gzdoom-gles/src/am_map.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// $Log:$
//
// DESCRIPTION: the automap code
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include "doomdef.h"
#include "templates.h"
#include "g_level.h"
#include "doomdef.h"
#include "st_stuff.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "w_wad.h"
#include "a_sharedglobal.h"
#include "statnums.h"
#include "r_translate.h"
#include "m_cheat.h"
#include "i_system.h"
#include "c_dispatch.h"
// Needs access to LFB.
#include "v_video.h"
#include "v_text.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "gstrings.h"
#include "am_map.h"
#include "a_artifacts.h"
struct AMColor
{
int Index;
uint32 RGB;
void FromCVar(FColorCVar & cv)
{
Index = cv.GetIndex();
RGB = uint32(cv) | MAKEARGB(255, 0, 0, 0);
}
void FromRGB(int r,int g, int b)
{
RGB = MAKEARGB(255, r, g, b);
Index = ColorMatcher.Pick(r, g, b);
}
};
static AMColor Background, YourColor, WallColor, TSWallColor,
FDWallColor, CDWallColor, ThingColor,
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ThingColor_Item, ThingColor_Monster, ThingColor_Friend,
SecretWallColor, GridColor, XHairColor,
NotSeenColor,
LockedColor,
AlmostBackground,
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IntraTeleportColor, InterTeleportColor,
SecretSectorColor;
static AMColor DoomColors[11];
static BYTE DoomPaletteVals[11*3] =
{
0x00,0x00,0x00, 0xff,0xff,0xff, 0x10,0x10,0x10,
0xfc,0x00,0x00, 0x80,0x80,0x80, 0xbc,0x78,0x48,
0xfc,0xfc,0x00, 0x74,0xfc,0x6c, 0x4c,0x4c,0x4c,
0x80,0x80,0x80, 0x6c,0x6c,0x6c
};
#define MAPBITS 12
#define MapDiv SafeDivScale12
#define MapMul MulScale12
#define MAPUNIT (1<<MAPBITS)
#define FRACTOMAPBITS (FRACBITS-MAPBITS)
// scale on entry
#define INITSCALEMTOF (.2*MAPUNIT)
// used by MTOF to scale from map-to-frame-buffer coords
static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
static fixed_t scale_ftom;
// translates between frame-buffer and map distances
inline fixed_t FTOM(fixed_t x)
{
return x * scale_ftom;
}
inline fixed_t MTOF(fixed_t x)
{
return MulScale24 (x, scale_mtof);
}
//static int WeightingScale;
CVAR (Int, am_rotate, 0, CVAR_ARCHIVE);
CVAR (Int, am_overlay, 0, CVAR_ARCHIVE);
CVAR (Bool, am_showsecrets, true, CVAR_ARCHIVE);
CVAR (Bool, am_showmonsters, true, CVAR_ARCHIVE);
CVAR (Bool, am_showitems, false, CVAR_ARCHIVE);
CVAR (Bool, am_showtime, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showtotaltime, false, CVAR_ARCHIVE);
CVAR (Bool, am_usecustomcolors, true, CVAR_ARCHIVE);
CVAR (Float, am_ovtrans, 1.f, CVAR_ARCHIVE);
CVAR (Color, am_backcolor, 0x6c5440, CVAR_ARCHIVE);
CVAR (Color, am_yourcolor, 0xfce8d8, CVAR_ARCHIVE);
CVAR (Color, am_wallcolor, 0x2c1808, CVAR_ARCHIVE);
CVAR (Color, am_secretwallcolor, 0x000000, CVAR_ARCHIVE);
CVAR (Color, am_tswallcolor, 0x888888, CVAR_ARCHIVE);
CVAR (Color, am_fdwallcolor, 0x887058, CVAR_ARCHIVE);
CVAR (Color, am_cdwallcolor, 0x4c3820, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_gridcolor, 0x8b5a2b, CVAR_ARCHIVE);
CVAR (Color, am_xhaircolor, 0x808080, CVAR_ARCHIVE);
CVAR (Color, am_notseencolor, 0x6c6c6c, CVAR_ARCHIVE);
CVAR (Color, am_lockedcolor, 0x007800, CVAR_ARCHIVE);
CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
CVAR (Color, am_ovtelecolor, 0xffff00, CVAR_ARCHIVE);
CVAR (Color, am_intralevelcolor, 0x0000ff, CVAR_ARCHIVE);
CVAR (Color, am_interlevelcolor, 0xff0000, CVAR_ARCHIVE);
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CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_friend, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_monster, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
// drawing stuff
#define AM_PANDOWNKEY KEY_DOWNARROW
#define AM_PANUPKEY KEY_UPARROW
#define AM_PANRIGHTKEY KEY_RIGHTARROW
#define AM_PANLEFTKEY KEY_LEFTARROW
#define AM_ZOOMINKEY KEY_EQUALS
#define AM_ZOOMINKEY2 0x4e // DIK_ADD
#define AM_ZOOMOUTKEY KEY_MINUS
#define AM_ZOOMOUTKEY2 0x4a // DIK_SUBTRACT
#define AM_GOBIGKEY 0x0b // DIK_0
#define AM_FOLLOWKEY 'f'
#define AM_GRIDKEY 'g'
#define AM_MARKKEY 'm'
#define AM_CLEARMARKKEY 'c'
#define AM_NUMMARKPOINTS 10
// player radius for automap checking
#define PLAYERRADIUS 16*MAPUNIT
// how much the automap moves window per tic in frame-buffer coordinates
// moves 140 pixels at 320x200 in 1 second
#define F_PANINC (140/TICRATE)
// how much zoom-in per tic
// goes to 2x in 1 second
#define M_ZOOMIN ((int) (1.02*MAPUNIT))
// how much zoom-out per tic
// pulls out to 0.5x in 1 second
#define M_ZOOMOUT ((int) (MAPUNIT/1.02))
// translates between frame-buffer and map coordinates
#define CXMTOF(x) (MTOF((x)-m_x)/* - f_x*/)
#define CYMTOF(y) (f_h - MTOF((y)-m_y)/* + f_y*/)
typedef struct {
int x, y;
} fpoint_t;
typedef struct {
fpoint_t a, b;
} fline_t;
typedef struct {
fixed_t x,y;
} mpoint_t;
typedef struct {
mpoint_t a, b;
} mline_t;
typedef struct {
fixed_t slp, islp;
} islope_t;
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
// starting from the middle.
//
#define R ((8*PLAYERRADIUS)/7)
mline_t player_arrow[] = {
{ { -R+R/8, 0 }, { R, 0 } }, // -----
{ { R, 0 }, { R-R/2, R/4 } }, // ----->
{ { R, 0 }, { R-R/2, -R/4 } },
{ { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
{ { -R+R/8, 0 }, { -R-R/8, -R/4 } },
{ { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
{ { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
};
#undef R
#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
#define R ((8*PLAYERRADIUS)/7)
mline_t cheat_player_arrow[] = {
{ { -R+R/8, 0 }, { R, 0 } }, // -----
{ { R, 0 }, { R-R/2, R/6 } }, // ----->
{ { R, 0 }, { R-R/2, -R/6 } },
{ { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
{ { -R+R/8, 0 }, { -R-R/8, -R/6 } },
{ { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
{ { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
{ { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
{ { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
{ { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
{ { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
{ { -R/6, -R/6 }, { 0, -R/6 } },
{ { 0, -R/6 }, { 0, R/4 } },
{ { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
{ { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
{ { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
};
#undef R
#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
#define R (MAPUNIT)
// [RH] Avoid lots of warnings without compiler-specific #pragmas
#define L(a,b,c,d) { {(fixed_t)((a)*R),(fixed_t)((b)*R)}, {(fixed_t)((c)*R),(fixed_t)((d)*R)} }
mline_t triangle_guy[] = {
L (-.867,-.5, .867,-.5),
L (.867,-.5, 0,1),
L (0,1, -.867,-.5)
};
#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
mline_t thintriangle_guy[] = {
L (-.5,-.7, 1,0),
L (1,0, -.5,.7),
L (-.5,.7, -.5,-.7)
};
#undef L
#undef R
#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
EXTERN_CVAR (Bool, sv_cheats)
CUSTOM_CVAR (Int, am_cheat, 0, 0)
{
// No automap cheat in net games when cheats are disabled!
if (netgame && !sv_cheats && self != 0)
{
self = 0;
}
}
static int grid = 0;
static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
bool automapactive = false;
// location of window on screen
static int f_x;
static int f_y;
// size of window on screen
static int f_w;
static int f_h;
static int f_p; // [RH] # of bytes from start of a line to start of next
static int amclock;
static mpoint_t m_paninc; // how far the window pans each tic (map coords)
static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
static fixed_t m_rotateoffsx, m_rotateoffsy; // Offset for rotated map.
//
// width/height of window on map (map coords)
//
static fixed_t m_w;
static fixed_t m_h;
// based on level size
static fixed_t min_x, min_y, max_x, max_y;
static fixed_t max_w; // max_x-min_x,
static fixed_t max_h; // max_y-min_y
// based on player size
static fixed_t min_w;
static fixed_t min_h;
static fixed_t min_scale_mtof; // used to tell when to stop zooming out
static fixed_t max_scale_mtof; // used to tell when to stop zooming in
// old stuff for recovery later
static fixed_t old_m_w, old_m_h;
static fixed_t old_m_x, old_m_y;
// old location used by the Follower routine
static mpoint_t f_oldloc;
static int marknums[10]; // numbers used for marking by the automap
static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
static int markpointnum = 0; // next point to be assigned
static int followplayer = 1; // specifies whether to follow the player around
static FTexture *mapback; // the automap background
static fixed_t mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff.
static fixed_t mapxstart=0; //x-value for the bitmap.
static bool stopped = true;
/*
#define NUMALIASES 3
#define WALLCOLORS -1
#define FDWALLCOLORS -2
#define CDWALLCOLORS -3
static BYTE antialias[NUMALIASES][NUMWEIGHTS];
*/
void AM_rotatePoint (fixed_t *x, fixed_t *y);
void AM_rotate (fixed_t *x, fixed_t *y, angle_t an);
void AM_doFollowPlayer ();
void AM_ToggleFollowPlayer();
// Calculates the slope and slope according to the x-axis of a line
// segment in map coordinates (with the upright y-axis n' all) so
// that it can be used with the brain-dead drawing stuff.
// Ripped out for Heretic
/*
void AM_getIslope (mline_t *ml, islope_t *is)
{
int dx, dy;
dy = ml->a.y - ml->b.y;
dx = ml->b.x - ml->a.x;
if (!dy) is->islp = (dx<0?-MAXINT:MAXINT);
else is->islp = FixedDiv(dx, dy);
if (!dx) is->slp = (dy<0?-MAXINT:MAXINT);
else is->slp = FixedDiv(dy, dx);
}
*/
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void AM_GetPosition(fixed_t & x, fixed_t & y)
{
x = (m_x + m_w/2) << FRACTOMAPBITS;
y = (m_y + m_h/2) << FRACTOMAPBITS;
}
//
//
//
void AM_activateNewScale ()
{
m_x += m_w/2;
m_y += m_h/2;
m_w = FTOM(f_w);
m_h = FTOM(f_h);
m_x -= m_w/2;
m_y -= m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
//
//
//
void AM_saveScaleAndLoc ()
{
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
}
//
//
//
void AM_restoreScaleAndLoc ()
{
m_w = old_m_w;
m_h = old_m_h;
if (!followplayer)
{
m_x = old_m_x;
m_y = old_m_y;
}
else
{
m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2;
}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// Change the scaling multipliers
scale_mtof = MapDiv(f_w<<MAPBITS, m_w);
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
}
//
// adds a marker at the current location
//
bool AM_addMark ()
{
if (marknums[0] != -1)
{
markpoints[markpointnum].x = m_x + m_w/2;
markpoints[markpointnum].y = m_y + m_h/2;
markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
return true;
}
return false;
}
//
// Determines bounding box of all vertices,
// sets global variables controlling zoom range.
//
static void AM_findMinMaxBoundaries ()
{
int i;
fixed_t a;
fixed_t b;
min_x = min_y = FIXED_MAX;
max_x = max_y = FIXED_MIN;
for (i = 0; i < numvertexes; i++)
{
if (vertexes[i].x < min_x)
min_x = vertexes[i].x;
else if (vertexes[i].x > max_x)
max_x = vertexes[i].x;
if (vertexes[i].y < min_y)
min_y = vertexes[i].y;
else if (vertexes[i].y > max_y)
max_y = vertexes[i].y;
}
max_w = (max_x >>= FRACTOMAPBITS) - (min_x >>= FRACTOMAPBITS);
max_h = (max_y >>= FRACTOMAPBITS) - (min_y >>= FRACTOMAPBITS);
min_w = 2*PLAYERRADIUS; // const? never changed?
min_h = 2*PLAYERRADIUS;
a = MapDiv (SCREENWIDTH << MAPBITS, max_w);
b = MapDiv (::ST_Y << MAPBITS, max_h);
min_scale_mtof = a < b ? a : b;
max_scale_mtof = MapDiv (SCREENHEIGHT << MAPBITS, 2*PLAYERRADIUS);
}
static void AM_ClipRotatedExtents ()
{
fixed_t rmin_x, rmin_y, rmax_x, rmax_y;
if (am_rotate == 0 || (am_rotate == 2 && !viewactive))
{
rmin_x = min_x;
rmin_y = min_y;
rmax_x = max_x;
rmax_y = max_y;
}
else
{
fixed_t xs[4], ys[4];
int i;
xs[0] = min_x; ys[0] = min_y;
xs[1] = max_x; ys[1] = min_y;
xs[2] = max_x; ys[2] = max_y;
xs[3] = min_x; ys[3] = max_y;
for (i = 0; i < 4; ++i)
{
AM_rotatePoint (&xs[i], &ys[i]);
}
rmin_x = rmin_y = FIXED_MAX;
rmax_x = rmax_y = FIXED_MIN;
for (i = 0; i < 4; ++i)
{
if (xs[i] < rmin_x) rmin_x = xs[i];
if (xs[i] > rmax_x) rmax_x = xs[i];
if (ys[i] < rmin_y) rmin_y = ys[i];
if (ys[i] > rmax_y) rmax_y = ys[i];
}
}
if (m_x + m_w/2 > rmax_x)
m_x = rmax_x - m_w/2;
else if (m_x + m_w/2 < rmin_x)
m_x = rmin_x - m_w/2;
if (m_y + m_h/2 > rmax_y)
m_y = rmax_y - m_h/2;
else if (m_y + m_h/2 < rmin_y)
m_y = rmin_y - m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy)
{
mapxstart -= MulScale12 (dmapx, scale_mtof);
mapystart -= MulScale12 (dmapy, scale_mtof);
if (mapback != NULL)
{
int pwidth = mapback->GetWidth() << MAPBITS;
int pheight = mapback->GetHeight() << MAPBITS;
while(mapxstart > 0)
mapxstart -= pwidth;
while(mapxstart <= -pwidth)
mapxstart += pwidth;
while(mapystart > 0)
mapystart -= pheight;
while(mapystart <= -pheight)
mapystart += pheight;
}
}
//
//
//
void AM_changeWindowLoc ()
{
if (am_rotate)
{
m_rotateoffsx -= Scale(m_paninc.x, SCREENWIDTH, 320);
m_rotateoffsy -= Scale(m_paninc.y, SCREENHEIGHT, 200);
AM_doFollowPlayer();
}
else
{
if (0 != (m_paninc.x | m_paninc.y))
{
followplayer = 0;
f_oldloc.x = FIXED_MAX;
}
int oldmx = m_x, oldmy = m_y;
m_x += Scale (m_paninc.x, SCREENWIDTH, 320);
m_y += Scale (m_paninc.y, SCREENHEIGHT, 200);
AM_ClipRotatedExtents ();
AM_ScrollParchment (m_x-oldmx, oldmy-m_y);
}
}
//
//
//
void AM_initVariables ()
{
int pnum;
automapactive = true;
f_oldloc.x = FIXED_MAX;
amclock = 0;
m_paninc.x = m_paninc.y = 0;
ftom_zoommul = MAPUNIT;
mtof_zoommul = MAPUNIT;
m_w = FTOM(SCREENWIDTH);
m_h = FTOM(SCREENHEIGHT);
// find player to center on initially
if (!playeringame[pnum = consoleplayer])
for (pnum=0;pnum<MAXPLAYERS;pnum++)
if (playeringame[pnum])
break;
m_x = (players[pnum].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - m_h/2;
AM_changeWindowLoc();
// for saving & restoring
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
}
/*
static void GetComponents (int color, DWORD *palette, float &r, float &g, float &b)
{
if (palette)
color = palette[color];
r = (float)RPART(color);
g = (float)GPART(color);
b = (float)BPART(color);
}
*/
static void AM_initColors (bool overlayed)
{
static DWORD *lastpal = NULL;
//static int lastback = -1;
DWORD *palette;
palette = (DWORD *)GPalette.BaseColors;
if (lastpal != palette)
{
int i, j;
for (i = j = 0; i < 11; i++, j += 3)
{
DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
}
}
if (overlayed)
{
YourColor.FromCVar (am_ovyourcolor);
WallColor.FromCVar (am_ovwallcolor);
SecretSectorColor = SecretWallColor = WallColor;
ThingColor_Item.FromCVar (am_ovthingcolor_item);
ThingColor_Friend.FromCVar (am_ovthingcolor_friend);
ThingColor_Monster.FromCVar (am_ovthingcolor_monster);
ThingColor.FromCVar (am_ovthingcolor);
LockedColor.FromCVar (am_ovotherwallscolor);
FDWallColor = CDWallColor = LockedColor;
TSWallColor.FromCVar (am_ovunseencolor);
NotSeenColor = TSWallColor;
InterTeleportColor.FromCVar (am_ovtelecolor);
IntraTeleportColor = InterTeleportColor;
}
else if (am_usecustomcolors)
{
/* Use the custom colors in the am_* cvars */
Background.FromCVar (am_backcolor);
YourColor.FromCVar (am_yourcolor);
SecretWallColor.FromCVar (am_secretwallcolor);
WallColor.FromCVar (am_wallcolor);
TSWallColor.FromCVar (am_tswallcolor);
FDWallColor.FromCVar (am_fdwallcolor);
CDWallColor.FromCVar (am_cdwallcolor);
ThingColor_Item.FromCVar (am_thingcolor_item);
ThingColor_Friend.FromCVar (am_thingcolor_friend);
ThingColor_Monster.FromCVar (am_thingcolor_monster);
ThingColor.FromCVar (am_thingcolor);
GridColor.FromCVar (am_gridcolor);
XHairColor.FromCVar (am_xhaircolor);
NotSeenColor.FromCVar (am_notseencolor);
LockedColor.FromCVar (am_lockedcolor);
InterTeleportColor.FromCVar (am_interlevelcolor);
IntraTeleportColor.FromCVar (am_intralevelcolor);
SecretSectorColor.FromCVar (am_secretsectorcolor);
DWORD ba = am_backcolor;
int r = RPART(ba) - 16;
int g = GPART(ba) - 16;
int b = BPART(ba) - 16;
if (r < 0)
r += 32;
if (g < 0)
g += 32;
if (b < 0)
b += 32;
AlmostBackground.FromRGB(r, g, b);
}
else
{ // Use colors corresponding to the original Doom's
Background = DoomColors[0];
YourColor = DoomColors[1];
AlmostBackground = DoomColors[2];
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SecretSectorColor =
SecretWallColor =
WallColor = DoomColors[3];
TSWallColor = DoomColors[4];
FDWallColor = DoomColors[5];
LockedColor =
CDWallColor = DoomColors[6];
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ThingColor_Item =
ThingColor_Friend =
ThingColor_Monster =
ThingColor = DoomColors[7];
GridColor = DoomColors[8];
XHairColor = DoomColors[9];
NotSeenColor = DoomColors[10];
}
#if 0
// Due to a bug (marked below) precalculated antialiasing was never working properly.
// Also, tests show it provides no measurable performance improvement.
// And since it only complicates matters it's disabled for now.
// initialize the anti-aliased lines
static struct
{
int *color;
int prevcolor;
int falseColor;
} aliasedLines[3] = {
{ &WallColor, -1, WALLCOLORS },
{ &FDWallColor, -1, FDWALLCOLORS },
{ &CDWallColor, -1, CDWALLCOLORS }
};
float backRed, backGreen, backBlue;
GetComponents (Background, palette, backRed, backGreen, backBlue);
for (int alias = 0; alias < NUMALIASES; alias++)
{
if (aliasedLines[alias].prevcolor != *(aliasedLines[alias].color) ||
lastpal != palette || lastback != Background)
{
float foreRed, foreGreen, foreBlue;
aliasedLines[alias].prevcolor = *(aliasedLines[alias].color);
GetComponents (*(aliasedLines[alias].color), palette, foreRed, foreGreen, foreBlue);
for (int i = 0; i < NUMWEIGHTS; i++)
{
float step = (float)i;
float fore = (NUMWEIGHTS-1 - step) / (NUMWEIGHTS-1);
float back = step / (NUMWEIGHTS-1);
int red = (int)(backRed * back + foreRed * fore);
int green = (int)(backGreen * back + foreGreen * fore);
int blue = (int)(backGreen * back + foreBlue * fore);
// [RH] What was I thinking here?
// if (palette)
antialias[alias][i] = ColorMatcher.Pick (red, green, blue);
// else
// antialias[alias][i] = MAKERGB(red, green, blue);
}
}
// This line was inside the 'if' block rendering the whole
// precalculation inoperable.
*(aliasedLines[alias].color) = aliasedLines[alias].falseColor;
}
lastback = Background;
#endif
lastpal = palette;
}
//
//
//
void AM_loadPics ()
{
int i;
char namebuf[9];
for (i = 0; i < 10; i++)
{
sprintf (namebuf, "AMMNUM%d", i);
marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch);
}
if (mapback == NULL)
{
i = Wads.CheckNumForName ("AUTOPAGE");
if (i >= 0)
{
mapback = FTexture::CreateTexture(i, FTexture::TEX_Autopage);
}
}
}
void AM_unloadPics ()
{
if (mapback != NULL)
{
delete mapback;
mapback = NULL;
}
}
bool AM_clearMarks ()
{
for (int i = AM_NUMMARKPOINTS-1; i >= 0; i--)
markpoints[i].x = -1; // means empty
markpointnum = 0;
return marknums[0] != -1;
}
//
// called right after the level has been loaded
//
void AM_LevelInit ()
{
leveljuststarted = 0;
AM_clearMarks();
AM_findMinMaxBoundaries();
scale_mtof = MapDiv(min_scale_mtof, (int) (0.7*MAPUNIT));
if (scale_mtof > max_scale_mtof)
scale_mtof = min_scale_mtof;
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
}
//
//
//
void AM_Stop ()
{
AM_unloadPics ();
automapactive = false;
stopped = true;
BorderNeedRefresh = screen->GetPageCount ();
viewactive = true;
}
//
//
//
void AM_Start ()
{
if (!stopped) AM_Stop();
stopped = false;
AM_initVariables();
AM_loadPics();
}
//
// set the window scale to the maximum size
//
void AM_minOutWindowScale ()
{
scale_mtof = min_scale_mtof;
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
}
//
// set the window scale to the minimum size
//
void AM_maxOutWindowScale ()
{
scale_mtof = max_scale_mtof;
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
}
CCMD (togglemap)
{
gameaction = ga_togglemap;
}
void AM_ToggleMap ()
{
if (gamestate != GS_LEVEL)
return;
SB_state = screen->GetPageCount ();
if (!automapactive)
{
AM_Start ();
viewactive = (am_overlay != 0.f);
}
else
{
if (am_overlay==1 && viewactive)
{
viewactive = false;
SB_state = screen->GetPageCount ();
}
else
{
AM_Stop ();
}
}
}
//
// Handle events (user inputs) in automap mode
//
bool AM_Responder (event_t *ev)
{
bool rc;
static int cheatstate = 0;
static int bigstate = 0;
rc = false;
if (automapactive && ev->type == EV_KeyDown)
{
rc = true;
switch (ev->data1)
{
case AM_PANRIGHTKEY: // pan right
if (!followplayer)
m_paninc.x = FTOM(F_PANINC);
else
rc = false;
break;
case AM_PANLEFTKEY: // pan left
if (!followplayer)
m_paninc.x = -FTOM(F_PANINC);
else
rc = false;
break;
case AM_PANUPKEY: // pan up
if (!followplayer)
m_paninc.y = FTOM(F_PANINC);
else
rc = false;
break;
case AM_PANDOWNKEY: // pan down
if (!followplayer)
m_paninc.y = -FTOM(F_PANINC);
else
rc = false;
break;
case AM_ZOOMOUTKEY: // zoom out
case AM_ZOOMOUTKEY2:
mtof_zoommul = M_ZOOMOUT;
ftom_zoommul = M_ZOOMIN;
break;
case AM_ZOOMINKEY: // zoom in
case AM_ZOOMINKEY2:
mtof_zoommul = M_ZOOMIN;
ftom_zoommul = M_ZOOMOUT;
break;
case AM_GOBIGKEY:
bigstate = !bigstate;
if (bigstate)
{
AM_saveScaleAndLoc();
AM_minOutWindowScale();
}
else
AM_restoreScaleAndLoc();
break;
default:
switch (ev->data2)
{
case AM_FOLLOWKEY:
AM_ToggleFollowPlayer();
break;
case AM_GRIDKEY:
grid = !grid;
Printf ("%s\n", GStrings(grid ? "AMSTR_GRIDON" : "AMSTR_GRIDOFF"));
break;
case AM_MARKKEY:
if (AM_addMark())
{
Printf ("%s %d\n", GStrings("AMSTR_MARKEDSPOT"), markpointnum);
}
else
{
rc = false;
}
break;
case AM_CLEARMARKKEY:
if (AM_clearMarks())
{
Printf ("%s\n", GStrings("AMSTR_MARKSCLEARED"));
}
else
{
rc = false;
}
break;
default:
cheatstate = 0;
rc = false;
}
}
}
else if (ev->type == EV_KeyUp)
{
rc = false;
switch (ev->data1)
{
case AM_PANRIGHTKEY:
if (!followplayer) m_paninc.x = 0;
break;
case AM_PANLEFTKEY:
if (!followplayer) m_paninc.x = 0;
break;
case AM_PANUPKEY:
if (!followplayer) m_paninc.y = 0;
break;
case AM_PANDOWNKEY:
if (!followplayer) m_paninc.y = 0;
break;
case AM_ZOOMOUTKEY:
case AM_ZOOMOUTKEY2:
case AM_ZOOMINKEY:
case AM_ZOOMINKEY2:
mtof_zoommul = MAPUNIT;
ftom_zoommul = MAPUNIT;
break;
}
}
return rc;
}
//
// Zooming
//
void AM_changeWindowScale ()
{
// Change the scaling multipliers
scale_mtof = MapMul(scale_mtof, mtof_zoommul);
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
if (scale_mtof < min_scale_mtof)
AM_minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
AM_maxOutWindowScale();
}
//
//
//
void AM_doFollowPlayer ()
{
fixed_t sx, sy;
if (players[consoleplayer].camera != NULL &&
(f_oldloc.x != players[consoleplayer].camera->x ||
f_oldloc.y != players[consoleplayer].camera->y))
{
m_x = ((players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx) - m_w/2;
m_y = ((players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy) - m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// do the parallax parchment scrolling.
sx = (players[consoleplayer].camera->x - f_oldloc.x) >> FRACTOMAPBITS;
sy = (f_oldloc.y - players[consoleplayer].camera->y) >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate (&sx, &sy, players[consoleplayer].camera->angle - ANG90);
}
AM_ScrollParchment (sx, sy);
f_oldloc.x = players[consoleplayer].camera->x;
f_oldloc.y = players[consoleplayer].camera->y;
}
}
static void AM_ToggleFollowPlayer()
{
followplayer = !followplayer;
f_oldloc.x = FIXED_MAX;
m_rotateoffsx = 0;
m_rotateoffsy = 0;
Printf ("%s\n", GStrings(followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
}
//
// Updates on Game Tick
//
void AM_Ticker ()
{
if (!automapactive)
return;
amclock++;
if (followplayer)
AM_doFollowPlayer();
// Change the zoom if necessary
if (ftom_zoommul != MAPUNIT)
AM_changeWindowScale();
// Change x,y location
//if (m_paninc.x || m_paninc.y)
AM_changeWindowLoc();
}
//
// Clear automap frame buffer.
//
void AM_clearFB (const AMColor &color)
{
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if (mapback == NULL || !am_drawmapback)
{
screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB);
}
else
{
int pwidth = mapback->GetWidth();
int pheight = mapback->GetHeight();
int x, y;
//blit the automap background to the screen.
for (y = mapystart >> MAPBITS; y < f_h; y += pheight)
{
for (x = mapxstart >> MAPBITS; x < f_w; x += pwidth)
{
screen->DrawTexture (mapback, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE);
}
}
}
}
//
// 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.
//
bool AM_clipMline (mline_t *ml, fline_t *fl)
{
enum {
LEFT =1,
RIGHT =2,
BOTTOM =4,
TOP =8
};
register int outcode1 = 0;
register int outcode2 = 0;
register int outside;
fpoint_t tmp = { 0, 0 };
int dx;
int dy;
#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
//
// Clip lines, draw visible parts of lines.
//
void AM_drawMline (mline_t *ml, const AMColor &color)
{
fline_t fl;
if (AM_clipMline (ml, &fl))
{
screen->DrawLine (f_x + fl.a.x, f_y + fl.a.y, f_x + fl.b.x, f_y + fl.b.y, color.Index, color.RGB);
}
}
//
// Draws flat (floor/ceiling tile) aligned grid lines.
//
void AM_drawGrid (const AMColor &color)
{
fixed_t x, y;
fixed_t start, end;
mline_t ml;
fixed_t minlen, extx, exty;
fixed_t minx, miny;
// [RH] Calculate a minimum for how long the grid lines should be so that
// they cover the screen at any rotation.
minlen = (fixed_t)sqrtf ((float)m_w*(float)m_w + (float)m_h*(float)m_h);
extx = (minlen - m_w) / 2;
exty = (minlen - m_h) / 2;
minx = m_x;
miny = m_y;
// Figure out start of vertical gridlines
start = minx - extx;
if ((start-bmaporgx)%(MAPBLOCKUNITS<<MAPBITS))
start += (MAPBLOCKUNITS<<MAPBITS)
- ((start-bmaporgx)%(MAPBLOCKUNITS<<MAPBITS));
end = minx + minlen - extx;
// draw vertical gridlines
for (x = start; x < end; x += (MAPBLOCKUNITS<<MAPBITS))
{
ml.a.x = x;
ml.b.x = x;
ml.a.y = miny - exty;
ml.b.y = ml.a.y + minlen;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&ml.a.x, &ml.a.y);
AM_rotatePoint (&ml.b.x, &ml.b.y);
}
AM_drawMline(&ml, color);
}
// Figure out start of horizontal gridlines
start = miny - exty;
if ((start-bmaporgy)%(MAPBLOCKUNITS<<MAPBITS))
start += (MAPBLOCKUNITS<<MAPBITS)
- ((start-bmaporgy)%(MAPBLOCKUNITS<<MAPBITS));
end = miny + minlen - exty;
// draw horizontal gridlines
for (y=start; y<end; y+=(MAPBLOCKUNITS<<MAPBITS))
{
ml.a.x = minx - extx;
ml.b.x = ml.a.x + minlen;
ml.a.y = y;
ml.b.y = y;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&ml.a.x, &ml.a.y);
AM_rotatePoint (&ml.b.x, &ml.b.y);
}
AM_drawMline (&ml, color);
}
}
//
// Determines visible lines, draws them.
// This is LineDef based, not LineSeg based.
//
void AM_drawWalls (bool allmap)
{
int i;
static mline_t l;
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;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&l.a.x, &l.a.y);
AM_rotatePoint (&l.b.x, &l.b.y);
}
if (am_cheat != 0 || (lines[i].flags & ML_MAPPED))
{
if ((lines[i].flags & ML_DONTDRAW) && am_cheat == 0)
continue;
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if (!lines[i].backsector)
{
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if (lines[i].frontsector->oldspecial &&
(am_map_secrets==2 || (am_map_secrets==1 && !(lines[i].frontsector->special&SECRET_MASK))))
{
// map secret sectors like Boom
AM_drawMline(&l, SecretSectorColor);
}
else
{
AM_drawMline(&l, WallColor);
}
}
else
{
if ((lines[i].special == Teleport ||
lines[i].special == Teleport_NoFog ||
lines[i].special == Teleport_Line) &&
GET_SPAC(lines[i].flags) != SPAC_MCROSS &&
am_usecustomcolors)
{ // intra-level teleporters
AM_drawMline(&l, IntraTeleportColor);
}
else if ((lines[i].special == Teleport_NewMap ||
lines[i].special == Teleport_EndGame ||
lines[i].special == Exit_Normal ||
lines[i].special == Exit_Secret) &&
am_usecustomcolors)
{ // inter-level/game-ending teleporters
AM_drawMline(&l, InterTeleportColor);
}
else if (lines[i].flags & ML_SECRET)
{ // secret door
if (am_cheat != 0)
AM_drawMline(&l, SecretWallColor);
else
AM_drawMline(&l, WallColor);
}
else if (lines[i].special == Door_LockedRaise ||
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lines[i].special == ACS_LockedExecute ||
(lines[i].special == Generic_Door && lines[i].args[4]!=0))
{
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if (am_usecustomcolors)
{
int P_GetMapColorForLock(int lock);
int lock;
if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3];
else lock=lines[i].args[4];
int color = P_GetMapColorForLock(lock);
AMColor c;
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
else c = LockedColor;
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AM_drawMline (&l, c);
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}
else
AM_drawMline (&l, LockedColor); // locked special
}
else if (lines[i].backsector->floorplane
!= lines[i].frontsector->floorplane)
{
AM_drawMline(&l, FDWallColor); // floor level change
}
else if (lines[i].backsector->ceilingplane
!= lines[i].frontsector->ceilingplane)
{
AM_drawMline(&l, CDWallColor); // ceiling level change
}
else if (am_cheat != 0)
{
AM_drawMline(&l, TSWallColor);
}
}
}
else if (allmap)
{
if (!(lines[i].flags & ML_DONTDRAW))
AM_drawMline(&l, NotSeenColor);
}
}
}
//
// Rotation in 2D.
// Used to rotate player arrow line character.
//
void AM_rotate (fixed_t *x, fixed_t *y, angle_t a)
{
fixed_t tmpx;
a >>= ANGLETOFINESHIFT;
tmpx = DMulScale16 (*x,finecosine[a],*y,-finesine[a]);
*y = DMulScale16 (*x,finesine[a],*y,finecosine[a]);
*x = tmpx;
}
void AM_rotatePoint (fixed_t *x, fixed_t *y)
{
*x -= players[consoleplayer].camera->x >> FRACTOMAPBITS;
*y -= players[consoleplayer].camera->y >> FRACTOMAPBITS;
AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle);
*x += (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx;
*y += (players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy;
}
void
AM_drawLineCharacter
( const mline_t *lineguy,
int lineguylines,
fixed_t scale,
angle_t angle,
const AMColor &color,
fixed_t x,
fixed_t y )
{
int i;
mline_t l;
for (i=0;i<lineguylines;i++) {
l.a.x = lineguy[i].a.x;
l.a.y = lineguy[i].a.y;
if (scale) {
l.a.x = MapMul(scale, l.a.x);
l.a.y = MapMul(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 = MapMul(scale, l.b.x);
l.b.y = MapMul(scale, l.b.y);
}
if (angle)
AM_rotate(&l.b.x, &l.b.y, angle);
l.b.x += x;
l.b.y += y;
AM_drawMline(&l, color);
}
}
void AM_drawPlayers ()
{
angle_t angle;
int i;
if (!multiplayer)
{
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
angle = ANG90;
else
angle = players[consoleplayer].camera->angle;
if (am_cheat != 0)
AM_drawLineCharacter
(cheat_player_arrow, NUMCHEATPLYRLINES, 0,
angle, YourColor, (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx,
(players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy);
else
AM_drawLineCharacter
(player_arrow, NUMPLYRLINES, 0, angle,
YourColor, (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx,
(players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy);
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *p = &players[i];
AMColor color;
mpoint_t pt;
if (!playeringame[i] || p->mo == NULL)
{
continue;
}
if (deathmatch && !demoplayback &&
!p->mo->IsTeammate (players[consoleplayer].mo) &&
p != players[consoleplayer].camera->player)
{
continue;
}
if (p->mo->alpha < OPAQUE)
{
color = AlmostBackground;
}
else
{
float h, s, v, r, g, b;
D_GetPlayerColor (i, &h, &s, &v);
HSVtoRGB (&r, &g, &b, h, s, v);
color.FromRGB(clamp (int(r*255.f),0,255), clamp (int(g*255.f),0,255), clamp (int(b*255.f),0,255));
}
if (p->mo != NULL)
{
pt.x = p->mo->x >> FRACTOMAPBITS;
pt.y = p->mo->y >> FRACTOMAPBITS;
angle = p->mo->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&pt.x, &pt.y);
angle -= players[consoleplayer].camera->angle - ANG90;
}
AM_drawLineCharacter
(player_arrow, NUMPLYRLINES, 0, angle,
color, pt.x, pt.y);
}
}
}
void AM_drawThings ()
{
AMColor color;
int i;
AActor* t;
mpoint_t p;
angle_t angle;
for (i=0;i<numsectors;i++)
{
t = sectors[i].thinglist;
while (t)
{
p.x = t->x >> FRACTOMAPBITS;
p.y = t->y >> FRACTOMAPBITS;
angle = t->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&p.x, &p.y);
angle += ANG90 - players[consoleplayer].camera->angle;
}
2006-04-11 16:27:41 +00:00
color = ThingColor;
// use separate colors for special thing types
if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
{
if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
else color = ThingColor_Monster;
}
else if (t->flags&MF_SPECIAL) color = ThingColor_Item;
AM_drawLineCharacter
(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
16<<MAPBITS, angle, color, p.x, p.y);
if (am_cheat >= 3)
{
static const mline_t box[4] =
{
{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
};
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
}
t = t->snext;
}
}
}
static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust,
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
INTBOOL flip, fixed_t xscale, fixed_t yscale, int translation, fixed_t alpha, DWORD fillcolor, FRenderStyle renderstyle)
{
if (tex == NULL || tex->UseType == FTexture::TEX_Null)
{
return;
}
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&x, &y);
}
screen->DrawTexture (tex, CXMTOF(x) + f_x, CYMTOF(y) + yadjust + f_y,
DTA_DestWidth, MulScale16 (tex->GetScaledWidth() * CleanXfac, xscale),
DTA_DestHeight, MulScale16 (tex->GetScaledHeight() * CleanYfac, yscale),
DTA_ClipTop, f_y,
DTA_ClipBottom, f_y + f_h,
DTA_ClipLeft, f_x,
DTA_ClipRight, f_x + f_w,
DTA_FlipX, flip,
- Discovered that Shader Model 1.4 clamps my constants, so I can't use palettes smaller than 256 entries with the shader I wrote for it. Is there a list of gotchas like this listed some where? I'd really like to see it. Well, when compiled with SM2.0, the PalTex shader seems to be every-so- slightly faster on my GF7950GT than the SM1.4 version, so I guess it's a minor win for cards that support it. - Fixed: ST_Endoom() failed to free the bitmap it used. - Added the DTA_ColorOverlay attribute to blend a color with the texture being drawn. For software, this (currently) only works with black. For hardware, it works with any color. The motiviation for this was so I could rewrite the status bar calls that passed DIM_MAP to DTA_Translation to draw darker icons into something that didn't require making a whole new remap table. - After having an "OMG! How could I have been so stupid?" moment, I have removed the off-by-one check from D3DFB. I had thought the off-by-one error was caused by rounding errors by the shader hardware. Not so. Rather, I wasn't sampling what I thought I was sampling. A texture that uses palette index 255 passes the value 1.0 to the shader. The shader needs to adjust the range of its palette indexes, or it will end up trying to read color 256 from the palette texture when it should be reading color 255. Doh! - The TranslationToTable() function has been added to map from translation numbers used by actors to the tables those numbers represent. This function performs validation for the input and returns NULL if the input value is invalid. - Major changes to the way translation tables work: No longer are they each a 256-byte array. Instead, the FRemapTable structure is used to represent each one. It includes a remap array for the software renderer, a palette array for a hardware renderer, and a native texture pointer for D3DFB. The translationtables array itself is now an array of TArrays that point to the real tables. The DTA_Translation attribute must also be passed a pointer to a FRemapTable, not a byte array as previously. - Modified DFrameBuffer::DrawRateStuff() so that it can do its thing properly for D3DFB's 2D mode. Before, any fullscreen graphics (like help images) covered it up. SVN r640 (trunk)
2007-12-26 04:42:15 +00:00
DTA_Translation, TranslationToTable(translation),
DTA_Alpha, alpha,
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
DTA_FillColor, fillcolor,
DTA_RenderStyle, DWORD(renderstyle),
TAG_DONE);
}
void AM_drawMarks ()
{
for (int i = 0; i < AM_NUMMARKPOINTS; i++)
{
if (markpoints[i].x != -1)
{
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
DrawMarker (TexMan(marknums[i]), markpoints[i].x, markpoints[i].y, -3, 0,
FRACUNIT, FRACUNIT, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
}
}
}
void AM_drawAuthorMarkers ()
{
// [RH] Draw any actors derived from AMapMarker on the automap.
// If args[0] is 0, then the actor's sprite is drawn at its own location.
// Otherwise, its sprite is drawn at the location of any actors whose TIDs match args[0].
TThinkerIterator<AMapMarker> it (STAT_MAPMARKER);
AMapMarker *mark;
while ((mark = it.Next()) != NULL)
{
if (mark->flags2 & MF2_DORMANT)
{
continue;
}
int picnum;
FTexture *tex;
WORD flip = 0;
if (mark->picnum != 0xFFFF)
{
tex = TexMan(mark->picnum);
if (tex->Rotations != 0xFFFF)
{
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan[picnum];
}
}
else
{
spritedef_t *sprdef = &sprites[mark->sprite];
if (mark->frame >= sprdef->numframes)
{
continue;
}
else
{
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + mark->frame];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan[picnum];
}
}
FActorIterator it (mark->args[0]);
AActor *marked = mark->args[0] == 0 ? mark : it.Next();
while (marked != NULL)
{
if (mark->args[1] == 0 || (mark->args[1] == 1 && marked->Sector->MoreFlags & SECF_DRAWN))
{
DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
flip, mark->scaleX, mark->scaleY, mark->Translation,
- Updated lempar.c to v1.31. - Added .txt files to the list of types (wad, zip, and pk3) that can be loaded without listing them after -file. - Fonts that are created by the ACS setfont command to wrap a texture now support animated textures. - FON2 fonts can now use their full palette for CR_UNTRANSLATED when drawn with the hardware 2D path instead of being restricted to the game palette. - Fixed: Toggling vid_vsync would reset the displayed fullscreen gamma to 1 on a Radeon 9000. - Added back the off-by-one palette handling, but in a much more limited scope than before. The skipped entry is assumed to always be at 248, and it is assumed that all Shader Model 1.4 cards suffer from this. That's because all SM1.4 cards are based on variants of the ATI R200 core, and the RV250 in a Radeon 9000 craps up like this. I see no reason to assume that other flavors of the R200 are any different. (Interesting note: With the Radeon 9000, D3DTADDRESS_CLAMP is an invalid address mode when using the debug Direct3D 9 runtime, but it works perfectly fine with the retail Direct3D 9 runtime.) (Insight: The R200 probably uses bytes for all its math inside pixel shaders. That would explain perfectly why I can't use constants greater than 1 with PS1.4 and why it can't do an exact mapping to every entry in the color palette. - Fixed: The software shaded drawer did not work for 2D, because its selected "color"map was replaced with the identitymap before being used. - Fixed: I cannot use Printf to output messages before the framebuffer was completely setup, meaning that Shader Model 1.4 cards could not change resolution. - I have decided to let remap palettes specify variable alpha values for their colors. D3DFB no longer forces them to 255. - Updated re2c to version 0.12.3. - Fixed: A_Wander used threshold as a timer, when it should have used reactiontime. - Fixed: A_CustomRailgun would not fire at all for actors without a target when the aim parameter was disabled. - Made the warp command work in multiplayer, again courtesy of Karate Chris. - Fixed: Trying to spawn a bot while not in a game made for a crashing time. (Patch courtesy of Karate Chris.) - Removed some floating point math from hu_scores.cpp that somebody's GCC gave warnings for (not mine, though). - Fixed: The SBarInfo drawbar command crashed if the sprite image was unavailable. - Fixed: FString::operator=(const char *) did not release its old buffer when being assigned to the null string. - The scanner no longer has an upper limit on the length of strings it accepts, though short strings will be faster than long ones. - Moved all the text scanning functions into a class. Mainly, this means that multiple script scanner states can be stored without being forced to do so recursively. I think I might be taking advantage of that in the near future. Possibly. Maybe. - Removed some potential buffer overflows from the decal parser. - Applied Blzut3's SBARINFO update #9: * Fixed: When using even length values in drawnumber it would cap to a 98 value instead of a 99 as intended. * The SBarInfo parser can now accept negatives for coordinates. This doesn't allow much right now, but later I plan to add better fullscreen hud support in which the negatives will be more useful. This also cleans up the source a bit since all calls for (x, y) coordinates are with the function getCoordinates(). - Added support for stencilling actors. - Added support for non-black colors specified with DTA_ColorOverlay to the software renderer. - Fixed: The inverse, gold, red, and green fixed colormaps each allocated space for 32 different colormaps, even though each only used the first one. - Added two new blending flags to make reverse subtract blending more useful: STYLEF_InvertSource and STYLEF_InvertOverlay. These invert the color that gets blended with the background, since that seems like a good idea for reverse subtraction. They also work with the other two blending operations. - Added subtract and reverse subtract blending operations to the renderer. Since the ERenderStyle enumeration was getting rather unwieldy, I converted it into a new FRenderStyle structure that lets each parameter of the blending equation be set separately. This simplified the set up for the blend quite a bit, and it means a number of new combinations are available by setting the parameters properly. SVN r710 (trunk)
2008-01-25 23:57:44 +00:00
mark->alpha, mark->fillcolor, mark->RenderStyle);
}
marked = mark->args[0] != 0 ? it.Next() : NULL;
}
}
}
void AM_drawCrosshair (const AMColor &color)
{
screen->DrawPixel(f_w/2, (f_h+1)/2, color.Index, color.RGB);
}
void AM_Drawer ()
{
if (!automapactive)
return;
bool allmap = (level.flags & LEVEL_ALLMAP) != 0;
bool allthings = allmap && players[consoleplayer].mo->FindInventory<APowerScanner>() != NULL;
AM_initColors (viewactive);
if (!viewactive)
{
// [RH] Set f_? here now to handle automap overlaying
// and view size adjustments.
f_x = f_y = 0;
f_w = screen->GetWidth ();
f_h = ST_Y;
f_p = screen->GetPitch ();
//WeightingScale = 0;
AM_clearFB(Background);
}
else
{
f_x = viewwindowx;
f_y = viewwindowy;
f_w = realviewwidth;
f_h = realviewheight;
f_p = screen->GetPitch ();
/*
WeightingScale = (int)(am_ovtrans * 256.f);
if (WeightingScale < 0 || WeightingScale >= 256)
{
WeightingScale = 0;
}
*/
}
AM_activateNewScale();
if (grid)
AM_drawGrid(GridColor);
AM_drawWalls(allmap);
AM_drawPlayers();
if (am_cheat >= 2 || allthings)
AM_drawThings();
AM_drawAuthorMarkers();
if (!viewactive)
AM_drawCrosshair(XHairColor);
AM_drawMarks();
}
void AM_SerializeMarkers(FArchive &arc)
{
arc << markpointnum;
for (int i=0; i<AM_NUMMARKPOINTS; i++)
{
arc << markpoints[i].x << markpoints[i].y;
}
2008-01-08 01:48:33 +00:00
}