void CG_DrawMap(float x, float y, float w, float h, int mEntFilter, mapScissor_t *scissor, qboolean interactive, float alpha, qboolean borderblend) { int i; snapshot_t *snap; mapEntityData_t *mEnt = &mapEntities[0]; int icon_size; int exspawn = qfalse; if (cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport) { snap = cg.nextSnap; } else { snap = cg.snap; } if (scissor) { //icon_size = AUTOMAP_PLAYER_ICON_SIZE; icon_size = h / 26; if (icon_size < 4) { icon_size = 4; } if (scissor->br[0] >= scissor->tl[0]) { float s0, s1, t0, t1; float sc_x = x, sc_y = y, sc_w = w, sc_h = h; CG_DrawPic(sc_x, sc_y, sc_w, sc_h, cgs.media.commandCentreAutomapMaskShader); s0 = (scissor->tl[0]) / (w * scissor->zoomFactor); s1 = (scissor->br[0]) / (w * scissor->zoomFactor); t0 = (scissor->tl[1]) / (h * scissor->zoomFactor); t1 = (scissor->br[1]) / (h * scissor->zoomFactor); CG_AdjustFrom640(&sc_x, &sc_y, &sc_w, &sc_h); if (cgs.ccLayers) { trap_R_DrawStretchPic(sc_x, sc_y, sc_w, sc_h, s0, t0, s1, t1, cgs.media.commandCentreAutomapShader[cgs.ccSelectedLayer]); } else { trap_R_DrawStretchPic(sc_x, sc_y, sc_w, sc_h, s0, t0, s1, t1, cgs.media.commandCentreAutomapShader[0]); } trap_R_DrawStretchPic(0, 0, 0, 0, 0, 0, 0, 0, cgs.media.whiteShader); // HACK : the code above seems to do weird things to // the next trap_R_DrawStretchPic issued. This works // around this. } // Draw the grid //CG_DrawGrid(x, y, w, h, scissor); } else { vec4_t color; icon_size = COMMANDMAP_PLAYER_ICON_SIZE; Vector4Set(color, 1.f, 1.f, 1.f, alpha); trap_R_SetColor(color); if (cgs.ccLayers) { CG_DrawPic(x, y, w, h, cgs.media.commandCentreMapShaderTrans[cgs.ccSelectedLayer]); } else { CG_DrawPic(x, y, w, h, cgs.media.commandCentreMapShaderTrans[0]); } trap_R_SetColor(NULL); // Draw the grid CG_DrawGrid(x, y, w, h, NULL); } if (borderblend) { vec4_t clr = { 0.f, 0.f, 0.f, 0.75f }; trap_R_SetColor(clr); CG_DrawPic(x, y, w, h, cgs.media.limboBlendThingy); trap_R_SetColor(NULL); } exspawn = CG_DrawSpawnPointInfo(x, y, w, h, qfalse, scissor, -1); for (i = 0, mEnt = &mapEntities[0]; i < mapEntityCount; i++, mEnt++) { if (mEnt->team != CG_LimboPanel_GetRealTeam()) { continue; } if (mEnt->type == ME_PLAYER || mEnt->type == ME_PLAYER_DISGUISED || mEnt->type == ME_PLAYER_REVIVE) { continue; } CG_DrawMapEntity(mEnt, x, y, w, h, mEntFilter, scissor, interactive, snap, icon_size); } CG_DrawSpawnPointInfo(x, y, w, h, qtrue, scissor, exspawn); CG_DrawMortarMarker(x, y, w, h, qtrue, scissor, exspawn); for (i = 0, mEnt = &mapEntities[0]; i < mapEntityCount; i++, mEnt++) { if (mEnt->team != CG_LimboPanel_GetRealTeam()) { continue; } if (mEnt->type != ME_PLAYER && mEnt->type != ME_PLAYER_DISGUISED && mEnt->type != ME_PLAYER_REVIVE) { continue; } CG_DrawMapEntity(mEnt, x, y, w, h, mEntFilter, scissor, interactive, snap, icon_size); } }
void CG_DrawMap(float x, float y, float w, float h, int mEntFilter, mapScissor_t *scissor, qboolean interactive, float alpha, qboolean borderblend) { int i; snapshot_t *snap; mapEntityData_t *mEnt = &mapEntities[0]; int icon_size; int exspawn; team_t RealTeam = CG_LimboPanel_GetRealTeam(); expanded = qfalse; if (cg.nextSnap && !cg.nextFrameTeleport && !cg.thisFrameTeleport) { snap = cg.nextSnap; } else { snap = cg.snap; } if (scissor) { icon_size = AUTOMAP_PLAYER_ICON_SIZE; if (scissor->br[0] >= scissor->tl[0]) { float s0, s1, t0, t1; float sc_x = x, sc_y = y, sc_w = w, sc_h = h; CG_DrawPic(sc_x, sc_y, sc_w, sc_h, cgs.media.commandCentreAutomapMaskShader); s0 = (scissor->tl[0]) / (w * scissor->zoomFactor); s1 = (scissor->br[0]) / (w * scissor->zoomFactor); t0 = (scissor->tl[1]) / (h * scissor->zoomFactor); t1 = (scissor->br[1]) / (h * scissor->zoomFactor); CG_AdjustFrom640(&sc_x, &sc_y, &sc_w, &sc_h); if (cgs.ccLayers) { trap_R_DrawStretchPic(sc_x, sc_y, sc_w, sc_h, s0, t0, s1, t1, cgs.media.commandCentreAutomapShader[cgs.ccSelectedLayer]); } else { trap_R_DrawStretchPic(sc_x, sc_y, sc_w, sc_h, s0, t0, s1, t1, cgs.media.commandCentreAutomapShader[0]); } // FIXME: the code above seems to do weird things to the next trap_R_DrawStretchPic issued. // This hack works around this. trap_R_DrawStretchPic(0, 0, 0, 0, 0, 0, 0, 0, cgs.media.whiteShader); } // Draw the grid CG_DrawGrid(x, y, w, h, scissor); } else { vec4_t color; icon_size = COMMANDMAP_PLAYER_ICON_SIZE; Vector4Set(color, 1.f, 1.f, 1.f, alpha); trap_R_SetColor(color); CG_DrawPic(x, y, w, h, cgs.media.blackmask); if (cgs.ccLayers) { CG_DrawPic(x, y, w, h, cgs.media.commandCentreMapShaderTrans[cgs.ccSelectedLayer]); } else { CG_DrawPic(x, y, w, h, cgs.media.commandCentreMapShaderTrans[0]); } trap_R_SetColor(NULL); // Draw the grid CG_DrawGrid(x, y, w, h, NULL); } if (borderblend) { trap_R_SetColor(clrBorderblend); CG_DrawPic(x, y, w, h, cgs.media.limboBlendThingy); trap_R_SetColor(NULL); } exspawn = CG_DrawSpawnPointInfo(x, y, w, h, qfalse, scissor, -1); // entnfo data for (i = 0, mEnt = &mapEntities[0]; i < mapEntityCount; ++i, ++mEnt) { // spectators can see icons of both teams if ((interactive && mEnt->team != RealTeam) || (mEnt->team != snap->ps.persistant[PERS_TEAM] && snap->ps.persistant[PERS_TEAM] != TEAM_SPECTATOR)) { goto CG_DrawMap_check; } if (mEnt->type == ME_PLAYER || mEnt->type == ME_PLAYER_DISGUISED || mEnt->type == ME_PLAYER_OBJECTIVE || mEnt->type == ME_PLAYER_REVIVE) { goto CG_DrawMap_check; } goto CG_DrawMap_draw; CG_DrawMap_check: if (mEnt->team != RealTeam && !CG_DisguiseMapCheck(mEnt)) { continue; } if (mEnt->type != ME_PLAYER && mEnt->type != ME_PLAYER_DISGUISED && mEnt->type != ME_PLAYER_OBJECTIVE && mEnt->type != ME_PLAYER_REVIVE) { continue; } CG_DrawMap_draw: CG_DrawMapEntity(mEnt, x, y, w, h, mEntFilter, scissor, interactive, snap, icon_size); } // entnfo2 data, draw non-players & non-tanks //for(i = 0, mEnt = &mapEntities2[0]; i < mapEntityCount2; ++i, ++mEnt ) { // CG_DrawMapEntity( mEnt, x, y, w, h, mEntFilter, scissor, interactive, snap, icon_size ); //} CG_DrawSpawnPointInfo(x, y, w, h, qtrue, scissor, exspawn); CG_DrawMortarMarker(x, y, w, h, qtrue, scissor, exspawn); // draw spectator position and direction if (cgs.clientinfo[cg.clientNum].team == TEAM_SPECTATOR) { vec2_t pos, size; bg_playerclass_t *classInfo; if (snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) { size[0] = size[1] = 16; } else { size[0] = size[1] = 12; } if (scissor) { size[0] *= (scissor->zoomFactor / AUTOMAP_ZOOM); size[1] *= (scissor->zoomFactor / AUTOMAP_ZOOM); } else { size[0] *= cgs.ccZoomFactor; size[1] *= cgs.ccZoomFactor; } if (scissor) { pos[0] = ((cg.predictedPlayerEntity.lerpOrigin[0] - cg.mapcoordsMins[0]) * cg.mapcoordsScale[0]) * w * scissor->zoomFactor - scissor->tl[0] + x; pos[1] = ((cg.predictedPlayerEntity.lerpOrigin[1] - cg.mapcoordsMins[1]) * cg.mapcoordsScale[1]) * h * scissor->zoomFactor - scissor->tl[1] + y; } else { pos[0] = x + ((cg.predictedPlayerEntity.lerpOrigin[0] - cg.mapcoordsMins[0]) * cg.mapcoordsScale[0]) * w; pos[1] = y + ((cg.predictedPlayerEntity.lerpOrigin[1] - cg.mapcoordsMins[1]) * cg.mapcoordsScale[1]) * h; } if (snap->ps.persistant[PERS_TEAM] == TEAM_SPECTATOR) { // draw a arrow when free-spectating. // FIXME: don't reuse the ccMortarTargetArrow CG_DrawRotatedPic(pos[0] - (size[0] * 0.5f), pos[1] - (size[1] * 0.5f), size[0], size[1], cgs.media.ccMortarTargetArrow, (0.625 - (cg.predictedPlayerState.viewangles[YAW] - 180.f) / 360.f)); } else { // show only current player position to spectators classInfo = CG_PlayerClassForClientinfo(&cgs.clientinfo[snap->ps.clientNum], &cg_entities[snap->ps.clientNum]); if (snap->ps.powerups[PW_OPS_DISGUISED]) { CG_DrawPic(pos[0] - (size[0] * 0.5f), pos[1] - (size[1] * 0.5f), size[0], size[1], classInfo->icon); CG_DrawPic(pos[0] - (size[0] * 0.5f), pos[1] - (size[1] * 0.5f), size[0], size[1], cgs.media.friendShader); } else if (snap->ps.powerups[PW_REDFLAG] || snap->ps.powerups[PW_BLUEFLAG]) { CG_DrawPic(pos[0] - (size[0] * 0.5f), pos[1] - (size[1] * 0.5f), size[0], size[1], cgs.media.objectiveShader); } else { CG_DrawPic(pos[0] - (size[0] * 0.5f), pos[1] - (size[1] * 0.5f), size[0], size[1], classInfo->icon); } CG_DrawRotatedPic(pos[0] - (size[0] * 0.5f) - 1, pos[1] - (size[1] * 0.5f) - 1, size[0] + 2, size[1] + 2, classInfo->arrow, (0.5 - (cg.predictedPlayerState.viewangles[YAW] - 180.f) / 360.f)); } } }