// 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 "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 "farchive.h" #include "r_renderer.h" #include "r_sky.h" #include "sbar.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" // Data. #include "gstrings.h" #include "am_map.h" #include "a_artifacts.h" #include "po_man.h" #include "a_keys.h" #include "r_data/colormaps.h" //============================================================================= // // 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 (Bool, am_showtriggerlines, false, CVAR_ARCHIVE); 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); 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); //============================================================================= // // internal representation of a single color // //============================================================================= struct AMColor { int Index; uint32 RGB; void FromCVar(FColorCVar & cv) { Index = cv.GetIndex(); RGB = uint32(cv) | MAKEARGB(255, 0, 0, 0); } 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", "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, 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 0 && numlines > 0) { for(int i=0;ifrontsector == line->backsector) continue; // disregard control sectors for deep water if (line->frontsector->e->FakeFloor.Sectors.Size() > 0) continue; // disregard control sectors for 3D-floors if (line->frontsector->e->XFloor.attached.Size() > 0) continue; total++; if (line->flags & ML_DONTDRAW) flagged++; } am_showallenabled = (flagged * 100 / total >= 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 #define PLAYERRADIUS 16*MAPUNIT // 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 #define M_ZOOMIN (1.02*MAPUNIT) // how much zoom-out per tic // pulls out to 0.5x in 1 second #define M_ZOOMOUT (MAPUNIT/1.02) // 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*/) struct fpoint_t { int x, y; }; struct fline_t { fpoint_t a, b; }; struct mpoint_t { fixed_t x,y; }; struct mline_t { mpoint_t a, b; }; struct islope_t { fixed_t slp, islp; }; //============================================================================= // // The vector graphics for the automap. // A line drawing of the player pointing right, // starting from the middle. // //============================================================================= static TArray MapArrow; static TArray CheatMapArrow; static TArray CheatKey; static TArray EasyKey; #define R (MAPUNIT) // [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)} } 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)) #undef R //============================================================================= // // // //============================================================================= 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) static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords) static float am_zoomdir; 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, min_y, max_x, 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; 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 static fixed_t mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff. static fixed_t mapxstart=0; //x-value for the bitmap. static bool stopped = true; static void AM_calcMinMaxMtoF(); static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust, INTBOOL flip, fixed_t xscale, fixed_t yscale, int translation, fixed_t alpha, DWORD fillcolor, FRenderStyle renderstyle); void AM_rotatePoint (fixed_t *x, fixed_t *y); void AM_rotate (fixed_t *x, fixed_t *y, angle_t an); void AM_doFollowPlayer (); //============================================================================= // // map functions // //============================================================================= bool AM_addMark (); bool AM_clearMarks (); void AM_saveScaleAndLoc (); void AM_restoreScaleAndLoc (); void AM_minOutWindowScale (); CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE) CCMD(am_togglefollow) { am_followplayer = !am_followplayer; f_oldloc.x = FIXED_MAX; 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(); } // 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. // Ripped out for Heretic /* 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_ParseArrow(TArray &Arrow, const char *lumpname) { const int R = ((8*PLAYERRADIUS)/7); 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(); line.a.x = xs_RoundToInt(sc.Float*R); sc.MustGetToken(','); sc.MustGetFloat(); line.a.y = xs_RoundToInt(sc.Float*R); sc.MustGetToken(')'); sc.MustGetToken(','); sc.MustGetToken('('); sc.MustGetFloat(); line.b.x = xs_RoundToInt(sc.Float*R); sc.MustGetToken(','); sc.MustGetFloat(); line.b.y = xs_RoundToInt(sc.Float*R); sc.MustGetToken(')'); Arrow.Push(line); } } } void AM_StaticInit() { MapArrow.Clear(); CheatMapArrow.Clear(); CheatKey.Clear(); EasyKey.Clear(); if (gameinfo.mMapArrow.IsNotEmpty()) AM_ParseArrow(MapArrow, gameinfo.mMapArrow); if (gameinfo.mCheatMapArrow.IsNotEmpty()) AM_ParseArrow(CheatMapArrow, gameinfo.mCheatMapArrow); AM_ParseArrow(CheatKey, gameinfo.mCheatKey); AM_ParseArrow(EasyKey, gameinfo.mEasyKey); if (MapArrow.Size() == 0) I_FatalError("No automap arrow defined"); char namebuf[9]; for (int i = 0; i < 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 // //============================================================================= void AM_GetPosition(fixed_t &x, fixed_t &y) { x = (m_x + m_w/2) << FRACTOMAPBITS; y = (m_y + m_h/2) << FRACTOMAPBITS; } //============================================================================= // // // //============================================================================= 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 { m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2; m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2; } m_x2 = m_x + m_w; m_y2 = m_y + m_h; // Change the scaling multipliers scale_mtof = MapDiv(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 >>= FRACTOMAPBITS) - (min_x >>= FRACTOMAPBITS); max_h = (max_y >>= FRACTOMAPBITS) - (min_y >>= FRACTOMAPBITS); min_w = 2*PLAYERRADIUS; // const? never changed? min_h = 2*PLAYERRADIUS; AM_calcMinMaxMtoF(); } //============================================================================= // // // //============================================================================= static void AM_calcMinMaxMtoF() { fixed_t a = MapDiv (SCREENWIDTH << MAPBITS, max_w); fixed_t b = MapDiv (::ST_Y << MAPBITS, max_h); min_scale_mtof = a < b ? a : b; max_scale_mtof = MapDiv (SCREENHEIGHT << MAPBITS, 2*PLAYERRADIUS); } //============================================================================= // // // //============================================================================= static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty) { if (am_rotate == 0 || (am_rotate == 2 && !viewactive)) { if (m_x + m_w/2 > max_x) m_x = max_x - m_w/2; else if (m_x + m_w/2 < min_x) m_x = min_x - m_w/2; if (m_y + m_h/2 > max_y) m_y = max_y - m_h/2; else if (m_y + m_h/2 < min_y) m_y = min_y - m_h/2; } else { #if 0 fixed_t rmin_x, rmin_y, rmax_x, rmax_y; fixed_t xs[5], ys[5]; 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; rmin_x = rmin_y = FIXED_MAX; rmax_x = rmax_y = FIXED_MIN; for (i = 0; i < 5; ++i) { xs[i] -= pivotx; ys[i] -= pivoty; AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->angle); 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; AM_rotate (&xs[4], &ys[4], ANG270 - players[consoleplayer].camera->angle); 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; } //============================================================================= // // // //============================================================================= static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy) { mapxstart -= MulScale12 (dmapx, scale_mtof); mapystart -= MulScale12 (dmapy, scale_mtof); if (mapback.isValid()) { FTexture *backtex = TexMan[mapback]; if (backtex != NULL) { int pwidth = backtex->GetWidth() << MAPBITS; int pheight = backtex->GetHeight() << MAPBITS; while(mapxstart > 0) mapxstart -= pwidth; while(mapxstart <= -pwidth) mapxstart += pwidth; while(mapystart > 0) mapystart -= pheight; while(mapystart <= -pheight) mapystart += pheight; } } } //============================================================================= // // // //============================================================================= void AM_changeWindowLoc () { if (0 != (m_paninc.x | m_paninc.y)) { am_followplayer = false; f_oldloc.x = FIXED_MAX; } int oldmx = m_x, oldmy = m_y; fixed_t incx, incy, oincx, oincy; incx = m_paninc.x; incy = m_paninc.y; oincx = incx = Scale(m_paninc.x, SCREENWIDTH, 320); oincy = incy = Scale(m_paninc.y, SCREENHEIGHT, 200); if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotate(&incx, &incy, players[consoleplayer].camera->angle - ANG90); } 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(); f_oldloc.x = FIXED_MAX; amclock = 0; m_paninc.x = m_paninc.y = 0; mtof_zoommul = MAPUNIT; m_w = FTOM(SCREENWIDTH); m_h = FTOM(SCREENHEIGHT); // find player to center on initially if (!playeringame[pnum = consoleplayer]) for (pnum=0;pnum= 0 && pnum < MAXPLAYERS); m_x = (players[pnum].camera->x >> FRACTOMAPBITS) - m_w/2; m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - 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; } //============================================================================= // // // //============================================================================= 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(); scale_mtof = MapDiv(min_scale_mtof, (int) (0.7*MAPUNIT)); if (scale_mtof > max_scale_mtof) scale_mtof = min_scale_mtof; scale_ftom = MapDiv(MAPUNIT, scale_mtof); 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; scale_ftom = MapDiv(MAPUNIT, scale_mtof); } //============================================================================= // // set the window scale to the minimum size // //============================================================================= void AM_maxOutWindowScale () { scale_mtof = max_scale_mtof; scale_ftom = MapDiv(MAPUNIT, scale_mtof); } //============================================================================= // // Called right after the resolution has changed // //============================================================================= void AM_NewResolution() { fixed_t oldmin = min_scale_mtof; if ( oldmin == 0 ) { return; // [SP] Not in a game, exit! } AM_calcMinMaxMtoF(); scale_mtof = Scale(scale_mtof, min_scale_mtof, oldmin); scale_ftom = MapDiv(MAPUNIT, scale_mtof); if (scale_mtof < min_scale_mtof) AM_minOutWindowScale(); else if (scale_mtof > max_scale_mtof) AM_maxOutWindowScale(); f_w = screen->GetWidth(); f_h = ST_Y; 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 () { int mtof_zoommul; if (am_zoomdir > 0) { mtof_zoommul = int(M_ZOOMIN * am_zoomdir); } else if (am_zoomdir < 0) { mtof_zoommul = int(M_ZOOMOUT / -am_zoomdir); } else if (Button_AM_ZoomIn.bDown) { mtof_zoommul = int(M_ZOOMIN); } else if (Button_AM_ZoomOut.bDown) { mtof_zoommul = int(M_ZOOMOUT); } else { mtof_zoommul = MAPUNIT; } am_zoomdir = 0; // Change the scaling multipliers scale_mtof = MapMul(scale_mtof, mtof_zoommul); scale_ftom = MapDiv(MAPUNIT, scale_mtof); if (scale_mtof < min_scale_mtof) AM_minOutWindowScale(); else if (scale_mtof > max_scale_mtof) AM_maxOutWindowScale(); } CCMD(am_zoom) { if (argv.argc() >= 2) { am_zoomdir = (float)atof(argv[1]); } } //============================================================================= // // // //============================================================================= void AM_doFollowPlayer () { fixed_t sx, sy; if (players[consoleplayer].camera != NULL && (f_oldloc.x != players[consoleplayer].camera->x || f_oldloc.y != players[consoleplayer].camera->y)) { m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2; m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS) - m_h/2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; // do the parallax parchment scrolling. sx = (players[consoleplayer].camera->x - f_oldloc.x) >> FRACTOMAPBITS; sy = (f_oldloc.y - players[consoleplayer].camera->y) >> FRACTOMAPBITS; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotate (&sx, &sy, players[consoleplayer].camera->angle - ANG90); } AM_ScrollParchment (sx, sy); f_oldloc.x = players[consoleplayer].camera->x; f_oldloc.y = players[consoleplayer].camera->y; } } //============================================================================= // // 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. for (y = mapystart >> MAPBITS; y < f_h; y += pheight) { for (x = mapxstart >> MAPBITS; x < f_w; x += pwidth) { 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 }; register int outcode1 = 0; register int outcode2 = 0; register 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) { fixed_t x, y; fixed_t start, end; mline_t ml; fixed_t minlen, extx, exty; fixed_t minx, miny; // [RH] Calculate a minimum for how long the grid lines should be so that // they cover the screen at any rotation. minlen = (fixed_t)sqrt ((double)m_w*(double)m_w + (double)m_h*(double)m_h); extx = (minlen - m_w) / 2; exty = (minlen - m_h) / 2; minx = m_x; miny = m_y; // Figure out start of vertical gridlines start = minx - extx; if ((start-bmaporgx)%(MAPBLOCKUNITS< points; float scale = float(scale_mtof); angle_t rotation; sector_t tempsec; int floorlight, ceilinglight; fixed_t scalex, scaley; double originx, originy; FDynamicColormap *colormap; 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; } // Fill the points array from the subsector. points.Resize(subsectors[i].numlines); for (DWORD j = 0; j < subsectors[i].numlines; ++j) { mpoint_t pt = { subsectors[i].firstline[j].v1->x >> FRACTOMAPBITS, subsectors[i].firstline[j].v1->y >> FRACTOMAPBITS }; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint(&pt.x, &pt.y); } points[j].X = f_x + ((pt.x - m_x) * scale / float(1 << 24)); points[j].Y = f_y + (f_h - (pt.y - m_y) * scale / float(1 << 24)); } // For lighting and texture determination sector_t *sec = Renderer->FakeFlat (subsectors[i].render_sector, &tempsec, &floorlight, &ceilinglight, false); // Find texture origin. originpt.x = -sec->GetXOffset(sector_t::floor) >> FRACTOMAPBITS; originpt.y = sec->GetYOffset(sector_t::floor) >> FRACTOMAPBITS; rotation = 0 - sec->GetAngle(sector_t::floor); // Coloring for the polygon colormap = sec->ColorMap; FTextureID maptex = sec->GetTexture(sector_t::floor); scalex = sec->GetXScale(sector_t::floor); scaley = sec->GetYScale(sector_t::floor); if (sec->e->XFloor.ffloors.Size()) { secplane_t *floorplane = &sec->floorplane; // Look for the highest floor below the camera viewpoint. // Check the center of the subsector's sector. Do not check each // subsector separately because that might result in different planes for // different subsectors of the same sector which is not wanted here. // (Make the comparison in floating point to avoid overflows and improve performance.) double secx; double secy; double seczb, seczt; double cmpz = FIXED2DBL(viewz); if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector) { // For the actual camera sector use the current viewpoint as reference. secx = FIXED2DBL(viewx); secy = FIXED2DBL(viewy); } else { secx = FIXED2DBL(sec->soundorg[0]); secy = FIXED2DBL(sec->soundorg[1]); } seczb = floorplane->ZatPoint(secx, secy); seczt = sec->ceilingplane.ZatPoint(secx, secy); for (unsigned int i = 0; i < sec->e->XFloor.ffloors.Size(); ++i) { F3DFloor *rover = sec->e->XFloor.ffloors[i]; if (!(rover->flags & FF_EXISTS)) continue; if (rover->flags & FF_FOG) continue; if (!(rover->flags & FF_RENDERPLANES)) continue; if (rover->alpha == 0) continue; double roverz = rover->top.plane->ZatPoint(secx, secy); // Ignore 3D floors that are above or below the sector itself: // they are hidden. Since 3D floors are sorted top to bottom, // if we get below the sector floor, we can stop. if (roverz > seczt) continue; if (roverz < seczb) break; if (roverz < cmpz) { maptex = *(rover->top.texture); floorplane = rover->top.plane; sector_t *model = rover->top.model; int selector = (rover->flags & FF_INVERTPLANES) ? sector_t::floor : sector_t::ceiling; rotation = 0 - model->GetAngle(selector); scalex = model->GetXScale(selector); scaley = model->GetYScale(selector); originpt.x = -model->GetXOffset(selector) >> FRACTOMAPBITS; originpt.y = model->GetYOffset(selector) >> FRACTOMAPBITS; 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)) { rotation += ANG90 - players[consoleplayer].camera->angle; AM_rotatePoint(&originpt.x, &originpt.y); } originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24)); originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24)); // 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; } // 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, scale / (FIXED2DBL(scalex) * float(1 << MAPBITS)), scale / (FIXED2DBL(scaley) * float(1 << MAPBITS)), rotation, colormap, floorlight ); } } } //============================================================================= // // // //============================================================================= static bool AM_CheckSecret(line_t *line) { if (AMColors.isValid(AMColors.SecretSectorColor)) { if (line->frontsector != NULL) { if (line->frontsector->secretsector) { if (am_map_secrets!=0 && !(line->frontsector->special&SECRET_MASK)) return true; if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true; } } if (line->backsector != NULL) { if (line->backsector->secretsector) { if (am_map_secrets!=0 && !(line->backsector->special&SECRET_MASK)) 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; l.a.x = seg->v1->x >> FRACTOMAPBITS; l.a.y = seg->v1->y >> FRACTOMAPBITS; l.b.x = seg->v2->x >> FRACTOMAPBITS; l.b.y = seg->v2->y >> FRACTOMAPBITS; 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.x >> FRACTOMAPBITS; l.a.y = seg->v1.y >> FRACTOMAPBITS; l.b.x = seg->v2.x >> FRACTOMAPBITS; l.b.y = seg->v2.y >> FRACTOMAPBITS; 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); } PO_LinkToSubsectors(); for (int i = 0; i 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 &ff_front = line->frontsector->e->XFloor.ffloors; TArray &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;iflags & FF_EXISTS)) continue; if (rover->alpha == 0) continue; realfrontcount++; } for(unsigned i=0;iflags & 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;iflags & FF_EXISTS)) continue; if (rover->alpha == 0) continue; bool found = false; for(unsigned j=0;jflags & 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; } //============================================================================= // // Determines visible lines, draws them. // This is LineDef based, not LineSeg based. // //============================================================================= void AM_drawWalls (bool allmap) { int i; static mline_t l; int lock, color; for (i = 0; i < numlines; i++) { l.a.x = lines[i].v1->x >> FRACTOMAPBITS; l.a.y = lines[i].v1->y >> FRACTOMAPBITS; l.b.x = lines[i].v2->x >> FRACTOMAPBITS; l.b.y = lines[i].v2->y >> FRACTOMAPBITS; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&l.a.x, &l.a.y); AM_rotatePoint (&l.b.x, &l.b.y); } if (am_cheat != 0 || (lines[i].flags & ML_MAPPED)) { if ((lines[i].flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4)) { if (!am_showallenabled || CheckCheatmode(false)) { continue; } } if (AM_CheckSecret(&lines[i])) { // map secret sectors like Boom AM_drawMline(&l, AMColors.SecretSectorColor); } else if (lines[i].flags & ML_SECRET) { // secret door if (am_cheat != 0 && lines[i].backsector != NULL) AM_drawMline(&l, AMColors.SecretWallColor); else AM_drawMline(&l, AMColors.WallColor); } else if (lines[i].locknumber > 0 && AMColors.displayLocks) { // [Dusk] specials w/ locknumbers lock = lines[i].locknumber; color = P_GetMapColorForLock(lock); AMColor c; if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color)); else c = AMColors[AMColors.LockedColor]; AM_drawMline (&l, c); } else if ((lines[i].special == Teleport || lines[i].special == Teleport_NoFog || lines[i].special == Teleport_ZombieChanger || lines[i].special == Teleport_Line) && (lines[i].activation & SPAC_PlayerActivate) && AMColors.isValid(AMColors.IntraTeleportColor)) { // intra-level teleporters AM_drawMline(&l, AMColors.IntraTeleportColor); } else if ((lines[i].special == Teleport_NewMap || lines[i].special == Teleport_EndGame || lines[i].special == Exit_Normal || lines[i].special == Exit_Secret) && AMColors.isValid(AMColors.InterTeleportColor)) { // inter-level/game-ending teleporters AM_drawMline(&l, AMColors.InterTeleportColor); } else if (lines[i].special == Door_LockedRaise || lines[i].special == ACS_LockedExecute || lines[i].special == ACS_LockedExecuteDoor || (lines[i].special == Door_Animated && lines[i].args[3] != 0) || (lines[i].special == Generic_Door && lines[i].args[4] != 0)) { if (AMColors.displayLocks) { int P_GetMapColorForLock(int lock); if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated) lock=lines[i].args[3]; else lock=lines[i].args[4]; color = P_GetMapColorForLock(lock); AMColor c; 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 } } else if (am_showtriggerlines && AMColors.isValid(AMColors.SpecialWallColor) && lines[i].special != 0 && lines[i].special != Door_Open && lines[i].special != Door_Close && lines[i].special != Door_CloseWaitOpen && lines[i].special != Door_Raise && lines[i].special != Door_Animated && lines[i].special != Generic_Door && (lines[i].activation & SPAC_PlayerActivate)) { AM_drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do } else if (lines[i].backsector == NULL) { AM_drawMline(&l, AMColors.WallColor); // one-sided wall } else if (lines[i].backsector->floorplane != lines[i].frontsector->floorplane) { AM_drawMline(&l, AMColors.FDWallColor); // floor level change } else if (lines[i].backsector->ceilingplane != lines[i].frontsector->ceilingplane) { AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change } else if (AM_Check3DFloors(&lines[i])) { AM_drawMline(&l, AMColors.EFWallColor); // Extra floor border } else if (am_cheat > 0 && am_cheat < 4) { AM_drawMline(&l, AMColors.TSWallColor); } } else if (allmap) { if ((lines[i].flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4)) { if (!am_showallenabled || CheckCheatmode(false)) { continue; } } AM_drawMline(&l, AMColors.NotSeenColor); } } } //============================================================================= // // Rotation in 2D. // Used to rotate player arrow line character. // //============================================================================= void AM_rotate(fixed_t *xp, fixed_t *yp, angle_t a) { static angle_t angle_saved = 0; static double sinrot = 0; static double cosrot = 1; if (angle_saved != a) { angle_saved = a; double rot = (double)a / (double)(1u << 31) * (double)M_PI; sinrot = sin(rot); cosrot = cos(rot); } double x = FIXED2FLOAT(*xp); double y = FIXED2FLOAT(*yp); double tmpx = (x * cosrot) - (y * sinrot); y = (x * sinrot) + (y * cosrot); x = tmpx; *xp = FLOAT2FIXED(x); *yp = FLOAT2FIXED(y); } //============================================================================= // // // //============================================================================= void AM_rotatePoint (fixed_t *x, fixed_t *y) { fixed_t pivotx = m_x + m_w/2; fixed_t pivoty = m_y + m_h/2; *x -= pivotx; *y -= pivoty; AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle); *x += pivotx; *y += pivoty; } //============================================================================= // // // //============================================================================= void AM_drawLineCharacter ( const mline_t *lineguy, int lineguylines, fixed_t scale, angle_t angle, const AMColor &color, fixed_t x, fixed_t y ) { int i; mline_t l; for (i=0;i= 2 && am_cheat != 4 && am_showthingsprites > 0) { // Player sprites are drawn with the others return; } mpoint_t pt; angle_t angle; int i; if (!multiplayer) { mline_t *arrow; int numarrowlines; pt.x = players[consoleplayer].camera->x >> FRACTOMAPBITS; pt.y = players[consoleplayer].camera->y >> FRACTOMAPBITS; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { angle = ANG90; AM_rotatePoint (&pt.x, &pt.y); } else { angle = players[consoleplayer].camera->angle; } 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 < OPAQUE) { 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) { pt.x = p->mo->x >> FRACTOMAPBITS; pt.y = p->mo->y >> FRACTOMAPBITS; angle = p->mo->angle; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&pt.x, &pt.y); angle -= players[consoleplayer].camera->angle - ANG90; } AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y); } } } //============================================================================= // // // //============================================================================= void AM_drawKeys () { AMColor color; mpoint_t p; angle_t angle; TThinkerIterator it; AKey *key; while ((key = it.Next()) != NULL) { p.x = key->x >> FRACTOMAPBITS; p.y = key->y >> FRACTOMAPBITS; angle = key->angle; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&p.x, &p.y); angle += ANG90 - players[consoleplayer].camera->angle; } 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]; AM_drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0, color, p.x, p.y); } } } //============================================================================= // // // //============================================================================= void AM_drawThings () { AMColor color; int i; AActor* t; mpoint_t p; angle_t angle; for (i=0;i 0 || !(t->flags6 & MF6_NOTONAUTOMAP)) { p.x = t->x >> FRACTOMAPBITS; p.y = t->y >> FRACTOMAPBITS; if (am_showthingsprites > 0 && t->sprite > 0) { FTexture *texture = NULL; spriteframe_t *frame; angle_t rotation = 0; // 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]; angle_t angle = ANGLE_270 - t->angle; if (frame->Texture[0] != frame->Texture[1]) angle += (ANGLE_180 / 16); if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { angle += players[consoleplayer].camera->angle - ANGLE_90; } rotation = angle >> 28; 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 fixed_t spriteXScale = FixedMul(t->scaleX, 10 * scale_mtof); const fixed_t spriteYScale = FixedMul(t->scaleY, 10 * scale_mtof); DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)), spriteXScale, spriteYScale, t->Translation, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]); } else { drawTriangle: angle = t->angle; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&p.x, &p.y); angle += ANG90 - players[consoleplayer].camera->angle; } 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(RUNTIME_CLASS(AKey))) { 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(t)); if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c)); else color = AMColors[AMColors.ThingColor_CountItem]; AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y); 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) { AM_drawLineCharacter (thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16<radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y); } } } t = t->snext; } } } //============================================================================= // // // //============================================================================= static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust, INTBOOL flip, fixed_t xscale, fixed_t yscale, int translation, fixed_t alpha, DWORD fillcolor, FRenderStyle 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, MulScale16 (tex->GetScaledWidth() * CleanXfac, xscale), DTA_DestHeight, MulScale16 (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, TranslationToTable(translation), DTA_Alpha, alpha, DTA_FillColor, fillcolor, DTA_RenderStyle, DWORD(renderstyle), 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, FRACUNIT, FRACUNIT, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]); } } } //============================================================================= // // // //============================================================================= 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 it (STAT_MAPMARKER); AMapMarker *mark; while ((mark = it.Next()) != NULL) { if (mark->flags2 & MF2_DORMANT) { continue; } FTextureID picnum; FTexture *tex; WORD flip = 0; 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 >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0, flip, mark->scaleX, mark->scaleY, mark->Translation, mark->alpha, mark->fillcolor, mark->RenderStyle); } 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(RUNTIME_CLASS(APowerScanner), true) != NULL; 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 = ST_Y; 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(FArchive &arc) { arc << markpointnum; for (int i=0; i