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// Inclusions of header files
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#include " GameActivity.h"
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+
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+ #include " CameraMan.h"
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#include " PresetMan.h"
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#include " MovableMan.h"
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#include " FrameMan.h"
@@ -892,9 +894,9 @@ int GameActivity::Start()
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continue ;
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// Set the team associations with each screen displayed
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- g_SceneMan .SetScreenTeam (ScreenOfPlayer (player), m_Team[player]);
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+ g_CameraMan .SetScreenTeam (ScreenOfPlayer (player), m_Team[player]);
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// And occlusion
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- g_SceneMan .SetScreenOcclusion (Vector (), ScreenOfPlayer (player));
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+ g_CameraMan .SetScreenOcclusion (Vector (), ScreenOfPlayer (player));
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// Allocate and (re)create the Inventory Menu GUIs
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if (m_InventoryMenuGUI[player]) {
@@ -1086,7 +1088,7 @@ void GameActivity::End()
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if (!(m_IsActive[player] && m_IsHuman[player]))
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continue ;
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- g_SceneMan .SetScreenOcclusion (Vector (), ScreenOfPlayer (player));
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+ g_CameraMan .SetScreenOcclusion (Vector (), ScreenOfPlayer (player));
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if (m_Team[player] == m_WinnerTeam)
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{
@@ -1159,7 +1161,7 @@ void GameActivity::UpdateEditing()
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m_pEditorGUI[player]->Update ();
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// Set the team associations with each screen displayed
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- g_SceneMan .SetScreenTeam (ScreenOfPlayer (player), m_Team[player]);
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+ g_CameraMan .SetScreenTeam (ScreenOfPlayer (player), m_Team[player]);
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// Check if the player says he's done editing, and if so, make sure he really is good to go
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if (m_pEditorGUI[player]->GetEditorGUIMode () == SceneEditorGUI::DONEEDITING)
@@ -1259,7 +1261,7 @@ void GameActivity::UpdateEditing()
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// CLear the messages before starting the game
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g_FrameMan.ClearScreenText (ScreenOfPlayer (player));
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// Reset the screen occlusion if any players are still in menus
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- g_SceneMan .SetScreenOcclusion (Vector (), ScreenOfPlayer (player));
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+ g_CameraMan .SetScreenOcclusion (Vector (), ScreenOfPlayer (player));
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}
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}
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@@ -1320,7 +1322,7 @@ void GameActivity::Update()
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bool skipBuyUpdate = false ;
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// Set the team associations with each screen displayed
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- g_SceneMan .SetScreenTeam (ScreenOfPlayer (player), team);
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+ g_CameraMan .SetScreenTeam (ScreenOfPlayer (player), team);
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// ////////////////////////////////////////////////////
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// Assure that Controlled Actor is a safe pointer
@@ -1458,7 +1460,7 @@ void GameActivity::Update()
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m_PlayerController[player].RelativeCursorMovement (m_ObservationTarget[player], 1 .2f );
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}
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// Set the view to the observation position
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- g_SceneMan .SetScrollTarget (m_ObservationTarget[player], 0.1 , g_SceneMan.ForceBounds (m_ObservationTarget[player]), ScreenOfPlayer (player));
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+ g_CameraMan .SetScrollTarget (m_ObservationTarget[player], 0.1 , g_SceneMan.ForceBounds (m_ObservationTarget[player]), ScreenOfPlayer (player));
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}
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// /////////////////////////////////////////////////
@@ -1520,7 +1522,7 @@ void GameActivity::Update()
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// Set the view to the cursor pos
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bool wrapped = g_SceneMan.ForceBounds (m_ActorCursor[player]);
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- g_SceneMan .SetScrollTarget (m_ActorCursor[player], 0.1 , wrapped, ScreenOfPlayer (player));
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+ g_CameraMan .SetScrollTarget (m_ActorCursor[player], 0.1 , wrapped, ScreenOfPlayer (player));
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if (m_pLastMarkedActor[player]) {
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if (!g_MovableMan.ValidMO (m_pLastMarkedActor[player])) {
@@ -1557,7 +1559,7 @@ void GameActivity::Update()
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// Set the view to the cursor pos
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bool wrapped = g_SceneMan.ForceBounds (m_ActorCursor[player]);
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- g_SceneMan .SetScrollTarget (m_ActorCursor[player], 0.1 , wrapped, ScreenOfPlayer (player));
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+ g_CameraMan .SetScrollTarget (m_ActorCursor[player], 0.1 , wrapped, ScreenOfPlayer (player));
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// Draw the actor's waypoints
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m_ControlledActor[player]->DrawWaypoints (true );
@@ -1630,12 +1632,12 @@ void GameActivity::Update()
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// Set the view to the cursor pos
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wrapped = g_SceneMan.ForceBounds (m_ActorCursor[player]);
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- // g_SceneMan .SetScrollTarget(m_ActorCursor[player], 0.1, wrapped, ScreenOfPlayer(player));
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+ // g_CameraMan .SetScrollTarget(m_ActorCursor[player], 0.1, wrapped, ScreenOfPlayer(player));
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// Set the view to the actor pos
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Vector scrollPos = Vector (m_ControlledActor[player]->GetPos ());
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wrapped = g_SceneMan.ForceBounds (scrollPos);
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- g_SceneMan .SetScrollTarget (scrollPos, 0.1 , wrapped, ScreenOfPlayer (player));
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+ g_CameraMan .SetScrollTarget (scrollPos, 0.1 , wrapped, ScreenOfPlayer (player));
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// Disable the actor's controller
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m_ControlledActor[player]->GetController ()->SetDisabled (true );
@@ -1819,7 +1821,7 @@ void GameActivity::Update()
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// Set the view to a little above the LZ position
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Vector viewTarget (m_LandingZone[player].m_X , m_LandingZone[player].m_Y - (g_FrameMan.GetPlayerScreenHeight () / 4 ));
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- g_SceneMan .SetScrollTarget (viewTarget, 0.1 , wrapped, ScreenOfPlayer (player));
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+ g_CameraMan .SetScrollTarget (viewTarget, 0.1 , wrapped, ScreenOfPlayer (player));
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}
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// //////////////////////////
@@ -1830,7 +1832,7 @@ void GameActivity::Update()
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// Continuously deathwatch message
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g_FrameMan.SetScreenText (" Lost control of remote body!" , ScreenOfPlayer (player));
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// Don't move anything, just stay put watching the death funnies
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- g_SceneMan .SetScrollTarget (m_DeathViewTarget[player], 0.1 , false , ScreenOfPlayer (player));
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+ g_CameraMan .SetScrollTarget (m_DeathViewTarget[player], 0.1 , false , ScreenOfPlayer (player));
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}
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// //////////////////////////////////////////////////
@@ -1839,7 +1841,7 @@ void GameActivity::Update()
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// and double scrolling will cause CC gitch when we'll cross the seam
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else if (m_ControlledActor[player] && m_ActivityState != ActivityState::Editing && m_ActivityState != ActivityState::PreGame)
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{
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- g_SceneMan .SetScrollTarget (m_ControlledActor[player]->GetViewPoint (), 0.1 , m_ControlledActor[player]->DidWrap (), ScreenOfPlayer (player));
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+ g_CameraMan .SetScrollTarget (m_ControlledActor[player]->GetViewPoint (), 0.1 , m_ControlledActor[player]->DidWrap (), ScreenOfPlayer (player));
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}
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if (m_ControlledActor[player] && m_ViewState[player] != ViewState::DeathWatch && m_ViewState[player] != ViewState::ActorSelect && m_ViewState[player] != ViewState::AIGoToPoint && m_ViewState[player] != ViewState::UnitSelectCircle) {
@@ -2101,7 +2103,7 @@ void GameActivity::Update()
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}
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// Set the view to the observation position
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- g_SceneMan .SetScrollTarget(m_ObservationTarget[Players::PlayerFour], 0.1, g_SceneMan.ForceBounds(m_ObservationTarget[Players::PlayerFour]), ScreenOfPlayer(Players::PlayerFour));
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+ g_CameraMan .SetScrollTarget(m_ObservationTarget[Players::PlayerFour], 0.1, g_SceneMan.ForceBounds(m_ObservationTarget[Players::PlayerFour]), ScreenOfPlayer(Players::PlayerFour));
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}
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*/
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}
@@ -2313,14 +2315,14 @@ void GameActivity::DrawGUI(BITMAP *pTargetBitmap, const Vector &targetPos, int w
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// Team Icon up in the top left corner
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const Icon *pIcon = GetTeamIcon (m_Team[PoS]);
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if (pIcon)
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- draw_sprite (pTargetBitmap, pIcon->GetBitmaps8 ()[0 ], MAX (2 , g_SceneMan .GetScreenOcclusion (which).m_X + 2 ), 2 );
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+ draw_sprite (pTargetBitmap, pIcon->GetBitmaps8 ()[0 ], MAX (2 , g_CameraMan .GetScreenOcclusion (which).m_X + 2 ), 2 );
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// Gold
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std::snprintf (str, sizeof (str), " %c Funds: %.10g oz" , TeamFundsChanged (which) ? -57 : -58 , std::floor (GetTeamFunds (m_Team[PoS])));
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- g_FrameMan.GetLargeFont ()->DrawAligned (&pBitmapInt, MAX (16 , g_SceneMan .GetScreenOcclusion (which).m_X + 16 ), yTextPos, str, GUIFont::Left);
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+ g_FrameMan.GetLargeFont ()->DrawAligned (&pBitmapInt, MAX (16 , g_CameraMan .GetScreenOcclusion (which).m_X + 16 ), yTextPos, str, GUIFont::Left);
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/* Not applicable anymore to the 4-team games
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// Body losses
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std::snprintf(str, sizeof(str), "%c Losses: %c%i %c%i", -39, -62, GetTeamDeathCount(Teams::TeamOne), -59, GetTeamDeathCount(Teams::TeamTwo));
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- g_FrameMan.GetLargeFont()->DrawAligned(&pBitmapInt, MIN(pTargetBitmap->w - 4, pTargetBitmap->w - 4 + g_SceneMan .GetScreenOcclusion(which).m_X), yTextPos, str, GUIFont::Right);
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+ g_FrameMan.GetLargeFont()->DrawAligned(&pBitmapInt, MIN(pTargetBitmap->w - 4, pTargetBitmap->w - 4 + g_CameraMan .GetScreenOcclusion(which).m_X), yTextPos, str, GUIFont::Right);
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*/
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// Show the player's controller scheme icon in the upper right corner of his screen, but only for a minute
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if (m_GameTimer.GetElapsedRealTimeS () < 30 )
@@ -2332,7 +2334,7 @@ void GameActivity::DrawGUI(BITMAP *pTargetBitmap, const Vector &targetPos, int w
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pIcon = g_UInputMan.GetSchemeIcon (PoS);
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if (pIcon)
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{
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- draw_sprite (pTargetBitmap, pIcon->GetBitmaps8 ()[0 ], MIN (pTargetBitmap->w - pIcon->GetBitmaps8 ()[0 ]->w - 2 , pTargetBitmap->w - pIcon->GetBitmaps8 ()[0 ]->w - 2 + g_SceneMan .GetScreenOcclusion (which).m_X ), yTextPos);
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+ draw_sprite (pTargetBitmap, pIcon->GetBitmaps8 ()[0 ], MIN (pTargetBitmap->w - pIcon->GetBitmaps8 ()[0 ]->w - 2 , pTargetBitmap->w - pIcon->GetBitmaps8 ()[0 ]->w - 2 + g_CameraMan .GetScreenOcclusion (which).m_X ), yTextPos);
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// TODO: make a black Activity intro screen, saying "Player X, press any key/button to show that you are ready!, and display their controller icon, then fade into the scene"
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// stretch_sprite(pTargetBitmap, pIcon->GetBitmaps8()[0], 10, 10, pIcon->GetBitmaps8()[0]->w * 4, pIcon->GetBitmaps8()[0]->h * 4);
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}
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