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https://github.com/DrBeef/Raze.git
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- Floatified automap's gZoom
.
* Also use the global directly in automap functions instead of passing it around as function variables.
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parent
f5116dd787
commit
4d04a4dd3a
10 changed files with 24 additions and 24 deletions
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@ -59,7 +59,7 @@ int automapMode;
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static float am_zoomdir;
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int follow_x = INT_MAX, follow_y = INT_MAX;
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DAngle follow_a = DAngle::fromDeg(INT_MAX);
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static int gZoom = 768;
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static double gZoom = 768;
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bool automapping;
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bool gFullMap;
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BitArray show2dsector;
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@ -186,9 +186,9 @@ static void CalcMapBounds()
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void AutomapControl()
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{
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static int nonsharedtimer;
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int ms = (int)screen->FrameTime;
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int interval;
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static double nonsharedtimer;
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double ms = screen->FrameTime;
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double interval;
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int panvert = 0, panhorz = 0;
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if (nonsharedtimer > 0 || ms < nonsharedtimer)
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@ -209,22 +209,22 @@ void AutomapControl()
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const int keymove = 4;
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if (am_zoomdir > 0)
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{
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gZoom = xs_CRoundToInt(gZoom * am_zoomdir);
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gZoom = gZoom * am_zoomdir;
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}
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else if (am_zoomdir < 0)
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{
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gZoom = xs_CRoundToInt(gZoom / -am_zoomdir);
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gZoom = gZoom / -am_zoomdir;
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}
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am_zoomdir = 0;
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double j = interval * 35. / gZoom;
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if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
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gZoom += (int)MulScaleF(j, max(gZoom, 256), 6);
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gZoom += MulScaleF(j, max(gZoom, 256.), 6);
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if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
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gZoom -= (int)MulScaleF(j, max(gZoom, 256), 6);
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gZoom -= MulScaleF(j, max(gZoom, 256.), 6);
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gZoom = clamp(gZoom, 48, 2048);
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gZoom = clamp(gZoom, 48., 2048.);
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if (!am_followplayer)
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{
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@ -410,7 +410,7 @@ bool ShowRedLine(int j, int i)
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//
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//---------------------------------------------------------------------------
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static void drawredlines(int cposx, int cposy, int czoom, const DAngle cang)
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static void drawredlines(int cposx, int cposy, const double czoom, const DAngle cang)
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{
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int xvect = -cang.Sin() * 16384. * czoom;
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int yvect = -cang.Cos() * 16384. * czoom;
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@ -458,7 +458,7 @@ static void drawredlines(int cposx, int cposy, int czoom, const DAngle cang)
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//
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//---------------------------------------------------------------------------
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static void drawwhitelines(int cposx, int cposy, int czoom, const DAngle cang)
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static void drawwhitelines(int cposx, int cposy, const double czoom, const DAngle cang)
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{
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int xvect = -cang.Sin() * 16384. * czoom;
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int yvect = -cang.Cos() * 16384. * czoom;
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@ -500,7 +500,7 @@ static void drawwhitelines(int cposx, int cposy, int czoom, const DAngle cang)
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//
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//---------------------------------------------------------------------------
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static void DrawPlayerArrow(int cposx, int cposy, const DAngle cang, int pl_x, int pl_y, int zoom, const DAngle pl_angle)
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static void DrawPlayerArrow(int cposx, int cposy, const DAngle cang, int pl_x, int pl_y, const double czoom, const DAngle pl_angle)
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{
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int arrow[] =
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{
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@ -509,8 +509,8 @@ static void DrawPlayerArrow(int cposx, int cposy, const DAngle cang, int pl_x, i
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0, 65536, 32768, 32878,
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};
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int xvect = -cang.Sin() * 16384. * zoom;
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int yvect = -cang.Cos() * 16384. * zoom;
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int xvect = -cang.Sin() * 16384. * czoom;
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int yvect = -cang.Cos() * 16384. * czoom;
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int pxvect = -pl_angle.Sin() * 16384.;
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int pyvect = -pl_angle.Cos() * 16384.;
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@ -547,7 +547,7 @@ static void DrawPlayerArrow(int cposx, int cposy, const DAngle cang, int pl_x, i
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//
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//---------------------------------------------------------------------------
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static void renderDrawMapView(int cposx, int cposy, int czoom, const DAngle cang)
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static void renderDrawMapView(int cposx, int cposy, const double czoom, const DAngle cang)
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{
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int xvect = -cang.Sin() * 16384. * czoom;
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int yvect = -cang.Cos() * 16384. * czoom;
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@ -107,7 +107,7 @@ struct GameInterface
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virtual void NextLevel(MapRecord* map, int skill) {}
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virtual void NewGame(MapRecord* map, int skill, bool special = false) {}
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virtual void LevelCompleted(MapRecord* map, int skill) {}
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virtual bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, const DAngle a, double const smoothratio) { return false; }
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virtual bool DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio) { return false; }
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virtual void SetTileProps(int tile, int surf, int vox, int shade) {}
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virtual fixed_t playerHorizMin() { return IntToFixed(-200); }
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virtual fixed_t playerHorizMax() { return IntToFixed(200); }
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@ -133,7 +133,7 @@ struct GameInterface : public ::GameInterface
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void NewGame(MapRecord* sng, int skill, bool) override;
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void NextLevel(MapRecord* map, int skill) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, const DAngle a, double const smoothratio) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio) override;
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void SetTileProps(int til, int surf, int vox, int shade) override;
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fixed_t playerHorizMin() override { return IntToFixed(-180); }
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fixed_t playerHorizMax() override { return IntToFixed(120); }
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@ -860,7 +860,7 @@ std::pair<DVector3, DAngle> GameInterface::GetCoordinates()
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//
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//---------------------------------------------------------------------------
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, const DAngle a, double const smoothratio)
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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@ -50,7 +50,7 @@ struct GameInterface : public ::GameInterface
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void NextLevel(MapRecord* map, int skill) override;
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void NewGame(MapRecord* map, int skill, bool) override;
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void LevelCompleted(MapRecord* map, int skill) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, const DAngle a, double const smoothratio) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio) override;
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int playerKeyMove() override { return 40; }
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void WarpToCoords(int x, int y, int z, int a, int h) override;
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void ToggleThirdPerson() override;
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@ -385,7 +385,7 @@ ReservedSpace GameInterface::GetReservedScreenSpace(int viewsize)
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//
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//---------------------------------------------------------------------------
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int czoom, const DAngle cang, double const smoothratio)
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, const double czoom, const DAngle cang, double const smoothratio)
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{
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int i, j, k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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@ -230,7 +230,7 @@ struct GameInterface : public ::GameInterface
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void NewGame(MapRecord *map, int skill, bool) override;
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void LevelCompleted(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, const DAngle a, double const smoothratio) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio) override;
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fixed_t playerHorizMin() override { return IntToFixed(-150); }
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fixed_t playerHorizMax() override { return IntToFixed(150); }
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int playerKeyMove() override { return 6; }
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@ -69,7 +69,7 @@ void GetActorExtents(DExhumedActor* actor, int* top, int* bottom)
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}
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}
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, const DAngle a, double const smoothratio)
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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@ -1567,7 +1567,7 @@ bool GameInterface::GenerateSavePic()
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int czoom, const DAngle cang, double const smoothratio)
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, const double czoom, const DAngle cang, double const smoothratio)
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{
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int k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff;
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int dax, day, cosang, sinang, xspan, yspan, sprx, spry;
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@ -2038,7 +2038,7 @@ struct GameInterface : public ::GameInterface
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void LevelCompleted(MapRecord *map, int skill) override;
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void NextLevel(MapRecord *map, int skill) override;
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void NewGame(MapRecord *map, int skill, bool) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, int z, const DAngle a, double const smoothratio) override;
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bool DrawAutomapPlayer(int mx, int my, int x, int y, const double z, const DAngle a, double const smoothratio) override;
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int playerKeyMove() override { return 35; }
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void WarpToCoords(int x, int y, int z, int a, int h) override;
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void ToggleThirdPerson() override;
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