gzdoom/src/am_map.cpp

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// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// $Log:$
//
// DESCRIPTION: the automap code
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include "doomdef.h"
#include "templates.h"
#include "g_level.h"
#include "doomdef.h"
#include "st_stuff.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "w_wad.h"
#include "a_sharedglobal.h"
#include "statnums.h"
#include "r_data/r_translate.h"
#include "d_event.h"
#include "gi.h"
#include "p_setup.h"
#include "c_bind.h"
#include "serializer.h"
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#include "r_renderer.h"
#include "r_sky.h"
#include "sbar.h"
#include "d_player.h"
#include "p_blockmap.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"
#include "r_utility.h"
// Data.
#include "gstrings.h"
#include "am_map.h"
#include "po_man.h"
#include "a_keys.h"
#include "r_data/colormaps.h"
#include "g_levellocals.h"
#include "actorinlines.h"
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//=============================================================================
//
// CVARs
//
//=============================================================================
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);
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CVAR (Int, am_showthingsprites, 0, CVAR_ARCHIVE);
//=============================================================================
//
// 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_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);
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CVAR (Color, am_portalcolor, 0x404040, CVAR_ARCHIVE);
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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_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);
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CVAR (Color, am_ovportalcolor, 0x004022, CVAR_ARCHIVE);
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//=============================================================================
//
// internal representation of a single color
//
//=============================================================================
struct AMColor
{
int Index;
uint32_t RGB;
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void FromCVar(FColorCVar & cv)
{
Index = cv.GetIndex();
RGB = uint32_t(cv) | MAKEARGB(255, 0, 0, 0);
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}
void FromRGB(int r,int g, int b)
{
RGB = MAKEARGB(255, r, g, b);
Index = ColorMatcher.Pick(r, g, b);
}
void setInvalid()
{
Index = -1;
RGB = -1;
}
bool isValid() const
{
return Index > -1;
}
};
//=============================================================================
//
// 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",
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"PortalColor",
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"AlmostBackgroundColor",
NULL
};
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,
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PortalColor,
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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]);
}
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uint32_t ba = *(values[0]);
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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();
}
};
//=============================================================================
//
// 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,
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&am_secretsectorcolor,
&am_portalcolor
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};
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,
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&am_ovsecretsectorcolor,
&am_ovportalcolor
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};
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
0x10,0x10,0x10, // almostbackground
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0x40,0x40,0x40 // portal
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};
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
0x10,0x10,0x10, // almostbackground
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0x40,0x40,0x40 // portal
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};
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
0x10,0x10,0x10, // almostbackground
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0x50,0x50,0x50 // portal
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};
#undef NOT_USED
static AMColorset AMColors;
static AMColorset AMMod;
static AMColorset AMModOverlay;
void AM_ClearColorsets()
{
AMModOverlay.defined = false;
AMMod.defined = false;
}
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//=============================================================================
//
//
//
//=============================================================================
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] != NULL; 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(NULL, color);
cset.c[i].FromRGB(RPART(colorval), GPART(colorval), BPART(colorval));
colorset = true;
break;
}
}
if (ColorNames[i]== NULL)
{
sc.ScriptError("Unknown key '%s'", nextKey.GetChars());
}
}
}
}
//=============================================================================
//
//
//
//=============================================================================
// scale on entry
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#define INITSCALEMTOF .2
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// used by MTOF to scale from map-to-frame-buffer coords
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static double scale_mtof = INITSCALEMTOF;
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// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
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static double scale_ftom;
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// translates between frame-buffer and map distances
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inline double FTOM(double x)
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{
return x * scale_ftom;
}
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inline double MTOF(double x)
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{
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return x * scale_mtof;
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}
static int bigstate = 0;
static bool textured = 1; // internal toggle for texture mode
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static int MapPortalGroup;
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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 && level.lines.Size() > 0)
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{
for(auto &line : level.lines)
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{
// disregard intra-sector lines
if (line.frontsector == line.backsector) continue;
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// disregard control sectors for deep water
if (line.frontsector->e->FakeFloor.Sectors.Size() > 0) continue;
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// disregard control sectors for 3D-floors
if (line.frontsector->e->XFloor.attached.Size() > 0) continue;
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total++;
if (line.flags & ML_DONTDRAW) flagged++;
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}
am_showallenabled = (flagged * 100 / total >= self);
}
else if (self == 0)
{
am_showallenabled = true;
}
else
{
am_showallenabled = false;
}
}
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;
}
}
#define AM_NUMMARKPOINTS 10
// player radius for automap checking
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#define PLAYERRADIUS 16.
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// 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
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#define M_ZOOMIN (1.02)
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// how much zoom-out per tic
// pulls out to 0.5x in 1 second
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#define M_ZOOMOUT (1/1.02)
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// translates between frame-buffer and map coordinates
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#define CXMTOF(x) int(MTOF((x)-m_x)/* - f_x*/)
#define CYMTOF(y) int(f_h - MTOF((y)-m_y)/* + f_y*/)
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struct fpoint_t
{
int x, y;
};
struct fline_t
{
fpoint_t a, b;
};
struct mpoint_t
{
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double x, y;
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};
struct mline_t
{
mpoint_t a, b;
};
struct islope_t
{
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double slp, islp;
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};
//=============================================================================
//
// 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;
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#define L(a,b,c,d) { {(a), (b)}, {(c), (d)} }
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static 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))
static 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))
static 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))
//=============================================================================
//
//
//
//=============================================================================
static int grid = 0;
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)
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static double mtof_zoommul; // how far the window zooms in each tic (map coords)
static double am_zoomdir;
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static double m_x, m_y; // LL x,y where the window is on the map (map coords)
static double m_x2, m_y2; // UR x,y where the window is on the map (map coords)
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//
// width/height of window on map (map coords)
//
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static double m_w;
static double m_h;
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// based on level size
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static double min_x, min_y, max_x, max_y;
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static double max_w; // max_x-min_x,
static double max_h; // max_y-min_y
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// based on player size
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static double min_w;
static double min_h;
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static double min_scale_mtof; // used to tell when to stop zooming out
static double max_scale_mtof; // used to tell when to stop zooming in
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// old stuff for recovery later
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static double old_m_w, old_m_h;
static double old_m_x, old_m_y;
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// 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 FTextureID mapback; // the automap background
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static double mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff.
static double mapxstart=0; //x-value for the bitmap.
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static bool stopped = true;
static void AM_calcMinMaxMtoF();
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static void DrawMarker (FTexture *tex, double x, double y, int yadjust,
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INTBOOL flip, double xscale, double yscale, int translation, double alpha, uint32_t fillcolor, FRenderStyle renderstyle);
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void AM_rotatePoint (double *x, double *y);
void AM_rotate (double *x, double *y, DAngle an);
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void AM_doFollowPlayer ();
//=============================================================================
//
// map functions
//
//=============================================================================
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bool AM_addMark ();
bool AM_clearMarks ();
void AM_saveScaleAndLoc ();
void AM_restoreScaleAndLoc ();
void AM_minOutWindowScale ();
CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
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CVAR(Bool, am_portaloverlay, true, CVAR_ARCHIVE)
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CCMD(am_togglefollow)
{
am_followplayer = !am_followplayer;
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f_oldloc.x = FLT_MAX;
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Printf ("%s\n", GStrings(am_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();
}
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//=============================================================================
//
// vector graphics
//
//=============================================================================
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void AM_ParseArrow(TArray<mline_t> &Arrow, const char *lumpname)
{
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const int R = int((8*PLAYERRADIUS)/7);
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FScanner sc;
int lump = Wads.CheckNumForFullName(lumpname, true);
if (lump >= 0)
{
sc.OpenLumpNum(lump);
sc.SetCMode(true);
while (sc.GetToken())
{
mline_t line;
sc.TokenMustBe('(');
sc.MustGetFloat();
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line.a.x = sc.Float*R;
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sc.MustGetToken(',');
sc.MustGetFloat();
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line.a.y = sc.Float*R;
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sc.MustGetToken(')');
sc.MustGetToken(',');
sc.MustGetToken('(');
sc.MustGetFloat();
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line.b.x = sc.Float*R;
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sc.MustGetToken(',');
sc.MustGetFloat();
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line.b.y = sc.Float*R;
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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 < 10; i++)
{
mysnprintf (namebuf, countof(namebuf), "AMMNUM%d", i);
marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch);
}
markpointnum = 0;
mapback.SetInvalid();
}
//=============================================================================
//
// called by the coordinate drawer
//
//=============================================================================
DVector2 AM_GetPosition()
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{
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return DVector2((m_x + m_w / 2), (m_y + m_h / 2));
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}
//=============================================================================
//
//
//
//=============================================================================
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 (!am_followplayer)
{
m_x = old_m_x;
m_y = old_m_y;
}
else
{
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m_x = players[consoleplayer].camera->X() - m_w/2;
m_y = players[consoleplayer].camera->Y() - m_h/2;
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}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// Change the scaling multipliers
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scale_mtof = f_w / m_w;
scale_ftom = 1. / scale_mtof;
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}
//=============================================================================
//
// 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 ()
{
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min_x = min_y = FLT_MAX;
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max_x = max_y = FIXED_MIN;
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for (auto &vert : level.vertexes)
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{
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if (vert.fX() < min_x)
min_x = vert.fX();
else if (vert.fX() > max_x)
max_x = vert.fX();
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if (vert.fY() < min_y)
min_y = vert.fY();
else if (vert.fY() > max_y)
max_y = vert.fY();
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}
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max_w = max_x - min_x;
max_h = max_y - min_y;
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min_w = 2*PLAYERRADIUS; // const? never changed?
min_h = 2*PLAYERRADIUS;
AM_calcMinMaxMtoF();
}
//=============================================================================
//
//
//
//=============================================================================
static void AM_calcMinMaxMtoF()
{
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double a = SCREENWIDTH / max_w;
double b = gST_Y / max_h;
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min_scale_mtof = a < b ? a : b;
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max_scale_mtof = SCREENHEIGHT / (2*PLAYERRADIUS);
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}
//=============================================================================
//
//
//
//=============================================================================
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static void AM_ClipRotatedExtents (double pivotx, double pivoty)
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{
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
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double rmin_x, rmin_y, rmax_x, rmax_y;
double xs[5], ys[5];
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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;
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rmin_x = rmin_y = FLT_MAX;
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rmax_x = rmax_y = FIXED_MIN;
for (i = 0; i < 5; ++i)
{
xs[i] -= pivotx;
ys[i] -= pivoty;
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AM_rotate (&xs[i], &ys[i], 90. - players[consoleplayer].camera->Angles.Yaw);
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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;
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AM_rotate (&xs[4], &ys[4], 270. - players[consoleplayer].camera->Angles.Yaw);
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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;
}
//=============================================================================
//
//
//
//=============================================================================
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static void AM_ScrollParchment (double dmapx, double dmapy)
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{
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mapxstart = mapxstart - dmapx * scale_mtof;
mapystart = mapystart - dmapy * scale_mtof;
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mapxstart = clamp(mapxstart, -40000., 40000.);
mapystart = clamp(mapystart, -40000., 40000.);
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if (mapback.isValid())
{
FTexture *backtex = TexMan[mapback];
if (backtex != NULL)
{
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int pwidth = backtex->GetWidth();
int pheight = backtex->GetHeight();
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while(mapxstart > 0)
mapxstart -= pwidth;
while(mapxstart <= -pwidth)
mapxstart += pwidth;
while(mapystart > 0)
mapystart -= pheight;
while(mapystart <= -pheight)
mapystart += pheight;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_changeWindowLoc ()
{
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if (m_paninc.x || m_paninc.y)
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{
am_followplayer = false;
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f_oldloc.x = FLT_MAX;
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}
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double oldmx = m_x, oldmy = m_y;
double incx, incy, oincx, oincy;
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incx = m_paninc.x;
incy = m_paninc.y;
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oincx = incx = m_paninc.x * SCREENWIDTH / 320;
oincy = incy = m_paninc.y * SCREENHEIGHT / 200;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw - 90.);
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}
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();
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f_oldloc.x = FLT_MAX;
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amclock = 0;
m_paninc.x = m_paninc.y = 0;
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mtof_zoommul = 1.;
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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;
assert(pnum >= 0 && pnum < MAXPLAYERS);
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m_x = players[pnum].camera->X() - m_w/2;
m_y = players[pnum].camera->Y() - m_h/2;
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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 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;
}
}
//=============================================================================
//
//
//
//=============================================================================
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 ()
{
if (level.info->MapBackground.Len() == 0)
{
mapback = TexMan.CheckForTexture("AUTOPAGE", FTexture::TEX_MiscPatch);
}
else
{
mapback = TexMan.CheckForTexture(level.info->MapBackground, FTexture::TEX_MiscPatch);
}
AM_clearMarks();
AM_findMinMaxBoundaries();
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scale_mtof = min_scale_mtof / 0.7;
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if (scale_mtof > max_scale_mtof)
scale_mtof = min_scale_mtof;
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scale_ftom = 1 / scale_mtof;
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am_showalllines.Callback();
}
//=============================================================================
//
//
//
//=============================================================================
void AM_Stop ()
{
automapactive = false;
stopped = true;
V_SetBorderNeedRefresh();
viewactive = true;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_Start ()
{
if (!stopped) AM_Stop();
stopped = false;
AM_initVariables();
}
//=============================================================================
//
// set the window scale to the maximum size
//
//=============================================================================
void AM_minOutWindowScale ()
{
scale_mtof = min_scale_mtof;
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scale_ftom = 1/ scale_mtof;
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}
//=============================================================================
//
// set the window scale to the minimum size
//
//=============================================================================
void AM_maxOutWindowScale ()
{
scale_mtof = max_scale_mtof;
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scale_ftom = 1 / scale_mtof;
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}
//=============================================================================
//
// Called right after the resolution has changed
//
//=============================================================================
void AM_NewResolution()
{
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double oldmin = min_scale_mtof;
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if ( oldmin == 0 )
{
return; // [SP] Not in a game, exit!
}
AM_calcMinMaxMtoF();
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scale_mtof = scale_mtof * min_scale_mtof / oldmin;
scale_ftom = 1 / scale_mtof;
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if (scale_mtof < min_scale_mtof)
AM_minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
AM_maxOutWindowScale();
f_w = screen->GetWidth();
f_h = gST_Y;
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AM_activateNewScale();
}
//=============================================================================
//
//
//
//=============================================================================
CCMD (togglemap)
{
if (gameaction == ga_nothing)
{
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;
ST_SetNeedRefresh();
if (!automapactive)
{
AM_Start ();
viewactive = (am_overlay != 0.f);
}
else
{
if (am_overlay==1 && viewactive)
{
viewactive = false;
ST_SetNeedRefresh();
}
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 (am_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 ()
{
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double mtof_zoommul;
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if (am_zoomdir > 0)
{
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mtof_zoommul = M_ZOOMIN * am_zoomdir;
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}
else if (am_zoomdir < 0)
{
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mtof_zoommul = M_ZOOMOUT / -am_zoomdir;
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}
else if (Button_AM_ZoomIn.bDown)
{
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mtof_zoommul = M_ZOOMIN;
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}
else if (Button_AM_ZoomOut.bDown)
{
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mtof_zoommul = M_ZOOMOUT;
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}
else
{
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mtof_zoommul = 1;
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}
am_zoomdir = 0;
// Change the scaling multipliers
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scale_mtof = scale_mtof * mtof_zoommul;
scale_ftom = 1 / scale_mtof;
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if (scale_mtof < min_scale_mtof)
AM_minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
AM_maxOutWindowScale();
}
CCMD(am_zoom)
{
if (argv.argc() >= 2)
{
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am_zoomdir = atof(argv[1]);
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}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_doFollowPlayer ()
{
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double sx, sy;
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if (players[consoleplayer].camera != NULL &&
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(f_oldloc.x != players[consoleplayer].camera->X() ||
f_oldloc.y != players[consoleplayer].camera->Y()))
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{
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m_x = players[consoleplayer].camera->X() - m_w/2;
m_y = players[consoleplayer].camera->Y() - m_h/2;
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m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// do the parallax parchment scrolling.
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sx = (players[consoleplayer].camera->X() - f_oldloc.x);
sy = (f_oldloc.y - players[consoleplayer].camera->Y());
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate (&sx, &sy, players[consoleplayer].camera->Angles.Yaw - 90);
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}
AM_ScrollParchment (sx, sy);
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f_oldloc.x = players[consoleplayer].camera->X();
f_oldloc.y = players[consoleplayer].camera->Y();
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}
}
//=============================================================================
//
// Updates on Game Tick
//
//=============================================================================
void AM_Ticker ()
{
if (!automapactive)
return;
amclock++;
if (am_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)
{
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)
{
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.
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for (y = int(mapystart); y < f_h; y += pheight)
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{
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for (x = int(mapxstart); x < f_w; x += pwidth)
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{
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
};
int outcode1 = 0;
int outcode2 = 0;
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 + 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;
}
#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);
}
}
inline void AM_drawMline (mline_t *ml, int colorindex)
{
AM_drawMline(ml, AMColors[colorindex]);
}
//=============================================================================
//
// Draws flat (floor/ceiling tile) aligned grid lines.
//
//=============================================================================
void AM_drawGrid (int color)
{
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double x, y;
double start, end;
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mline_t ml;
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double minlen, extx, exty;
double minx, miny;
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// [RH] Calculate a minimum for how long the grid lines should be so that
// they cover the screen at any rotation.
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minlen = sqrt (m_w*m_w + m_h*m_h);
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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) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgx;
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end = minx + minlen - extx;
// draw vertical gridlines
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for (x = start; x < end; x += MAPBLOCKUNITS)
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{
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;
start = ceil((start - bmaporgy) / MAPBLOCKUNITS) * MAPBLOCKUNITS + bmaporgy;
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end = miny + minlen - exty;
// draw horizontal gridlines
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for (y=start; y<end; y+=MAPBLOCKUNITS)
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{
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);
}
}
//==========================================================================
//
// 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->Pos();
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&SECF_FAKEFLOORONLY)) ? 1 : 0;
}
int diffTex = (sec->heightsec->MoreFlags & SECF_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->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::floor));
}
else if (s->MoreFlags & SECF_FAKEFLOORONLY)
{
if (in_area == -1)
{
dest->ColorMap = s->ColorMap;
if (!(s->MoreFlags & SECF_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->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::floor));
dest->floorplane = s->floorplane;
}
if (in_area == -1)
{
dest->ColorMap = s->ColorMap;
dest->SetPlaneTexZ(sector_t::floor, sec->GetPlaneTexZ(sector_t::floor));
dest->floorplane = sec->floorplane;
if (!(s->MoreFlags & SECF_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 & SECF_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->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::ceiling));
dest->floorplane = s->ceilingplane;
if (!(s->MoreFlags & SECF_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 & SECF_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;
}
2016-03-01 15:47:10 +00:00
//=============================================================================
//
// AM_drawSubsectors
//
//=============================================================================
void AM_drawSubsectors()
{
static TArray<FVector2> points;
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double scale = scale_mtof;
DAngle rotation;
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sector_t tempsec;
int floorlight;
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double scalex, scaley;
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double originx, originy;
FDynamicColormap *colormap;
PalEntry flatcolor;
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mpoint_t originpt;
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;
}
2016-03-13 11:33:58 +00:00
if (am_portaloverlay && subsectors[i].render_sector->PortalGroup != MapPortalGroup && subsectors[i].render_sector->PortalGroup != 0)
{
continue;
}
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// Fill the points array from the subsector.
points.Resize(subsectors[i].numlines);
2017-03-08 17:50:37 +00:00
for (uint32_t j = 0; j < subsectors[i].numlines; ++j)
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{
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mpoint_t pt = { subsectors[i].firstline[j].v1->fX(),
subsectors[i].firstline[j].v1->fY() };
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint(&pt.x, &pt.y);
}
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points[j].X = float(f_x + ((pt.x - m_x) * scale));
points[j].Y = float(f_y + (f_h - (pt.y - m_y) * scale));
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}
// For lighting and texture determination
sector_t *sec = AM_FakeFlat(players[consoleplayer].camera, subsectors[i].render_sector, &tempsec);
floorlight = sec->GetFloorLight();
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// Find texture origin.
2016-04-23 11:40:02 +00:00
originpt.x = -sec->GetXOffset(sector_t::floor);
originpt.y = sec->GetYOffset(sector_t::floor);
rotation = -sec->GetAngle(sector_t::floor);
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// Coloring for the polygon
colormap = sec->ColorMap;
FTextureID maptex = sec->GetTexture(sector_t::floor);
flatcolor = sec->SpecialColors[sector_t::floor];
2016-03-01 15:47:10 +00:00
2016-04-23 11:40:02 +00:00
scalex = sec->GetXScale(sector_t::floor);
scaley = sec->GetYScale(sector_t::floor);
2016-03-01 15:47:10 +00:00
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;
double cmpz = r_viewpoint.Pos.Z;
2016-03-01 15:47:10 +00:00
if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector)
{
// For the actual camera sector use the current viewpoint as reference.
secx = r_viewpoint.Pos.X;
secy = r_viewpoint.Pos.Y;
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}
else
{
secx = sec->centerspot.X;
secy = sec->centerspot.Y;
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}
seczb = floorplane->ZatPoint(secx, secy);
seczt = sec->ceilingplane.ZatPoint(secx, secy);
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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) 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);
flatcolor = *(rover->top.flatcolor);
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floorplane = rover->top.plane;
sector_t *model = rover->top.model;
int selector = (rover->flags & FF_INVERTPLANES) ? sector_t::floor : sector_t::ceiling;
2016-04-23 11:40:02 +00:00
rotation = -model->GetAngle(selector);
scalex = model->GetXScale(selector);
scaley = model->GetYScale(selector);
originpt.x = -model->GetXOffset(selector);
originpt.y = model->GetYOffset(selector);
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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)
{
AM_rotate(&originpt.x, &originpt.y, rotation);
}
// Apply the automap's rotation to the texture origin.
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
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rotation = rotation + 90. - players[consoleplayer].camera->Angles.Yaw;
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AM_rotatePoint(&originpt.x, &originpt.y);
}
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originx = f_x + ((originpt.x - m_x) * scale);
originy = f_y + (f_h - (originpt.y - m_y) * scale);
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// 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;
2016-03-01 15:47:10 +00:00
}
// Draw the polygon.
FTexture *pic = TexMan(maptex);
if (pic != NULL && pic->UseType != FTexture::TEX_Null)
{
screen->FillSimplePoly(TexMan(maptex),
&points[0], points.Size(),
originx, originy,
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scale / scalex,
scale / scaley,
rotation,
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colormap,
flatcolor,
floorlight,
f_y + f_h
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);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
static bool AM_CheckSecret(line_t *line)
{
if (AMColors.isValid(AMColors.SecretSectorColor))
{
if (line->frontsector != NULL)
{
if (line->frontsector->wasSecret())
{
if (am_map_secrets!=0 && !line->frontsector->isSecret()) return true;
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true;
}
}
if (line->backsector != NULL)
{
if (line->backsector->wasSecret())
{
if (am_map_secrets!=0 && !line->backsector->isSecret()) 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;
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l.a.x = seg->v1->fX();
l.a.y = seg->v1->fY();
l.b.x = seg->v2->fX();
l.b.y = seg->v2->fY();
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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.pos.X;
l.a.y = seg->v1.pos.Y;
l.b.x = seg->v2.pos.X;
l.b.y = seg->v2.pos.Y;
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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);
}
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 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_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_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_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_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)
{
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// 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)
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{
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if (((action->health & (SECSPAC_Use | SECSPAC_UseWall)) || false == needUseActivated)
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&& (*function)(action->special, action->args)
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&& !(action->flags & MF_FRIENDLY))
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{
*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 = NULL, int **argsptr = NULL)
{
if (specialptr == NULL)
{
static int sink;
specialptr = &sink;
}
if (argsptr == NULL)
{
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 == NULL))
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);
});
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}
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);
});
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}
bool AM_isTriggerBoundary (line_t &line)
{
return am_showtriggerlines == 1? AM_checkSpecialBoundary(line, [](int special, int *)
{
FLineSpecial *spec = P_GetLineSpecialInfo(special);
return spec != NULL
&& 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 != NULL
&& spec->max_args >= 0;
});
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}
bool AM_isLockBoundary (line_t &line, int *lockptr = NULL)
{
if (lockptr == NULL)
{
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);
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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 AM_drawWalls (bool allmap)
{
static mline_t l;
int lock, color;
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int numportalgroups = am_portaloverlay ? Displacements.size : 0;
for (int p = numportalgroups - 1; p >= -1; p--)
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{
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if (p == MapPortalGroup) continue;
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for (auto &line : level.lines)
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{
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int pg;
if (line.sidedef[0]->Flags & WALLF_POLYOBJ)
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{
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// For polyobjects we must test the surrounding sector to get the proper group.
pg = P_PointInSector(line.v1->fX() + line.Delta().X / 2, line.v1->fY() + line.Delta().Y / 2)->PortalGroup;
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}
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else
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{
pg = line.frontsector->PortalGroup;
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}
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DVector2 offset;
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bool portalmode = numportalgroups > 0 && pg != MapPortalGroup;
if (pg == p)
{
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offset = Displacements.getOffset(pg, MapPortalGroup);
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}
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else if (p == -1 && (pg == MapPortalGroup || !am_portaloverlay))
{
offset = { 0, 0 };
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}
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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);
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint(&l.a.x, &l.a.y);
AM_rotatePoint(&l.b.x, &l.b.y);
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}
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if (am_cheat != 0 || (line.flags & ML_MAPPED))
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{
if ((line.flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
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{
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if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
}
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if (portalmode)
{
AM_drawMline(&l, AMColors.PortalColor);
}
else if (AM_CheckSecret(&line))
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{
// map secret sectors like Boom
AM_drawMline(&l, AMColors.SecretSectorColor);
}
else if (line.flags & ML_SECRET)
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{ // secret door
if (am_cheat != 0 && line.backsector != NULL)
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AM_drawMline(&l, AMColors.SecretWallColor);
else
AM_drawMline(&l, AMColors.WallColor);
}
else if (AM_isTeleportBoundary(line) && AMColors.isValid(AMColors.IntraTeleportColor))
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{ // intra-level teleporters
AM_drawMline(&l, AMColors.IntraTeleportColor);
}
else if (AM_isExitBoundary(line) && AMColors.isValid(AMColors.InterTeleportColor))
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{ // inter-level/game-ending teleporters
AM_drawMline(&l, AMColors.InterTeleportColor);
}
else if (AM_isLockBoundary(line, &lock))
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{
if (AMColors.displayLocks)
{
color = P_GetMapColorForLock(lock);
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AMColor c;
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if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
else c = AMColors[AMColors.LockedColor];
AM_drawMline(&l, c);
}
else
{
AM_drawMline(&l, AMColors.LockedColor); // locked special
}
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}
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else if (am_showtriggerlines
&& AMColors.isValid(AMColors.SpecialWallColor)
&& AM_isTriggerBoundary(line))
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{
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AM_drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do
}
else if (line.backsector == NULL)
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{
AM_drawMline(&l, AMColors.WallColor); // one-sided wall
}
else if (line.backsector->floorplane
!= line.frontsector->floorplane)
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{
AM_drawMline(&l, AMColors.FDWallColor); // floor level change
}
else if (line.backsector->ceilingplane
!= line.frontsector->ceilingplane)
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{
AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change
}
else if (AM_Check3DFloors(&line))
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{
AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border
}
else if (am_cheat > 0 && am_cheat < 4)
{
AM_drawMline(&l, AMColors.TSWallColor);
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}
}
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else if (allmap)
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{
if ((line.flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4))
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{
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if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
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}
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AM_drawMline(&l, AMColors.NotSeenColor);
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}
}
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}
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}
//=============================================================================
//
// Rotation in 2D.
// Used to rotate player arrow line character.
//
//=============================================================================
2016-03-25 20:54:59 +00:00
void AM_rotate(double *xp, double *yp, DAngle a)
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{
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static DAngle angle_saved = 0.;
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static double sinrot = 0;
static double cosrot = 1;
if (angle_saved != a)
{
angle_saved = a;
sinrot = sin(a.Radians());
cosrot = cos(a.Radians());
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}
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double x = *xp;
double y = *yp;
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double tmpx = (x * cosrot) - (y * sinrot);
y = (x * sinrot) + (y * cosrot);
x = tmpx;
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*xp = x;
*yp = y;
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}
//=============================================================================
//
//
//
//=============================================================================
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void AM_rotatePoint (double *x, double *y)
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{
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double pivotx = m_x + m_w/2;
double pivoty = m_y + m_h/2;
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*x -= pivotx;
*y -= pivoty;
AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw + 90.);
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*x += pivotx;
*y += pivoty;
}
//=============================================================================
//
//
//
//=============================================================================
void
AM_drawLineCharacter
( const mline_t *lineguy,
int lineguylines,
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double scale,
DAngle angle,
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const AMColor &color,
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double x,
double y )
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{
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) {
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l.a.x *= scale;
l.a.y *= scale;
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}
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if (angle != 0)
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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) {
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l.b.x *= scale;
l.b.y *= scale;
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}
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if (angle != 0)
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AM_rotate(&l.b.x, &l.b.y, angle);
l.b.x += x;
l.b.y += y;
AM_drawMline(&l, color);
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawPlayers ()
{
if (am_cheat >= 2 && am_cheat != 4 && am_showthingsprites > 0)
{
// Player sprites are drawn with the others
return;
}
mpoint_t pt;
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DAngle angle;
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int i;
if (!multiplayer)
{
mline_t *arrow;
int numarrowlines;
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double vh = players[consoleplayer].viewheight;
DVector2 pos = am_portaloverlay? players[consoleplayer].camera->GetPortalTransition(vh) : players[consoleplayer].camera->Pos();
pt.x = pos.X;
pt.y = pos.Y;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle = 90.;
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AM_rotatePoint (&pt.x, &pt.y);
}
else
{
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angle = players[consoleplayer].camera->Angles.Yaw;
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}
if (am_cheat != 0 && CheatMapArrow.Size() > 0)
{
arrow = &CheatMapArrow[0];
numarrowlines = CheatMapArrow.Size();
}
else
{
arrow = &MapArrow[0];
numarrowlines = MapArrow.Size();
}
AM_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 == 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 < 1.)
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{
color = AMColors[AMColors.AlmostBackgroundColor];
}
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)
{
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DVector3 pos = p->mo->PosRelative(MapPortalGroup);
pt.x = pos.X;
pt.y = pos.Y;
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angle = p->mo->Angles.Yaw;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&pt.x, &pt.y);
angle -= players[consoleplayer].camera->Angles.Yaw - 90.;
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}
AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawKeys ()
{
AMColor color;
mpoint_t p;
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DAngle angle;
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TThinkerIterator<AInventory> it(NAME_Key);
AInventory *key;
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while ((key = it.Next()) != NULL)
{
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DVector3 pos = key->PosRelative(MapPortalGroup);
p.x = pos.X;
p.y = pos.Y;
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angle = key->Angles.Yaw;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&p.x, &p.y);
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angle += -players[consoleplayer].camera->Angles.Yaw + 90.;
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}
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 P_GetMapColorForKey (AInventory * key);
int c = P_GetMapColorForKey(key);
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem];
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AM_drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0., color, p.x, p.y);
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}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawThings ()
{
AMColor color;
AActor* t;
mpoint_t p;
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DAngle angle;
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for (auto &sec : level.sectors)
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{
t = sec.thinglist;
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while (t)
{
if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP))
{
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DVector3 pos = t->PosRelative(MapPortalGroup);
p.x = pos.X;
p.y = pos.Y;
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if (am_showthingsprites > 0 && t->sprite > 0)
{
FTexture *texture = NULL;
spriteframe_t *frame;
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int rotation = 0;
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// try all modes backwards until a valid texture has been found.
for(int show = am_showthingsprites; show > 0 && texture == NULL; 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. -t->Angles.Yaw;
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if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle += players[consoleplayer].camera->Angles.Yaw - 90.;
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}
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rotation = int((angle.Normalized360() * (16. / 360.)).Degrees);
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const FTextureID textureID = frame->Texture[show > 2 ? rotation : 0];
texture = TexMan(textureID);
}
if (texture == NULL) 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);
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DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)),
spriteXScale, spriteYScale, t->Translation, 1., 0, LegacyRenderStyles[STYLE_Normal]);
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}
else
{
drawTriangle:
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angle = t->Angles.Yaw;
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if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&p.x, &p.y);
angle += -players[consoleplayer].camera->Angles.Yaw + 90.;
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}
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))
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{
if (G_SkillProperty(SKILLP_EasyKey))
{
// Already drawn by AM_drawKeys(), so don't draw again
color.Index = -1;
}
else if (am_showkeys)
{
int P_GetMapColorForKey (AInventory * key);
int c = P_GetMapColorForKey(static_cast<AInventory *>(t));
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if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = AMColors[AMColors.ThingColor_CountItem];
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AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0., color, p.x, p.y);
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color.Index = -1;
}
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.Index != -1)
{
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AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16, angle, color, p.x, p.y);
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}
if (am_cheat == 3 || am_cheat == 6)
{
static const mline_t box[4] =
{
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{ { -1, -1 }, { 1, -1 } },
{ { 1, -1 }, { 1, 1 } },
{ { 1, 1 }, { -1, 1 } },
{ { -1, 1 }, { -1, -1 } },
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};
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AM_drawLineCharacter (box, 4, t->radius, angle - t->Angles.Yaw, color, p.x, p.y);
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}
}
}
t = t->snext;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
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static void DrawMarker (FTexture *tex, double x, double y, int yadjust,
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INTBOOL flip, double xscale, double yscale, int translation, double alpha, uint32_t fillcolor, FRenderStyle renderstyle)
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{
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_DestWidthF, tex->GetScaledWidthDouble() * CleanXfac * xscale,
DTA_DestHeightF, tex->GetScaledHeightDouble() * CleanYfac * yscale,
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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,
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DTA_FillColor, fillcolor,
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DTA_RenderStyle, uint32_t(renderstyle),
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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,
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1, 1, 0, 1, 0, LegacyRenderStyles[STYLE_Normal]);
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}
}
}
//=============================================================================
//
//
//
//=============================================================================
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<AActor> it ("MapMarker", STAT_MAPMARKER);
AActor *mark;
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while ((mark = it.Next()) != NULL)
{
if (mark->flags2 & MF2_DORMANT)
{
continue;
}
FTextureID picnum;
FTexture *tex;
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uint16_t flip = 0;
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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(), marked->Y(), 0, flip, mark->Scale.X, mark->Scale.Y, mark->Translation,
mark->Alpha, mark->fillcolor, mark->RenderStyle);
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}
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(NAME_PowerScanner, true) != nullptr;
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if (am_portaloverlay)
{
sector_t *sec;
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double vh = players[consoleplayer].viewheight;
players[consoleplayer].camera->GetPortalTransition(vh, &sec);
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MapPortalGroup = sec->PortalGroup;
}
else MapPortalGroup = 0;
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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 = gST_Y;
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f_p = screen->GetPitch ();
AM_clearFB(AMColors[AMColors.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(AMColors.GridColor);
AM_drawWalls(allmap);
AM_drawPlayers();
if (G_SkillProperty(SKILLP_EasyKey))
AM_drawKeys();
if ((am_cheat >= 2 && am_cheat != 4) || allthings)
AM_drawThings();
AM_drawAuthorMarkers();
if (!viewactive)
AM_drawCrosshair(AMColors[AMColors.XHairColor]);
AM_drawMarks();
AM_showSS();
}
//=============================================================================
//
//
//
//=============================================================================
void AM_SerializeMarkers(FSerializer &arc)
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{
if (arc.BeginObject("automarkers"))
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{
arc("markpointnum", markpointnum)
.Array("markpoints", &markpoints[0].x, AM_NUMMARKPOINTS*2) // write as a double array.
("scale_mtof", scale_mtof)
("scale_ftom", scale_ftom)
.EndObject();
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}
}