mirror of
https://github.com/ZDoom/gzdoom.git
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3265 lines
79 KiB
C++
3265 lines
79 KiB
C++
//-----------------------------------------------------------------------------
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//
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// Copyright 1993-1996 id Software
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// Copyright 1994-1996 Raven Software
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// Copyright 1999-2016 Randy Heit
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// Copyright 2002-2016 Christoph Oelckers
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see http://www.gnu.org/licenses/
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//
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//-----------------------------------------------------------------------------
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//
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//
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// DESCRIPTION: the automap code
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//
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//-----------------------------------------------------------------------------
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#include <stdio.h>
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#include "doomdef.h"
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#include "templates.h"
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#include "g_level.h"
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#include "doomdef.h"
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#include "st_stuff.h"
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#include "p_local.h"
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#include "p_lnspec.h"
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#include "w_wad.h"
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#include "a_sharedglobal.h"
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#include "statnums.h"
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#include "r_data/r_translate.h"
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#include "d_event.h"
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#include "gi.h"
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#include "p_setup.h"
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#include "c_bind.h"
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#include "serializer.h"
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#include "r_renderer.h"
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#include "r_sky.h"
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#include "sbar.h"
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#include "d_player.h"
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#include "p_blockmap.h"
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#include "m_cheat.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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#include "colormatcher.h"
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#include "d_netinf.h"
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// Needs access to LFB.
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#include "v_video.h"
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#include "v_palette.h"
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#include "v_text.h"
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// State.
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#include "doomstat.h"
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#include "r_state.h"
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#include "r_utility.h"
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// Data.
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#include "gstrings.h"
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#include "am_map.h"
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#include "po_man.h"
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#include "a_keys.h"
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#include "r_data/colormaps.h"
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#include "g_levellocals.h"
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#include "actorinlines.h"
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//=============================================================================
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//
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// CVARs
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//
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//=============================================================================
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CVAR (Int, am_rotate, 0, CVAR_ARCHIVE);
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CVAR (Int, am_overlay, 0, CVAR_ARCHIVE);
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CVAR (Bool, am_showsecrets, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showmonsters, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showitems, false, CVAR_ARCHIVE);
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CVAR (Bool, am_showtime, true, CVAR_ARCHIVE);
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CVAR (Bool, am_showtotaltime, false, CVAR_ARCHIVE);
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CVAR (Int, am_colorset, 0, CVAR_ARCHIVE);
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CVAR (Bool, am_customcolors, true, CVAR_ARCHIVE);
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CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
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CVAR (Int, am_drawmapback, 1, CVAR_ARCHIVE);
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CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE);
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CVAR (Int, am_showtriggerlines, 0, CVAR_ARCHIVE);
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CVAR (Int, am_showthingsprites, 0, CVAR_ARCHIVE);
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CUSTOM_CVAR (Int, am_emptyspacemargin, 0, CVAR_ARCHIVE)
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{
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if (self < 0)
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{
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self = 0;
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}
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else if (self > 90)
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{
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self = 90;
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}
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if (nullptr != StatusBar)
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{
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AM_NewResolution();
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}
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}
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//=============================================================================
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//
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// Automap colors
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//
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//=============================================================================
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CVAR (Color, am_backcolor, 0x6c5440, CVAR_ARCHIVE);
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CVAR (Color, am_yourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_wallcolor, 0x2c1808, CVAR_ARCHIVE);
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CVAR (Color, am_secretwallcolor, 0x000000, CVAR_ARCHIVE);
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CVAR (Color, am_specialwallcolor, 0xffffff, CVAR_ARCHIVE);
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CVAR (Color, am_tswallcolor, 0x888888, CVAR_ARCHIVE);
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CVAR (Color, am_fdwallcolor, 0x887058, CVAR_ARCHIVE);
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CVAR (Color, am_cdwallcolor, 0x4c3820, CVAR_ARCHIVE);
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CVAR (Color, am_efwallcolor, 0x665555, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_gridcolor, 0x8b5a2b, CVAR_ARCHIVE);
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CVAR (Color, am_xhaircolor, 0x808080, CVAR_ARCHIVE);
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CVAR (Color, am_notseencolor, 0x6c6c6c, CVAR_ARCHIVE);
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CVAR (Color, am_lockedcolor, 0x007800, CVAR_ARCHIVE);
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CVAR (Color, am_intralevelcolor, 0x0000ff, CVAR_ARCHIVE);
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CVAR (Color, am_interlevelcolor, 0xff0000, CVAR_ARCHIVE);
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CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_ncmonster, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_thingcolor_citem, 0xfcfcfc, CVAR_ARCHIVE);
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CVAR (Color, am_portalcolor, 0x404040, CVAR_ARCHIVE);
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CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
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CVAR (Color, am_ovsecretwallcolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovspecialwallcolor, 0xffffff, CVAR_ARCHIVE);
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CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovlockedcolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovefwallcolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovfdwallcolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovcdwallcolor, 0x008844, CVAR_ARCHIVE);
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CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
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CVAR (Color, am_ovtelecolor, 0xffff00, CVAR_ARCHIVE);
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CVAR (Color, am_ovinterlevelcolor, 0xffff00, CVAR_ARCHIVE);
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CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_friend, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_monster, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_ncmonster, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovportalcolor, 0x004022, CVAR_ARCHIVE);
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//=============================================================================
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//
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// internal representation of a single color
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//
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//=============================================================================
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struct AMColor
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{
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int Index;
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uint32_t RGB;
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void FromCVar(FColorCVar & cv)
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{
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Index = cv.GetIndex();
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RGB = uint32_t(cv) | MAKEARGB(255, 0, 0, 0);
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}
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void FromRGB(int r,int g, int b)
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{
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RGB = MAKEARGB(255, r, g, b);
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Index = ColorMatcher.Pick(r, g, b);
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}
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void setInvalid()
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{
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Index = -1;
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RGB = -1;
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}
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bool isValid() const
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{
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return Index > -1;
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}
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};
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//=============================================================================
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//
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// a complete color set
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//
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//=============================================================================
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static const char *ColorNames[] = {
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"Background",
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"YourColor",
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"WallColor",
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"TwoSidedWallColor",
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"FloorDiffWallColor",
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"CeilingDiffWallColor",
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"ExtraFloorWallColor",
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"ThingColor",
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"ThingColor_Item",
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"ThingColor_CountItem",
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"ThingColor_Monster",
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"ThingColor_NocountMonster",
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"ThingColor_Friend",
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"SpecialWallColor",
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"SecretWallColor",
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"GridColor",
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"XHairColor",
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"NotSeenColor",
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"LockedColor",
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"IntraTeleportColor",
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"InterTeleportColor",
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"SecretSectorColor",
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"PortalColor",
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"AlmostBackgroundColor",
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NULL
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};
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struct AMColorset
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{
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enum
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{
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Background,
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YourColor,
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WallColor,
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TSWallColor,
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FDWallColor,
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CDWallColor,
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EFWallColor,
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ThingColor,
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ThingColor_Item,
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ThingColor_CountItem,
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ThingColor_Monster,
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ThingColor_NocountMonster,
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ThingColor_Friend,
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SpecialWallColor,
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SecretWallColor,
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GridColor,
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XHairColor,
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NotSeenColor,
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LockedColor,
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IntraTeleportColor,
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InterTeleportColor,
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SecretSectorColor,
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PortalColor,
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AlmostBackgroundColor,
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AM_NUM_COLORS
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};
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AMColor c[AM_NUM_COLORS];
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bool displayLocks;
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bool forcebackground;
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bool defined; // only for mod specific colorsets: must be true to be usable
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void initFromCVars(FColorCVar **values)
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{
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for(int i=0;i<AlmostBackgroundColor; i++)
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{
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c[i].FromCVar(*values[i]);
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}
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uint32_t ba = *(values[0]);
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int r = RPART(ba) - 16;
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int g = GPART(ba) - 16;
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int b = BPART(ba) - 16;
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if (r < 0)
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r += 32;
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if (g < 0)
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g += 32;
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if (b < 0)
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b += 32;
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c[AlmostBackgroundColor].FromRGB(r, g, b);
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displayLocks = true;
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forcebackground = false;
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}
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void initFromColors(const unsigned char *colors, bool showlocks)
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{
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for(int i=0, j=0; i<AM_NUM_COLORS; i++, j+=3)
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{
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if (colors[j] == 1 && colors[j+1] == 0 && colors[j+2] == 0)
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{
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c[i].setInvalid();
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}
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else
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{
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c[i].FromRGB(colors[j], colors[j+1], colors[j+2]);
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}
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}
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displayLocks = showlocks;
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forcebackground = false;
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}
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void setWhite()
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{
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c[0].FromRGB(0,0,0);
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for(int i=1; i<AM_NUM_COLORS; i++)
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{
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c[i].FromRGB(255,255,255);
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}
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}
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const AMColor &operator[](int index) const
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{
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return c[index];
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}
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bool isValid(int index) const
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{
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return c[index].isValid();
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}
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};
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//=============================================================================
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//
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// predefined colorsets
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//
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//=============================================================================
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static FColorCVar *cv_standard[] = {
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&am_backcolor,
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&am_yourcolor,
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&am_wallcolor,
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&am_tswallcolor,
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&am_fdwallcolor,
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&am_cdwallcolor,
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&am_efwallcolor,
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&am_thingcolor,
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&am_thingcolor_item,
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&am_thingcolor_citem,
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&am_thingcolor_monster,
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&am_thingcolor_ncmonster,
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&am_thingcolor_friend,
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&am_specialwallcolor,
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&am_secretwallcolor,
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&am_gridcolor,
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&am_xhaircolor,
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&am_notseencolor,
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&am_lockedcolor,
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&am_intralevelcolor,
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&am_interlevelcolor,
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&am_secretsectorcolor,
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&am_portalcolor
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};
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static FColorCVar *cv_overlay[] = {
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&am_backcolor, // this will not be used in overlay mode
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&am_ovyourcolor,
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&am_ovwallcolor,
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&am_ovotherwallscolor,
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&am_ovfdwallcolor,
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&am_ovcdwallcolor,
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&am_ovefwallcolor,
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&am_ovthingcolor,
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&am_ovthingcolor_item,
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&am_ovthingcolor_citem,
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&am_ovthingcolor_monster,
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&am_ovthingcolor_ncmonster,
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&am_ovthingcolor_friend,
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&am_ovspecialwallcolor,
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&am_ovsecretwallcolor,
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&am_gridcolor, // this will not be used in overlay mode
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&am_xhaircolor, // this will not be used in overlay mode
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&am_ovunseencolor,
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&am_ovlockedcolor,
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&am_ovtelecolor,
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&am_ovinterlevelcolor,
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&am_ovsecretsectorcolor,
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&am_ovportalcolor
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};
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CCMD(am_restorecolors)
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{
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for (unsigned i = 0; i < countof(cv_standard); i++)
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{
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cv_standard[i]->ResetToDefault();
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}
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for (unsigned i = 0; i < countof(cv_overlay); i++)
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{
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cv_overlay[i]->ResetToDefault();
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}
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}
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#define NOT_USED 1,0,0 // use almost black as indicator for an unused color
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static unsigned char DoomColors[]= {
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0x00,0x00,0x00, // background
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0xff,0xff,0xff, // yourcolor
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0xfc,0x00,0x00, // wallcolor
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0x80,0x80,0x80, // tswallcolor
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0xbc,0x78,0x48, // fdwallcolor
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0xfc,0xfc,0x00, // cdwallcolor
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0xbc,0x78,0x48, // efwallcolor
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0x74,0xfc,0x6c, // thingcolor
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0x74,0xfc,0x6c, // thingcolor_item
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0x74,0xfc,0x6c, // thingcolor_citem
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0x74,0xfc,0x6c, // thingcolor_monster
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0x74,0xfc,0x6c, // thingcolor_ncmonster
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0x74,0xfc,0x6c, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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0x4c,0x4c,0x4c, // gridcolor
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0x80,0x80,0x80, // xhaircolor
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0x6c,0x6c,0x6c, // notseencolor
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0xfc,0xfc,0x00, // lockedcolor
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NOT_USED, // intrateleport
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NOT_USED, // interteleport
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NOT_USED, // secretsector
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0x10,0x10,0x10, // almostbackground
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0x40,0x40,0x40 // portal
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};
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static unsigned char StrifeColors[]= {
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0x00,0x00,0x00, // background
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239, 239, 0, // yourcolor
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199, 195, 195, // wallcolor
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119, 115, 115, // tswallcolor
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55, 59, 91, // fdwallcolor
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119, 115, 115, // cdwallcolor
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55, 59, 91, // efwallcolor
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187, 59, 0, // thingcolor
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219, 171, 0, // thingcolor_item
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219, 171, 0, // thingcolor_citem
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0xfc,0x00,0x00, // thingcolor_monster
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0xfc,0x00,0x00, // thingcolor_ncmonster
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0xfc,0x00,0x00, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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0x4c,0x4c,0x4c, // gridcolor
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0x80,0x80,0x80, // xhaircolor
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0x6c,0x6c,0x6c, // notseencolor
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119, 115, 115, // lockedcolor
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NOT_USED, // intrateleport
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NOT_USED, // interteleport
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NOT_USED, // secretsector
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0x10,0x10,0x10, // almostbackground
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0x40,0x40,0x40 // portal
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};
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static unsigned char RavenColors[]= {
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0x6c,0x54,0x40, // background
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0xff,0xff,0xff, // yourcolor
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75, 50, 16, // wallcolor
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88, 93, 86, // tswallcolor
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208, 176, 133, // fdwallcolor
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103, 59, 31, // cdwallcolor
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208, 176, 133, // efwallcolor
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236, 236, 236, // thingcolor
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236, 236, 236, // thingcolor_item
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236, 236, 236, // thingcolor_citem
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236, 236, 236, // thingcolor_monster
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236, 236, 236, // thingcolor_ncmonster
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236, 236, 236, // thingcolor_friend
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NOT_USED, // specialwallcolor
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NOT_USED, // secretwallcolor
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75, 50, 16, // gridcolor
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0x00,0x00,0x00, // xhaircolor
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0x00,0x00,0x00, // notseencolor
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103, 59, 31, // lockedcolor
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NOT_USED, // intrateleport
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NOT_USED, // interteleport
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NOT_USED, // secretsector
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0x10,0x10,0x10, // almostbackground
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0x50,0x50,0x50 // portal
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};
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#undef NOT_USED
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static AMColorset AMColors;
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static AMColorset AMMod;
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static AMColorset AMModOverlay;
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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<mline_t> MapArrow;
|
|
static TArray<mline_t> CheatMapArrow;
|
|
static TArray<mline_t> CheatKey;
|
|
static TArray<mline_t> 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<mline_t> &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()
|
|
{
|
|
const double safe_frame = 1.0 - am_emptyspacemargin / 100.0;
|
|
double a = safe_frame * (SCREENWIDTH / max_w);
|
|
double b = safe_frame * (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<MAXPLAYERS;pnum++)
|
|
if (playeringame[pnum])
|
|
break;
|
|
assert(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; y<end; y+=FBlockmap::MAPBLOCKUNITS)
|
|
{
|
|
ml.a.x = minx - extx;
|
|
ml.b.x = ml.a.x + minlen;
|
|
ml.a.y = y;
|
|
ml.b.y = y;
|
|
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);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// This was previously using the variants from the renderers but with
|
|
// all globals being factored out this will become dangerouns and unpredictable
|
|
// as the original R_FakeFlat heavily depended on global variables from
|
|
// the last rendered scene.
|
|
//
|
|
//==========================================================================
|
|
|
|
sector_t * AM_FakeFlat(AActor *viewer, sector_t * sec, sector_t * dest)
|
|
{
|
|
if (sec->GetHeightSec() == 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<FVector2> 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 <po_NumPolyobjs; i++)
|
|
{
|
|
FPolyObj *po = &polyobjs[i];
|
|
FPolyNode *pnode = po->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<F3DFloor*> &ff_front = line->frontsector->e->XFloor.ffloors;
|
|
TArray<F3DFloor*> &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;i<ff_front.Size();i++)
|
|
{
|
|
F3DFloor *rover = ff_front[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (rover->alpha == 0) continue;
|
|
realfrontcount++;
|
|
}
|
|
|
|
for(unsigned i=0;i<ff_back.Size();i++)
|
|
{
|
|
F3DFloor *rover = ff_back[i];
|
|
if (!(rover->flags & 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;i<ff_front.Size();i++)
|
|
{
|
|
F3DFloor *rover = ff_front[i];
|
|
if (!(rover->flags & FF_EXISTS)) continue;
|
|
if (rover->alpha == 0) continue;
|
|
|
|
bool found = false;
|
|
for(unsigned j=0;j<ff_back.Size();j++)
|
|
{
|
|
F3DFloor *rover2 = ff_back[j];
|
|
if (!(rover2->flags & 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<lineguylines;i++) {
|
|
l.a.x = lineguy[i].a.x;
|
|
l.a.y = lineguy[i].a.y;
|
|
|
|
if (scale) {
|
|
l.a.x *= scale;
|
|
l.a.y *= scale;
|
|
}
|
|
|
|
if (angle != 0)
|
|
AM_rotate(&l.a.x, &l.a.y, angle);
|
|
|
|
l.a.x += x;
|
|
l.a.y += y;
|
|
|
|
l.b.x = lineguy[i].b.x;
|
|
l.b.y = lineguy[i].b.y;
|
|
|
|
if (scale) {
|
|
l.b.x *= scale;
|
|
l.b.y *= scale;
|
|
}
|
|
|
|
if (angle != 0)
|
|
AM_rotate(&l.b.x, &l.b.y, angle);
|
|
|
|
l.b.x += x;
|
|
l.b.y += y;
|
|
|
|
AM_drawMline(&l, color);
|
|
}
|
|
}
|
|
|
|
//=============================================================================
|
|
//
|
|
//
|
|
//
|
|
//=============================================================================
|
|
|
|
void AM_drawPlayers ()
|
|
{
|
|
if (am_cheat >= 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<AInventory> 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. + 22.5 - 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<AInventory *>(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<AActor> 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();
|
|
}
|
|
}
|