Add an option to display the path travalled by the local player

This is useful to avoid getting lost on larger maps.
This commit is contained in:
Hugo Locurcio 2023-04-28 00:24:26 +02:00
parent 5870ec2e7a
commit 7444c22950
No known key found for this signature in database
GPG key ID: 39E8F8BE30B0A49C
2 changed files with 114 additions and 5 deletions

View file

@ -197,6 +197,8 @@ CUSTOM_CVAR(Int, am_emptyspacemargin, 0, CVAR_ARCHIVE)
CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
CVAR(Bool, am_portaloverlay, true, CVAR_ARCHIVE)
CVAR(Bool, am_showgrid, false, CVAR_ARCHIVE)
CVAR(Bool, am_path, false, CVAR_ARCHIVE)
CVAR(Int, am_pathlength, 1000, CVAR_ARCHIVE)
CVAR(Float, am_zoomdir, 0.f, CVAR_ARCHIVE)
static const char *const DEFAULT_FONT_NAME = "AMMNUMx";
@ -296,6 +298,7 @@ CVAR (Color, am_thingcolor_ncmonster, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_citem, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_portalcolor, 0x404040, CVAR_ARCHIVE);
CVAR (Color, am_pathcolor, 0x4080c0, CVAR_ARCHIVE);
CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
@ -318,6 +321,7 @@ CVAR (Color, am_ovthingcolor_ncmonster, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovportalcolor, 0x004022, CVAR_ARCHIVE);
CVAR (Color, am_ovpathcolor, 0x4080c0, CVAR_ARCHIVE);
//=============================================================================
//
@ -381,6 +385,7 @@ static const char *ColorNames[] = {
"SecretSectorColor",
"UnexploredSecretColor",
"PortalColor",
"PathColor",
"AlmostBackgroundColor",
nullptr
};
@ -413,6 +418,7 @@ struct AMColorset
SecretSectorColor,
UnexploredSecretColor,
PortalColor,
PathColor,
AlmostBackgroundColor,
AM_NUM_COLORS
};
@ -538,7 +544,8 @@ static FColorCVarRef *cv_standard[] = {
&am_interlevelcolor,
&am_secretsectorcolor,
&am_unexploredsecretcolor,
&am_portalcolor
&am_portalcolor,
&am_pathcolor
};
static FColorCVarRef *cv_overlay[] = {
@ -565,7 +572,8 @@ static FColorCVarRef *cv_overlay[] = {
&am_ovinterlevelcolor,
&am_ovsecretsectorcolor,
&am_ovunexploredsecretcolor,
&am_ovportalcolor
&am_ovportalcolor,
&am_ovpathcolor
};
CCMD(am_restorecolors)
@ -608,8 +616,9 @@ static unsigned char DoomColors[]= {
NOT_USED, // interteleport
NOT_USED, // secretsector
NOT_USED, // unexploredsecretsector
0x40,0x40,0x40, // portal
0x40,0x80,0xb0, // path
0x10,0x10,0x10, // almostbackground
0x40,0x40,0x40 // portal
};
static unsigned char StrifeColors[]= {
@ -636,8 +645,9 @@ static unsigned char StrifeColors[]= {
NOT_USED, // interteleport
NOT_USED, // secretsector
NOT_USED, // unexploredsecretsector
0x40,0x40,0x40, // portal
0x40,0x80,0xb0, // path
0x10,0x10,0x10, // almostbackground
0x40,0x40,0x40 // portal
};
static unsigned char RavenColors[]= {
@ -664,8 +674,9 @@ static unsigned char RavenColors[]= {
NOT_USED, // interteleport
NOT_USED, // secretsector
NOT_USED, // unexploredsecretsector
0x50,0x50,0x50, // portal
0x40,0x80,0xb0, // path
0x10,0x10,0x10, // almostbackground
0x50,0x50,0x50 // portal
};
#undef NOT_USED
@ -971,6 +982,8 @@ class DAutomap :public DAutomapBase
TArray<FVector2> points;
TArray<mline_t> path_history; // history of points the local player has travelled to
// translates between frame-buffer and map distances
double FTOM(double x)
{
@ -1015,6 +1028,8 @@ class DAutomap :public DAutomapBase
bool clipMline(mline_t *ml, fline_t *fl);
void drawMline(mline_t *ml, const AMColor &color);
void drawMline(mline_t *ml, int colorindex);
void collectPath();
void drawPath(int color);
void drawGrid(int color);
void drawSubsectors();
void drawSeg(seg_t *seg, const AMColor &color);
@ -1544,6 +1559,10 @@ void DAutomap::doFollowPlayer ()
void DAutomap::Ticker ()
{
// Player path is collected even while the automap isn't visible or if am_path is disabled.
// This way, you can toggle am_path during gameplay and still see your previously travelled path.
collectPath();
if (!automapactive)
return;
@ -1808,6 +1827,88 @@ void DAutomap::drawMline (mline_t *ml, int colorindex)
drawMline(ml, AMColors[colorindex]);
}
//=============================================================================
//
// Computes the list of lines to be drawn in drawPath() based on local player
// position.
//
//=============================================================================
void DAutomap::collectPath ()
{
DVector2 pos = players[consoleplayer].camera->InterpolatedPosition(r_viewpoint.TicFrac);
mline_t ml;
if (path_history.Size() >= 1)
{
// Create a path between the last point and current point if there's enough distance
// travelled by the player since the last point.
mline_t last_line = path_history.Last();
constexpr int MIN_DISTANCE_BETWEEN_POINTS = 32;
if (abs(last_line.b.x - pos.X) >= MIN_DISTANCE_BETWEEN_POINTS || abs(last_line.b.y - pos.Y) >= MIN_DISTANCE_BETWEEN_POINTS)
{
// If the distance between two points is very high, the player has likely teleported so no path should be drawn between the points.
constexpr int MAX_DISTANCE_BETWEEN_TICKS = 100;
if (abs(last_line.b.x - pos.X) >= MAX_DISTANCE_BETWEEN_TICKS || abs(last_line.b.y - pos.Y) >= MAX_DISTANCE_BETWEEN_TICKS)
{
ml.a.x = pos.X;
ml.a.y = pos.Y;
}
else
{
ml.a.x = last_line.b.x;
ml.a.y = last_line.b.y;
}
ml.b.x = pos.X;
ml.b.y = pos.Y;
if (path_history.Size() > am_pathlength)
{
// Path is too long; remove the oldest lines.
path_history.Delete(0);
}
path_history.Push(ml);
}
}
else
{
// Create the first line in the path history.
ml.a.x = pos.X;
ml.a.y = pos.Y;
ml.b.x = pos.X;
ml.b.y = pos.Y;
path_history.Push(ml);
}
}
//=============================================================================
//
// Draws the path taken by the local player.
// This can be useful to avoid getting lost in larger maps.
//
//=============================================================================
void DAutomap::drawPath (int color)
{
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
TArray<mline_t> path_history_rotated = path_history;
for (mline_t line : path_history_rotated)
{
rotatePoint(&line.a.x, &line.a.y);
rotatePoint(&line.b.x, &line.b.y);
drawMline(&line, color);
}
}
else
{
for (mline_t line : path_history)
{
drawMline(&line, color);
}
}
}
//=============================================================================
//
// Draws flat (floor/ceiling tile) aligned grid lines.
@ -3311,6 +3412,9 @@ void DAutomap::Drawer (int bottom)
if (am_showgrid)
drawGrid(AMColors.GridColor);
if (am_path)
drawPath(AMColors.PathColor);
drawWalls(allmap);
drawPlayers();
if (G_SkillProperty(SKILLP_EasyKey) || am_showkeys_always)

View file

@ -1336,6 +1336,8 @@ OptionMenu AutomapOptions protected
StaticText ""
Option "$AUTOMAPMNU_ROTATE", "am_rotate", "RotateTypes"
Option "$AUTOMAPMNU_FOLLOW", "am_followplayer", "OnOff"
Option "$AUTOMAPMNU_PATH", "am_path", "OnOff"
Slider "$AUTOMAPMNU_PATHLENGTH", "am_pathlength", 100, 10000, 100, 0
Option "$AUTOMAPMNU_OVERLAY", "am_overlay", "OverlayTypes"
Option "$AUTOMAPMNU_TEXTURED", "am_textured", "OnOff"
Slider "$AUTOMAPMNU_LINEALPHA", "am_linealpha", 0.1, 1.0, 0.1, 1
@ -1395,6 +1397,7 @@ OptionMenu MapControlsMenu protected
MapControl "$MAPCNTRLMNU_TOGGLEZOOM", "am_gobig"
MapControl "$MAPCNTRLMNU_TOGGLEFOLLOW", "am_togglefollow"
MapControl "$MAPCNTRLMNU_ROTATE", "toggle am_rotate"
MapControl "$MAPCNTRLMNU_PATH", "toggle am_path"
MapControl "$MAPCNTRLMNU_TOGGLEGRID", "am_togglegrid"
MapControl "$MAPCNTRLMNU_TOGGLETEXTURE", "am_toggletexture"
@ -1434,6 +1437,7 @@ OptionMenu MapColorMenu protected
ColorPicker "$MAPCOLORMNU_UNEXPLOREDSECRETCOLOR", "am_unexploredsecretcolor"
ColorPicker "$MAPCOLORMNU_SPECIALWALLCOLOR", "am_specialwallcolor"
ColorPicker "$MAPCOLORMNU_PORTAL", "am_portalcolor"
ColorPicker "$MAPCOLORMNU_PATH", "am_pathcolor"
}
OptionMenu MapColorMenuCheats protected
@ -1465,6 +1469,7 @@ OptionMenu MapColorMenuOverlay protected
ColorPicker "$MAPCOLORMNU_UNEXPLOREDSECRETCOLOR", "am_ovunexploredsecretcolor"
ColorPicker "$MAPCOLORMNU_SPECIALWALLCOLOR", "am_ovspecialwallcolor"
ColorPicker "$MAPCOLORMNU_PORTAL", "am_ovportalcolor"
ColorPicker "$MAPCOLORMNU_PATH", "am_ovpathcolor"
}
OptionMenu MapColorMenuCheatsOverlay protected