- Added a new MapMarker actor. Instead of appearing in the 3D view, it appears

on the automap instead. If its first argument is zero, the map marker itself
  appears on the automap, otherwise it is drawn on top of any actor with a TID
  matching that argument. If the second argument is one, then the map marker
  will only be appear if the player has previously seen the sector it is one.
  You can use Thing_Activate and Thing_Deactivate on markers to turn them on
  and off. And if you subclass MapMarker with DECORATE, you can easily make
  your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
  drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
  screenblocks < 10.


SVN r356 (trunk)
This commit is contained in:
Randy Heit 2006-10-20 04:04:04 +00:00
parent 35ca16ba4f
commit ef1a5a115f
15 changed files with 239 additions and 52 deletions

View file

@ -1,4 +1,16 @@
October 19, 2006
- Added a new MapMarker actor. Instead of appearing in the 3D view, it appears
on the automap instead. If its first argument is zero, the map marker itself
appears on the automap, otherwise it is drawn on top of any actor with a TID
matching that argument. If the second argument is one, then the map marker
will only be appear if the player has previously seen the sector it is one.
You can use Thing_Activate and Thing_Deactivate on markers to turn them on
and off. And if you subclass MapMarker with DECORATE, you can easily make
your own custom markers.
- Fixed: Map markers could not be drawn partially off the map. They were
drawn either fully or not at all.
- Fixed: Map markers appeared in the wrong place on a rotated overlay map if
screenblocks < 10.
- Added the MF2_PASSMOBJ for P_Thing_Spawn() from January 4, 2003, to
DLevelScript::DoSpawn().
- Changed VectorNormalize() (and VectorNormalize2) to use doubles for storing

View file

@ -331,7 +331,9 @@ enum ERenderStyle
STYLE_Translucent=64, // Draw translucent
STYLE_Add, // Draw additive
STYLE_Shaded, // Treat patch data as alpha values for alphacolor
STYLE_TranslucentStencil
STYLE_TranslucentStencil,
STYLE_Count
};
#define TRANSLUC25 (FRACUNIT/4)

View file

@ -31,6 +31,8 @@
#include "p_local.h"
#include "p_lnspec.h"
#include "w_wad.h"
#include "a_sharedglobal.h"
#include "statnums.h"
#include "m_cheat.h"
#include "i_system.h"
@ -2098,31 +2100,100 @@ void AM_drawThings (int _color)
}
}
static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust,
INTBOOL flip, int xscale, int yscale, int translation, fixed_t alpha, DWORD alphacolor, int renderstyle)
{
if (tex == NULL || tex->UseType == FTexture::TEX_Null)
{
return;
}
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&x, &y);
}
screen->DrawTexture (tex, CXMTOF(x) + f_x, CYMTOF(y) + yadjust + f_y,
DTA_DestWidth, MulScale6 (tex->GetScaledWidth() * CleanXfac, xscale),
DTA_DestHeight, MulScale6 (tex->GetScaledHeight() * CleanYfac, yscale),
DTA_ClipTop, f_y,
DTA_ClipBottom, f_y + f_h,
DTA_ClipLeft, f_x,
DTA_ClipRight, f_x + f_w,
DTA_FlipX, flip,
DTA_Translation, translation != 0 ? translationtables[(translation&0xff00)>>8] + (translation&0x00ff)*256 : NULL,
DTA_Alpha, alpha,
DTA_FillColor, alphacolor,
DTA_RenderStyle, renderstyle,
TAG_DONE);
}
void AM_drawMarks ()
{
int i, fx, fy, w, h;
mpoint_t pt;
for (i = 0; i < AM_NUMMARKPOINTS; i++)
for (int i = 0; i < AM_NUMMARKPOINTS; i++)
{
if (markpoints[i].x != -1)
{
// w = TileSizes[i].width;
// h = TileSizes[i].height;
w = 5; // because something's wrong with the wad, i guess
h = 6; // because something's wrong with the wad, i guess
DrawMarker (TexMan(marknums[i]), markpoints[i].x, markpoints[i].y, -3, 0, 64, 64, 0, FRACUNIT, 0, STYLE_Normal);
}
}
}
pt.x = markpoints[i].x;
pt.y = markpoints[i].y;
void AM_drawAuthorMarkers ()
{
// [RH] Draw any actors derived from AMapMarker on the automap.
// If args[0] is 0, then the actor's sprite is drawn at its own location.
// Otherwise, its sprite is drawn at the location of any actors whose TIDs match args[0].
TThinkerIterator<AMapMarker> it (STAT_MAPMARKER);
AMapMarker *mark;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
AM_rotatePoint (&pt.x, &pt.y);
while ((mark = it.Next()) != NULL)
{
if (mark->flags2 & MF2_DORMANT)
{
continue;
}
fx = CXMTOF(pt.x);
fy = CYMTOF(pt.y) - 3;
int picnum;
FTexture *tex;
WORD flip = 0;
if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h && marknums[i] != -1)
screen->DrawTexture (TexMan(marknums[i]), fx, fy, DTA_CleanNoMove, true, TAG_DONE);
if (mark->picnum != 0xFFFF)
{
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)
{
if (mark->args[1] == 0 || (mark->args[1] == 1 && marked->Sector->MoreFlags & SECF_DRAWN))
{
DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
flip, mark->xscale+1, mark->yscale+1, mark->Translation,
mark->alpha, mark->alphacolor, mark->RenderStyle);
}
marked = mark->args[0] != 0 ? it.Next() : NULL;
}
}
}
@ -2177,6 +2248,7 @@ void AM_Drawer ()
AM_drawPlayers();
if (am_cheat >= 2 || allthings)
AM_drawThings(ThingColor);
AM_drawAuthorMarkers();
if (!viewactive)
AM_drawCrosshair(XHairColor);

View file

@ -0,0 +1,80 @@
/*
** a_mapmarker.cpp
** An actor that appears on the automap instead of in the 3D view.
**
**---------------------------------------------------------------------------
** Copyright 2006 Randy Heit
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
*/
#include "a_sharedglobal.h"
#include "statnums.h"
// Map Marker --------------------------------------------------------------
//
// This class uses the following argument:
// args[0] == 0, shows the sprite at this actor
// != 0, shows the sprite for all actors whose TIDs match instead
//
// args[1] == 0, show the sprite always
// == 1, show the sprite only after its sector has been drawn
//
// To enable display of the sprite, activate it. To turn off the sprite,
// deactivate it.
//
// All the code to display it is in am_map.cpp.
//
//--------------------------------------------------------------------------
FState AMapMarker::States[] =
{
S_NORMAL (AMRK, 'A', -1, NULL, NULL)
};
IMPLEMENT_ACTOR(AMapMarker, Any, 9040, 0)
PROP_Flags (MF_NOBLOCKMAP|MF_NOGRAVITY)
PROP_RenderFlags (RF_INVISIBLE)
PROP_SpawnState (0)
PROP_XScale (31)
PROP_YScale (31)
END_DEFAULTS
void AMapMarker::BeginPlay ()
{
ChangeStatNum (STAT_MAPMARKER);
}
void AMapMarker::Activate (AActor *activator)
{
flags2 |= MF2_DORMANT;
}
void AMapMarker::Deactivate (AActor *activator)
{
flags2 &= ~MF2_DORMANT;
}

View file

@ -229,4 +229,13 @@ public:
DWORD FlagsSave;
};
class AMapMarker : public AActor
{
DECLARE_ACTOR(AMapMarker, AActor)
public:
void BeginPlay ();
void Activate (AActor *activator);
void Deactivate (AActor *activator);
};
#endif //__A_SHAREDGLOBAL_H__

View file

@ -1041,7 +1041,7 @@ void FBaseStatusBar::DrawCrosshair ()
DTA_DestWidth, w,
DTA_DestHeight, h,
DTA_AlphaChannel, true,
DTA_FillColor, palettecolor,
DTA_FillColor, (palettecolor << 24) | (color & 0xFFFFFF),
TAG_DONE);
}

View file

@ -1052,6 +1052,7 @@ void R_Subsector (subsector_t *sub)
#endif
frontsector = sub->sector;
frontsector->MoreFlags |= SECF_DRAWN;
count = sub->numlines;
line = &segs[sub->firstline];

View file

@ -227,7 +227,8 @@ enum
SECF_IGNOREHEIGHTSEC= 16, // heightsec is only for triggering sector actions
SECF_UNDERWATER = 32, // sector is underwater
SECF_FORCEDUNDERWATER= 64, // sector is forced to be underwater
SECF_UNDERWATERMASK = 32+64
SECF_UNDERWATERMASK = 32+64,
SECF_DRAWN = 128, // sector has been drawn at least once
};
struct FDynamicColormap;

View file

@ -1236,26 +1236,23 @@ void R_ProjectSprite (AActor *thing, int fakeside)
}
flip = 0;
if (thing->picnum != 0xFFFF)
if (tex->Rotations != 0xFFFF)
{
if (tex->Rotations != 0xFFFF)
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
angle_t ang = R_PointToAngle (fx, fy);
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
// choose a different rotation based on player view
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
angle_t ang = R_PointToAngle (fx, fy);
angle_t rot;
if (sprframe->Texture[0] == sprframe->Texture[1])
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
tex = TexMan[picnum]; // Do not animate the rotation
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9) >> 28;
}
else
{
rot = (ang - thing->angle + (angle_t)(ANGLE_45/2)*9-(angle_t)(ANGLE_180/16)) >> 28;
}
picnum = sprframe->Texture[rot];
flip = sprframe->Flip & (1 << rot);
tex = TexMan[picnum]; // Do not animate the rotation
}
}
else

View file

@ -55,4 +55,5 @@ enum
STAT_LIGHT, // A sector light effect
STAT_LIGHTTRANSFER, // A sector light transfer. These must be ticked after the light effects!!!
STAT_EARTHQUAKE, // Earthquake actors
STAT_MAPMARKER, // Map marker actors
};

View file

@ -94,6 +94,7 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
int virtWidth = this->GetWidth();
int virtHeight = this->GetHeight();
INTBOOL keepratio = false;
ERenderStyle style = STYLE_Count;
x0 <<= FRACBITS;
y0 <<= FRACBITS;
@ -322,6 +323,10 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
case DTA_KeepRatio:
keepratio = va_arg (tags, INTBOOL);
break;
case DTA_RenderStyle:
style = ERenderStyle(va_arg (tags, int));
break;
}
tag = va_arg (tags, DWORD);
}
@ -354,34 +359,35 @@ void STACK_ARGS DCanvas::DrawTexture (FTexture *img, int x0, int y0, DWORD tags_
return;
}
ERenderStyle style;
if (fillcolor >= 0)
if (style == STYLE_Count)
{
if (alphaChannel)
if (fillcolor != -1)
{
style = STYLE_Shaded;
if (alphaChannel)
{
style = STYLE_Shaded;
}
else if (alpha < FRACUNIT)
{
style = STYLE_TranslucentStencil;
}
else
{
style = STYLE_Stencil;
}
}
else if (alpha < FRACUNIT)
{
style = STYLE_TranslucentStencil;
style = STYLE_Translucent;
}
else
{
style = STYLE_Stencil;
style = STYLE_Normal;
}
}
else if (alpha < FRACUNIT)
{
style = STYLE_Translucent;
}
else
{
style = STYLE_Normal;
}
fixedcolormap = identitymap;
ESPSResult mode = R_SetPatchStyle (style, alpha, 0, fillcolor<<24);
ESPSResult mode = R_SetPatchStyle (style, alpha, 0, fillcolor);
if (style != STYLE_Shaded)
{

View file

@ -101,6 +101,7 @@ enum
DTA_HUDRules, // use fullscreen HUD rules to position and size textures
DTA_KeepRatio, // doesn't adjust screen size for DTA_Virtual* if the aspect ratio is not 4:3
DTA_TextLen, // for DrawText: stop after this many characters, even if \0 not hit
DTA_RenderStyle, // same as render style for actors
};
enum

BIN
wadsrc/amrka0.png Normal file

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After

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View file

@ -134,6 +134,7 @@ sprites/iceca0.png iceca0.png
sprites/icecb0.png icecb0.png
sprites/icecc0.png icecc0.png
sprites/icecd0.png icecd0.png
sprites/amrka0.png amrka0.png
# crouching DoomPlayer
sprites/plyca1.lmp crouch/plyca1.lmp

View file

@ -5758,6 +5758,10 @@
RelativePath=".\src\g_shared\a_lightning.h"
>
</File>
<File
RelativePath=".\src\g_shared\a_mapmarker.cpp"
>
</File>
<File
RelativePath=".\src\g_shared\a_morph.cpp"
>