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FirstPersonView.asc
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FirstPersonView.asc
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void CellViewSchema::SetView(int width, int height, int row_count, int col_count) {
row_count = Maths.Min(row_count, CELLVIEW_MAX_CELL_ROWS);
col_count = Maths.Min(col_count, CELLVIEW_MAX_CELL_COLS);
Width = width;
Height = height;
CellRowCount = row_count;
CellColCount = col_count;
CellColMiddle = CellColCount / 2;
// Strips of vertices always have +1 element more than cells
VxRowCount = row_count + 1;
VxColCount = col_count + 1;
}
void CellViewSchema::SetUniformStrip(int vx_row, int y1, int y2, int x_start, int u_width) {
if (vx_row < 0 || vx_row >= VxRowCount) {
return;
}
Strips[vx_row].Valid = true;
Strips[vx_row].Y1 = y1;
Strips[vx_row].Y2 = y2;
for (int col = 0; col < VxColCount; ++col) {
Strips[vx_row].X[col] = x_start + u_width * col;
}
}
void CellViewSchema::SetStrip(int vx_row, int y1, int y2, int x[]) {
if (vx_row < 0 || vx_row >= VxRowCount || x.Length != VxColCount) {
return;
}
Strips[vx_row].Valid = true;
Strips[vx_row].Y1 = y1;
Strips[vx_row].Y2 = y2;
for (int col = 0; col < VxColCount; ++col) {
Strips[vx_row].X[col] = x[col];
}
}
void CellViewSchema::SetScaling(float base_scale, float row_scale, float col_scale) {
float BaseScale = base_scale;
float RowScaling = row_scale;
float ColScaling = col_scale;
float this_row_scale = base_scale;
for (int row = 0; row < CellRowCount; ++row) {
float this_col_sale = this_row_scale;
CellScaling[row, CellColMiddle] = this_col_sale;
for (int col = 0; col < CellColMiddle; ++col) {
this_col_sale *= col_scale;
CellScaling[row, CellColMiddle - col] = this_col_sale;
CellScaling[row, CellColMiddle + col] = this_col_sale;
}
this_row_scale *= row_scale;
}
}
void CellViewSchema::Finalize() {
for (int row = 0; row < CellRowCount; ++row) {
for (int col = 0; col < CellColCount; ++col) {
int frame_front_row = row;
int frame_back_row = row + 1;
int frame_left_col = col;
int frame_right_col = col + 1;
int y1 = Strips[frame_back_row].Y2;
int y2 = Strips[frame_front_row].Y2;
int x11 = Strips[frame_front_row].X[frame_left_col];
int x12 = Strips[frame_front_row].X[frame_right_col];
int x21 = Strips[frame_back_row].X[frame_left_col];
int x22 = Strips[frame_back_row].X[frame_right_col];
int x1 = (x11 + x12) / 2;
int x2 = (x21 + x22) / 2;
CellCenterX[row, col] = (x1 + x2) / 2;
CellCenterY[row, col] = (y1 + y2) / 2;
}
}
}
Point *CellViewSchema::ObjectToCellView(int objx, int objy) {
Point *cvpt = new Point;
cvpt.x = objx + CV_Schema.CellColMiddle;
cvpt.y = objy;
return cvpt;
}
CellViewSchema CV_Schema;
export CV_Schema;
managed struct TextureFrames {
DynamicSprite *Textures[];
};
// DynamicSprites for generated (colored) textures
managed struct TileTextures {
// Simple colored textures
DynamicSprite *Textures[];
// Sequences of colored textures
TextureFrames *TxFrames[];
};
// Contains overlay and cached references to the applied texture
managed struct WallTile {
Overlay *Over;
int TexID; // assigned texture ID
int Frame; // assigned texture frame
// base position in the scene, necessary reference for any
// adjustments because of shorter textures, etc
int BaseX;
int BaseY;
};
// internal data
struct FirstPersonViewData {
// Camera offsets to use when constructing the scene using overlays
int CameraX;
int CameraY;
// Tells to draw walls half-height
bool HalfWallMode;
// Cell Walls per row, per col, per tile type
TileTextures SprWalls[CELLVIEW_MAX_CELL_ROWS, CELLVIEW_MAX_CELL_COLS, eCVTileNum];
WallTile OverWalls[CELLVIEW_MAX_CELL_ROWS, CELLVIEW_MAX_CELL_COLS, eCVTileNum];
// Relative z-order for each tile type
int TileZorders[eCVTileNum];
};
FirstPersonViewData FPV;
protected static void FirstPersonView::ResetTileCache() {
for (int x = 0; x < CELLVIEW_MAX_CELL_ROWS; ++x) {
for (int y = 0; y < CELLVIEW_MAX_CELL_COLS; ++y) {
for (int t = 0; t < eCVTileNum; ++t) {
FPV.OverWalls[x, y, t] = null;
FPV.SprWalls[x, y, t] = null;
}
}
}
}
static void FirstPersonView::SetHalfWallMode(bool half_wall) {
FPV.HalfWallMode = half_wall;
}
static void FirstPersonView::DrawViewport(DrawingSurface* ds, int color) {
ds.DrawingColor = color;
ds.DrawFrame(0, 0, CV_Schema.Width - 1, CV_Schema.Height - 1);
}
static void FirstPersonView::DrawGridFrame(DrawingSurface* ds, int cell_color, int wall_color) {
if (cell_color > 0) {
ds.DrawingColor = cell_color;
// horizontal lines (cells fronts)
for (int row = 0; row < CV_Schema.VxRowCount && CV_Schema.Strips[row].Valid; ++row) {
for (int col = 0; col < CV_Schema.VxColCount - 1; ++col) {
ds.DrawLine(CV_Schema.Strips[row].X[col],
CV_Schema.Strips[row].Y1,
CV_Schema.Strips[row].X[col + 1],
CV_Schema.Strips[row].Y1);
ds.DrawLine(CV_Schema.Strips[row].X[col],
CV_Schema.Strips[row].Y2,
CV_Schema.Strips[row].X[col + 1],
CV_Schema.Strips[row].Y2);
}
}
// directional lines (cell sides)
for (int row = 0; row < CV_Schema.VxRowCount - 1 && CV_Schema.Strips[row + 1].Valid; ++row) {
for (int col = 0; col < CV_Schema.VxColCount; ++col) {
ds.DrawLine(CV_Schema.Strips[row].X[col],
CV_Schema.Strips[row].Y1,
CV_Schema.Strips[row + 1].X[col],
CV_Schema.Strips[row + 1].Y1);
ds.DrawLine(CV_Schema.Strips[row].X[col],
CV_Schema.Strips[row].Y2,
CV_Schema.Strips[row + 1].X[col],
CV_Schema.Strips[row + 1].Y2);
}
}
}
if (wall_color > 0) {
ds.DrawingColor = wall_color;
for (int row = 0; row < CV_Schema.VxRowCount; ++row) {
for (int col = 0; col < CV_Schema.VxColCount; ++col) {
ds.DrawLine(CV_Schema.Strips[row].X[col],
CV_Schema.Strips[row].Y1,
CV_Schema.Strips[row].X[col],
CV_Schema.Strips[row].Y2);
}
}
}
}
static void FirstPersonView::GenerateAssetsForLevel() {
FirstPersonView.ResetTileCache();
// Generate wall sprites required for the "colored textures"
readonly int gen_tex_num = (CLevel.TileDefs != null) ?
CLevel.TileDefs.Length : 0;
if (gen_tex_num == 0) {
return; // nothing to generate
}
for (int row = 0; row < CV_Schema.CellRowCount; ++row) {
for (int col = 0; col < CV_Schema.CellColCount; ++col) {
for (int tile = 0; tile < eCVTile_Base; ++tile) {
TileTextures *tt = new TileTextures;
tt.Textures = new DynamicSprite[gen_tex_num];
tt.TxFrames = new TextureFrames[gen_tex_num];
// Scan all tile definitions, and generate textures for those
// that depend purely on colors (no defined sprites or views)
for (int tex_id = 0; tex_id < gen_tex_num; ++tex_id) {
TileDefinition *tiledef = CLevel.TileDefs[tex_id];
if (tiledef.Seq[tile] != null) {
tt.TxFrames[tex_id] = new TextureFrames;
TextureSequence *tx_seq = tiledef.Seq[tile];
int frame_count = tx_seq.Color1.Length;
tt.TxFrames[tex_id].Textures = new DynamicSprite[frame_count];
for (int frame = 0; frame < frame_count; ++frame) {
tt.TxFrames[tex_id].Textures[frame] =
FirstPersonView.CreateWallSprite(row, col, tile, tex_id, frame);
}
} else if (tiledef.Color1[tile] != 0){
tt.Textures[tex_id] = FirstPersonView.CreateWallSprite(row, col, tile, tex_id);
}
}
FPV.SprWalls[row, col, tile] = tt;
}
}
}
}
static void FirstPersonView::SetCameraOffset(int camx, int camy) {
FPV.CameraX = camx;
FPV.CameraY = camy;
}
static void FirstPersonView::ConstructLocation(ObjectPosition *eye) {
if (CV_Schema.CellRowCount == 0 || CV_Schema.CellColCount == 0) {
return;
}
readonly int num_rows = CV_Schema.CellRowCount;
readonly int num_cols = CV_Schema.CellColCount;
readonly int mid = CV_Schema.CellColMiddle;
// Prepare the transform axes.
MapTransform *t = Level.GetObjectToMapTransform(eye);
// Look around the map cells and draw what can be seen;
// we start from the further row and come closer, far sides first.
for (int row = num_rows - 1; row >= 0; --row) {
// Draw columns in following order: first side columns from left and
// right coming to the middle step by step, and then finally the middle one.
for (int col = 0; col < mid; col++) {
//System.Log(eLogDebug, "ConstructLocation: row %d col %d (%d)", row, col, num_cols - col - 1);
FirstPersonView.ConstructCell(eye,
t.originX + row * t.viewRowAxisX + (col - mid) * t.viewColAxisX,
t.originY + row * t.viewRowAxisY + (col - mid) * t.viewColAxisY,
row, col);
FirstPersonView.ConstructCell(eye,
t.originX + row * t.viewRowAxisX + (mid - col) * t.viewColAxisX,
t.originY + row * t.viewRowAxisY + (mid - col) * t.viewColAxisY,
row, num_cols - col - 1);
}
//System.Log(eLogDebug, "ConstructLocation: row %d col %d", row, mid);
FirstPersonView.ConstructCell(eye,
t.originX + row * t.viewRowAxisX + 0 * t.viewColAxisX,
t.originY + row * t.viewRowAxisY + 0 * t.viewColAxisY,
row, mid);
}
}
static void FirstPersonView::ConstructCell(ObjectPosition *eye,
int mapx, int mapy, int row, int col) {
if (mapx < 0 || mapx >= CLevel.MapWidth || mapy < 0 || mapy >= CLevel.MapHeight ||
row < 0 || row >= CV_Schema.CellRowCount ||
col < 0 || col >= CV_Schema.CellColCount) {
FirstPersonView.HideWallTile(row, col, eCVTile_Ceil);
FirstPersonView.HideWallTile(row, col, eCVTile_Floor);
FirstPersonView.HideWallTile(row, col, eCVTile_Front);
FirstPersonView.HideWallTile(row, col, eCVTile_Side);
FirstPersonView.HideWallTile(row, col, eCVTile_Base);
return;
}
// We only draw front walls for the farthest row
bool row_too_far = !CV_Schema.Strips[row + 1].Valid;
int cell_index = mapy * CLevel.MapWidth + mapx;
int base_tile = CLevel.CellTiles[cell_index].Base.DefID;
int floor_tile = CLevel.CellTiles[cell_index].Floor.DefID;
int ceil_tile = CLevel.CellTiles[cell_index].Ceil.DefID;
if (base_tile < 0 ||
(CLevel.TileDefs[base_tile].HasTextures & eTxTypeFlag_WallOrBaseMask) == 0) {
// No tile definition: don't draw anything
FirstPersonView.HideWallTile(row, col, eCVTile_Front);
FirstPersonView.HideWallTile(row, col, eCVTile_Side);
FirstPersonView.HideWallTile(row, col, eCVTile_Base);
} else if (CLevel.TileDefs[base_tile].HasTextures & eTxTypeFlag_Base) {
// Defined as a single cell sprite
FirstPersonView.HideWallTile(row, col, eCVTile_Front);
FirstPersonView.HideWallTile(row, col, eCVTile_Side);
FirstPersonView.DisplayWallTile(row, col, eCVTile_Base,
CLevel.CellTiles[cell_index].Base.DefID);
} else {
// Defined as a combination of walls (front + side + ...?)
FirstPersonView.HideWallTile(row, col, eCVTile_Base);
// Draw front wall, unless it's a base row
if (row != 0) {
FirstPersonView.DisplayWallTile(row, col, eCVTile_Front,
CLevel.CellTiles[cell_index].Base.DefID);
} else {
FirstPersonView.HideWallTile(row, col, eCVTile_Front);
}
// Draw side wall, unless it's a far row, or middle columns
if (!row_too_far && col != CV_Schema.CellColMiddle) {
FirstPersonView.DisplayWallTile(row, col, eCVTile_Side,
CLevel.CellTiles[cell_index].Base.DefID);
} else {
FirstPersonView.HideWallTile(row, col, eCVTile_Side);
}
}
if (!row_too_far && floor_tile >= 0) {
FirstPersonView.DisplayWallTile(row, col, eCVTile_Floor,
CLevel.CellTiles[cell_index].Floor.DefID, CLevel.CellTiles[cell_index].Floor.Frame);
} else {
FirstPersonView.HideWallTile(row, col, eCVTile_Floor);
}
if (!row_too_far && ceil_tile >= 0) {
FirstPersonView.DisplayWallTile(row, col, eCVTile_Ceil,
CLevel.CellTiles[cell_index].Ceil.DefID, CLevel.CellTiles[cell_index].Ceil.Frame);
} else {
FirstPersonView.HideWallTile(row, col, eCVTile_Ceil);
}
}
protected static DynamicSprite *FirstPersonView::CreateWallSprite(int row, int col,
CellViewTile tile, int tex_id, int frame) {
// Only draw front walls for far cell row
if (!CV_Schema.Strips[row + 1].Valid && tile != eCVTile_Front) {
return null;
}
if (tex_id < 0) {
return null; // invalid texture id
}
// Calculate wall quad from the cell position
int frame_front_row = row;
int frame_back_row = row + 1;
int frame_left_col = col;
int frame_right_col = col + 1;
int front_x1 = CV_Schema.Strips[frame_front_row].X[frame_left_col];
int front_x2 = CV_Schema.Strips[frame_front_row].X[frame_right_col];
int front_y1 = CV_Schema.Strips[frame_front_row].Y1;
int front_y2 = CV_Schema.Strips[frame_front_row].Y2;
// xy11 - xy21
// | |
// xy12 - xy22
int x11, x12, x21, x22, y11, y12, y21, y22;
bool vertical_wall = false;
switch (tile) {
case eCVTile_Floor:
x11 = CV_Schema.Strips[frame_back_row].X[frame_left_col];
x12 = front_x1;
x21 = CV_Schema.Strips[frame_back_row].X[frame_right_col];
x22 = front_x2;
y11 = CV_Schema.Strips[frame_back_row].Y2;
y21 = CV_Schema.Strips[frame_back_row].Y2;
y12 = front_y2;
y22 = front_y2;
break;
case eCVTile_Ceil:
x11 = front_x1;
x12 = CV_Schema.Strips[frame_back_row].X[frame_left_col];
x21 = front_x2;
x22 = CV_Schema.Strips[frame_back_row].X[frame_right_col];
y11 = front_y1;
y21 = front_y1;
y12 = CV_Schema.Strips[frame_back_row].Y1;
y22 = CV_Schema.Strips[frame_back_row].Y1;
break;
case eCVTile_Front:
x11 = front_x1; x12 = x11;
x21 = front_x2; x22 = x21;
y11 = front_y1;
y21 = front_y1;
y12 = front_y2;
y22 = front_y2;
vertical_wall = true;
break;
case eCVTile_Side:
if (col < CV_Schema.CellColMiddle) { // is a right wall
x11 = front_x2; x12 = front_x2;
x21 = CV_Schema.Strips[frame_back_row].X[frame_right_col];
x22 = x21;
y11 = front_y1;
y12 = front_y2;
y21 = CV_Schema.Strips[frame_back_row].Y1;
y22 = CV_Schema.Strips[frame_back_row].Y2;
} else {
x11 = CV_Schema.Strips[frame_back_row].X[frame_left_col];
x12 = x11;
x21 = front_x1; x22 = x21;
y11 = CV_Schema.Strips[frame_back_row].Y1;
y12 = CV_Schema.Strips[frame_back_row].Y2;
y21 = front_y1;
y22 = front_y2;
}
vertical_wall = true;
break;
default: break;
}
if (vertical_wall && FPV.HalfWallMode) {
y11 = y11 + (y12 - y11) / 2;
y21 = y21 + (y22 - y21) / 2;
}
int x_min = Maths.Min(x11, x12);
int x_max = Maths.Max(x21, x22);
int y_min = Maths.Min(y11, y21);
int x_width = x_max - x_min;
int y_height = Maths.Max(y12 - y11, y22 - y21);
int draw_color1, draw_color2;
//System.Log(eLogDebug, "CreateWallSprite: row,col,tile = %d,%d,%d, tex_id,frame = %d,%d", row, col, tile, tex_id, frame);
if (frame < 0 || CLevel.TileDefs[tex_id].Seq[tile] == null) {
draw_color1 = CLevel.TileDefs[tex_id].Color1[tile];
draw_color2 = CLevel.TileDefs[tex_id].Color2[tile];
} else {
draw_color1 = CLevel.TileDefs[tex_id].Seq[tile].Color1[frame];
draw_color2 = CLevel.TileDefs[tex_id].Seq[tile].Color2[frame];
}
DynamicSprite *dspr = DynamicSprite.Create(x_width, y_height);
DrawingSurface *ds = dspr.GetDrawingSurface();
ds.DrawQuadSplit(
x11 - x_min, y11 - y_min, x21 - x_min, y21 - y_min,
x22 - x_min, y22 - y_min, x12 - x_min, y12 - y_min,
draw_color1, draw_color2);
ds.Release();
return dspr;
}
protected static void FirstPersonView::CreateWallTile(int row, int col, CellViewTile tile) {
readonly bool is_right_wall = col < CV_Schema.CellColMiddle;
int x, y;
switch (tile) {
case eCVTile_Floor:
x = Maths.Min(CV_Schema.Strips[row].X[col], CV_Schema.Strips[row + 1].X[col]);
y = CV_Schema.Strips[row + 1].Y2;
break;
case eCVTile_Ceil:
x = Maths.Min(CV_Schema.Strips[row].X[col], CV_Schema.Strips[row + 1].X[col]);
y = CV_Schema.Strips[row].Y1;
break;
case eCVTile_Front:
x = CV_Schema.Strips[row].X[col];
y = CV_Schema.Strips[row].Y1;
break;
case eCVTile_Side:
if (is_right_wall) {
x = CV_Schema.Strips[row].X[col + 1];
y = CV_Schema.Strips[row].Y1;
} else {
x = CV_Schema.Strips[row + 1].X[col];
y = CV_Schema.Strips[row].Y1;
}
break;
case eCVTile_Base:
x = Maths.Min(CV_Schema.Strips[row].X[col], CV_Schema.Strips[row + 1].X[col]);
y = CV_Schema.Strips[row].Y1;
break;
default:
break;
}
Overlay *new_over = Overlay.CreateRoomGraphical(x, y, 0);
new_over.ZOrder = FirstPersonView.CalcZorder(row, col, tile);
WallTile *wall = new WallTile;
wall.Over = new_over;
wall.TexID = -2; // unassigned
wall.Frame = -2; // unassigned
wall.BaseX = x;
wall.BaseY = y;
FPV.OverWalls[row, col, tile] = wall;
}
protected static void FirstPersonView::DisplayWallTile(int row, int col,
CellViewTile tile, int tex_id, int frame) {
TileDefinition tiledef = CLevel.TileDefs[tex_id];
if (tex_id < 0 ||
(tiledef.HasTextures & (1 << tile)) == 0) {
return; // invalid texture id
}
if (FPV.OverWalls[row, col, tile] == null) {
FirstPersonView.CreateWallTile(row, col, tile);
}
WallTile *wall = FPV.OverWalls[row, col, tile];
Overlay *over = wall.Over;
// Apply the proper texture
if (wall.TexID != tex_id || wall.Frame != frame) {
//System.Log(eLogDebug, "Get texture for row %d, col %d, tile %d, tex_id %d", row, col, tile, tex_id);
int sprite_num = 0;
if (tiledef.Sprite[tile] > 0) {
sprite_num = tiledef.Sprite[tile];
} else {
TileTextures *txs = FPV.SprWalls[row, col, tile];
DynamicSprite *dspr;
if (frame < 0 || CLevel.TileDefs[tex_id].Seq[tile] == null) {
dspr = txs.Textures[tex_id];
} else {
dspr = txs.TxFrames[tex_id].Textures[frame];
}
sprite_num = dspr.Graphic;
}
over.Graphic = sprite_num;
wall.TexID = tex_id;
wall.Frame = frame;
}
// Adjust pos if necessary
int x = wall.BaseX + FPV.CameraX;
int y = wall.BaseY + FPV.CameraY;
if (tile != eCVTile_Floor && tile != eCVTile_Ceil && FPV.HalfWallMode) {
y += Game.SpriteHeight[over.Graphic];
}
if (tiledef.Scaled) {
float scaling = CV_Schema.CellScaling[row, col];
over.Width = FloatToInt(IntToFloat(over.GraphicWidth) * scaling);
over.Height = FloatToInt(IntToFloat(over.GraphicHeight) * scaling);
x = CV_Schema.CellCenterX[row, col] + FPV.CameraX - over.Width / 2;
y = CV_Schema.CellCenterY[row, col] + FPV.CameraY - over.Height
+ FloatToInt(IntToFloat(tiledef.OriginY) * scaling);
}
over.X = x;
over.Y = y;
over.Transparency = 0; // make visible
}
protected static void FirstPersonView::HideWallTile(int row, int col, CellViewTile tile) {
WallTile *wall = FPV.OverWalls[row, col, tile];
if (wall != null) {
wall.Over.Transparency = 100;
}
}
static void FirstPersonView::ConstructObject(ObjectPosition *eye, ObjectPosition *obj,
int view, int loop, int frame, bool directional, Overlay *over) {
// First convert absolute object's coordinates into the player view's
// coordinates. This is done through 2 transformations:
// * map -> player's local space (relative to player)
// * local space -> cell view space (view row/col values)
Point objlocpt = CLevel.MapToObject(eye, obj.X, obj.Y);
Point cvpt = CV_Schema.ObjectToCellView(objlocpt.x, objlocpt.y);
int col = cvpt.x;
int row = cvpt.y;
//
//System.Log(eLogDebug, "ConstructObject: local to cellview: obj = %d,%d",
// col, row);
if (row < 0 || row >= CV_Schema.CellRowCount ||
col < 0 || col >= CV_Schema.CellColCount ||
!CV_Schema.Strips[row + 1].Valid) {
// not in visible range
//System.Log(eLogDebug, "ConstructObject: not in visible range");
over.Transparency = 100;
return;
}
// Now when we know that we're going to place it on screen, let's set up a
// proper graphic. Calculate which loop to use, depending on the RELATIVE
// direction of the object's facing.
int use_loop = loop;
if (directional) {
ObjectDirection rel_dir = Level.MapToObjectDir(eye, obj.Dir);
use_loop = Level.DirToAGSLoop(rel_dir);
}
//System.Log(eLogDebug, "ConstructObject: eyedir = %d, objdir = %d, rel_dir = %d, agsloop = %d", eye.Dir, obj.Dir, rel_dir, use_loop);
ViewFrame *vf = Game.GetViewFrame(view, use_loop, frame);
if (over.Graphic != vf.Graphic) {
over.Graphic = vf.Graphic;
}
//System.Log(eLogDebug, "ConstructObject: pre scale w,h = %d,%d", over.Width, over.Height);
float scaling = CV_Schema.CellScaling[row, col];
over.Width = FloatToInt(IntToFloat(over.GraphicWidth) * scaling);
over.Height = FloatToInt(IntToFloat(over.GraphicHeight) * scaling);
//System.Log(eLogDebug, "ConstructObject: scaling = %f, w,h = %d,%d", scaling, over.Width, over.Height);
// Object is located in the middle of a cell, in between the grid lines
int x = CV_Schema.CellCenterX[row, col] + FPV.CameraX - over.Width / 2;
int y = CV_Schema.CellCenterY[row, col] + FPV.CameraY - over.Height;
over.X = x;
over.Y = y;
over.ZOrder = FirstPersonView.CalcZorder(row, col, eCVTile_Object);
over.Transparency = 0;
}
protected static int FirstPersonView::CalcZorder(int row, int col, CellViewTile tile) {
int mid = CV_Schema.CellColMiddle;
// z-order is increasing from far sides to the front center
int effective_col = col <= mid ? col : (mid - (col - mid));
return ((CV_Schema.CellRowCount - row) * mid + effective_col) * eCVTileNum
+ FPV.TileZorders[tile];
}
function game_start() {
FPV.TileZorders[eCVTile_Floor] = 0;
FPV.TileZorders[eCVTile_Ceil] = 1;
FPV.TileZorders[eCVTile_Base] = 2;
FPV.TileZorders[eCVTile_Object] = 3;
FPV.TileZorders[eCVTile_Side] = 4;
FPV.TileZorders[eCVTile_Front] = 5;
}