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- draw a player sprite on Exhumed's automap.
Not particularly convincing yet, I first need to find out the specific sprites of the walk animation.
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2 changed files with 53 additions and 0 deletions
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@ -258,6 +258,7 @@ struct GameInterface : ::GameInterface
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void NewGame(MapRecord *map, int skill) 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 x, int y, int z, int a) override;
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::GameStats getStats() override;
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@ -23,6 +23,8 @@ Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#include "view.h"
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#include "v_2ddrawer.h"
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#include "automap.h"
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#include "mmulti.h"
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#include "v_draw.h"
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BEGIN_PS_NS
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@ -51,4 +53,54 @@ void DrawMap()
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DrawOverheadMap(initx, inity, inita);
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}
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}
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template<typename T> void GetSpriteExtents(T const* const pSprite, int* top, int* bottom)
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{
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*top = *bottom = pSprite->z;
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if ((pSprite->cstat & 0x30) != 0x20)
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{
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int height = tileHeight(pSprite->picnum);
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int center = height / 2 + tileTopOffset(pSprite->picnum);
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*top -= (pSprite->yrepeat << 2) * center;
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*bottom += (pSprite->yrepeat << 2) * (height - center);
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}
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}
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bool GameInterface::DrawAutomapPlayer(int x, int y, int z, int a)
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{
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int nCos = z * sintable[(0 - a) & 2047];
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int nSin = z * sintable[(1536 - a) & 2047];
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int nCos2 = mulscale16(nCos, yxaspect);
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int nSin2 = mulscale16(nSin, yxaspect);
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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int nPSprite = PlayerList[i].nSprite;
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spritetype* pSprite = &sprite[nPSprite];
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int px = pSprite->x - x;
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int py = pSprite->y - y;
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int pa = (pSprite->ang - a) & 2047;
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int x1 = dmulscale16(px, nCos, -py, nSin);
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int y1 = dmulscale16(py, nCos2, px, nSin2);
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if (i == nLocalPlayer)// || gGameOptions.nGameType == 1)
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{
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int nTile = pSprite->picnum;
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int ceilZ, ceilHit, floorZ, floorHit;
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getzrange_old(pSprite->x, pSprite->y, pSprite->z, pSprite->sectnum, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0);
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int nTop, nBottom;
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GetSpriteExtents(pSprite, &nTop, &nBottom);
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int nScale = mulscale((pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z, yxaspect, 16);
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nScale = clamp(nScale, 8000, 65536 << 1);
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// Players on automap
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double x = xdim / 2. + x1 / double(1 << 12);
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double y = ydim / 2. + y1 / double(1 << 12);
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// This very likely needs fixing later
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DrawTexture(twod, tileGetTexture(nTile /*+ ((leveltime >> 2) & 3)*/, true), x, y, DTA_ClipLeft, windowxy1.x, DTA_ClipTop, windowxy1.y, DTA_ScaleX, z / 1536., DTA_ScaleY, z / 1536., DTA_CenterOffset, true,
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DTA_ClipRight, windowxy2.x + 1, DTA_ClipBottom, windowxy2.y + 1, DTA_Alpha, (pSprite->cstat & 2 ? 0.5 : 1.), TAG_DONE);
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break;
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}
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}
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return true;
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}
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END_PS_NS
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