mirror of
https://github.com/DrBeef/Raze.git
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dddf48fd3e
Content was reordered so that the file can contain the inlines belonging to the map data types that previously had to be stored elsewhere. Also moved out of the Build folder because virtually everything in here can be traced to content available in Duke Nukem 3D's and Shadow Warrior's source releases.
685 lines
19 KiB
C++
685 lines
19 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 "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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#include "sectorgeometry.h"
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#include "gamefuncs.h"
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#include "hw_sections.h"
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#include "coreactor.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(Float, am_linealpha, 1.0f, CVAR_ARCHIVE)
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CVAR(Int, am_linethickness, 1, 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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BitArray show2dsector;
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BitArray show2dwall;
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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 (isBlood() && 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(auto& wal : walls())
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{
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// get map min and max coordinates
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if (wal.x < x_min_bound) x_min_bound = wal.x;
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if (wal.y < y_min_bound) y_min_bound = wal.y;
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if (wal.x > x_max_bound) x_max_bound = wal.x;
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if (wal.y > y_max_bound) y_max_bound = wal.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 = (int)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 = ms;
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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)MulScaleF(j, max(gZoom, 256), 6);
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if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
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gZoom -= (int)MulScaleF(j, max(gZoom, 256), 6);
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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 = MulScale(panvert, bcos(follow_a), 9);
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int momy = MulScale(panvert, bsin(follow_a), 9);
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momx += MulScale(panhorz, bsin(follow_a), 9);
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momy += MulScale(panhorz, -bcos(follow_a), 9);
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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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("mappedsectors", show2dsector)
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("mappedwalls", show2dwall)
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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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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(sectortype* sec)
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{
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if (sec)
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{
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show2dsector.Set(sectnum(sec));
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for (auto& wal : wallsofsector(sec))
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{
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if (!wal.twoSided()) continue;
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if (wal.cstat & 0x0071) continue;
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if (wal.nextWall()->cstat & 0x0071) continue;
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auto osec = wal.nextSector();
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if (osec->lotag == 32767) continue;
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if (osec->ceilingz >= osec->floorz) continue;
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show2dsector.Set(sectnum(osec));
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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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if (am_linethickness >= 2) {
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twod->AddThickLine(x1 / 4096, y1 / 4096, x2 / 4096, y2 / 4096, am_linethickness, p, uint8_t(am_linealpha * 255));
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} else {
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// Use more efficient thin line drawing routine.
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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, uint8_t(am_linealpha * 255));
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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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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 (!isSWALL())
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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 (wal->nextSector()->floorz != wal->nextSector()->ceilingz)
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if (((wal->cstat | wal->nextWall()->cstat) & (16 + 32)) == 0)
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if (sector[i].floorz == wal->nextSector()->floorz)
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return false;
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if (sector[i].floorpicnum != wal->nextSector()->floorpicnum)
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return false;
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if (sector[i].floorshade != 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 = -bsin(cang) * czoom;
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int yvect = -bcos(cang) * czoom;
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int width = screen->GetWidth();
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int height = screen->GetHeight();
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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 z1 = sector[i].ceilingz;
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int z2 = sector[i].floorz;
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for (auto& wal : wallsofsector(i))
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{
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if (!wal.twoSided()) continue;
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auto osec = wal.nextSector();
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if (osec->ceilingz == z1 && osec->floorz == z2)
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if (((wal.cstat | wal.nextWall()->cstat) & (16 + 32)) == 0) continue;
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if (ShowRedLine(wallnum(&wal), 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 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
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int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
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auto wal2 = wal.point2Wall();
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ox = wal2->x - cposx;
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oy = wal2->y - cposy;
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int x2 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
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int y2 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 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 = -bsin(cang) * czoom;
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int yvect = -bcos(cang) * czoom;
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int width = screen->GetWidth();
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int height = screen->GetHeight();
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for (int i = numsectors - 1; i >= 0; i--)
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{
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if (!gFullMap && !show2dsector[i] && !isSWALL()) continue;
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for (auto& wal : wallsofsector(i))
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{
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if (wal.nextwall >= 0) continue;
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if (!gFullMap && !tileGetTexture(wal.picnum)->isValid()) continue;
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if (isSWALL() && !gFullMap && !show2dwall[wallnum(&wal)])
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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 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
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int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 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 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
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int y2 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 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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//---------------------------------------------------------------------------
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//
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// player sprite fallback
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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,
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0, 65536, -32768, 32878,
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0, 65536, 32768, 32878,
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};
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int xvect = -bsin(cang) * zoom;
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int yvect = -bcos(cang) * zoom;
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int pxvect = -bsin(pl_angle);
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int pyvect = -bcos(pl_angle);
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int width = screen->GetWidth();
|
|
int height = screen->GetHeight();
|
|
|
|
for (int i = 0; i < 12; i += 4)
|
|
{
|
|
|
|
int px1 = DMulScale(arrow[i], pxvect, -arrow[i+1], pyvect, 16);
|
|
int py1 = DMulScale(arrow[i+1], pxvect, arrow[i], pyvect, 16) + (height << 11);
|
|
int px2 = DMulScale(arrow[i+2], pxvect, -arrow[i + 3], pyvect, 16);
|
|
int py2 = DMulScale(arrow[i + 3], pxvect, arrow[i+2], pyvect, 16) + (height << 11);
|
|
|
|
int ox1 = px1 - cposx;
|
|
int oy1 = py1 - cposy;
|
|
int ox2 = px2 - cposx;
|
|
int oy2 = py2 - cposy;
|
|
|
|
int sx1 = DMulScale(ox1, xvect, -oy1, yvect, 16) + (width << 11);
|
|
int sy1 = DMulScale(oy1, xvect, ox1, yvect, 16) + (height << 11);
|
|
int sx2 = DMulScale(ox2, xvect, -oy2, yvect, 16) + (width << 11);
|
|
int sy2 = DMulScale(oy2, xvect, ox2, yvect, 16) + (height << 11);
|
|
|
|
drawlinergb(sx1, sy1, sx2, sy2, WhiteLineColor());
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// floor textures
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void renderDrawMapView(int cposx, int cposy, int czoom, int cang)
|
|
{
|
|
int xvect = -bsin(cang) * czoom;
|
|
int yvect = -bcos(cang) * czoom;
|
|
int width = screen->GetWidth();
|
|
int height = screen->GetHeight();
|
|
TArray<FVector4> vertices;
|
|
TArray<spritetype*> floorsprites;
|
|
|
|
|
|
for (int i = numsectors - 1; i >= 0; i--)
|
|
{
|
|
auto sect = §or[i];
|
|
if (!gFullMap && !show2dsector[i]) continue;
|
|
|
|
//Collect floor sprites to draw
|
|
TSectIterator<DCoreActor> it(sect);
|
|
while (auto act = it.Next())
|
|
{
|
|
auto spr = &act->s();
|
|
if (spr->cstat & CSTAT_SPRITE_INVISIBLE)
|
|
continue;
|
|
|
|
if ((spr->cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
|
|
{
|
|
if ((spr->cstat & (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_YFLIP)) == (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_YFLIP))
|
|
continue; // upside down
|
|
floorsprites.Push(spr);
|
|
}
|
|
}
|
|
|
|
if (sect->floorstat & CSTAT_SECTOR_SKY) continue;
|
|
|
|
int picnum = sect->floorpicnum;
|
|
if ((unsigned)picnum >= (unsigned)MAXTILES) continue;
|
|
|
|
int translation = TRANSLATION(Translation_Remap + curbasepal, sector[i].floorpal);
|
|
PalEntry light = shadeToLight(sector[i].floorshade);
|
|
setgotpic(picnum);
|
|
|
|
for (auto sect : sectionsPerSector[i])
|
|
{
|
|
TArray<int>* indices;
|
|
auto mesh = sectionGeometry.get(sect, 0, { 0.f, 0.f }, &indices);
|
|
vertices.Resize(mesh->vertices.Size());
|
|
for (unsigned j = 0; j < mesh->vertices.Size(); j++)
|
|
{
|
|
int ox = int(mesh->vertices[j].X * 16.f) - cposx;
|
|
int oy = int(mesh->vertices[j].Y * -16.f) - cposy;
|
|
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
|
|
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
|
|
vertices[j] = { x1 / 4096.f, y1 / 4096.f, mesh->texcoords[j].X, mesh->texcoords[j].Y };
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
// visualize the triangulator being used.
|
|
if (sectionsPerSector[i][0]->geomflags & NoEarcut) light.r = light.b = 80;
|
|
#endif
|
|
twod->AddPoly(tileGetTexture(picnum, true), vertices.Data(), vertices.Size(), (unsigned*)indices->Data(), indices->Size(), translation, light,
|
|
LegacyRenderStyles[STYLE_Translucent], windowxy1.x, windowxy1.y, windowxy2.x + 1, windowxy2.y + 1);
|
|
}
|
|
}
|
|
qsort(floorsprites.Data(), floorsprites.Size(), sizeof(spritetype*), [](const void* a, const void* b)
|
|
{
|
|
auto A = *(spritetype**)a;
|
|
auto B = *(spritetype**)b;
|
|
if (A->z != B->z) return B->z - A->z;
|
|
return A->time - B->time; // ensures stable sort.
|
|
});
|
|
|
|
vertices.Resize(4);
|
|
for (auto spr : floorsprites)
|
|
{
|
|
if (!gFullMap && !(spr->cstat2 & CSTAT2_SPRITE_MAPPED)) continue;
|
|
vec2_t pp[4];
|
|
GetFlatSpritePosition(spr, spr->pos.vec2, pp, true);
|
|
|
|
for (unsigned j = 0; j < 4; j++)
|
|
{
|
|
int ox = pp[j].x - cposx;
|
|
int oy = pp[j].y - cposy;
|
|
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
|
|
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
|
|
vertices[j] = { x1 / 4096.f, y1 / 4096.f, j == 1 || j == 2 ? 1.f : 0.f, j == 2 || j == 3 ? 1.f : 0.f };
|
|
}
|
|
int shade;
|
|
if ((spr->sector()->ceilingstat & CSTAT_SECTOR_SKY)) shade = spr->sector()->ceilingshade;
|
|
else shade = spr->sector()->floorshade;
|
|
shade += spr->shade;
|
|
PalEntry color = shadeToLight(shade);
|
|
FRenderStyle rs = LegacyRenderStyles[STYLE_Translucent];
|
|
float alpha = 1;
|
|
if (spr->cstat & CSTAT_SPRITE_TRANSLUCENT)
|
|
{
|
|
rs = GetRenderStyle(0, !!(spr->cstat & CSTAT_SPRITE_TRANS_FLIP));
|
|
alpha = GetAlphaFromBlend((spr->cstat & CSTAT_SPRITE_TRANS_FLIP) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
|
|
color.a = uint8_t(alpha * 255);
|
|
}
|
|
|
|
int translation = TRANSLATION(Translation_Remap + curbasepal, spr->pal);
|
|
int picnum = spr->picnum;
|
|
setgotpic(picnum);
|
|
const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
|
|
twod->AddPoly(tileGetTexture(picnum, true), vertices.Data(), vertices.Size(), indices, 6, translation, color, rs,
|
|
windowxy1.x, windowxy1.y, windowxy2.x + 1, windowxy2.y + 1);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawOverheadMap(int pl_x, int pl_y, int pl_angle, double const smoothratio)
|
|
{
|
|
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);
|
|
}
|
|
drawredlines(x, y, gZoom, follow_a);
|
|
drawwhitelines(x, y, gZoom, follow_a);
|
|
if (!gi->DrawAutomapPlayer(pl_x, pl_y, x, y, gZoom, follow_a, smoothratio))
|
|
DrawPlayerArrow(x, y, follow_a, pl_x, pl_y, gZoom, -pl_angle);
|
|
|
|
}
|
|
|