ns/main/source/mod/AvHOverviewMap.cpp
XP-Cagey b918c731aa Bugfixes for mantis #1008, #1009
Rewrote WeaponsResource code so that uninitialized slots are no longer returned as valid weapons
Removed upp_* from command constants and console commands
Removed commented out entry from hl_baseentity.cpp
Shift in map data position is now performed by the network layer instead of at the time of creation
Deleted obsolete Util.vcproj
Replaced calls to fmax with calls to max in AvHEntities.cpp (Win32 compiler wasn't finding fmax command without explicit include)
Began implementation of client-to-server tunnel for Nexus


git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@94 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-05-05 15:20:23 +00:00

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25 KiB
C++

#include "cl_dll/hud.h"
#include "cl_dll/cl_util.h"
#include "common/const.h"
#include "common/entity_state.h"
#include "common/cl_entity.h"
#include "ui/UITags.h"
#include "mod/AvHOverviewMap.h"
#include "mod/AvHSharedUtil.h"
#include "mod/AvHSpecials.h"
#include "mod/AvHMiniMap.h"
#include "ui/UIUtil.h"
#include "mod/AvHPlayerUpgrade.h"
#include "mod/AvHSpriteAPI.h"
#include "mod/AvHSprites.h"
using std::string;
class DrawingOrderSort
{
public:
bool operator()(const DrawableEntity& entity1, const DrawableEntity& entity2)
{
// Draw resource nodes all the way on the bottom.
if (entity1.mUser3 == AVH_USER3_FUNC_RESOURCE)
{
if (entity2.mUser3 == AVH_USER3_FUNC_RESOURCE)
{
return entity1.mEntityNumber > entity2.mEntityNumber;
}
else
{
return true;
}
}
else if (entity2.mUser3 == AVH_USER3_FUNC_RESOURCE)
{
return false;
}
// Draw the local player on top of everything.
if (entity1.mIsLocalPlayer)
{
return false;
}
else if (entity2.mIsLocalPlayer)
{
return true;
}
// Draw players on top of structures.
return (entity1.mEntityNumber > entity2.mEntityNumber);
}
};
AvHOverviewMap::AvHOverviewMap()
{
this->Init();
}
void AvHOverviewMap::Init()
{
this->mUser3 = AVH_USER3_NONE;
this->mTeam = TEAM_IND;
this->mDrawableEntityList.clear();
// Approximately 1/max world dimension
this->mMapExtents.ResetMapExtents();
this->mMiniMapSprite = 0;
this->mReticleSprite = 0;
mLastUpdateTime = 0;
}
void AvHOverviewMap::Clear()
{
this->Init();
}
void AvHOverviewMap::GetSpriteForEntity(const DrawableEntity& entity, int& outSprite, int& outFrame, int& outRenderMode)
{
outRenderMode = kRenderTransTexture;
if ((this->mUser3 == AVH_USER3_COMMANDER_PLAYER) || (entity.mUser3 == AVH_USER3_UNKNOWN))
{
outSprite = Safe_SPR_Load(kCommBlipSprite);
outFrame = 0;
}
else
{
gHUD.GetSpriteForUser3(entity.mUser3, outSprite, outFrame, outRenderMode);
}
}
void AvHOverviewMap::GetColorForEntity(const DrawableEntity& entity, float& outR, float& outG, float& outB)
{
if (entity.mUser3 == AVH_USER3_WAYPOINT)
{
outR = 0.1;
outG = 0.8;
outB = 1.0;
}
else if (entity.mTeam == TEAM_IND)
{
if (entity.mUser3 == AVH_USER3_WELD)
{
outR = 1.0;
outG = 0.7;
outB = 0.0;
}
else
{
outR = 0.5;
outG = 0.5;
outB = 0.5;
}
}
else
{
if (entity.mTeam == mTeam)
{
if (entity.mUser3 == AVH_USER3_HIVE ||
entity.mUser3 == AVH_USER3_COMMANDER_STATION ||
entity.mUser3 == AVH_USER3_TURRET_FACTORY ||
entity.mUser3 == AVH_USER3_ARMORY ||
entity.mUser3 == AVH_USER3_ADVANCED_ARMORY ||
entity.mUser3 == AVH_USER3_ARMSLAB ||
entity.mUser3 == AVH_USER3_PROTOTYPE_LAB ||
entity.mUser3 == AVH_USER3_OBSERVATORY ||
entity.mUser3 == AVH_USER3_TURRET ||
entity.mUser3 == AVH_USER3_SIEGETURRET ||
entity.mUser3 == AVH_USER3_RESTOWER ||
entity.mUser3 == AVH_USER3_INFANTRYPORTAL ||
entity.mUser3 == AVH_USER3_PHASEGATE ||
entity.mUser3 == AVH_USER3_DEFENSE_CHAMBER ||
entity.mUser3 == AVH_USER3_MOVEMENT_CHAMBER ||
entity.mUser3 == AVH_USER3_OFFENSE_CHAMBER ||
entity.mUser3 == AVH_USER3_SENSORY_CHAMBER ||
entity.mUser3 == AVH_USER3_ALIENRESTOWER ||
entity.mUser3 == AVH_USER3_ADVANCED_TURRET_FACTORY)
{
outR = 0.5;
outG = 0.8;
outB = 1.0;
}
else
{
outR = 1.0;
outG = 1.0;
outB = 1.0;
// Color squads.
int localPlayerSquad;
if (g_iUser1 == OBS_NONE)
{
localPlayerSquad = gHUD.GetCurrentSquad();
}
else
{
// We don't have access to the squad information for player's
// we're spectating.
localPlayerSquad = 0;
}
if (mUser3 != AVH_USER3_COMMANDER_PLAYER)
{
if (entity.mIsLocalPlayer ||
(entity.mSquadNumber != 0 &&
entity.mSquadNumber == localPlayerSquad))
{
outR = 0.5;
outG = 1.0;
outB = 0.5;
}
}
}
}
else
{
outR = 1.0;
outG = 0.1;
outB = 0.0;
}
}
}
void AvHOverviewMap::DrawMiniMapEntity(const DrawInfo& inDrawInfo, const DrawableEntity& inEntity)
{
if (!GetHasData())
{
return;
}
float theEntityPosX = inEntity.mX;
float theEntityPosY = inEntity.mY;
// Draw local player smoothly and predicted.
if (inEntity.mIsLocalPlayer)
{
theEntityPosX = this->mWorldPlayerX;
theEntityPosY = this->mWorldPlayerY;
}
int theSprite = 0;
int theFrame = 0;
int theRenderMode;
GetSpriteForEntity(inEntity, theSprite, theFrame, theRenderMode);
if (theSprite > 0)
{
int theSprWidth = SPR_Width(theSprite, theFrame);
int theSprHeight = SPR_Height(theSprite, theFrame);
int theX = inDrawInfo.mX;
int theY = inDrawInfo.mY;
int theWidth = inDrawInfo.mWidth;
int theHeight = inDrawInfo.mHeight;
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
float scale = 0.75; // How much to scale the sprite.
bool isPlayer = inEntity.mUser3 == AVH_USER3_MARINE_PLAYER || inEntity.mUser3 == AVH_USER3_HEAVY; //heavy used for player in minimap system
bool theIsWaypoint = inEntity.mUser3 == AVH_USER3_WAYPOINT;
float w = theSprWidth * scale;
float h = theSprHeight * scale;
float entityMiniMapX = theX + ((theEntityPosX - inDrawInfo.mViewWorldMinX) / viewWorldXSize) * theWidth;
float entityMiniMapY = theY + ((inDrawInfo.mViewWorldMaxY - theEntityPosY) / viewWorldYSize) * theHeight;
float x = entityMiniMapX - w / 2.0f;
float y = entityMiniMapY - h / 2.0f;
if (theIsWaypoint)
{
float theFractionalLastUpdate = mLastUpdateTime - (int)mLastUpdateTime;
if (theFractionalLastUpdate < .25f)
{
return;
}
}
// Perform gross culling of sprites.
if (x + w >= theX && y + h >= theY && x < theX + theWidth && y < theY + theHeight)
{
float r, g, b;
GetColorForEntity(inEntity, r, g, b);
AvHSpriteSetColor(r, g, b);
// If it's the local player, draw the FOV.
if (inEntity.mIsLocalPlayer && mUser3 != AVH_USER3_COMMANDER_PLAYER)
{
int theSprite = Safe_SPR_Load("sprites/fov.spr");
int theFrame = 0;
int theSprWidth = SPR_Width(theSprite, theFrame);
int theSprHeight = SPR_Height(theSprite, theFrame);
float w2 = theSprWidth * scale;
float h2 = theSprHeight * scale;
float x2 = entityMiniMapX;
float y2 = entityMiniMapY - h2 / 2;
AvHSpriteSetRotation(-inEntity.mAngleRadians * 180 / M_PI, x2, y2 + h2 / 2);
AvHSpriteSetColor(1, 1, 1);
AvHSpriteSetRenderMode(kRenderTransAdd);
AvHSpriteDraw(theSprite, theFrame, x2, y2, x2 + w2, y2 + h2, 0, 0, 1, 1);
}
if (mUser3 != AVH_USER3_COMMANDER_PLAYER)
{
AvHSpriteSetRotation(-inEntity.mAngleRadians * 180 / M_PI, x + w / 2, y + h / 2);
}
else
{
AvHSpriteSetRotation(0, 0, 0);
}
AvHSpriteSetColor(r, g, b);
AvHSpriteSetRenderMode(theRenderMode);
AvHSpriteDraw(theSprite, theFrame, x, y, x + w, y + h, 0, 0, 1, 1);
}
if (isPlayer || theIsWaypoint)
{
const float border = 2;
if (!(x + w / 2 >= theX && y + h / 2 >= theY && x + w / 2 < theX + theWidth && y + h / 2 < theY + theHeight))
{
// Draw friendly players as little arrows on the edge of the minimap.
int theSprite = Safe_SPR_Load(kMarinePlayersSprite);
int theFrame = theIsWaypoint ? 4 : 3;
ASSERT(theSprite != 0);
int theSprWidth = SPR_Width(theSprite, theFrame);
int theSprHeight = SPR_Height(theSprite, theFrame);
float tipX = entityMiniMapX;
float tipY = entityMiniMapY;
if (tipX < theX + border) tipX = theX + border;
if (tipY < theY + border) tipY = theY + border;
if (tipX > theX + theWidth - border) tipX = theX + theWidth - border;
if (tipY > theY + theHeight - border) tipY = theY + theHeight - border;
float dx = tipX - entityMiniMapX;
float dy = tipY - entityMiniMapY;
float angle = atan2(dy, dx) * 180 / M_PI;
w = theSprWidth;
h = theSprHeight;
int renderMode = kRenderTransTexture;
if (theIsWaypoint)
{
renderMode = kRenderTransAdd;
}
AvHSpriteSetRenderMode(renderMode);
float r, g, b;
GetColorForEntity(inEntity, r, g, b);
AvHSpriteSetColor(r, g, b);
AvHSpriteSetRotation(angle, tipX, tipY);
AvHSpriteDraw(theSprite, theFrame, tipX, tipY - h / 2 , tipX + w, tipY + h / 2, 0, 0, 1, 1);
}
}
}
}
bool AvHOverviewMap::GetHasData() const
{
return this->mDrawableEntityList.size() > 0;
}
void AvHOverviewMap::GetWorldPosFromMouse(const DrawInfo& inDrawInfo, int inMouseX, int inMouseY, float& outWorldX, float& outWorldY)
{
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
outWorldX = ((float)(inMouseX) / inDrawInfo.mWidth) * viewWorldXSize + inDrawInfo.mViewWorldMinX;
outWorldY = inDrawInfo.mViewWorldMaxY - ((float)(inMouseY) / inDrawInfo.mHeight) * viewWorldYSize;
}
void AvHOverviewMap::KillOldAlerts(float inCurrentTime)
{
for(MapAlertListType::iterator theIter = this->mAlertList.begin(); theIter != this->mAlertList.end(); /* no inc */)
{
if(inCurrentTime > theIter->mExpireTime)
{
theIter = this->mAlertList.erase(theIter);
}
else
{
++theIter;
}
}
}
void AvHOverviewMap::DrawMiniMap(const DrawInfo& inDrawInfo)
{
// Load the mini-map sprite if it's not already loaded.
if (!mMiniMapSprite && (mMapName != ""))
{
string theMiniMapName = AvHMiniMap::GetSpriteNameFromMap(ScreenWidth(), mMapName);
mMiniMapSprite = Safe_SPR_Load(theMiniMapName.c_str());
}
if (!mMiniMapSprite)
{
return;
}
float mapXSize = mMapExtents.GetMaxMapX() - mMapExtents.GetMinMapX();
float mapYSize = mMapExtents.GetMaxMapY() - mMapExtents.GetMinMapY();
float mapXCenter = (mMapExtents.GetMaxMapX() + mMapExtents.GetMinMapX()) / 2;
float mapYCenter = (mMapExtents.GetMaxMapY() + mMapExtents.GetMinMapY()) / 2;
float aspectRatio = mapXSize / mapYSize;
float xScale;
float yScale;
if(mapXSize > mapYSize)
{
xScale = 1.0f;
yScale = mapYSize / mapXSize;
}
else
{
xScale = mapYSize / mapXSize;
yScale = 1.0f;
}
float x1 = mapXCenter - mapXSize * xScale / 2;
float y1 = mapYCenter + mapYSize * yScale / 2;
WorldToMiniMapCoords(inDrawInfo, x1, y1);
float x2 = mapXCenter + mapXSize * xScale / 2;
float y2 = mapYCenter - mapYSize * yScale / 2;
WorldToMiniMapCoords(inDrawInfo, x2, y2);
AvHSpriteSetRenderMode(kRenderTransTexture);
AvHSpriteSetRotation(0, 0, 0);
// TODO this should be based on a flag not the user3
if (mUser3 == AVH_USER3_COMMANDER_PLAYER)
{
// Use the small map if it's the commander view.
AvHSpriteDraw(mMiniMapSprite, 4, x1, y1, x2, y2, 0, 0, 1, 1);
}
else
{
AvHSpriteDrawTiles(mMiniMapSprite, 2, 2, x1, y1, x2, y2,
0, 0, 1, 1);
}
// Reset orientation after potentially orienting above to make sure it doesn't affect subsequent code
AvHSpriteSetRotation(0, 0, 0);
}
void AvHOverviewMap::WorldToMiniMapCoords(const DrawInfo& inDrawInfo, float& x, float& y)
{
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
x = inDrawInfo.mX + ((x - inDrawInfo.mViewWorldMinX) / viewWorldXSize) * inDrawInfo.mWidth;
y = inDrawInfo.mY + ((inDrawInfo.mViewWorldMaxY - y) / viewWorldYSize) * inDrawInfo.mHeight;
}
void AvHOverviewMap::DrawAlerts(const DrawInfo& inDrawInfo)
{
int theX = inDrawInfo.mX;
int theY = inDrawInfo.mY;
int theWidth = inDrawInfo.mWidth;
int theHeight = inDrawInfo.mHeight;
AvHSpriteEnableClippingRect(true);
AvHSpriteSetClippingRect(theX, theY, theX + theWidth, theY + theHeight);
int theSprite = Safe_SPR_Load(kAlertSprite);
int theFrame = 0;
ASSERT(theSprite != 0);
int theSprWidth = SPR_Width(theSprite, theFrame);
int theSprHeight = SPR_Height(theSprite, theFrame);
float viewWorldXSize = inDrawInfo.mViewWorldMaxX - inDrawInfo.mViewWorldMinX;
float viewWorldYSize = inDrawInfo.mViewWorldMaxY - inDrawInfo.mViewWorldMinY;
for (unsigned int i = 0; i < mAlertList.size(); ++i)
{
float maxAlertSize = 5;
float minAlertSize = 0.4;
float transitionTime = 1;
float dt = (mLastUpdateTime - mAlertList[i].mStartTime) / transitionTime;
if (dt > 1) dt = 1;
float scale = (1 - sqrt(dt)) * (maxAlertSize - minAlertSize) + minAlertSize;
float w = theSprWidth * scale;
float h = theSprHeight * scale;
float cx = mAlertList[i].mX;
float cy = mAlertList[i].mY;
WorldToMiniMapCoords(inDrawInfo, cx, cy);
float angle = dt * 180;
float fadeOutStartTime = mAlertList[i].mExpireTime - (transitionTime / 2);
float alpha = 1 - (mLastUpdateTime - fadeOutStartTime) / (transitionTime / 2);
if (alpha < 0)
{
alpha = 0;
}
AvHSpriteSetRenderMode(kRenderTransAdd);
AvHSpriteSetColor(1, 1, 1, alpha * 0.1);
AvHSpriteSetRotation(angle, cx, cy);
AvHSpriteDraw(theSprite, theFrame, cx - w / 2, cy - h / 2, cx + w / 2, cy + h / 2, 0, 0, 1, 1);
}
}
void AvHOverviewMap::AddAlert(float x, float y)
{
MapAlert alert;
alert.mStartTime = mLastUpdateTime;
alert.mExpireTime = mLastUpdateTime + BALANCE_VAR(kAlertExpireTime) / 5;
alert.mX = x;
alert.mY = y;
mAlertList.push_back(alert);
}
void AvHOverviewMap::Draw(const DrawInfo& inDrawInfo)
{
int theX = inDrawInfo.mX;
int theY = inDrawInfo.mY;
int theCompWidth = inDrawInfo.mWidth;
int theCompHeight = inDrawInfo.mHeight;
AvHSpriteBeginFrame();
AvHSpriteEnableClippingRect(true);
AvHSpriteSetClippingRect(theX, theY, theX + theCompWidth, theY + theCompHeight);
// Draw the minimap background.
DrawMiniMap(inDrawInfo);
// Draw the entities on the minimap.
if (mUser3 == AVH_USER3_COMMANDER_PLAYER)
{
AvHSpriteEnableClippingRect(false);
}
for (DrawableEntityListType::const_iterator theIter = this->mDrawableEntityList.begin(); theIter != this->mDrawableEntityList.end(); theIter++)
{
DrawMiniMapEntity(inDrawInfo, *theIter);
}
// Draw the way points as entities.
{
for (MapOrderListType::const_iterator theIter = mMapOrderList.begin(); theIter != mMapOrderList.end(); theIter++)
{
DrawableEntity drawableEntity;
drawableEntity.mUser3 = AVH_USER3_WAYPOINT;
drawableEntity.mX = theIter->mX;
drawableEntity.mY = theIter->mY;
DrawMiniMapEntity(inDrawInfo, drawableEntity);
}
}
// Draw the alerts.
DrawAlerts(inDrawInfo);
// Draw the reticle.
if(this->mUser3 == AVH_USER3_COMMANDER_PLAYER)
{
int theFrame = 0;
if (!this->mReticleSprite)
{
this->mReticleSprite = Safe_SPR_Load(kReticleSprite);
}
if (this->mReticleSprite)
{
float x = mWorldPlayerX;
float y = mWorldPlayerY;
WorldToMiniMapCoords(inDrawInfo, x, y);
float w = SPR_Width(this->mReticleSprite, theFrame);
float h = SPR_Height(this->mReticleSprite, theFrame);
AvHSpriteSetRenderMode(kRenderTransAdd);
AvHSpriteSetColor(1, 1, 1);
AvHSpriteSetRotation(0, 0, 0);
AvHSpriteDraw(mReticleSprite, theFrame, x - w / 2, y - h / 2, x + w / 2, y + h / 2, 0, 0, 1, 1);
}
}
// Reset orientation after potentially orienting above to make sure it doesn't affect subsequent code
AvHSpriteSetRotation(0, 0, 0);
AvHSpriteEndFrame();
}
int AvHOverviewMap::GetEntityAtWorldPosition(float inWorldX, float inWorldY, float inRadius) const
{
for (int i = 0; i < (int)mDrawableEntityList.size(); ++i)
{
float dx = mDrawableEntityList[i].mX - inWorldX;
float dy = mDrawableEntityList[i].mY - inWorldY;
if (dx * dx + dy * dy < inRadius * inRadius)
{
return mDrawableEntityList[i].mEntityNumber;
}
}
return 0;
}
void AvHOverviewMap::SetMapExtents(const string& inMapName, const AvHMapExtents& inMapExtents)
{
this->mMapName = inMapName;
this->mMapExtents = inMapExtents;
}
void AvHOverviewMap::GetMapExtents(AvHMapExtents& outMapExtents)
{
outMapExtents = mMapExtents;
}
void AvHOverviewMap::SetUser3(AvHUser3 inUser3)
{
this->mUser3 = inUser3;
}
void AvHOverviewMap::SetWorldPosition(float inPlayerX, float inPlayerY)
{
mWorldPlayerX = inPlayerX;
mWorldPlayerY = inPlayerY;
}
void AvHOverviewMap::GetWorldPosition(float& outWorldX, float& outWorldY)
{
outWorldX = mWorldPlayerX;
outWorldY = mWorldPlayerY;
}
void AvHOverviewMap::Update(float inCurrentTime)
{
mLastUpdateTime = inCurrentTime;
// if(gHUD.GetGameStarted())
// {
// this->mMap.Update(inCurrentTime, this->mMapExtents.GetMinMapX(), this->mMapExtents.GetMinMapY(), this->mMapExtents.GetMaxMapX(), this->mMapExtents.GetMaxMapY(), this->mViewHeight);
// }
// Get player data from engine and store for use during draw
this->UpdateDrawData(inCurrentTime);
// Kill off any old alerts
this->KillOldAlerts(inCurrentTime);
}
const float kPositionNetworkConstant = 2.0f;
void AvHOverviewMap::UpdateDrawData(float inCurrentTime)
{
int theLocalPlayerIndex;
if (g_iUser1 == OBS_NONE)
{
cl_entity_s* thePlayer = gEngfuncs.GetLocalPlayer();
theLocalPlayerIndex = thePlayer->index;
}
else
{
theLocalPlayerIndex = g_iUser2;
}
cl_entity_s* thePlayer = gEngfuncs.GetEntityByIndex(theLocalPlayerIndex);
mTeam = (AvHTeamNumber)(thePlayer->curstate.team);
// Clear list of drawable entities
this->mDrawableEntityList.clear();
// Get all entities
MapEntityMap theEntityList;
gHUD.GetEntityHierarchy().GetEntityInfoList(theEntityList);
// For each entity
for(MapEntityMap::iterator theIter = theEntityList.begin(); theIter != theEntityList.end(); theIter++)
{
// If the player has no leader, then he IS a leader
int theCurrentPlayerIndex = theIter->first;
bool theIsLocalPlayer = (theLocalPlayerIndex == theCurrentPlayerIndex);
DrawableEntity theDrawableEntity;
theDrawableEntity.mEntityNumber = theIter->first;
theDrawableEntity.mX = theIter->second.mX;
theDrawableEntity.mY = theIter->second.mY;
theDrawableEntity.mUser3 = theIter->second.mUser3;
theDrawableEntity.mTeam = theIter->second.mTeam;
theDrawableEntity.mAngleRadians = theIter->second.mAngle * M_PI / 180;
theDrawableEntity.mSquadNumber = theIter->second.mSquadNumber;
// Returns position relative to minimap, so add it back in
// commented this out here, commented out corresponding shift in AvHEntityHierarchy::BuildFromTeam at line 234
// theDrawableEntity.mX += this->mMapExtents.GetMinMapX();
// theDrawableEntity.mY += this->mMapExtents.GetMinMapY();
theDrawableEntity.mIsLocalPlayer = theIsLocalPlayer;
// Get additional information about the entity from the client state.
cl_entity_t* clientEntity = gEngfuncs.GetEntityByIndex(theDrawableEntity.mEntityNumber);
if(clientEntity)
{
if (clientEntity->index >= 32)
{
theDrawableEntity.mAngleRadians = clientEntity->angles[1] * M_PI / 180;
}
// Update the information for this entity from the client information
// if they're in the local player's PVS.
// We really want to check if the client data is more recent than the
// minimap data, but I don't know how to get the timestamp on the minimap
// data.
if (clientEntity->curstate.messagenum >= thePlayer->curstate.messagenum)
{
//theDrawableEntity.mUser3 = (AvHUser3)(clientEntity->curstate.iuser3);
// Brush entities don't have the correct position information, so
// don't update them from the client data.
if (theDrawableEntity.mUser3 != AVH_USER3_WELD)
{
theDrawableEntity.mX = clientEntity->origin.x;
theDrawableEntity.mY = clientEntity->origin.y;
theDrawableEntity.mAngleRadians = clientEntity->angles[1] * M_PI / 180;
}
}
else
{
// If the difference between the minimap position and the client data
// position is less than the minimap quantization error, then use
// the client position to avoid popping when the entity goes out of the
// PVS.
float dx = fabs(theDrawableEntity.mX - clientEntity->origin.x);
float dy = fabs(theDrawableEntity.mY - clientEntity->origin.y);
if (dx < kPositionNetworkConstant && dy < kPositionNetworkConstant)
{
theDrawableEntity.mX = clientEntity->origin.x;
theDrawableEntity.mY = clientEntity->origin.y;
}
}
if (theDrawableEntity.mUser3 != AVH_USER3_COMMANDER_PLAYER)
{
this->mDrawableEntityList.push_back(theDrawableEntity);
}
}
}
std::sort(mDrawableEntityList.begin(), mDrawableEntityList.end(), DrawingOrderSort());
}
void AvHOverviewMap::UpdateOrders(const OrderListType& inOrderList, const EntityListType& inDrawPlayers)
{
// Look for orders which apply to the players in the draw players list.
mMapOrderList.clear();
if (mUser3 == AVH_USER3_COMMANDER_PLAYER)
{
return;
}
for (OrderListType::const_iterator theIter = inOrderList.begin(); theIter != inOrderList.end(); ++theIter)
{
// Draw the order if the order is for any plays that are in our draw player list
bool theDrawWaypoint = false;
EntityInfo theReceiverPlayer = theIter->GetReceiver();
EntityListType::const_iterator theSearchIter = std::find(inDrawPlayers.begin(), inDrawPlayers.end(), theReceiverPlayer);
if(theSearchIter != inDrawPlayers.end())
{
theDrawWaypoint = true;
}
if (theDrawWaypoint)
{
vec3_t position;
theIter->GetLocation(position);
MapOrder mapOrder;
mapOrder.mX = position[0];
mapOrder.mY = position[1];
mMapOrderList.push_back(mapOrder);
}
}
}
void AvHOverviewMap::VidInit(void)
{
this->mMiniMapSprite = 0;
this->mReticleSprite = 0;
this->mMapName = "";
}