//------------------------------------------------------------------------- /* Copyright (C) 2010-2019 EDuke32 developers and contributors Copyright (C) 2019 sirlemonhead, Nuke.YKT This file is part of PCExhumed. PCExhumed is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License version 2 as published by the Free Software Foundation. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ //------------------------------------------------------------------------- #include "ns.h" #include #include "player.h" #include "engine.h" #include "exhumed.h" #include "view.h" #include "v_2ddrawer.h" #include "automap.h" #include "v_draw.h" BEGIN_PS_NS short bShowTowers = false; void GrabMap() { for (int i = 0; i < numsectors; i++) { MarkSectorSeen(i); } } void UpdateMap() { if (sector[initsect].ceilingpal != 3 || (PlayerList[nLocalPlayer].nTorch != 0)) { MarkSectorSeen(initsect); } } void DrawMap(double const smoothratio) { if (!nFreeze && automapMode != am_off) { auto pPlayerActor = PlayerList[nLocalPlayer].Actor(); auto psp = &pPlayerActor->s(); int x = psp->interpolatedx(smoothratio); int y = psp->interpolatedy(smoothratio); int ang = (!SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio)).asbuild(); DrawOverheadMap(x, y, ang, smoothratio); } } template void GetSpriteExtents(T const* const pSprite, int* top, int* bottom) { *top = *bottom = pSprite->z; if ((pSprite->cstat & 0x30) != 0x20) { int height = tileHeight(pSprite->picnum); int center = height / 2 + tileTopOffset(pSprite->picnum); *top -= (pSprite->yrepeat << 2) * center; *bottom += (pSprite->yrepeat << 2) * (height - center); } } bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a, double const smoothratio) { for (int i = connecthead; i >= 0; i = connectpoint2[i]) { auto pPlayerActor = PlayerList[i].Actor(); spritetype* pSprite = &pPlayerActor->s(); int xvect = -bsin(a) * z; int yvect = -bcos(a) * z; int ox = mx - x; int oy = my - y; int x1 = DMulScale(ox, xvect, -oy, yvect, 16); int y1 = DMulScale(oy, xvect, ox, yvect, 16); int xx = xdim / 2. + x1 / 4096.; int yy = ydim / 2. + y1 / 4096.; if (i == nLocalPlayer)// || gGameOptions.nGameType == 1) { int nTile = pSprite->picnum; int ceilZ, ceilHit, floorZ, floorHit; getzrange(&pSprite->pos, pSprite->sectnum, &ceilZ, &ceilHit, &floorZ, &floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0); int nTop, nBottom; GetSpriteExtents(pSprite, &nTop, &nBottom); int nScale = (pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z; nScale = clamp(nScale, 8000, 65536 << 1); // Players on automap double x = xdim / 2. + x1 / double(1 << 12); double y = ydim / 2. + y1 / double(1 << 12); // This very likely needs fixing later DrawTexture(twod, tileGetTexture(nTile /*+ ((PlayClock >> 4) & 3)*/, true), xx, yy, DTA_ClipLeft, windowxy1.x, DTA_ClipTop, windowxy1.y, DTA_ScaleX, z / 1536., DTA_ScaleY, z / 1536., DTA_CenterOffset, true, DTA_ClipRight, windowxy2.x + 1, DTA_ClipBottom, windowxy2.y + 1, DTA_Alpha, (pSprite->cstat & 2 ? 0.5 : 1.), TAG_DONE); break; } } return true; } END_PS_NS