diff --git a/source/games/sw/src/draw.cpp b/source/games/sw/src/draw.cpp index dc13b103a..3817890a5 100644 --- a/source/games/sw/src/draw.cpp +++ b/source/games/sw/src/draw.cpp @@ -1572,6 +1572,8 @@ bool GameInterface::GenerateSavePic() bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, const double czoom, const DAngle cang, double const smoothratio) { + DVector2 b1, b2, b3, b4, v1, v2, v3, v4; + DAngle an; int k, l, x1, y1, x2, y2, x3, y3, x4, y4, ox, oy, xoff, yoff; int dax, day, cosang, sinang, xspan, yspan, sprx, spry; int xrepeat, yrepeat, z1, z2, startwall, endwall, tilenum; @@ -1588,6 +1590,9 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, cons int xdim = twod->GetWidth() << 11; int ydim = twod->GetHeight() << 11; + auto xydim = DVector2(twod->GetWidth() * 0.5, twod->GetHeight() * 0.5); + auto cp = DVector2(cposx, cposy) * inttoworld; + // Draw sprites auto peekActor = Player[screenpeek].actor; for (unsigned i = 0; i < sector.Size(); i++) @@ -1626,21 +1631,18 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, cons spry = actor->__interpolatedy(smoothratio); } + auto sp = DVector2(sprx, spry) * inttoworld; + switch (actor->spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) { - case 0: // Regular sprite + case CSTAT_SPRITE_ALIGNMENT_FACING: // Regular sprite if (Player[p].actor == actor) { - ox = mx - cposx; - oy = my - cposy; - x1 = DMulScale(ox, xvect, -oy, yvect, 16); - y1 = DMulScale(oy, xvect, ox, yvect, 16); - int xx = twod->GetWidth() / 2. + x1 / 4096.; - int yy = twod->GetHeight() / 2. + y1 / 4096.; - if (czoom > 192) { + an = -cang; const auto daang = -((!SyncInput() ? actor->spr.angle : actor->interpolatedangle(smoothratio / 65536.)) - cang).Normalized360().Degrees(); + auto vect = OutAutomapVector(DVector2(mx, my) * inttoworld - cp, an.Sin(), an.Cos(), czoom / 1024., xydim); // Special case tiles if (actor->spr.picnum == 3123) break; @@ -1656,45 +1658,32 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, cons double sc = czoom * (actor->spr.yrepeat) / 32768.; if (spnum >= 0) { - DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), xx, yy, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang, + DrawTexture(twod, tileGetTexture(1196 + pspr_ndx[myconnectindex], true), vect.X, vect.Y, DTA_ScaleX, sc, DTA_ScaleY, sc, DTA_Rotate, daang, DTA_CenterOffsetRel, 2, DTA_TranslationIndex, TRANSLATION(Translation_Remap, actor->spr.pal), DTA_Color, shadeToLight(actor->spr.shade), DTA_Alpha, (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT) ? 0.33 : 1., TAG_DONE); } } } break; - case 16: // Rotated sprite - x1 = sprx; - y1 = spry; + case CSTAT_SPRITE_ALIGNMENT_WALL: // Rotated sprite tilenum = actor->spr.picnum; xoff = (int)tileLeftOffset(tilenum) + (int)actor->spr.xoffset; if ((actor->spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff; - k = actor->int_ang(); - l = actor->spr.xrepeat; - dax = bsin(k) * l; - day = -bcos(k) * l; - l = tileWidth(tilenum); - k = (l >> 1) + xoff; - x1 -= MulScale(dax, k, 16); - x2 = x1 + MulScale(dax, l, 16); - y1 -= MulScale(day, k, 16); - y2 = y1 + MulScale(day, l, 16); - ox = x1 - cposx; - oy = y1 - cposy; - x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); - y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); + xspan = tileWidth(tilenum); - ox = x2 - cposx; - oy = y2 - cposy; - x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); - y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); + an = -cang; + b1 = actor->spr.angle.ToVector().Rotated90CW() * actor->spr.xrepeat * (1. / 64.); + b2 = sp - b1 * ((xspan * 0.5) + xoff); + b3 = b2 + b1 * xspan; - drawlinergb(x1 + xdim, y1 + ydim, x2 + xdim, y2 + ydim, col); + v1 = OutAutomapVector(b2 - cp, an.Sin(), an.Cos(), czoom / 1024., xydim); + v2 = OutAutomapVector(b3 - cp, an.Sin(), an.Cos(), czoom / 1024., xydim); + drawlinergb(v1.X, v1.Y, v2.X, v2.Y, col); break; - case 32: // Floor sprite + case CSTAT_SPRITE_ALIGNMENT_FLOOR: // Floor sprite if (automapMode == am_overlay) { tilenum = actor->spr.picnum; @@ -1705,61 +1694,34 @@ bool GameInterface::DrawAutomapPlayer(int mx, int my, int cposx, int cposy, cons if ((actor->spr.cstat & CSTAT_SPRITE_YFLIP) > 0) yoff = -yoff; - k = actor->int_ang(); - cosang = bcos(k); - sinang = bsin(k); + an = -cang; + + auto acos = actor->spr.angle.Cos(); + auto asin = actor->spr.angle.Sin(); + xspan = tileWidth(tilenum); - xrepeat = actor->spr.xrepeat; + auto xrep = actor->spr.xrepeat * (1. / 64.); yspan = tileHeight(tilenum); - yrepeat = actor->spr.yrepeat; + auto yrep = actor->spr.yrepeat * (1. / 64.); - dax = ((xspan >> 1) + xoff) * xrepeat; - day = ((yspan >> 1) + yoff) * yrepeat; - x1 = sprx + MulScale(sinang, dax, 16) + MulScale(cosang, day, 16); - y1 = spry + MulScale(sinang, day, 16) - MulScale(cosang, dax, 16); - l = xspan * xrepeat; - x2 = x1 - MulScale(sinang, l, 16); - y2 = y1 + MulScale(cosang, l, 16); - l = yspan * yrepeat; - k = -MulScale(cosang, l, 16); - x3 = x2 + k; - x4 = x1 + k; - k = -MulScale(sinang, l, 16); - y3 = y2 + k; - y4 = y1 + k; + auto xscale = DVector2(-asin * xspan * xrep, +acos * xspan * xrep); + auto yscale = DVector2(-acos * yspan * yrep, -asin * yspan * yrep); - ox = x1 - cposx; - oy = y1 - cposy; - x1 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); - y1 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); + auto b0 = DVector2(((xspan * 0.5) + xoff) * xrep, ((yspan * 0.5) + yoff) * yrep); + b1 = sp + (b0 * asin) + (b0.Rotated90CW() * acos); + b2 = b1 + xscale; + b3 = b2 + yscale; + b4 = b1 + yscale; - ox = x2 - cposx; - oy = y2 - cposy; - x2 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); - y2 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); - - ox = x3 - cposx; - oy = y3 - cposy; - x3 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); - y3 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); - - ox = x4 - cposx; - oy = y4 - cposy; - x4 = MulScale(ox, xvect, 16) - MulScale(oy, yvect, 16); - y4 = MulScale(oy, xvect, 16) + MulScale(ox, yvect, 16); - - drawlinergb(x1 + xdim, y1 + ydim, - x2 + xdim, y2 + ydim, col); - - drawlinergb(x2 + xdim, y2 + ydim, - x3 + xdim, y3 + ydim, col); - - drawlinergb(x3 + xdim, y3 + ydim, - x4 + xdim, y4 + ydim, col); - - drawlinergb(x4 + xdim, y4 + ydim, - x1 + xdim, y1 + ydim, col); + v1 = OutAutomapVector(-(b1 - cp), -an.Sin(), -an.Cos(), czoom / 1024., xydim); + v2 = OutAutomapVector(-(b2 - cp), -an.Sin(), -an.Cos(), czoom / 1024., xydim); + v3 = OutAutomapVector(-(b3 - cp), -an.Sin(), -an.Cos(), czoom / 1024., xydim); + v4 = OutAutomapVector(-(b4 - cp), -an.Sin(), -an.Cos(), czoom / 1024., xydim); + drawlinergb(v1.X, v1.Y, v2.X, v2.Y, col); + drawlinergb(v2.X, v2.Y, v3.X, v3.Y, col); + drawlinergb(v3.X, v3.Y, v4.X, v4.Y, col); + drawlinergb(v4.X, v4.Y, v1.X, v1.Y, col); } break; }