547 lines
18 KiB
C++
547 lines
18 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades 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. See the
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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 OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "MapView.h"
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#include "CTFGameMode.h"
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#include "Client.h"
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#include "GameMap.h"
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#include "IImage.h"
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#include "IRenderer.h"
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#include "Player.h"
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#include "TCGameMode.h"
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#include "Weapon.h"
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#include "World.h"
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#include <Core/Settings.h>
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DEFINE_SPADES_SETTING(cg_minimapSize, "128");
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DEFINE_SPADES_SETTING(cg_minimapPlayerColor, "1");
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DEFINE_SPADES_SETTING(cg_minimapPlayerIcon, "1");
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namespace spades {
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namespace client {
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MapView::MapView(Client *c, bool largeMap)
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: client(c), renderer(c->GetRenderer()), largeMap(largeMap) {
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scaleMode = 2;
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actualScale = 1.f;
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lastScale = 1.f;
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zoomed = false;
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zoomState = 0.f;
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}
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MapView::~MapView() {}
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void MapView::Update(float dt) {
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float scale;
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switch (scaleMode) {
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case 0: // 400%
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scale = 1.f / 4.f;
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break;
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case 1: // 200%
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scale = 1.f / 2.f;
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break;
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case 2: // 100%
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scale = 1.f;
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break;
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case 3: // 50%
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scale = 2.f;
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break;
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default: SPAssert(false);
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}
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if (actualScale != scale) {
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float spd = fabsf(scale - lastScale) * 6.f;
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spd = std::max(spd, 0.2f);
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spd *= dt;
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if (scale > actualScale) {
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actualScale += spd;
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if (actualScale > scale)
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actualScale = scale;
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} else {
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actualScale -= spd;
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if (actualScale < scale)
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actualScale = scale;
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}
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}
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if (zoomed) {
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zoomState += dt * 5.f;
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if (zoomState > 1.f)
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zoomState = 1.f;
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} else {
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zoomState -= dt * 5.f;
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if (zoomState < 0.f)
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zoomState = 0.f;
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}
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}
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void MapView::DrawIcon(spades::Vector3 pos, spades::client::IImage *img, float rotation) {
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if (pos.x < inRect.GetMinX() || pos.x > inRect.GetMaxX() || pos.y < inRect.GetMinY() ||
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pos.y > inRect.GetMaxY())
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return;
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Vector2 scrPos;
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scrPos.x = (pos.x - inRect.GetMinX()) / inRect.GetWidth();
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scrPos.x = (scrPos.x * outRect.GetWidth()) + outRect.GetMinX();
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scrPos.y = (pos.y - inRect.GetMinY()) / inRect.GetHeight();
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scrPos.y = (scrPos.y * outRect.GetHeight()) + outRect.GetMinY();
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scrPos.x = floorf(scrPos.x);
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scrPos.y = floorf(scrPos.y);
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float c = rotation != 0.f ? cosf(rotation) : 1.f;
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float s = rotation != 0.f ? sinf(rotation) : 0.f;
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static const float coords[][2] = {{-1, -1}, {1, -1}, {-1, 1}};
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Vector2 u = MakeVector2(img->GetWidth() * .5f, 0.f);
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Vector2 v = MakeVector2(0.f, img->GetHeight() * .5f);
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Vector2 vt[3];
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for (int i = 0; i < 3; i++) {
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Vector2 ss = u * coords[i][0] + v * coords[i][1];
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vt[i].x = scrPos.x + ss.x * c - ss.y * s;
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vt[i].y = scrPos.y + ss.x * s + ss.y * c;
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}
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renderer->DrawImage(img, vt[0], vt[1], vt[2],
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AABB2(0, 0, img->GetWidth(), img->GetHeight()));
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}
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void MapView::SwitchScale() {
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scaleMode = (scaleMode + 1) % 4;
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lastScale = actualScale;
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}
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bool MapView::ToggleZoom() {
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zoomed = !zoomed;
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return zoomed;
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}
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static Vector4 ModifyColor(IntVector3 v) {
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Vector4 fv;
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fv.x = static_cast<float>(v.x) / 255.f;
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fv.y = static_cast<float>(v.y) / 255.f;
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fv.z = static_cast<float>(v.z) / 255.f;
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float avg = (fv.x + fv.y + fv.z) * (1.f / 3.f);
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;
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fv.x = Mix(fv.x, avg, 0.5f);
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fv.y = Mix(fv.y, avg, 0.5f);
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fv.z = Mix(fv.z, avg, 0.5f);
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fv.w = 0.f; // suppress "operating on garbase value" static analyzer message
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fv = fv * 0.8f + 0.2f;
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fv.w = 1.f;
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return fv;
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}
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// definite a palette of 32 color in RGB code
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int palette[32][3] = {
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{0, 0, 0}, // 0 black
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{255, 255, 255}, // 1 white
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{128, 128, 128}, // 2 grey
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{255, 255, 0}, // 3 yellow
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{0, 255, 255}, // 4 cyan-acqua
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{255, 0, 255}, // 5 fuchsia
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{255, 0, 0}, // 6 red
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{0, 255, 0}, // 7 lime
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{0, 0, 255}, // 8 blue
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{128, 0, 0}, // 9 maroon
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{0, 128, 0}, // 10 green
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{0, 0, 128}, // 11 navy
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{128, 128, 0}, // 12 olive
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{128, 0, 128}, // 13 purple
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{0, 128, 128}, // 14 teal
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{255, 128, 0}, // 15 orange
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{255, 0, 128}, // 16 deep pink
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{128, 0, 255}, // 17 violet
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{0, 128, 255}, // 18 bluette
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{128, 255, 0}, // 19 lime 2
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{0, 255, 128}, // 20 spring green
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{255, 128, 128}, // 21 light pink
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{128, 255, 128}, // 22 light spring
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{128, 128, 255}, // 23 light blue
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{128, 255, 255}, // 24 light azure
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{255, 255, 128}, // 25 light yellow
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{255, 128, 255}, // 26 light pink2
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{165, 42, 42}, // 27 brown
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{255, 69, 0}, // 28 orange red
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{255, 165, 0}, // 29 orange
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{139, 69, 19}, // 30 maroon medium
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{210, 105, 30}, // 31 choccolate
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};
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void MapView::Draw() {
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World *world = client->GetWorld();
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if (!world)
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return;
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Player *player = world->GetLocalPlayer();
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if (client->IsFollowing()) {
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player = world->GetPlayer(client->followingPlayerId);
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}
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if (!player)
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return;
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if (largeMap)
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if (zoomState < .0001f)
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return;
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GameMap *map = world->GetMap();
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Vector2 mapSize = MakeVector2(map->Width(), map->Height());
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Vector3 pos = player->GetPosition();
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;
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if (player->GetTeamId() >= 2) {
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pos = client->followPos;
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}
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Vector2 center = {pos.x, pos.y};
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float cfgMapSize = cg_minimapSize;
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if (cfgMapSize < 32)
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cfgMapSize = 32;
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if (cfgMapSize > 256)
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cfgMapSize = 256;
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Vector2 mapWndSize = {cfgMapSize, cfgMapSize};
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float scale = actualScale;
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center = Mix(center, mapSize * .5f, zoomState);
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Vector2 zoomedSize = {512, 512};
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if (renderer->ScreenWidth() < 512.f || renderer->ScreenHeight() < 512.f)
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zoomedSize = MakeVector2(256, 256);
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if (largeMap) {
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float per = zoomState;
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per = 1.f - per;
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per *= per;
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per = 1.f - per;
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per = Mix(.7f, 1.f, per);
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zoomedSize = Mix(MakeVector2(0, 0), zoomedSize, per);
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mapWndSize = zoomedSize;
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}
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Vector2 inRange = mapWndSize * .5f * scale;
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AABB2 inRect(center - inRange, center + inRange);
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if (largeMap) {
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inRect.min = MakeVector2(0, 0);
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inRect.max = mapSize;
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} else {
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if (inRect.GetMinX() < 0.f)
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inRect = inRect.Translated(-inRect.GetMinX(), 0.f);
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if (inRect.GetMinY() < 0.f)
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inRect = inRect.Translated(0, -inRect.GetMinY());
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if (inRect.GetMaxX() > mapSize.x)
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inRect = inRect.Translated(mapSize.x - inRect.GetMaxX(), 0.f);
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if (inRect.GetMaxY() > mapSize.y)
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inRect = inRect.Translated(0, mapSize.y - inRect.GetMaxY());
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}
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AABB2 outRect(renderer->ScreenWidth() - mapWndSize.x - 16.f, 16.f, mapWndSize.x,
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mapWndSize.y);
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if (largeMap) {
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outRect.min = MakeVector2((renderer->ScreenWidth() - zoomedSize.x) * .5f,
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(renderer->ScreenHeight() - zoomedSize.y) * .5f);
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outRect.max = MakeVector2((renderer->ScreenWidth() + zoomedSize.x) * .5f,
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(renderer->ScreenHeight() + zoomedSize.y) * .5f);
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}
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float alpha = 1.f;
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if (largeMap) {
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alpha = zoomState;
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}
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// fades bg
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if (largeMap) {
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Handle<IImage> bg = renderer->RegisterImage("Gfx/MapBg.png");
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Vector2 scrSize = {renderer->ScreenWidth(), renderer->ScreenHeight()};
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float size = std::max(scrSize.x, scrSize.y);
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renderer->SetColorAlphaPremultiplied(MakeVector4(0, 0, 0, alpha * .5f));
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renderer->DrawImage(
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bg, AABB2((scrSize.x - size) * .5f, (scrSize.y - size) * .5f, size, size));
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}
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// draw border
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Handle<IImage> border;
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float borderWidth;
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AABB2 borderRect = outRect;
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if (largeMap) {
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border = renderer->RegisterImage("Gfx/MapBorder.png");
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borderWidth = 3.f * outRect.GetHeight() / zoomedSize.y;
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} else {
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border = renderer->RegisterImage("Gfx/MinimapBorder.png");
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borderWidth = 2.f;
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}
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borderRect = borderRect.Inflate(borderWidth - 8.f);
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renderer->SetColorAlphaPremultiplied(MakeVector4(alpha, alpha, alpha, alpha));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMinX() - 16, borderRect.GetMinY() - 16, 16, 16),
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AABB2(0, 0, 16, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMaxX(), borderRect.GetMinY() - 16, 16, 16),
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AABB2(16, 0, 16, 16));
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renderer->DrawImage(border,
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AABB2(borderRect.GetMinX() - 16, borderRect.GetMaxY(), 16, 16),
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AABB2(0, 16, 16, 16));
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renderer->DrawImage(border, AABB2(borderRect.GetMaxX(), borderRect.GetMaxY(), 16, 16),
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AABB2(16, 16, 16, 16));
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renderer->DrawImage(border, AABB2(borderRect.GetMinX(), borderRect.GetMinY() - 16,
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borderRect.GetWidth(), 16),
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AABB2(16, 0, 0, 16));
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renderer->DrawImage(
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border, AABB2(borderRect.GetMinX(), borderRect.GetMaxY(), borderRect.GetWidth(), 16),
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AABB2(16, 16, 0, 16));
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renderer->DrawImage(border, AABB2(borderRect.GetMinX() - 16, borderRect.GetMinY(), 16,
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borderRect.GetHeight()),
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AABB2(0, 16, 16, 0));
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renderer->DrawImage(
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border, AABB2(borderRect.GetMaxX(), borderRect.GetMinY(), 16, borderRect.GetHeight()),
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AABB2(16, 16, 16, 0));
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// draw map
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renderer->SetColorAlphaPremultiplied(MakeVector4(alpha, alpha, alpha, alpha));
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renderer->DrawFlatGameMap(outRect, inRect);
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this->inRect = inRect;
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this->outRect = outRect;
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// draw grid
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renderer->SetColorAlphaPremultiplied(MakeVector4(0, 0, 0, 0.8f * alpha));
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Handle<IImage> dashLine = renderer->RegisterImage("Gfx/DashLine.tga");
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for (float x = 64.f; x < map->Width(); x += 64.f) {
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float wx = (x - inRect.GetMinX()) / inRect.GetWidth();
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if (wx < 0.f || wx >= 1.f)
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continue;
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wx = (wx * outRect.GetWidth()) + outRect.GetMinX();
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wx = roundf(wx);
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renderer->DrawImage(dashLine, MakeVector2(wx, outRect.GetMinY()),
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AABB2(0, 0, 1.f, outRect.GetHeight()));
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}
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for (float y = 64.f; y < map->Height(); y += 64.f) {
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float wy = (y - inRect.GetMinY()) / inRect.GetHeight();
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if (wy < 0.f || wy >= 1.f)
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continue;
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wy = (wy * outRect.GetHeight()) + outRect.GetMinY();
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wy = roundf(wy);
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renderer->DrawImage(dashLine, MakeVector2(outRect.GetMinX(), wy),
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AABB2(0, 0, outRect.GetWidth(), 1.f));
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}
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// draw grid label
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renderer->SetColorAlphaPremultiplied(MakeVector4(1, 1, 1, 1) * (0.8f * alpha));
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Handle<IImage> mapFont = renderer->RegisterImage("Gfx/Fonts/MapFont.tga");
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for (int i = 0; i < 8; i++) {
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float startX = (float)i * 64.f;
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float endX = startX + 64.f;
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if (startX > inRect.GetMaxX() || endX < inRect.GetMinX())
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continue;
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float fade =
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std::min((std::min(endX, inRect.GetMaxX()) - std::max(startX, inRect.GetMinX())) /
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(endX - startX) * 2.f,
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1.f);
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renderer->SetColorAlphaPremultiplied(MakeVector4(1, 1, 1, 1) *
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(fade * .8f * alpha));
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float center = std::max(startX, inRect.GetMinX());
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center = .5f * (center + std::min(endX, inRect.GetMaxX()));
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float wx = (center - inRect.GetMinX()) / inRect.GetWidth();
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wx = (wx * outRect.GetWidth()) + outRect.GetMinX();
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wx = roundf(wx);
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float fntX = static_cast<float>((i & 3) * 8);
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float fntY = static_cast<float>((i >> 2) * 8);
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renderer->DrawImage(mapFont, MakeVector2(wx - 4.f, outRect.GetMinY() + 4),
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AABB2(fntX, fntY, 8, 8));
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}
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for (int i = 0; i < 8; i++) {
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float startY = (float)i * 64.f;
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float endY = startY + 64.f;
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if (startY > inRect.GetMaxY() || endY < inRect.GetMinY())
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continue;
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float fade =
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std::min((std::min(endY, inRect.GetMaxY()) - std::max(startY, inRect.GetMinY())) /
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(endY - startY) * 2.f,
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1.f);
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renderer->SetColorAlphaPremultiplied(MakeVector4(1, 1, 1, 1) *
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(fade * .8f * alpha));
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float center = std::max(startY, inRect.GetMinY());
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center = .5f * (center + std::min(endY, inRect.GetMaxY()));
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float wy = (center - inRect.GetMinY()) / inRect.GetHeight();
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wy = (wy * outRect.GetHeight()) + outRect.GetMinY();
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wy = roundf(wy);
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int fntX = (i & 3) * 8;
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int fntY = (i >> 2) * 8 + 16;
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renderer->DrawImage(mapFont, MakeVector2(outRect.GetMinX() + 4, wy - 4.f),
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AABB2(fntX, fntY, 8, 8));
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}
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// draw objects
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const int iconMode = cg_minimapPlayerIcon;
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const int colorMode = cg_minimapPlayerColor;
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Handle<IImage> playerSMG = renderer->RegisterImage("Gfx/Map/SMG.png");
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Handle<IImage> playerRifle = renderer->RegisterImage("Gfx/Map/Rifle.png");
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Handle<IImage> playerShotgun = renderer->RegisterImage("Gfx/Map/Shotgun.png");
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Handle<IImage> playerIcon = renderer->RegisterImage("Gfx/Map/Player.png");
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{
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IntVector3 teamColor =
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world->GetLocalPlayer()->GetTeamId() >= 2
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? IntVector3::Make(200, 200, 200)
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: world->GetTeam(world->GetLocalPlayer()->GetTeamId()).color;
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Vector4 teamColorF = ModifyColor(teamColor);
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teamColorF *= alpha;
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// draw local player's view
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{
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Player *p = player;
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Handle<IImage> viewIcon = renderer->RegisterImage("Gfx/Map/View.png");
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if (p->IsAlive()) {
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Vector3 front = p->GetFront2D();
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float ang = atan2(front.x, -front.y);
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if (player->GetTeamId() >= 2) {
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ang = client->followYaw - static_cast<float>(M_PI) * .5f;
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}
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renderer->SetColorAlphaPremultiplied(teamColorF * 0.9f);
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DrawIcon(player->GetTeamId() >= 2 ? client->followPos : p->GetPosition(),
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viewIcon, ang);
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}
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}
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bool isSpectating = player->GetTeamId() >= 2;
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// draw player's icon
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for (int i = 0; i < world->GetNumPlayerSlots(); i++) {
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Player *p = world->GetPlayer(i);
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if (p == nullptr ||
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(p->GetTeamId() != world->GetLocalPlayer()->GetTeamId() && !isSpectating) ||
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!p->IsAlive())
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continue;
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Vector3 front = p->GetFront2D();
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float ang = atan2(front.x, -front.y);
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if (player->GetTeamId() >= 2) {
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ang = client->followYaw - static_cast<float>(M_PI) * .5f;
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}
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// use a spec color for each player
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if (colorMode) {
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IntVector3 Colorplayer =
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IntVector3::Make(palette[i][0], palette[i][1], palette[i][2]);
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Vector4 ColorplayerF = ModifyColor(Colorplayer);
|
|
ColorplayerF *= 1.0f;
|
|
renderer->SetColorAlphaPremultiplied(ColorplayerF);
|
|
} else {
|
|
renderer->SetColorAlphaPremultiplied(teamColorF);
|
|
}
|
|
|
|
// use a different icon in minimap according to weapon of player
|
|
if (iconMode) {
|
|
WeaponType weapon = world->GetPlayer(i)->GetWeaponType();
|
|
if (weapon == WeaponType::SMG_WEAPON) {
|
|
DrawIcon(player->GetTeamId() >= 2 ? client->followPos
|
|
: p->GetPosition(),
|
|
playerSMG, ang);
|
|
}
|
|
|
|
else if (weapon == WeaponType::RIFLE_WEAPON) {
|
|
DrawIcon(player->GetTeamId() >= 2 ? client->followPos
|
|
: p->GetPosition(),
|
|
playerRifle, ang);
|
|
}
|
|
|
|
else if (weapon == WeaponType::SHOTGUN_WEAPON) {
|
|
DrawIcon(player->GetTeamId() >= 2 ? client->followPos
|
|
: p->GetPosition(),
|
|
playerShotgun, ang);
|
|
}
|
|
} else { // draw normal color
|
|
DrawIcon(player->GetTeamId() >= 2 ? client->followPos : p->GetPosition(),
|
|
playerIcon, ang);
|
|
}
|
|
}
|
|
}
|
|
|
|
IGameMode *mode = world->GetMode();
|
|
if (mode && IGameMode::m_CTF == mode->ModeType()) {
|
|
CTFGameMode *ctf = static_cast<CTFGameMode *>(mode);
|
|
Handle<IImage> intelIcon = renderer->RegisterImage("Gfx/Map/Intel.png");
|
|
Handle<IImage> baseIcon = renderer->RegisterImage("Gfx/Map/CommandPost.png");
|
|
for (int tId = 0; tId < 2; tId++) {
|
|
CTFGameMode::Team &team = ctf->GetTeam(tId);
|
|
IntVector3 teamColor = world->GetTeam(tId).color;
|
|
Vector4 teamColorF = ModifyColor(teamColor);
|
|
teamColorF *= alpha;
|
|
|
|
// draw base
|
|
renderer->SetColorAlphaPremultiplied(teamColorF);
|
|
DrawIcon(team.basePos, baseIcon, 0.f);
|
|
|
|
// draw flag
|
|
if (!ctf->GetTeam(1 - tId).hasIntel) {
|
|
renderer->SetColorAlphaPremultiplied(teamColorF);
|
|
DrawIcon(team.flagPos, intelIcon, 0.f);
|
|
} else if (world->GetLocalPlayer()->GetTeamId() == 1 - tId) {
|
|
// local player's team is carrying
|
|
int cId = ctf->GetTeam(1 - tId).carrier;
|
|
|
|
// in some game modes, carrier becomes invalid
|
|
if (cId < world->GetNumPlayerSlots()) {
|
|
Player *carrier = world->GetPlayer(cId);
|
|
if (carrier &&
|
|
carrier->GetTeamId() == world->GetLocalPlayer()->GetTeamId()) {
|
|
|
|
Vector4 col = teamColorF;
|
|
col *= fabsf(sinf(world->GetTime() * 4.f));
|
|
renderer->SetColorAlphaPremultiplied(col);
|
|
DrawIcon(carrier->GetPosition(), intelIcon, 0.f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
} else if (mode && IGameMode::m_TC == mode->ModeType()) {
|
|
TCGameMode *tc = static_cast<TCGameMode *>(mode);
|
|
Handle<IImage> icon = renderer->RegisterImage("Gfx/Map/CommandPost.png");
|
|
int cnt = tc->GetNumTerritories();
|
|
for (int i = 0; i < cnt; i++) {
|
|
TCGameMode::Territory *t = tc->GetTerritory(i);
|
|
IntVector3 teamColor = {128, 128, 128};
|
|
if (t->ownerTeamId < 2) {
|
|
teamColor = world->GetTeam(t->ownerTeamId).color;
|
|
}
|
|
Vector4 teamColorF = ModifyColor(teamColor);
|
|
teamColorF *= alpha;
|
|
|
|
// draw base
|
|
renderer->SetColorAlphaPremultiplied(teamColorF);
|
|
DrawIcon(t->pos, icon, 0.f);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|