/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see .
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include
#include "z_zone.h"
#include "doomdef.h"
#include "st_stuff.h"
#include "p_local.h"
#include "w_wad.h"
#include "m_cheat.h"
#include "i_system.h"
// Needs access to LFB.
#include "v_video.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "dstrings.h"
#include "am_map.h"
// For use if I do walls with outsides/insides
// Automap colors
// drawing stuff
// scale on entry
// how much the automap moves window per tic in frame-::g->buffer coordinates
// moves 140 pixels in 1 second
// how much zoom-in per tic
// goes to 2x in 1 second
// how much zoom-out per tic
// pulls out to 0.5x in 1 second
// translates between frame-::g->buffer and map distances
// translates between frame-::g->buffer and map coordinates
// the following is crap
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
// starting from the middle.
//
#define R ((8*PLAYERRADIUS)/7)
mline_t player_arrow[] =
{
{ { -R+R/8, 0 }, { R, 0 } }, // -----
{ { R, 0 }, { R-R/2, R/4 } }, // ----->
{ { R, 0 }, { R-R/2, -R/4 } },
{ { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
{ { -R+R/8, 0 }, { -R-R/8, -R/4 } },
{ { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
{ { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
};
#undef R
#define R ((8*PLAYERRADIUS)/7)
mline_t cheat_player_arrow[] =
{
{ { -R+R/8, 0 }, { R, 0 } }, // -----
{ { R, 0 }, { R-R/2, R/6 } }, // ----->
{ { R, 0 }, { R-R/2, -R/6 } },
{ { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
{ { -R+R/8, 0 }, { -R-R/8, -R/6 } },
{ { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
{ { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
{ { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
{ { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
{ { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
{ { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
{ { -R/6, -R/6 }, { 0, -R/6 } },
{ { 0, -R/6 }, { 0, R/4 } },
{ { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
{ { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
{ { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
};
#undef R
#define R (FRACUNIT)
mline_t triangle_guy[] =
{
{ { fixed_t(-.867*R), fixed_t(-.5*R) }, { fixed_t(.867*R), fixed_t(-.5*R) } },
{ { fixed_t(.867*R), fixed_t(-.5*R) } , { 0, R } },
{ { 0, R }, { fixed_t(-.867*R), fixed_t(-.5*R) } }
};
#undef R
#define R (FRACUNIT)
mline_t thintriangle_guy[] =
{
{ { fixed_t(-.5*R), fixed_t(-.7*R) }, { R, 0 } },
{ { R, 0 }, { fixed_t(-.5*R), fixed_t(.7*R) } },
{ { fixed_t(-.5*R), fixed_t(.7*R) }, { fixed_t(-.5*R), fixed_t(-.7*R) } }
};
#undef R
// location of window on screen
// size of window on screen
//
// width/height of window on map (map coords)
//
// based on level size
// based on player size
// old stuff for recovery later
// old location used by the Follower routine
// used by MTOF to scale from map-to-frame-::g->buffer coords
// used by FTOM to scale from frame-::g->buffer-to-map coords (=1/::g->scale_mtof)
const unsigned char cheat_amap_seq[] =
{
0xb2, 0x26, 0x26, 0x2e, 0xff
};
cheatseq_t cheat_amap = cheatseq_t( cheat_amap_seq, 0 );
//extern byte ::g->screens[][SCREENWIDTH*SCREENHEIGHT];
void
V_MarkRect
( int x,
int y,
int width,
int height );
// Calculates the slope and slope according to the x-axis of a line
// segment in map coordinates (with the upright y-axis n' all) so
// that it can be used with the brain-dead drawing stuff.
void
AM_getIslope
( mline_t* ml,
islope_t* is )
{
int dx, dy;
dy = ml->a.y - ml->b.y;
dx = ml->b.x - ml->a.x;
if (!dy) is->islp = (dx<0?-MAXINT:MAXINT);
else is->islp = FixedDiv(dx, dy);
if (!dx) is->slp = (dy<0?-MAXINT:MAXINT);
else is->slp = FixedDiv(dy, dx);
}
//
//
//
void AM_activateNewScale(void)
{
::g->m_x += ::g->m_w/2;
::g->m_y += ::g->m_h/2;
::g->m_w = FTOM(::g->f_w);
::g->m_h = FTOM(::g->f_h);
::g->m_x -= ::g->m_w/2;
::g->m_y -= ::g->m_h/2;
::g->m_x2 = ::g->m_x + ::g->m_w;
::g->m_y2 = ::g->m_y + ::g->m_h;
}
//
//
//
void AM_saveScaleAndLoc(void)
{
::g->old_m_x = ::g->m_x;
::g->old_m_y = ::g->m_y;
::g->old_m_w = ::g->m_w;
::g->old_m_h = ::g->m_h;
}
//
//
//
void AM_restoreScaleAndLoc(void)
{
::g->m_w = ::g->old_m_w;
::g->m_h = ::g->old_m_h;
if (!::g->followplayer)
{
::g->m_x = ::g->old_m_x;
::g->m_y = ::g->old_m_y;
} else {
::g->m_x = ::g->amap_plr->mo->x - ::g->m_w/2;
::g->m_y = ::g->amap_plr->mo->y - ::g->m_h/2;
}
::g->m_x2 = ::g->m_x + ::g->m_w;
::g->m_y2 = ::g->m_y + ::g->m_h;
// Change the scaling multipliers
::g->scale_mtof = FixedDiv(::g->f_w<m_w);
::g->scale_ftom = FixedDiv(FRACUNIT, ::g->scale_mtof);
}
//
// adds a marker at the current location
//
void AM_addMark(void)
{
::g->markpoints[::g->markpointnum].x = ::g->m_x + ::g->m_w/2;
::g->markpoints[::g->markpointnum].y = ::g->m_y + ::g->m_h/2;
::g->markpointnum = (::g->markpointnum + 1) % AM_NUMMARKPOINTS;
}
//
// Determines bounding box of all vertices,
// sets global variables controlling zoom range.
//
void AM_findMinMaxBoundaries(void)
{
int i;
fixed_t a;
fixed_t b;
::g->min_x = ::g->min_y = MAXINT;
::g->max_x = ::g->max_y = -MAXINT;
for (i=0; i < ::g->numvertexes; i++)
{
if (::g->vertexes[i].x < ::g->min_x)
::g->min_x = ::g->vertexes[i].x;
else if (::g->vertexes[i].x > ::g->max_x)
::g->max_x = ::g->vertexes[i].x;
if (::g->vertexes[i].y < ::g->min_y)
::g->min_y = ::g->vertexes[i].y;
else if (::g->vertexes[i].y > ::g->max_y)
::g->max_y = ::g->vertexes[i].y;
}
::g->max_w = ::g->max_x - ::g->min_x;
::g->max_h = ::g->max_y - ::g->min_y;
::g->min_w = 2*PLAYERRADIUS; // const? never changed?
::g->min_h = 2*PLAYERRADIUS;
a = FixedDiv(::g->f_w<max_w);
b = FixedDiv(::g->f_h<max_h);
::g->min_scale_mtof = a < b ? a : b;
::g->max_scale_mtof = FixedDiv(::g->f_h<m_paninc.x || ::g->m_paninc.y)
{
::g->followplayer = 0;
::g->f_oldloc.x = MAXINT;
}
::g->m_x += ::g->m_paninc.x;
::g->m_y += ::g->m_paninc.y;
if (::g->m_x + ::g->m_w/2 > ::g->max_x)
::g->m_x = ::g->max_x - ::g->m_w/2;
else if (::g->m_x + ::g->m_w/2 < ::g->min_x)
::g->m_x = ::g->min_x - ::g->m_w/2;
if (::g->m_y + ::g->m_h/2 > ::g->max_y)
::g->m_y = ::g->max_y - ::g->m_h/2;
else if (::g->m_y + ::g->m_h/2 < ::g->min_y)
::g->m_y = ::g->min_y - ::g->m_h/2;
::g->m_x2 = ::g->m_x + ::g->m_w;
::g->m_y2 = ::g->m_y + ::g->m_h;
}
//
//
//
void AM_initVariables(void)
{
static event_t st_notify = { ev_keyup, AM_MSGENTERED };
int pnum;
::g->automapactive = true;
::g->fb = ::g->screens[0];
::g->f_oldloc.x = MAXINT;
::g->amclock = 0;
::g->lightlev = 0;
::g->m_paninc.x = ::g->m_paninc.y = 0;
::g->ftom_zoommul = FRACUNIT;
::g->mtof_zoommul = FRACUNIT;
::g->m_w = FTOM(::g->f_w);
::g->m_h = FTOM(::g->f_h);
// find player to center on initially
if (!::g->playeringame[pnum = ::g->consoleplayer])
for (pnum=0;pnumplayeringame[pnum])
break;
::g->amap_plr = &::g->players[pnum];
::g->m_x = ::g->amap_plr->mo->x - ::g->m_w/2;
::g->m_y = ::g->amap_plr->mo->y - ::g->m_h/2;
AM_changeWindowLoc();
// for saving & restoring
::g->old_m_x = ::g->m_x;
::g->old_m_y = ::g->m_y;
::g->old_m_w = ::g->m_w;
::g->old_m_h = ::g->m_h;
// inform the status bar of the change
ST_Responder(&st_notify);
}
//
//
//
void AM_loadPics(void)
{
int i;
char namebuf[9];
for (i=0;i<10;i++)
{
sprintf(namebuf, "AMMNUM%d", i);
::g->marknums[i] = (patch_t*)W_CacheLumpName(namebuf, PU_STATIC_SHARED);
}
}
void AM_unloadPics(void)
{
// int i;
}
void AM_clearMarks(void)
{
int i;
for (i=0;imarkpoints[i].x = -1; // means empty
::g->markpointnum = 0;
}
//
// should be called at the start of every level
// right now, i figure it out myself
//
void AM_LevelInit(void)
{
::g->leveljuststarted = 0;
::g->f_x = ::g->f_y = 0;
::g->f_w = ::g->finit_width;
::g->f_h = ::g->finit_height;
AM_clearMarks();
AM_findMinMaxBoundaries();
::g->scale_mtof = FixedDiv(::g->min_scale_mtof, (int) (0.7*FRACUNIT));
if (::g->scale_mtof > ::g->max_scale_mtof)
::g->scale_mtof = ::g->min_scale_mtof;
::g->scale_ftom = FixedDiv(FRACUNIT, ::g->scale_mtof);
}
//
//
//
void AM_Stop (void)
{
static event_t st_notify = { (evtype_t)0, ev_keyup, AM_MSGEXITED };
AM_unloadPics();
::g->automapactive = false;
ST_Responder(&st_notify);
::g->stopped = true;
}
//
//
//
void AM_Start (void)
{
if (!::g->stopped) AM_Stop();
::g->stopped = false;
if (::g->lastlevel != ::g->gamemap || ::g->lastepisode != ::g->gameepisode)
{
AM_LevelInit();
::g->lastlevel = ::g->gamemap;
::g->lastepisode = ::g->gameepisode;
}
AM_initVariables();
AM_loadPics();
}
//
// set the window scale to the maximum size
//
void AM_minOutWindowScale(void)
{
::g->scale_mtof = ::g->min_scale_mtof;
::g->scale_ftom = FixedDiv(FRACUNIT, ::g->scale_mtof);
AM_activateNewScale();
}
//
// set the window scale to the minimum size
//
void AM_maxOutWindowScale(void)
{
::g->scale_mtof = ::g->max_scale_mtof;
::g->scale_ftom = FixedDiv(FRACUNIT, ::g->scale_mtof);
AM_activateNewScale();
}
//
// Handle ::g->events (user inputs) in automap mode
//
qboolean
AM_Responder
( event_t* ev )
{
int rc;
rc = false;
if (!::g->automapactive)
{
if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY)
{
AM_Start ();
::g->viewactive = false;
rc = true;
}
}
else if (ev->type == ev_keydown)
{
rc = true;
switch(ev->data1)
{
case AM_PANRIGHTKEY: // pan right
if (!::g->followplayer) ::g->m_paninc.x = FTOM(F_PANINC);
else rc = false;
break;
case AM_PANLEFTKEY: // pan left
if (!::g->followplayer) ::g->m_paninc.x = -FTOM(F_PANINC);
else rc = false;
break;
case AM_PANUPKEY: // pan up
if (!::g->followplayer) ::g->m_paninc.y = FTOM(F_PANINC);
else rc = false;
break;
case AM_PANDOWNKEY: // pan down
if (!::g->followplayer) ::g->m_paninc.y = -FTOM(F_PANINC);
else rc = false;
break;
case AM_ZOOMOUTKEY: // zoom out
::g->mtof_zoommul = M_ZOOMOUT;
::g->ftom_zoommul = M_ZOOMIN;
break;
case AM_ZOOMINKEY: // zoom in
::g->mtof_zoommul = M_ZOOMIN;
::g->ftom_zoommul = M_ZOOMOUT;
break;
case AM_ENDKEY:
::g->bigstate = 0;
::g->viewactive = true;
AM_Stop ();
break;
case AM_GOBIGKEY:
::g->bigstate = !::g->bigstate;
if (::g->bigstate)
{
AM_saveScaleAndLoc();
AM_minOutWindowScale();
}
else AM_restoreScaleAndLoc();
break;
case AM_FOLLOWKEY:
::g->followplayer = !::g->followplayer;
::g->f_oldloc.x = MAXINT;
::g->amap_plr->message = ::g->followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF;
break;
case AM_GRIDKEY:
::g->grid = !::g->grid;
::g->amap_plr->message = ::g->grid ? AMSTR_GRIDON : AMSTR_GRIDOFF;
break;
case AM_MARKKEY:
sprintf(::g->buffer, "%s %d", AMSTR_MARKEDSPOT, ::g->markpointnum);
::g->amap_plr->message = ::g->buffer;
AM_addMark();
break;
case AM_CLEARMARKKEY:
AM_clearMarks();
::g->amap_plr->message = AMSTR_MARKSCLEARED;
break;
default:
::g->cheatstate=0;
rc = false;
}
if (!::g->deathmatch && cht_CheckCheat(&cheat_amap, ev->data1))
{
rc = false;
::g->cheating = (::g->cheating+1) % 3;
}
}
else if (ev->type == ev_keyup)
{
rc = false;
switch (ev->data1)
{
case AM_PANRIGHTKEY:
if (!::g->followplayer) ::g->m_paninc.x = 0;
break;
case AM_PANLEFTKEY:
if (!::g->followplayer) ::g->m_paninc.x = 0;
break;
case AM_PANUPKEY:
if (!::g->followplayer) ::g->m_paninc.y = 0;
break;
case AM_PANDOWNKEY:
if (!::g->followplayer) ::g->m_paninc.y = 0;
break;
case AM_ZOOMOUTKEY:
case AM_ZOOMINKEY:
::g->mtof_zoommul = FRACUNIT;
::g->ftom_zoommul = FRACUNIT;
break;
}
}
return rc;
}
//
// Zooming
//
void AM_changeWindowScale(void)
{
// Change the scaling multipliers
::g->scale_mtof = FixedMul(::g->scale_mtof, ::g->mtof_zoommul);
::g->scale_ftom = FixedDiv(FRACUNIT, ::g->scale_mtof);
if (::g->scale_mtof < ::g->min_scale_mtof)
AM_minOutWindowScale();
else if (::g->scale_mtof > ::g->max_scale_mtof)
AM_maxOutWindowScale();
else
AM_activateNewScale();
}
//
//
//
void AM_doFollowPlayer(void)
{
if (::g->f_oldloc.x != ::g->amap_plr->mo->x || ::g->f_oldloc.y != ::g->amap_plr->mo->y)
{
::g->m_x = FTOM(MTOF(::g->amap_plr->mo->x)) - ::g->m_w/2;
::g->m_y = FTOM(MTOF(::g->amap_plr->mo->y)) - ::g->m_h/2;
::g->m_x2 = ::g->m_x + ::g->m_w;
::g->m_y2 = ::g->m_y + ::g->m_h;
::g->f_oldloc.x = ::g->amap_plr->mo->x;
::g->f_oldloc.y = ::g->amap_plr->mo->y;
// ::g->m_x = FTOM(MTOF(::g->amap_plr->mo->x - ::g->m_w/2));
// ::g->m_y = FTOM(MTOF(::g->amap_plr->mo->y - ::g->m_h/2));
// ::g->m_x = ::g->amap_plr->mo->x - ::g->m_w/2;
// ::g->m_y = ::g->amap_plr->mo->y - ::g->m_h/2;
}
}
//
//
//
void AM_updateLightLev(void)
{
//static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 };
const static int litelevels[] = { 0, 4, 7, 10, 12, 14, 15, 15 };
// Change light level
if (::g->amclock>::g->nexttic)
{
::g->lightlev = litelevels[::g->litelevelscnt++];
if (::g->litelevelscnt == sizeof(litelevels)/sizeof(int)) ::g->litelevelscnt = 0;
::g->nexttic = ::g->amclock + 6 - (::g->amclock % 6);
}
}
//
// Updates on Game Tick
//
void AM_Ticker (void)
{
if (!::g->automapactive)
return;
::g->amclock++;
if (::g->followplayer)
AM_doFollowPlayer();
// Change the zoom if necessary
if (::g->ftom_zoommul != FRACUNIT)
AM_changeWindowScale();
// Change x,y location
if (::g->m_paninc.x || ::g->m_paninc.y)
AM_changeWindowLoc();
// Update light level
// AM_updateLightLev();
}
//
// Clear automap frame ::g->buffer.
//
void AM_clearFB(int color)
{
memset(::g->fb, color, ::g->f_w*::g->f_h);
}
//
// Automap clipping of ::g->lines.
//
// Based on Cohen-Sutherland clipping algorithm but with a slightly
// faster reject and precalculated slopes. If the speed is needed,
// use a hash algorithm to handle the common cases.
//
qboolean
AM_clipMline
( mline_t* ml,
fline_t* fl )
{
enum
{
LEFT =1,
RIGHT =2,
BOTTOM =4,
TOP =8
};
register int outcode1 = 0;
register int outcode2 = 0;
register int outside;
fpoint_t tmp = { 0, 0 };
int dx;
int dy;
// do trivial rejects and outcodes
if (ml->a.y > ::g->m_y2)
outcode1 = TOP;
else if (ml->a.y < ::g->m_y)
outcode1 = BOTTOM;
if (ml->b.y > ::g->m_y2)
outcode2 = TOP;
else if (ml->b.y < ::g->m_y)
outcode2 = BOTTOM;
if (outcode1 & outcode2)
return false; // trivially outside
if (ml->a.x < ::g->m_x)
outcode1 |= LEFT;
else if (ml->a.x > ::g->m_x2)
outcode1 |= RIGHT;
if (ml->b.x < ::g->m_x)
outcode2 |= LEFT;
else if (ml->b.x > ::g->m_x2)
outcode2 |= RIGHT;
if (outcode1 & outcode2)
return false; // trivially outside
// transform to frame-::g->buffer coordinates.
fl->a.x = CXMTOF(ml->a.x);
fl->a.y = CYMTOF(ml->a.y);
fl->b.x = CXMTOF(ml->b.x);
fl->b.y = CYMTOF(ml->b.y);
DOOUTCODE(outcode1, fl->a.x, fl->a.y);
DOOUTCODE(outcode2, fl->b.x, fl->b.y);
if (outcode1 & outcode2)
return false;
while (outcode1 | outcode2)
{
// may be partially inside box
// find an outside point
if (outcode1)
outside = outcode1;
else
outside = outcode2;
// clip to each side
if (outside & TOP)
{
dy = fl->a.y - fl->b.y;
dx = fl->b.x - fl->a.x;
tmp.x = fl->a.x + (dx*(fl->a.y))/dy;
tmp.y = 0;
}
else if (outside & BOTTOM)
{
dy = fl->a.y - fl->b.y;
dx = fl->b.x - fl->a.x;
tmp.x = fl->a.x + (dx*(fl->a.y-::g->f_h))/dy;
tmp.y = ::g->f_h-1;
}
else if (outside & RIGHT)
{
dy = fl->b.y - fl->a.y;
dx = fl->b.x - fl->a.x;
tmp.y = fl->a.y + (dy*(::g->f_w-1 - fl->a.x))/dx;
tmp.x = ::g->f_w-1;
}
else if (outside & LEFT)
{
dy = fl->b.y - fl->a.y;
dx = fl->b.x - fl->a.x;
tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
tmp.x = 0;
}
if (outside == outcode1)
{
fl->a = tmp;
DOOUTCODE(outcode1, fl->a.x, fl->a.y);
}
else
{
fl->b = tmp;
DOOUTCODE(outcode2, fl->b.x, fl->b.y);
}
if (outcode1 & outcode2)
return false; // trivially outside
}
return true;
}
#undef DOOUTCODE
//
// Classic Bresenham w/ whatever optimizations needed for speed
//
void
AM_drawFline
( fline_t* fl,
int color )
{
register int x;
register int y;
register int dx;
register int dy;
register int sx;
register int sy;
register int ax;
register int ay;
register int d;
static int fuck = 0;
// For debugging only
if ( fl->a.x < 0 || fl->a.x >= ::g->f_w
|| fl->a.y < 0 || fl->a.y >= ::g->f_h
|| fl->b.x < 0 || fl->b.x >= ::g->f_w
|| fl->b.y < 0 || fl->b.y >= ::g->f_h)
{
I_PrintfE("fuck %d \r", fuck++);
return;
}
dx = fl->b.x - fl->a.x;
ax = 2 * (dx<0 ? -dx : dx);
sx = dx<0 ? -1 : 1;
dy = fl->b.y - fl->a.y;
ay = 2 * (dy<0 ? -dy : dy);
sy = dy<0 ? -1 : 1;
x = fl->a.x;
y = fl->a.y;
if (ax > ay)
{
d = ay - ax/2;
while (1)
{
PUTDOT(x,y,color);
if (x == fl->b.x) return;
if (d>=0)
{
y += sy;
d -= ax;
}
x += sx;
d += ay;
}
}
else
{
d = ax - ay/2;
while (1)
{
PUTDOT(x, y, color);
if (y == fl->b.y) return;
if (d >= 0)
{
x += sx;
d -= ay;
}
y += sy;
d += ax;
}
}
}
//
// Clip ::g->lines, draw visible part sof ::g->lines.
//
void
AM_drawMline
( mline_t* ml,
int color )
{
static fline_t fl;
if (AM_clipMline(ml, &fl))
AM_drawFline(&fl, color); // draws it on frame ::g->buffer using ::g->fb coords
}
//
// Draws flat (floor/ceiling tile) aligned ::g->grid ::g->lines.
//
void AM_drawGrid(int color)
{
fixed_t x, y;
fixed_t start, end;
mline_t ml;
// Figure out start of vertical gridlines
start = ::g->m_x;
if ((start-::g->bmaporgx)%(MAPBLOCKUNITS<bmaporgx)%(MAPBLOCKUNITS<m_x + ::g->m_w;
// draw vertical gridlines
ml.a.y = ::g->m_y;
ml.b.y = ::g->m_y+::g->m_h;
for (x=start; xm_y;
if ((start-::g->bmaporgy)%(MAPBLOCKUNITS<bmaporgy)%(MAPBLOCKUNITS<m_y + ::g->m_h;
// draw horizontal gridlines
ml.a.x = ::g->m_x;
ml.b.x = ::g->m_x + ::g->m_w;
for (y=start; ylines, draws them.
// This is LineDef based, not LineSeg based.
//
void AM_drawWalls(void)
{
int i;
static mline_t l;
for (i = 0; i < ::g->numlines; i++)
{
l.a.x = ::g->lines[i].v1->x;
l.a.y = ::g->lines[i].v1->y;
l.b.x = ::g->lines[i].v2->x;
l.b.y = ::g->lines[i].v2->y;
if (::g->cheating || (::g->lines[i].flags & ML_MAPPED))
{
if ((::g->lines[i].flags & LINE_NEVERSEE) && !::g->cheating)
continue;
if (!::g->lines[i].backsector)
{
AM_drawMline(&l, WALLCOLORS+::g->lightlev);
}
else
{
if (::g->lines[i].special == 39)
{ // teleporters
AM_drawMline(&l, WALLCOLORS+WALLRANGE/2);
}
else if (::g->lines[i].flags & ML_SECRET) // secret door
{
if (::g->cheating) AM_drawMline(&l, SECRETWALLCOLORS + ::g->lightlev);
else AM_drawMline(&l, WALLCOLORS+::g->lightlev);
}
else if (::g->lines[i].backsector->floorheight
!= ::g->lines[i].frontsector->floorheight) {
AM_drawMline(&l, FDWALLCOLORS + ::g->lightlev); // floor level change
}
else if (::g->lines[i].backsector->ceilingheight
!= ::g->lines[i].frontsector->ceilingheight) {
AM_drawMline(&l, CDWALLCOLORS+::g->lightlev); // ceiling level change
}
else if (::g->cheating) {
AM_drawMline(&l, TSWALLCOLORS+::g->lightlev);
}
}
}
else if (::g->amap_plr->powers[pw_allmap])
{
if (!(::g->lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS+3);
}
}
}
//
// Rotation in 2D.
// Used to rotate player arrow line character.
//
void
AM_rotate
( fixed_t* x,
fixed_t* y,
angle_t a )
{
fixed_t tmpx;
tmpx =
FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT])
- FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]);
*y =
FixedMul(*x,finesine[a>>ANGLETOFINESHIFT])
+ FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]);
*x = tmpx;
}
void
AM_drawLineCharacter
( mline_t* lineguy,
int lineguylines,
fixed_t scale,
angle_t angle,
int color,
fixed_t x,
fixed_t y )
{
int i;
mline_t l;
for (i=0;inetgame)
{
if (::g->cheating)
AM_drawLineCharacter
(cheat_player_arrow, NUMCHEATPLYRLINES, 0,
::g->amap_plr->mo->angle, WHITE, ::g->amap_plr->mo->x, ::g->amap_plr->mo->y);
else
AM_drawLineCharacter
(player_arrow, NUMPLYRLINES, 0, ::g->amap_plr->mo->angle,
WHITE, ::g->amap_plr->mo->x, ::g->amap_plr->mo->y);
return;
}
for (i=0;iplayers[i];
if ( (::g->deathmatch && !::g->singledemo) && p != ::g->amap_plr)
continue;
if (!::g->playeringame[i])
continue;
if (p->powers[pw_invisibility])
color = 246; // *close* to black
else
color = their_colors[their_color];
AM_drawLineCharacter
(player_arrow, NUMPLYRLINES, 0, p->mo->angle,
color, p->mo->x, p->mo->y);
}
}
void
AM_drawThings
( int colors,
int colorrange)
{
int i;
mobj_t* t;
for (i = 0; i < ::g->numsectors; i++)
{
t = ::g->sectors[i].thinglist;
while (t)
{
AM_drawLineCharacter
(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
16<angle, colors+::g->lightlev, t->x, t->y);
t = t->snext;
}
}
}
void AM_drawMarks(void)
{
int i, fx, fy, w, h;
for (i=0;imarkpoints[i].x != -1)
{
// w = SHORT(::g->marknums[i]->width);
// h = SHORT(::g->marknums[i]->height);
w = 5; // because something's wrong with the wad, i guess
h = 6; // because something's wrong with the wad, i guess
fx = CXMTOF(::g->markpoints[i].x);
fy = CYMTOF(::g->markpoints[i].y);
if (fx >= ::g->f_x && fx <= ::g->f_w - w && fy >= ::g->f_y && fy <= ::g->f_h - h)
V_DrawPatch(fx/GLOBAL_IMAGE_SCALER, fy/GLOBAL_IMAGE_SCALER, FB, ::g->marknums[i]);
}
}
}
void AM_drawCrosshair(int color)
{
::g->fb[(::g->f_w*(::g->f_h+1))/2] = color; // single point for now
}
void AM_Drawer (void)
{
if (!::g->automapactive) return;
AM_clearFB(BACKGROUND);
if (::g->grid)
AM_drawGrid(GRIDCOLORS);
AM_drawWalls();
AM_drawPlayers();
if (::g->cheating==2)
AM_drawThings(THINGCOLORS, THINGRANGE);
AM_drawCrosshair(XHAIRCOLORS);
AM_drawMarks();
V_MarkRect(::g->f_x, ::g->f_y, ::g->f_w, ::g->f_h);
}