mirror of
https://github.com/DrBeef/Raze.git
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99b4a64a67
This is no longer needed because all weapon drawing is using the proper interface now.
573 lines
16 KiB
C++
573 lines
16 KiB
C++
//-------------------------------------------------------------------------
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/*
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Copyright (C) 1996, 2003 - 3D Realms Entertainment
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Copyright (C) 2020 - Christoph Oelckers
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This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
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Duke Nukem 3D is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Original Source: 1996 - Todd Replogle
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Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
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Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
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*/
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//-------------------------------------------------------------------------
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#include "automap.h"
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#include "cstat.h"
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#include "c_dispatch.h"
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#include "c_cvars.h"
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#include "gstrings.h"
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#include "printf.h"
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#include "serializer.h"
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#include "v_2ddrawer.h"
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#include "earcut.hpp"
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#include "buildtiles.h"
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#include "d_event.h"
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#include "c_bind.h"
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#include "gamestate.h"
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#include "gamecontrol.h"
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#include "quotemgr.h"
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#include "v_video.h"
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#include "gamestruct.h"
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#include "v_draw.h"
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CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
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CVAR(Bool, am_rotate, true, CVAR_ARCHIVE)
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CVAR(Bool, am_textfont, false, CVAR_ARCHIVE)
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CVAR(Bool, am_showlabel, false, CVAR_ARCHIVE)
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CVAR(Bool, am_nameontop, false, CVAR_ARCHIVE)
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int automapMode;
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static float am_zoomdir;
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int follow_x = INT_MAX, follow_y = INT_MAX, follow_a = INT_MAX;
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static int gZoom = 768;
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bool automapping;
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bool gFullMap;
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FixedBitArray<MAXSECTORS> show2dsector;
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FixedBitArray<MAXWALLS> show2dwall;
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FixedBitArray<MAXSPRITES> show2dsprite;
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static int x_min_bound = INT_MAX, y_min_bound, x_max_bound, y_max_bound;
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CVAR(Color, am_twosidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
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CVAR(Color, am_onesidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
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CVAR(Color, am_playercolor, 0xaaaaaa, CVAR_ARCHIVE)
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CVAR(Color, am_ovtwosidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
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CVAR(Color, am_ovonesidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
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CVAR(Color, am_ovplayercolor, 0xaaaaaa, CVAR_ARCHIVE)
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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CCMD(allmap)
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{
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if (!CheckCheatmode(true, false))
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{
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gFullMap = !gFullMap;
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Printf("%s\n", GStrings(gFullMap ? "SHOW MAP: ON" : "SHOW MAP: OFF"));
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}
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}
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CCMD(togglemap)
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{
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if (gamestate == GS_LEVEL)
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{
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automapMode++;
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if (automapMode == am_count) automapMode = am_off;
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if ((g_gameType & GAMEFLAG_BLOOD) && automapMode == am_overlay) automapMode = am_full; // todo: investigate if this can be re-enabled
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}
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}
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CCMD(togglefollow)
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{
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am_followplayer = !am_followplayer;
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auto msg = quoteMgr.GetQuote(am_followplayer ? 84 : 83);
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if (!msg || !*msg) msg = am_followplayer ? GStrings("FOLLOW MODE ON") : GStrings("FOLLOW MODE Off");
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Printf(PRINT_NOTIFY, "%s\n", msg);
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if (am_followplayer) follow_x = INT_MAX;
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}
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CCMD(togglerotate)
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{
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am_rotate = !am_rotate;
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auto msg = am_rotate ? GStrings("TXT_ROTATE_ON") : GStrings("TXT_ROTATE_OFF");
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Printf(PRINT_NOTIFY, "%s\n", msg);
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}
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CCMD(am_zoom)
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{
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if (argv.argc() >= 2)
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{
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am_zoomdir = (float)atof(argv[1]);
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}
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}
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//==========================================================================
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//
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// AM_Responder
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// Handle automap exclusive bindings.
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//
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//==========================================================================
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bool AM_Responder(event_t* ev, bool last)
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{
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if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
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{
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if (am_followplayer)
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{
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// check for am_pan* and ignore in follow mode
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const char* defbind = AutomapBindings.GetBind(ev->data1);
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if (defbind && !strnicmp(defbind, "+am_pan", 7)) return false;
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}
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bool res = C_DoKey(ev, &AutomapBindings, nullptr);
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if (res && ev->type == EV_KeyUp && !last)
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{
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// If this is a release event we also need to check if it released a button in the main Bindings
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// so that that button does not get stuck.
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const char* defbind = Bindings.GetBind(ev->data1);
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return (!defbind || defbind[0] != '+'); // Let G_Responder handle button releases
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}
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return res;
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}
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return false;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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static void CalcMapBounds()
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{
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x_min_bound = INT_MAX;
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y_min_bound = INT_MAX;
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x_max_bound = INT_MIN;
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y_max_bound = INT_MIN;
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for (int i = 0; i < numwalls; i++)
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{
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// get map min and max coordinates
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if (wall[i].x < x_min_bound) x_min_bound = wall[i].x;
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if (wall[i].y < y_min_bound) y_min_bound = wall[i].y;
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if (wall[i].x > x_max_bound) x_max_bound = wall[i].x;
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if (wall[i].y > y_max_bound) y_max_bound = wall[i].y;
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void AutomapControl()
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{
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static int nonsharedtimer;
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int ms = screen->FrameTime;
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int interval;
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int panvert = 0, panhorz = 0;
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if (nonsharedtimer > 0 || ms < nonsharedtimer)
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{
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interval = ms - nonsharedtimer;
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}
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else
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{
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interval = 0;
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}
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nonsharedtimer = screen->FrameTime;
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if (System_WantGuiCapture())
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return;
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if (automapMode != am_off)
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{
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const int keymove = 4;
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if (am_zoomdir > 0)
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{
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gZoom = xs_CRoundToInt(gZoom * am_zoomdir);
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}
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else if (am_zoomdir < 0)
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{
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gZoom = xs_CRoundToInt(gZoom / -am_zoomdir);
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}
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am_zoomdir = 0;
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double j = interval * 35. / gZoom;
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if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
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gZoom += (int)fmulscale6(j, max(gZoom, 256));
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if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
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gZoom -= (int)fmulscale6(j, max(gZoom, 256));
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gZoom = clamp(gZoom, 48, 2048);
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if (!am_followplayer)
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{
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if (buttonMap.ButtonDown(gamefunc_AM_PanLeft))
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panhorz += keymove;
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if (buttonMap.ButtonDown(gamefunc_AM_PanRight))
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panhorz -= keymove;
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if (buttonMap.ButtonDown(gamefunc_AM_PanUp))
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panvert += keymove;
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if (buttonMap.ButtonDown(gamefunc_AM_PanDown))
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panvert -= keymove;
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int momx = mulscale9(panvert, sintable[(follow_a + 512) & 2047]);
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int momy = mulscale9(panvert, sintable[(follow_a) & 2047]);
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momx += mulscale9(panhorz, sintable[(follow_a) & 2047]);
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momy += mulscale9(panhorz, sintable[(follow_a + 1536) & 2047]);
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follow_x += int(momx * j);
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follow_y += int(momy * j);
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if (x_min_bound == INT_MAX) CalcMapBounds();
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follow_x = clamp(follow_x, x_min_bound, x_max_bound);
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follow_y = clamp(follow_y, y_min_bound, y_max_bound);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void SerializeAutomap(FSerializer& arc)
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{
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if (arc.BeginObject("automap"))
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{
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arc("automapping", automapping)
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("fullmap", gFullMap)
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// Only store what's needed. Unfortunately for sprites it is not that easy
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.SerializeMemory("mappedsectors", show2dsector.Storage(), (numsectors + 7) / 8)
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.SerializeMemory("mappedwalls", show2dwall.Storage(), (numwalls + 7) / 8)
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.SerializeMemory("mappedsprites", show2dsprite.Storage(), MAXSPRITES / 8)
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.EndObject();
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void ClearAutomap()
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{
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show2dsector.Zero();
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show2dwall.Zero();
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show2dsprite.Zero();
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x_min_bound = INT_MAX;
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void MarkSectorSeen(int i)
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{
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if (i >= 0)
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{
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show2dsector.Set(i);
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auto wal = &wall[sector[i].wallptr];
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for (int j = sector[i].wallnum; j > 0; j--, wal++)
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{
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i = wal->nextsector;
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if (i < 0) continue;
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if (wal->cstat & 0x0071) continue;
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if (wall[wal->nextwall].cstat & 0x0071) continue;
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if (sector[i].lotag == 32767) continue;
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if (sector[i].ceilingz >= sector[i].floorz) continue;
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show2dsector.Set(i);
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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void drawlinergb(int32_t x1, int32_t y1, int32_t x2, int32_t y2, PalEntry p)
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{
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twod->AddLine(x1 / 4096.f, y1 / 4096.f, x2 / 4096.f, y2 / 4096.f, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y, p);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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PalEntry RedLineColor()
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{
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// todo:
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// Blood uses palette index 12 (99,99,99)
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// Exhumed uses palette index 111 (roughly 170,170,170) but darkens the line in overlay mode the farther it is away from the player in vertical direction.
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// Shadow Warrior uses palette index 152 in overlay mode and index 12 in full map mode. (152: 84, 88, 40)
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return automapMode == am_overlay? *am_ovtwosidedcolor : *am_twosidedcolor;
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}
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PalEntry WhiteLineColor()
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{
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// todo:
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// Blood uses palette index 24
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// Exhumed uses palette index 111 (roughly 170,170,170) but darkens the line in overlay mode the farther it is away from the player in vertical direction.
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// Shadow Warrior uses palette index 24 (60,60,60)
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return automapMode == am_overlay ? *am_ovonesidedcolor : *am_onesidedcolor;
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}
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PalEntry PlayerLineColor()
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{
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return automapMode == am_overlay ? *am_ovplayercolor : *am_playercolor;
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}
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CCMD(printpalcol)
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{
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if (argv.argc() < 2) return;
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int i = atoi(argv[1]);
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Printf("%d, %d, %d\n", GPalette.BaseColors[i].r, GPalette.BaseColors[i].g, GPalette.BaseColors[i].b);
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}
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//---------------------------------------------------------------------------
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//
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//
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//
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//---------------------------------------------------------------------------
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bool ShowRedLine(int j, int i)
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{
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auto wal = &wall[j];
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if (!(g_gameType & GAMEFLAG_SW))
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{
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return !gFullMap && !show2dsector[wal->nextsector];
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}
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else
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{
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if (!gFullMap)
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{
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if (!show2dwall[j]) return false;
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int k = wal->nextwall;
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if (k > j && !show2dwall[k]) return false; //???
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}
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if (automapMode == am_full)
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{
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if (sector[i].floorz != sector[i].ceilingz)
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if (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
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if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
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if (sector[i].floorz == sector[wal->nextsector].floorz)
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return false;
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if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum)
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return false;
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if (sector[i].floorshade != sector[wal->nextsector].floorshade)
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return false;
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}
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return true;
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}
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}
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//---------------------------------------------------------------------------
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//
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// two sided lines
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//
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//---------------------------------------------------------------------------
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void drawredlines(int cposx, int cposy, int czoom, int cang)
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{
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int xvect = sintable[(-cang) & 2047] * czoom;
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int yvect = sintable[(1536 - cang) & 2047] * czoom;
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int xvect2 = mulscale16(xvect, yxaspect);
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int yvect2 = mulscale16(yvect, yxaspect);
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for (int i = 0; i < numsectors; i++)
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{
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if (!gFullMap && !show2dsector[i]) continue;
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int startwall = sector[i].wallptr;
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int endwall = sector[i].wallptr + sector[i].wallnum;
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int z1 = sector[i].ceilingz;
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int z2 = sector[i].floorz;
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walltype* wal;
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int j;
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for (j = startwall, wal = &wall[startwall]; j < endwall; j++, wal++)
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{
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int k = wal->nextwall;
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if (k < 0 || k >= MAXWALLS) continue;
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if (sector[wal->nextsector].ceilingz == z1 && sector[wal->nextsector].floorz == z2)
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if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0) continue;
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if (ShowRedLine(j, i))
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{
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int ox = wal->x - cposx;
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int oy = wal->y - cposy;
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int x1 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
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int y1 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
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auto wal2 = &wall[wal->point2];
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ox = wal2->x - cposx;
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oy = wal2->y - cposy;
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int x2 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
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int y2 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
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drawlinergb(x1, y1, x2, y2, RedLineColor());
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}
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}
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}
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}
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//---------------------------------------------------------------------------
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//
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// one sided lines
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//
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//---------------------------------------------------------------------------
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static void drawwhitelines(int cposx, int cposy, int czoom, int cang)
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{
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int xvect = sintable[(-cang) & 2047] * czoom;
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int yvect = sintable[(1536 - cang) & 2047] * czoom;
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int xvect2 = mulscale16(xvect, yxaspect);
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int yvect2 = mulscale16(yvect, yxaspect);
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for (int i = numsectors - 1; i >= 0; i--)
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{
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if (!gFullMap && !show2dsector[i] && !(g_gameType & GAMEFLAG_SW)) continue;
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int startwall = sector[i].wallptr;
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int endwall = sector[i].wallptr + sector[i].wallnum;
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walltype* wal;
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int j;
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for (j = startwall, wal = &wall[startwall]; j < endwall; j++, wal++)
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{
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if (wal->nextwall >= 0) continue;
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if (!tileGetTexture(wal->picnum)->isValid()) continue;
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if ((g_gameType & GAMEFLAG_SW) && !gFullMap && !show2dwall[j])
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continue;
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int ox = wal->x - cposx;
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int oy = wal->y - cposy;
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int x1 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
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int y1 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
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int k = wal->point2;
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auto wal2 = &wall[k];
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ox = wal2->x - cposx;
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oy = wal2->y - cposy;
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int x2 = dmulscale16(ox, xvect, -oy, yvect) + (xdim << 11);
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int y2 = dmulscale16(oy, xvect2, ox, yvect2) + (ydim << 11);
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drawlinergb(x1, y1, x2, y2, WhiteLineColor());
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}
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}
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}
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void DrawPlayerArrow(int cposx, int cposy, int cang, int pl_x, int pl_y, int zoom, int pl_angle)
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{
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int arrow[] =
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{
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0, 65536, 0, -65536,
|
|
0, 65536, -32768, 32878,
|
|
0, 65536, 32768, 32878,
|
|
};
|
|
|
|
int xvect = sintable[(-cang) & 2047] * zoom;
|
|
int yvect = sintable[(1536 - cang) & 2047] * zoom;
|
|
int xvect2 = mulscale16(xvect, yxaspect);
|
|
int yvect2 = mulscale16(yvect, yxaspect);
|
|
|
|
int pxvect = sintable[(-pl_angle) & 2047];
|
|
int pyvect = sintable[(1536 - pl_angle) & 2047];
|
|
|
|
for (int i = 0; i < 12; i += 4)
|
|
{
|
|
|
|
int px1 = dmulscale16(arrow[i], pxvect, -arrow[i+1], pyvect);
|
|
int py1 = dmulscale16(arrow[i+1], pxvect, arrow[i], pyvect) + (ydim << 11);
|
|
int px2 = dmulscale16(arrow[i+2], pxvect, -arrow[i + 3], pyvect);
|
|
int py2 = dmulscale16(arrow[i + 3], pxvect, arrow[i+2], pyvect) + (ydim << 11);
|
|
|
|
int ox1 = px1 - cposx;
|
|
int oy1 = py1 - cposx;
|
|
int ox2 = px2 - cposx;
|
|
int oy2 = py2 - cposx;
|
|
|
|
int sx1 = dmulscale16(ox1, xvect, -oy1, yvect) + (xdim << 11);
|
|
int sy1 = dmulscale16(oy1, xvect2, ox1, yvect2) + (ydim << 11);
|
|
int sx2 = dmulscale16(ox2, xvect, -oy2, yvect) + (xdim << 11);
|
|
int sy2 = dmulscale16(oy2, xvect2, ox2, yvect2) + (ydim << 11);
|
|
|
|
drawlinergb(sx1, sy1, sx2, sy2, WhiteLineColor());
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawOverheadMap(int pl_x, int pl_y, int pl_angle)
|
|
{
|
|
if (am_followplayer || follow_x == INT_MAX)
|
|
{
|
|
follow_x = pl_x;
|
|
follow_y = pl_y;
|
|
}
|
|
int x = follow_x;
|
|
int y = follow_y;
|
|
follow_a = am_rotate ? pl_angle : 0;
|
|
AutomapControl();
|
|
|
|
if (automapMode == am_full)
|
|
{
|
|
twod->ClearScreen();
|
|
renderDrawMapView(x, y, gZoom, follow_a);
|
|
}
|
|
int32_t tmpydim = (xdim * 5) / 8;
|
|
renderSetAspect(65536, divscale16(tmpydim * 320, xdim * 200));
|
|
|
|
drawredlines(x, y, gZoom, follow_a);
|
|
drawwhitelines(x, y, gZoom, follow_a);
|
|
if (!gi->DrawAutomapPlayer(x, y, gZoom, follow_a))
|
|
DrawPlayerArrow(x, y, follow_a, pl_x, pl_y, gZoom, -pl_angle);
|
|
|
|
}
|
|
|