package net.torvald.terrarum import com.badlogic.gdx.Gdx import com.badlogic.gdx.Screen import com.badlogic.gdx.graphics.Color import com.badlogic.gdx.graphics.GL20 import com.badlogic.gdx.graphics.OrthographicCamera import com.badlogic.gdx.graphics.Texture import com.badlogic.gdx.graphics.g2d.SpriteBatch import com.badlogic.gdx.graphics.glutils.FrameBuffer import com.badlogic.gdx.graphics.glutils.ShapeRenderer import com.badlogic.gdx.utils.Disposable import com.jme3.math.FastMath import net.torvald.UnsafeHelper import net.torvald.gdx.graphics.Cvec import net.torvald.random.HQRNG import net.torvald.terrarum.App.* import net.torvald.terrarum.TerrarumAppConfiguration.TILE_SIZE import net.torvald.terrarum.blockproperties.BlockCodex import net.torvald.terrarum.blockproperties.WireCodex import net.torvald.terrarum.gameactors.Actor import net.torvald.terrarum.gameactors.ActorID import net.torvald.terrarum.gameactors.faction.FactionCodex import net.torvald.terrarum.itemproperties.ItemCodex import net.torvald.terrarum.itemproperties.MaterialCodex import net.torvald.terrarum.serialise.Common import net.torvald.terrarum.tvda.VDUtil import net.torvald.terrarum.tvda.VirtualDisk import net.torvald.terrarum.ui.UICanvas import net.torvald.terrarum.worlddrawer.WorldCamera import net.torvald.terrarumsansbitmap.gdx.GameFontBase import net.torvald.terrarumsansbitmap.gdx.TextureRegionPack import net.torvald.util.CircularArray import java.io.File import java.io.PrintStream import kotlin.math.absoluteValue import kotlin.math.round typealias RGBA8888 = Int /** * Slick2d Version Created by minjaesong on 2015-12-30. * * LibGDX Version Created by minjaesong on 2017-06-15. */ object Terrarum : Disposable { /** * All singleplayer "Player" must have this exact reference ID. */ const val PLAYER_REF_ID: Int = 0x91A7E2 inline fun inShapeRenderer(shapeRendererType: ShapeRenderer.ShapeType = ShapeRenderer.ShapeType.Filled, action: (ShapeRenderer) -> Unit) { shapeRender.begin(shapeRendererType) action(shapeRender) shapeRender.end() } var blockCodex = BlockCodex(); internal set var itemCodex = ItemCodex(); internal set var wireCodex = WireCodex(); internal set var materialCodex = MaterialCodex(); internal set var factionCodex = FactionCodex(); internal set var apocryphas = HashMap(); internal set ////////////////////////////// // GLOBAL IMMUTABLE CONFIGS // ////////////////////////////// /** * To be used with physics simulator. This is a magic number. */ const val PHYS_TIME_FRAME: Double = 26.0 + (2.0 / 3.0) // 26.0 + (2.0 / 3.0) // lower value == faster gravity response (IT WON'T HOTSWAP!!) // protip: using METER, game unit and SI unit will have same number var previousScreen: Screen? = null // to be used with temporary states like StateMonitorCheck /** Current ingame instance the game is holding. * * The ingame instance this variable is subject to change. * * Don't do: * ``` * private val ingame = Terrarum.ingame * ``` * * Do instead: * ``` * private val ingame: IngameInstance * get() = Terrarum.ingame * ``` */ var ingame: IngameInstance? = null private set private val javaHeapCircularArray = CircularArray(64, true) private val nativeHeapCircularArray = CircularArray(64, true) private val updateRateCircularArray = CircularArray(16, true) val memJavaHeap: Int get() { javaHeapCircularArray.appendHead((Gdx.app.javaHeap shr 20).toInt()) return javaHeapCircularArray.maxOrNull() ?: 0 } val memNativeHeap: Int get() { nativeHeapCircularArray.appendHead((Gdx.app.nativeHeap shr 20).toInt()) return nativeHeapCircularArray.maxOrNull() ?: 0 } val memUnsafe: Int get() = (UnsafeHelper.unsafeAllocatedSize shr 20).toInt() val memXmx: Int get() = (Runtime.getRuntime().maxMemory() shr 20).toInt() val updateRateStr: String get() { updateRateCircularArray.appendHead(updateRate) return String.format("%.2f", updateRateCircularArray.maxOrNull() ?: 0.0) } lateinit var testTexture: Texture init { println("[Terrarum] init called by:") printStackTrace(this) println("[Terrarum] ${App.GAME_NAME} version ${App.getVERSION_STRING()}") println("[Terrarum] LibGDX version ${com.badlogic.gdx.Version.VERSION}") println("[Terrarum] os.arch = $systemArch") // debug info if (is32BitJVM) { printdbgerr(this, "32 Bit JVM detected") } println("[Terrarum] processor = $processor") println("[Terrarum] vendor = $processorVendor") App.disposableSingletonsPool.add(this) println("[Terrarum] init complete") } @JvmStatic fun initialise() { // dummy init method } val RENDER_FPS = getConfigInt("displayfps") val USE_VSYNC = getConfigBoolean("usevsync") var VSYNC = USE_VSYNC val VSYNC_TRIGGER_THRESHOLD = 56 val GL_VERSION: Int get() = Gdx.graphics.glVersion.majorVersion * 100 + Gdx.graphics.glVersion.minorVersion * 10 + Gdx.graphics.glVersion.releaseVersion val MINIMAL_GL_VERSION = 210 /*val GL_MAX_TEXTURE_SIZE: Int get() { val intBuffer = BufferUtils.createIntBuffer(16) // size must be at least 16, or else LWJGL complains Gdx.gl.glGetIntegerv(GL20.GL_MAX_TEXTURE_SIZE, intBuffer) intBuffer.rewind() return intBuffer.get() } val MINIMAL_GL_MAX_TEXTURE_SIZE = 4096*/ fun setCurrentIngameInstance(ingame: IngameInstance) { this.ingame = ingame printdbg(this, "Accepting new ingame instance '${ingame.javaClass.canonicalName}', called by:") printStackTrace(this) } private fun showxxx() { testTexture = Texture(Gdx.files.internal("./assets/test_texture.tga")) // resize fullscreen quad? TextureRegionPack.globalFlipY = true // !! TO MAKE LEGACY CODE RENDER ON ITS POSITION !! Gdx.graphics.isContinuousRendering = true //batch = SpriteBatch() //shapeRender = ShapeRenderer() App.GAME_LOCALE = getConfigString("language") printdbg(this, "locale = ${App.GAME_LOCALE}") // jump straight into the ingame /*val ingame = Ingame(batch) ingame.gameLoadInfoPayload = Ingame.NewWorldParameters(2400, 800, HQRNG().nextLong()) ingame.gameLoadMode = Ingame.GameLoadMode.CREATE_NEW LoadScreen.screenToLoad = ingame this.ingame = ingame setScreen(LoadScreen)*/ // title screen App.setScreen(TitleScreen(batch)) } /** Don't call this! Call AppLoader.dispose() */ override fun dispose() { //dispose any other resources used in this level ingame?.dispose() } /** For the actual resize, call AppLoader.resize() */ /*fun resize(width: Int, height: Int) { ingame?.resize(width, height) printdbg(this, "newsize: ${Gdx.graphics.width}x${Gdx.graphics.height} | internal: ${width}x$height") }*/ val currentSaveDir: File get() { val file = File(defaultSaveDir + "/test") // failsafe? if (!file.exists()) file.mkdir() return file // TODO TEST CODE } /** Position of the cursor in the world */ val mouseX: Double get() = WorldCamera.zoomedX + Gdx.input.x / (ingame?.screenZoom ?: 1f).toDouble() /** Position of the cursor in the world */ val mouseY: Double get() = WorldCamera.zoomedY + Gdx.input.y / (ingame?.screenZoom ?: 1f).toDouble() /** Position of the cursor in the world */ val oldMouseX: Double get() = WorldCamera.zoomedX + (Gdx.input.x - Gdx.input.deltaX) / (ingame?.screenZoom ?: 1f).toDouble() /** Position of the cursor in the world */ val oldMouseY: Double get() = WorldCamera.zoomedY + (Gdx.input.y - Gdx.input.deltaY) / (ingame?.screenZoom ?: 1f).toDouble() /** Position of the cursor in the world */ @JvmStatic val mouseTileX: Int get() = (mouseX / TILE_SIZE).floorInt() /** Position of the cursor in the world */ @JvmStatic val mouseTileY: Int get() = (mouseY / TILE_SIZE).floorInt() /** Position of the cursor in the world */ @JvmStatic val oldMouseTileX: Int get() = (oldMouseX / TILE_SIZE).floorInt() /** Position of the cursor in the world */ @JvmStatic val oldMouseTileY: Int get() = (oldMouseY / TILE_SIZE).floorInt() inline val mouseScreenX: Int get() = Gdx.input.x inline val mouseScreenY: Int get() = Gdx.input.y inline val mouseDeltaX: Int get() = Gdx.input.deltaX inline val mouseDeltaY: Int get() = Gdx.input.deltaY /** Delta converted as it it was a FPS */ inline val updateRate: Double get() = 1.0 / Gdx.graphics.deltaTime /** * Usage: * * override var referenceID: Int = generateUniqueReferenceID() */ fun generateUniqueReferenceID(renderOrder: Actor.RenderOrder): ActorID { fun renderOrderToRange(renderOrder: Actor.RenderOrder) = when (renderOrder) { Actor.RenderOrder.BEHIND -> Actor.RANGE_BEHIND Actor.RenderOrder.MIDDLE -> Actor.RANGE_MIDDLE Actor.RenderOrder.MIDTOP -> Actor.RANGE_MIDTOP Actor.RenderOrder.FRONT -> Actor.RANGE_FRONT Actor.RenderOrder.OVERLAY-> Actor.RANGE_OVERLAY } fun hasCollision(value: ActorID) = try { Terrarum.ingame?.theGameHasActor(value) == true } catch (gameNotInitialisedException: KotlinNullPointerException) { false } var ret: Int do { val range = renderOrderToRange(renderOrder) val size = range.last - range.first + 1 ret = (HQRNG().nextInt().rem(size) + range.first) and 0x7FFF_FF00 // make room for sub-actors } while (hasCollision(ret)) // check for collision return ret } } inline fun SpriteBatch.inUse(action: (SpriteBatch) -> Unit) { this.begin() action(this) this.end() } inline fun ShapeRenderer.inUse(shapeRendererType: ShapeRenderer.ShapeType = ShapeRenderer.ShapeType.Filled, action: (ShapeRenderer) -> Unit) { this.begin(shapeRendererType) action(this) this.end() } /** Use Batch inside of it! */ inline fun FrameBuffer.inAction(camera: OrthographicCamera?, batch: SpriteBatch?, action: (FrameBuffer) -> Unit) { //this.begin() FrameBufferManager.begin(this) camera?.setToOrtho(true, this.width.toFloat(), this.height.toFloat()) camera?.position?.set((this.width / 2f).round(), (this.height / 2f).round(), 0f) // TODO floor? ceil? round? camera?.update() batch?.projectionMatrix = camera?.combined action(this) //this.end() FrameBufferManager.end() camera?.setToOrtho(true, App.scr.wf, App.scr.hf) camera?.update() batch?.projectionMatrix = camera?.combined } // ShapeRenderer alternative for rects fun SpriteBatch.fillRect(x: Float, y: Float, w: Float, h: Float) { this.draw(App.textureWhiteSquare, x, y, w, h) } fun SpriteBatch.fillCircle(x: Float, y: Float, w: Float, h: Float) { this.draw(App.textureWhiteCircle, x, y, w, h) } fun SpriteBatch.drawStraightLine(x: Float, y: Float, otherEnd: Float, thickness: Float, isVertical: Boolean) { if (!isVertical) this.fillRect(x, y, otherEnd - x, thickness) else this.fillRect(x, y, thickness, otherEnd - y) } infix fun Color.mul(other: Color): Color = this.cpy().mul(other) infix fun Color.mulAndAssign(other: Color): Color { this.r *= other.r this.g *= other.g this.b *= other.b this.a *= other.a return this } fun blendMul(batch: SpriteBatch) { // will break if the colour image contains semitransparency batch.enableBlending() // batch.setBlendFunction(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA) batch.setBlendFunctionSeparate(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_DST_ALPHA, GL20.GL_SRC_ALPHA) } fun blendScreen(batch: SpriteBatch) { // will break if the colour image contains semitransparency batch.enableBlending() batch.setBlendFunction(GL20.GL_ONE, GL20.GL_ONE_MINUS_SRC_COLOR) } fun blendDisable(batch: SpriteBatch) { batch.disableBlending() } fun blendNormal(batch: SpriteBatch) { batch.enableBlending() batch.setBlendFunctionSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE) // ALPHA *MUST BE* PREMULTIPLIED // // One way to tell: // 1. Check (RGB) and (A) values. // 2. If there exist a pixel such that max(R,G,B) > (A), then the image is NOT premultiplied. // Easy way: // Base game (mods/basegame/blocks/terrain.tga.gz) has impure window glass. When looking at the RGB channel only: // premultipied if the glass looks very dark. // not premultipied if the glass looks VERY GREEN. // helpful links: // - https://gamedev.stackexchange.com/questions/82741/normal-blend-mode-with-opengl-trouble // - https://www.andersriggelsen.dk/glblendfunc.php } fun gdxClearAndSetBlend(color: Color) { gdxClearAndSetBlend(color.r, color.g, color.b, color.a) } fun gdxClearAndSetBlend(r: Float, g: Float, b: Float, a: Float) { Gdx.gl.glClearColor(r,g,b,a) Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT) gdxSetBlend() } fun gdxSetBlend() { Gdx.gl.glEnable(GL20.GL_TEXTURE_2D) Gdx.gl.glEnable(GL20.GL_BLEND) } fun gdxSetBlendNormal() { gdxSetBlend() Gdx.gl.glBlendFuncSeparate(GL20.GL_SRC_ALPHA, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_ONE, GL20.GL_ONE) // Gdx.gl.glBlendFuncSeparate(GL20.GL_SRC_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA, GL20.GL_SRC_ALPHA, GL20.GL_ONE) // ALPHA *MUST BE* PREMULTIPLIED // // One way to tell: // 1. Check (RGB) and (A) values. // 2. If there exist a pixel such that max(R,G,B) > (A), then the image is NOT premultiplied. // Easy way: // Base game (mods/basegame/blocks/terrain.tga.gz) has impure window glass. When looking at the RGB channel only: // premultipied if the glass looks very dark. // not premultipied if the glass looks VERY GREEN. // helpful links: // - https://gamedev.stackexchange.com/questions/82741/normal-blend-mode-with-opengl-trouble // - https://www.andersriggelsen.dk/glblendfunc.php } fun gdxSetBlendMul() { gdxSetBlend() Gdx.gl.glBlendFunc(GL20.GL_DST_COLOR, GL20.GL_ONE_MINUS_SRC_ALPHA) } object BlendMode { const val SCREEN = "screen" const val MULTIPLY = "multiply" const val NORMAL = "normal" //const val MAX = "GL_MAX" // not supported by GLES -- use shader fun resolve(mode: String, batch: SpriteBatch) { when (mode) { SCREEN -> blendScreen(batch) MULTIPLY -> blendMul(batch) NORMAL -> blendNormal(batch) //MAX -> blendLightenOnly() // not supported by GLES -- use shader else -> throw Error("Unknown blend mode: $mode") } } } enum class RunningEnvironment { PC, CONSOLE//, MOBILE } infix fun Color.screen(other: Color) = Color( 1f - (1f - this.r) * (1f - other.r), 1f - (1f - this.g) * (1f - other.g), 1f - (1f - this.b) * (1f - other.b), 1f - (1f - this.a) * (1f - other.a) ) infix fun Color.minus(other: Color) = Color( // don't turn into an operator! this.r - other.r, this.g - other.g, this.b - other.b, this.a - other.a ) fun Int.toHex() = this.toLong().and(0xFFFFFFFF).toString(16).padStart(8, '0').toUpperCase() fun MutableList.shuffle() { for (i in this.size - 1 downTo 1) { val rndIndex = (Math.random() * (i + 1)).toInt() val t = this[rndIndex] this[rndIndex] = this[i] this[i] = t } } val ccW = GameFontBase.toColorCode(0xFFFF) val ccY = GameFontBase.toColorCode(0xFFE8) val ccO = GameFontBase.toColorCode(0xFFB2) val ccR = GameFontBase.toColorCode(0xFF88) val ccF = GameFontBase.toColorCode(0xFFAE) val ccM = GameFontBase.toColorCode(0xFEAF) val ccB = GameFontBase.toColorCode(0xF88F) val ccC = GameFontBase.toColorCode(0xF8FF) val ccG = GameFontBase.toColorCode(0xF8F8) val ccV = GameFontBase.toColorCode(0xF080) val ccX = GameFontBase.toColorCode(0xF853) val ccK = GameFontBase.toColorCode(0xF888) val ccE = GameFontBase.toColorCode(0xFBBB) // Zelda-esque text colour emphasis val emphStrong = GameFontBase.toColorCode(0xFF88) val emphObj = GameFontBase.toColorCode(0xF0FF) val emphVerb = GameFontBase.toColorCode(0xFFF6) typealias Second = Float fun Int.sqr(): Int = this * this fun Double.floorInt() = Math.floor(this).toInt() fun Float.floorInt() = FastMath.floor(this) fun Float.floor() = FastMath.floor(this).toFloat() fun Double.ceilInt() = Math.ceil(this).toInt() fun Float.ceil(): Float = FastMath.ceil(this).toFloat() fun Float.ceilInt() = FastMath.ceil(this) fun Float.round(): Float = round(this) fun Double.round() = Math.round(this).toDouble() fun Double.floor() = Math.floor(this) fun Double.ceil() = this.floor() + 1.0 fun Double.abs() = Math.abs(this) fun Double.sqr() = this * this fun Float.sqr() = this * this fun Double.sqrt() = Math.sqrt(this) fun Float.sqrt() = FastMath.sqrt(this) fun Int.abs() = this.absoluteValue fun Double.bipolarClamp(limit: Double) = this.coerceIn(-limit, limit) fun Boolean.toInt() = if (this) 1 else 0 fun Int.bitCount() = java.lang.Integer.bitCount(this) fun Long.bitCount() = java.lang.Long.bitCount(this) fun absMax(left: Double, right: Double): Double { if (left > 0 && right > 0) if (left > right) return left else return right else if (left < 0 && right < 0) if (left < right) return left else return right else { val absL = left.abs() val absR = right.abs() if (absL > absR) return left else return right } } fun Double.magnSqr() = if (this >= 0.0) this.sqr() else -this.sqr() fun Double.sign() = if (this > 0.0) 1.0 else if (this < 0.0) -1.0 else 0.0 fun interpolateLinear(scale: Double, startValue: Double, endValue: Double): Double { if (startValue == endValue) { return startValue } if (scale <= 0.0) { return startValue } if (scale >= 1.0) { return endValue } return (1.0 - scale) * startValue + scale * endValue } fun List.linearSearch(selector: (T) -> Boolean): Int? { this.forEachIndexed { index, it -> if (selector.invoke(it)) return index } return null } fun List.linearSearchBy(selector: (T) -> Boolean): T? { this.forEach { if (selector.invoke(it)) return it } return null } inline fun printStackTrace(obj: Any) = printStackTrace(obj, System.out) // because of Java fun printStackTrace(obj: Any, out: PrintStream = System.out) { if (App.IS_DEVELOPMENT_BUILD) { Thread.currentThread().stackTrace.forEachIndexed { index, it -> if (index >= 3) out.println("[${obj.javaClass.simpleName}] ... $it") } } } class UIContainer { private val data = ArrayList() fun add(vararg things: Any) { things.forEach { if (it is UICanvas || it is Id_UICanvasNullable) data.add(it) else throw IllegalArgumentException(it.javaClass.name) } } fun iterator() = object : Iterator { private var cursor = 0 override fun hasNext() = cursor < data.size override fun next(): UICanvas? { val it = data[cursor] // whatever the fucking reason when() does not work if (it is UICanvas) { cursor += 1 return it } else if (it is Id_UICanvasNullable) { cursor += 1 return it.get() } else throw IllegalArgumentException("Unacceptable type ${it.javaClass.name}, instance of ${it.javaClass.superclass.name}") } } fun forEach(operation: (UICanvas?) -> Unit) = iterator().forEach(operation) fun countVisible(): Int { var c = 0 forEach { if (it?.isVisible == true) c += 1 } return c } fun contains(element: Any) = data.contains(element) fun map(transformation: (UICanvas?) -> T) = iterator().asSequence().map(transformation) } interface Id_UICanvasNullable { fun get(): UICanvas? } // haskell-inspired array selectors // head and last use first() and last() fun Array.tail() = this.sliceArray(1 until this.size) fun Array.init() = this.sliceArray(0 until this.lastIndex) fun List.tail() = this.subList(1, this.size) fun List.init() = this.subList(0, this.lastIndex) val BlockCodex: BlockCodex get() = Terrarum.blockCodex val ItemCodex: ItemCodex get() = Terrarum.itemCodex val WireCodex: WireCodex get() = Terrarum.wireCodex val MaterialCodex: MaterialCodex get() = Terrarum.materialCodex val FactionCodex: FactionCodex get() = Terrarum.factionCodex val Apocryphas: HashMap get() = Terrarum.apocryphas class Codex : KVHashMap() { fun getAsCvec(key: String): Cvec? { val value = get(key) if (value == null) return null return value as Cvec } } fun AppUpdateListOfSavegames() { App.savegames.clear() File(App.defaultSaveDir).listFiles().filter { !it.isDirectory && !it.name.contains('.') }.map { file -> try { VDUtil.readDiskArchive(file, charset = Common.CHARSET) } catch (e: Throwable) { e.printStackTrace() null } }.filter { it != null && it.entries.contains(-1) } .sortedByDescending { (it as VirtualDisk).entries[-1]!!.modificationDate }.forEach { App.savegames.add(it!!) } }