NS/main/source/mod/AvHOverviewMap.cpp

908 lines
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#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
#include "common/const.h"
#include "common/entity_state.h"
#include "common/cl_entity.h"
#include "ui/UITags.h"
#include "mod/AvHOverviewMap.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHMiniMap.h"
#include "ui/UIUtil.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHSpriteAPI.h"
#include "mod/AvHSprites.h"
#include "mod/AvHClientVariables.h"
using std::string;
class DrawingOrderSort
{
public:
bool operator()(const DrawableEntity& entity1, const DrawableEntity& entity2)
{
// Draw resource nodes all the way on the bottom.
if (entity1.mUser3 == AVH_USER3_FUNC_RESOURCE)
{
if (entity2.mUser3 == AVH_USER3_FUNC_RESOURCE)
{
return entity1.mEntityNumber > entity2.mEntityNumber;
}
else
{
return true;
}
}
else if (entity2.mUser3 == AVH_USER3_FUNC_RESOURCE)
{
return false;
}
// Draw the local player on top of everything.
if (entity1.mIsLocalPlayer)
{
return false;
}
else if (entity2.mIsLocalPlayer)
{
return true;
}
// Draw players on top of structures.
return (entity1.mEntityNumber > entity2.mEntityNumber);
}
};
AvHOverviewMap::AvHOverviewMap()
{
this->Init();
}
void AvHOverviewMap::Init()
{
this->mUser3 = AVH_USER3_NONE;
this->mTeam = TEAM_IND;
this->mDrawableEntityList.clear();
// Approximately 1/max world dimension
this->mMapExtents.ResetMapExtents();
this->mMiniMapSprite = 0;
this->mReticleSprite = 0;
// puzl: 1066 reset overview map
this->mLastMinimapName = "";
mLastUpdateTime = 0;
}
void AvHOverviewMap::Clear()
{
this->Init();
}
void AvHOverviewMap::GetSpriteForEntity(const DrawableEntity& entity, int& outSprite, int& outFrame, int& outRenderMode)
{
outRenderMode = kRenderTransTexture;
if ((this->mUser3 == AVH_USER3_COMMANDER_PLAYER) || (entity.mUser3 == AVH_USER3_UNKNOWN))
{
outSprite = Safe_SPR_Load(kCommBlipSprite);
outFrame = 0;
}
else
{
gHUD.GetSpriteForUser3(entity.mUser3, outSprite, outFrame, outRenderMode);
}
}
void AvHOverviewMap::GetColorForEntity(const DrawableEntity& entity, float& outR, float& outG, float& outB)
{
if (entity.mUser3 == AVH_USER3_WAYPOINT)
{
outR = 0.1;
outG = 0.8;
outB = 1.0;
}
else if (entity.mTeam == TEAM_IND)
{
if (entity.mUser3 == AVH_USER3_WELD)
{
outR = 1.0;
outG = 0.7;
outB = 0.0;
}
else
{
outR = 0.5;
outG = 0.5;
outB = 0.5;
}
}
else
{
if (entity.mTeam == mTeam)
{
if (entity.mUser3 == AVH_USER3_HIVE ||
entity.mUser3 == AVH_USER3_COMMANDER_STATION ||
entity.mUser3 == AVH_USER3_TURRET_FACTORY ||
entity.mUser3 == AVH_USER3_ARMORY ||
entity.mUser3 == AVH_USER3_ADVANCED_ARMORY ||
entity.mUser3 == AVH_USER3_ARMSLAB ||
entity.mUser3 == AVH_USER3_PROTOTYPE_LAB ||
entity.mUser3 == AVH_USER3_OBSERVATORY ||
entity.mUser3 == AVH_USER3_TURRET ||
entity.mUser3 == AVH_USER3_SIEGETURRET ||
entity.mUser3 == AVH_USER3_RESTOWER ||
entity.mUser3 == AVH_USER3_INFANTRYPORTAL ||
entity.mUser3 == AVH_USER3_PHASEGATE ||
entity.mUser3 == AVH_USER3_DEFENSE_CHAMBER ||
entity.mUser3 == AVH_USER3_MOVEMENT_CHAMBER ||
entity.mUser3 == AVH_USER3_OFFENSE_CHAMBER ||
entity.mUser3 == AVH_USER3_SENSORY_CHAMBER ||
entity.mUser3 == AVH_USER3_ALIENRESTOWER ||
entity.mUser3 == AVH_USER3_ADVANCED_TURRET_FACTORY)
{
outR = 0.5;
outG = 0.8;
outB = 1.0;
}
else
{
outR = 1.0;
outG = 1.0;
outB = 1.0;
// Color squads.
int localPlayerSquad;
if (g_iUser1 == OBS_NONE)
{
localPlayerSquad = gHUD.GetCurrentSquad();
}
else
{
// We don't have access to the squad information for player's
// we're spectating.
localPlayerSquad = 0;
}
if (mUser3 != AVH_USER3_COMMANDER_PLAYER)
{
if (entity.mIsLocalPlayer ||
(entity.mSquadNumber != 0 &&
entity.mSquadNumber == localPlayerSquad))
{
outR = 0.5;
outG = 1.0;
outB = 0.5;
}
}
}
}
else
{
outR = 1.0;
outG = 0.1;
outB = 0.0;
}
}
}
void AvHOverviewMap::DrawMiniMapEntity(const DrawInfo& inDrawInfo, const DrawableEntity& inEntity)
{
if (!GetHasData())
{
return;
}
float theEntityPosX = inEntity.mX;
float theEntityPosY = inEntity.mY;
// Draw local player smoothly and predicted.
if (inEntity.mIsLocalPlayer)
{
theEntityPosX = this->mWorldPlayerX;
theEntityPosY = this->mWorldPlayerY;
}
int theSprite = 0;
int theFrame = 0;
int theRenderMode;
GetSpriteForEntity(inEntity, theSprite, theFrame, theRenderMode);
if (theSprite > 0)
{
int theSprWidth = SPR_Width(theSprite, theFrame);
int theSprHeight = SPR_Height(theSprite, theFrame);
int theX = inDrawInfo.mX;
int theY = inDrawInfo.mY;
int theWidth = inDrawInfo.mWidth;
int theHeight = inDrawInfo.mHeight;
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
float scale = 0.75; // How much to scale the sprite.
bool isPlayer = inEntity.mUser3 == AVH_USER3_MARINE_PLAYER || inEntity.mUser3 == AVH_USER3_HEAVY; //heavy used for player in minimap system
bool theIsWaypoint = inEntity.mUser3 == AVH_USER3_WAYPOINT;
float w = theSprWidth * scale;
float h = theSprHeight * scale;
float entityMiniMapX = theX + ((theEntityPosX - inDrawInfo.mViewWorldMinX) / viewWorldXSize) * theWidth;
float entityMiniMapY = theY + ((inDrawInfo.mViewWorldMaxY - theEntityPosY) / viewWorldYSize) * theHeight;
float x = entityMiniMapX - w / 2.0f;
float y = entityMiniMapY - h / 2.0f;
if (theIsWaypoint)
{
float theFractionalLastUpdate = mLastUpdateTime - (int)mLastUpdateTime;
if (theFractionalLastUpdate < .25f)
{
return;
}
}
// Perform gross culling of sprites.
if (x + w >= theX && y + h >= theY && x < theX + theWidth && y < theY + theHeight)
{
float r, g, b;
GetColorForEntity(inEntity, r, g, b);
AvHSpriteSetColor(r, g, b);
// If it's the local player, draw the FOV.
if (inEntity.mIsLocalPlayer && mUser3 != AVH_USER3_COMMANDER_PLAYER)
{
int theSprite = Safe_SPR_Load("sprites/fov.spr");
int theFrame = 0;
int theSprWidth = SPR_Width(theSprite, theFrame);
int theSprHeight = SPR_Height(theSprite, theFrame);
float w2 = theSprWidth * scale;
float h2 = theSprHeight * scale;
float x2 = entityMiniMapX;
float y2 = entityMiniMapY - h2 / 2;
AvHSpriteSetRotation(-inEntity.mAngleRadians * 180 / M_PI, x2, y2 + h2 / 2);
AvHSpriteSetColor(1, 1, 1);
AvHSpriteSetRenderMode(kRenderTransAdd);
AvHSpriteDraw(theSprite, theFrame, x2, y2, x2 + w2, y2 + h2, 0, 0, 1, 1);
}
if (mUser3 != AVH_USER3_COMMANDER_PLAYER)
{
AvHSpriteSetRotation(-inEntity.mAngleRadians * 180 / M_PI, x + w / 2, y + h / 2);
}
else
{
AvHSpriteSetRotation(0, 0, 0);
}
AvHSpriteSetColor(r, g, b);
AvHSpriteSetRenderMode(theRenderMode);
AvHSpriteDraw(theSprite, theFrame, x, y, x + w, y + h, 0, 0, 1, 1);
}
if (isPlayer || theIsWaypoint)
{
const float border = 2;
if (!(x + w / 2 >= theX && y + h / 2 >= theY && x + w / 2 < theX + theWidth && y + h / 2 < theY + theHeight))
{
// Draw friendly players as little arrows on the edge of the minimap.
int theSprite = Safe_SPR_Load(kMarinePlayersSprite);
int theFrame = theIsWaypoint ? 4 : 3;
ASSERT(theSprite != 0);
int theSprWidth = SPR_Width(theSprite, theFrame);
int theSprHeight = SPR_Height(theSprite, theFrame);
float tipX = entityMiniMapX;
float tipY = entityMiniMapY;
if (tipX < theX + border) tipX = theX + border;
if (tipY < theY + border) tipY = theY + border;
if (tipX > theX + theWidth - border) tipX = theX + theWidth - border;
if (tipY > theY + theHeight - border) tipY = theY + theHeight - border;
float dx = tipX - entityMiniMapX;
float dy = tipY - entityMiniMapY;
float angle = atan2(dy, dx) * 180 / M_PI;
w = theSprWidth;
h = theSprHeight;
int renderMode = kRenderTransTexture;
if (theIsWaypoint)
{
renderMode = kRenderTransAdd;
}
AvHSpriteSetRenderMode(renderMode);
float r, g, b;
GetColorForEntity(inEntity, r, g, b);
AvHSpriteSetColor(r, g, b);
AvHSpriteSetRotation(angle, tipX, tipY);
AvHSpriteDraw(theSprite, theFrame, tipX, tipY - h / 2 , tipX + w, tipY + h / 2, 0, 0, 1, 1);
}
}
}
}
bool AvHOverviewMap::GetHasData() const
{
return this->mDrawableEntityList.size() > 0;
}
void AvHOverviewMap::GetWorldPosFromMouse(const DrawInfo& inDrawInfo, int inMouseX, int inMouseY, float& outWorldX, float& outWorldY)
{
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
outWorldX = ((float)(inMouseX) / inDrawInfo.mWidth) * viewWorldXSize + inDrawInfo.mViewWorldMinX;
outWorldY = inDrawInfo.mViewWorldMaxY - ((float)(inMouseY) / inDrawInfo.mHeight) * viewWorldYSize;
}
void AvHOverviewMap::KillOldAlerts(float inCurrentTime)
{
for(MapAlertListType::iterator theIter = this->mAlertList.begin(); theIter != this->mAlertList.end(); /* no inc */)
{
if(inCurrentTime > theIter->mExpireTime)
{
theIter = this->mAlertList.erase(theIter);
}
else
{
++theIter;
}
}
}
void AvHOverviewMap::DrawMiniMap(const DrawInfo& inDrawInfo)
{
// puzl: 1064
// Use labelled minimaps if cl_labelmaps is 1
// Load the mini-map sprite if it's not already loaded.
if ( mMapName != "") {
int drawLabels=CVAR_GET_FLOAT(kvLabelMaps);
string theMiniMapName = AvHMiniMap::GetSpriteNameFromMap(ScreenWidth(), mMapName, drawLabels);
if ( mLastMinimapName != theMiniMapName )
{
mMiniMapSprite = Safe_SPR_Load(theMiniMapName.c_str());
// We want to preserve the last minimap even if we fail. There's no point in failing again until the player
// changes the value of the cvar.
mLastMinimapName=theMiniMapName;
// Draw normal minimap if no labelled map exists ( for custom maps )
if ( !mMiniMapSprite && drawLabels ) {
theMiniMapName = AvHMiniMap::GetSpriteNameFromMap(ScreenWidth(), mMapName, 0);
mMiniMapSprite = Safe_SPR_Load(theMiniMapName.c_str());
}
}
}
// :puzl
if (!mMiniMapSprite)
{
return;
}
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 = "";
}