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https://github.com/ZDoom/Raze.git
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88 lines
3 KiB
C++
88 lines
3 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 2010-2019 EDuke32 developers and contributors
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Copyright (C) 2019 sirlemonhead, Nuke.YKT
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This file is part of PCExhumed.
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PCExhumed is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License version 2
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as published by the Free Software Foundation.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*/
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//-------------------------------------------------------------------------
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#include "ns.h"
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#include <string.h>
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#include "player.h"
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#include "engine.h"
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#include "exhumed.h"
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#include "view.h"
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#include "v_2ddrawer.h"
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#include "automap.h"
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#include "v_draw.h"
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BEGIN_PS_NS
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bool bShowTowers = false;
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void GrabMap()
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{
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for(auto&sec: sector)
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MarkSectorSeen(&sec);
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}
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void UpdateMap()
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{
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if (initsectp->ceilingpal != 3 || (PlayerList[nLocalPlayer].nTorch != 0)) {
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MarkSectorSeen(initsectp);
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}
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}
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void DrawMap(double const interpfrac)
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{
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if (!nFreeze && automapMode != am_off)
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{
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auto pPlayerActor = PlayerList[nLocalPlayer].pActor;
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auto ang = !SyncInput() ? PlayerList[nLocalPlayer].Angles.angSUM() : PlayerList[nLocalPlayer].Angles.angLERPSUM(interpfrac);
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DrawOverheadMap(pPlayerActor->interpolatedpos(interpfrac).XY(), ang, interpfrac);
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool GameInterface::DrawAutomapPlayer(const DVector2& mxy, const DVector2& cpos, const DAngle cang, const DVector2& xydim, const double czoom, double const interpfrac)
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{
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auto cangvect = cang.ToVector();
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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if (i == nLocalPlayer)// || gGameOptions.nGameType == 1)
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{
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auto pPlayerActor = PlayerList[i].pActor;
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auto vect = OutAutomapVector(mxy - cpos, cangvect, czoom, xydim);
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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,
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DTA_ClipRight, viewport3d.Right(), DTA_ClipBottom, viewport3d.Bottom(), DTA_Alpha, (pPlayerActor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT ? 0.5 : 1.), TAG_DONE);
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break;
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}
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}
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return true;
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}
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END_PS_NS
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