// 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_translate.h" #include "m_cheat.h" #include "i_system.h" #include "c_dispatch.h" // Needs access to LFB. #include "v_video.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" 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); } }; static AMColor Background, YourColor, WallColor, TSWallColor, FDWallColor, CDWallColor, ThingColor, ThingColor_Item, ThingColor_Monster, ThingColor_Friend, SecretWallColor, GridColor, XHairColor, NotSeenColor, LockedColor, AlmostBackground, IntraTeleportColor, InterTeleportColor, SecretSectorColor; static AMColor DoomColors[11]; static BYTE DoomPaletteVals[11*3] = { 0x00,0x00,0x00, 0xff,0xff,0xff, 0x10,0x10,0x10, 0xfc,0x00,0x00, 0x80,0x80,0x80, 0xbc,0x78,0x48, 0xfc,0xfc,0x00, 0x74,0xfc,0x6c, 0x4c,0x4c,0x4c, 0x80,0x80,0x80, 0x6c,0x6c,0x6c }; #define MAPBITS 12 #define MapDiv SafeDivScale12 #define MapMul MulScale12 #define MAPUNIT (1< { { 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 (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)} } 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)) 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; } } 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 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) static fixed_t m_rotateoffsx, m_rotateoffsy; // Offset for rotated map. // // 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 int 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 static FTexture *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; /* #define NUMALIASES 3 #define WALLCOLORS -1 #define FDWALLCOLORS -2 #define CDWALLCOLORS -3 static BYTE antialias[NUMALIASES][NUMWEIGHTS]; */ void AM_rotatePoint (fixed_t *x, fixed_t *y); void AM_rotate (fixed_t *x, fixed_t *y, angle_t an); void AM_doFollowPlayer (); void AM_ToggleFollowPlayer(); // 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_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 (!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; a = MapDiv (SCREENWIDTH << MAPBITS, max_w); 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 rmin_x, rmin_y, rmax_x, rmax_y; if (am_rotate == 0 || (am_rotate == 2 && !viewactive)) { rmin_x = min_x; rmin_y = min_y; rmax_x = max_x; rmax_y = max_y; } else { fixed_t xs[4], ys[4]; 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; for (i = 0; i < 4; ++i) { AM_rotatePoint (&xs[i], &ys[i]); } rmin_x = rmin_y = FIXED_MAX; rmax_x = rmax_y = FIXED_MIN; for (i = 0; i < 4; ++i) { 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 (m_x + m_w/2 > rmax_x) m_x = rmax_x - m_w/2; else if (m_x + m_w/2 < rmin_x) m_x = rmin_x - m_w/2; if (m_y + m_h/2 > rmax_y) m_y = rmax_y - m_h/2; else if (m_y + m_h/2 < rmin_y) m_y = rmin_y - m_h/2; 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 != NULL) { int pwidth = mapback->GetWidth() << MAPBITS; int pheight = mapback->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 (am_rotate) { m_rotateoffsx -= Scale(m_paninc.x, SCREENWIDTH, 320); m_rotateoffsy -= Scale(m_paninc.y, SCREENHEIGHT, 200); AM_doFollowPlayer(); } else { if (0 != (m_paninc.x | m_paninc.y)) { followplayer = 0; f_oldloc.x = FIXED_MAX; } int oldmx = m_x, oldmy = m_y; m_x += Scale (m_paninc.x, SCREENWIDTH, 320); m_y += Scale (m_paninc.y, SCREENHEIGHT, 200); AM_ClipRotatedExtents (); AM_ScrollParchment (m_x-oldmx, oldmy-m_y); } } // // // void AM_initVariables () { int pnum; automapactive = true; f_oldloc.x = FIXED_MAX; amclock = 0; m_paninc.x = m_paninc.y = 0; ftom_zoommul = MAPUNIT; mtof_zoommul = MAPUNIT; m_w = FTOM(SCREENWIDTH); m_h = FTOM(SCREENHEIGHT); // find player to center on initially if (!playeringame[pnum = consoleplayer]) for (pnum=0;pnumx >> 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 GetComponents (int color, DWORD *palette, float &r, float &g, float &b) { if (palette) color = palette[color]; r = (float)RPART(color); g = (float)GPART(color); b = (float)BPART(color); } */ static void AM_initColors (bool overlayed) { static DWORD *lastpal = NULL; //static int lastback = -1; DWORD *palette; palette = (DWORD *)GPalette.BaseColors; if (lastpal != palette) { int i, j; for (i = j = 0; i < 11; i++, j += 3) { DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]); } } if (overlayed) { YourColor.FromCVar (am_ovyourcolor); WallColor.FromCVar (am_ovwallcolor); SecretSectorColor = SecretWallColor = WallColor; ThingColor_Item.FromCVar (am_ovthingcolor_item); ThingColor_Friend.FromCVar (am_ovthingcolor_friend); ThingColor_Monster.FromCVar (am_ovthingcolor_monster); ThingColor.FromCVar (am_ovthingcolor); LockedColor.FromCVar (am_ovotherwallscolor); FDWallColor = CDWallColor = LockedColor; TSWallColor.FromCVar (am_ovunseencolor); NotSeenColor = TSWallColor; InterTeleportColor.FromCVar (am_ovtelecolor); IntraTeleportColor = InterTeleportColor; } else if (am_usecustomcolors) { /* Use the custom colors in the am_* cvars */ Background.FromCVar (am_backcolor); YourColor.FromCVar (am_yourcolor); SecretWallColor.FromCVar (am_secretwallcolor); WallColor.FromCVar (am_wallcolor); TSWallColor.FromCVar (am_tswallcolor); FDWallColor.FromCVar (am_fdwallcolor); CDWallColor.FromCVar (am_cdwallcolor); ThingColor_Item.FromCVar (am_thingcolor_item); ThingColor_Friend.FromCVar (am_thingcolor_friend); ThingColor_Monster.FromCVar (am_thingcolor_monster); ThingColor.FromCVar (am_thingcolor); GridColor.FromCVar (am_gridcolor); XHairColor.FromCVar (am_xhaircolor); NotSeenColor.FromCVar (am_notseencolor); LockedColor.FromCVar (am_lockedcolor); InterTeleportColor.FromCVar (am_interlevelcolor); IntraTeleportColor.FromCVar (am_intralevelcolor); SecretSectorColor.FromCVar (am_secretsectorcolor); DWORD ba = am_backcolor; 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; AlmostBackground.FromRGB(r, g, b); } else { // Use colors corresponding to the original Doom's Background = DoomColors[0]; YourColor = DoomColors[1]; AlmostBackground = DoomColors[2]; SecretSectorColor = SecretWallColor = WallColor = DoomColors[3]; TSWallColor = DoomColors[4]; FDWallColor = DoomColors[5]; LockedColor = CDWallColor = DoomColors[6]; ThingColor_Item = ThingColor_Friend = ThingColor_Monster = ThingColor = DoomColors[7]; GridColor = DoomColors[8]; XHairColor = DoomColors[9]; NotSeenColor = DoomColors[10]; } #if 0 // Due to a bug (marked below) precalculated antialiasing was never working properly. // Also, tests show it provides no measurable performance improvement. // And since it only complicates matters it's disabled for now. // initialize the anti-aliased lines static struct { int *color; int prevcolor; int falseColor; } aliasedLines[3] = { { &WallColor, -1, WALLCOLORS }, { &FDWallColor, -1, FDWALLCOLORS }, { &CDWallColor, -1, CDWALLCOLORS } }; float backRed, backGreen, backBlue; GetComponents (Background, palette, backRed, backGreen, backBlue); for (int alias = 0; alias < NUMALIASES; alias++) { if (aliasedLines[alias].prevcolor != *(aliasedLines[alias].color) || lastpal != palette || lastback != Background) { float foreRed, foreGreen, foreBlue; aliasedLines[alias].prevcolor = *(aliasedLines[alias].color); GetComponents (*(aliasedLines[alias].color), palette, foreRed, foreGreen, foreBlue); for (int i = 0; i < NUMWEIGHTS; i++) { float step = (float)i; float fore = (NUMWEIGHTS-1 - step) / (NUMWEIGHTS-1); float back = step / (NUMWEIGHTS-1); int red = (int)(backRed * back + foreRed * fore); int green = (int)(backGreen * back + foreGreen * fore); int blue = (int)(backGreen * back + foreBlue * fore); // [RH] What was I thinking here? // if (palette) antialias[alias][i] = ColorMatcher.Pick (red, green, blue); // else // antialias[alias][i] = MAKERGB(red, green, blue); } } // This line was inside the 'if' block rendering the whole // precalculation inoperable. *(aliasedLines[alias].color) = aliasedLines[alias].falseColor; } lastback = Background; #endif lastpal = palette; } // // // void AM_loadPics () { int i; char namebuf[9]; for (i = 0; i < 10; i++) { sprintf (namebuf, "AMMNUM%d", i); marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch); } if (mapback == NULL) { i = Wads.CheckNumForName ("AUTOPAGE"); if (i >= 0) { mapback = FTexture::CreateTexture(i, FTexture::TEX_Autopage); } } } void AM_unloadPics () { if (mapback != NULL) { delete mapback; mapback = NULL; } } bool AM_clearMarks () { for (int i = AM_NUMMARKPOINTS-1; i >= 0; i--) markpoints[i].x = -1; // means empty markpointnum = 0; return marknums[0] != -1; } // // called right after the level has been loaded // void AM_LevelInit () { leveljuststarted = 0; 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); } // // // void AM_Stop () { AM_unloadPics (); automapactive = false; stopped = true; BorderNeedRefresh = screen->GetPageCount (); viewactive = true; } // // // void AM_Start () { if (!stopped) AM_Stop(); stopped = false; AM_initVariables(); AM_loadPics(); } // // 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); } CCMD (togglemap) { gameaction = ga_togglemap; } void AM_ToggleMap () { if (gamestate != GS_LEVEL) return; SB_state = screen->GetPageCount (); if (!automapactive) { AM_Start (); viewactive = (am_overlay != 0.f); } else { if (am_overlay==1 && viewactive) { viewactive = false; SB_state = screen->GetPageCount (); } else { AM_Stop (); } } } // // Handle events (user inputs) in automap mode // bool AM_Responder (event_t *ev) { bool 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: AM_ToggleFollowPlayer(); break; case AM_GRIDKEY: grid = !grid; Printf ("%s\n", GStrings(grid ? "AMSTR_GRIDON" : "AMSTR_GRIDOFF")); break; case AM_MARKKEY: if (AM_addMark()) { Printf ("%s %d\n", GStrings("AMSTR_MARKEDSPOT"), markpointnum); } else { rc = false; } break; case AM_CLEARMARKKEY: if (AM_clearMarks()) { Printf ("%s\n", GStrings("AMSTR_MARKSCLEARED")); } else { rc = false; } break; default: cheatstate = 0; rc = false; } } } 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 = MAPUNIT; ftom_zoommul = MAPUNIT; break; } } return rc; } // // Zooming // void AM_changeWindowScale () { // 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(); } // // // 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_rotateoffsx) - m_w/2; m_y = ((players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy) - 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; } } static void AM_ToggleFollowPlayer() { followplayer = !followplayer; f_oldloc.x = FIXED_MAX; m_rotateoffsx = 0; m_rotateoffsy = 0; Printf ("%s\n", GStrings(followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF")); } // // Updates on Game Tick // void AM_Ticker () { if (!automapactive) return; amclock++; if (followplayer) AM_doFollowPlayer(); // Change the zoom if necessary if (ftom_zoommul != MAPUNIT) 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) { if (mapback == NULL || !am_drawmapback) { screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB); } else { int pwidth = mapback->GetWidth(); int pheight = mapback->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 (mapback, 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 + (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 // // 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); } } // // Draws flat (floor/ceiling tile) aligned grid lines. // void AM_drawGrid (const AMColor &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)sqrtf ((float)m_w*(float)m_w + (float)m_h*(float)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<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) continue; if (!lines[i].backsector) { if (lines[i].frontsector->oldspecial && (am_map_secrets==2 || (am_map_secrets==1 && !(lines[i].frontsector->special&SECRET_MASK)))) { // map secret sectors like Boom AM_drawMline(&l, SecretSectorColor); } else { AM_drawMline(&l, WallColor); } } else { if ((lines[i].special == Teleport || lines[i].special == Teleport_NoFog || lines[i].special == Teleport_Line) && GET_SPAC(lines[i].flags) != SPAC_MCROSS && am_usecustomcolors) { // intra-level teleporters AM_drawMline(&l, IntraTeleportColor); } else if ((lines[i].special == Teleport_NewMap || lines[i].special == Teleport_EndGame || lines[i].special == Exit_Normal || lines[i].special == Exit_Secret) && am_usecustomcolors) { // inter-level/game-ending teleporters AM_drawMline(&l, InterTeleportColor); } else if (lines[i].flags & ML_SECRET) { // secret door if (am_cheat != 0) AM_drawMline(&l, SecretWallColor); else AM_drawMline(&l, WallColor); } else if (lines[i].special == Door_LockedRaise || lines[i].special == ACS_LockedExecute || (lines[i].special == Generic_Door && lines[i].args[4]!=0)) { if (am_usecustomcolors) { int P_GetMapColorForLock(int lock); int lock; if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3]; else lock=lines[i].args[4]; int color = P_GetMapColorForLock(lock); AMColor c; if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color)); else c = LockedColor; AM_drawMline (&l, c); } else AM_drawMline (&l, LockedColor); // locked special } else if (lines[i].backsector->floorplane != lines[i].frontsector->floorplane) { AM_drawMline(&l, FDWallColor); // floor level change } else if (lines[i].backsector->ceilingplane != lines[i].frontsector->ceilingplane) { AM_drawMline(&l, CDWallColor); // ceiling level change } else if (am_cheat != 0) { AM_drawMline(&l, TSWallColor); } } } else if (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; a >>= ANGLETOFINESHIFT; tmpx = DMulScale16 (*x,finecosine[a],*y,-finesine[a]); *y = DMulScale16 (*x,finesine[a],*y,finecosine[a]); *x = tmpx; } void AM_rotatePoint (fixed_t *x, fixed_t *y) { *x -= players[consoleplayer].camera->x >> FRACTOMAPBITS; *y -= players[consoleplayer].camera->y >> FRACTOMAPBITS; AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle); *x += (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx; *y += (players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy; } 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;iangle; if (am_cheat != 0) AM_drawLineCharacter (cheat_player_arrow, NUMCHEATPLYRLINES, 0, angle, YourColor, (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx, (players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy); else AM_drawLineCharacter (player_arrow, NUMPLYRLINES, 0, angle, YourColor, (players[consoleplayer].camera->x >> FRACTOMAPBITS) + m_rotateoffsx, (players[consoleplayer].camera->y >> FRACTOMAPBITS) + m_rotateoffsy); return; } for (i = 0; i < MAXPLAYERS; i++) { player_t *p = &players[i]; AMColor color; mpoint_t pt; if (!playeringame[i] || p->mo == NULL) { continue; } if (deathmatch && !demoplayback && !p->mo->IsTeammate (players[consoleplayer].mo) && p != players[consoleplayer].camera->player) { continue; } if (p->mo->alpha < OPAQUE) { color = AlmostBackground; } else { float h, s, v, r, g, b; D_GetPlayerColor (i, &h, &s, &v); 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 (player_arrow, NUMPLYRLINES, 0, angle, color, pt.x, pt.y); } } } void AM_drawThings () { AMColor color; int i; AActor* t; mpoint_t p; angle_t angle; for (i=0;ix >> FRACTOMAPBITS; p.y = t->y >> FRACTOMAPBITS; angle = t->angle; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&p.x, &p.y); angle += ANG90 - players[consoleplayer].camera->angle; } color = ThingColor; // use separate colors for special thing types if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE)) { if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend; else color = ThingColor_Monster; } else if (t->flags&MF_SPECIAL) color = ThingColor_Item; AM_drawLineCharacter (thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16<= 3) { static const mline_t box[4] = { { { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } }, { { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } }, { { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } }, { { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } }, }; AM_drawLineCharacter (box, 4, t->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; } int picnum; FTexture *tex; WORD flip = 0; 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->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.flags & LEVEL_ALLMAP) != 0; bool allthings = allmap && players[consoleplayer].mo->FindInventory() != 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 (); //WeightingScale = 0; AM_clearFB(Background); } else { f_x = viewwindowx; f_y = viewwindowy; f_w = realviewwidth; f_h = realviewheight; f_p = screen->GetPitch (); /* WeightingScale = (int)(am_ovtrans * 256.f); if (WeightingScale < 0 || WeightingScale >= 256) { WeightingScale = 0; } */ } AM_activateNewScale(); if (grid) AM_drawGrid(GridColor); AM_drawWalls(allmap); AM_drawPlayers(); if (am_cheat >= 2 || allthings) AM_drawThings(); AM_drawAuthorMarkers(); if (!viewactive) AM_drawCrosshair(XHairColor); AM_drawMarks(); } void AM_SerializeMarkers(FArchive &arc) { arc << markpointnum; for (int i=0; i