[8], sqrt(pow(ModelView[0], 2) + pow(ModelView[1], 2))));
Z := FixRad(ArcTan2(ModelView[1], ModelView[0]));
end else
begin
X := FixRad(ArcTan2(ModelView[9], ModelView[10]));
Y := FixRad(ArcTan2(-ModelView[8], sqrt(pow(ModelView[0], 2) + pow(ModelView[4], 2))));
Z := FixRad(ArcTan2(ModelView[4], ModelView[0]));
end;
end;
{*
Returns the Camera's local position from the ModelView Matrix in row or column major order.
*}
Procedure glCameraPos(var X, Y, Z: Double; ModelView: array [0..15] of Single; RowMajor: Boolean);
begin
if (RowMajor) then
begin
X := ModelView[12];
Y := ModelView[13];
Z := ModelView[14];
end else
begin
X := ModelView[3];
Y := ModelView[7];
Z := ModelView[11];
end;
end;
{*
Returns the Bounding-Box of the Minimap.
Developer Info:
3786240 - TextureID of the minimap background (found in the middle of the minimap).
386460 - TextureID of the corners of the minimap.
*}
Function GL_MMBounds: TBox;
var
I, J: Integer;
TBA: TBoxArray;
Background, Corners: glTextureArray;
Begin
If (UseSysCache) Then
Begin
I := SysCache.Contains(TCacheType.CACHE_MINIMAP);
if (I <> -1) Then
Begin
Result := SysCache[I].Area;
Exit;
End;
End;
Background := glGetTextures(3786240);
Corners := glGetTextures(386460);
If (Length(Background) < 1) or (Length(Corners) < 1) Then Exit;
For I := 0 To High(Background) Do
If (PointInBox(Point(Corners[0].X, Corners[0].Y), Background[I].Bounds)) then
Begin
Result := Background[I].Bounds;
If (UseSysCache) Then
SysCache.CacheMinimap(Result);
Exit;
End;
Result := IntToBox(-1, -1, -1, -1);
End;
{*
Returns the coordinates of the MAP within the minimap.
*}
Procedure GL_GetMapCoords(var TL, BL, BR, TR: FloatPoint);
var
T: FloatPoint;
X, Y: Array[0..3] of single;
begin
GLXMapCoords(X, Y);
TL := T.Create(X[0], Y[0]);
BL := T.Create(X[1], Y[1]);
BR := T.Create(X[2], Y[2]);
TR := T.Create(X[3], Y[3]);
end;
{*
Converts the specified Main Screen Point to the corresponding location on the
Minimap.
*}
Function GL_MSToMM(MSP: TPoint): TPoint;
var
Loc: TPoint;
MMBounds: TBox;
TL, BL, BR, TR: FloatPoint;
X, Y, X1, Y1, X2, Y2: Integer;
W, H, DX, DY, RatioX, RatioY, Angle: Extended;
begin
MMBounds := GL_MMBounds;
GLXViewPort(X1, Y1, X2, Y2);
W := X2 - X1; H := Y2 - Y1;
RatioX := W / MMBounds.Width;
RatioY := H / MMBounds.Height;
DX := (MSP.X - (W / 2));
DY := (MSP.Y - (H / 2));
DX := DX / RatioX;
DY := DY / RatioY;
MSP.X := MMBounds.MidPoint.X;
MSP.Y := MMBounds.MidPoint.Y;
GL_GetMapCoords(TL, BL, BR, TR);
Angle := FixRad(ArcTan2(TR.Y - TL.Y, TR.X - TL.X));
Result.X := Round(MSP.X + DX);
Result.Y := Round(MSP.Y + DY);
Result := RotatePoint(Result, Angle, MSP.X, MSP.Y);
Result.X := Result.X + (MMBounds.Width div 256);
Result.Y := Result.Y - (MMBounds.Height div 64);
end;
{*
Returns the player's local position within the current MAP.
*}
Function GL_GetLocalPos: TPoint;
var
Player: TPoint;
TL, BL, BR, TR: FloatPoint;
PPX, PPY, PPZ: Double;
TVX, TVY, BVX, BVY: Double;
Begin
If (Not GL_LoggedIn) Then Exit;
GL_GetMapCoords(TL, BL, BR, TR);
Player := MiddleBox(GL_MMBounds);
TVX := TR.X - TL.X;
TVY := TR.Y - TL.Y;
BVX := BL.X - TL.X;
BVY := BL.Y - TL.Y;
PPX := Player.X - TL.X;
PPY := Player.Y - TL.Y;
PPZ := (TVX * BVY) - (TVY * BVX);
Result.X := Round(((PPX * BVY) - (PPY * BVX)) * 512.0 / PPZ);
Result.Y := Round(((PPY * TVX) - (PPX * TVY)) * 512.0 / PPZ);
End;
Function GL_GetLocalMapPos(var MapPtr: Pointer): TPoint;
var
Player: TPoint;
PPX, PPY, PPZ: Double;
TVX, TVY, BVX, BVY: Double;
X, Y: Array[0..3] of Single;
Begin
If (Not GL_LoggedIn) Then Exit;
Player.X := 512;
Player.Y := 512;
MapPtr := GLXMap(Player.X, Player.Y, X, Y);
Player := MiddleBox(GL_MMBounds);
TVX := X[3] - X[0];
TVY := Y[3] - Y[0];
BVX := X[1] - X[0];
BVY := Y[1] - Y[0];
PPX := Player.X - X[0];
PPY := Player.Y - Y[0];
PPZ := (TVX * BVY) - (TVY * BVX);
Result.X := Round(((PPX * BVY) - (PPY * BVX)) * 512.0 / PPZ);
Result.Y := Round(((PPY * TVX) - (PPX * TVY)) * 512.0 / PPZ);
End;
{*
Returns the current compass angle in Degrees and Radians.
*}
Procedure GL_CompassAngle(var DA, RA: Single);
var
TL, BL, BR, TR: FloatPoint;
Begin
If (Not GL_LoggedIn) Then Exit;
GL_GetMapCoords(TL, BL, BR, TR);
RA := FixRad(ArcTan2(TR.Y - TL.Y, TR.X - TL.X));
DA := FixD(Degrees(RA));
End;
{*
Rotates the compass to the specified angle (in degrees).
*}
Function GL_MakeCompass(Angle: Single; Tolerance: Integer = 5): Boolean;
var
T: Timer;
Left: Boolean;
AngleDistance: Single;
CurrentAngle, RA: Single;
Begin
GL_CompassAngle(CurrentAngle, RA);
If ((CurrentAngle < 0) or (Not GL_LoggedIn)) Then
Exit;
Angle := FixD(Angle);
T.Start();
While ((Abs(ShortestArcDeg(CurrentAngle, Angle)) > Tolerance) and (T.TimeElapsed() < 10000)) do
Begin
AngleDistance := CurrentAngle - Angle;
Left := ((AngleDistance > 0) and (abs(AngleDistance) <= 180)) or ((AngleDistance < 0) and (abs(AngleDistance) > 180));
if (Left) Then
KeyDown(VK_LEFT)
Else
KeyDown(VK_RIGHT);
GL_CompassAngle(CurrentAngle, RA);
Result := Abs(ShortestArcDeg(CurrentAngle, Angle)) <= Tolerance;
If (Result) Then
Begin
If (Left) Then
KeyUp(VK_LEFT)
Else
KeyUp(VK_RIGHT);
Break;
End;
Wait(RandomRange(16, 20));
End;
If (Left) Then
KeyUp(VK_LEFT)
Else
KeyUp(VK_RIGHT);
Result := Abs(ShortestArcDeg(CurrentAngle, Angle)) <= Tolerance;
End;
{*
Returns the compass angle in degrees. Angle is found using EulerAngles + Math. VERY ACCURATE!
NOTE: This function was previously disabled out. It works now and should be used!
*}
Function GL_CompassDeg: Integer;
var
X, Y, Z: Double;
begin
glEulerAngles(X, Y, Z, GLXMatrices^, True);
Result := Round(Degrees(Z));
end;
{*
Returns the compass angle in radians. Angle is found using EulerAngles + Math. VERY ACCURATE!
NOTE: This function was previously disabled out. It works now and should be used!
*}
Function GL_CompassRad: Single;
var
X, Y, Z: Double;
begin
glEulerAngles(X, Y, Z, GLXMatrices^, True);
Result := Z;
end;
{*
Returns the compass height in degrees. Height is found using EulerAngles + Math. VERY ACCURATE!
NOTE: This function was previously disabled out. It works now and should be used!
*}
Function GL_CompassHeightDeg: Integer;
var
X, Y, Z: Double;
begin
glEulerAngles(X, Y, Z, GLXMatrices^, True);
Result := Round(Degrees(X));
end;
{*
Returns the compass angle in radians. Height is found using EulerAngles + Math. VERY ACCURATE!
NOTE: This function was previously disabled out. It works now and should be used!
*}
Function GL_CompassHeightRad: Single;
var
X, Y, Z: Double;
begin
glEulerAngles(X, Y, Z, GLXMatrices^, True);
Result := X;
end;
{*
Sets the height of the compass in degrees.
Tolerance is the threshold of accuracy. 4 is a nice tolerance.
My personal tests show that the lowest angle is: 8 and the highest is 65.
The LOWEST possible value you can specify is: 0 - according to my tests at 4 tolerance.
The HIGHEST possible value you can specify is: 69 - according to my tests at 4 tolerance.
NOTE: This function was previously disabled out. It works now and should be used!
*}
Function GL_MakeCompassHeight(Height: Integer; Tolerance: Integer = 4): Boolean;
var
T: Timer;
Up: Boolean;
CurrentHeight: Integer;
Begin
CurrentHeight := GL_CompassHeightDeg;
If ((CurrentHeight < 0) or (Not GL_LoggedIn)) Then
Exit;
T.Start();
If (Height <= 5) Then Height := RandomRange(5, 7);
While((abs(CurrentHeight - Height) > Tolerance) and (T.TimeElapsed() < 10000)) do
Begin
Up := Height > CurrentHeight;
If (Up) Then
KeyDown(VK_UP)
Else
KeyDown(VK_DOWN);
CurrentHeight := GL_CompassHeightDeg;
Result := abs(CurrentHeight - Height) <= Tolerance;
If (Result) Then
Begin
If (Up) Then
KeyUp(VK_UP)
Else
KeyUp(VK_DOWN);
Break;
End;
Wait(RandomRange(5, 10));
End;
If (Up) Then
KeyUp(VK_UP)
Else
KeyUp(VK_DOWN);
Result := Abs(CurrentHeight - Height) <= Tolerance;
End;
{*
Returns the current loaded map as a bitmap with outline stripped.
Developer Notes:
Original Size: 512x512
Returned Bitmap Size: 408x408
*}
Function GL_MapToImage: Integer;
var
Ptr: Pointer;
Chunk: Integer = 52;
Width, Height, Offset: Integer;
X, Y: Array[0..3] of Single;
Bmp: TGraphics;
begin
Width := 512;
Height := 512;
Offset := Width * Chunk * (sizeof(byte) * 4) + (Chunk * (sizeof(byte) * 4));
Bmp.Create(Width, Height - (2 * Chunk), UInt32(GLXMap(Width, Height, X, Y) + Offset));
Result := CreateMirroredBitmapEx(Bmp.GetInternalBitmap().GetIndex, MirrorHeight);
SetBitmapSize(Result, 512 - (2 * Chunk), 512 - (2 * Chunk));
Bmp.Free();
end;
{*
Returns the current loaded map as a bitmap.
Developer Notes:
Returned Bitmap Size: 512x512
*}
Function GL_MapToImageEx: Integer;
var
X, Y: Array[0..3] of Single;
Bmp: TGraphics;
W, H: Integer;
begin
W := 512;
H := 512;
Bmp.Create(W, H, UInt32(GLXMap(W, H, X, Y)));
Result := CreateMirroredBitmapEx(Bmp.GetInternalBitmap().GetIndex, MirrorHeight);
Bmp.Free();
end;