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https://github.com/DrBeef/Raze.git
synced 2024-11-15 00:41:55 +00:00
- Pass a DAngle through to all the automap code.
This commit is contained in:
parent
7286585998
commit
f5116dd787
11 changed files with 50 additions and 49 deletions
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@ -57,7 +57,8 @@ CVAR(Bool, am_nameontop, false, CVAR_ARCHIVE)
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int automapMode;
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static float am_zoomdir;
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int follow_x = INT_MAX, follow_y = INT_MAX, follow_a = INT_MAX;
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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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bool automapping;
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bool gFullMap;
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@ -239,11 +240,11 @@ void AutomapControl()
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if (buttonMap.ButtonDown(gamefunc_AM_PanDown))
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panvert -= keymove;
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int momx = MulScale(panvert, bcos(follow_a), 9);
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int momy = MulScale(panvert, bsin(follow_a), 9);
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int momx = MulScale(panvert, follow_a.Cos() * 16384., 9);
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int momy = MulScale(panvert, follow_a.Sin() * 16384., 9);
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momx += MulScale(panhorz, bsin(follow_a), 9);
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momy += MulScale(panhorz, -bcos(follow_a), 9);
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momx += MulScale(panhorz, follow_a.Sin() * 16384., 9);
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momy += MulScale(panhorz, -follow_a.Cos() * 16384., 9);
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follow_x += int(momx * j);
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follow_y += int(momy * j);
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@ -409,10 +410,10 @@ bool ShowRedLine(int j, int i)
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//
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//---------------------------------------------------------------------------
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void drawredlines(int cposx, int cposy, int czoom, int cang)
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static void drawredlines(int cposx, int cposy, int czoom, const DAngle cang)
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{
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int xvect = -bsin(cang) * czoom;
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int yvect = -bcos(cang) * czoom;
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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 width = screen->GetWidth();
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int height = screen->GetHeight();
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@ -457,10 +458,10 @@ void drawredlines(int cposx, int cposy, int czoom, int cang)
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//
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//---------------------------------------------------------------------------
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static void drawwhitelines(int cposx, int cposy, int czoom, int cang)
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static void drawwhitelines(int cposx, int cposy, int czoom, const DAngle cang)
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{
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int xvect = -bsin(cang) * czoom;
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int yvect = -bcos(cang) * czoom;
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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 width = screen->GetWidth();
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int height = screen->GetHeight();
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@ -499,7 +500,7 @@ static void drawwhitelines(int cposx, int cposy, int czoom, int cang)
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//
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//---------------------------------------------------------------------------
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void DrawPlayerArrow(int cposx, int cposy, int cang, int pl_x, int pl_y, int zoom, int pl_angle)
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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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{
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int arrow[] =
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{
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@ -508,11 +509,11 @@ void DrawPlayerArrow(int cposx, int cposy, int cang, int pl_x, int pl_y, int zoo
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0, 65536, 32768, 32878,
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};
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int xvect = -bsin(cang) * zoom;
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int yvect = -bcos(cang) * zoom;
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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 pxvect = -bsin(pl_angle);
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int pyvect = -bcos(pl_angle);
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int pxvect = -pl_angle.Sin() * 16384.;
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int pyvect = -pl_angle.Cos() * 16384.;
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int width = screen->GetWidth();
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int height = screen->GetHeight();
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@ -546,10 +547,10 @@ void DrawPlayerArrow(int cposx, int cposy, int cang, int pl_x, int pl_y, int zoo
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//
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//---------------------------------------------------------------------------
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void renderDrawMapView(int cposx, int cposy, int czoom, int cang)
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static void renderDrawMapView(int cposx, int cposy, int czoom, const DAngle cang)
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{
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int xvect = -bsin(cang) * czoom;
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int yvect = -bcos(cang) * czoom;
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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 width = screen->GetWidth();
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int height = screen->GetHeight();
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TArray<FVector4> vertices;
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@ -655,7 +656,7 @@ void renderDrawMapView(int cposx, int cposy, int czoom, int cang)
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//
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//---------------------------------------------------------------------------
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void DrawOverheadMap(int pl_x, int pl_y, int pl_angle, double const smoothratio)
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void DrawOverheadMap(int pl_x, int pl_y, const DAngle pl_angle, double const smoothratio)
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{
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if (am_followplayer || follow_x == INT_MAX)
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{
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@ -664,7 +665,7 @@ void DrawOverheadMap(int pl_x, int pl_y, int pl_angle, double const smoothratio)
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}
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int x = follow_x;
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int y = follow_y;
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follow_a = am_rotate ? pl_angle : 1536;
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follow_a = am_rotate ? pl_angle : DAngle::fromBuild(1536);
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AutomapControl();
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if (automapMode == am_full)
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@ -16,7 +16,7 @@ extern BitArray show2dwall;
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void SerializeAutomap(FSerializer& arc);
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void ClearAutomap();
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void MarkSectorSeen(sectortype* sect);
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void DrawOverheadMap(int x, int y, int ang, double const smoothratio);
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void DrawOverheadMap(int pl_x, int pl_y, const DAngle pl_angle, double const smoothratio);
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bool AM_Responder(event_t* ev, bool last);
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void drawlinergb(int32_t x1, int32_t y1, int32_t x2, int32_t y2, PalEntry p);
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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, int a, double const smoothratio) { return false; }
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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 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, int a, double const smoothratio) 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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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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@ -474,7 +474,7 @@ static void DrawMap(DBloodActor* view)
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VIEW* pView = &gPrevView[gViewIndex];
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int x = interpolatedvalue(pView->x, view->int_pos().X, gInterpolate);
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int y = interpolatedvalue(pView->y, view->int_pos().Y, gInterpolate);
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int ang = (!SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate)).Buildang();
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auto ang = !SyncInput() ? gView->angle.sum() : gView->angle.interpolatedsum(gInterpolate);
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DrawOverheadMap(x, y, ang, gInterpolate);
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if (tm)
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setViewport(hud_size);
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@ -860,15 +860,15 @@ 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, int a, double const smoothratio)
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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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{
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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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auto actor = pPlayer->actor;
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int xvect = -bsin(a) * z;
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int yvect = -bcos(a) * z;
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int xvect = -a.Sin() * 16384. * z;
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int yvect = -a.Cos() * 16384. * z;
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int ox = mx - x;
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int oy = my - y;
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int x1 = DMulScale(ox, xvect, -oy, yvect, 16);
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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, int a, double const smoothratio) 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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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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@ -283,7 +283,7 @@ void drawoverlays(double smoothratio)
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cposy = pp->player_int_opos().Y;
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cang = pp->angle.oang;
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}
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DrawOverheadMap(cposx, cposy, cang.Buildang(), smoothratio);
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DrawOverheadMap(cposx, cposy, cang, smoothratio);
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RestoreInterpolations();
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}
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}
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@ -385,17 +385,17 @@ 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, int cang, double const smoothratio)
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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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{
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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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int xrepeat, yrepeat, tilenum, daang;
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int xrepeat, yrepeat, tilenum;
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int xvect, yvect;
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int p;
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PalEntry col;
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xvect = -bsin(cang) * czoom;
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yvect = -bcos(cang) * czoom;
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xvect = -cang.Sin() * 16384. * czoom;
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yvect = -cang.Cos() * 16384. * czoom;
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int xdim = twod->GetWidth() << 11;
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int ydim = twod->GetHeight() << 11;
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@ -559,7 +559,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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int xx = twod->GetWidth() / 2. + x1 / 4096.;
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int yy = twod->GetHeight() / 2. + y1 / 4096.;
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daang = ((!SyncInput() ? act->spr.angle : act->interpolatedangle(smoothratio / 65536.)).Buildang() - cang) & 2047;
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auto const daang = -((!SyncInput() ? act->spr.angle : act->interpolatedangle(smoothratio / 65536.)) - cang).Normalized360().Degrees();
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if (p == screenpeek || ud.coop == 1)
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{
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@ -576,7 +576,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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else if (j > (65536 << 1)) j = (65536 << 1);
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DrawTexture(twod, tileGetTexture(i), xx, yy, DTA_TranslationIndex, TRANSLATION(Translation_Remap + setpal(&pp), act->spr.pal), DTA_CenterOffset, true,
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DTA_Rotate, daang * -BAngToDegree, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j / 65536., DTA_ScaleY, j / 65536., TAG_DONE);
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DTA_Rotate, daang, DTA_Color, shadeToLight(act->spr.shade), DTA_ScaleX, j / 65536., DTA_ScaleY, j / 65536., TAG_DONE);
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}
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}
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return true;
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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, int a, double const smoothratio) 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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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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@ -52,7 +52,7 @@ void DrawMap(double const smoothratio)
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int x = pPlayerActor->__interpolatedx(smoothratio);
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int y = pPlayerActor->__interpolatedy(smoothratio);
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int ang = (!SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio)).Buildang();
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auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio);
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DrawOverheadMap(x, y, ang, smoothratio);
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}
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}
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@ -69,14 +69,14 @@ 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, int a, double const smoothratio)
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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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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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auto pPlayerActor = PlayerList[i].pActor;
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int xvect = -bsin(a) * z;
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int yvect = -bcos(a) * z;
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int xvect = -a.Sin() * 16384. * z;
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int yvect = -a.Cos() * 16384. * z;
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int ox = mx - x;
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int oy = my - y;
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int x1 = DMulScale(ox, xvect, -oy, yvect, 16);
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@ -1505,7 +1505,7 @@ void drawscreen(PLAYER* pp, double smoothratio, bool sceneonly)
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}
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}
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}
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DrawOverheadMap(tx, ty, tang.Buildang(), smoothratio);
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DrawOverheadMap(tx, ty, tang, smoothratio);
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}
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SWSpriteIterator it;
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@ -1567,11 +1567,11 @@ bool GameInterface::GenerateSavePic()
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int czoom, int cang, double const smoothratio)
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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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{
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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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int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum, daang;
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int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum;
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int xvect, yvect;
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walltype* wal, * wal2;
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short p;
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@ -1579,8 +1579,8 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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bool sprisplayer = false;
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short txt_x, txt_y;
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xvect = -bsin(cang) * czoom;
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yvect = -bcos(cang) * czoom;
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xvect = -cang.Sin() * 16384. * czoom;
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yvect = -cang.Cos() * 16384. * czoom;
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int xdim = twod->GetWidth() << 11;
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int ydim = twod->GetHeight() << 11;
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@ -1637,7 +1637,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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if (czoom > 192)
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{
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daang = ((!SyncInput() ? actor->spr.angle : actor->interpolatedangle(smoothratio / 65536.)).Buildang() - cang) & 2047;
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const auto daang = -((!SyncInput() ? actor->spr.angle : actor->interpolatedangle(smoothratio / 65536.)) - cang).Normalized360().Degrees();
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// Special case tiles
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if (actor->spr.picnum == 3123) break;
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@ -1653,7 +1653,7 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, int
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double sc = czoom * (actor->spr.yrepeat) / 32768.;
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if (spnum >= 0)
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{
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DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), xx, yy, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang * -BAngToDegree,
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DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), xx, yy, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang,
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DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, actor->spr.pal), DTA_Color, shadeToLight(actor->spr.shade),
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DTA_Alpha, (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT) ? 0.33 : 1., TAG_DONE);
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}
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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, int a, double const smoothratio) 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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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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