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- reimplemented player sprite display on Blood's automap.
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18b39fd952
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4 changed files with 48 additions and 3 deletions
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@ -97,7 +97,7 @@ struct GameInterface : ::GameInterface
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void NewGame(MapRecord *sng, int skill) 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 x, int y, int z, int a) override;
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GameStats getStats() override;
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};
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@ -1053,7 +1053,50 @@ bool GameInterface::GenerateSavePic()
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FString GameInterface::GetCoordString()
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{
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return "Player pos is unknown"; // todo: output at least something useful.
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FString out;
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out.Format("pos= %d, %d, %d - angle = %2.3f",
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gMe->pSprite->x, gMe->pSprite->y, gMe->pSprite->z, gMe->pSprite->ang);
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return out;
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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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int nPSprite = gView->pSprite->index;
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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PLAYER* pPlayer = &gPlayer[i];
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spritetype* pSprite = pPlayer->pSprite;
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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 == gView->nPlayer || 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(pSprite, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0, PARALLAXCLIP_CEILING | PARALLAXCLIP_FLOOR);
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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 = ClipRange(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, 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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}
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}
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return true;
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}
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@ -546,6 +546,7 @@ void DrawOverheadMap(int pl_x, int pl_y, int pl_angle)
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drawredlines(x, y, gZoom, follow_a);
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drawwhitelines(x, y, gZoom, follow_a);
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if (!gi->DrawAutomapPlayer(x, y, gZoom, follow_a))
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DrawPlayerArrow(x, y, follow_a, pl_x, pl_y, gZoom, -pl_angle);
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}
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@ -105,6 +105,7 @@ struct GameInterface
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virtual void NextLevel(MapRecord* map, int skill) {}
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virtual void NewGame(MapRecord* map, int skill) {}
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virtual void LevelCompleted(MapRecord* map, int skill) {}
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virtual bool DrawAutomapPlayer(int x, int y, int z, int a) { return false; }
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virtual FString statFPS()
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{
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