//------------------------------------------------------------------------- /* 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 bool bShowTowers = false; //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- void GrabMap() { for(auto&sec: sector) MarkSectorSeen(&sec); } void UpdateMap() { if (initsectp->ceilingpal != 3 || (PlayerList[nLocalPlayer].nTorch != 0)) { MarkSectorSeen(initsectp); } } void DrawMap(double const interpfrac) { if (!nFreeze && automapMode != am_off) { auto pPlayerActor = PlayerList[nLocalPlayer].pActor; auto ang = !SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(interpfrac); DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), ang, interpfrac); } } //--------------------------------------------------------------------------- // // // //--------------------------------------------------------------------------- bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac) { auto cangvect = cang.ToVector(); for (int i = connecthead; i >= 0; i = connectpoint2[i]) { if (i == nLocalPlayer)// || gGameOptions.nGameType == 1) { auto pPlayerActor = PlayerList[i].pActor; auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim); DrawTexture(twod, tileGetTexture(pPlayerActor->spr.picnum /*+ ((PlayClock >> 4) & 3)*/, true), vect.X, vect.Y, DTA_ClipLeft, viewport3d.Left(), DTA_ClipTop, viewport3d.Top(), DTA_ScaleX, czoom * (2. / 3.), DTA_ScaleY, czoom * (2. / 3.), DTA_CenterOffset, true, DTA_ClipRight, viewport3d.Right(), DTA_ClipBottom, viewport3d.Bottom(), DTA_Alpha, (pPlayerActor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE); break; } } return true; } END_PS_NS