From 842f120915531bfbbcb45e4b10a655e11cb2cab5 Mon Sep 17 00:00:00 2001 From: aurhat Date: Sun, 7 Jun 2015 14:24:14 +0200 Subject: [PATCH] Fix and improve showing minimap and radar icons Added features on minimap/radar: 1. local player is visible only when he doesn't follow; 2. player followed (watched) in third person point of view is visible and his team too; 3. fix issue #99 ; 4. fix map position on radar, when player is followed in 3rd person pov - before map didn't move with the followed player. --- source/src/renderhud.cpp | 47 +++++++++++++++++++++++++--------------- 1 file changed, 30 insertions(+), 17 deletions(-) diff --git a/source/src/renderhud.cpp b/source/src/renderhud.cpp index d3205c2d..f5181fa6 100644 --- a/source/src/renderhud.cpp +++ b/source/src/renderhud.cpp @@ -514,6 +514,9 @@ void drawradar_showmap(playerent *p, int w, int h) float iconsize = radarentsize/0.2f; glColor3f(1.0f, 1.0f, 1.0f); glPushMatrix(); + bool spect3rd = p->spectatemode > SM_FOLLOW1ST && p->spectatemode <= SM_FOLLOW3RD_TRANSPARENT; + playerent *d = spect3rd ? players[p->followplayercn] : p; + int p_baseteam = p->team == TEAM_SPECT && spect3rd ? team_base(players[p->followplayercn]->team) : team_base(p->team); extern GLuint minimaptex; vec centerpos(VIRTW/2 , VIRTH/2, 0.0f); if(showmapbackdrop) @@ -549,16 +552,18 @@ void drawradar_showmap(playerent *p, int w, int h) float offy = gdim == mapdims.xspan ? offd : 0; vec mdd = vec(mapdims.x1 - offx, mapdims.y1 - offy, 0); - vec cod(offx, offy, 0); vec ppv = vec(p->o).sub(mdd).mul(coordtrans); - if(team_isactive(p->team)) drawradarent(ppv.x, ppv.y, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player + if(!(p->isspectating() && spect3rd)) drawradarent(ppv.x, ppv.y, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player loopv(players) // other players { playerent *pl = players[i]; - if(!pl || pl==p || !isteam(p->team, pl->team) || !team_isactive(pl->team)) continue; + if(!pl || pl == p || !team_isactive(pl->team)) continue; + int pl_baseteam = team_base(pl->team); + if(p->team < TEAM_SPECT && ((m_teammode && !isteam(p_baseteam, pl_baseteam)) || (!m_teammode && !(spect3rd && d == pl)))) continue; + if(p->team == TEAM_SPECT && !(spect3rd && (isteam(p_baseteam, pl_baseteam) || d == pl))) continue; vec rtmp = vec(pl->o).sub(mdd).mul(coordtrans); - drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_base(pl->team), iconsize, isattacking(pl), "%s", colorname(pl)); + drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, spect3rd && d == pl ? 2 : pl_baseteam, iconsize, isattacking(pl), "%s", colorname(pl)); } if(m_flags) { @@ -582,12 +587,13 @@ void drawradar_showmap(playerent *p, int w, int h) if(m_ktf && f.state == CTFF_IDLE) continue; if(f.state==CTFF_STOLEN) { + if(m_teammode && player1->team == TEAM_SPECT && p->spectatemode > SM_FOLLOW3RD_TRANSPARENT) continue; float d2c = 1.6f * radarentsize/16.0f; vec apos(d2c, -d2c, 0); if(f.actor) { apos.add(f.actor->o); - bool tm = i != team_base(p->team); + bool tm = i != p_baseteam; if(m_htf) tm = !tm; else if(m_ktf) tm = true; if(tm) @@ -605,6 +611,9 @@ void drawradar_showmap(playerent *p, int w, int h) void drawradar_vicinity(playerent *p, int w, int h) { + bool spect3rd = p->spectatemode > SM_FOLLOW1ST && p->spectatemode <= SM_FOLLOW3RD_TRANSPARENT; + playerent *d = spect3rd ? players[p->followplayercn] : p; + int p_baseteam = p->team == TEAM_SPECT && spect3rd ? team_base(players[p->followplayercn]->team) : team_base(p->team); extern GLuint minimaptex; int gdim = max(mapdims.xspan, mapdims.yspan); float radarviewsize = min(VIRTW,VIRTH)/5; @@ -625,32 +634,36 @@ void drawradar_vicinity(playerent *p, int w, int h) glTranslatef(centerpos.x, centerpos.y, 0); glRotatef(-camera1->yaw, 0, 0, 1); glTranslatef(-halfviewsize, -halfviewsize, 0); - vec d4rc = vec(p->o).sub(rsd).normalize().mul(0); - vec usecenter = vec(p->o).sub(rtr).sub(d4rc); + vec d4rc = vec(d->o).sub(rsd).normalize().mul(0); + vec usecenter = vec(d->o).sub(rtr).sub(d4rc); if(showradarvalues) { conoutf("vicinity @ gdim = %d | scaleh = %.2f", gdim, scaleh); conoutf("offd: %.2f [%.2f:%.2f]", offd, offx, offy); conoutf("RTR: %.2f %.2f", rtr.x, rtr.y); conoutf("RSD: %.2f %.2f", rsd.x, rsd.y); - conoutf("P.O: %.2f %.2f", p->o.x, p->o.y); + conoutf("P.O: %.2f %.2f", d->o.x, d->o.y); conoutf("U4C: %.2f %.2f | %.2f %.2f", usecenter.x, usecenter.y, usecenter.x/gdim, usecenter.y/gdim); //showradarvalues = 0; } glDisable(GL_BLEND); circle(minimaptex, halfviewsize, halfviewsize, halfviewsize, usecenter.x/(float)gdim, usecenter.y/(float)gdim, scaleh, 31); //Draw mimimaptext as radar background glTranslatef(halfviewsize, halfviewsize, 0); - if(team_isactive(p->team)) drawradarent(0, 0, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player + + if(!(p->isspectating() && spect3rd)) drawradarent(0, 0, p->yaw, p->state==CS_ALIVE ? (isattacking(p) ? 2 : 0) : 1, 2, iconsize, isattacking(p), "%s", colorname(p)); // local player loopv(players) // other players { playerent *pl = players[i]; - if(!pl || pl==p || !isteam(p->team, pl->team) || !team_isactive(pl->team)) continue; - vec rtmp = vec(pl->o).sub(p->o); + if(!pl || pl == p || !team_isactive(pl->team)) continue; + int pl_baseteam = team_base(pl->team); + if(p->team < TEAM_SPECT && ((m_teammode && !isteam(p_baseteam, pl_baseteam)) || (!m_teammode && !(spect3rd && d == pl)))) continue; + if(p->team == TEAM_SPECT && !(spect3rd && (isteam(p_baseteam, pl_baseteam) || d == pl))) continue; + vec rtmp = vec(pl->o).sub(d->o); bool isok = rtmp.magnitude() < d2s; if(isok) { rtmp.mul(scaled); - drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, team_base(pl->team), iconsize, isattacking(pl), "%s", colorname(pl)); + drawradarent(rtmp.x, rtmp.y, pl->yaw, pl->state==CS_ALIVE ? (isattacking(pl) ? 2 : 0) : 1, spect3rd && d == pl ? 2 : pl_baseteam, iconsize, isattacking(pl), "%s", colorname(pl)); } } if(m_flags) @@ -664,8 +677,8 @@ void drawradar_vicinity(playerent *p, int w, int h) entity *e = f.flagent; if(!e) continue; if(e->x == -1 && e-> y == -1) continue; // flagdummies - vec pos = vec(e->x, e->y, 0).sub(p->o); - vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(p->o); + vec pos = vec(e->x, e->y, 0).sub(d->o); + vec cpos = vec(f.pos.x, f.pos.y, f.pos.z).sub(d->o); //if(showradarvalues) { conoutf("dist2F[%d]: %.2f|%.2f || %.2f|%.2f", i, pos.x, pos.y, cpos.x, cpos.y); } if(pos.magnitude() < d2s) { @@ -687,16 +700,17 @@ void drawradar_vicinity(playerent *p, int w, int h) if(m_ktf && f.state == CTFF_IDLE) continue; if(f.state==CTFF_STOLEN) { + if(m_teammode && player1->team == TEAM_SPECT && p->spectatemode > SM_FOLLOW3RD_TRANSPARENT) continue; vec apos(d2c, -d2c, 0); if(f.actor) { apos.add(f.actor->o); - bool tm = i != team_base(p->team); + bool tm = i != p_baseteam; if(m_htf) tm = !tm; else if(m_ktf) tm = true; if(tm) { - apos.sub(p->o); + apos.sub(d->o); if(apos.magnitude() < d2s) { apos.mul(scaled); @@ -726,7 +740,6 @@ void drawradar_vicinity(playerent *p, int w, int h) quad(compasstex->id, -halfviewsize-8, -halfviewsize-8, radarviewsize+16, 0, 0, 1, 1); glPopMatrix(); } - } void drawradar(playerent *p, int w, int h)