doom3-bfg/doomclassic/doom/am_map.cpp

1391 lines
26 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 <stdio.h>
#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 << FRACBITS, ::g->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 << FRACBITS, ::g->max_w );
b = FixedDiv( ::g->f_h << FRACBITS, ::g->max_h );
::g->min_scale_mtof = a < b ? a : b;
::g->max_scale_mtof = FixedDiv( ::g->f_h << FRACBITS, 2 * PLAYERRADIUS );
}
//
//
//
void AM_changeWindowLoc( void )
{
if( ::g->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; pnum < MAXPLAYERS; pnum++ )
if( ::g->playeringame[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++ )
{
idStr::snPrintf( namebuf, sizeof( 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; i < AM_NUMMARKPOINTS; i++ )
{
::g->markpoints[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:
idStr::snPrintf( ::g->buffer, sizeof( ::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
};
int outcode1 = 0;
int outcode2 = 0;
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 )
{
int x;
int y;
int dx;
int dy;
int sx;
int sy;
int ax;
int ay;
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 << FRACBITS ) )
start += ( MAPBLOCKUNITS << FRACBITS )
- ( ( start -::g->bmaporgx ) % ( MAPBLOCKUNITS << FRACBITS ) );
end = ::g->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; x < end; x += ( MAPBLOCKUNITS << FRACBITS ) )
{
ml.a.x = x;
ml.b.x = x;
AM_drawMline( &ml, color );
}
// Figure out start of horizontal gridlines
start = ::g->m_y;
if( ( start -::g->bmaporgy ) % ( MAPBLOCKUNITS << FRACBITS ) )
start += ( MAPBLOCKUNITS << FRACBITS )
- ( ( start -::g->bmaporgy ) % ( MAPBLOCKUNITS << FRACBITS ) );
end = ::g->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; y < end; y += ( MAPBLOCKUNITS << FRACBITS ) )
{
ml.a.y = y;
ml.b.y = y;
AM_drawMline( &ml, color );
}
}
//
// Determines visible ::g->lines, 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; i < lineguylines; i++ )
{
l.a.x = lineguy[i].a.x;
l.a.y = lineguy[i].a.y;
if( scale )
{
l.a.x = FixedMul( scale, l.a.x );
l.a.y = FixedMul( scale, l.a.y );
}
if( angle )
{
AM_rotate( &l.a.x, &l.a.y, angle );
}
l.a.x += x;
l.a.y += y;
l.b.x = lineguy[i].b.x;
l.b.y = lineguy[i].b.y;
if( scale )
{
l.b.x = FixedMul( scale, l.b.x );
l.b.y = FixedMul( scale, l.b.y );
}
if( angle )
{
AM_rotate( &l.b.x, &l.b.y, angle );
}
l.b.x += x;
l.b.y += y;
AM_drawMline( &l, color );
}
}
void AM_drawPlayers( void )
{
int i;
player_t* p;
static int their_colors[] = { GREENS, GRAYS, BROWNS, REDS };
int their_color = -1;
int color;
if( !::g->netgame )
{
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; i < MAXPLAYERS; i++ )
{
their_color++;
p = &::g->players[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 << FRACBITS, t->angle, colors +::g->lightlev, t->x, t->y );
t = t->snext;
}
}
}
void AM_drawMarks( void )
{
int i, fx, fy, w, h;
for( i = 0; i < AM_NUMMARKPOINTS; i++ )
{
if( ::g->markpoints[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 );
}