mirror of
https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-27 22:42:29 +00:00
- added portal overlays to automap.
This commit is contained in:
parent
93be5aca05
commit
51ab60178a
3 changed files with 170 additions and 100 deletions
265
src/am_map.cpp
265
src/am_map.cpp
|
@ -121,6 +121,7 @@ CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
|
|||
CVAR (Color, am_thingcolor_ncmonster, 0xfcfcfc, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_thingcolor_citem, 0xfcfcfc, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_portalcolor, 0x404040, CVAR_ARCHIVE);
|
||||
|
||||
CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
|
||||
|
@ -141,6 +142,7 @@ CVAR (Color, am_ovthingcolor_monster, 0xe88800, CVAR_ARCHIVE);
|
|||
CVAR (Color, am_ovthingcolor_ncmonster, 0xe88800, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
|
||||
CVAR (Color, am_ovportalcolor, 0x004022, CVAR_ARCHIVE);
|
||||
|
||||
//=============================================================================
|
||||
//
|
||||
|
@ -206,6 +208,7 @@ static const char *ColorNames[] = {
|
|||
"IntraTeleportColor",
|
||||
"InterTeleportColor",
|
||||
"SecretSectorColor",
|
||||
"PortalColor",
|
||||
"AlmostBackgroundColor",
|
||||
NULL
|
||||
};
|
||||
|
@ -236,6 +239,7 @@ struct AMColorset
|
|||
IntraTeleportColor,
|
||||
InterTeleportColor,
|
||||
SecretSectorColor,
|
||||
PortalColor,
|
||||
AlmostBackgroundColor,
|
||||
AM_NUM_COLORS
|
||||
};
|
||||
|
@ -335,7 +339,8 @@ static FColorCVar *cv_standard[] = {
|
|||
&am_lockedcolor,
|
||||
&am_intralevelcolor,
|
||||
&am_interlevelcolor,
|
||||
&am_secretsectorcolor
|
||||
&am_secretsectorcolor,
|
||||
&am_portalcolor
|
||||
};
|
||||
|
||||
static FColorCVar *cv_overlay[] = {
|
||||
|
@ -360,7 +365,8 @@ static FColorCVar *cv_overlay[] = {
|
|||
&am_ovlockedcolor,
|
||||
&am_ovtelecolor,
|
||||
&am_ovinterlevelcolor,
|
||||
&am_ovsecretsectorcolor
|
||||
&am_ovsecretsectorcolor,
|
||||
&am_ovportalcolor
|
||||
};
|
||||
|
||||
CCMD(am_restorecolors)
|
||||
|
@ -403,6 +409,7 @@ static unsigned char DoomColors[]= {
|
|||
NOT_USED, // interteleport
|
||||
NOT_USED, // secretsector
|
||||
0x10,0x10,0x10, // almostbackground
|
||||
0x40,0x40,0x40 // portal
|
||||
};
|
||||
|
||||
static unsigned char StrifeColors[]= {
|
||||
|
@ -429,6 +436,7 @@ static unsigned char StrifeColors[]= {
|
|||
NOT_USED, // interteleport
|
||||
NOT_USED, // secretsector
|
||||
0x10,0x10,0x10, // almostbackground
|
||||
0x40,0x40,0x40 // portal
|
||||
};
|
||||
|
||||
static unsigned char RavenColors[]= {
|
||||
|
@ -455,6 +463,7 @@ static unsigned char RavenColors[]= {
|
|||
NOT_USED, // interteleport
|
||||
NOT_USED, // secretsector
|
||||
0x10,0x10,0x10, // almostbackground
|
||||
0x50,0x50,0x50 // portal
|
||||
};
|
||||
|
||||
#undef NOT_USED
|
||||
|
@ -577,6 +586,7 @@ inline fixed_t MTOF(fixed_t x)
|
|||
|
||||
static int bigstate = 0;
|
||||
static bool textured = 1; // internal toggle for texture mode
|
||||
static int MapPortalGroup;
|
||||
|
||||
CUSTOM_CVAR(Bool, am_textured, false, CVAR_ARCHIVE)
|
||||
{
|
||||
|
@ -812,6 +822,7 @@ void AM_minOutWindowScale ();
|
|||
|
||||
|
||||
CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
|
||||
CVAR(Bool, am_portaloverlay, true, CVAR_ARCHIVE)
|
||||
|
||||
|
||||
CCMD(am_togglefollow)
|
||||
|
@ -1925,6 +1936,12 @@ void AM_drawSubsectors()
|
|||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (am_portaloverlay && subsectors[i].render_sector->PortalGroup != MapPortalGroup && subsectors[i].render_sector->PortalGroup != 0)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Fill the points array from the subsector.
|
||||
points.Resize(subsectors[i].numlines);
|
||||
for (DWORD j = 0; j < subsectors[i].numlines; ++j)
|
||||
|
@ -2389,108 +2406,143 @@ void AM_drawWalls (bool allmap)
|
|||
static mline_t l;
|
||||
int lock, color;
|
||||
|
||||
for (i = 0; i < numlines; i++)
|
||||
int numportalgroups = am_portaloverlay ? Displacements.size : 0;
|
||||
|
||||
for (int p = numportalgroups - 1; p >= -1; p--)
|
||||
{
|
||||
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 (p == MapPortalGroup) continue;
|
||||
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
|
||||
for (i = 0; i < numlines; i++)
|
||||
{
|
||||
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 || am_cheat >= 4))
|
||||
int pg;
|
||||
|
||||
if (lines[i].sidedef[0]->Flags & WALLF_POLYOBJ)
|
||||
{
|
||||
if (!am_showallenabled || CheckCheatmode(false))
|
||||
// For polyobjects we must test the surrounding sector to get the proper group.
|
||||
pg = P_PointInSector(lines[i].v1->x + lines[i].dx / 2, lines[i].v1->y + lines[i].dy / 2)->PortalGroup;
|
||||
}
|
||||
else
|
||||
{
|
||||
pg = lines[i].frontsector->PortalGroup;
|
||||
}
|
||||
fixedvec2 offset;
|
||||
bool portalmode = numportalgroups > 0 && pg != MapPortalGroup;
|
||||
if (pg == p)
|
||||
{
|
||||
offset = Displacements.getOffset(pg, MapPortalGroup);
|
||||
}
|
||||
else if (p == -1 && (pg == MapPortalGroup || !am_portaloverlay))
|
||||
{
|
||||
offset = { 0, 0 };
|
||||
}
|
||||
else continue;
|
||||
|
||||
l.a.x = (lines[i].v1->x + offset.x) >> FRACTOMAPBITS;
|
||||
l.a.y = (lines[i].v1->y + offset.y) >> FRACTOMAPBITS;
|
||||
l.b.x = (lines[i].v2->x + offset.x) >> FRACTOMAPBITS;
|
||||
l.b.y = (lines[i].v2->y + offset.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 || am_cheat >= 4))
|
||||
{
|
||||
continue;
|
||||
if (!am_showallenabled || CheckCheatmode(false))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
if (portalmode)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.PortalColor);
|
||||
}
|
||||
else if (AM_CheckSecret(&lines[i]))
|
||||
{
|
||||
// map secret sectors like Boom
|
||||
AM_drawMline(&l, AMColors.SecretSectorColor);
|
||||
}
|
||||
else if (lines[i].flags & ML_SECRET)
|
||||
{ // secret door
|
||||
if (am_cheat != 0 && lines[i].backsector != NULL)
|
||||
AM_drawMline(&l, AMColors.SecretWallColor);
|
||||
else
|
||||
AM_drawMline(&l, AMColors.WallColor);
|
||||
}
|
||||
else if (AM_isTeleportBoundary(lines[i]) && AMColors.isValid(AMColors.IntraTeleportColor))
|
||||
{ // intra-level teleporters
|
||||
AM_drawMline(&l, AMColors.IntraTeleportColor);
|
||||
}
|
||||
else if (AM_isExitBoundary(lines[i]) && AMColors.isValid(AMColors.InterTeleportColor))
|
||||
{ // inter-level/game-ending teleporters
|
||||
AM_drawMline(&l, AMColors.InterTeleportColor);
|
||||
}
|
||||
else if (AM_isLockBoundary(lines[i], &lock))
|
||||
{
|
||||
if (AMColors.displayLocks)
|
||||
{
|
||||
color = P_GetMapColorForLock(lock);
|
||||
|
||||
AMColor c;
|
||||
|
||||
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
|
||||
else c = AMColors[AMColors.LockedColor];
|
||||
|
||||
AM_drawMline(&l, c);
|
||||
}
|
||||
else
|
||||
{
|
||||
AM_drawMline(&l, AMColors.LockedColor); // locked special
|
||||
}
|
||||
}
|
||||
else if (am_showtriggerlines
|
||||
&& AMColors.isValid(AMColors.SpecialWallColor)
|
||||
&& AM_isTriggerBoundary(lines[i]))
|
||||
{
|
||||
AM_drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do
|
||||
}
|
||||
else if (lines[i].backsector == NULL)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.WallColor); // one-sided wall
|
||||
}
|
||||
else if (lines[i].backsector->floorplane
|
||||
!= lines[i].frontsector->floorplane)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.FDWallColor); // floor level change
|
||||
}
|
||||
else if (lines[i].backsector->ceilingplane
|
||||
!= lines[i].frontsector->ceilingplane)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change
|
||||
}
|
||||
else if (AM_Check3DFloors(&lines[i]))
|
||||
{
|
||||
AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border
|
||||
}
|
||||
else if (am_cheat > 0 && am_cheat < 4)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.TSWallColor);
|
||||
}
|
||||
}
|
||||
|
||||
if (AM_CheckSecret(&lines[i]))
|
||||
else if (allmap)
|
||||
{
|
||||
// map secret sectors like Boom
|
||||
AM_drawMline(&l, AMColors.SecretSectorColor);
|
||||
}
|
||||
else if (lines[i].flags & ML_SECRET)
|
||||
{ // secret door
|
||||
if (am_cheat != 0 && lines[i].backsector != NULL)
|
||||
AM_drawMline(&l, AMColors.SecretWallColor);
|
||||
else
|
||||
AM_drawMline(&l, AMColors.WallColor);
|
||||
}
|
||||
else if (AM_isTeleportBoundary(lines[i]) && AMColors.isValid(AMColors.IntraTeleportColor))
|
||||
{ // intra-level teleporters
|
||||
AM_drawMline(&l, AMColors.IntraTeleportColor);
|
||||
}
|
||||
else if (AM_isExitBoundary(lines[i]) && AMColors.isValid(AMColors.InterTeleportColor))
|
||||
{ // inter-level/game-ending teleporters
|
||||
AM_drawMline(&l, AMColors.InterTeleportColor);
|
||||
}
|
||||
else if (AM_isLockBoundary(lines[i], &lock))
|
||||
{
|
||||
if (AMColors.displayLocks)
|
||||
if ((lines[i].flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
|
||||
{
|
||||
color = P_GetMapColorForLock(lock);
|
||||
|
||||
AMColor c;
|
||||
|
||||
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
|
||||
else c = AMColors[AMColors.LockedColor];
|
||||
|
||||
AM_drawMline (&l, c);
|
||||
if (!am_showallenabled || CheckCheatmode(false))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
AM_drawMline (&l, AMColors.LockedColor); // locked special
|
||||
}
|
||||
}
|
||||
else if (am_showtriggerlines
|
||||
&& AMColors.isValid(AMColors.SpecialWallColor)
|
||||
&& AM_isTriggerBoundary(lines[i]))
|
||||
{
|
||||
AM_drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do
|
||||
}
|
||||
else if (lines[i].backsector == NULL)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.WallColor); // one-sided wall
|
||||
}
|
||||
else if (lines[i].backsector->floorplane
|
||||
!= lines[i].frontsector->floorplane)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.FDWallColor); // floor level change
|
||||
}
|
||||
else if (lines[i].backsector->ceilingplane
|
||||
!= lines[i].frontsector->ceilingplane)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change
|
||||
}
|
||||
else if (AM_Check3DFloors(&lines[i]))
|
||||
{
|
||||
AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border
|
||||
}
|
||||
else if (am_cheat > 0 && am_cheat < 4)
|
||||
{
|
||||
AM_drawMline(&l, AMColors.TSWallColor);
|
||||
AM_drawMline(&l, AMColors.NotSeenColor);
|
||||
}
|
||||
}
|
||||
else if (allmap)
|
||||
{
|
||||
if ((lines[i].flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
|
||||
{
|
||||
if (!am_showallenabled || CheckCheatmode(false))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
AM_drawMline(&l, AMColors.NotSeenColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@ -2616,8 +2668,9 @@ void AM_drawPlayers ()
|
|||
mline_t *arrow;
|
||||
int numarrowlines;
|
||||
|
||||
pt.x = players[consoleplayer].camera->X() >> FRACTOMAPBITS;
|
||||
pt.y = players[consoleplayer].camera->Y() >> FRACTOMAPBITS;
|
||||
fixedvec2 pos = am_portaloverlay? players[consoleplayer].camera->GetPortalTransition(players[consoleplayer].viewheight) : (fixedvec2)players[consoleplayer].camera->Pos();
|
||||
pt.x = pos.x >> FRACTOMAPBITS;
|
||||
pt.y = pos.y >> FRACTOMAPBITS;
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
{
|
||||
angle = ANG90;
|
||||
|
@ -2679,8 +2732,10 @@ void AM_drawPlayers ()
|
|||
|
||||
if (p->mo != NULL)
|
||||
{
|
||||
pt.x = p->mo->X() >> FRACTOMAPBITS;
|
||||
pt.y = p->mo->Y() >> FRACTOMAPBITS;
|
||||
fixedvec3 pos = p->mo->PosRelative(MapPortalGroup);
|
||||
pt.x = pos.x >> FRACTOMAPBITS;
|
||||
pt.y = pos.y >> FRACTOMAPBITS;
|
||||
|
||||
angle = p->mo->angle;
|
||||
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
|
@ -2711,8 +2766,10 @@ void AM_drawKeys ()
|
|||
|
||||
while ((key = it.Next()) != NULL)
|
||||
{
|
||||
p.x = key->X() >> FRACTOMAPBITS;
|
||||
p.y = key->Y() >> FRACTOMAPBITS;
|
||||
fixedvec3 pos = key->PosRelative(MapPortalGroup);
|
||||
p.x = pos.x >> FRACTOMAPBITS;
|
||||
p.y = pos.y >> FRACTOMAPBITS;
|
||||
|
||||
angle = key->angle;
|
||||
|
||||
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
||||
|
@ -2756,8 +2813,9 @@ void AM_drawThings ()
|
|||
{
|
||||
if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
|
||||
{
|
||||
p.x = t->X() >> FRACTOMAPBITS;
|
||||
p.y = t->Y() >> FRACTOMAPBITS;
|
||||
fixedvec3 pos = t->PosRelative(MapPortalGroup);
|
||||
p.x = pos.x >> FRACTOMAPBITS;
|
||||
p.y = pos.y >> FRACTOMAPBITS;
|
||||
|
||||
if (am_showthingsprites > 0 && t->sprite > 0)
|
||||
{
|
||||
|
@ -3017,6 +3075,13 @@ void AM_Drawer ()
|
|||
bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
|
||||
bool allthings = allmap && players[consoleplayer].mo->FindInventory(RUNTIME_CLASS(APowerScanner), true) != NULL;
|
||||
|
||||
if (am_portaloverlay)
|
||||
{
|
||||
sector_t *sec;
|
||||
players[consoleplayer].camera->GetPortalTransition(players[consoleplayer].viewheight, &sec);
|
||||
MapPortalGroup = sec->PortalGroup;
|
||||
}
|
||||
else MapPortalGroup = 0;
|
||||
AM_initColors (viewactive);
|
||||
|
||||
if (!viewactive)
|
||||
|
|
|
@ -1880,6 +1880,7 @@ AUTOMAPMNU_DRAWMAPBACK = "Draw map background";
|
|||
AUTOMAPMNU_SHOWKEYS = "Show keys (cheat)";
|
||||
AUTOMAPMNU_SHOWTRIGGERLINES = "Show trigger lines";
|
||||
AUTOMAPMNU_SHOWTHINGSPRITES = "Show things as sprites";
|
||||
AUTOMAPMNU_PTOVERLAY = "Overlay portals";
|
||||
|
||||
// Automap Controls
|
||||
MAPCNTRLMNU_TITLE = "CUSTOMIZE MAP CONTROLS";
|
||||
|
@ -1925,6 +1926,7 @@ MAPCOLORMNU_ITEMCOLOR = "Items";
|
|||
MAPCOLORMNU_COUNTITEMCOLOR = "Count Items";
|
||||
MAPCOLORMNU_OVERLAY = "Overlay Mode";
|
||||
MAPCOLORMNU_OVCHEATMODE = "Overlay Cheat Mode";
|
||||
MAPCOLORMNU_PORTAL = "Portal Overlays";
|
||||
|
||||
// Message Options
|
||||
MSGMNU_TITLE = "MESSAGES";
|
||||
|
|
|
@ -970,6 +970,7 @@ OptionMenu AutomapOptions
|
|||
Option "$AUTOMAPMNU_OVERLAY", "am_overlay", "OverlayTypes"
|
||||
Option "$AUTOMAPMNU_TEXTURED", "am_textured", "OnOff"
|
||||
Option "$AUTOMAPMNU_FOLLOW", "am_followplayer", "OnOff"
|
||||
Option "$AUTOMAPMNU_PTOVERLAY", "am_portaloverlay", "OnOff"
|
||||
StaticText " "
|
||||
Option "$AUTOMAPMNU_SHOWITEMS", "am_showitems", "OnOff"
|
||||
Option "$AUTOMAPMNU_SHOWMONSTERS", "am_showmonsters", "OnOff"
|
||||
|
@ -1036,6 +1037,7 @@ OptionMenu MapColorMenu
|
|||
ColorPicker "$MAPCOLORMNU_INTERLEVELCOLOR", "am_interlevelcolor"
|
||||
ColorPicker "$MAPCOLORMNU_SECRETSECTORCOLOR", "am_secretsectorcolor"
|
||||
ColorPicker "$MAPCOLORMNU_SPECIALWALLCOLOR", "am_specialwallcolor"
|
||||
ColorPicker "$MAPCOLORMNU_PORTAL", "am_portalcolor"
|
||||
StaticText " "
|
||||
StaticText "$MAPCOLORMNU_CHEATMODE", 1
|
||||
ColorPicker "$MAPCOLORMNU_TSWALLCOLOR", "am_tswallcolor"
|
||||
|
@ -1059,6 +1061,7 @@ OptionMenu MapColorMenu
|
|||
ColorPicker "$MAPCOLORMNU_INTERLEVELCOLOR", "am_ovinterlevelcolor"
|
||||
ColorPicker "$MAPCOLORMNU_SECRETSECTORCOLOR", "am_ovsecretsectorcolor"
|
||||
ColorPicker "$MAPCOLORMNU_SPECIALWALLCOLOR", "am_ovspecialwallcolor"
|
||||
ColorPicker "$MAPCOLORMNU_PORTAL", "am_ovportalcolor"
|
||||
StaticText " "
|
||||
StaticText "$MAPCOLORMNU_OVCHEATMODE", 1
|
||||
ColorPicker "$MAPCOLORMNU_TSWALLCOLOR", "am_ovotherwallscolor"
|
||||
|
|
Loading…
Reference in a new issue