gzdoom-gles/src/am_map.cpp
Randy Heit 0202c0c3a9 - Added the am_zoom command to zoom the automap by a specific step and set default mouse wheel
bindings for it. I'm not sure how this should be exposed through the menu, however. Technically,
  it's different from the pan keys, but from an end user's point of view, they both zoom the
  automap, so they should both be listed under the Zoom in and out controls. But the menu code
  can't handle that.

SVN r2663 (trunk)
2010-09-01 05:03:17 +00:00

2416 lines
60 KiB
C++

// 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 "d_event.h"
#include "gi.h"
#include "r_bsp.h"
#include "p_setup.h"
#include "c_bind.h"
#include "m_cheat.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "colormatcher.h"
#include "d_netinf.h"
// Needs access to LFB.
#include "v_video.h"
#include "v_palette.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"
#include "po_man.h"
#include "a_keys.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,
ThingColor_Item, ThingColor_CountItem, ThingColor_Monster, ThingColor_Friend,
SecretWallColor, GridColor, XHairColor,
NotSeenColor,
LockedColor,
AlmostBackground,
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
};
static AMColor StrifeColors[11];
static BYTE StrifePaletteVals[11*3] =
{
0x00,0x00,0x00, 239, 239, 0, 0x10,0x10,0x10,
199, 195, 195, 119, 115, 115, 55, 59, 91,
119, 115, 115, 0xfc,0x00,0x00, 0x4c,0x4c,0x4c,
187, 59, 0, 219, 171, 0
};
static AMColor RavenColors[11];
static BYTE RavenPaletteVals[11*3] =
{
0x6c,0x54,0x40, 255, 255, 255, 0x74,0x5c,0x48,
75, 50, 16, 88, 93, 86, 208, 176, 133,
103, 59, 31, 236, 236, 236, 0, 0, 0,
0, 0, 0, 0, 0, 0,
};
#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);
}
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);
CVAR (Bool, am_showtotaltime, false, CVAR_ARCHIVE);
CVAR (Int, am_colorset, 0, 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);
CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
CVAR (Bool, am_showkeys, 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_thingcolor_citem, 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);
CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
static int bigstate = 0;
static bool textured = 1; // internal toggle for texture mode
CUSTOM_CVAR(Bool, am_textured, false, CVAR_ARCHIVE)
{
textured |= self;
}
CVAR(Int, am_showsubsector, -1, 0);
// Disable the ML_DONTDRAW line flag if x% of all lines in a map are flagged with it
// (To counter annoying mappers who think they are smart by making the automap unusable)
bool am_showallenabled;
CUSTOM_CVAR (Int, am_showalllines, -1, 0) // This is a cheat so don't save it.
{
int flagged = 0;
int total = 0;
if (self > 0 && numlines > 0)
{
for(int i=0;i<numlines;i++)
{
line_t *line = &lines[i];
// disregard intra-sector lines
if (line->frontsector == line->backsector) continue;
// disregard control sectors for deep water
if (line->frontsector->e->FakeFloor.Sectors.Size() > 0) continue;
// disregard control sectors for 3D-floors
if (line->frontsector->e->XFloor.attached.Size() > 0) continue;
total++;
if (line->flags & ML_DONTDRAW) flagged++;
}
am_showallenabled = (flagged * 100 / total >= self);
}
else if (self == 0)
{
am_showallenabled = true;
}
else
{
am_showallenabled = false;
}
}
#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 (1.02*MAPUNIT)
// how much zoom-out per tic
// pulls out to 0.5x in 1 second
#define M_ZOOMOUT (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*/)
struct fpoint_t
{
int x, y;
};
struct fline_t
{
fpoint_t a, b;
};
struct mpoint_t
{
fixed_t x,y;
};
struct mline_t
{
mpoint_t a, b;
};
struct islope_t
{
fixed_t slp, islp;
};
//
// 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 } }
};
#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
mline_t player_arrow_raven[] = {
{ { -R+R/4, 0 }, { 0, 0} }, // center line.
{ { -R+R/4, R/8 }, { R, 0} }, // blade
{ { -R+R/4, -R/8 }, { R, 0 } },
{ { -R+R/4, -R/4 }, { -R+R/4, R/4 } }, // crosspiece
{ { -R+R/8, -R/4 }, { -R+R/8, R/4 } },
{ { -R+R/8, -R/4 }, { -R+R/4, -R/4} }, //crosspiece connectors
{ { -R+R/8, R/4 }, { -R+R/4, R/4} },
{ { -R-R/4, R/8 }, { -R-R/4, -R/8 } }, //pommel
{ { -R-R/4, R/8 }, { -R+R/8, R/8 } },
{ { -R-R/4, -R/8}, { -R+R/8, -R/8 } }
};
#define NUMPLYRLINES_RAVEN (sizeof(player_arrow_raven)/sizeof(mline_t))
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 } }
};
#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
#undef R
#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)
};
#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
mline_t square_guy[] = {
L (0,1,1,0),
L (1,0,0,-1),
L (0,-1,-1,0),
L (-1,0,0,1)
};
#define NUMSQUAREGUYLINES (sizeof(square_guy)/sizeof(mline_t))
#undef R
#define R (MAPUNIT)
mline_t key_guy[] = {
L (-2, 0, -1.7, -0.5),
L (-1.7, -0.5, -1.5, -0.7),
L (-1.5, -0.7, -0.8, -0.5),
L (-0.8, -0.5, -0.6, 0),
L (-0.6, 0, -0.8, 0.5),
L (-1.5, 0.7, -0.8, 0.5),
L (-1.7, 0.5, -1.5, 0.7),
L (-2, 0, -1.7, 0.5),
L (-0.6, 0, 2, 0),
L (1.7, 0, 1.7, -1),
L (1.5, 0, 1.5, -1),
L (1.3, 0, 1.3, -1)
};
#define NUMKEYGUYLINES (sizeof(key_guy)/sizeof(mline_t))
#undef L
#undef R
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 float am_zoomdir;
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)
//
// 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 FTextureID 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 FTextureID 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;
static void AM_calcMinMaxMtoF();
void AM_rotatePoint (fixed_t *x, fixed_t *y);
void AM_rotate (fixed_t *x, fixed_t *y, angle_t an);
void AM_doFollowPlayer ();
//=============================================================================
//
// map functions
//
//=============================================================================
bool AM_addMark ();
bool AM_clearMarks ();
void AM_saveScaleAndLoc ();
void AM_restoreScaleAndLoc ();
void AM_minOutWindowScale ();
CCMD(am_togglefollow)
{
followplayer = !followplayer;
f_oldloc.x = FIXED_MAX;
Printf ("%s\n", GStrings(followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
}
CCMD(am_togglegrid)
{
grid = !grid;
Printf ("%s\n", GStrings(grid ? "AMSTR_GRIDON" : "AMSTR_GRIDOFF"));
}
CCMD(am_toggletexture)
{
if (am_textured && hasglnodes)
{
textured = !textured;
Printf ("%s\n", GStrings(textured ? "AMSTR_TEXON" : "AMSTR_TEXOFF"));
}
}
CCMD(am_setmark)
{
if (AM_addMark())
{
Printf ("%s %d\n", GStrings("AMSTR_MARKEDSPOT"), markpointnum);
}
}
CCMD(am_clearmarks)
{
if (AM_clearMarks())
{
Printf ("%s\n", GStrings("AMSTR_MARKSCLEARED"));
}
}
CCMD(am_gobig)
{
bigstate = !bigstate;
if (bigstate)
{
AM_saveScaleAndLoc();
AM_minOutWindowScale();
}
else
AM_restoreScaleAndLoc();
}
// 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);
}
*/
//=============================================================================
//
// called by the coordinate drawer
//
//=============================================================================
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].isValid())
{
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 ()
{
min_x = min_y = FIXED_MAX;
max_x = max_y = FIXED_MIN;
for (int 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;
AM_calcMinMaxMtoF();
}
//=============================================================================
//
//
//
//=============================================================================
static void AM_calcMinMaxMtoF()
{
fixed_t a = MapDiv (SCREENWIDTH << MAPBITS, max_w);
fixed_t 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 pivotx, fixed_t pivoty)
{
if (am_rotate == 0 || (am_rotate == 2 && !viewactive))
{
if (m_x + m_w/2 > max_x)
m_x = max_x - m_w/2;
else if (m_x + m_w/2 < min_x)
m_x = min_x - m_w/2;
if (m_y + m_h/2 > max_y)
m_y = max_y - m_h/2;
else if (m_y + m_h/2 < min_y)
m_y = min_y - m_h/2;
}
else
{
#if 0
fixed_t rmin_x, rmin_y, rmax_x, rmax_y;
fixed_t xs[5], ys[5];
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;
xs[4] = m_x + m_w/2; ys[4] = m_y + m_h/2;
rmin_x = rmin_y = FIXED_MAX;
rmax_x = rmax_y = FIXED_MIN;
for (i = 0; i < 5; ++i)
{
xs[i] -= pivotx;
ys[i] -= pivoty;
AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->angle);
if (i == 5)
break;
// xs[i] += pivotx;
// ys[i] += pivoty;
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 (rmax_x < 0)
xs[4] = -rmax_x;
else if (rmin_x > 0)
xs[4] = -rmin_x;
// if (ys[4] > rmax_y)
// ys[4] = rmax_y;
// else if (ys[4] < rmin_y)
// ys[4] = rmin_y;
AM_rotate (&xs[4], &ys[4], ANG270 - players[consoleplayer].camera->angle);
m_x = xs[4] + pivotx - m_w/2;
m_y = ys[4] + pivoty - m_h/2;
#endif
}
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.isValid())
{
FTexture *backtex = TexMan[mapback];
if (backtex != NULL)
{
int pwidth = backtex->GetWidth() << MAPBITS;
int pheight = backtex->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 (0 != (m_paninc.x | m_paninc.y))
{
followplayer = 0;
f_oldloc.x = FIXED_MAX;
}
int oldmx = m_x, oldmy = m_y;
fixed_t incx, incy, oincx, oincy;
incx = m_paninc.x;
incy = m_paninc.y;
oincx = incx = Scale(m_paninc.x, SCREENWIDTH, 320);
oincy = incy = Scale(m_paninc.y, SCREENHEIGHT, 200);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate(&incx, &incy, players[consoleplayer].camera->angle - ANG90);
}
m_x += incx;
m_y += incy;
AM_ClipRotatedExtents (oldmx + m_w/2, oldmy + m_h/2);
AM_ScrollParchment (m_x != oldmx ? oincx : 0, m_y != oldmy ? -oincy : 0);
}
//=============================================================================
//
//
//
//=============================================================================
void AM_initVariables ()
{
int pnum;
automapactive = true;
// Reset AM buttons
Button_AM_PanLeft.Reset();
Button_AM_PanRight.Reset();
Button_AM_PanUp.Reset();
Button_AM_PanDown.Reset();
Button_AM_ZoomIn.Reset();
Button_AM_ZoomOut.Reset();
f_oldloc.x = FIXED_MAX;
amclock = 0;
m_paninc.x = m_paninc.y = 0;
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]);
StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
RavenColors[i].FromRGB(RavenPaletteVals[j], RavenPaletteVals[j+1], RavenPaletteVals[j+2]);
}
}
if (overlayed)
{
YourColor.FromCVar (am_ovyourcolor);
WallColor.FromCVar (am_ovwallcolor);
SecretWallColor = WallColor;
SecretSectorColor.FromCVar (am_ovsecretsectorcolor);
ThingColor_Item.FromCVar (am_ovthingcolor_item);
ThingColor_CountItem.FromCVar (am_ovthingcolor_citem);
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 switch(am_colorset)
{
default:
{
/* 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_CountItem.FromCVar (am_thingcolor_citem);
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);
break;
}
case 1: // Doom
// Use colors corresponding to the original Doom's
Background = DoomColors[0];
YourColor = DoomColors[1];
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
WallColor = DoomColors[3];
TSWallColor = DoomColors[4];
FDWallColor = DoomColors[5];
LockedColor =
CDWallColor = DoomColors[6];
ThingColor_Item =
ThingColor_Friend =
ThingColor_Monster =
ThingColor = DoomColors[7];
GridColor = DoomColors[8];
XHairColor = DoomColors[9];
NotSeenColor = DoomColors[10];
break;
case 2: // Strife
// Use colors corresponding to the original Strife's
Background = StrifeColors[0];
YourColor = StrifeColors[1];
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
WallColor = StrifeColors[3];
TSWallColor = StrifeColors[4];
FDWallColor = StrifeColors[5];
LockedColor =
CDWallColor = StrifeColors[6];
ThingColor_Item = StrifeColors[10];
ThingColor_Friend =
ThingColor_Monster = StrifeColors[7];
ThingColor = StrifeColors[9];
GridColor = StrifeColors[8];
XHairColor = DoomColors[9];
NotSeenColor = DoomColors[10];
break;
case 3: // Raven
// Use colors corresponding to the original Raven's
Background = RavenColors[0];
YourColor = RavenColors[1];
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
WallColor = RavenColors[3];
TSWallColor = RavenColors[4];
FDWallColor = RavenColors[5];
LockedColor =
CDWallColor = RavenColors[6];
ThingColor =
ThingColor_Item =
ThingColor_Friend =
ThingColor_Monster = RavenColors[7];
GridColor = RavenColors[4];
XHairColor = RavenColors[9];
NotSeenColor = RavenColors[10];
break;
}
lastpal = palette;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_loadPics ()
{
int i;
char namebuf[9];
for (i = 0; i < 10; i++)
{
mysnprintf (namebuf, countof(namebuf), "AMMNUM%d", i);
marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch);
}
const char *autopage = level.info->mapbg[0] == 0? "AUTOPAGE" : (const char*)&level.info->mapbg[0];
mapback = TexMan.CheckForTexture(autopage, FTexture::TEX_MiscPatch);
}
//=============================================================================
//
//
//
//=============================================================================
bool AM_clearMarks ()
{
for (int i = AM_NUMMARKPOINTS-1; i >= 0; i--)
markpoints[i].x = -1; // means empty
markpointnum = 0;
return marknums[0].isValid();
}
//=============================================================================
//
// 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);
am_showalllines.Callback();
}
//=============================================================================
//
//
//
//=============================================================================
void AM_Stop ()
{
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);
}
//=============================================================================
//
// Called right after the resolution has changed
//
//=============================================================================
void AM_NewResolution()
{
fixed_t oldmin = min_scale_mtof;
if ( oldmin == 0 )
{
return; // [SP] Not in a game, exit!
}
AM_calcMinMaxMtoF();
scale_mtof = Scale(scale_mtof, min_scale_mtof, oldmin);
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
if (scale_mtof < min_scale_mtof)
AM_minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
AM_maxOutWindowScale();
f_w = screen->GetWidth();
f_h = ST_Y;
AM_activateNewScale();
}
//=============================================================================
//
//
//
//=============================================================================
CCMD (togglemap)
{
gameaction = ga_togglemap;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_ToggleMap ()
{
if (gamestate != GS_LEVEL)
return;
// Don't activate the automap if we're not allowed to use it.
if (dmflags2 & DF2_NO_AUTOMAP)
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 last)
{
if (automapactive && (ev->type == EV_KeyDown || ev->type == EV_KeyUp))
{
if (followplayer)
{
// check for am_pan* and ignore in follow mode
const char *defbind = AutomapBindings.GetBind(ev->data1);
if (!strnicmp(defbind, "+am_pan", 7)) return false;
}
bool res = C_DoKey(ev, &AutomapBindings, NULL);
if (res && ev->type == EV_KeyUp && !last)
{
// If this is a release event we also need to check if it released a button in the main Bindings
// so that that button does not get stuck.
const char *defbind = Bindings.GetBind(ev->data1);
return (defbind[0] != '+'); // Let G_Responder handle button releases
}
return res;
}
return false;
}
//=============================================================================
//
// Zooming
//
//=============================================================================
void AM_changeWindowScale ()
{
int mtof_zoommul;
if (am_zoomdir > 0)
{
mtof_zoommul = int(M_ZOOMIN * am_zoomdir);
}
else if (am_zoomdir < 0)
{
mtof_zoommul = int(M_ZOOMOUT / -am_zoomdir);
}
else if (Button_AM_ZoomIn.bDown)
{
mtof_zoommul = int(M_ZOOMIN);
}
else if (Button_AM_ZoomOut.bDown)
{
mtof_zoommul = int(M_ZOOMOUT);
}
am_zoomdir = 0;
// 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();
}
CCMD(am_zoom)
{
if (argv.argc() >= 2)
{
am_zoomdir = (float)atof(argv[1]);
}
}
//=============================================================================
//
//
//
//=============================================================================
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_w/2;
m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS) - 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;
}
}
//=============================================================================
//
// Updates on Game Tick
//
//=============================================================================
void AM_Ticker ()
{
if (!automapactive)
return;
amclock++;
if (followplayer)
{
AM_doFollowPlayer();
}
else
{
m_paninc.x = m_paninc.y = 0;
if (Button_AM_PanLeft.bDown) m_paninc.x -= FTOM(F_PANINC);
if (Button_AM_PanRight.bDown) m_paninc.x += FTOM(F_PANINC);
if (Button_AM_PanUp.bDown) m_paninc.y += FTOM(F_PANINC);
if (Button_AM_PanDown.bDown) m_paninc.y -= FTOM(F_PANINC);
}
// Change the zoom if necessary
if (Button_AM_ZoomIn.bDown || Button_AM_ZoomOut.bDown || am_zoomdir != 0)
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)
{
if (!mapback.isValid() || !am_drawmapback)
{
screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB);
}
else
{
FTexture *backtex = TexMan[mapback];
if (backtex != NULL)
{
int pwidth = backtex->GetWidth();
int pheight = backtex->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 (backtex, 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);
}
}
//=============================================================================
//
// AM_drawSubsectors
//
//=============================================================================
void AM_drawSubsectors()
{
static TArray<FVector2> points;
float scale = float(scale_mtof);
angle_t rotation;
sector_t tempsec;
int floorlight, ceilinglight;
double originx, originy;
FDynamicColormap *colormap;
for (int i = 0; i < numsubsectors; ++i)
{
if (subsectors[i].flags & SSECF_POLYORG)
{
continue;
}
if ((!(subsectors[i].flags & SSECF_DRAWN) || (subsectors[i].render_sector->MoreFlags & SECF_HIDDEN)) && am_cheat == 0)
{
continue;
}
// Fill the points array from the subsector.
points.Resize(subsectors[i].numlines);
for (DWORD j = 0; j < subsectors[i].numlines; ++j)
{
mpoint_t pt = { subsectors[i].firstline[j].v1->x >> FRACTOMAPBITS,
subsectors[i].firstline[j].v1->y >> FRACTOMAPBITS };
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint(&pt.x, &pt.y);
}
points[j].X = f_x + ((pt.x - m_x) * scale / float(1 << 24));
points[j].Y = f_y + (f_h - (pt.y - m_y) * scale / float(1 << 24));
}
// For lighting and texture determination
sector_t *sec = R_FakeFlat (subsectors[i].render_sector, &tempsec, &floorlight,
&ceilinglight, false);
// Find texture origin.
mpoint_t originpt = { -sec->GetXOffset(sector_t::floor) >> FRACTOMAPBITS,
sec->GetYOffset(sector_t::floor) >> FRACTOMAPBITS };
rotation = 0 - sec->GetAngle(sector_t::floor);
// Apply the floor's rotation to the texture origin.
if (rotation != 0)
{
AM_rotate(&originpt.x, &originpt.y, rotation);
}
// Apply the automap's rotation to the texture origin.
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotation += ANG90 - players[consoleplayer].camera->angle;
AM_rotatePoint(&originpt.x, &originpt.y);
}
originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24));
originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24));
// Coloring for the polygon
colormap = sec->ColorMap;
// If this subsector has not actually been seen yet (because you are cheating
// to see it on the map), tint and desaturate it.
if (!(subsectors[i].flags & SSECF_DRAWN))
{
colormap = GetSpecialLights(
MAKERGB(
(colormap->Color.r + 255) / 2,
(colormap->Color.g + 200) / 2,
(colormap->Color.b + 160) / 2),
colormap->Fade,
255 - (255 - colormap->Desaturate) / 4);
floorlight = (floorlight + 200*15) / 16;
}
// Draw the polygon.
screen->FillSimplePoly(
TexMan(sec->GetTexture(sector_t::floor)),
&points[0], points.Size(),
originx, originy,
scale / (FIXED2FLOAT(sec->GetXScale(sector_t::floor)) * float(1 << MAPBITS)),
scale / (FIXED2FLOAT(sec->GetYScale(sector_t::floor)) * float(1 << MAPBITS)),
rotation,
colormap,
floorlight
);
}
}
//=============================================================================
//
//
//
//=============================================================================
static bool AM_CheckSecret(line_t *line)
{
if (line->frontsector != NULL)
{
if (line->frontsector->secretsector)
{
if (am_map_secrets!=0 && !(line->frontsector->special&SECRET_MASK)) return true;
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true;
}
}
if (line->backsector != NULL)
{
if (line->backsector->secretsector)
{
if (am_map_secrets!=0 && !(line->backsector->special&SECRET_MASK)) return true;
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true;
}
}
return false;
}
//=============================================================================
//
// Polyobject debug stuff
//
//=============================================================================
void AM_drawSeg(seg_t *seg, const AMColor &color)
{
mline_t l;
l.a.x = seg->v1->x >> FRACTOMAPBITS;
l.a.y = seg->v1->y >> FRACTOMAPBITS;
l.b.x = seg->v2->x >> FRACTOMAPBITS;
l.b.y = seg->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);
}
AM_drawMline(&l, color);
}
void AM_drawPolySeg(FPolySeg *seg, const AMColor &color)
{
mline_t l;
l.a.x = seg->v1.x >> FRACTOMAPBITS;
l.a.y = seg->v1.y >> FRACTOMAPBITS;
l.b.x = seg->v2.x >> FRACTOMAPBITS;
l.b.y = seg->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);
}
AM_drawMline(&l, color);
}
void AM_showSS()
{
if (am_showsubsector >= 0 && am_showsubsector < numsubsectors)
{
AMColor yellow;
yellow.FromRGB(255,255,0);
AMColor red;
red.FromRGB(255,0,0);
subsector_t *sub = &subsectors[am_showsubsector];
for (unsigned int i = 0; i < sub->numlines; i++)
{
AM_drawSeg(sub->firstline + i, yellow);
}
PO_LinkToSubsectors();
for (int i = 0; i <po_NumPolyobjs; i++)
{
FPolyObj *po = &polyobjs[i];
FPolyNode *pnode = po->subsectorlinks;
while (pnode != NULL)
{
if (pnode->subsector == sub)
{
for (unsigned j = 0; j < pnode->segs.Size(); j++)
{
AM_drawPolySeg(&pnode->segs[j], red);
}
}
pnode = pnode->snext;
}
}
}
}
//=============================================================================
//
// 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)
{
if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
}
if (AM_CheckSecret(&lines[i]))
{
// map secret sectors like Boom
AM_drawMline(&l, SecretSectorColor);
}
else if (lines[i].flags & ML_SECRET)
{ // secret door
if (am_cheat != 0 && lines[i].backsector != NULL)
AM_drawMline(&l, SecretWallColor);
else
AM_drawMline(&l, WallColor);
}
else if ((lines[i].special == Teleport ||
lines[i].special == Teleport_NoFog ||
lines[i].special == Teleport_ZombieChanger ||
lines[i].special == Teleport_Line) &&
(lines[i].activation & SPAC_PlayerActivate) &&
am_colorset == 0)
{ // 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_colorset == 0)
{ // inter-level/game-ending teleporters
AM_drawMline(&l, InterTeleportColor);
}
else if (lines[i].special == Door_LockedRaise ||
lines[i].special == ACS_LockedExecute ||
lines[i].special == ACS_LockedExecuteDoor ||
(lines[i].special == Generic_Door && lines[i].args[4] !=0 ))
{
if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
{
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;
AM_drawMline (&l, c);
}
else
{
AM_drawMline (&l, LockedColor); // locked special
}
}
else if (lines[i].backsector == NULL)
{
AM_drawMline(&l, WallColor); // one-sided wall
}
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_cheat == 0)
{
if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
}
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)
{
fixed_t pivotx = m_x + m_w/2;
fixed_t pivoty = m_y + m_h/2;
*x -= pivotx;
*y -= pivoty;
AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle);
*x += pivotx;
*y += pivoty;
}
//=============================================================================
//
//
//
//=============================================================================
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 ()
{
mpoint_t pt;
angle_t angle;
int i;
if (!multiplayer)
{
mline_t *arrow;
int numarrowlines;
pt.x = players[consoleplayer].camera->x >> FRACTOMAPBITS;
pt.y = players[consoleplayer].camera->y >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle = ANG90;
AM_rotatePoint (&pt.x, &pt.y);
}
else
{
angle = players[consoleplayer].camera->angle;
}
if (gameinfo.gametype & GAME_Raven)
{
arrow = player_arrow_raven;
numarrowlines = NUMPLYRLINES_RAVEN;
}
else if (am_cheat != 0)
{
arrow = cheat_player_arrow;
numarrowlines = NUMCHEATPLYRLINES;
}
else
{
arrow = player_arrow;
numarrowlines = NUMPLYRLINES;
}
AM_drawLineCharacter(arrow, numarrowlines, 0, angle, YourColor, pt.x, pt.y);
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *p = &players[i];
AMColor color;
if (!playeringame[i] || p->mo == NULL)
{
continue;
}
// We don't always want to show allies on the automap.
if (dmflags2 & DF2_NO_AUTOMAP_ALLIES && i != consoleplayer)
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, NULL);
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;
}
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)
{
// Find the key's own color.
// Only works correctly if single-key locks have lower numbers than any-key locks.
// That is the case for all default keys, however.
if (t->IsKindOf(RUNTIME_CLASS(AKey)))
{
if (am_showkeys)
{
int P_GetMapColorForKey (AInventory * key);
int c = P_GetMapColorForKey(static_cast<AKey *>(t));
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = ThingColor_CountItem;
AM_drawLineCharacter(key_guy, NUMKEYGUYLINES, 16<<MAPBITS, 0, color, p.x, p.y);
color.Index = -1;
}
else
{
color = ThingColor_Item;
}
}
else if (t->flags&MF_COUNTITEM)
color = ThingColor_CountItem;
else
color = ThingColor_Item;
}
if (color.Index != -1)
{
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,
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,
DTA_Translation, TranslationToTable(translation),
DTA_Alpha, alpha,
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)
{
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;
}
FTextureID picnum;
FTexture *tex;
WORD flip = 0;
if (mark->picnum.isValid())
{
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)
{
// Use more correct info if we have GL nodes available
if (mark->args[1] == 0 ||
(mark->args[1] == 1 && (hasglnodes ?
marked->subsector->flags & SSECF_DRAWN :
marked->Sector->MoreFlags & SECF_DRAWN)))
{
DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
flip, mark->scaleX, mark->scaleY, mark->Translation,
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.flags2 & LEVEL2_ALLMAP) != 0;
bool allthings = allmap && players[consoleplayer].mo->FindInventory(RUNTIME_CLASS(APowerScanner), true) != 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 ();
AM_clearFB(Background);
}
else
{
f_x = viewwindowx;
f_y = viewwindowy;
f_w = viewwidth;
f_h = viewheight;
f_p = screen->GetPitch ();
}
AM_activateNewScale();
if (am_textured && hasglnodes && textured && !viewactive)
AM_drawSubsectors();
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();
AM_showSS();
}
//=============================================================================
//
//
//
//=============================================================================
void AM_SerializeMarkers(FArchive &arc)
{
arc << markpointnum;
for (int i=0; i<AM_NUMMARKPOINTS; i++)
{
arc << markpoints[i].x << markpoints[i].y;
}
arc << scale_mtof;
arc << scale_ftom;
}