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908 lines
25 KiB
C++
908 lines
25 KiB
C++
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#include "cl_dll/hud.h"
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#include "cl_dll/cl_util.h"
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#include "common/const.h"
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#include "common/entity_state.h"
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#include "common/cl_entity.h"
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#include "ui/UITags.h"
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#include "mod/AvHOverviewMap.h"
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#include "mod/AvHSharedUtil.h"
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#include "mod/AvHSpecials.h"
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#include "mod/AvHMiniMap.h"
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#include "ui/UIUtil.h"
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#include "mod/AvHPlayerUpgrade.h"
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#include "mod/AvHSpriteAPI.h"
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#include "mod/AvHSprites.h"
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#include "mod/AvHClientVariables.h"
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using std::string;
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class DrawingOrderSort
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{
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public:
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bool operator()(const DrawableEntity& entity1, const DrawableEntity& entity2)
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{
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// Draw resource nodes all the way on the bottom.
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if (entity1.mUser3 == AVH_USER3_FUNC_RESOURCE)
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{
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if (entity2.mUser3 == AVH_USER3_FUNC_RESOURCE)
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{
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return entity1.mEntityNumber > entity2.mEntityNumber;
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}
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else
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{
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return true;
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}
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}
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else if (entity2.mUser3 == AVH_USER3_FUNC_RESOURCE)
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{
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return false;
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}
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// Draw the local player on top of everything.
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if (entity1.mIsLocalPlayer)
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{
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return false;
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}
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else if (entity2.mIsLocalPlayer)
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{
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return true;
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}
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// Draw players on top of structures.
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return (entity1.mEntityNumber > entity2.mEntityNumber);
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}
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};
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AvHOverviewMap::AvHOverviewMap()
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{
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this->Init();
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}
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void AvHOverviewMap::Init()
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{
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this->mUser3 = AVH_USER3_NONE;
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this->mTeam = TEAM_IND;
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this->mDrawableEntityList.clear();
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// Approximately 1/max world dimension
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this->mMapExtents.ResetMapExtents();
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this->mMiniMapSprite = 0;
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this->mReticleSprite = 0;
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// puzl: 1066 reset overview map
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this->mLastMinimapName = "";
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mLastUpdateTime = 0;
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}
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void AvHOverviewMap::Clear()
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{
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this->Init();
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}
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void AvHOverviewMap::GetSpriteForEntity(const DrawableEntity& entity, int& outSprite, int& outFrame, int& outRenderMode)
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{
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outRenderMode = kRenderTransTexture;
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if ((this->mUser3 == AVH_USER3_COMMANDER_PLAYER) || (entity.mUser3 == AVH_USER3_UNKNOWN))
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{
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outSprite = Safe_SPR_Load(kCommBlipSprite);
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outFrame = 0;
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}
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else
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{
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gHUD.GetSpriteForUser3(entity.mUser3, outSprite, outFrame, outRenderMode);
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}
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}
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void AvHOverviewMap::GetColorForEntity(const DrawableEntity& entity, float& outR, float& outG, float& outB)
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{
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if (entity.mUser3 == AVH_USER3_WAYPOINT)
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{
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outR = 0.1;
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outG = 0.8;
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outB = 1.0;
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}
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else if (entity.mTeam == TEAM_IND)
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{
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if (entity.mUser3 == AVH_USER3_WELD)
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{
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outR = 1.0;
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outG = 0.7;
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outB = 0.0;
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}
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else
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{
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outR = 0.5;
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outG = 0.5;
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outB = 0.5;
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}
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}
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else
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{
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if (entity.mTeam == mTeam)
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{
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if (entity.mUser3 == AVH_USER3_HIVE ||
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entity.mUser3 == AVH_USER3_COMMANDER_STATION ||
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entity.mUser3 == AVH_USER3_TURRET_FACTORY ||
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entity.mUser3 == AVH_USER3_ARMORY ||
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entity.mUser3 == AVH_USER3_ADVANCED_ARMORY ||
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entity.mUser3 == AVH_USER3_ARMSLAB ||
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entity.mUser3 == AVH_USER3_PROTOTYPE_LAB ||
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entity.mUser3 == AVH_USER3_OBSERVATORY ||
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entity.mUser3 == AVH_USER3_TURRET ||
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entity.mUser3 == AVH_USER3_SIEGETURRET ||
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entity.mUser3 == AVH_USER3_RESTOWER ||
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entity.mUser3 == AVH_USER3_INFANTRYPORTAL ||
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entity.mUser3 == AVH_USER3_PHASEGATE ||
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entity.mUser3 == AVH_USER3_DEFENSE_CHAMBER ||
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entity.mUser3 == AVH_USER3_MOVEMENT_CHAMBER ||
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entity.mUser3 == AVH_USER3_OFFENSE_CHAMBER ||
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entity.mUser3 == AVH_USER3_SENSORY_CHAMBER ||
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entity.mUser3 == AVH_USER3_ALIENRESTOWER ||
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entity.mUser3 == AVH_USER3_ADVANCED_TURRET_FACTORY)
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{
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outR = 0.5;
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outG = 0.8;
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outB = 1.0;
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}
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else
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{
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outR = 1.0;
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outG = 1.0;
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outB = 1.0;
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// Color squads.
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int localPlayerSquad;
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if (g_iUser1 == OBS_NONE)
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{
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localPlayerSquad = gHUD.GetCurrentSquad();
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}
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else
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{
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// We don't have access to the squad information for player's
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// we're spectating.
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localPlayerSquad = 0;
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}
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if (mUser3 != AVH_USER3_COMMANDER_PLAYER)
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{
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if (entity.mIsLocalPlayer ||
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(entity.mSquadNumber != 0 &&
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entity.mSquadNumber == localPlayerSquad))
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{
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outR = 0.5;
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outG = 1.0;
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outB = 0.5;
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}
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}
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}
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}
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else
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{
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outR = 1.0;
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outG = 0.1;
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outB = 0.0;
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}
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}
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}
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void AvHOverviewMap::DrawMiniMapEntity(const DrawInfo& inDrawInfo, const DrawableEntity& inEntity)
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{
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if (!GetHasData())
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{
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return;
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}
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float theEntityPosX = inEntity.mX;
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float theEntityPosY = inEntity.mY;
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// Draw local player smoothly and predicted.
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if (inEntity.mIsLocalPlayer)
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{
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theEntityPosX = this->mWorldPlayerX;
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theEntityPosY = this->mWorldPlayerY;
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}
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int theSprite = 0;
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int theFrame = 0;
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int theRenderMode;
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GetSpriteForEntity(inEntity, theSprite, theFrame, theRenderMode);
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if (theSprite > 0)
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{
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int theSprWidth = SPR_Width(theSprite, theFrame);
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int theSprHeight = SPR_Height(theSprite, theFrame);
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int theX = inDrawInfo.mX;
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int theY = inDrawInfo.mY;
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int theWidth = inDrawInfo.mWidth;
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int theHeight = inDrawInfo.mHeight;
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float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
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float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
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float scale = 0.75; // How much to scale the sprite.
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bool isPlayer = inEntity.mUser3 == AVH_USER3_MARINE_PLAYER || inEntity.mUser3 == AVH_USER3_HEAVY; //heavy used for player in minimap system
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bool theIsWaypoint = inEntity.mUser3 == AVH_USER3_WAYPOINT;
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float w = theSprWidth * scale;
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float h = theSprHeight * scale;
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float entityMiniMapX = theX + ((theEntityPosX - inDrawInfo.mViewWorldMinX) / viewWorldXSize) * theWidth;
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float entityMiniMapY = theY + ((inDrawInfo.mViewWorldMaxY - theEntityPosY) / viewWorldYSize) * theHeight;
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float x = entityMiniMapX - w / 2.0f;
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float y = entityMiniMapY - h / 2.0f;
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if (theIsWaypoint)
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{
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float theFractionalLastUpdate = mLastUpdateTime - (int)mLastUpdateTime;
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if (theFractionalLastUpdate < .25f)
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{
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return;
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}
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}
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// Perform gross culling of sprites.
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if (x + w >= theX && y + h >= theY && x < theX + theWidth && y < theY + theHeight)
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{
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float r, g, b;
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GetColorForEntity(inEntity, r, g, b);
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AvHSpriteSetColor(r, g, b);
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// If it's the local player, draw the FOV.
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if (inEntity.mIsLocalPlayer && mUser3 != AVH_USER3_COMMANDER_PLAYER)
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{
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int theSprite = Safe_SPR_Load("sprites/fov.spr");
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int theFrame = 0;
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int theSprWidth = SPR_Width(theSprite, theFrame);
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int theSprHeight = SPR_Height(theSprite, theFrame);
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float w2 = theSprWidth * scale;
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float h2 = theSprHeight * scale;
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float x2 = entityMiniMapX;
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float y2 = entityMiniMapY - h2 / 2;
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AvHSpriteSetRotation(-inEntity.mAngleRadians * 180 / M_PI, x2, y2 + h2 / 2);
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AvHSpriteSetColor(1, 1, 1);
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AvHSpriteSetRenderMode(kRenderTransAdd);
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AvHSpriteDraw(theSprite, theFrame, x2, y2, x2 + w2, y2 + h2, 0, 0, 1, 1);
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}
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if (mUser3 != AVH_USER3_COMMANDER_PLAYER)
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{
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AvHSpriteSetRotation(-inEntity.mAngleRadians * 180 / M_PI, x + w / 2, y + h / 2);
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}
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else
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{
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AvHSpriteSetRotation(0, 0, 0);
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}
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AvHSpriteSetColor(r, g, b);
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AvHSpriteSetRenderMode(theRenderMode);
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AvHSpriteDraw(theSprite, theFrame, x, y, x + w, y + h, 0, 0, 1, 1);
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}
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if (isPlayer || theIsWaypoint)
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{
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const float border = 2;
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if (!(x + w / 2 >= theX && y + h / 2 >= theY && x + w / 2 < theX + theWidth && y + h / 2 < theY + theHeight))
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{
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// Draw friendly players as little arrows on the edge of the minimap.
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int theSprite = Safe_SPR_Load(kMarinePlayersSprite);
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int theFrame = theIsWaypoint ? 4 : 3;
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ASSERT(theSprite != 0);
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int theSprWidth = SPR_Width(theSprite, theFrame);
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int theSprHeight = SPR_Height(theSprite, theFrame);
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float tipX = entityMiniMapX;
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float tipY = entityMiniMapY;
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if (tipX < theX + border) tipX = theX + border;
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if (tipY < theY + border) tipY = theY + border;
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if (tipX > theX + theWidth - border) tipX = theX + theWidth - border;
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if (tipY > theY + theHeight - border) tipY = theY + theHeight - border;
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float dx = tipX - entityMiniMapX;
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float dy = tipY - entityMiniMapY;
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float angle = atan2(dy, dx) * 180 / M_PI;
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w = theSprWidth;
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h = theSprHeight;
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int renderMode = kRenderTransTexture;
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if (theIsWaypoint)
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{
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renderMode = kRenderTransAdd;
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}
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AvHSpriteSetRenderMode(renderMode);
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float r, g, b;
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GetColorForEntity(inEntity, r, g, b);
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AvHSpriteSetColor(r, g, b);
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AvHSpriteSetRotation(angle, tipX, tipY);
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AvHSpriteDraw(theSprite, theFrame, tipX, tipY - h / 2 , tipX + w, tipY + h / 2, 0, 0, 1, 1);
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}
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}
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}
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}
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bool AvHOverviewMap::GetHasData() const
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{
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return this->mDrawableEntityList.size() > 0;
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}
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void AvHOverviewMap::GetWorldPosFromMouse(const DrawInfo& inDrawInfo, int inMouseX, int inMouseY, float& outWorldX, float& outWorldY)
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{
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float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
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float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
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outWorldX = ((float)(inMouseX) / inDrawInfo.mWidth) * viewWorldXSize + inDrawInfo.mViewWorldMinX;
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outWorldY = inDrawInfo.mViewWorldMaxY - ((float)(inMouseY) / inDrawInfo.mHeight) * viewWorldYSize;
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}
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void AvHOverviewMap::KillOldAlerts(float inCurrentTime)
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{
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for(MapAlertListType::iterator theIter = this->mAlertList.begin(); theIter != this->mAlertList.end(); /* no inc */)
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{
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if(inCurrentTime > theIter->mExpireTime)
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{
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theIter = this->mAlertList.erase(theIter);
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}
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else
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{
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++theIter;
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}
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}
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}
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void AvHOverviewMap::DrawMiniMap(const DrawInfo& inDrawInfo)
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{
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// puzl: 1064
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// Use labelled minimaps if cl_labelmaps is 1
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// Load the mini-map sprite if it's not already loaded.
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if ( mMapName != "") {
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int drawLabels=CVAR_GET_FLOAT(kvLabelMaps);
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string theMiniMapName = AvHMiniMap::GetSpriteNameFromMap(ScreenWidth(), mMapName, drawLabels);
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if ( mLastMinimapName != theMiniMapName )
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{
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mMiniMapSprite = Safe_SPR_Load(theMiniMapName.c_str());
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// We want to preserve the last minimap even if we fail. There's no point in failing again until the player
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// changes the value of the cvar.
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mLastMinimapName=theMiniMapName;
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// Draw normal minimap if no labelled map exists ( for custom maps )
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if ( !mMiniMapSprite && drawLabels ) {
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theMiniMapName = AvHMiniMap::GetSpriteNameFromMap(ScreenWidth(), mMapName, 0);
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mMiniMapSprite = Safe_SPR_Load(theMiniMapName.c_str());
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}
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}
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}
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// :puzl
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if (!mMiniMapSprite)
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{
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return;
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}
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float mapXSize = mMapExtents.GetMaxMapX() - mMapExtents.GetMinMapX();
|
||
|
float mapYSize = mMapExtents.GetMaxMapY() - mMapExtents.GetMinMapY();
|
||
|
|
||
|
float mapXCenter = (mMapExtents.GetMaxMapX() + mMapExtents.GetMinMapX()) / 2;
|
||
|
float mapYCenter = (mMapExtents.GetMaxMapY() + mMapExtents.GetMinMapY()) / 2;
|
||
|
|
||
|
float aspectRatio = mapXSize / mapYSize;
|
||
|
|
||
|
float xScale;
|
||
|
float yScale;
|
||
|
|
||
|
if(mapXSize > mapYSize)
|
||
|
{
|
||
|
xScale = 1.0f;
|
||
|
yScale = mapYSize / mapXSize;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
xScale = mapYSize / mapXSize;
|
||
|
yScale = 1.0f;
|
||
|
}
|
||
|
|
||
|
|
||
|
float x1 = mapXCenter - mapXSize * xScale / 2;
|
||
|
float y1 = mapYCenter + mapYSize * yScale / 2;
|
||
|
|
||
|
WorldToMiniMapCoords(inDrawInfo, x1, y1);
|
||
|
|
||
|
float x2 = mapXCenter + mapXSize * xScale / 2;
|
||
|
float y2 = mapYCenter - mapYSize * yScale / 2;
|
||
|
|
||
|
WorldToMiniMapCoords(inDrawInfo, x2, y2);
|
||
|
|
||
|
AvHSpriteSetRenderMode(kRenderTransTexture);
|
||
|
AvHSpriteSetRotation(0, 0, 0);
|
||
|
|
||
|
// TODO this should be based on a flag not the user3
|
||
|
|
||
|
if (mUser3 == AVH_USER3_COMMANDER_PLAYER)
|
||
|
{
|
||
|
// Use the small map if it's the commander view.
|
||
|
AvHSpriteDraw(mMiniMapSprite, 4, x1, y1, x2, y2, 0, 0, 1, 1);
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
AvHSpriteDrawTiles(mMiniMapSprite, 2, 2, x1, y1, x2, y2,
|
||
|
0, 0, 1, 1);
|
||
|
}
|
||
|
|
||
|
// Reset orientation after potentially orienting above to make sure it doesn't affect subsequent code
|
||
|
AvHSpriteSetRotation(0, 0, 0);
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::WorldToMiniMapCoords(const DrawInfo& inDrawInfo, float& x, float& y)
|
||
|
{
|
||
|
|
||
|
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
|
||
|
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
|
||
|
|
||
|
x = inDrawInfo.mX + ((x - inDrawInfo.mViewWorldMinX) / viewWorldXSize) * inDrawInfo.mWidth;
|
||
|
y = inDrawInfo.mY + ((inDrawInfo.mViewWorldMaxY - y) / viewWorldYSize) * inDrawInfo.mHeight;
|
||
|
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::DrawAlerts(const DrawInfo& inDrawInfo)
|
||
|
{
|
||
|
|
||
|
int theX = inDrawInfo.mX;
|
||
|
int theY = inDrawInfo.mY;
|
||
|
|
||
|
int theWidth = inDrawInfo.mWidth;
|
||
|
int theHeight = inDrawInfo.mHeight;
|
||
|
|
||
|
AvHSpriteEnableClippingRect(true);
|
||
|
AvHSpriteSetClippingRect(theX, theY, theX + theWidth, theY + theHeight);
|
||
|
|
||
|
int theSprite = Safe_SPR_Load(kAlertSprite);
|
||
|
int theFrame = 0;
|
||
|
|
||
|
ASSERT(theSprite != 0);
|
||
|
|
||
|
int theSprWidth = SPR_Width(theSprite, theFrame);
|
||
|
int theSprHeight = SPR_Height(theSprite, theFrame);
|
||
|
|
||
|
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
|
||
|
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
|
||
|
|
||
|
for (unsigned int i = 0; i < mAlertList.size(); ++i)
|
||
|
{
|
||
|
|
||
|
float maxAlertSize = 5;
|
||
|
float minAlertSize = 0.4;
|
||
|
|
||
|
float transitionTime = 1;
|
||
|
|
||
|
float dt = (mLastUpdateTime - mAlertList[i].mStartTime) / transitionTime;
|
||
|
|
||
|
if (dt > 1) dt = 1;
|
||
|
|
||
|
float scale = (1 - sqrt(dt)) * (maxAlertSize - minAlertSize) + minAlertSize;
|
||
|
|
||
|
float w = theSprWidth * scale;
|
||
|
float h = theSprHeight * scale;
|
||
|
|
||
|
float cx = mAlertList[i].mX;
|
||
|
float cy = mAlertList[i].mY;
|
||
|
|
||
|
WorldToMiniMapCoords(inDrawInfo, cx, cy);
|
||
|
|
||
|
float angle = dt * 180;
|
||
|
|
||
|
float fadeOutStartTime = mAlertList[i].mExpireTime - (transitionTime / 2);
|
||
|
float alpha = 1 - (mLastUpdateTime - fadeOutStartTime) / (transitionTime / 2);
|
||
|
|
||
|
if (alpha < 0)
|
||
|
{
|
||
|
alpha = 0;
|
||
|
}
|
||
|
|
||
|
AvHSpriteSetRenderMode(kRenderTransAdd);
|
||
|
AvHSpriteSetColor(1, 1, 1, alpha * 0.1);
|
||
|
AvHSpriteSetRotation(angle, cx, cy);
|
||
|
AvHSpriteDraw(theSprite, theFrame, cx - w / 2, cy - h / 2, cx + w / 2, cy + h / 2, 0, 0, 1, 1);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::AddAlert(float x, float y)
|
||
|
{
|
||
|
|
||
|
MapAlert alert;
|
||
|
|
||
|
alert.mStartTime = mLastUpdateTime;
|
||
|
alert.mExpireTime = mLastUpdateTime + BALANCE_VAR(kAlertExpireTime) / 5;
|
||
|
|
||
|
alert.mX = x;
|
||
|
alert.mY = y;
|
||
|
|
||
|
mAlertList.push_back(alert);
|
||
|
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::Draw(const DrawInfo& inDrawInfo)
|
||
|
{
|
||
|
|
||
|
int theX = inDrawInfo.mX;
|
||
|
int theY = inDrawInfo.mY;
|
||
|
int theCompWidth = inDrawInfo.mWidth;
|
||
|
int theCompHeight = inDrawInfo.mHeight;
|
||
|
|
||
|
AvHSpriteBeginFrame();
|
||
|
|
||
|
AvHSpriteEnableClippingRect(true);
|
||
|
AvHSpriteSetClippingRect(theX, theY, theX + theCompWidth, theY + theCompHeight);
|
||
|
|
||
|
// Draw the minimap background.
|
||
|
|
||
|
DrawMiniMap(inDrawInfo);
|
||
|
|
||
|
// Draw the entities on the minimap.
|
||
|
|
||
|
if (mUser3 == AVH_USER3_COMMANDER_PLAYER)
|
||
|
{
|
||
|
AvHSpriteEnableClippingRect(false);
|
||
|
}
|
||
|
|
||
|
for (DrawableEntityListType::const_iterator theIter = this->mDrawableEntityList.begin(); theIter != this->mDrawableEntityList.end(); theIter++)
|
||
|
{
|
||
|
DrawMiniMapEntity(inDrawInfo, *theIter);
|
||
|
}
|
||
|
|
||
|
// Draw the way points as entities.
|
||
|
|
||
|
{
|
||
|
|
||
|
for (MapOrderListType::const_iterator theIter = mMapOrderList.begin(); theIter != mMapOrderList.end(); theIter++)
|
||
|
{
|
||
|
DrawableEntity drawableEntity;
|
||
|
|
||
|
drawableEntity.mUser3 = AVH_USER3_WAYPOINT;
|
||
|
drawableEntity.mX = theIter->mX;
|
||
|
drawableEntity.mY = theIter->mY;
|
||
|
|
||
|
DrawMiniMapEntity(inDrawInfo, drawableEntity);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
// Draw the alerts.
|
||
|
|
||
|
DrawAlerts(inDrawInfo);
|
||
|
|
||
|
// Draw the reticle.
|
||
|
|
||
|
if(this->mUser3 == AVH_USER3_COMMANDER_PLAYER)
|
||
|
{
|
||
|
|
||
|
int theFrame = 0;
|
||
|
|
||
|
if (!this->mReticleSprite)
|
||
|
{
|
||
|
this->mReticleSprite = Safe_SPR_Load(kReticleSprite);
|
||
|
}
|
||
|
|
||
|
if (this->mReticleSprite)
|
||
|
{
|
||
|
|
||
|
float x = mWorldPlayerX;
|
||
|
float y = mWorldPlayerY;
|
||
|
|
||
|
WorldToMiniMapCoords(inDrawInfo, x, y);
|
||
|
|
||
|
float w = SPR_Width(this->mReticleSprite, theFrame);
|
||
|
float h = SPR_Height(this->mReticleSprite, theFrame);
|
||
|
|
||
|
AvHSpriteSetRenderMode(kRenderTransAdd);
|
||
|
AvHSpriteSetColor(1, 1, 1);
|
||
|
AvHSpriteSetRotation(0, 0, 0);
|
||
|
AvHSpriteDraw(mReticleSprite, theFrame, x - w / 2, y - h / 2, x + w / 2, y + h / 2, 0, 0, 1, 1);
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Reset orientation after potentially orienting above to make sure it doesn't affect subsequent code
|
||
|
AvHSpriteSetRotation(0, 0, 0);
|
||
|
|
||
|
AvHSpriteEndFrame();
|
||
|
|
||
|
}
|
||
|
|
||
|
int AvHOverviewMap::GetEntityAtWorldPosition(float inWorldX, float inWorldY, float inRadius) const
|
||
|
{
|
||
|
|
||
|
for (int i = 0; i < (int)mDrawableEntityList.size(); ++i)
|
||
|
{
|
||
|
|
||
|
float dx = mDrawableEntityList[i].mX - inWorldX;
|
||
|
float dy = mDrawableEntityList[i].mY - inWorldY;
|
||
|
|
||
|
if (dx * dx + dy * dy < inRadius * inRadius)
|
||
|
{
|
||
|
return mDrawableEntityList[i].mEntityNumber;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
return 0;
|
||
|
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::SetMapExtents(const string& inMapName, const AvHMapExtents& inMapExtents)
|
||
|
{
|
||
|
this->mMapName = inMapName;
|
||
|
this->mMapExtents = inMapExtents;
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::GetMapExtents(AvHMapExtents& outMapExtents)
|
||
|
{
|
||
|
outMapExtents = mMapExtents;
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::SetUser3(AvHUser3 inUser3)
|
||
|
{
|
||
|
this->mUser3 = inUser3;
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::SetWorldPosition(float inPlayerX, float inPlayerY)
|
||
|
{
|
||
|
mWorldPlayerX = inPlayerX;
|
||
|
mWorldPlayerY = inPlayerY;
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::GetWorldPosition(float& outWorldX, float& outWorldY)
|
||
|
{
|
||
|
outWorldX = mWorldPlayerX;
|
||
|
outWorldY = mWorldPlayerY;
|
||
|
}
|
||
|
|
||
|
|
||
|
void AvHOverviewMap::Update(float inCurrentTime)
|
||
|
{
|
||
|
|
||
|
mLastUpdateTime = inCurrentTime;
|
||
|
|
||
|
// if(gHUD.GetGameStarted())
|
||
|
// {
|
||
|
// this->mMap.Update(inCurrentTime, this->mMapExtents.GetMinMapX(), this->mMapExtents.GetMinMapY(), this->mMapExtents.GetMaxMapX(), this->mMapExtents.GetMaxMapY(), this->mViewHeight);
|
||
|
// }
|
||
|
|
||
|
// Get player data from engine and store for use during draw
|
||
|
this->UpdateDrawData(inCurrentTime);
|
||
|
|
||
|
// Kill off any old alerts
|
||
|
this->KillOldAlerts(inCurrentTime);
|
||
|
}
|
||
|
|
||
|
const float kPositionNetworkConstant = 2.0f;
|
||
|
|
||
|
void AvHOverviewMap::UpdateDrawData(float inCurrentTime)
|
||
|
{
|
||
|
|
||
|
int theLocalPlayerIndex;
|
||
|
|
||
|
if (g_iUser1 == OBS_NONE)
|
||
|
{
|
||
|
cl_entity_s* thePlayer = gEngfuncs.GetLocalPlayer();
|
||
|
theLocalPlayerIndex = thePlayer->index;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
theLocalPlayerIndex = g_iUser2;
|
||
|
}
|
||
|
|
||
|
cl_entity_s* thePlayer = gEngfuncs.GetEntityByIndex(theLocalPlayerIndex);
|
||
|
mTeam = (AvHTeamNumber)(thePlayer->curstate.team);
|
||
|
|
||
|
// Clear list of drawable entities
|
||
|
this->mDrawableEntityList.clear();
|
||
|
|
||
|
// Get all entities
|
||
|
MapEntityMap theEntityList;
|
||
|
gHUD.GetEntityHierarchy().GetEntityInfoList(theEntityList);
|
||
|
|
||
|
// For each entity
|
||
|
for(MapEntityMap::iterator theIter = theEntityList.begin(); theIter != theEntityList.end(); theIter++)
|
||
|
{
|
||
|
// If the player has no leader, then he IS a leader
|
||
|
int theCurrentPlayerIndex = theIter->first;
|
||
|
bool theIsLocalPlayer = (theLocalPlayerIndex == theCurrentPlayerIndex);
|
||
|
|
||
|
DrawableEntity theDrawableEntity;
|
||
|
theDrawableEntity.mEntityNumber = theIter->first;
|
||
|
|
||
|
theDrawableEntity.mX = theIter->second.mX;
|
||
|
theDrawableEntity.mY = theIter->second.mY;
|
||
|
theDrawableEntity.mUser3 = theIter->second.mUser3;
|
||
|
theDrawableEntity.mTeam = theIter->second.mTeam;
|
||
|
theDrawableEntity.mAngleRadians = theIter->second.mAngle * M_PI / 180;
|
||
|
theDrawableEntity.mSquadNumber = theIter->second.mSquadNumber;
|
||
|
|
||
|
// Returns position relative to minimap, so add it back in
|
||
|
// commented this out here, commented out corresponding shift in AvHEntityHierarchy::BuildFromTeam at line 234
|
||
|
// theDrawableEntity.mX += this->mMapExtents.GetMinMapX();
|
||
|
// theDrawableEntity.mY += this->mMapExtents.GetMinMapY();
|
||
|
theDrawableEntity.mIsLocalPlayer = theIsLocalPlayer;
|
||
|
|
||
|
// Get additional information about the entity from the client state.
|
||
|
|
||
|
cl_entity_t* clientEntity = gEngfuncs.GetEntityByIndex(theDrawableEntity.mEntityNumber);
|
||
|
|
||
|
if(clientEntity)
|
||
|
{
|
||
|
|
||
|
if (clientEntity->index >= 32)
|
||
|
{
|
||
|
theDrawableEntity.mAngleRadians = clientEntity->angles[1] * M_PI / 180;
|
||
|
}
|
||
|
|
||
|
// Update the information for this entity from the client information
|
||
|
// if they're in the local player's PVS.
|
||
|
|
||
|
// We really want to check if the client data is more recent than the
|
||
|
// minimap data, but I don't know how to get the timestamp on the minimap
|
||
|
// data.
|
||
|
|
||
|
if (clientEntity->curstate.messagenum >= thePlayer->curstate.messagenum)
|
||
|
{
|
||
|
|
||
|
//theDrawableEntity.mUser3 = (AvHUser3)(clientEntity->curstate.iuser3);
|
||
|
|
||
|
// Brush entities don't have the correct position information, so
|
||
|
// don't update them from the client data.
|
||
|
|
||
|
|
||
|
if (theDrawableEntity.mUser3 != AVH_USER3_WELD)
|
||
|
{
|
||
|
theDrawableEntity.mX = clientEntity->origin.x;
|
||
|
theDrawableEntity.mY = clientEntity->origin.y;
|
||
|
theDrawableEntity.mAngleRadians = clientEntity->angles[1] * M_PI / 180;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
|
||
|
// If the difference between the minimap position and the client data
|
||
|
// position is less than the minimap quantization error, then use
|
||
|
// the client position to avoid popping when the entity goes out of the
|
||
|
// PVS.
|
||
|
|
||
|
float dx = fabs(theDrawableEntity.mX - clientEntity->origin.x);
|
||
|
float dy = fabs(theDrawableEntity.mY - clientEntity->origin.y);
|
||
|
|
||
|
if (dx < kPositionNetworkConstant && dy < kPositionNetworkConstant)
|
||
|
{
|
||
|
theDrawableEntity.mX = clientEntity->origin.x;
|
||
|
theDrawableEntity.mY = clientEntity->origin.y;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
if (theDrawableEntity.mUser3 != AVH_USER3_COMMANDER_PLAYER)
|
||
|
{
|
||
|
this->mDrawableEntityList.push_back(theDrawableEntity);
|
||
|
}
|
||
|
|
||
|
}
|
||
|
}
|
||
|
|
||
|
std::sort(mDrawableEntityList.begin(), mDrawableEntityList.end(), DrawingOrderSort());
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::UpdateOrders(const OrderListType& inOrderList, const EntityListType& inDrawPlayers)
|
||
|
{
|
||
|
|
||
|
// Look for orders which apply to the players in the draw players list.
|
||
|
|
||
|
mMapOrderList.clear();
|
||
|
|
||
|
if (mUser3 == AVH_USER3_COMMANDER_PLAYER)
|
||
|
{
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for (OrderListType::const_iterator theIter = inOrderList.begin(); theIter != inOrderList.end(); ++theIter)
|
||
|
{
|
||
|
|
||
|
// Draw the order if the order is for any plays that are in our draw player list
|
||
|
bool theDrawWaypoint = false;
|
||
|
EntityInfo theReceiverPlayer = theIter->GetReceiver();
|
||
|
EntityListType::const_iterator theSearchIter = std::find(inDrawPlayers.begin(), inDrawPlayers.end(), theReceiverPlayer);
|
||
|
if(theSearchIter != inDrawPlayers.end())
|
||
|
{
|
||
|
theDrawWaypoint = true;
|
||
|
}
|
||
|
|
||
|
if (theDrawWaypoint)
|
||
|
{
|
||
|
|
||
|
vec3_t position;
|
||
|
theIter->GetLocation(position);
|
||
|
|
||
|
MapOrder mapOrder;
|
||
|
|
||
|
mapOrder.mX = position[0];
|
||
|
mapOrder.mY = position[1];
|
||
|
|
||
|
mMapOrderList.push_back(mapOrder);
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
void AvHOverviewMap::VidInit(void)
|
||
|
{
|
||
|
this->mMiniMapSprite = 0;
|
||
|
this->mReticleSprite = 0;
|
||
|
this->mMapName = "";
|
||
|
}
|