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1103 lines
25 KiB
C
1103 lines
25 KiB
C
// SONIC ROBO BLAST 2
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//-----------------------------------------------------------------------------
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Copyright (C) 1998-2000 by DooM Legacy Team.
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// Copyright (C) 1999-2018 by Sonic Team Junior.
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//
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// This program is free software distributed under the
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// terms of the GNU General Public License, version 2.
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// See the 'LICENSE' file for more details.
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//-----------------------------------------------------------------------------
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/// \file am_map.c
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/// \brief Code for the 'automap', former Doom feature used for DEVMODE testing
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#include "am_map.h"
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#include "g_game.h"
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#include "g_input.h"
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#include "p_local.h"
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#include "p_slopes.h"
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#include "v_video.h"
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#include "i_video.h"
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#include "r_state.h"
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#include "r_draw.h"
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#ifdef HWRENDER
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#include "hardware/hw_main.h"
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#endif
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// For use if I do walls with outsides/insides
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static const UINT8 REDS = (8*16);
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static const UINT8 REDRANGE = 16;
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static const UINT8 GRAYS = (1*16);
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static const UINT8 GRAYSRANGE = 16;
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static const UINT8 BROWNS = (3*16);
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static const UINT8 YELLOWS = (7*16);
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static const UINT8 GREENS = (10*16);
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static const UINT8 DBLACK = 31;
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static const UINT8 DWHITE = 0;
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static const UINT8 NOCLIMBREDS = 248;
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static const UINT8 NOCLIMBREDRANGE = 8;
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static const UINT8 NOCLIMBGRAYS = 204;
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static const UINT8 NOCLIMBBROWNS = (2*16);
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static const UINT8 NOCLIMBYELLOWS = (11*16);
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#ifdef _NDS
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#undef BACKGROUND
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#endif
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// Automap colors
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#define BACKGROUND DBLACK
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#define WALLCOLORS (REDS + REDRANGE/2)
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#define WALLRANGE (REDRANGE/2)
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#define NOCLIMBWALLCOLORS (NOCLIMBREDS + NOCLIMBREDRANGE/2)
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#define NOCLIMBWALLRANGE (NOCLIMBREDRANGE/2)
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#define THOKWALLCOLORS REDS
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#define THOKWALLRANGE REDRANGE
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#define NOCLIMBTHOKWALLCOLORS NOCLIMBREDS
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#define NOCLIMBTHOKWALLRANGE NOCLIMBREDRANGE
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#define TSWALLCOLORS GRAYS
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#define TSWALLRANGE GRAYSRANGE
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#define NOCLIMBTSWALLCOLORS NOCLIMBGRAYS
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#define FDWALLCOLORS BROWNS
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#define NOCLIMBFDWALLCOLORS NOCLIMBBROWNS
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#define CDWALLCOLORS YELLOWS
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#define NOCLIMBCDWALLCOLORS NOCLIMBYELLOWS
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#define THINGCOLORS GREENS
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#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
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#define XHAIRCOLORS GRAYS
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// controls
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#define AM_PANUPKEY KEY_UPARROW
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#define AM_PANDOWNKEY KEY_DOWNARROW
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#define AM_PANLEFTKEY KEY_LEFTARROW
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#define AM_PANRIGHTKEY KEY_RIGHTARROW
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#define AM_ZOOMINKEY '='
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#define AM_ZOOMOUTKEY '-'
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#define AM_GOBIGKEY '0'
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#define AM_FOLLOWKEY 'f'
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#define AM_GRIDKEY 'g'
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#define AM_TOGGLEKEY KEY_TAB
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// scale on entry
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#define INITSCALEMTOF (FRACUNIT/5)
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// how much the automap moves window per tic in frame-buffer coordinates
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// moves 140 pixels in 1 second
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#define F_PANINC 4
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// how much zoom-in per tic
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// goes to 2x in 1 second
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#define M_ZOOMIN ((51*FRACUNIT)/50)
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// how much zoom-out per tic
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// pulls out to 0.5x in 1 second
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#define M_ZOOMOUT ((50*FRACUNIT)/51)
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// translates between frame-buffer and map distances
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#define FTOM(x) FixedMul(((x)<<FRACBITS),scale_ftom)
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#define MTOF(x) (FixedMul((x),scale_mtof)>>FRACBITS)
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// translates between frame-buffer and map coordinates
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#define CXMTOF(x) (f_x + MTOF((x)-m_x))
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#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
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#define MAPBITS (FRACBITS-4)
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#define FRACTOMAPBITS (FRACBITS-MAPBITS)
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typedef struct
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{
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fixed_t x, y;
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} mpoint_t;
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typedef struct
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{
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mpoint_t a, b;
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} mline_t;
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typedef struct
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{
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fixed_t slp, islp;
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} islope_t;
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//
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// The vector graphics for the automap.
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// A line drawing of the player pointing right,
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// starting from the middle.
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//
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#define PLAYERRADIUS (16*(1<<MAPBITS))
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#define R ((8*PLAYERRADIUS)/7)
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static const mline_t player_arrow[] = {
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{ { -R+R/8, 0 }, { R, 0 } }, // -----
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{ { R, 0 }, { R-R/2, R/4 } }, // ----->
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{ { R, 0 }, { R-R/2, -R/4 } },
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{ { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
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{ { -R+R/8, 0 }, { -R-R/8, -R/4 } },
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{ { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
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{ { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
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};
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#undef R
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#define NUMPLYRLINES (sizeof (player_arrow)/sizeof (mline_t))
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#if 0
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#define R (FRACUNIT)
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static mline_t triangle_guy[] = {
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{ { (fixed_t)-.867f*R, (fixed_t)-.5f*R }, { (fixed_t) .867f*R, (fixed_t)-.5f*R } },
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{ { (fixed_t) .867f*R, (fixed_t)-.5f*R }, { (fixed_t) 0, (fixed_t) R } },
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{ { (fixed_t) 0, (fixed_t) R }, { (fixed_t)-.867f*R, (fixed_t)-.5f*R } }
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};
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#undef R
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#define NUMTRIANGLEGUYLINES (sizeof (triangle_guy)/sizeof (mline_t))
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#endif
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#define R (FRACUNIT)
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static const mline_t thintriangle_guy[] = {
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{ { (-1*R)/2, (-7*R)/10 }, { R, 0 } },
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{ { R, 0 }, { (-1*R)/2, (7*R)/10 } },
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{ { (-1*R)/2, (7*R)/10 }, { (-1*R)/2, (-7*R)/10 } }
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};
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#undef R
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#define NUMTHINTRIANGLEGUYLINES (sizeof (thintriangle_guy)/sizeof (mline_t))
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static boolean bigstate; // user view and large view (full map view)
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static boolean draw_grid = false;
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boolean automapactive = false;
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boolean am_recalc = false; //added : 05-02-98 : true when screen size changes
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static boolean am_stopped = true;
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static INT32 f_x, f_y; // location of window on screen (always zero for both)
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static INT32 f_w, f_h; // size of window on screen (always the screen width and height respectively)
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static mpoint_t m_paninc; // how far the window pans each tic (map coords)
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static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
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static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
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static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
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static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
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//
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// width/height of window on map (map coords)
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//
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static fixed_t m_w;
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static fixed_t m_h;
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// based on level size
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static fixed_t min_x;
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static fixed_t min_y;
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static fixed_t max_x;
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static fixed_t max_y;
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static fixed_t max_w; // max_x-min_x,
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static fixed_t max_h; // max_y-min_y
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static fixed_t min_scale_mtof; // used to tell when to stop zooming out
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static fixed_t max_scale_mtof; // used to tell when to stop zooming in
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// old stuff for recovery later
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static fixed_t old_m_w, old_m_h;
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static fixed_t old_m_x, old_m_y;
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// old location used by the Follower routine
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static mpoint_t f_oldloc;
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// used by MTOF to scale from map-to-frame-buffer coords
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static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
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// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
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static fixed_t scale_ftom;
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static player_t *plr; // the player represented by an arrow
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static INT32 followplayer = true; // specifies whether to follow the player around
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// function for drawing lines, depends on rendermode
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typedef void (*AMDRAWFLINEFUNC) (const fline_t *fl, INT32 color);
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static AMDRAWFLINEFUNC AM_drawFline;
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static void AM_drawFline_soft(const fline_t *fl, INT32 color);
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static void AM_activateNewScale(void)
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{
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m_x += m_w/2;
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m_y += m_h/2;
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m_w = FTOM(f_w);
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m_h = FTOM(f_h);
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m_x -= m_w/2;
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m_y -= m_h/2;
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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}
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static inline void AM_saveScaleAndLoc(void)
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{
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old_m_x = m_x;
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old_m_y = m_y;
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old_m_w = m_w;
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old_m_h = m_h;
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}
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static inline void AM_restoreScaleAndLoc(void)
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{
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m_w = old_m_w;
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m_h = old_m_h;
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if (!followplayer)
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{
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m_x = old_m_x;
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m_y = old_m_y;
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}
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else
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{
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m_x = (plr->mo->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (plr->mo->y >> FRACTOMAPBITS) - m_h/2;
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}
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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// Change the scaling multipliers
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scale_mtof = FixedDiv(f_w<<FRACBITS, m_w);
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scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
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}
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/** Determines the bounding box around all vertices.
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* This is used to set global variables controlling the zoom range.
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*/
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static void AM_findMinMaxBoundaries(void)
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{
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size_t i;
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fixed_t a;
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fixed_t b;
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min_x = min_y = +INT32_MAX;
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max_x = max_y = -INT32_MAX;
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for (i = 0; i < numvertexes; i++)
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{
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if (vertexes[i].x < min_x)
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min_x = vertexes[i].x;
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else if (vertexes[i].x > max_x)
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max_x = vertexes[i].x;
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if (vertexes[i].y < min_y)
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min_y = vertexes[i].y;
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else if (vertexes[i].y > max_y)
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max_y = vertexes[i].y;
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}
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max_w = (max_x >>= FRACTOMAPBITS) - (min_x >>= FRACTOMAPBITS);
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max_h = (max_y >>= FRACTOMAPBITS) - (min_y >>= FRACTOMAPBITS);
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a = FixedDiv(f_w<<FRACBITS, max_w);
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b = FixedDiv(f_h<<FRACBITS, max_h);
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min_scale_mtof = a < b ? a : b;
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max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS);
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}
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static void AM_changeWindowLoc(void)
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{
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if (m_paninc.x || m_paninc.y)
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{
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followplayer = false;
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f_oldloc.x = INT32_MAX;
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}
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m_x += m_paninc.x;
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m_y += m_paninc.y;
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if (m_x + m_w/2 > max_x)
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m_x = max_x - m_w/2;
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else if (m_x + m_w/2 < min_x)
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m_x = min_x - m_w/2;
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if (m_y + m_h/2 > max_y)
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m_y = max_y - m_h/2;
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else if (m_y + m_h/2 < min_y)
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m_y = min_y - m_h/2;
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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}
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static void AM_initVariables(void)
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{
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INT32 pnum;
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automapactive = true;
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f_oldloc.x = INT32_MAX;
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m_paninc.x = m_paninc.y = 0;
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ftom_zoommul = FRACUNIT;
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mtof_zoommul = FRACUNIT;
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m_w = FTOM(f_w);
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m_h = FTOM(f_h);
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// find player to center on initially
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if (!playeringame[pnum = consoleplayer])
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for (pnum = 0; pnum < MAXPLAYERS; pnum++)
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if (playeringame[pnum])
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break;
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plr = &players[pnum];
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if (plr != NULL && plr->mo != NULL)
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{
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m_x = (plr->mo->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (plr->mo->y >> FRACTOMAPBITS) - m_h/2;
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}
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AM_changeWindowLoc();
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// for saving & restoring
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old_m_x = m_x;
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old_m_y = m_y;
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old_m_w = m_w;
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old_m_h = m_h;
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}
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//
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// should be called at the start of every level
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// right now, i figure it out myself
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//
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static void AM_LevelInit(void)
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{
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f_x = f_y = 0;
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f_w = vid.width;
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f_h = vid.height;
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AM_drawFline = AM_drawFline_soft;
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#ifdef HWRENDER
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if (rendermode == render_opengl)
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AM_drawFline = HWR_drawAMline;
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#endif
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AM_findMinMaxBoundaries();
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scale_mtof = FixedDiv(min_scale_mtof*10, 7*FRACUNIT);
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if (scale_mtof > max_scale_mtof)
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scale_mtof = min_scale_mtof;
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scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
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}
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/** Disables automap.
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*
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* \sa AM_Start
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*/
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void AM_Stop(void)
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{
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automapactive = false;
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am_stopped = true;
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}
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/** Enables automap.
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*
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* \sa AM_Stop
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*/
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static inline void AM_Start(void)
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{
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static INT32 lastlevel = -1;
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if (!am_stopped)
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AM_Stop();
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am_stopped = false;
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if (lastlevel != gamemap || am_recalc) // screen size changed
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{
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AM_LevelInit();
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lastlevel = gamemap;
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am_recalc = false;
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}
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AM_initVariables();
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}
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//
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// set the window scale to the maximum size
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//
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static void AM_minOutWindowScale(void)
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{
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scale_mtof = min_scale_mtof;
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scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
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AM_activateNewScale();
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}
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//
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// set the window scale to the minimum size
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//
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static void AM_maxOutWindowScale(void)
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{
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scale_mtof = max_scale_mtof;
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scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
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AM_activateNewScale();
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}
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/** Responds to user inputs in automap mode.
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*
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* \param ev Event to possibly respond to.
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* \return True if the automap responder ate the event.
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*/
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boolean AM_Responder(event_t *ev)
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{
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INT32 rc = false;
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if (devparm || cv_debug) // only automap in Debug Tails 01-19-2001
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{
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if (!automapactive)
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{
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if (ev->type == ev_keydown && ev->data1 == AM_TOGGLEKEY)
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{
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//faB: prevent alt-tab in win32 version to activate automap just before
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// minimizing the app; doesn't do any harm to the DOS version
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if (!gamekeydown[KEY_LALT] && !gamekeydown[KEY_RALT])
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{
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bigstate = 0; //added : 24-01-98 : toggle off large view
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AM_Start();
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rc = true;
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}
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}
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}
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else if (ev->type == ev_keydown)
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{
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rc = true;
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switch (ev->data1)
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{
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case AM_PANRIGHTKEY: // pan right
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if (!followplayer)
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m_paninc.x = FTOM(F_PANINC);
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else
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rc = false;
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break;
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case AM_PANLEFTKEY: // pan left
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if (!followplayer)
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m_paninc.x = -FTOM(F_PANINC);
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else
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rc = false;
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break;
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case AM_PANUPKEY: // pan up
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if (!followplayer)
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m_paninc.y = FTOM(F_PANINC);
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else
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rc = false;
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break;
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case AM_PANDOWNKEY: // pan down
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if (!followplayer)
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m_paninc.y = -FTOM(F_PANINC);
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else
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rc = false;
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break;
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case AM_ZOOMOUTKEY: // zoom out
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mtof_zoommul = M_ZOOMOUT;
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ftom_zoommul = M_ZOOMIN;
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break;
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case AM_ZOOMINKEY: // zoom in
|
|
mtof_zoommul = M_ZOOMIN;
|
|
ftom_zoommul = M_ZOOMOUT;
|
|
break;
|
|
case AM_TOGGLEKEY:
|
|
AM_Stop();
|
|
break;
|
|
case AM_GOBIGKEY:
|
|
bigstate = !bigstate;
|
|
if (bigstate)
|
|
{
|
|
AM_saveScaleAndLoc();
|
|
AM_minOutWindowScale();
|
|
}
|
|
else
|
|
AM_restoreScaleAndLoc();
|
|
break;
|
|
case AM_FOLLOWKEY:
|
|
followplayer = !followplayer;
|
|
f_oldloc.x = INT32_MAX;
|
|
break;
|
|
case AM_GRIDKEY:
|
|
draw_grid = !draw_grid;
|
|
break;
|
|
default:
|
|
rc = false;
|
|
}
|
|
}
|
|
|
|
else if (ev->type == ev_keyup)
|
|
{
|
|
rc = false;
|
|
switch (ev->data1)
|
|
{
|
|
case AM_PANRIGHTKEY:
|
|
case AM_PANLEFTKEY:
|
|
if (!followplayer)
|
|
m_paninc.x = 0;
|
|
break;
|
|
case AM_PANUPKEY:
|
|
case AM_PANDOWNKEY:
|
|
if (!followplayer)
|
|
m_paninc.y = 0;
|
|
break;
|
|
case AM_ZOOMOUTKEY:
|
|
case AM_ZOOMINKEY:
|
|
mtof_zoommul = FRACUNIT;
|
|
ftom_zoommul = FRACUNIT;
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|
|
/** Makes a zooming change take effect.
|
|
*/
|
|
static inline void AM_changeWindowScale(void)
|
|
{
|
|
// Change the scaling multipliers
|
|
scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
|
|
scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
|
|
|
|
if (scale_mtof < min_scale_mtof)
|
|
AM_minOutWindowScale();
|
|
else if (scale_mtof > max_scale_mtof)
|
|
AM_maxOutWindowScale();
|
|
else
|
|
AM_activateNewScale();
|
|
}
|
|
|
|
static inline void AM_doFollowPlayer(void)
|
|
{
|
|
if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
|
|
{
|
|
m_x = FTOM(MTOF(plr->mo->x >> FRACTOMAPBITS)) - m_w/2;
|
|
m_y = FTOM(MTOF(plr->mo->y >> FRACTOMAPBITS)) - m_h/2;
|
|
m_x2 = m_x + m_w;
|
|
m_y2 = m_y + m_h;
|
|
f_oldloc.x = plr->mo->x;
|
|
f_oldloc.y = plr->mo->y;
|
|
}
|
|
}
|
|
|
|
/** Updates automap on a game tic, while the automap is enabled.
|
|
*/
|
|
void AM_Ticker(void)
|
|
{
|
|
if (!cv_debug)
|
|
AM_Stop();
|
|
|
|
if (dedicated || !automapactive)
|
|
return;
|
|
|
|
if (followplayer)
|
|
AM_doFollowPlayer();
|
|
|
|
// Change the zoom if necessary
|
|
if (ftom_zoommul != FRACUNIT)
|
|
AM_changeWindowScale();
|
|
|
|
// Change x,y location
|
|
if (m_paninc.x || m_paninc.y)
|
|
AM_changeWindowLoc();
|
|
}
|
|
|
|
/** Clears the automap framebuffer.
|
|
*
|
|
* \param color Color to erase to.
|
|
*/
|
|
static void AM_clearFB(INT32 color)
|
|
{
|
|
V_DrawFill(f_x, f_y, f_w, f_h, color|V_NOSCALESTART);
|
|
}
|
|
|
|
/** Performs automap clipping of 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.
|
|
*
|
|
* \param ml Line to clip.
|
|
* \param fl Resulting framebuffer coordinates?
|
|
* \return True if the line is inside the boundaries.
|
|
*/
|
|
static boolean AM_clipMline(const mline_t *ml, fline_t *fl)
|
|
{
|
|
enum
|
|
{
|
|
LEFT = 1,
|
|
RIGHT = 2,
|
|
BOTTOM = 4,
|
|
TOP = 8
|
|
};
|
|
|
|
register INT32 outcode1 = 0, outcode2 = 0, outside;
|
|
fpoint_t tmp ={0,0};
|
|
INT32 dx, dy;
|
|
|
|
#define DOOUTCODE(oc, mx, my) \
|
|
(oc) = 0; \
|
|
if ((my) < 0) (oc) |= TOP; \
|
|
else if ((my) >= f_h) (oc) |= BOTTOM; \
|
|
if ((mx) < 0) (oc) |= LEFT; \
|
|
else if ((mx) >= f_w) (oc) |= RIGHT;
|
|
|
|
// do trivial rejects and outcodes
|
|
if (ml->a.y > m_y2)
|
|
outcode1 = TOP;
|
|
else if (ml->a.y < m_y)
|
|
outcode1 = BOTTOM;
|
|
|
|
if (ml->b.y > m_y2)
|
|
outcode2 = TOP;
|
|
else if (ml->b.y < m_y)
|
|
outcode2 = BOTTOM;
|
|
|
|
if (outcode1 & outcode2)
|
|
return false; // trivially outside
|
|
|
|
if (ml->a.x < m_x)
|
|
outcode1 |= LEFT;
|
|
else if (ml->a.x > m_x2)
|
|
outcode1 |= RIGHT;
|
|
|
|
if (ml->b.x < m_x)
|
|
outcode2 |= LEFT;
|
|
else if (ml->b.x > m_x2)
|
|
outcode2 |= RIGHT;
|
|
|
|
if (outcode1 & outcode2)
|
|
return false; // trivially outside
|
|
|
|
// transform to frame-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-f_h))/dy;
|
|
tmp.y = 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*(f_w-1 - fl->a.x))/dx;
|
|
tmp.x = 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
|
|
//
|
|
static void AM_drawFline_soft(const fline_t *fl, INT32 color)
|
|
{
|
|
INT32 x, y, dx, dy, sx, sy, ax, ay, d;
|
|
|
|
#ifdef _DEBUG
|
|
static INT32 num = 0;
|
|
|
|
// For debugging only
|
|
if (fl->a.x < 0 || fl->a.x >= f_w
|
|
|| fl->a.y < 0 || fl->a.y >= f_h
|
|
|| fl->b.x < 0 || fl->b.x >= f_w
|
|
|| fl->b.y < 0 || fl->b.y >= f_h)
|
|
{
|
|
CONS_Debug(DBG_RENDER, "line clipping problem %d\n", num++);
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
#define PUTDOT(xx,yy,cc) V_DrawFill(xx,yy,1,1,cc|V_NOSCALESTART);
|
|
|
|
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;
|
|
for (;;)
|
|
{
|
|
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;
|
|
for (;;)
|
|
{
|
|
PUTDOT(x, y, color)
|
|
if (y == fl->b.y)
|
|
return;
|
|
if (d >= 0)
|
|
{
|
|
x += sx;
|
|
d -= ay;
|
|
}
|
|
y += sy;
|
|
d += ax;
|
|
}
|
|
}
|
|
|
|
#undef PUTDOT
|
|
}
|
|
|
|
//
|
|
// Clip lines, draw visible parts of lines.
|
|
//
|
|
static void AM_drawMline(const mline_t *ml, INT32 color)
|
|
{
|
|
static fline_t fl;
|
|
|
|
if (AM_clipMline(ml, &fl))
|
|
AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
|
|
}
|
|
|
|
//
|
|
// Draws flat (floor/ceiling tile) aligned grid lines.
|
|
//
|
|
static void AM_drawGrid(INT32 color)
|
|
{
|
|
fixed_t x, y;
|
|
fixed_t start, end;
|
|
mline_t ml;
|
|
|
|
// Figure out start of vertical gridlines
|
|
start = m_x;
|
|
if ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS))
|
|
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgx) % (MAPBLOCKUNITS<<FRACBITS));
|
|
end = m_x + m_w;
|
|
|
|
// draw vertical gridlines
|
|
ml.a.y = m_y;
|
|
ml.b.y = m_y + 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 = m_y;
|
|
if ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS))
|
|
start += (MAPBLOCKUNITS<<FRACBITS) - ((start - bmaporgy) % (MAPBLOCKUNITS<<FRACBITS));
|
|
end = m_y + m_h;
|
|
|
|
// draw horizontal gridlines
|
|
ml.a.x = m_x;
|
|
ml.b.x = m_x + m_w;
|
|
for (y = start; y < end; y += (MAPBLOCKUNITS<<FRACBITS))
|
|
{
|
|
ml.a.y = y;
|
|
ml.b.y = y;
|
|
AM_drawMline(&ml, color);
|
|
}
|
|
}
|
|
|
|
//
|
|
// Determines visible lines, draws them.
|
|
// This is LineDef based, not LineSeg based.
|
|
//
|
|
static inline void AM_drawWalls(void)
|
|
{
|
|
size_t i;
|
|
static mline_t l;
|
|
#ifdef ESLOPE
|
|
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
|
|
fixed_t backf1 = 0, backf2 = 0, backc1 = 0, backc2 = 0; // back floor ceiling ends
|
|
#endif
|
|
|
|
for (i = 0; i < numlines; i++)
|
|
{
|
|
l.a.x = lines[i].v1->x >> FRACTOMAPBITS;
|
|
l.a.y = lines[i].v1->y >> FRACTOMAPBITS;
|
|
l.b.x = lines[i].v2->x >> FRACTOMAPBITS;
|
|
l.b.y = lines[i].v2->y >> FRACTOMAPBITS;
|
|
#ifdef ESLOPE
|
|
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
|
|
if (slope) { \
|
|
end1 = P_GetZAt(slope, lines[i].v1->x, lines[i].v1->y); \
|
|
end2 = P_GetZAt(slope, lines[i].v2->x, lines[i].v2->y); \
|
|
} else \
|
|
end1 = end2 = normalheight;
|
|
|
|
SLOPEPARAMS(lines[i].frontsector->f_slope, frontf1, frontf2, lines[i].frontsector->floorheight)
|
|
SLOPEPARAMS(lines[i].frontsector->c_slope, frontc1, frontc2, lines[i].frontsector->ceilingheight)
|
|
if (lines[i].backsector) {
|
|
SLOPEPARAMS(lines[i].backsector->f_slope, backf1, backf2, lines[i].backsector->floorheight)
|
|
SLOPEPARAMS(lines[i].backsector->c_slope, backc1, backc2, lines[i].backsector->ceilingheight)
|
|
}
|
|
#undef SLOPEPARAMS
|
|
#endif
|
|
|
|
if (!lines[i].backsector) // 1-sided
|
|
{
|
|
if (lines[i].flags & ML_NOCLIMB)
|
|
AM_drawMline(&l, NOCLIMBWALLCOLORS);
|
|
else
|
|
AM_drawMline(&l, WALLCOLORS);
|
|
}
|
|
#ifdef ESLOPE
|
|
else if ((backf1 == backc1 && backf2 == backc2) // Back is thok barrier
|
|
|| (frontf1 == frontc1 && frontf2 == frontc2)) // Front is thok barrier
|
|
{
|
|
if (backf1 == backc1 && backf2 == backc2
|
|
&& frontf1 == frontc1 && frontf2 == frontc2) // BOTH are thok barriers
|
|
#else
|
|
else if (lines[i].backsector->floorheight == lines[i].backsector->ceilingheight // Back is thok barrier
|
|
|| lines[i].frontsector->floorheight == lines[i].frontsector->ceilingheight) // Front is thok barrier
|
|
{
|
|
if (lines[i].backsector->floorheight == lines[i].backsector->ceilingheight
|
|
&& lines[i].frontsector->floorheight == lines[i].frontsector->ceilingheight) // BOTH are thok barriers
|
|
#endif
|
|
{
|
|
if (lines[i].flags & ML_NOCLIMB)
|
|
AM_drawMline(&l, NOCLIMBTSWALLCOLORS);
|
|
else
|
|
AM_drawMline(&l, TSWALLCOLORS);
|
|
}
|
|
else
|
|
{
|
|
if (lines[i].flags & ML_NOCLIMB)
|
|
AM_drawMline(&l, NOCLIMBTHOKWALLCOLORS);
|
|
else
|
|
AM_drawMline(&l, THOKWALLCOLORS);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (lines[i].flags & ML_NOCLIMB) {
|
|
#ifdef ESLOPE
|
|
if (backf1 != frontf1 || backf2 != frontf2) {
|
|
#else
|
|
if (lines[i].backsector->floorheight
|
|
!= lines[i].frontsector->floorheight) {
|
|
#endif
|
|
AM_drawMline(&l, NOCLIMBFDWALLCOLORS); // floor level change
|
|
}
|
|
#ifdef ESLOPE
|
|
else if (backc1 != frontc1 || backc2 != frontc2) {
|
|
#else
|
|
else if (lines[i].backsector->ceilingheight
|
|
!= lines[i].frontsector->ceilingheight) {
|
|
#endif
|
|
AM_drawMline(&l, NOCLIMBCDWALLCOLORS); // ceiling level change
|
|
}
|
|
else
|
|
AM_drawMline(&l, NOCLIMBTSWALLCOLORS);
|
|
}
|
|
else
|
|
{
|
|
#ifdef ESLOPE
|
|
if (backf1 != frontf1 || backf2 != frontf2) {
|
|
#else
|
|
if (lines[i].backsector->floorheight
|
|
!= lines[i].frontsector->floorheight) {
|
|
#endif
|
|
AM_drawMline(&l, FDWALLCOLORS); // floor level change
|
|
}
|
|
#ifdef ESLOPE
|
|
else if (backc1 != frontc1 || backc2 != frontc2) {
|
|
#else
|
|
else if (lines[i].backsector->ceilingheight
|
|
!= lines[i].frontsector->ceilingheight) {
|
|
#endif
|
|
AM_drawMline(&l, CDWALLCOLORS); // ceiling level change
|
|
}
|
|
else
|
|
AM_drawMline(&l, TSWALLCOLORS);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//
|
|
// Rotation in 2D.
|
|
// Used to rotate player arrow line character.
|
|
//
|
|
static 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;
|
|
}
|
|
|
|
static void AM_drawLineCharacter(const mline_t *lineguy, size_t lineguylines, fixed_t scale, angle_t angle,
|
|
INT32 color, fixed_t x, fixed_t y)
|
|
{
|
|
size_t 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;
|
|
|
|
l.a.x >>= FRACTOMAPBITS;
|
|
l.a.y >>= FRACTOMAPBITS;
|
|
l.b.x >>= FRACTOMAPBITS;
|
|
l.b.y >>= FRACTOMAPBITS;
|
|
|
|
AM_drawMline(&l, color);
|
|
}
|
|
}
|
|
|
|
static inline void AM_drawPlayers(void)
|
|
{
|
|
INT32 i;
|
|
player_t *p;
|
|
INT32 color = GREENS;
|
|
|
|
if (!multiplayer)
|
|
{
|
|
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle, DWHITE, plr->mo->x, plr->mo->y);
|
|
return;
|
|
}
|
|
|
|
// multiplayer (how??)
|
|
for (i = 0; i < MAXPLAYERS; i++)
|
|
{
|
|
if (!playeringame[i] || players[i].spectator)
|
|
continue;
|
|
|
|
p = &players[i];
|
|
if (p->skincolor > 0)
|
|
color = R_GetTranslationColormap(TC_DEFAULT, p->skincolor, GTC_CACHE)[GREENS + 8];
|
|
|
|
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle, color, p->mo->x, p->mo->y);
|
|
}
|
|
}
|
|
|
|
static inline void AM_drawThings(UINT8 colors)
|
|
{
|
|
size_t i;
|
|
mobj_t *t;
|
|
|
|
for (i = 0; i < numsectors; i++)
|
|
{
|
|
t = sectors[i].thinglist;
|
|
while (t)
|
|
{
|
|
AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16<<FRACBITS, t->angle, colors, t->x, t->y);
|
|
t = t->snext;
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Draws the crosshair, actually just a dot in software mode.
|
|
*
|
|
* \param color Color for the crosshair.
|
|
*/
|
|
static inline void AM_drawCrosshair(UINT8 color)
|
|
{
|
|
V_DrawFill(f_w/2 + f_x, f_h/2 + f_y, 1, 1, color|V_NOSCALESTART);
|
|
}
|
|
|
|
/** Draws the automap.
|
|
*/
|
|
void AM_Drawer(void)
|
|
{
|
|
if (!automapactive)
|
|
return;
|
|
|
|
AM_clearFB(BACKGROUND);
|
|
if (draw_grid) AM_drawGrid(GRIDCOLORS);
|
|
AM_drawWalls();
|
|
AM_drawPlayers();
|
|
AM_drawThings(THINGCOLORS);
|
|
|
|
AM_drawCrosshair(XHAIRCOLORS);
|
|
}
|