// 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 #include "g_level.h" #include "z_zone.h" #include "doomdef.h" #include "st_stuff.h" #include "p_local.h" #include "p_lnspec.h" #include "w_wad.h" #include "m_cheat.h" #include "i_system.h" // Needs access to LFB. #include "v_video.h" #include "v_text.h" extern patch_t *hu_font[]; // State. #include "doomstat.h" #include "r_state.h" // Data. #include "dstrings.h" #include "am_map.h" static int Background, YourColor, WallColor, TSWallColor, FDWallColor, CDWallColor, ThingColor, SecretWallColor, GridColor, XHairColor, NotSeenColor, LockedColor, AlmostBackground; cvar_t *am_backcolor, *am_yourcolor, *am_wallcolor, *am_tswallcolor, *am_fdwallcolor, *am_cdwallcolor, *am_thingcolor, *am_gridcolor, *am_xhaircolor, *am_notseencolor, *am_lockedcolor, *am_usecustomcolors, *am_ovyourcolor, *am_ovwallcolor, *am_ovthingcolor, *am_ovotherwallscolor, *am_ovunseencolor; cvar_t *am_rotate; cvar_t *am_overlay; cvar_t *am_showsecrets, *am_showmonsters, *am_showtime; // drawing stuff #define FB (screen) #define AM_PANDOWNKEY KEY_DOWNARROW #define AM_PANUPKEY KEY_UPARROW #define AM_PANRIGHTKEY KEY_RIGHTARROW #define AM_PANLEFTKEY KEY_LEFTARROW #define AM_ZOOMINKEY KEY_EQUALS #define AM_ZOOMINKEY2 0x4e // DIK_ADD #define AM_ZOOMOUTKEY KEY_MINUS #define AM_ZOOMOUTKEY2 0x4a // DIK_SUBTRACT #define AM_GOBIGKEY 0x0b // DIK_0 #define AM_FOLLOWKEY 'f' #define AM_GRIDKEY 'g' #define AM_MARKKEY 'm' #define AM_CLEARMARKKEY 'c' #define AM_NUMMARKPOINTS 10 // scale on entry #define INITSCALEMTOF (.2*FRACUNIT) // how much the automap moves window per tic in frame-buffer coordinates // moves 140 pixels in 1 second #define F_PANINC (140/TICRATE) // how much zoom-in per tic // goes to 2x in 1 second #define M_ZOOMIN ((int) (1.02*FRACUNIT)) // how much zoom-out per tic // pulls out to 0.5x in 1 second #define M_ZOOMOUT ((int) (FRACUNIT/1.02)) // translates between frame-buffer and map distances #define FTOM(x) FixedMul(((x)<<16),scale_ftom) #define MTOF(x) (FixedMul((x),scale_mtof)>>16) // translates between frame-buffer and map coordinates #define CXMTOF(x) (MTOF((x)-m_x)/* - f_x*/) #define CYMTOF(y) (f_h - MTOF((y)-m_y)/* + f_y*/) typedef struct { int x, y; } fpoint_t; typedef struct { fpoint_t a, b; } fline_t; typedef struct { fixed_t x,y; } mpoint_t; typedef struct { mpoint_t a, b; } mline_t; typedef struct { fixed_t slp, islp; } islope_t; // // The vector graphics for the automap. // A line drawing of the player pointing right, // starting from the middle. // #define R ((8*PLAYERRADIUS)/7) mline_t player_arrow[] = { { { -R+R/8, 0 }, { R, 0 } }, // ----- { { R, 0 }, { R-R/2, R/4 } }, // -----> { { R, 0 }, { R-R/2, -R/4 } }, { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >----> { { -R+R/8, 0 }, { -R-R/8, -R/4 } }, { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>---> { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } } }; #undef R #define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t)) #define R ((8*PLAYERRADIUS)/7) mline_t cheat_player_arrow[] = { { { -R+R/8, 0 }, { R, 0 } }, // ----- { { R, 0 }, { R-R/2, R/6 } }, // -----> { { R, 0 }, { R-R/2, -R/6 } }, { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >-----> { { -R+R/8, 0 }, { -R-R/8, -R/6 } }, { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>-----> { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } }, { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d---> { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } }, { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } }, { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd--> { { -R/6, -R/6 }, { 0, -R/6 } }, { { 0, -R/6 }, { 0, R/4 } }, { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt-> { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } }, { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } } }; #undef R #define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t)) #define R (FRACUNIT) // [RH] Avoid lots of warnings without compiler-specific #pragmas #define L(a,b,c,d) { {(fixed_t)((a)*R),(fixed_t)((b)*R)}, {(fixed_t)((c)*R),(fixed_t)((d)*R)} } mline_t triangle_guy[] = { L (-.867,-.5, .867,-.5), L (.867,-.5, 0,1), L (0,1, -.867,-.5) }; #define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t)) mline_t thintriangle_guy[] = { L (-.5,-.7, 1,0), L (1,0, -.5,.7), L (-.5,.7, -.5,-.7) }; #undef L #undef R #define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t)) static int cheating = 0; static int grid = 0; static int leveljuststarted = 1; // kluge until AM_LevelInit() is called BOOL automapactive = false; // location of window on screen static int f_x; static int f_y; // size of window on screen static int f_w; static int f_h; static int f_p; // [RH] # of bytes from start of a line to start of next static byte *fb; // pseudo-frame buffer static int amclock; static mpoint_t m_paninc; // how far the window pans each tic (map coords) static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords) static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords) static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords) static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords) // // width/height of window on map (map coords) // static fixed_t m_w; static fixed_t m_h; // based on level size static fixed_t min_x; static fixed_t min_y; static fixed_t max_x; static fixed_t max_y; static fixed_t max_w; // max_x-min_x, static fixed_t max_h; // max_y-min_y // based on player size static fixed_t min_w; static fixed_t min_h; static fixed_t min_scale_mtof; // used to tell when to stop zooming out static fixed_t max_scale_mtof; // used to tell when to stop zooming in // old stuff for recovery later static fixed_t old_m_w, old_m_h; static fixed_t old_m_x, old_m_y; // old location used by the Follower routine static mpoint_t f_oldloc; // used by MTOF to scale from map-to-frame-buffer coords static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF; // used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof) static fixed_t scale_ftom; static player_t *plr; // the player represented by an arrow static patch_t *marknums[10]; // numbers used for marking by the automap static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are static int markpointnum = 0; // next point to be assigned static int followplayer = 1; // specifies whether to follow the player around // [RH] Not static so that the DeHackEd code can reach it. unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff }; static cheatseq_t cheat_amap = { cheat_amap_seq, 0 }; static BOOL stopped = true; extern BOOL viewactive; void AM_rotatePoint (fixed_t *x, fixed_t *y); void V_MarkRect (int x, int y, int width, int height); // Calculates the slope and slope according to the x-axis of a line // segment in map coordinates (with the upright y-axis n' all) so // that it can be used with the brain-dead drawing stuff. void AM_getIslope ( mline_t* ml, islope_t* is ) { int dx, dy; dy = ml->a.y - ml->b.y; dx = ml->b.x - ml->a.x; if (!dy) is->islp = (dx<0?-MAXINT:MAXINT); else is->islp = FixedDiv(dx, dy); if (!dx) is->slp = (dy<0?-MAXINT:MAXINT); else is->slp = FixedDiv(dy, dx); } // // // void AM_activateNewScale(void) { 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(void) { old_m_x = m_x; old_m_y = m_y; old_m_w = m_w; old_m_h = m_h; } // // // void AM_restoreScaleAndLoc(void) { m_w = old_m_w; m_h = old_m_h; if (!followplayer) { m_x = old_m_x; m_y = old_m_y; } else { m_x = plr->camera->x - m_w/2; m_y = plr->camera->y - m_h/2; } m_x2 = m_x + m_w; m_y2 = m_y + m_h; // Change the scaling multipliers scale_mtof = FixedDiv(f_w< max_x) max_x = vertexes[i].x; if (vertexes[i].y < min_y) min_y = vertexes[i].y; else if (vertexes[i].y > max_y) max_y = vertexes[i].y; } max_w = max_x - min_x; max_h = max_y - min_y; min_w = 2*PLAYERRADIUS; // const? never changed? min_h = 2*PLAYERRADIUS; a = FixedDiv((screen.width)< max_x) m_x = max_x - m_w/2; else if (m_x + m_w/2 < min_x) m_x = min_x - m_w/2; if (m_y + m_h/2 > max_y) m_y = max_y - m_h/2; else if (m_y + m_h/2 < min_y) m_y = min_y - m_h/2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; } // // // void AM_initVariables(void) { int pnum; static event_t st_notify = { ev_keyup, AM_MSGENTERED }; automapactive = true; f_oldloc.x = MAXINT; amclock = 0; m_paninc.x = m_paninc.y = 0; ftom_zoommul = FRACUNIT; mtof_zoommul = FRACUNIT; m_w = FTOM(screen.width); m_h = FTOM(screen.height); // find player to center on initially if (!playeringame[pnum = consoleplayer]) for (pnum=0;pnummo->x - m_w/2; m_y = plr->mo->y - m_h/2; AM_changeWindowLoc(); // for saving & restoring old_m_x = m_x; old_m_y = m_y; old_m_w = m_w; old_m_h = m_h; // inform the status bar of the change ST_Responder (&st_notify); } void AM_initColors (BOOL overlayed) { unsigned int *palette; if (screen.is8bit) palette = DefaultPalette->colors; else palette = NULL; if (overlayed) { YourColor = V_GetColorFromString (palette, am_ovyourcolor->string); SecretWallColor = WallColor = V_GetColorFromString (palette, am_ovwallcolor->string); ThingColor = V_GetColorFromString (palette, am_ovthingcolor->string); FDWallColor = CDWallColor = LockedColor = V_GetColorFromString (palette, am_ovotherwallscolor->string); NotSeenColor = TSWallColor = V_GetColorFromString (palette, am_ovunseencolor->string); } else if (am_usecustomcolors->value) { /* Use the custom colors in the am_* cvars */ Background = V_GetColorFromString (palette, am_backcolor->string); YourColor = V_GetColorFromString (palette, am_yourcolor->string); SecretWallColor = WallColor = V_GetColorFromString (palette, am_wallcolor->string); TSWallColor = V_GetColorFromString (palette, am_tswallcolor->string); FDWallColor = V_GetColorFromString (palette, am_fdwallcolor->string); CDWallColor = V_GetColorFromString (palette, am_cdwallcolor->string); ThingColor = V_GetColorFromString (palette, am_thingcolor->string); GridColor = V_GetColorFromString (palette, am_gridcolor->string); XHairColor = V_GetColorFromString (palette, am_xhaircolor->string); NotSeenColor = V_GetColorFromString (palette, am_notseencolor->string); LockedColor = V_GetColorFromString (palette, am_lockedcolor->string); { unsigned int ba = V_GetColorFromString (NULL, am_backcolor->string); 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; if (screen.is8bit) AlmostBackground = BestColor (DefaultPalette->basecolors, r, g , b, DefaultPalette->numcolors); else AlmostBackground = MAKERGB(r,g,b); } } else { /* Use colors corresponding to the original Doom's */ Background = V_GetColorFromString (palette, "00 00 00"); YourColor = V_GetColorFromString (palette, "FF FF FF"); AlmostBackground = V_GetColorFromString (palette, "10 10 10"); SecretWallColor = WallColor = V_GetColorFromString (palette, "fc 00 00"); TSWallColor = V_GetColorFromString (palette, "80 80 80"); FDWallColor = V_GetColorFromString (palette, "bc 78 48"); LockedColor = CDWallColor = V_GetColorFromString (palette, "fc fc 00"); ThingColor = V_GetColorFromString (palette, "74 fc 6c"); GridColor = V_GetColorFromString (palette, "4c 4c 4c"); XHairColor = V_GetColorFromString (palette, "80 80 80"); NotSeenColor = V_GetColorFromString (palette, "6c 6c 6c"); } } // // // void AM_loadPics(void) { int i; char namebuf[9]; for (i = 0; i < 10; i++) { sprintf(namebuf, "AMMNUM%d", i); marknums[i] = W_CacheLumpName (namebuf, PU_STATIC); } } void AM_unloadPics(void) { int i; for (i = 0; i < 10; i++) Z_ChangeTag (marknums[i], PU_CACHE); } void AM_clearMarks(void) { int i; for (i=0;i max_scale_mtof) scale_mtof = min_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); } // // // void AM_Stop (void) { static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED }; AM_unloadPics (); automapactive = false; ST_Responder (&st_notify); stopped = true; BorderNeedRefresh = true; viewactive = true; } // // // void AM_Start (void) { static char lastmap[8] = ""; if (!stopped) AM_Stop(); stopped = false; if (strncmp (lastmap, level.mapname, 8)) { AM_LevelInit(); strncpy (lastmap, level.mapname, 8); } AM_initVariables(); AM_loadPics(); } // // set the window scale to the maximum size // void AM_minOutWindowScale(void) { scale_mtof = min_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); } // // set the window scale to the minimum size // void AM_maxOutWindowScale(void) { scale_mtof = max_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); } void Cmd_Togglemap (void *plyr, int argc, char **argv) { if (gamestate != GS_LEVEL) return; SB_state = -1; if (!automapactive) { AM_Start (); if (am_overlay->value) viewactive = true; else viewactive = false; } else { if (am_overlay->value && viewactive) { viewactive = false; SB_state = -1; } else { AM_Stop (); } } if (automapactive) AM_initColors (viewactive); } // // Handle events (user inputs) in automap mode // BOOL AM_Responder (event_t *ev) { int rc; static int cheatstate = 0; static int bigstate = 0; rc = false; if (automapactive && ev->type == ev_keydown) { rc = true; switch(ev->data1) { case AM_PANRIGHTKEY: // pan right if (!followplayer) m_paninc.x = FTOM(F_PANINC); else rc = false; break; case AM_PANLEFTKEY: // pan left if (!followplayer) m_paninc.x = -FTOM(F_PANINC); else rc = false; break; case AM_PANUPKEY: // pan up if (!followplayer) m_paninc.y = FTOM(F_PANINC); else rc = false; break; case AM_PANDOWNKEY: // pan down if (!followplayer) m_paninc.y = -FTOM(F_PANINC); else rc = false; break; case AM_ZOOMOUTKEY: // zoom out case AM_ZOOMOUTKEY2: mtof_zoommul = M_ZOOMOUT; ftom_zoommul = M_ZOOMIN; break; case AM_ZOOMINKEY: // zoom in case AM_ZOOMINKEY2: mtof_zoommul = M_ZOOMIN; ftom_zoommul = M_ZOOMOUT; break; case AM_GOBIGKEY: bigstate = !bigstate; if (bigstate) { AM_saveScaleAndLoc(); AM_minOutWindowScale(); } else AM_restoreScaleAndLoc(); break; default: switch (ev->data2) { case AM_FOLLOWKEY: followplayer = !followplayer; f_oldloc.x = MAXINT; Printf (PRINT_HIGH, "%s\n", followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF); break; case AM_GRIDKEY: grid = !grid; Printf (PRINT_HIGH, "%s\n", grid ? AMSTR_GRIDON : AMSTR_GRIDOFF); break; case AM_MARKKEY: Printf (PRINT_HIGH, "%s %d\n", AMSTR_MARKEDSPOT, markpointnum); AM_addMark(); break; case AM_CLEARMARKKEY: AM_clearMarks(); Printf (PRINT_HIGH, "%s\n", AMSTR_MARKSCLEARED); break; default: cheatstate=0; rc = false; } } if (!deathmatch->value && cht_CheckCheat(&cheat_amap, (char)ev->data2)) { rc = true; // [RH] Eat last keypress of cheat sequence cheating = (cheating+1) % 3; } } else if (ev->type == ev_keyup) { rc = false; switch (ev->data1) { case AM_PANRIGHTKEY: if (!followplayer) m_paninc.x = 0; break; case AM_PANLEFTKEY: if (!followplayer) m_paninc.x = 0; break; case AM_PANUPKEY: if (!followplayer) m_paninc.y = 0; break; case AM_PANDOWNKEY: if (!followplayer) m_paninc.y = 0; break; case AM_ZOOMOUTKEY: case AM_ZOOMOUTKEY2: case AM_ZOOMINKEY: case AM_ZOOMINKEY2: mtof_zoommul = FRACUNIT; ftom_zoommul = FRACUNIT; break; } } return rc; } // // Zooming // void AM_changeWindowScale (void) { // Change the scaling multipliers scale_mtof = FixedMul(scale_mtof, mtof_zoommul); scale_ftom = FixedDiv(FRACUNIT, scale_mtof); if (scale_mtof < min_scale_mtof) AM_minOutWindowScale(); else if (scale_mtof > max_scale_mtof) AM_maxOutWindowScale(); } // // // void AM_doFollowPlayer(void) { if (f_oldloc.x != plr->camera->x || f_oldloc.y != plr->camera->y) { m_x = FTOM(MTOF(plr->camera->x)) - m_w/2; m_y = FTOM(MTOF(plr->camera->y)) - m_h/2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; f_oldloc.x = plr->camera->x; f_oldloc.y = plr->camera->y; } } // // Updates on Game Tick // void AM_Ticker (void) { if (!automapactive) return; amclock++; if (followplayer) AM_doFollowPlayer(); // Change the zoom if necessary if (ftom_zoommul != FRACUNIT) AM_changeWindowScale(); // Change x,y location if (m_paninc.x || m_paninc.y) AM_changeWindowLoc(); } // // Clear automap frame buffer. // void AM_clearFB (int color) { int y; if (screen.is8bit) { if (f_w == f_p) memset (fb, color, f_w*f_h); else for (y = 0; y < f_h; y++) memset (fb + y * f_p, color, f_w); } else { int x; int *line; line = (int *)(fb); for (y = 0; y < f_h; y++) { for (x = 0; x < f_w; x++) { line[x] = color; } line += f_p >> 2; } } } // // Automap clipping of lines. // // Based on Cohen-Sutherland clipping algorithm but with a slightly // faster reject and precalculated slopes. If the speed is needed, // use a hash algorithm to handle the common cases. // BOOL AM_clipMline (mline_t *ml, fline_t *fl) { enum { LEFT =1, RIGHT =2, BOTTOM =4, TOP =8 }; register int outcode1 = 0; register int outcode2 = 0; register int outside; fpoint_t tmp; int dx; int dy; #define DOOUTCODE(oc, mx, my) \ (oc) = 0; \ if ((my) < 0) (oc) |= TOP; \ else if ((my) >= f_h) (oc) |= BOTTOM; \ if ((mx) < 0) (oc) |= LEFT; \ else if ((mx) >= f_w) (oc) |= RIGHT; // do trivial rejects and outcodes if (ml->a.y > m_y2) outcode1 = TOP; else if (ml->a.y < m_y) outcode1 = BOTTOM; if (ml->b.y > m_y2) outcode2 = TOP; else if (ml->b.y < m_y) outcode2 = BOTTOM; if (outcode1 & outcode2) return false; // trivially outside if (ml->a.x < m_x) outcode1 |= LEFT; else if (ml->a.x > m_x2) outcode1 |= RIGHT; if (ml->b.x < m_x) outcode2 |= LEFT; else if (ml->b.x > m_x2) outcode2 |= RIGHT; if (outcode1 & outcode2) return false; // trivially outside // transform to frame-buffer coordinates. fl->a.x = CXMTOF(ml->a.x); fl->a.y = CYMTOF(ml->a.y); fl->b.x = CXMTOF(ml->b.x); fl->b.y = CYMTOF(ml->b.y); DOOUTCODE(outcode1, fl->a.x, fl->a.y); DOOUTCODE(outcode2, fl->b.x, fl->b.y); if (outcode1 & outcode2) return false; while (outcode1 | outcode2) { // may be partially inside box // find an outside point if (outcode1) outside = outcode1; else outside = outcode2; // clip to each side if (outside & TOP) { dy = fl->a.y - fl->b.y; dx = fl->b.x - fl->a.x; tmp.x = fl->a.x + (dx*(fl->a.y))/dy; tmp.y = 0; } else if (outside & BOTTOM) { dy = fl->a.y - fl->b.y; dx = fl->b.x - fl->a.x; tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy; tmp.y = f_h-1; } else if (outside & RIGHT) { dy = fl->b.y - fl->a.y; dx = fl->b.x - fl->a.x; tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx; tmp.x = f_w-1; } else if (outside & LEFT) { dy = fl->b.y - fl->a.y; dx = fl->b.x - fl->a.x; tmp.y = fl->a.y + (dy*(-fl->a.x))/dx; tmp.x = 0; } if (outside == outcode1) { fl->a = tmp; DOOUTCODE(outcode1, fl->a.x, fl->a.y); } else { fl->b = tmp; DOOUTCODE(outcode2, fl->b.x, fl->b.y); } if (outcode1 & outcode2) return false; // trivially outside } return true; } #undef DOOUTCODE // // Classic Bresenham w/ whatever optimizations needed for speed // void AM_drawFline (fline_t *fl, int color) { register int x; register int y; register int dx; register int dy; register int sx; register int sy; register int ax; register int ay; register int d; #define PUTDOTP(xx,yy,cc) fb[(yy)*f_p+(xx)]=(cc) #define PUTDOTD(xx,yy,cc) *((int *)(fb+(yy)*f_p+((xx)<<2)))=(cc) fl->a.x += f_x; fl->b.x += f_x; fl->a.y += f_y; fl->b.y += f_y; dx = fl->b.x - fl->a.x; ax = 2 * (dx<0 ? -dx : dx); sx = dx<0 ? -1 : 1; dy = fl->b.y - fl->a.y; ay = 2 * (dy<0 ? -dy : dy); sy = dy<0 ? -1 : 1; x = fl->a.x; y = fl->a.y; if (ax > ay) { d = ay - ax/2; if (screen.is8bit) { while (1) { PUTDOTP(x,y,(byte)color); if (x == fl->b.x) return; if (d>=0) { y += sy; d -= ax; } x += sx; d += ay; } } else { while (1) { PUTDOTD(x,y,color); if (x == fl->b.x) return; if (d>=0) { y += sy; d -= ax; } x += sx; d += ay; } } } else { d = ax - ay/2; if (screen.is8bit) { while (1) { PUTDOTP(x, y, (byte)color); if (y == fl->b.y) return; if (d >= 0) { x += sx; d -= ay; } y += sy; d += ax; } } else { while (1) { PUTDOTD(x, y, color); if (y == fl->b.y) return; if (d >= 0) { x += sx; d -= ay; } y += sy; d += ax; } } } } // // Clip lines, draw visible parts of lines. // void AM_drawMline (mline_t *ml, int color) { static fline_t fl; if (AM_clipMline (ml, &fl)) AM_drawFline (&fl, color); // draws it on frame buffer using fb coords } // // Draws flat (floor/ceiling tile) aligned grid lines. // void AM_drawGrid(int color) { fixed_t x, y; fixed_t start, end; mline_t ml; // Figure out start of vertical gridlines start = m_x; if ((start-bmaporgx)%(MAPBLOCKUNITS<value) { 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 = m_y; if ((start-bmaporgy)%(MAPBLOCKUNITS<value) { AM_rotatePoint (&ml.a.x, &ml.a.y); AM_rotatePoint (&ml.b.x, &ml.b.y); } AM_drawMline(&ml, color); } } // // Determines visible lines, draws them. // This is LineDef based, not LineSeg based. // void AM_drawWalls(void) { int i; static mline_t l; for (i=0;ix; l.a.y = lines[i].v1->y; l.b.x = lines[i].v2->x; l.b.y = lines[i].v2->y; if (am_rotate->value) { AM_rotatePoint (&l.a.x, &l.a.y); AM_rotatePoint (&l.b.x, &l.b.y); } if (cheating || (lines[i].flags & ML_MAPPED)) { if ((lines[i].flags & ML_DONTDRAW) && !cheating) continue; if (!lines[i].backsector) { AM_drawMline(&l, WallColor); } else { if (lines[i].special == 39) { // teleporters AM_drawMline(&l, WallColor); } else if (lines[i].flags & ML_SECRET) { // secret door if (cheating) AM_drawMline(&l, SecretWallColor); else AM_drawMline(&l, WallColor); } else if (lines[i].special == Door_LockedRaise || lines[i].special == ACS_LockedExecute) { AM_drawMline (&l, LockedColor); // [RH] locked special } else if (lines[i].backsector->floorheight != lines[i].frontsector->floorheight) { AM_drawMline(&l, FDWallColor); // floor level change } else if (lines[i].backsector->ceilingheight != lines[i].frontsector->ceilingheight) { AM_drawMline(&l, CDWallColor); // ceiling level change } else if (cheating) { AM_drawMline(&l, TSWallColor); } } } else if (plr->powers[pw_allmap]) { if (!(lines[i].flags & ML_DONTDRAW)) AM_drawMline(&l, NotSeenColor); } } } // // Rotation in 2D. // Used to rotate player arrow line character. // void AM_rotate (fixed_t *x, fixed_t *y, angle_t a) { fixed_t tmpx; tmpx = FixedMul(*x,finecosine[a>>ANGLETOFINESHIFT]) - FixedMul(*y,finesine[a>>ANGLETOFINESHIFT]); *y = FixedMul(*x,finesine[a>>ANGLETOFINESHIFT]) + FixedMul(*y,finecosine[a>>ANGLETOFINESHIFT]); *x = tmpx; } void AM_rotatePoint (fixed_t *x, fixed_t *y) { *x -= plr->mo->x; *y -= plr->mo->y; AM_rotate (x, y, ANG90 - plr->mo->angle); *x += plr->mo->x; *y += plr->mo->y; } void AM_drawLineCharacter ( mline_t* lineguy, int lineguylines, fixed_t scale, angle_t angle, int color, fixed_t x, fixed_t y ) { int i; mline_t l; for (i=0;ivalue) angle = ANG90; else angle = plr->mo->angle; if (cheating) AM_drawLineCharacter (cheat_player_arrow, NUMCHEATPLYRLINES, 0, angle, YourColor, plr->mo->x, plr->mo->y); else AM_drawLineCharacter (player_arrow, NUMPLYRLINES, 0, angle, YourColor, plr->mo->x, plr->mo->y); return; } for (i = 0; i < MAXPLAYERS; i++) { their_color++; p = &players[i]; if ((deathmatch->value && !demoplayback) && p != plr) continue; if (!playeringame[i]) continue; if (p->powers[pw_invisibility]) color = AlmostBackground; else if (screen.is8bit) color = BestColor (DefaultPalette->basecolors, RPART(p->userinfo.color), GPART(p->userinfo.color), BPART(p->userinfo.color), DefaultPalette->numcolors); else color = p->userinfo.color; pt.x = p->mo->x; pt.y = p->mo->y; angle = p->mo->angle; if (am_rotate->value) { if (p == plr) { angle = ANG90; } else { AM_rotatePoint (&pt.x, &pt.y); angle += ANG90 - plr->mo->angle; } } AM_drawLineCharacter (player_arrow, NUMPLYRLINES, 0, p->mo->angle, color, pt.x, pt.y); } } void AM_drawThings (int color) { int i; mobj_t* t; mpoint_t p; angle_t angle; for (i=0;ix; p.y = t->y; angle = t->angle; if (am_rotate->value) { AM_rotatePoint (&p.x, &p.y); angle += ANG90 - plr->mo->angle; } AM_drawLineCharacter (thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16<snext; } } } void AM_drawMarks(void) { int i, fx, fy, w, h; mpoint_t pt; for (i=0;iwidth); // h = SHORT(marknums[i]->height); w = 5; // because something's wrong with the wad, i guess h = 6; // because something's wrong with the wad, i guess pt.x = markpoints[i].x; pt.y = markpoints[i].y; if (am_rotate->value) AM_rotatePoint (&pt.x, &pt.y); fx = CXMTOF(pt.x); fy = CYMTOF(pt.y) - 3; if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h) V_DrawPatchCleanNoMove(fx, fy, &FB, marknums[i]); } } } void AM_drawCrosshair(int color) { fb[f_p*((f_h+1)/2)+(f_w/2)] = (byte)color; // single point for now } void AM_Drawer (void) { if (!automapactive) return; fb = screen.buffer; if (!viewactive) { // [RH] Set f_? here now to handle automap overlaying // and view size adjustments. f_x = f_y = 0; f_w = screen.width; f_h = ST_Y; f_p = screen.pitch; AM_clearFB(Background); } else { f_x = viewwindowx; f_y = viewwindowy; f_w = realviewwidth; f_h = realviewheight; f_p = screen.pitch; } AM_activateNewScale(); if (grid) AM_drawGrid(GridColor); AM_drawWalls(); AM_drawPlayers(); if (cheating==2) AM_drawThings(ThingColor); if (!viewactive) AM_drawCrosshair(XHairColor); AM_drawMarks(); if (!viewactive) { char line[64+10]; int y, i, time = level.time / TICRATE, height; height = (hu_font[0]->height + 1) * CleanYfac; if (deathmatch->value) y = ST_Y - height + 1; else { y = ST_Y - height * 2 + 1; if (am_showmonsters->value) { sprintf (line, TEXTCOLOR_RED "MONSTERS:" TEXTCOLOR_NORMAL " %d / %d", level.killed_monsters, level.total_monsters); V_DrawTextClean (CR_GREY,0, y, line); } if (am_showsecrets->value) { sprintf (line, TEXTCOLOR_RED "SECRETS:" TEXTCOLOR_NORMAL " %d / %d", level.found_secrets, level.total_secrets); V_DrawTextClean (CR_GREY, screen.width - V_StringWidth (line) * CleanXfac, y, line); } y += height; } line[0] = '\x8a'; line[1] = CR_RED + 'A'; i = 0; while (i < 8 && level.mapname[i]) { line[2 + i++] = level.mapname[i]; } i += 2; line[i++] = ':'; line[i++] = ' '; line[i++] = '\x8a'; line[i++] = '-'; strcpy (&line[i], level.level_name); V_DrawTextClean (CR_GREY, 0, y, line); if (am_showtime->value) { sprintf (line, " %02d:%02d:%02d", time/3600, (time%3600)/60, time%60); // Time V_DrawTextClean (CR_RED, screen.width - V_StringWidth (line) * CleanXfac, y, line); } } }