raze/source/games/exhumed/src/map.cpp

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//-------------------------------------------------------------------------
/*
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 <string.h>
#include "player.h"
#include "engine.h"
#include "exhumed.h"
#include "view.h"
#include "v_2ddrawer.h"
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#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();
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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<typename T> 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 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 x1 = pSprite->x - x;
int y1 = pSprite->y - y;
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), x, y, 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