//----------------------------------------------------------------------------- // // Copyright 1993-1996 id Software // Copyright 1994-1996 Raven Software // Copyright 1999-2016 Randy Heit // Copyright 2002-2016 Christoph Oelckers // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation, either version 3 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //----------------------------------------------------------------------------- // // // 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 "serializer.h" #include "r_renderer.h" #include "r_sky.h" #include "sbar.h" #include "d_player.h" #include "p_blockmap.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" #include "r_utility.h" // Data. #include "gstrings.h" #include "am_map.h" #include "po_man.h" #include "a_keys.h" #include "r_data/colormaps.h" #include "g_levellocals.h" #include "actorinlines.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 (Int, am_showtriggerlines, 0, 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_portalcolor, 0x404040, 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); CVAR (Color, am_ovportalcolor, 0x004022, CVAR_ARCHIVE); //============================================================================= // // internal representation of a single color // //============================================================================= struct AMColor { int Index; uint32_t RGB; void FromCVar(FColorCVar & cv) { Index = cv.GetIndex(); RGB = uint32_t(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", "PortalColor", "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, PortalColor, 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;iResetToDefault(); } for (unsigned i = 0; i < countof(cv_overlay); i++) { cv_overlay[i]->ResetToDefault(); } } #define NOT_USED 1,0,0 // use almost black as indicator for an unused color static unsigned char DoomColors[]= { 0x00,0x00,0x00, // background 0xff,0xff,0xff, // yourcolor 0xfc,0x00,0x00, // wallcolor 0x80,0x80,0x80, // tswallcolor 0xbc,0x78,0x48, // fdwallcolor 0xfc,0xfc,0x00, // cdwallcolor 0xbc,0x78,0x48, // efwallcolor 0x74,0xfc,0x6c, // thingcolor 0x74,0xfc,0x6c, // thingcolor_item 0x74,0xfc,0x6c, // thingcolor_citem 0x74,0xfc,0x6c, // thingcolor_monster 0x74,0xfc,0x6c, // thingcolor_ncmonster 0x74,0xfc,0x6c, // thingcolor_friend NOT_USED, // specialwallcolor NOT_USED, // secretwallcolor 0x4c,0x4c,0x4c, // gridcolor 0x80,0x80,0x80, // xhaircolor 0x6c,0x6c,0x6c, // notseencolor 0xfc,0xfc,0x00, // lockedcolor NOT_USED, // intrateleport NOT_USED, // interteleport NOT_USED, // secretsector 0x10,0x10,0x10, // almostbackground 0x40,0x40,0x40 // portal }; static unsigned char StrifeColors[]= { 0x00,0x00,0x00, // background 239, 239, 0, // yourcolor 199, 195, 195, // wallcolor 119, 115, 115, // tswallcolor 55, 59, 91, // fdwallcolor 119, 115, 115, // cdwallcolor 55, 59, 91, // efwallcolor 187, 59, 0, // thingcolor 219, 171, 0, // thingcolor_item 219, 171, 0, // thingcolor_citem 0xfc,0x00,0x00, // thingcolor_monster 0xfc,0x00,0x00, // thingcolor_ncmonster 0xfc,0x00,0x00, // thingcolor_friend NOT_USED, // specialwallcolor NOT_USED, // secretwallcolor 0x4c,0x4c,0x4c, // gridcolor 0x80,0x80,0x80, // xhaircolor 0x6c,0x6c,0x6c, // notseencolor 119, 115, 115, // lockedcolor NOT_USED, // intrateleport NOT_USED, // interteleport NOT_USED, // secretsector 0x10,0x10,0x10, // almostbackground 0x40,0x40,0x40 // portal }; static unsigned char RavenColors[]= { 0x6c,0x54,0x40, // background 0xff,0xff,0xff, // yourcolor 75, 50, 16, // wallcolor 88, 93, 86, // tswallcolor 208, 176, 133, // fdwallcolor 103, 59, 31, // cdwallcolor 208, 176, 133, // efwallcolor 236, 236, 236, // thingcolor 236, 236, 236, // thingcolor_item 236, 236, 236, // thingcolor_citem 236, 236, 236, // thingcolor_monster 236, 236, 236, // thingcolor_ncmonster 236, 236, 236, // thingcolor_friend NOT_USED, // specialwallcolor NOT_USED, // secretwallcolor 75, 50, 16, // gridcolor 0x00,0x00,0x00, // xhaircolor 0x00,0x00,0x00, // notseencolor 103, 59, 31, // lockedcolor NOT_USED, // intrateleport NOT_USED, // interteleport NOT_USED, // secretsector 0x10,0x10,0x10, // almostbackground 0x50,0x50,0x50 // portal }; #undef NOT_USED static AMColorset AMColors; static AMColorset AMMod; static AMColorset AMModOverlay; void AM_ClearColorsets() { AMModOverlay.defined = false; AMMod.defined = false; } //============================================================================= // // // //============================================================================= void FMapInfoParser::ParseAMColors(bool overlay) { bool colorset = false; AMColorset &cset = overlay? AMModOverlay : AMMod; cset.setWhite(); cset.defined = true; sc.MustGetToken('{'); while(sc.GetToken()) { if (sc.TokenType == '}') return; sc.TokenMustBe(TK_Identifier); FString nextKey = sc.String; sc.MustGetToken('='); if (nextKey.CompareNoCase("base") == 0) { if (colorset) sc.ScriptError("'base' must be specified before the first color"); sc.MustGetToken(TK_StringConst); if (sc.Compare("doom")) { cset.initFromColors(DoomColors, false); } else if (sc.Compare("raven")) { cset.initFromColors(RavenColors, true); } else if (sc.Compare("strife")) { cset.initFromColors(StrifeColors, false); } else { sc.ScriptError("Unknown value for 'base'. Must be 'Doom', 'Strife' or 'Raven'."); } } else if (nextKey.CompareNoCase("showlocks") == 0) { if(sc.CheckToken(TK_False)) cset.displayLocks = false; else { sc.MustGetToken(TK_True); cset.displayLocks = true; } } else { int i; for (i = 0; ColorNames[i] != NULL; i++) { if (nextKey.CompareNoCase(ColorNames[i]) == 0) { sc.MustGetToken(TK_StringConst); FString color = sc.String; FString colorName = V_GetColorStringByName(color); if(!colorName.IsEmpty()) color = colorName; int colorval = V_GetColorFromString(NULL, color); cset.c[i].FromRGB(RPART(colorval), GPART(colorval), BPART(colorval)); colorset = true; break; } } if (ColorNames[i]== NULL) { sc.ScriptError("Unknown key '%s'", nextKey.GetChars()); } } } } //============================================================================= // // // //============================================================================= // scale on entry #define INITSCALEMTOF .2 // used by MTOF to scale from map-to-frame-buffer coords static double scale_mtof = INITSCALEMTOF; // used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof) static double scale_ftom; // translates between frame-buffer and map distances inline double FTOM(double x) { return x * scale_ftom; } inline double MTOF(double x) { return x * scale_mtof; } static int bigstate = 0; static bool textured = 1; // internal toggle for texture mode static int MapPortalGroup; CUSTOM_CVAR(Bool, am_textured, false, CVAR_ARCHIVE) { textured |= self; } CVAR(Int, am_showsubsector, -1, 0); // Disable the ML_DONTDRAW line flag if x% of all lines in a map are flagged with it // (To counter annoying mappers who think they are smart by making the automap unusable) bool am_showallenabled; CUSTOM_CVAR (Int, am_showalllines, -1, 0) // This is a cheat so don't save it. { int flagged = 0; int total = 0; if (self > 0 && level.lines.Size() > 0) { for(auto &line : level.lines) { // disregard intra-sector lines if (line.frontsector == 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. // 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) // how much zoom-out per tic // pulls out to 0.5x in 1 second #define M_ZOOMOUT (1/1.02) // translates between frame-buffer and map coordinates #define CXMTOF(x) int(MTOF((x)-m_x)/* - f_x*/) #define CYMTOF(y) int(f_h - MTOF((y)-m_y)/* + f_y*/) struct fpoint_t { int x, y; }; struct fline_t { fpoint_t a, b; }; struct mpoint_t { double x, y; }; struct mline_t { mpoint_t a, b; }; struct islope_t { double 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 L(a,b,c,d) { {(a), (b)}, {(c), (d)} } 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)) //============================================================================= // // // //============================================================================= 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 double mtof_zoommul; // how far the window zooms in each tic (map coords) static double am_zoomdir; static double m_x, m_y; // LL x,y where the window is on the map (map coords) static double 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 double m_w; static double m_h; // based on level size static double min_x, min_y, max_x, max_y; static double max_w; // max_x-min_x, static double max_h; // max_y-min_y // based on player size static double min_w; static double min_h; static double min_scale_mtof; // used to tell when to stop zooming out static double max_scale_mtof; // used to tell when to stop zooming in // old stuff for recovery later static double old_m_w, old_m_h; static double 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 double mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff. static double mapxstart=0; //x-value for the bitmap. static bool stopped = true; static void AM_calcMinMaxMtoF(); static void DrawMarker (FTexture *tex, double x, double y, int yadjust, INTBOOL flip, double xscale, double yscale, int translation, double alpha, uint32_t fillcolor, FRenderStyle renderstyle); void AM_rotatePoint (double *x, double *y); void AM_rotate (double *x, double *y, DAngle 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) CVAR(Bool, am_portaloverlay, true, CVAR_ARCHIVE) CCMD(am_togglefollow) { am_followplayer = !am_followplayer; f_oldloc.x = FLT_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(); } //============================================================================= // // vector graphics // //============================================================================= void AM_ParseArrow(TArray &Arrow, const char *lumpname) { const int R = int((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 = sc.Float*R; sc.MustGetToken(','); sc.MustGetFloat(); line.a.y = sc.Float*R; sc.MustGetToken(')'); sc.MustGetToken(','); sc.MustGetToken('('); sc.MustGetFloat(); line.b.x = sc.Float*R; sc.MustGetToken(','); sc.MustGetFloat(); line.b.y = 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 // //============================================================================= DVector2 AM_GetPosition() { return DVector2((m_x + m_w / 2), (m_y + m_h / 2)); } //============================================================================= // // // //============================================================================= 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() - m_w/2; m_y = players[consoleplayer].camera->Y() - m_h/2; } m_x2 = m_x + m_w; m_y2 = m_y + m_h; // Change the scaling multipliers scale_mtof = f_w / m_w; scale_ftom = 1. / scale_mtof; } //============================================================================= // // adds a marker at the current location // //============================================================================= bool AM_addMark () { if (marknums[0].isValid()) { markpoints[markpointnum].x = m_x + m_w/2; markpoints[markpointnum].y = m_y + m_h/2; markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS; return true; } return false; } //============================================================================= // // Determines bounding box of all vertices, // sets global variables controlling zoom range. // //============================================================================= static void AM_findMinMaxBoundaries () { min_x = min_y = FLT_MAX; max_x = max_y = FIXED_MIN; for (auto &vert : level.vertexes) { if (vert.fX() < min_x) min_x = vert.fX(); else if (vert.fX() > max_x) max_x = vert.fX(); if (vert.fY() < min_y) min_y = vert.fY(); else if (vert.fY() > max_y) max_y = vert.fY(); } max_w = max_x - min_x; max_h = max_y - min_y; min_w = 2*PLAYERRADIUS; // const? never changed? min_h = 2*PLAYERRADIUS; AM_calcMinMaxMtoF(); } //============================================================================= // // // //============================================================================= static void AM_calcMinMaxMtoF() { double a = SCREENWIDTH / max_w; double b = StatusBar->GetTopOfStatusbar() / max_h; min_scale_mtof = a < b ? a : b; max_scale_mtof = SCREENHEIGHT / (2*PLAYERRADIUS); } //============================================================================= // // // //============================================================================= static void AM_ClipRotatedExtents (double pivotx, double 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 double rmin_x, rmin_y, rmax_x, rmax_y; double 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 = FLT_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], 90. - players[consoleplayer].camera->Angles.Yaw); 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], 270. - players[consoleplayer].camera->Angles.Yaw); 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 (double dmapx, double dmapy) { mapxstart = mapxstart - dmapx * scale_mtof; mapystart = mapystart - dmapy * scale_mtof; mapxstart = clamp(mapxstart, -40000., 40000.); mapystart = clamp(mapystart, -40000., 40000.); if (mapback.isValid()) { FTexture *backtex = TexMan[mapback]; if (backtex != NULL) { int pwidth = backtex->GetWidth(); int pheight = backtex->GetHeight(); while(mapxstart > 0) mapxstart -= pwidth; while(mapxstart <= -pwidth) mapxstart += pwidth; while(mapystart > 0) mapystart -= pheight; while(mapystart <= -pheight) mapystart += pheight; } } } //============================================================================= // // // //============================================================================= void AM_changeWindowLoc () { if (m_paninc.x || m_paninc.y) { am_followplayer = false; f_oldloc.x = FLT_MAX; } double oldmx = m_x, oldmy = m_y; double incx, incy, oincx, oincy; incx = m_paninc.x; incy = m_paninc.y; oincx = incx = m_paninc.x * SCREENWIDTH / 320; oincy = incy = m_paninc.y * SCREENHEIGHT / 200; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotate(&incx, &incy, players[consoleplayer].camera->Angles.Yaw - 90.); } 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 = FLT_MAX; amclock = 0; m_paninc.x = m_paninc.y = 0; mtof_zoommul = 1.; 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() - m_w/2; m_y = players[pnum].camera->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; } //============================================================================= // // // //============================================================================= 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 = min_scale_mtof / 0.7; if (scale_mtof > max_scale_mtof) scale_mtof = min_scale_mtof; scale_ftom = 1 / 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 = 1/ scale_mtof; } //============================================================================= // // set the window scale to the minimum size // //============================================================================= void AM_maxOutWindowScale () { scale_mtof = max_scale_mtof; scale_ftom = 1 / scale_mtof; } //============================================================================= // // Called right after the resolution has changed // //============================================================================= void AM_NewResolution() { double oldmin = min_scale_mtof; if ( oldmin == 0 ) { return; // [SP] Not in a game, exit! } AM_calcMinMaxMtoF(); scale_mtof = scale_mtof * min_scale_mtof / oldmin; scale_ftom = 1 / 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 = StatusBar->GetTopOfStatusbar(); 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; if (!automapactive) { AM_Start (); viewactive = (am_overlay != 0.f); } else { if (am_overlay==1 && viewactive) { viewactive = false; } 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 () { double mtof_zoommul; if (am_zoomdir > 0) { mtof_zoommul = M_ZOOMIN * am_zoomdir; } else if (am_zoomdir < 0) { mtof_zoommul = M_ZOOMOUT / -am_zoomdir; } else if (Button_AM_ZoomIn.bDown) { mtof_zoommul = M_ZOOMIN; } else if (Button_AM_ZoomOut.bDown) { mtof_zoommul = M_ZOOMOUT; } else { mtof_zoommul = 1; } am_zoomdir = 0; // Change the scaling multipliers scale_mtof = scale_mtof * mtof_zoommul; scale_ftom = 1 / 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 = atof(argv[1]); } } //============================================================================= // // // //============================================================================= void AM_doFollowPlayer () { double sx, sy; auto cam = players[consoleplayer].camera; if (cam != nullptr) { double delta = cam->player ? cam->player->viewz - cam->Z() : cam->GetCameraHeight(); DVector3 ampos = cam->GetPortalTransition(delta); if (f_oldloc.x != ampos.X || f_oldloc.y != ampos.Y) { m_x = ampos.X - m_w / 2; m_y = ampos.Y - m_h / 2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; // do the parallax parchment scrolling. sx = (ampos.X - f_oldloc.x); sy = (f_oldloc.y - ampos.Y); if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotate(&sx, &sy, cam->Angles.Yaw - 90); } AM_ScrollParchment(sx, sy); f_oldloc.x = ampos.X; f_oldloc.y = ampos.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 = int(mapystart); y < f_h; y += pheight) { for (x = int(mapxstart); 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 }; int outcode1 = 0; int outcode2 = 0; 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) { double x, y; double start, end; mline_t ml; double minlen, extx, exty; double minx, miny; auto bmaporgx = level.blockmap.bmaporgx; auto bmaporgy = level.blockmap.bmaporgy; // [RH] Calculate a minimum for how long the grid lines should be so that // they cover the screen at any rotation. minlen = sqrt (m_w*m_w + m_h*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; start = ceil((start - bmaporgx) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgx; end = minx + minlen - extx; // draw vertical gridlines for (x = start; x < end; x += FBlockmap::MAPBLOCKUNITS) { ml.a.x = x; ml.b.x = x; ml.a.y = miny - exty; ml.b.y = ml.a.y + minlen; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { 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 = miny - exty; start = ceil((start - bmaporgy) / FBlockmap::MAPBLOCKUNITS) * FBlockmap::MAPBLOCKUNITS + bmaporgy; end = miny + minlen - exty; // draw horizontal gridlines for (y=start; yGetHeightSec() == nullptr) return sec; DVector3 pos = viewer->Pos(); if (viewer->player) { pos.Z = viewer->player->viewz; } else { pos.Z += viewer->GetCameraHeight(); } int in_area; if (viewer->Sector->GetHeightSec() == nullptr) { in_area = 0; } else { in_area = pos.Z <= viewer->Sector->heightsec->floorplane.ZatPoint(pos) ? -1 : (pos.Z > viewer->Sector->heightsec->ceilingplane.ZatPoint(pos) && !(viewer->Sector->heightsec->MoreFlags&SECF_FAKEFLOORONLY)) ? 1 : 0; } int diffTex = (sec->heightsec->MoreFlags & SECF_CLIPFAKEPLANES); sector_t * s = sec->heightsec; memcpy(dest, sec, sizeof(sector_t)); // Replace floor height with control sector's heights. // The automap is only interested in the floor so let's skip the ceiling. if (diffTex) { if (s->floorplane.CopyPlaneIfValid(&dest->floorplane, &sec->ceilingplane)) { dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); dest->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::floor)); } else if (s->MoreFlags & SECF_FAKEFLOORONLY) { if (in_area == -1) { dest->Colormap = s->Colormap; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor)); dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor)); } return dest; } return sec; } } else { dest->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::floor)); dest->floorplane = s->floorplane; } if (in_area == -1) { dest->Colormap = s->Colormap; dest->SetPlaneTexZ(sector_t::floor, sec->GetPlaneTexZ(sector_t::floor)); dest->floorplane = sec->floorplane; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; } dest->SetTexture(sector_t::floor, diffTex ? sec->GetTexture(sector_t::floor) : s->GetTexture(sector_t::floor), false); dest->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor)); dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor)); } } else if (in_area == 1) { dest->Colormap = s->Colormap; dest->SetPlaneTexZ(sector_t::floor, s->GetPlaneTexZ(sector_t::ceiling)); dest->floorplane = s->ceilingplane; if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; } dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::ceiling), false); if (s->GetTexture(sector_t::floor) != skyflatnum) { dest->SetTexture(sector_t::floor, s->GetTexture(sector_t::floor), false); dest->planes[sector_t::floor].xform = s->planes[sector_t::floor].xform; } if (!(s->MoreFlags & SECF_NOFAKELIGHT)) { dest->lightlevel = s->lightlevel; dest->SetPlaneLight(sector_t::floor, s->GetPlaneLight(sector_t::floor)); dest->ChangeFlags(sector_t::floor, -1, s->GetFlags(sector_t::floor)); } } return dest; } //============================================================================= // // AM_drawSubsectors // //============================================================================= void AM_drawSubsectors() { static TArray points; double scale = scale_mtof; DAngle rotation; sector_t tempsec; int floorlight; double scalex, scaley; double originx, originy; FColormap colormap; PalEntry flatcolor; mpoint_t originpt; auto &subsectors = level.subsectors; for (unsigned i = 0; i < subsectors.Size(); ++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; } if (am_portaloverlay && subsectors[i].render_sector->PortalGroup != MapPortalGroup && subsectors[i].render_sector->PortalGroup != 0) { continue; } // Fill the points array from the subsector. points.Resize(subsectors[i].numlines); for (uint32_t j = 0; j < subsectors[i].numlines; ++j) { mpoint_t pt = { subsectors[i].firstline[j].v1->fX(), subsectors[i].firstline[j].v1->fY() }; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint(&pt.x, &pt.y); } points[j].X = float(f_x + ((pt.x - m_x) * scale)); points[j].Y = float(f_y + (f_h - (pt.y - m_y) * scale)); } // For lighting and texture determination sector_t *sec = AM_FakeFlat(players[consoleplayer].camera, subsectors[i].render_sector, &tempsec); floorlight = sec->GetFloorLight(); // Find texture origin. originpt.x = -sec->GetXOffset(sector_t::floor); originpt.y = sec->GetYOffset(sector_t::floor); rotation = -sec->GetAngle(sector_t::floor); // Coloring for the polygon colormap = sec->Colormap; FTextureID maptex = sec->GetTexture(sector_t::floor); flatcolor = sec->SpecialColors[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 = r_viewpoint.Pos.Z; if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector) { // For the actual camera sector use the current viewpoint as reference. secx = r_viewpoint.Pos.X; secy = r_viewpoint.Pos.Y; } else { secx = sec->centerspot.X; secy = sec->centerspot.Y; } 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); flatcolor = *(rover->top.flatcolor); floorplane = rover->top.plane; sector_t *model = rover->top.model; int selector = (rover->flags & FF_INVERTPLANES) ? sector_t::floor : sector_t::ceiling; rotation = -model->GetAngle(selector); scalex = model->GetXScale(selector); scaley = model->GetYScale(selector); originpt.x = -model->GetXOffset(selector); originpt.y = model->GetYOffset(selector); 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 = rotation + 90. - players[consoleplayer].camera->Angles.Yaw; AM_rotatePoint(&originpt.x, &originpt.y); } originx = f_x + ((originpt.x - m_x) * scale); originy = f_y + (f_h - (originpt.y - m_y) * scale); // 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.LightColor = PalEntry( (colormap.LightColor.r + 255) / 2, (colormap.LightColor.g + 200) / 2, (colormap.LightColor.b + 160) / 2); colormap.Desaturation = 255 - (255 - colormap.Desaturation) / 4; } // 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 / scalex, scale / scaley, rotation, colormap, flatcolor, floorlight, f_y + f_h ); } } } //============================================================================= // // // //============================================================================= static bool AM_CheckSecret(line_t *line) { if (AMColors.isValid(AMColors.SecretSectorColor)) { if (line->frontsector != NULL) { if (line->frontsector->wasSecret()) { if (am_map_secrets!=0 && !line->frontsector->isSecret()) return true; if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true; } } if (line->backsector != NULL) { if (line->backsector->wasSecret()) { if (am_map_secrets!=0 && !line->backsector->isSecret()) 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->fX(); l.a.y = seg->v1->fY(); l.b.x = seg->v2->fX(); l.b.y = seg->v2->fY(); 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.pos.X; l.a.y = seg->v1.pos.Y; l.b.x = seg->v2.pos.X; l.b.y = seg->v2.pos.Y; 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 && (unsigned)am_showsubsector < level.subsectors.Size()) { AMColor yellow; yellow.FromRGB(255,255,0); AMColor red; red.FromRGB(255,0,0); subsector_t *sub = &level.subsectors[am_showsubsector]; for (unsigned int i = 0; i < sub->numlines; i++) { AM_drawSeg(sub->firstline + i, yellow); } 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; } // [TP] Check whether a sector can trigger a special that satisfies the provided function. // If found, specialptr and argsptr will be filled by the special and the arguments // If needUseActivated is true, the special must be activated by use. bool AM_checkSectorActions (sector_t *sector, bool (*function)(int, int *), int *specialptr, int **argsptr, bool needUseActivated) { // This code really stands in the way of a more generic and flexible implementation of sector actions because it makes far too many assumptions // about their internal workings. Well, it can't be helped. Let's just hope that nobody abuses the special and the health field in a way that breaks this. for (AActor* action = sector->SecActTarget; action; action = action->tracer) { if (((action->health & (SECSPAC_Use | SECSPAC_UseWall)) || false == needUseActivated) && (*function)(action->special, action->args) && !(action->flags & MF_FRIENDLY)) { *specialptr = action->special; *argsptr = action->args; return true; } } return false; } // [TP] Check whether there's a boundary on the provided line for a special that satisfies the provided function. // It's a boundary if the line can activate the special or the line's bordering sectors can activate it. // If found, specialptr and argsptr will be filled with special and args if given. bool AM_checkSpecialBoundary (line_t &line, bool (*function)(int, int *), int *specialptr = NULL, int **argsptr = NULL) { if (specialptr == NULL) { static int sink; specialptr = &sink; } if (argsptr == NULL) { static int *sink; argsptr = &sink; } // Check if the line special qualifies for this if ((line.activation & SPAC_PlayerActivate) && (*function)(line.special, line.args)) { *specialptr = line.special; *argsptr = line.args; return true; } // Check sector actions in the line's front sector -- the action has to be use-activated in order to // show up if this is a one-sided line, because the player cannot trigger sector actions by crossing // a one-sided line (since that's impossible, duh). if (AM_checkSectorActions(line.frontsector, function, specialptr, argsptr, line.backsector == NULL)) return true; // If it has a back sector, check sector actions in that. return (line.backsector && AM_checkSectorActions(line.backsector, function, specialptr, argsptr, false)); } bool AM_isTeleportBoundary (line_t &line) { return AM_checkSpecialBoundary(line, [](int special, int *) { return (special == Teleport || special == Teleport_NoFog || special == Teleport_ZombieChanger || special == Teleport_Line); }); } bool AM_isExitBoundary (line_t& line) { return AM_checkSpecialBoundary(line, [](int special, int *) { return (special == Teleport_NewMap || special == Teleport_EndGame || special == Exit_Normal || special == Exit_Secret); }); } bool AM_isTriggerBoundary (line_t &line) { return am_showtriggerlines == 1? AM_checkSpecialBoundary(line, [](int special, int *) { FLineSpecial *spec = P_GetLineSpecialInfo(special); return spec != NULL && spec->max_args >= 0 && special != Door_Open && special != Door_Close && special != Door_CloseWaitOpen && special != Door_Raise && special != Door_Animated && special != Generic_Door; }) : AM_checkSpecialBoundary(line, [](int special, int *) { FLineSpecial *spec = P_GetLineSpecialInfo(special); return spec != NULL && spec->max_args >= 0; }); } bool AM_isLockBoundary (line_t &line, int *lockptr = NULL) { if (lockptr == NULL) { static int sink; lockptr = &sink; } if (line.locknumber) { *lockptr = line.locknumber; return true; } int special; int *args; bool result = AM_checkSpecialBoundary(line, [](int special, int* args) { return special == Door_LockedRaise || special == ACS_LockedExecute || special == ACS_LockedExecuteDoor || (special == Door_Animated && args[3] != 0) || (special == Generic_Door && args[4] != 0) || (special == FS_Execute && args[2] != 0); }, &special, &args); if (result) { switch (special) { case FS_Execute: *lockptr = args[2]; break; case Door_Animated: case Door_LockedRaise: *lockptr = args[3]; break; default: *lockptr = args[4]; break; } } return result; } //============================================================================= // // Determines visible lines, draws them. // This is LineDef based, not LineSeg based. // //============================================================================= void AM_drawWalls (bool allmap) { static mline_t l; int lock, color; int numportalgroups = am_portaloverlay ? Displacements.size : 0; for (int p = numportalgroups - 1; p >= -1; p--) { if (p == MapPortalGroup) continue; for (auto &line : level.lines) { int pg; if (line.sidedef[0]->Flags & WALLF_POLYOBJ) { // For polyobjects we must test the surrounding sector to get the proper group. pg = P_PointInSector(line.v1->fX() + line.Delta().X / 2, line.v1->fY() + line.Delta().Y / 2)->PortalGroup; } else { pg = line.frontsector->PortalGroup; } DVector2 offset; bool portalmode = numportalgroups > 0 && pg != MapPortalGroup; if (pg == p) { offset = Displacements.getOffset(pg, MapPortalGroup); } else if (p == -1 && (pg == MapPortalGroup || !am_portaloverlay)) { offset = { 0, 0 }; } else continue; l.a.x = (line.v1->fX() + offset.X); l.a.y = (line.v1->fY() + offset.Y); l.b.x = (line.v2->fX() + offset.X); l.b.y = (line.v2->fY() + offset.Y); 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 || (line.flags & ML_MAPPED)) { if ((line.flags & ML_DONTDRAW) && (am_cheat == 0 || am_cheat >= 4)) { if (!am_showallenabled || CheckCheatmode(false)) { continue; } } if (portalmode) { AM_drawMline(&l, AMColors.PortalColor); } else if (AM_CheckSecret(&line)) { // map secret sectors like Boom AM_drawMline(&l, AMColors.SecretSectorColor); } else if (line.flags & ML_SECRET) { // secret door if (am_cheat != 0 && line.backsector != NULL) AM_drawMline(&l, AMColors.SecretWallColor); else AM_drawMline(&l, AMColors.WallColor); } else if (AM_isTeleportBoundary(line) && AMColors.isValid(AMColors.IntraTeleportColor)) { // intra-level teleporters AM_drawMline(&l, AMColors.IntraTeleportColor); } else if (AM_isExitBoundary(line) && AMColors.isValid(AMColors.InterTeleportColor)) { // inter-level/game-ending teleporters AM_drawMline(&l, AMColors.InterTeleportColor); } else if (AM_isLockBoundary(line, &lock)) { if (AMColors.displayLocks) { 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) && AM_isTriggerBoundary(line)) { AM_drawMline(&l, AMColors.SpecialWallColor); // wall with special non-door action the player can do } else if (line.backsector == NULL) { AM_drawMline(&l, AMColors.WallColor); // one-sided wall } else if (line.backsector->floorplane != line.frontsector->floorplane) { AM_drawMline(&l, AMColors.FDWallColor); // floor level change } else if (line.backsector->ceilingplane != line.frontsector->ceilingplane) { AM_drawMline(&l, AMColors.CDWallColor); // ceiling level change } else if (AM_Check3DFloors(&line)) { 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 ((line.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(double *xp, double *yp, DAngle a) { static DAngle angle_saved = 0.; static double sinrot = 0; static double cosrot = 1; if (angle_saved != a) { angle_saved = a; sinrot = sin(a.Radians()); cosrot = cos(a.Radians()); } double x = *xp; double y = *yp; double tmpx = (x * cosrot) - (y * sinrot); y = (x * sinrot) + (y * cosrot); x = tmpx; *xp = x; *yp = y; } //============================================================================= // // // //============================================================================= void AM_rotatePoint (double *x, double *y) { double pivotx = m_x + m_w/2; double pivoty = m_y + m_h/2; *x -= pivotx; *y -= pivoty; AM_rotate (x, y, -players[consoleplayer].camera->Angles.Yaw + 90.); *x += pivotx; *y += pivoty; } //============================================================================= // // // //============================================================================= void AM_drawLineCharacter ( const mline_t *lineguy, int lineguylines, double scale, DAngle angle, const AMColor &color, double x, double 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; DAngle angle; int i; if (!multiplayer) { mline_t *arrow; int numarrowlines; double vh = players[consoleplayer].viewheight; DVector2 pos = am_portaloverlay? players[consoleplayer].camera->GetPortalTransition(vh) : players[consoleplayer].camera->Pos(); pt.x = pos.X; pt.y = pos.Y; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { angle = 90.; AM_rotatePoint (&pt.x, &pt.y); } else { angle = players[consoleplayer].camera->Angles.Yaw; } 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 < 1.) { 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) { DVector3 pos = p->mo->PosRelative(MapPortalGroup); pt.x = pos.X; pt.y = pos.Y; angle = p->mo->Angles.Yaw; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&pt.x, &pt.y); angle -= players[consoleplayer].camera->Angles.Yaw - 90.; } AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y); } } } //============================================================================= // // // //============================================================================= void AM_drawKeys () { AMColor color; mpoint_t p; DAngle angle; TThinkerIterator it(NAME_Key); AInventory *key; while ((key = it.Next()) != NULL) { DVector3 pos = key->PosRelative(MapPortalGroup); p.x = pos.X; p.y = pos.Y; angle = key->Angles.Yaw; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&p.x, &p.y); angle += -players[consoleplayer].camera->Angles.Yaw + 90.; } 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; AActor* t; mpoint_t p; DAngle angle; for (auto &sec : level.sectors) { t = sec.thinglist; while (t) { if (am_cheat > 0 || !(t->flags6 & MF6_NOTONAUTOMAP)) { DVector3 pos = t->PosRelative(MapPortalGroup); p.x = pos.X; p.y = pos.Y; if (am_showthingsprites > 0 && t->sprite > 0) { FTexture *texture = NULL; spriteframe_t *frame; int 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]; DAngle angle = 270. -t->Angles.Yaw; if (frame->Texture[0] != frame->Texture[1]) angle += 180. / 16; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { angle += players[consoleplayer].camera->Angles.Yaw - 90.; } rotation = int((angle.Normalized360() * (16. / 360.)).Degrees); 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 double spriteXScale = (t->Scale.X * (10. / 16.) * scale_mtof); const double spriteYScale = (t->Scale.Y * (10. / 16.) * scale_mtof); DrawMarker (texture, p.x, p.y, 0, !!(frame->Flip & (1 << rotation)), spriteXScale, spriteYScale, t->Translation, 1., 0, LegacyRenderStyles[STYLE_Normal]); } else { drawTriangle: angle = t->Angles.Yaw; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&p.x, &p.y); angle += -players[consoleplayer].camera->Angles.Yaw + 90.; } 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(NAME_Key)) { 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, angle, color, p.x, p.y); } if (am_cheat == 3 || am_cheat == 6) { static const mline_t box[4] = { { { -1, -1 }, { 1, -1 } }, { { 1, -1 }, { 1, 1 } }, { { 1, 1 }, { -1, 1 } }, { { -1, 1 }, { -1, -1 } }, }; AM_drawLineCharacter (box, 4, t->radius, angle - t->Angles.Yaw, color, p.x, p.y); } } } t = t->snext; } } } //============================================================================= // // // //============================================================================= static void DrawMarker (FTexture *tex, double x, double y, int yadjust, INTBOOL flip, double xscale, double yscale, int translation, double alpha, uint32_t 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_DestWidthF, tex->GetScaledWidthDouble() * CleanXfac * xscale, DTA_DestHeightF, tex->GetScaledHeightDouble() * 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_TranslationIndex, translation, DTA_Alpha, alpha, DTA_FillColor, fillcolor, DTA_RenderStyle, uint32_t(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, 1, 1, 0, 1, 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 ("MapMarker", STAT_MAPMARKER); AActor *mark; while ((mark = it.Next()) != NULL) { if (mark->flags2 & MF2_DORMANT) { continue; } FTextureID picnum; FTexture *tex; uint16_t 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(), marked->Y(), 0, flip, mark->Scale.X, mark->Scale.Y, 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 (int bottom) { if (!automapactive) return; bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0; bool allthings = allmap && players[consoleplayer].mo->FindInventory(NAME_PowerScanner, true) != nullptr; if (am_portaloverlay) { sector_t *sec; double vh = players[consoleplayer].viewheight; players[consoleplayer].camera->GetPortalTransition(vh, &sec); MapPortalGroup = sec->PortalGroup; } else MapPortalGroup = 0; 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 = bottom; 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(FSerializer &arc) { if (arc.BeginObject("automarkers")) { arc("markpointnum", markpointnum) .Array("markpoints", &markpoints[0].x, AM_NUMMARKPOINTS*2) // write as a double array. ("scale_mtof", scale_mtof) ("scale_ftom", scale_ftom) .EndObject(); } }