gzdoom-gles/src/am_map.cpp

3410 lines
86 KiB
C++

//-----------------------------------------------------------------------------
//
// Copyright 1993-1996 id Software
// Copyright 1994-1996 Raven Software
// Copyright 1999-2016 Randy Heit
// Copyright 2002-2016 Christoph Oelckers
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, either version 3 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program. If not, see http://www.gnu.org/licenses/
//
//-----------------------------------------------------------------------------
//
//
// DESCRIPTION: the automap code
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include <array>
#include "doomdef.h"
#include "templates.h"
#include "g_level.h"
#include "st_stuff.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "filesystem.h"
#include "a_sharedglobal.h"
#include "d_event.h"
#include "gi.h"
#include "p_setup.h"
#include "c_bind.h"
#include "serializer_doom.h"
#include "r_sky.h"
#include "sbar.h"
#include "d_player.h"
#include "p_blockmap.h"
#include "g_game.h"
#include "v_video.h"
#include "d_main.h"
#include "v_draw.h"
#include "m_cheat.h"
#include "c_dispatch.h"
#include "d_netinf.h"
// State.
#include "r_state.h"
#include "r_utility.h"
// Data.
#include "gstrings.h"
#include "am_map.h"
#include "po_man.h"
#include "a_keys.h"
#include "g_levellocals.h"
#include "actorinlines.h"
#include "earcut.hpp"
#include "c_buttons.h"
#include "d_buttons.h"
#include "texturemanager.h"
//=============================================================================
//
// Global state
//
//=============================================================================
enum
{
AM_NUMMARKPOINTS = 10,
};
// C++ cannot do static const floats in a class, so these need to be global...
static const double PLAYERRADIUS = 16.; // player radius for automap checking
static const double M_ZOOMIN = 2; // how much zoom-in per second
static const double M_ZOOMOUT = 0.2; // how much zoom-out per second
static const double M_OLDZOOMIN = (1.02); // for am_zoom
static const double M_OLDZOOMOUT = (1 / 1.02);
static FTextureID marknums[AM_NUMMARKPOINTS]; // numbers used for marking by the automap
bool automapactive = false;
//=============================================================================
//
// Types
//
//=============================================================================
struct fpoint_t
{
int x, y;
};
struct fline_t
{
fpoint_t a, b;
};
struct mpoint_t
{
double x, y;
};
struct mline_t
{
mpoint_t a, b;
};
struct islope_t
{
double slp, islp;
};
//=============================================================================
//
// CVARs
//
//=============================================================================
CVAR(Bool, am_textured, false, CVAR_ARCHIVE)
CVAR(Bool, am_thingrenderstyles, true, CVAR_ARCHIVE)
CVAR(Int, am_showsubsector, -1, 0);
CUSTOM_CVAR(Int, am_showalllines, -1, CVAR_NOINITCALL) // This is a cheat so don't save it.
{
if (primaryLevel && primaryLevel->automap)
primaryLevel->automap->UpdateShowAllLines();
}
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;
}
}
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(Bool, am_customcolors, true, CVAR_ARCHIVE);
CVAR(Int, am_map_secrets, 1, CVAR_ARCHIVE);
CVAR(Int, am_drawmapback, 1, CVAR_ARCHIVE);
CVAR(Bool, am_showkeys, true, CVAR_ARCHIVE);
CVAR(Int, am_showtriggerlines, 0, CVAR_ARCHIVE);
CVAR(Int, am_showthingsprites, 0, CVAR_ARCHIVE);
CVAR (Bool, am_showkeys_always, false, CVAR_ARCHIVE);
CUSTOM_CVAR(Int, am_emptyspacemargin, 0, CVAR_ARCHIVE)
{
if (self < 0)
{
self = 0;
}
else if (self > 90)
{
self = 90;
}
if (nullptr != StatusBar && primaryLevel && primaryLevel->automap)
{
primaryLevel->automap->NewResolution();
}
}
//=============================================================================
//
// map functions
//
//=============================================================================
CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
CVAR(Bool, am_portaloverlay, true, CVAR_ARCHIVE)
CVAR(Bool, am_showgrid, false, CVAR_ARCHIVE)
CVAR(Float, am_zoomdir, 0, CVAR_ARCHIVE)
static const char *const DEFAULT_FONT_NAME = "AMMNUMx";
CVAR(String, am_markfont, DEFAULT_FONT_NAME, CVAR_ARCHIVE)
CVAR(Int, am_markcolor, CR_GREY, CVAR_ARCHIVE)
CCMD(am_togglefollow)
{
am_followplayer = !am_followplayer;
if (primaryLevel && primaryLevel->automap)
primaryLevel->automap->ResetFollowLocation();
Printf("%s\n", GStrings(am_followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
}
CCMD(am_togglegrid)
{
am_showgrid = !am_showgrid;
Printf("%s\n", GStrings(am_showgrid ? "AMSTR_GRIDON" : "AMSTR_GRIDOFF"));
}
CCMD(am_toggletexture)
{
am_textured = !am_textured;
Printf("%s\n", GStrings(am_textured ? "AMSTR_TEXON" : "AMSTR_TEXOFF"));
}
CCMD(am_setmark)
{
if (primaryLevel && primaryLevel->automap)
{
int m = primaryLevel->automap->addMark();
if (m >= 0)
{
Printf("%s %d\n", GStrings("AMSTR_MARKEDSPOT"), m);
}
}
}
CCMD(am_clearmarks)
{
if (primaryLevel && primaryLevel->automap && primaryLevel->automap->clearMarks())
{
Printf("%s\n", GStrings("AMSTR_MARKSCLEARED"));
}
}
CCMD(am_gobig)
{
if (primaryLevel && primaryLevel->automap)
primaryLevel->automap->GoBig();
}
CCMD(togglemap)
{
if (gameaction == ga_nothing)
{
gameaction = ga_togglemap;
}
}
CCMD(am_zoom)
{
if (argv.argc() >= 2)
{
am_zoomdir = (float)atof(argv[1]);
}
}
//=============================================================================
//
// Automap colors
//
//=============================================================================
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_specialwallcolor, 0xffffff, 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_efwallcolor, 0x665555, 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_intralevelcolor, 0x0000ff, CVAR_ARCHIVE);
CVAR (Color, am_interlevelcolor, 0xff0000, CVAR_ARCHIVE);
CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
CVAR (Color, am_unexploredsecretcolor, 0xff00ff, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
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);
CVAR (Color, am_ovsecretwallcolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovspecialwallcolor, 0xffffff, CVAR_ARCHIVE);
CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovlockedcolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovefwallcolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovfdwallcolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovcdwallcolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
CVAR (Color, am_ovtelecolor, 0xffff00, CVAR_ARCHIVE);
CVAR (Color, am_ovinterlevelcolor, 0xffff00, CVAR_ARCHIVE);
CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
CVAR (Color, am_ovunexploredsecretcolor,0x00ffff, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_friend, 0xe88800, CVAR_ARCHIVE);
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);
//=============================================================================
//
// internal representation of a single color
//
//=============================================================================
struct AMColor
{
uint32_t RGB;
void FromCVar(FColorCVar & cv)
{
RGB = uint32_t(cv) | MAKEARGB(255, 0, 0, 0);
}
void FromRGB(int r,int g, int b)
{
RGB = MAKEARGB(255, r, g, b);
}
void setInvalid()
{
RGB = 0;
}
bool isValid() const
{
return RGB != 0;
}
};
//=============================================================================
//
// a complete color set
//
//=============================================================================
static const char *ColorNames[] = {
"Background",
"YourColor",
"WallColor",
"TwoSidedWallColor",
"FloorDiffWallColor",
"CeilingDiffWallColor",
"ExtraFloorWallColor",
"ThingColor",
"ThingColor_Item",
"ThingColor_CountItem",
"ThingColor_Monster",
"ThingColor_NocountMonster",
"ThingColor_Friend",
"SpecialWallColor",
"SecretWallColor",
"GridColor",
"XHairColor",
"NotSeenColor",
"LockedColor",
"IntraTeleportColor",
"InterTeleportColor",
"SecretSectorColor",
"UnexploredSecretColor",
"PortalColor",
"AlmostBackgroundColor",
nullptr
};
struct AMColorset
{
enum
{
Background,
YourColor,
WallColor,
TSWallColor,
FDWallColor,
CDWallColor,
EFWallColor,
ThingColor,
ThingColor_Item,
ThingColor_CountItem,
ThingColor_Monster,
ThingColor_NocountMonster,
ThingColor_Friend,
SpecialWallColor,
SecretWallColor,
GridColor,
XHairColor,
NotSeenColor,
LockedColor,
IntraTeleportColor,
InterTeleportColor,
SecretSectorColor,
UnexploredSecretColor,
PortalColor,
AlmostBackgroundColor,
AM_NUM_COLORS
};
AMColor c[AM_NUM_COLORS];
bool displayLocks;
bool forcebackground;
bool defined; // only for mod specific colorsets: must be true to be usable
void initFromCVars(FColorCVar **values)
{
for(int i=0;i<AlmostBackgroundColor; i++)
{
c[i].FromCVar(*values[i]);
}
uint32_t ba = *(values[0]);
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;
c[AlmostBackgroundColor].FromRGB(r, g, b);
displayLocks = true;
forcebackground = false;
}
void initFromColors(const unsigned char *colors, bool showlocks)
{
for(int i=0, j=0; i<AM_NUM_COLORS; i++, j+=3)
{
if (colors[j] == 1 && colors[j+1] == 0 && colors[j+2] == 0)
{
c[i].setInvalid();
}
else
{
c[i].FromRGB(colors[j], colors[j+1], colors[j+2]);
}
}
displayLocks = showlocks;
forcebackground = false;
}
void setWhite()
{
c[0].FromRGB(0,0,0);
for(int i=1; i<AM_NUM_COLORS; i++)
{
c[i].FromRGB(255,255,255);
}
}
const AMColor &operator[](int index) const
{
return c[index];
}
bool isValid(int index) const
{
return c[index].isValid();
}
};
//=============================================================================
//
// automap colors forced by linedef
//
//=============================================================================
static const int AUTOMAP_LINE_COLORS[AMLS_COUNT] =
{
-1, // AMLS_Default (unused)
AMColorset::WallColor, // AMLS_OneSided,
AMColorset::TSWallColor, // AMLS_TwoSided
AMColorset::FDWallColor, // AMLS_FloorDiff
AMColorset::CDWallColor, // AMLS_CeilingDiff
AMColorset::EFWallColor, // AMLS_ExtraFloor
AMColorset::SpecialWallColor, // AMLS_Special
AMColorset::SecretWallColor, // AMLS_Secret
AMColorset::NotSeenColor, // AMLS_NotSeen
AMColorset::LockedColor, // AMLS_Locked
AMColorset::IntraTeleportColor, // AMLS_IntraTeleport
AMColorset::InterTeleportColor, // AMLS_InterTeleport
AMColorset::UnexploredSecretColor, // AMLS_UnexploredSecret
AMColorset::PortalColor, // AMLS_Portal
};
//=============================================================================
//
// predefined colorsets
//
//=============================================================================
static FColorCVar *cv_standard[] = {
&am_backcolor,
&am_yourcolor,
&am_wallcolor,
&am_tswallcolor,
&am_fdwallcolor,
&am_cdwallcolor,
&am_efwallcolor,
&am_thingcolor,
&am_thingcolor_item,
&am_thingcolor_citem,
&am_thingcolor_monster,
&am_thingcolor_ncmonster,
&am_thingcolor_friend,
&am_specialwallcolor,
&am_secretwallcolor,
&am_gridcolor,
&am_xhaircolor,
&am_notseencolor,
&am_lockedcolor,
&am_intralevelcolor,
&am_interlevelcolor,
&am_secretsectorcolor,
&am_unexploredsecretcolor,
&am_portalcolor
};
static FColorCVar *cv_overlay[] = {
&am_backcolor, // this will not be used in overlay mode
&am_ovyourcolor,
&am_ovwallcolor,
&am_ovotherwallscolor,
&am_ovfdwallcolor,
&am_ovcdwallcolor,
&am_ovefwallcolor,
&am_ovthingcolor,
&am_ovthingcolor_item,
&am_ovthingcolor_citem,
&am_ovthingcolor_monster,
&am_ovthingcolor_ncmonster,
&am_ovthingcolor_friend,
&am_ovspecialwallcolor,
&am_ovsecretwallcolor,
&am_gridcolor, // this will not be used in overlay mode
&am_xhaircolor, // this will not be used in overlay mode
&am_ovunseencolor,
&am_ovlockedcolor,
&am_ovtelecolor,
&am_ovinterlevelcolor,
&am_ovsecretsectorcolor,
&am_ovunexploredsecretcolor,
&am_ovportalcolor
};
CCMD(am_restorecolors)
{
for (unsigned i = 0; i < countof(cv_standard); i++)
{
cv_standard[i]->ResetToDefault();
}
for (unsigned i = 0; i < countof(cv_overlay); i++)
{
cv_overlay[i]->ResetToDefault();
}
}
#define NOT_USED 1,0,0 // use almost black as indicator for an unused color
static unsigned char DoomColors[]= {
0x00,0x00,0x00, // background
0xff,0xff,0xff, // yourcolor
0xfc,0x00,0x00, // wallcolor
0x80,0x80,0x80, // tswallcolor
0xbc,0x78,0x48, // fdwallcolor
0xfc,0xfc,0x00, // cdwallcolor
0xbc,0x78,0x48, // efwallcolor
0x74,0xfc,0x6c, // thingcolor
0x74,0xfc,0x6c, // thingcolor_item
0x74,0xfc,0x6c, // thingcolor_citem
0x74,0xfc,0x6c, // thingcolor_monster
0x74,0xfc,0x6c, // thingcolor_ncmonster
0x74,0xfc,0x6c, // thingcolor_friend
NOT_USED, // specialwallcolor
NOT_USED, // secretwallcolor
0x4c,0x4c,0x4c, // gridcolor
0x80,0x80,0x80, // xhaircolor
0x6c,0x6c,0x6c, // notseencolor
0xfc,0xfc,0x00, // lockedcolor
NOT_USED, // intrateleport
NOT_USED, // interteleport
NOT_USED, // secretsector
NOT_USED, // unexploredsecretsector
0x10,0x10,0x10, // almostbackground
0x40,0x40,0x40 // portal
};
static unsigned char StrifeColors[]= {
0x00,0x00,0x00, // background
239, 239, 0, // yourcolor
199, 195, 195, // wallcolor
119, 115, 115, // tswallcolor
55, 59, 91, // fdwallcolor
119, 115, 115, // cdwallcolor
55, 59, 91, // efwallcolor
187, 59, 0, // thingcolor
219, 171, 0, // thingcolor_item
219, 171, 0, // thingcolor_citem
0xfc,0x00,0x00, // thingcolor_monster
0xfc,0x00,0x00, // thingcolor_ncmonster
0xfc,0x00,0x00, // thingcolor_friend
NOT_USED, // specialwallcolor
NOT_USED, // secretwallcolor
0x4c,0x4c,0x4c, // gridcolor
0x80,0x80,0x80, // xhaircolor
0x6c,0x6c,0x6c, // notseencolor
119, 115, 115, // lockedcolor
NOT_USED, // intrateleport
NOT_USED, // interteleport
NOT_USED, // secretsector
NOT_USED, // unexploredsecretsector
0x10,0x10,0x10, // almostbackground
0x40,0x40,0x40 // portal
};
static unsigned char RavenColors[]= {
0x6c,0x54,0x40, // background
0xff,0xff,0xff, // yourcolor
75, 50, 16, // wallcolor
88, 93, 86, // tswallcolor
208, 176, 133, // fdwallcolor
103, 59, 31, // cdwallcolor
208, 176, 133, // efwallcolor
236, 236, 236, // thingcolor
236, 236, 236, // thingcolor_item
236, 236, 236, // thingcolor_citem
236, 236, 236, // thingcolor_monster
236, 236, 236, // thingcolor_ncmonster
236, 236, 236, // thingcolor_friend
NOT_USED, // specialwallcolor
NOT_USED, // secretwallcolor
75, 50, 16, // gridcolor
0x00,0x00,0x00, // xhaircolor
0x00,0x00,0x00, // notseencolor
103, 59, 31, // lockedcolor
NOT_USED, // intrateleport
NOT_USED, // interteleport
NOT_USED, // secretsector
NOT_USED, // unexploredsecretsector
0x10,0x10,0x10, // almostbackground
0x50,0x50,0x50 // portal
};
#undef NOT_USED
static AMColorset AMColors;
static AMColorset AMMod;
static AMColorset AMModOverlay;
void AM_ClearColorsets()
{
AMModOverlay.defined = false;
AMMod.defined = false;
}
//=============================================================================
//
//
//
//=============================================================================
static void AM_initColors(bool overlayed)
{
if (overlayed)
{
if (am_customcolors && AMModOverlay.defined)
{
AMColors = AMModOverlay;
}
else
{
AMColors.initFromCVars(cv_overlay);
}
}
else if (am_customcolors && AMMod.defined)
{
AMColors = AMMod;
}
else switch (am_colorset)
{
default:
/* Use the custom colors in the am_* cvars */
AMColors.initFromCVars(cv_standard);
break;
case 1: // Doom
// Use colors corresponding to the original Doom's
AMColors.initFromColors(DoomColors, false);
break;
case 2: // Strife
// Use colors corresponding to the original Strife's
AMColors.initFromColors(StrifeColors, false);
break;
case 3: // Raven
// Use colors corresponding to the original Raven's
AMColors.initFromColors(RavenColors, true);
break;
}
}
//=============================================================================
//
// custom color parser
//
//=============================================================================
void FMapInfoParser::ParseAMColors(bool overlay)
{
bool colorset = false;
AMColorset &cset = overlay? AMModOverlay : AMMod;
cset.setWhite();
cset.defined = true;
sc.MustGetToken('{');
while(sc.GetToken())
{
if (sc.TokenType == '}') return;
sc.TokenMustBe(TK_Identifier);
FString nextKey = sc.String;
sc.MustGetToken('=');
if (nextKey.CompareNoCase("base") == 0)
{
if (colorset) sc.ScriptError("'base' must be specified before the first color");
sc.MustGetToken(TK_StringConst);
if (sc.Compare("doom"))
{
cset.initFromColors(DoomColors, false);
}
else if (sc.Compare("raven"))
{
cset.initFromColors(RavenColors, true);
}
else if (sc.Compare("strife"))
{
cset.initFromColors(StrifeColors, false);
}
else
{
sc.ScriptError("Unknown value for 'base'. Must be 'Doom', 'Strife' or 'Raven'.");
}
}
else if (nextKey.CompareNoCase("showlocks") == 0)
{
if(sc.CheckToken(TK_False))
cset.displayLocks = false;
else
{
sc.MustGetToken(TK_True);
cset.displayLocks = true;
}
}
else
{
int i;
for (i = 0; ColorNames[i] != nullptr; i++)
{
if (nextKey.CompareNoCase(ColorNames[i]) == 0)
{
sc.MustGetToken(TK_StringConst);
FString color = sc.String;
FString colorName = V_GetColorStringByName(color);
if(!colorName.IsEmpty()) color = colorName;
int colorval = V_GetColorFromString(nullptr, color);
cset.c[i].FromRGB(RPART(colorval), GPART(colorval), BPART(colorval));
colorset = true;
break;
}
}
if (ColorNames[i]== nullptr)
{
sc.ScriptError("Unknown key '%s'", nextKey.GetChars());
}
}
}
}
//=============================================================================
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
// starting from the middle.
//
//=============================================================================
static TArray<mline_t> MapArrow;
static TArray<mline_t> CheatMapArrow;
static TArray<mline_t> CheatKey;
static TArray<mline_t> EasyKey;
static std::array<mline_t, 3> thintriangle_guy = { {
{{-.5,-.7}, {1,0}},
{{1,0}, {-.5,.7}},
{{-.5,.7}, {-.5,-.7}}
} };
//=============================================================================
//
// vector graphics
//
//=============================================================================
static void AM_ParseArrow(TArray<mline_t> &Arrow, const char *lumpname)
{
const int R = int((8 * PLAYERRADIUS) / 7);
FScanner sc;
int lump = fileSystem.CheckNumForFullName(lumpname, true);
if (lump >= 0)
{
sc.OpenLumpNum(lump);
sc.SetCMode(true);
while (sc.GetToken())
{
mline_t line;
sc.TokenMustBe('(');
sc.MustGetFloat();
line.a.x = sc.Float*R;
sc.MustGetToken(',');
sc.MustGetFloat();
line.a.y = sc.Float*R;
sc.MustGetToken(')');
sc.MustGetToken(',');
sc.MustGetToken('(');
sc.MustGetFloat();
line.b.x = sc.Float*R;
sc.MustGetToken(',');
sc.MustGetFloat();
line.b.y = sc.Float*R;
sc.MustGetToken(')');
Arrow.Push(line);
}
}
}
void AM_StaticInit()
{
MapArrow.Clear();
CheatMapArrow.Clear();
CheatKey.Clear();
EasyKey.Clear();
if (gameinfo.mMapArrow.IsNotEmpty()) AM_ParseArrow(MapArrow, gameinfo.mMapArrow);
if (gameinfo.mCheatMapArrow.IsNotEmpty()) AM_ParseArrow(CheatMapArrow, gameinfo.mCheatMapArrow);
AM_ParseArrow(CheatKey, gameinfo.mCheatKey);
AM_ParseArrow(EasyKey, gameinfo.mEasyKey);
if (MapArrow.Size() == 0) I_FatalError("No automap arrow defined");
char namebuf[9];
for (int i = 0; i < AM_NUMMARKPOINTS; i++)
{
mysnprintf(namebuf, countof(namebuf), "AMMNUM%d", i);
marknums[i] = TexMan.CheckForTexture(namebuf, ETextureType::MiscPatch);
}
}
//=============================================================================
//
// the actual automap class definition
//
//=============================================================================
IMPLEMENT_CLASS(DAutomapBase, true, false);
class DAutomap :public DAutomapBase
{
DECLARE_CLASS(DAutomap, DAutomapBase)
enum
{
F_PANINC = 140 / TICRATE, // how much the automap moves window per tic in frame-buffer coordinates moves 140 pixels at 320x200 in 1 second
};
//FLevelLocals *Level;
// scale on entry
// used by MTOF to scale from map-to-frame-buffer coords
double scale_mtof = .2;
// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
double scale_ftom;
int bigstate;
int MapPortalGroup;
// 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;
// location of window on screen
int f_x;
int f_y;
// size of window on screen
int f_w;
int f_h;
int amclock;
mpoint_t m_paninc; // how far the window pans each tic (map coords)
double mtof_zoommul; // how far the window zooms in each tic (map coords)
double m_x, m_y; // LL x,y where the window is on the map (map coords)
double m_x2, m_y2; // UR x,y where the window is on the map (map coords)
//
// width/height of window on map (map coords)
//
double m_w;
double m_h;
// based on level size
double min_x, min_y, max_x, max_y;
double max_w; // max_x-min_x,
double max_h; // max_y-min_y
// based on player size
double min_w;
double min_h;
double min_scale_mtof; // used to tell when to stop zooming out
double max_scale_mtof; // used to tell when to stop zooming in
// old stuff for recovery later
double old_m_w, old_m_h;
double old_m_x, old_m_y;
// old location used by the Follower routine
mpoint_t f_oldloc;
mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
int markpointnum = 0; // next point to be assigned
FTextureID mapback; // the automap background
double mapystart = 0; // y-value for the start of the map bitmap...used in the parallax stuff.
double mapxstart = 0; //x-value for the bitmap.
TArray<FVector2> points;
// translates between frame-buffer and map distances
double FTOM(double x)
{
return x * scale_ftom;
}
double MTOF(double x)
{
return x * scale_mtof;
}
// translates between frame-buffer and map coordinates
int CXMTOF(double x)
{
return int(MTOF((x)-m_x)/* - f_x*/);
}
int CYMTOF(double y)
{
return int(f_h - MTOF((y)-m_y)/* + f_y*/);
}
void calcMinMaxMtoF();
void DrawMarker(FGameTexture *tex, double x, double y, int yadjust,
INTBOOL flip, double xscale, double yscale, int translation, double alpha, uint32_t fillcolor, FRenderStyle renderstyle);
void rotatePoint(double *x, double *y);
void rotate(double *x, double *y, DAngle an);
void doFollowPlayer();
void saveScaleAndLoc();
void restoreScaleAndLoc();
void minOutWindowScale();
void activateNewScale();
void findMinMaxBoundaries();
void ClipRotatedExtents(double pivotx, double pivoty);
void ScrollParchment(double dmapx, double dmapy);
void changeWindowLoc();
void maxOutWindowScale();
void changeWindowScale(double delta);
void clearFB(const AMColor &color);
bool clipMline(mline_t *ml, fline_t *fl);
void drawMline(mline_t *ml, const AMColor &color);
void drawMline(mline_t *ml, int colorindex);
void drawGrid(int color);
void drawSubsectors();
void drawSeg(seg_t *seg, const AMColor &color);
void drawPolySeg(FPolySeg *seg, const AMColor &color);
void showSS();
void drawWalls(bool allmap);
void drawLineCharacter(const mline_t *lineguy, size_t lineguylines, double scale, DAngle angle, const AMColor &color, double x, double y);
void drawPlayers();
void drawKeys();
void drawThings();
void drawMarks();
void drawAuthorMarkers();
void drawCrosshair(const AMColor &color);
public:
bool Responder(event_t* ev, bool last) override;
void Ticker(void) override;
void Drawer(int bottom) override;
void NewResolution() override;
void LevelInit() override;
void UpdateShowAllLines() override;
void Serialize(FSerializer &arc) override;
void GoBig() override;
void ResetFollowLocation() override;
int addMark() override;
bool clearMarks() override;
DVector2 GetPosition() override;
void startDisplay() override;
};
IMPLEMENT_CLASS(DAutomap, false, false)
//=============================================================================
//
//
//
//=============================================================================
//=============================================================================
//
// called by the coordinate drawer
//
//=============================================================================
DVector2 DAutomap::GetPosition()
{
return DVector2((m_x + m_w / 2), (m_y + m_h / 2));
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::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 DAutomap::saveScaleAndLoc ()
{
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::restoreScaleAndLoc ()
{
m_w = old_m_w;
m_h = old_m_h;
if (!am_followplayer)
{
m_x = old_m_x;
m_y = old_m_y;
}
else
{
m_x = players[consoleplayer].camera->X() - m_w/2;
m_y = players[consoleplayer].camera->Y() - m_h/2;
}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// Change the scaling multipliers
scale_mtof = f_w / m_w;
scale_ftom = 1. / scale_mtof;
}
//=============================================================================
//
// adds a marker at the current location
//
//=============================================================================
int DAutomap::addMark ()
{
// Add a mark when default font is selected and its textures (AMMNUM?)
// are loaded. Mark is always added when custom font is selected
if (stricmp(*am_markfont, DEFAULT_FONT_NAME) != 0 || marknums[0].isValid())
{
auto m = markpointnum;
markpoints[markpointnum].x = m_x + m_w/2;
markpoints[markpointnum].y = m_y + m_h/2;
markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
return m;
}
return -1;
}
//=============================================================================
//
// Determines bounding box of all vertices,
// sets global variables controlling zoom range.
//
//=============================================================================
void DAutomap::findMinMaxBoundaries ()
{
min_x = min_y = FLT_MAX;
max_x = max_y = FIXED_MIN;
for (auto &vert : Level->vertexes)
{
if (vert.fX() < min_x)
min_x = vert.fX();
else if (vert.fX() > max_x)
max_x = vert.fX();
if (vert.fY() < min_y)
min_y = vert.fY();
else if (vert.fY() > max_y)
max_y = vert.fY();
}
max_w = max_x - min_x;
max_h = max_y - min_y;
min_w = 2*PLAYERRADIUS; // const? never changed?
min_h = 2*PLAYERRADIUS;
calcMinMaxMtoF();
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::calcMinMaxMtoF()
{
const double safe_frame = 1.0 - am_emptyspacemargin / 100.0;
double a = safe_frame * (twod->GetWidth() / max_w);
double b = safe_frame * (StatusBar->GetTopOfStatusbar() / max_h);
min_scale_mtof = a < b ? a : b;
max_scale_mtof = twod->GetHeight() / (2*PLAYERRADIUS);
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::ClipRotatedExtents (double pivotx, double 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;
}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::ScrollParchment (double dmapx, double dmapy)
{
mapxstart = mapxstart - dmapx * scale_mtof;
mapystart = mapystart - dmapy * scale_mtof;
mapxstart = clamp(mapxstart, -40000., 40000.);
mapystart = clamp(mapystart, -40000., 40000.);
if (mapback.isValid())
{
auto backtex = TexMan.GetGameTexture(mapback);
if (backtex != nullptr)
{
int pwidth = int(backtex->GetDisplayWidth() * CleanXfac);
int pheight = int(backtex->GetDisplayHeight() * CleanYfac);
while(mapxstart > 0)
mapxstart -= pwidth;
while(mapxstart <= -pwidth)
mapxstart += pwidth;
while(mapystart > 0)
mapystart -= pheight;
while(mapystart <= -pheight)
mapystart += pheight;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::changeWindowLoc ()
{
if (m_paninc.x || m_paninc.y)
{
am_followplayer = false;
f_oldloc.x = FLT_MAX;
}
double oldmx = m_x, oldmy = m_y;
double incx, incy, oincx, oincy;
incx = m_paninc.x;
incy = m_paninc.y;
oincx = incx = m_paninc.x * twod->GetWidth() / 320;
oincy = incy = m_paninc.y * twod->GetHeight() / 200;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotate(&incx, &incy, players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.);
}
m_x += incx;
m_y += incy;
ClipRotatedExtents (oldmx + m_w/2, oldmy + m_h/2);
ScrollParchment (m_x != oldmx ? oincx : 0, m_y != oldmy ? -oincy : 0);
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::startDisplay()
{
int pnum;
f_oldloc.x = FLT_MAX;
amclock = 0;
m_paninc.x = m_paninc.y = 0;
mtof_zoommul = 1.;
m_w = FTOM(twod->GetWidth());
m_h = FTOM(twod->GetHeight());
// find player to center on initially
if (!playeringame[pnum = consoleplayer])
for (pnum=0;pnum<MAXPLAYERS;pnum++)
if (playeringame[pnum])
break;
assert(pnum >= 0 && pnum < MAXPLAYERS);
m_x = players[pnum].camera->X() - m_w/2;
m_y = players[pnum].camera->Y() - m_h/2;
changeWindowLoc();
// for saving & restoring
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
}
//=============================================================================
//
//
//
//=============================================================================
bool DAutomap::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 DAutomap::LevelInit ()
{
if (Level->info->MapBackground.Len() == 0)
{
mapback = TexMan.CheckForTexture("AUTOPAGE", ETextureType::MiscPatch);
}
else
{
mapback = TexMan.CheckForTexture(Level->info->MapBackground, ETextureType::MiscPatch);
}
clearMarks();
findMinMaxBoundaries();
scale_mtof = min_scale_mtof / 0.7;
if (scale_mtof > max_scale_mtof)
scale_mtof = min_scale_mtof;
scale_ftom = 1 / scale_mtof;
UpdateShowAllLines();
}
//=============================================================================
//
// set the window scale to the maximum size
//
//=============================================================================
void DAutomap::minOutWindowScale ()
{
scale_mtof = min_scale_mtof;
scale_ftom = 1/ scale_mtof;
}
//=============================================================================
//
// set the window scale to the minimum size
//
//=============================================================================
void DAutomap::maxOutWindowScale ()
{
scale_mtof = max_scale_mtof;
scale_ftom = 1 / scale_mtof;
}
//=============================================================================
//
// Called right after the resolution has changed
//
//=============================================================================
void DAutomap::NewResolution()
{
double oldmin = min_scale_mtof;
if ( oldmin == 0 )
{
return; // [SP] Not in a game, exit!
}
calcMinMaxMtoF();
scale_mtof = scale_mtof * min_scale_mtof / oldmin;
scale_ftom = 1 / scale_mtof;
if (scale_mtof < min_scale_mtof)
minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
maxOutWindowScale();
f_w = twod->GetWidth();
f_h = StatusBar->GetTopOfStatusbar();
activateNewScale();
}
//=============================================================================
//
// Handle events (user inputs) in automap mode
//
//=============================================================================
bool DAutomap::Responder (event_t *ev, bool last)
{
if (automapactive && (ev->type == EV_KeyDown || ev->type == EV_KeyUp))
{
if (am_followplayer)
{
// check for am_pan* and ignore in follow mode
const char *defbind = AutomapBindings.GetBind(ev->data1);
if (defbind && !strnicmp(defbind, "+am_pan", 7)) return false;
}
bool res = C_DoKey(ev, &AutomapBindings, nullptr);
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 || defbind[0] != '+'); // Let G_Responder handle button releases
}
return res;
}
return false;
}
//=============================================================================
//
// Zooming
//
//=============================================================================
void DAutomap::changeWindowScale (double delta)
{
double mtof_zoommul;
if (am_zoomdir > 0)
{
mtof_zoommul = M_OLDZOOMIN * am_zoomdir;
}
else if (am_zoomdir < 0)
{
mtof_zoommul = M_OLDZOOMOUT / -am_zoomdir;
}
else if (buttonMap.ButtonDown(Button_AM_ZoomIn))
{
mtof_zoommul = (1 + (M_ZOOMIN - 1) * delta);
}
else if (buttonMap.ButtonDown(Button_AM_ZoomOut))
{
mtof_zoommul = (1 + (M_ZOOMOUT - 1) * delta);
}
else
{
mtof_zoommul = 1;
}
am_zoomdir = 0;
// Change the scaling multipliers
scale_mtof = scale_mtof * mtof_zoommul;
scale_ftom = 1 / scale_mtof;
if (scale_mtof < min_scale_mtof)
minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
maxOutWindowScale();
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::doFollowPlayer ()
{
double sx, sy;
auto cam = players[consoleplayer].camera;
if (cam != nullptr)
{
double delta = cam->player ? cam->player->viewz - cam->Z() : cam->GetCameraHeight();
DVector3 ampos = cam->InterpolatedPosition(r_viewpoint.TicFrac);
if (f_oldloc.x != ampos.X || f_oldloc.y != ampos.Y)
{
m_x = ampos.X - m_w / 2;
m_y = ampos.Y - m_h / 2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// do the parallax parchment scrolling.
sx = (ampos.X - f_oldloc.x);
sy = (f_oldloc.y - ampos.Y);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotate(&sx, &sy, cam->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90);
}
ScrollParchment(sx, sy);
f_oldloc.x = ampos.X;
f_oldloc.y = ampos.Y;
}
}
}
//=============================================================================
//
// Updates on Game Tick
//
//=============================================================================
void DAutomap::Ticker ()
{
if (!automapactive)
return;
amclock++;
}
//=============================================================================
//
// Clear automap frame buffer.
//
//=============================================================================
void DAutomap::clearFB (const AMColor &color)
{
bool drawback = mapback.isValid() && am_drawmapback != 0;
if (am_drawmapback == 2)
{
// only draw background when using a mod defined custom color set or Raven colors, if am_drawmapback is 2.
if (!am_customcolors || !AMMod.defined)
{
drawback &= (am_colorset == 3);
}
}
if (!drawback)
{
ClearRect(twod, 0, 0, f_w, f_h, -1, color.RGB);
}
else
{
auto backtex = TexMan.GetGameTexture(mapback);
if (backtex != nullptr)
{
int pwidth = int(backtex->GetDisplayWidth() * CleanXfac);
int pheight = int(backtex->GetDisplayHeight() * CleanYfac);
int x, y;
//blit the automap background to the screen.
for (y = int(mapystart); y < f_h; y += pheight)
{
for (x = int(mapxstart); x < f_w; x += pwidth)
{
DrawTexture(twod, backtex, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, DTA_DestWidth, pwidth, DTA_DestHeight, pheight, 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 DAutomap::clipMline (mline_t *ml, fline_t *fl)
{
enum {
LEFT =1,
RIGHT =2,
BOTTOM =4,
TOP =8
};
int outcode1 = 0;
int outcode2 = 0;
int outside;
fpoint_t tmp = { 0, 0 };
int dx;
int dy;
auto DOOUTCODE = [this](int &oc, double mx, double 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 + Scale(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 + Scale(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 + Scale(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 + Scale(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;
}
//=============================================================================
//
// Clip lines, draw visible parts of lines.
//
//=============================================================================
void DAutomap::drawMline (mline_t *ml, const AMColor &color)
{
fline_t fl;
if (clipMline (ml, &fl))
{
twod->AddLine (f_x + fl.a.x, f_y + fl.a.y, f_x + fl.b.x, f_y + fl.b.y, -1, -1, INT_MAX, INT_MAX, color.RGB);
}
}
void DAutomap::drawMline (mline_t *ml, int colorindex)
{
drawMline(ml, AMColors[colorindex]);
}
//=============================================================================
//
// Draws flat (floor/ceiling tile) aligned grid lines.
//
//=============================================================================
void DAutomap::drawGrid (int color)
{
double x, y;
double start, end;
mline_t ml;
double minlen, extx, exty;
double minx, miny;
auto bmaporgx = Level->blockmap.bmaporgx;
auto bmaporgy = Level->blockmap.bmaporgy;
// [RH] Calculate a minimum for how long the grid lines should be so that
// they cover the screen at any rotation.
minlen = sqrt (m_w*m_w + m_h*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;
start = ceil((start - bmaporgx) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgx;
end = minx + minlen - extx;
// draw vertical gridlines
for (x = start; x < end; x += FBlockmap::MAPBLOCKUNITS)
{
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))
{
rotatePoint (&ml.a.x, &ml.a.y);
rotatePoint (&ml.b.x, &ml.b.y);
}
drawMline(&ml, color);
}
// Figure out start of horizontal gridlines
start = miny - exty;
start = ceil((start - bmaporgy) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgy;
end = miny + minlen - exty;
// draw horizontal gridlines
for (y=start; y<end; y+=FBlockmap::MAPBLOCKUNITS)
{
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))
{
rotatePoint (&ml.a.x, &ml.a.y);
rotatePoint (&ml.b.x, &ml.b.y);
}
drawMline (&ml, color);
}
}
//==========================================================================
//
// This was previously using the variants from the renderers but with
// all globals being factored out this will become dangerouns and unpredictable
// as the original R_FakeFlat heavily depended on global variables from
// the last rendered scene.
//
//==========================================================================
sector_t * AM_FakeFlat(AActor *viewer, sector_t * sec, sector_t * dest)
{
if (sec->GetHeightSec() == nullptr) return sec;
DVector3 pos = viewer->InterpolatedPosition(r_viewpoint.TicFrac);
if (viewer->player)
{
pos.Z = viewer->player->viewz;
}
else
{
pos.Z += viewer->GetCameraHeight();
}
int in_area;
if (viewer->Sector->GetHeightSec() == nullptr)
{
in_area = 0;
}
else
{
in_area = pos.Z <= viewer->Sector->heightsec->floorplane.ZatPoint(pos) ? -1 :
(pos.Z > viewer->Sector->heightsec->ceilingplane.ZatPoint(pos) && !(viewer->Sector->heightsec->MoreFlags&SECMF_FAKEFLOORONLY)) ? 1 : 0;
}
int diffTex = (sec->heightsec->MoreFlags & SECMF_CLIPFAKEPLANES);
sector_t * s = sec->heightsec;
memcpy(dest, sec, sizeof(sector_t));
// Replace floor height with control sector's heights.
// The automap is only interested in the floor so let's skip the ceiling.
if (diffTex)
{
if (s->floorplane.CopyPlaneIfValid(&dest->floorplane, &sec->ceilingplane))
{
dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
dest->SetPlaneTexZQuick(sector_t::floor, s->GetPlaneTexZ(sector_t::floor));
}
else if (s->MoreFlags & SECMF_FAKEFLOORONLY)
{
if (in_area == -1)
{
dest->Colormap = s->Colormap;
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
dest->lightlevel = s->lightlevel;
dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor));
dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor));
}
return dest;
}
return sec;
}
}
else
{
dest->SetPlaneTexZQuick(sector_t::floor, s->GetPlaneTexZ(sector_t::floor));
dest->floorplane = s->floorplane;
}
if (in_area == -1)
{
dest->Colormap = s->Colormap;
dest->SetPlaneTexZQuick(sector_t::floor, sec->GetPlaneTexZ(sector_t::floor));
dest->floorplane = sec->floorplane;
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
dest->lightlevel = s->lightlevel;
}
dest->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false);
dest->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor));
dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor));
}
}
else if (in_area == 1)
{
dest->Colormap = s->Colormap;
dest->SetPlaneTexZQuick(sector_t::floor, s->GetPlaneTexZ(sector_t::ceiling));
dest->floorplane = s->ceilingplane;
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
dest->lightlevel = s->lightlevel;
}
dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false);
if (s->GetTexture(sector_t::floor) != skyflatnum)
{
dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false);
dest->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform;
}
if (!(s->MoreFlags & SECMF_NOFAKELIGHT))
{
dest->lightlevel = s->lightlevel;
dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor));
dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor));
}
}
return dest;
}
//=============================================================================
//
// AM_drawSubsectors
//
//=============================================================================
void DAutomap::drawSubsectors()
{
std::vector<uint32_t> indices;
double scale = scale_mtof;
DAngle rotation;
sector_t tempsec;
int floorlight;
double scalex, scaley;
double originx, originy;
FColormap colormap;
PalEntry flatcolor;
mpoint_t originpt;
auto &subsectors = Level->subsectors;
for (unsigned i = 0; i < subsectors.Size(); ++i)
{
auto sub = &subsectors[i];
if (sub->flags & SSECF_POLYORG)
{
continue;
}
if ((!(sub->flags & SSECMF_DRAWN) || (sub->flags & SSECF_HOLE) || (sub->render_sector->MoreFlags & SECMF_HIDDEN)) && am_cheat == 0)
{
continue;
}
if (am_portaloverlay && sub->render_sector->PortalGroup != MapPortalGroup && sub->render_sector->PortalGroup != 0)
{
continue;
}
// Fill the points array from the subsector.
points.Resize(sub->numlines);
for (uint32_t j = 0; j < sub->numlines; ++j)
{
mpoint_t pt = { sub->firstline[j].v1->fX(),
sub->firstline[j].v1->fY() };
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint(&pt.x, &pt.y);
}
points[j].X = float(f_x + ((pt.x - m_x) * scale));
points[j].Y = float(f_y + (f_h - (pt.y - m_y) * scale));
}
// For lighting and texture determination
sector_t *sec = AM_FakeFlat(players[consoleplayer].camera, sub->render_sector, &tempsec);
floorlight = sec->GetFloorLight();
// Find texture origin.
originpt.x = -sec->GetXOffset(sector_t::floor);
originpt.y = sec->GetYOffset(sector_t::floor);
rotation = -sec->GetAngle(sector_t::floor);
// Coloring for the polygon
colormap = sec->Colormap;
FTextureID maptex = sec->GetTexture(sector_t::floor);
flatcolor = sec->SpecialColors[sector_t::floor];
scalex = sec->GetXScale(sector_t::floor);
scaley = sec->GetYScale(sector_t::floor);
if (sec->e->XFloor.ffloors.Size())
{
secplane_t *floorplane = &sec->floorplane;
// Look for the highest floor below the camera viewpoint.
// Check the center of the subsector's sector. Do not check each
// subsector separately because that might result in different planes for
// different subsectors of the same sector which is not wanted here.
// (Make the comparison in floating point to avoid overflows and improve performance.)
double secx;
double secy;
double seczb, seczt;
auto &vp = r_viewpoint;
double cmpz = vp.Pos.Z;
if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector)
{
// For the actual camera sector use the current viewpoint as reference.
secx = vp.Pos.X;
secy = vp.Pos.Y;
}
else
{
secx = sec->centerspot.X;
secy = sec->centerspot.Y;
}
seczb = floorplane->ZatPoint(secx, secy);
seczt = sec->ceilingplane.ZatPoint(secx, secy);
for (unsigned int i = 0; i < sec->e->XFloor.ffloors.Size(); ++i)
{
F3DFloor *rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & (FF_FOG | FF_THISINSIDE)) continue;
if (!(rover->flags & FF_RENDERPLANES)) continue;
if (rover->alpha == 0) continue;
double roverz = rover->top.plane->ZatPoint(secx, secy);
// Ignore 3D floors that are above or below the sector itself:
// they are hidden. Since 3D floors are sorted top to bottom,
// if we get below the sector floor, we can stop.
if (roverz > seczt) continue;
if (roverz < seczb) break;
if (roverz < cmpz)
{
maptex = *(rover->top.texture);
floorplane = rover->top.plane;
sector_t *model = rover->top.model;
int selector = (rover->flags & FF_INVERTPLANES) ? sector_t::floor : sector_t::ceiling;
flatcolor = model->SpecialColors[selector];
rotation = -model->GetAngle(selector);
scalex = model->GetXScale(selector);
scaley = model->GetYScale(selector);
originpt.x = -model->GetXOffset(selector);
originpt.y = model->GetYOffset(selector);
break;
}
}
lightlist_t *light = P_GetPlaneLight(sec, floorplane, false);
floorlight = *light->p_lightlevel;
colormap = light->extra_colormap;
}
if (maptex == skyflatnum)
{
continue;
}
// Apply the floor's rotation to the texture origin.
if (rotation != 0)
{
rotate(&originpt.x, &originpt.y, rotation);
}
// Apply the automap's rotation to the texture origin.
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotation = rotation + 90. - players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
rotatePoint(&originpt.x, &originpt.y);
}
originx = f_x + ((originpt.x - m_x) * scale);
originy = f_y + (f_h - (originpt.y - m_y) * scale);
// If this subsector has not actually been seen yet (because you are cheating
// to see it on the map), tint and desaturate it.
if (!(sub->flags & SSECMF_DRAWN))
{
colormap.LightColor = PalEntry(
(colormap.LightColor.r + 255) / 2,
(colormap.LightColor.g + 200) / 2,
(colormap.LightColor.b + 160) / 2);
colormap.Desaturation = 255 - (255 - colormap.Desaturation) / 4;
}
// make table based fog visible on the automap as well.
if (Level->flags & LEVEL_HASFADETABLE)
{
colormap.FadeColor = PalEntry(0, 128, 128, 128);
}
// Draw the polygon.
if (maptex.isValid())
{
// Hole filling "subsectors" are not necessarily convex so they require real triangulation.
// These things are extremely rare so performance is secondary here.
if (sub->flags & SSECF_HOLE && sub->numlines > 3)
{
using Point = std::pair<double, double>;
std::vector<std::vector<Point>> polygon;
std::vector<Point> *curPoly;
polygon.resize(1);
curPoly = &polygon.back();
curPoly->resize(points.Size());
for (unsigned i = 0; i < points.Size(); i++)
{
(*curPoly)[i] = { points[i].X, points[i].Y };
}
indices = mapbox::earcut(polygon);
}
else indices.clear();
// Use an equation similar to player sprites to determine shade
// Convert a light level into an unbounded colormap index (shade).
// Why the +12? I wish I knew, but experimentation indicates it
// is necessary in order to best reproduce Doom's original lighting.
double fadelevel;
if (!V_IsHardwareRenderer() || primaryLevel->lightMode == ELightMode::DoomDark || primaryLevel->lightMode == ELightMode::Doom || primaryLevel->lightMode == ELightMode::ZDoomSoftware || primaryLevel->lightMode == ELightMode::DoomSoftware)
{
double map = (NUMCOLORMAPS * 2.) - ((floorlight + 12) * (NUMCOLORMAPS / 128.));
fadelevel = clamp((map - 12) / NUMCOLORMAPS, 0.0, 1.0);
}
else
{
// The hardware renderer's light modes 0, 1 and 4 use a linear light scale which must be used here as well. Otherwise the automap gets too dark.
fadelevel = 1. - clamp(floorlight, 0, 255) / 255.f;
}
twod->AddPoly(TexMan.GetGameTexture(maptex, true),
&points[0], points.Size(),
originx, originy,
scale / scalex,
scale / scaley,
rotation,
colormap,
flatcolor,
fadelevel,
indices.data(), indices.size());
}
}
}
//=============================================================================
//
//
//
//=============================================================================
static int AM_CheckSecret(line_t *line)
{
if (AMColors.isValid(AMColors.SecretSectorColor))
{
if (line->frontsector != nullptr)
{
if (line->frontsector->wasSecret())
{
if (am_map_secrets!=0 && !line->frontsector->isSecret()) return 1;
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return 2;
}
}
if (line->backsector != nullptr)
{
if (line->backsector->wasSecret())
{
if (am_map_secrets!=0 && !line->backsector->isSecret()) return 1;
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return 2;
}
}
}
return 0;
}
//=============================================================================
//
// Polyobject debug stuff
//
//=============================================================================
void DAutomap::drawSeg(seg_t *seg, const AMColor &color)
{
mline_t l;
l.a.x = seg->v1->fX();
l.a.y = seg->v1->fY();
l.b.x = seg->v2->fX();
l.b.y = seg->v2->fY();
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&l.a.x, &l.a.y);
rotatePoint (&l.b.x, &l.b.y);
}
drawMline(&l, color);
}
void DAutomap::drawPolySeg(FPolySeg *seg, const AMColor &color)
{
mline_t l;
l.a.x = seg->v1.pos.X;
l.a.y = seg->v1.pos.Y;
l.b.x = seg->v2.pos.X;
l.b.y = seg->v2.pos.Y;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&l.a.x, &l.a.y);
rotatePoint (&l.b.x, &l.b.y);
}
drawMline(&l, color);
}
void DAutomap::showSS()
{
if (am_showsubsector >= 0 && (unsigned)am_showsubsector < Level->subsectors.Size())
{
AMColor yellow;
yellow.FromRGB(255,255,0);
AMColor red;
red.FromRGB(255,0,0);
subsector_t *sub = &Level->subsectors[am_showsubsector];
for (unsigned int i = 0; i < sub->numlines; i++)
{
drawSeg(sub->firstline + i, yellow);
}
for (auto &poly : Level->Polyobjects)
{
FPolyNode *pnode = poly.subsectorlinks;
while (pnode != nullptr)
{
if (pnode->subsector == sub)
{
for (unsigned j = 0; j < pnode->segs.Size(); j++)
{
drawPolySeg(&pnode->segs[j], red);
}
}
pnode = pnode->snext;
}
}
}
}
//=============================================================================
//
// Determines if a 3D floor boundary should be drawn
//
//=============================================================================
bool AM_Check3DFloors(line_t *line)
{
TArray<F3DFloor*> &ff_front = line->frontsector->e->XFloor.ffloors;
TArray<F3DFloor*> &ff_back = line->backsector->e->XFloor.ffloors;
// No 3D floors so there's no boundary
if (ff_back.Size() == 0 && ff_front.Size() == 0) return false;
int realfrontcount = 0;
int realbackcount = 0;
for(unsigned i=0;i<ff_front.Size();i++)
{
F3DFloor *rover = ff_front[i];
if (rover->flags & FF_THISINSIDE) continue;
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->alpha == 0) continue;
realfrontcount++;
}
for(unsigned i=0;i<ff_back.Size();i++)
{
F3DFloor *rover = ff_back[i];
if (rover->flags & FF_THISINSIDE) continue;
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->alpha == 0) continue;
realbackcount++;
}
// if the amount of 3D floors does not match there is a boundary
if (realfrontcount != realbackcount) return true;
for(unsigned i=0;i<ff_front.Size();i++)
{
F3DFloor *rover = ff_front[i];
if (rover->flags & FF_THISINSIDE) continue; // only relevant for software rendering.
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->alpha == 0) continue;
bool found = false;
for(unsigned j=0;j<ff_back.Size();j++)
{
F3DFloor *rover2 = ff_back[j];
if (rover2->flags & FF_THISINSIDE) continue; // only relevant for software rendering.
if (!(rover2->flags & FF_EXISTS)) continue;
if (rover2->alpha == 0) continue;
if (rover->model == rover2->model && rover->flags == rover2->flags)
{
found = true;
break;
}
}
// At least one 3D floor in the front sector didn't have a match in the back sector so there is a boundary.
if (!found) return true;
}
// All 3D floors could be matched so let's not draw a boundary.
return false;
}
// [TP] Check whether a sector can trigger a special that satisfies the provided function.
// If found, specialptr and argsptr will be filled by the special and the arguments
// If needUseActivated is true, the special must be activated by use.
bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated)
{
// This code really stands in the way of a more generic and flexible implementation of sector actions because it makes far too many assumptions
// about their internal workings. Well, it can't be helped. Let's just hope that nobody abuses the special and the health field in a way that breaks this.
for (AActor* action = sector->SecActTarget; action; action = action->tracer)
{
if (((action->health & (SECSPAC_Use | SECSPAC_UseWall)) || false == needUseActivated)
&& (*function)(action->special, action->args)
&& !(action->flags & MF_FRIENDLY))
{
*specialptr = action->special;
*argsptr = action->args;
return true;
}
}
return false;
}
// [TP] Check whether there's a boundary on the provided line for a special that satisfies the provided function.
// It's a boundary if the line can activate the special or the line's bordering sectors can activate it.
// If found, specialptr and argsptr will be filled with special and args if given.
bool AM_checkSpecialBoundary (line_t &line, bool (*function)(int, int *), int *specialptr = nullptr, int **argsptr = nullptr)
{
if (specialptr == nullptr)
{
static int sink;
specialptr = &sink;
}
if (argsptr == nullptr)
{
static int *sink;
argsptr = &sink;
}
// Check if the line special qualifies for this
if ((line.activation & SPAC_PlayerActivate) && (*function)(line.special, line.args))
{
*specialptr = line.special;
*argsptr = line.args;
return true;
}
// Check sector actions in the line's front sector -- the action has to be use-activated in order to
// show up if this is a one-sided line, because the player cannot trigger sector actions by crossing
// a one-sided line (since that's impossible, duh).
if (AM_checkSectorActions(line.frontsector, function, specialptr, argsptr, line.backsector == nullptr))
return true;
// If it has a back sector, check sector actions in that.
return (line.backsector && AM_checkSectorActions(line.backsector, function, specialptr, argsptr, false));
}
bool AM_isTeleportBoundary (line_t &line)
{
return AM_checkSpecialBoundary(line, [](int special, int *)
{
return (special == Teleport ||
special == Teleport_NoFog ||
special == Teleport_ZombieChanger ||
special == Teleport_Line);
});
}
bool AM_isExitBoundary (line_t& line)
{
return AM_checkSpecialBoundary(line, [](int special, int *)
{
return (special == Teleport_NewMap ||
special == Teleport_EndGame ||
special == Exit_Normal ||
special == Exit_Secret);
});
}
bool AM_isTriggerBoundary (line_t &line)
{
return am_showtriggerlines == 1? AM_checkSpecialBoundary(line, [](int special, int *)
{
FLineSpecial *spec = P_GetLineSpecialInfo(special);
return spec != nullptr
&& spec->max_args >= 0
&& special != Door_Open
&& special != Door_Close
&& special != Door_CloseWaitOpen
&& special != Door_Raise
&& special != Door_Animated
&& special != Generic_Door;
}) : AM_checkSpecialBoundary(line, [](int special, int *)
{
FLineSpecial *spec = P_GetLineSpecialInfo(special);
return spec != nullptr
&& spec->max_args >= 0;
});
}
bool AM_isLockBoundary (line_t &line, int *lockptr = nullptr)
{
if (lockptr == nullptr)
{
static int sink;
lockptr = &sink;
}
if (line.locknumber)
{
*lockptr = line.locknumber;
return true;
}
int special;
int *args;
bool result = AM_checkSpecialBoundary(line, [](int special, int* args)
{
return special == Door_LockedRaise
|| special == ACS_LockedExecute
|| special == ACS_LockedExecuteDoor
|| (special == Door_Animated && args[3] != 0)
|| (special == Generic_Door && args[4] != 0)
|| (special == FS_Execute && args[2] != 0);
}, &special, &args);
if (result)
{
switch (special)
{
case FS_Execute:
*lockptr = args[2];
break;
case Door_Animated:
case Door_LockedRaise:
*lockptr = args[3];
break;
default:
*lockptr = args[4];
break;
}
}
return result;
}
//=============================================================================
//
// Determines visible lines, draws them.
// This is LineDef based, not LineSeg based.
//
//=============================================================================
void DAutomap::drawWalls (bool allmap)
{
static mline_t l;
int lock, color;
int numportalgroups = am_portaloverlay ? Level->Displacements.size : 0;
for (int p = numportalgroups - 1; p >= -1; p--)
{
if (p == MapPortalGroup) continue;
for (auto &line : Level->lines)
{
int pg;
if (line.sidedef[0]->Flags & WALLF_POLYOBJ)
{
// For polyobjects we must test the surrounding sector to get the proper group.
pg = Level->PointInSector(line.v1->fX() + line.Delta().X / 2, line.v1->fY() + line.Delta().Y / 2)->PortalGroup;
}
else
{
pg = line.frontsector->PortalGroup;
}
DVector2 offset;
bool portalmode = numportalgroups > 0 && pg != MapPortalGroup;
if (pg == p)
{
offset = Level->Displacements.getOffset(pg, MapPortalGroup);
}
else if (p == -1 && (pg == MapPortalGroup || !am_portaloverlay))
{
offset = { 0, 0 };
}
else continue;
l.a.x = (line.v1->fX() + offset.X);
l.a.y = (line.v1->fY() + offset.Y);
l.b.x = (line.v2->fX() + offset.X);
l.b.y = (line.v2->fY() + offset.Y);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint(&l.a.x, &l.a.y);
rotatePoint(&l.b.x, &l.b.y);
}
if (am_cheat != 0 || (line.flags & ML_MAPPED))
{
if ((line.flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
{
if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
}
if (line.automapstyle > AMLS_Default && line.automapstyle < AMLS_COUNT
&& (am_cheat == 0 || am_cheat >= 4))
{
drawMline(&l, AUTOMAP_LINE_COLORS[line.automapstyle]);
continue;
}
if (portalmode)
{
drawMline(&l, AMColors.PortalColor);
}
else if (AM_CheckSecret(&line) == 1)
{
// map secret sectors like Boom
drawMline(&l, AMColors.SecretSectorColor);
}
else if (AM_CheckSecret(&line) == 2)
{
drawMline(&l, AMColors.UnexploredSecretColor);
}
else if (line.flags & ML_SECRET)
{ // secret door
if (am_cheat != 0 && line.backsector != nullptr)
drawMline(&l, AMColors.SecretWallColor);
else
drawMline(&l, AMColors.WallColor);
}
else if (AM_isTeleportBoundary(line) && AMColors.isValid(AMColors.IntraTeleportColor))
{ // intra-level teleporters
drawMline(&l, AMColors.IntraTeleportColor);
}
else if (AM_isExitBoundary(line) && AMColors.isValid(AMColors.InterTeleportColor))
{ // inter-level/game-ending teleporters
drawMline(&l, AMColors.InterTeleportColor);
}
else if (AM_isLockBoundary(line, &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];
drawMline(&l, c);
}
else
{
drawMline(&l, AMColors.LockedColor); // locked special
}
}
else if (am_showtriggerlines
&& AMColors.isValid(AMColors.SpecialWallColor)
&& AM_isTriggerBoundary(line))
{
drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do
}
else if (line.backsector == nullptr)
{
drawMline(&l, AMColors.WallColor); // one-sided wall
}
else if (line.backsector->floorplane
!= line.frontsector->floorplane)
{
drawMline(&l, AMColors.FDWallColor); // floor level change
}
else if (line.backsector->ceilingplane
!= line.frontsector->ceilingplane)
{
drawMline(&l, AMColors.CDWallColor); // ceiling level change
}
else if (AM_Check3DFloors(&line))
{
drawMline(&l, AMColors.EFWallColor); // Extra floor border
}
else if (am_cheat > 0 && am_cheat < 4)
{
drawMline(&l, AMColors.TSWallColor);
}
}
else if (allmap || (line.flags & ML_REVEALED))
{
if ((line.flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
{
if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
}
drawMline(&l, AMColors.NotSeenColor);
}
}
}
}
//=============================================================================
//
// Rotation in 2D.
// Used to rotate player arrow line character.
//
//=============================================================================
void DAutomap::rotate(double *xp, double *yp, DAngle a)
{
static DAngle angle_saved = 0.;
static double sinrot = 0;
static double cosrot = 1;
if (angle_saved != a)
{
angle_saved = a;
sinrot = sin(a.Radians());
cosrot = cos(a.Radians());
}
double x = *xp;
double y = *yp;
double tmpx = (x * cosrot) - (y * sinrot);
y = (x * sinrot) + (y * cosrot);
x = tmpx;
*xp = x;
*yp = y;
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::rotatePoint (double *x, double *y)
{
double pivotx = m_x + m_w/2;
double pivoty = m_y + m_h/2;
*x -= pivotx;
*y -= pivoty;
rotate (x, y, -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.);
*x += pivotx;
*y += pivoty;
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::drawLineCharacter(const mline_t *lineguy, size_t lineguylines, double scale, DAngle angle, const AMColor &color, double x, double y)
{
mline_t l;
for (size_t i=0;i<lineguylines;i++)
{
l.a.x = lineguy[i].a.x;
l.a.y = lineguy[i].a.y;
if (scale)
{
l.a.x *= scale;
l.a.y *= scale;
}
if (angle != 0)
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 *= scale;
l.b.y *= scale;
}
if (angle != 0)
rotate(&l.b.x, &l.b.y, angle);
l.b.x += x;
l.b.y += y;
drawMline(&l, color);
}
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::drawPlayers ()
{
if (am_cheat >= 2 && am_cheat != 4 && am_showthingsprites > 0)
{
// Player sprites are drawn with the others
return;
}
mpoint_t pt;
DAngle angle;
int i;
if (!multiplayer)
{
mline_t *arrow;
int numarrowlines;
double vh = players[consoleplayer].viewheight;
DVector2 pos = players[consoleplayer].camera->InterpolatedPosition(r_viewpoint.TicFrac);
pt.x = pos.X;
pt.y = pos.Y;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle = 90.;
rotatePoint (&pt.x, &pt.y);
}
else
{
angle = players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
}
if (am_cheat != 0 && CheatMapArrow.Size() > 0)
{
arrow = &CheatMapArrow[0];
numarrowlines = CheatMapArrow.Size();
}
else
{
arrow = &MapArrow[0];
numarrowlines = MapArrow.Size();
}
drawLineCharacter(arrow, numarrowlines, 0, angle, AMColors[AMColors.YourColor], pt.x, pt.y);
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *p = &players[i];
AMColor color;
if (!playeringame[i] || p->mo == nullptr)
{
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 < 1.)
{
color = AMColors[AMColors.AlmostBackgroundColor];
}
else
{
float h, s, v, r, g, b;
D_GetPlayerColor (i, &h, &s, &v, nullptr);
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 != nullptr)
{
DVector3 pos = p->mo->PosRelative(MapPortalGroup);
pt.x = pos.X;
pt.y = pos.Y;
angle = p->mo->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&pt.x, &pt.y);
angle -= players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
}
drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::drawKeys ()
{
AMColor color;
mpoint_t p;
DAngle angle;
auto it = Level->GetThinkerIterator<AActor>(NAME_Key);
AActor *key;
while ((key = it.Next()) != nullptr)
{
DVector3 pos = key->PosRelative(MapPortalGroup);
p.x = pos.X;
p.y = pos.Y;
angle = key->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&p.x, &p.y);
angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
}
if (key->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.
int c = P_GetMapColorForKey(key);
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem];
drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0., color, p.x, p.y);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::drawThings ()
{
AMColor color;
AActor* t;
mpoint_t p;
DAngle angle;
for (auto &sec : Level->sectors)
{
t = sec.thinglist;
while (t)
{
if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP)
|| (am_thingrenderstyles && !(t->renderflags & RF_INVISIBLE) && !(t->flags6 & MF6_NOTONAUTOMAP)))
{
DVector3 pos = t->InterpolatedPosition(r_viewpoint.TicFrac) + t->Level->Displacements.getOffset(sec.PortalGroup, MapPortalGroup);
p.x = pos.X;
p.y = pos.Y;
if (am_showthingsprites > 0 && t->sprite > 0)
{
FGameTexture *texture = nullptr;
spriteframe_t *frame;
int rotation = 0;
// try all modes backwards until a valid texture has been found.
for(int show = am_showthingsprites; show > 0 && texture == nullptr; show--)
{
const spritedef_t& sprite = sprites[t->sprite];
const size_t spriteIndex = sprite.spriteframes + (show > 1 ? t->frame : 0);
frame = &SpriteFrames[spriteIndex];
DAngle angle = 270. + 22.5 - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle += players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw - 90.;
}
rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
texture = TexMan.GetGameTexture(textureID, true);
}
if (texture == nullptr) goto drawTriangle; // fall back to standard display if no sprite can be found.
const double spriteXScale = (t->Scale.X * (10. / 16.) * scale_mtof);
const double spriteYScale = (t->Scale.Y * (10. / 16.) * scale_mtof);
if (am_thingrenderstyles) DrawMarker(texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
spriteXScale, spriteYScale, t->Translation, t->Alpha, t->fillcolor, t->RenderStyle);
else DrawMarker(texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
spriteXScale, spriteYScale, t->Translation, 1., 0, LegacyRenderStyles[STYLE_Normal]);
}
else
{
drawTriangle:
angle = t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&p.x, &p.y);
angle += -players[consoleplayer].camera->InterpolatedAngles(r_viewpoint.TicFrac).Yaw + 90.;
}
color = AMColors[AMColors.ThingColor];
// use separate colors for special thing types
if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
{
if (t->flags & MF_FRIENDLY) color = AMColors[AMColors.ThingColor_Friend];
else if (!(t->flags & MF_COUNTKILL)) color = AMColors[AMColors.ThingColor_NocountMonster];
else color = AMColors[AMColors.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(NAME_Key))
{
if (G_SkillProperty(SKILLP_EasyKey) || am_showkeys_always)
{
// Already drawn by AM_drawKeys(), so don't draw again
color.RGB = 0;
}
else if (am_showkeys)
{
int c = P_GetMapColorForKey(t);
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem];
drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0., color, p.x, p.y);
color.RGB = 0;
}
else
{
color = AMColors[AMColors.ThingColor_Item];
}
}
else if (t->flags&MF_COUNTITEM)
color = AMColors[AMColors.ThingColor_CountItem];
else
color = AMColors[AMColors.ThingColor_Item];
}
if (color.isValid())
{
drawLineCharacter(thintriangle_guy.data(), thintriangle_guy.size(), 16, angle, color, p.x, p.y);
}
if (am_cheat == 3 || am_cheat == 6)
{
static const mline_t box[4] =
{
{ { -1, -1 }, { 1, -1 } },
{ { 1, -1 }, { 1, 1 } },
{ { 1, 1 }, { -1, 1 } },
{ { -1, 1 }, { -1, -1 } },
};
drawLineCharacter (box, 4, t->radius, angle - t->InterpolatedAngles(r_viewpoint.TicFrac).Yaw, color, p.x, p.y);
}
}
}
t = t->snext;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::DrawMarker (FGameTexture *tex, double x, double y, int yadjust,
INTBOOL flip, double xscale, double yscale, int translation, double alpha, uint32_t fillcolor, FRenderStyle renderstyle)
{
if (tex == nullptr || !tex->isValid())
{
return;
}
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&x, &y);
}
DrawTexture(twod, tex, CXMTOF(x) + f_x, CYMTOF(y) + yadjust + f_y,
DTA_DestWidthF, tex->GetDisplayWidth() * CleanXfac * xscale,
DTA_DestHeightF, tex->GetDisplayHeight() * 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_TranslationIndex, translation,
DTA_Alpha, alpha,
DTA_FillColor, fillcolor,
DTA_RenderStyle, renderstyle.AsDWORD,
TAG_DONE);
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::drawMarks ()
{
FFont* font;
bool fontloaded = false;
for (int i = 0; i < AM_NUMMARKPOINTS; i++)
{
if (markpoints[i].x != -1)
{
if (!fontloaded)
{
font = stricmp(*am_markfont, DEFAULT_FONT_NAME) == 0 ? nullptr : V_GetFont(am_markfont);
fontloaded = true;
}
if (font == nullptr)
{
DrawMarker(TexMan.GetGameTexture(marknums[i], true), markpoints[i].x, markpoints[i].y, -3, 0,
1, 1, 0, 1, 0, LegacyRenderStyles[STYLE_Normal]);
}
else
{
char numstr[2] = { char('0' + i), 0 };
double x = markpoints[i].x;
double y = markpoints[i].y;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotatePoint (&x, &y);
}
DrawText(twod, font, am_markcolor, CXMTOF(x), CYMTOF(y), numstr, TAG_DONE);
}
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::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].
auto it = Level->GetThinkerIterator<AActor>(NAME_MapMarker, STAT_MAPMARKER);
AActor *mark;
while ((mark = it.Next()) != nullptr)
{
if (mark->flags2 & MF2_DORMANT)
{
continue;
}
FTextureID picnum;
FGameTexture *tex;
uint16_t flip = 0;
if (mark->picnum.isValid())
{
tex = TexMan.GetGameTexture(mark->picnum, true);
if (tex->GetRotations() != 0xFFFF)
{
spriteframe_t *sprframe = &SpriteFrames[tex->GetRotations()];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan.GetGameTexture(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.GetGameTexture(picnum);
}
}
auto it = Level->GetActorIterator(mark->args[0]);
AActor *marked = mark->args[0] == 0 ? mark : it.Next();
while (marked != nullptr)
{
if (mark->args[1] == 0 || (mark->args[1] == 1 && (marked->subsector->flags & SSECMF_DRAWN)))
{
DrawMarker (tex, marked->X(), marked->Y(), 0, flip, mark->Scale.X, mark->Scale.Y, mark->Translation,
mark->Alpha, mark->fillcolor, mark->RenderStyle);
}
marked = mark->args[0] != 0 ? it.Next() : nullptr;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::drawCrosshair (const AMColor &color)
{
twod->AddPixel(f_w/2, (f_h+1)/2, color.RGB);
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::Drawer (int bottom)
{
static uint64_t LastMS = 0;
// Use a delta to zoom/pan at a constant speed regardless of current FPS
uint64_t ms = screen->FrameTime;
double delta = (ms - LastMS) * 0.001;
if (!automapactive)
return;
if (am_followplayer)
{
doFollowPlayer();
}
else
{
m_paninc.x = m_paninc.y = 0;
if (buttonMap.ButtonDown(Button_AM_PanLeft))
m_paninc.x -= FTOM(F_PANINC) * delta * TICRATE;
if (buttonMap.ButtonDown(Button_AM_PanRight))
m_paninc.x += FTOM(F_PANINC) * delta * TICRATE;
if (buttonMap.ButtonDown(Button_AM_PanUp))
m_paninc.y += FTOM(F_PANINC) * delta * TICRATE;
if (buttonMap.ButtonDown(Button_AM_PanDown))
m_paninc.y -= FTOM(F_PANINC) * delta * TICRATE;
}
// Change the zoom if necessary
if (buttonMap.ButtonDown(Button_AM_ZoomIn) || buttonMap.ButtonDown(Button_AM_ZoomOut) || am_zoomdir != 0)
changeWindowScale(delta);
// Change x,y location
changeWindowLoc();
bool allmap = (Level->flags2 & LEVEL2_ALLMAP) != 0;
bool allthings = allmap && players[consoleplayer].mo->FindInventory(NAME_PowerScanner, true) != nullptr;
if (am_portaloverlay)
{
sector_t *sec;
double vh = players[consoleplayer].viewheight;
players[consoleplayer].camera->GetPortalTransition(vh, &sec);
MapPortalGroup = sec->PortalGroup;
}
else MapPortalGroup = 0;
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 = twod->GetWidth ();
f_h = bottom;
clearFB(AMColors[AMColors.Background]);
}
else
{
f_x = viewwindowx;
f_y = viewwindowy;
f_w = viewwidth;
f_h = viewheight;
}
activateNewScale();
if (am_textured && !viewactive)
drawSubsectors();
if (am_showgrid)
drawGrid(AMColors.GridColor);
drawWalls(allmap);
drawPlayers();
if (G_SkillProperty(SKILLP_EasyKey) || am_showkeys_always)
drawKeys();
if ((am_cheat >= 2 && am_cheat != 4) || allthings)
drawThings();
drawAuthorMarkers();
if (!viewactive)
drawCrosshair(AMColors[AMColors.XHairColor]);
drawMarks();
showSS();
LastMS = ms;
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::Serialize(FSerializer &arc)
{
Super::Serialize(arc);
// This only stores those variables which do not get set each time the automap is either activated or drawn.
// Especially the screen coordinates can not be brought over because the display settings may have changed.
arc("markpointnum", markpointnum)
.Array("markpoints", &markpoints[0].x, AM_NUMMARKPOINTS * 2) // write as a double array.
("scale_mtof", scale_mtof)
("scale_ftom", scale_ftom)
("bigstate", bigstate)
("min_x", min_x)
("min_y", min_y)
("max_x", max_x)
("max_y", max_y)
("min_w", min_w)
("min_h", min_h)
("max_w", max_w)
("max_h", max_h)
("min_scale_mtof", min_scale_mtof)
("max_scale_mtof", max_scale_mtof)
("mapback", mapback)
("level", Level);
}
//=============================================================================
//
//
//
//=============================================================================
void DAutomap::UpdateShowAllLines()
{
int val = am_showalllines;
int flagged = 0;
int total = 0;
if (val > 0 && Level->lines.Size() > 0)
{
for (auto &line : Level->lines)
{
// 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 >= val);
}
else if (val == 0)
{
am_showallenabled = true;
}
else
{
am_showallenabled = false;
}
}
void DAutomap::GoBig()
{
bigstate = !bigstate;
if (bigstate)
{
saveScaleAndLoc();
minOutWindowScale();
}
else
restoreScaleAndLoc();
}
void DAutomap::ResetFollowLocation()
{
f_oldloc.x = FLT_MAX;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_Stop()
{
automapactive = false;
viewactive = true;
}
//=============================================================================
//
//
//
//=============================================================================
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;
// ... or if there is no automap.
if (!primaryLevel || !primaryLevel->automap)
return;
if (!automapactive)
{
// Reset AM buttons
buttonMap.ClearButton(Button_AM_PanLeft);
buttonMap.ClearButton(Button_AM_PanRight);
buttonMap.ClearButton(Button_AM_PanUp);
buttonMap.ClearButton(Button_AM_PanDown);
buttonMap.ClearButton(Button_AM_ZoomIn);
buttonMap.ClearButton(Button_AM_ZoomOut);
primaryLevel->automap->startDisplay();
automapactive = true;
viewactive = (am_overlay != 0.f);
}
else
{
if (am_overlay == 1 && viewactive)
{
viewactive = false;
}
else
{
AM_Stop();
}
}
}
//=============================================================================
//
//
//
//=============================================================================
DAutomapBase *AM_Create(FLevelLocals *Level)
{
auto am = Create<DAutomap>();
am->Level = Level;
return am;
}