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re3/src/core/Radar.h

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#pragma once
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#include "Sprite2d.h"
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#include "Draw.h"
enum eBlipType
{
BLIP_NONE,
BLIP_CAR,
BLIP_CHAR,
BLIP_OBJECT,
BLIP_COORD,
BLIP_CONTACT_POINT
};
enum eBlipDisplay
{
BLIP_DISPLAY_NEITHER = 0,
BLIP_DISPLAY_MARKER_ONLY = 1,
BLIP_DISPLAY_BLIP_ONLY = 2,
BLIP_DISPLAY_BOTH = 3,
};
enum eRadarSprite
{
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#ifdef MENU_MAP
RADAR_SPRITE_ENTITY_BLIP = -2,
RADAR_SPRITE_COORD_BLIP = -1,
#endif
RADAR_SPRITE_NONE = 0,
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RADAR_SPRITE_ASUKA,
RADAR_SPRITE_BOMB,
RADAR_SPRITE_CAT,
RADAR_SPRITE_CENTRE,
RADAR_SPRITE_COPCAR,
RADAR_SPRITE_DON,
RADAR_SPRITE_EIGHT,
RADAR_SPRITE_EL,
RADAR_SPRITE_ICE,
RADAR_SPRITE_JOEY,
RADAR_SPRITE_KENJI,
RADAR_SPRITE_LIZ,
RADAR_SPRITE_LUIGI,
RADAR_SPRITE_NORTH,
RADAR_SPRITE_RAY,
RADAR_SPRITE_SAL,
RADAR_SPRITE_SAVE,
RADAR_SPRITE_SPRAY,
RADAR_SPRITE_TONY,
RADAR_SPRITE_WEAPON,
RADAR_SPRITE_COUNT
};
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enum
{
RADAR_TRACE_RED,
RADAR_TRACE_GREEN,
RADAR_TRACE_LIGHT_BLUE,
RADAR_TRACE_GRAY,
RADAR_TRACE_YELLOW,
RADAR_TRACE_MAGENTA,
RADAR_TRACE_CYAN
};
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enum
{
BLIP_MODE_TRIANGULAR_UP = 0,
BLIP_MODE_TRIANGULAR_DOWN,
BLIP_MODE_SQUARE,
};
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struct sRadarTrace
{
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uint32 m_nColor;
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uint32 m_eBlipType; // eBlipType
int32 m_nEntityHandle;
CVector2D m_vec2DPos;
CVector m_vecPos;
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uint16 m_BlipIndex;
bool m_bDim;
bool m_bInUse;
float m_Radius;
int16 m_wScale;
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uint16 m_eBlipDisplay; // eBlipDisplay
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uint16 m_eRadarSprite; // eRadarSprite
};
VALIDATE_SIZE(sRadarTrace, 0x30);
// Values for screen space
#define RADAR_LEFT (40.0f)
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#ifdef PS2_HUD
#define RADAR_BOTTOM (44.0f)
#else
#define RADAR_BOTTOM (47.0f)
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#endif
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#ifdef FIX_RADAR
/*
The values are from an early screenshot taken before R* broke radar
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#define RADAR_WIDTH (82.0f)
#define RADAR_HEIGHT (82.0f)
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*/
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#define RADAR_WIDTH ((CDraw::ms_bFixRadar) ? (82.0f) : (94.0f))
#define RADAR_HEIGHT ((CDraw::ms_bFixRadar) ? (82.0f) : (76.0f))
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#else
/*
broken since forever, someone tried to fix size for 640x512(PAL)
http://aap.rockstarvision.com/pics/gta3/ps2screens/gta3_interface.jpg
but failed:
http://aap.rockstarvision.com/pics/gta3/artwork/gta3_artwork_16.jpg
most likely the guy used something like this:
int y = 82 * (640.0/512.0)/(640.0/480.0);
int x = y * (640.0/512.0);
*/
#define RADAR_WIDTH (94.0f)
#define RADAR_HEIGHT (76.0f)
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#endif
class CRadar
{
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public:
static float m_radarRange;
static sRadarTrace ms_RadarTrace[NUMRADARBLIPS];
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static CSprite2d AsukaSprite;
static CSprite2d BombSprite;
static CSprite2d CatSprite;
static CSprite2d CentreSprite;
static CSprite2d CopcarSprite;
static CSprite2d DonSprite;
static CSprite2d EightSprite;
static CSprite2d ElSprite;
static CSprite2d IceSprite;
static CSprite2d JoeySprite;
static CSprite2d KenjiSprite;
static CSprite2d LizSprite;
static CSprite2d LuigiSprite;
static CSprite2d NorthSprite;
static CSprite2d RaySprite;
static CSprite2d SalSprite;
static CSprite2d SaveSprite;
static CSprite2d SpraySprite;
static CSprite2d TonySprite;
static CSprite2d WeaponSprite;
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static CSprite2d *RadarSprites[RADAR_SPRITE_COUNT];
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static float cachedCos;
static float cachedSin;
#ifdef MENU_MAP
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static int TargetMarkerId;
static CVector TargetMarkerPos;
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static void InitFrontEndMap();
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static void DrawYouAreHereSprite(float, float);
static void ToggleTargetMarker(float, float);
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#endif
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static uint8 CalculateBlipAlpha(float dist);
static void ChangeBlipBrightness(int32 i, int32 bright);
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static void ChangeBlipColour(int32 i, int32);
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static void ChangeBlipDisplay(int32 i, eBlipDisplay display);
static void ChangeBlipScale(int32 i, int32 scale);
static void ClearBlip(int32 i);
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static void ClearBlipForEntity(eBlipType type, int32 id);
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static int ClipRadarPoly(CVector2D *out, const CVector2D *in);
static bool DisplayThisBlip(int32 i);
static void Draw3dMarkers();
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static void DrawBlips();
static void DrawMap();
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static void DrawRadarMap();
static void DrawRadarMask();
static void DrawRadarSection(int32 x, int32 y);
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static void DrawRadarSprite(uint16 sprite, float x, float y, uint8 alpha);
static void DrawRotatingRadarSprite(CSprite2d* sprite, float x, float y, float angle, int32 alpha);
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static int32 GetActualBlipArrayIndex(int32 i);
static int32 GetNewUniqueBlipIndex(int32 i);
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static uint32 GetRadarTraceColour(uint32 color, bool bright);
static void Initialise();
static float LimitRadarPoint(CVector2D &point);
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static void LoadAllRadarBlips(uint8 *buf, uint32 size);
static void LoadTextures();
static void RemoveRadarSections();
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static void SaveAllRadarBlips(uint8*, uint32*);
static void SetBlipSprite(int32 i, int32 icon);
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static int32 SetCoordBlip(eBlipType type, CVector pos, int32, eBlipDisplay);
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static int32 SetEntityBlip(eBlipType type, int32, int32, eBlipDisplay);
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static void SetRadarMarkerState(int32 i, bool flag);
static void ShowRadarMarker(CVector pos, uint32 color, float radius);
static void ShowRadarTrace(float x, float y, uint32 size, uint8 red, uint8 green, uint8 blue, uint8 alpha);
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static void ShowRadarTraceWithHeight(float x, float y, uint32 size, uint8 red, uint8 green, uint8 blue, uint8 alpha, uint8 mode);
static void Shutdown();
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static void StreamRadarSections(const CVector &posn);
static void StreamRadarSections(int32 x, int32 y);
static void TransformRealWorldToTexCoordSpace(CVector2D &out, const CVector2D &in, int32 x, int32 y);
static void TransformRadarPointToRealWorldSpace(CVector2D &out, const CVector2D &in);
static void TransformRadarPointToScreenSpace(CVector2D &out, const CVector2D &in);
static void TransformRealWorldPointToRadarSpace(CVector2D &out, const CVector2D &in);
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// no in CRadar in the game:
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static void CalculateCachedSinCos();
};