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111 lines
3.9 KiB
C++
111 lines
3.9 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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void GrabMap()
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{
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for(auto&sec : sectors())
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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 smoothratio)
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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].Actor();
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auto psp = &pPlayerActor->s();
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int x = psp->interpolatedx(smoothratio);
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int y = psp->interpolatedy(smoothratio);
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int ang = (!SyncInput() ? PlayerList[nLocalPlayer].angle.sum() : PlayerList[nLocalPlayer].angle.interpolatedsum(smoothratio)).asbuild();
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DrawOverheadMap(x, y, ang, smoothratio);
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}
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}
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template<typename T> void GetSpriteExtents(T const* const pSprite, int* top, int* bottom)
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{
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*top = *bottom = pSprite->z;
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if ((pSprite->cstat & 0x30) != 0x20)
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{
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int height = tileHeight(pSprite->picnum);
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int center = height / 2 + tileTopOffset(pSprite->picnum);
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*top -= (pSprite->yrepeat << 2) * center;
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*bottom += (pSprite->yrepeat << 2) * (height - center);
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}
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}
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bool GameInterface::DrawAutomapPlayer(int mx, int my, int x, int y, int z, int a, double const smoothratio)
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{
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for (int i = connecthead; i >= 0; i = connectpoint2[i])
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{
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auto pPlayerActor = PlayerList[i].Actor();
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spritetype* pSprite = &pPlayerActor->s();
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int xvect = -bsin(a) * z;
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int yvect = -bcos(a) * z;
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int ox = mx - x;
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int oy = my - y;
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int x1 = DMulScale(ox, xvect, -oy, yvect, 16);
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int y1 = DMulScale(oy, xvect, ox, yvect, 16);
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int xx = xdim / 2. + x1 / 4096.;
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int yy = ydim / 2. + y1 / 4096.;
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if (i == nLocalPlayer)// || gGameOptions.nGameType == 1)
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{
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int nTile = pSprite->picnum;
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int ceilZ, floorZ;
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Collision ceilHit, floorHit;
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getzrange(pSprite->pos, pSprite->sector(), &ceilZ, ceilHit, &floorZ, floorHit, (pSprite->clipdist << 2) + 16, CLIPMASK0);
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int nTop, nBottom;
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GetSpriteExtents(pSprite, &nTop, &nBottom);
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int nScale = (pSprite->yrepeat + ((floorZ - nBottom) >> 8)) * z;
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nScale = clamp(nScale, 8000, 65536 << 1);
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// Players on automap
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double x = xdim / 2. + x1 / double(1 << 12);
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double y = ydim / 2. + y1 / double(1 << 12);
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// This very likely needs fixing later
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DrawTexture(twod, tileGetTexture(nTile /*+ ((PlayClock >> 4) & 3)*/, true), xx, yy, DTA_ClipLeft, windowxy1.x, DTA_ClipTop, windowxy1.y, DTA_ScaleX, z / 1536., DTA_ScaleY, z / 1536., DTA_CenterOffset, true,
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DTA_ClipRight, windowxy2.x + 1, DTA_ClipBottom, windowxy2.y + 1, DTA_Alpha, (pSprite->cstat & 2 ? 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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