gzdoom/src/am_map.cpp
2012-02-12 02:45:48 +00:00

2605 lines
66 KiB
C++

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// $Log:$
//
// DESCRIPTION: the automap code
//
//-----------------------------------------------------------------------------
#include <stdio.h>
#include "doomdef.h"
#include "templates.h"
#include "g_level.h"
#include "doomdef.h"
#include "st_stuff.h"
#include "p_local.h"
#include "p_lnspec.h"
#include "w_wad.h"
#include "a_sharedglobal.h"
#include "statnums.h"
#include "r_data/r_translate.h"
#include "d_event.h"
#include "gi.h"
#include "p_setup.h"
#include "c_bind.h"
#include "farchive.h"
#include "r_renderer.h"
#include "m_cheat.h"
#include "i_system.h"
#include "c_dispatch.h"
#include "colormatcher.h"
#include "d_netinf.h"
// Needs access to LFB.
#include "v_video.h"
#include "v_palette.h"
#include "v_text.h"
// State.
#include "doomstat.h"
#include "r_state.h"
// Data.
#include "gstrings.h"
#include "am_map.h"
#include "a_artifacts.h"
#include "po_man.h"
#include "a_keys.h"
#include "r_data/colormaps.h"
//=============================================================================
//
// Automap colors
//
//=============================================================================
struct AMColor
{
int Index;
uint32 RGB;
void FromCVar(FColorCVar & cv)
{
Index = cv.GetIndex();
RGB = uint32(cv) | MAKEARGB(255, 0, 0, 0);
}
void FromRGB(int r,int g, int b)
{
RGB = MAKEARGB(255, r, g, b);
Index = ColorMatcher.Pick(r, g, b);
}
};
static AMColor Background, YourColor, WallColor, TSWallColor,
FDWallColor, CDWallColor, EFWallColor, ThingColor,
ThingColor_Item, ThingColor_CountItem, ThingColor_Monster, ThingColor_Friend,
SpecialWallColor, SecretWallColor, GridColor, XHairColor,
NotSeenColor,
LockedColor,
AlmostBackground,
IntraTeleportColor, InterTeleportColor,
SecretSectorColor;
static AMColor DoomColors[11];
static BYTE DoomPaletteVals[11*3] =
{
0x00,0x00,0x00, 0xff,0xff,0xff, 0x10,0x10,0x10,
0xfc,0x00,0x00, 0x80,0x80,0x80, 0xbc,0x78,0x48,
0xfc,0xfc,0x00, 0x74,0xfc,0x6c, 0x4c,0x4c,0x4c,
0x80,0x80,0x80, 0x6c,0x6c,0x6c
};
static AMColor StrifeColors[11];
static BYTE StrifePaletteVals[11*3] =
{
0x00,0x00,0x00, 239, 239, 0, 0x10,0x10,0x10,
199, 195, 195, 119, 115, 115, 55, 59, 91,
119, 115, 115, 0xfc,0x00,0x00, 0x4c,0x4c,0x4c,
187, 59, 0, 219, 171, 0
};
static AMColor RavenColors[11];
static BYTE RavenPaletteVals[11*3] =
{
0x6c,0x54,0x40, 255, 255, 255, 0x74,0x5c,0x48,
75, 50, 16, 88, 93, 86, 208, 176, 133,
103, 59, 31, 236, 236, 236, 0, 0, 0,
0, 0, 0, 0, 0, 0,
};
//=============================================================================
//
// globals
//
//=============================================================================
#define MAPBITS 12
#define MapDiv SafeDivScale12
#define MapMul MulScale12
#define MAPUNIT (1<<MAPBITS)
#define FRACTOMAPBITS (FRACBITS-MAPBITS)
// scale on entry
#define INITSCALEMTOF (.2*MAPUNIT)
// used by MTOF to scale from map-to-frame-buffer coords
static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
static fixed_t scale_ftom;
// translates between frame-buffer and map distances
inline fixed_t FTOM(fixed_t x)
{
return x * scale_ftom;
}
inline fixed_t MTOF(fixed_t x)
{
return MulScale24 (x, scale_mtof);
}
CVAR (Int, am_rotate, 0, CVAR_ARCHIVE);
CVAR (Int, am_overlay, 0, CVAR_ARCHIVE);
CVAR (Bool, am_showsecrets, true, CVAR_ARCHIVE);
CVAR (Bool, am_showmonsters, true, CVAR_ARCHIVE);
CVAR (Bool, am_showitems, false, CVAR_ARCHIVE);
CVAR (Bool, am_showtime, true, CVAR_ARCHIVE);
CVAR (Bool, am_showtotaltime, false, CVAR_ARCHIVE);
CVAR (Int, am_colorset, 0, CVAR_ARCHIVE);
CVAR (Color, am_backcolor, 0x6c5440, CVAR_ARCHIVE);
CVAR (Color, am_yourcolor, 0xfce8d8, CVAR_ARCHIVE);
CVAR (Color, am_wallcolor, 0x2c1808, CVAR_ARCHIVE);
CVAR (Color, am_secretwallcolor, 0x000000, CVAR_ARCHIVE);
CVAR (Color, am_specialwallcolor, 0xffffff, CVAR_ARCHIVE);
CVAR (Color, am_tswallcolor, 0x888888, CVAR_ARCHIVE);
CVAR (Color, am_fdwallcolor, 0x887058, CVAR_ARCHIVE);
CVAR (Color, am_cdwallcolor, 0x4c3820, CVAR_ARCHIVE);
CVAR (Color, am_efwallcolor, 0x665555, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_gridcolor, 0x8b5a2b, CVAR_ARCHIVE);
CVAR (Color, am_xhaircolor, 0x808080, CVAR_ARCHIVE);
CVAR (Color, am_notseencolor, 0x6c6c6c, CVAR_ARCHIVE);
CVAR (Color, am_lockedcolor, 0x007800, CVAR_ARCHIVE);
CVAR (Color, am_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
CVAR (Color, am_ovspecialwallcolor, 0xffffff, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovotherwallscolor, 0x008844, CVAR_ARCHIVE);
CVAR (Color, am_ovunseencolor, 0x00226e, CVAR_ARCHIVE);
CVAR (Color, am_ovtelecolor, 0xffff00, CVAR_ARCHIVE);
CVAR (Color, am_intralevelcolor, 0x0000ff, CVAR_ARCHIVE);
CVAR (Color, am_interlevelcolor, 0xff0000, CVAR_ARCHIVE);
CVAR (Color, am_secretsectorcolor, 0xff00ff, CVAR_ARCHIVE);
CVAR (Color, am_ovsecretsectorcolor,0x00ffff, CVAR_ARCHIVE);
CVAR (Int, am_map_secrets, 1, CVAR_ARCHIVE);
CVAR (Bool, am_drawmapback, true, CVAR_ARCHIVE);
CVAR (Bool, am_showkeys, true, CVAR_ARCHIVE);
CVAR (Bool, am_showtriggerlines, false, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_friend, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_monster, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_item, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_thingcolor_citem, 0xfcfcfc, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_friend, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_monster, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_item, 0xe88800, CVAR_ARCHIVE);
CVAR (Color, am_ovthingcolor_citem, 0xe88800, CVAR_ARCHIVE);
static int bigstate = 0;
static bool textured = 1; // internal toggle for texture mode
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 && numlines > 0)
{
for(int i=0;i<numlines;i++)
{
line_t *line = &lines[i];
// 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;
}
}
#define AM_NUMMARKPOINTS 10
// player radius for automap checking
#define PLAYERRADIUS 16*MAPUNIT
// how much the automap moves window per tic in frame-buffer coordinates
// moves 140 pixels at 320x200 in 1 second
#define F_PANINC (140/TICRATE)
// how much zoom-in per tic
// goes to 2x in 1 second
#define M_ZOOMIN (1.02*MAPUNIT)
// how much zoom-out per tic
// pulls out to 0.5x in 1 second
#define M_ZOOMOUT (MAPUNIT/1.02)
// translates between frame-buffer and map coordinates
#define CXMTOF(x) (MTOF((x)-m_x)/* - f_x*/)
#define CYMTOF(y) (f_h - MTOF((y)-m_y)/* + f_y*/)
struct fpoint_t
{
int x, y;
};
struct fline_t
{
fpoint_t a, b;
};
struct mpoint_t
{
fixed_t x,y;
};
struct mline_t
{
mpoint_t a, b;
};
struct islope_t
{
fixed_t slp, islp;
};
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
// starting from the middle.
//
static TArray<mline_t> MapArrow;
static TArray<mline_t> CheatMapArrow;
static TArray<mline_t> CheatKey;
static TArray<mline_t> EasyKey;
#define R (MAPUNIT)
// [RH] Avoid lots of warnings without compiler-specific #pragmas
#define L(a,b,c,d) { {(fixed_t)((a)*R),(fixed_t)((b)*R)}, {(fixed_t)((c)*R),(fixed_t)((d)*R)} }
static mline_t triangle_guy[] = {
L (-.867,-.5, .867,-.5),
L (.867,-.5, 0,1),
L (0,1, -.867,-.5)
};
#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
static mline_t thintriangle_guy[] = {
L (-.5,-.7, 1,0),
L (1,0, -.5,.7),
L (-.5,.7, -.5,-.7)
};
#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
static mline_t square_guy[] = {
L (0,1,1,0),
L (1,0,0,-1),
L (0,-1,-1,0),
L (-1,0,0,1)
};
#define NUMSQUAREGUYLINES (sizeof(square_guy)/sizeof(mline_t))
#undef R
EXTERN_CVAR (Bool, sv_cheats)
CUSTOM_CVAR (Int, am_cheat, 0, 0)
{
// No automap cheat in net games when cheats are disabled!
if (netgame && !sv_cheats && self != 0)
{
self = 0;
}
}
static int grid = 0;
bool automapactive = false;
// location of window on screen
static int f_x;
static int f_y;
// size of window on screen
static int f_w;
static int f_h;
static int f_p; // [RH] # of bytes from start of a line to start of next
static int amclock;
static mpoint_t m_paninc; // how far the window pans each tic (map coords)
static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
static float am_zoomdir;
static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
//
// width/height of window on map (map coords)
//
static fixed_t m_w;
static fixed_t m_h;
// based on level size
static fixed_t min_x, min_y, max_x, max_y;
static fixed_t max_w; // max_x-min_x,
static fixed_t max_h; // max_y-min_y
// based on player size
static fixed_t min_w;
static fixed_t min_h;
static fixed_t min_scale_mtof; // used to tell when to stop zooming out
static fixed_t max_scale_mtof; // used to tell when to stop zooming in
// old stuff for recovery later
static fixed_t old_m_w, old_m_h;
static fixed_t old_m_x, old_m_y;
// old location used by the Follower routine
static mpoint_t f_oldloc;
static FTextureID marknums[10]; // numbers used for marking by the automap
static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
static int markpointnum = 0; // next point to be assigned
static FTextureID mapback; // the automap background
static fixed_t mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff.
static fixed_t mapxstart=0; //x-value for the bitmap.
static bool stopped = true;
static void AM_calcMinMaxMtoF();
void AM_rotatePoint (fixed_t *x, fixed_t *y);
void AM_rotate (fixed_t *x, fixed_t *y, angle_t an);
void AM_doFollowPlayer ();
//=============================================================================
//
// map functions
//
//=============================================================================
bool AM_addMark ();
bool AM_clearMarks ();
void AM_saveScaleAndLoc ();
void AM_restoreScaleAndLoc ();
void AM_minOutWindowScale ();
CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
CCMD(am_togglefollow)
{
am_followplayer = !am_followplayer;
f_oldloc.x = FIXED_MAX;
Printf ("%s\n", GStrings(am_followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
}
CCMD(am_togglegrid)
{
grid = !grid;
Printf ("%s\n", GStrings(grid ? "AMSTR_GRIDON" : "AMSTR_GRIDOFF"));
}
CCMD(am_toggletexture)
{
if (am_textured && hasglnodes)
{
textured = !textured;
Printf ("%s\n", GStrings(textured ? "AMSTR_TEXON" : "AMSTR_TEXOFF"));
}
}
CCMD(am_setmark)
{
if (AM_addMark())
{
Printf ("%s %d\n", GStrings("AMSTR_MARKEDSPOT"), markpointnum);
}
}
CCMD(am_clearmarks)
{
if (AM_clearMarks())
{
Printf ("%s\n", GStrings("AMSTR_MARKSCLEARED"));
}
}
CCMD(am_gobig)
{
bigstate = !bigstate;
if (bigstate)
{
AM_saveScaleAndLoc();
AM_minOutWindowScale();
}
else
AM_restoreScaleAndLoc();
}
// Calculates the slope and slope according to the x-axis of a line
// segment in map coordinates (with the upright y-axis n' all) so
// that it can be used with the brain-dead drawing stuff.
// Ripped out for Heretic
/*
void AM_getIslope (mline_t *ml, islope_t *is)
{
int dx, dy;
dy = ml->a.y - ml->b.y;
dx = ml->b.x - ml->a.x;
if (!dy) is->islp = (dx<0?-MAXINT:MAXINT);
else is->islp = FixedDiv(dx, dy);
if (!dx) is->slp = (dy<0?-MAXINT:MAXINT);
else is->slp = FixedDiv(dy, dx);
}
*/
void AM_ParseArrow(TArray<mline_t> &Arrow, const char *lumpname)
{
const int R = ((8*PLAYERRADIUS)/7);
FScanner sc;
int lump = Wads.CheckNumForFullName(lumpname, true);
if (lump >= 0)
{
sc.OpenLumpNum(lump);
sc.SetCMode(true);
while (sc.GetToken())
{
mline_t line;
sc.TokenMustBe('(');
sc.MustGetFloat();
line.a.x = xs_RoundToInt(sc.Float*R);
sc.MustGetToken(',');
sc.MustGetFloat();
line.a.y = xs_RoundToInt(sc.Float*R);
sc.MustGetToken(')');
sc.MustGetToken(',');
sc.MustGetToken('(');
sc.MustGetFloat();
line.b.x = xs_RoundToInt(sc.Float*R);
sc.MustGetToken(',');
sc.MustGetFloat();
line.b.y = xs_RoundToInt(sc.Float*R);
sc.MustGetToken(')');
Arrow.Push(line);
}
}
}
void AM_StaticInit()
{
MapArrow.Clear();
CheatMapArrow.Clear();
CheatKey.Clear();
EasyKey.Clear();
if (gameinfo.mMapArrow.IsNotEmpty()) AM_ParseArrow(MapArrow, gameinfo.mMapArrow);
if (gameinfo.mCheatMapArrow.IsNotEmpty()) AM_ParseArrow(CheatMapArrow, gameinfo.mCheatMapArrow);
AM_ParseArrow(CheatKey, "maparrows/key.txt");
AM_ParseArrow(EasyKey, "maparrows/ravenkey.txt");
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();
static DWORD *lastpal = NULL;
//static int lastback = -1;
DWORD *palette;
palette = (DWORD *)GPalette.BaseColors;
int i, j;
for (i = j = 0; i < 11; i++, j += 3)
{
DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
RavenColors[i].FromRGB(RavenPaletteVals[j], RavenPaletteVals[j+1], RavenPaletteVals[j+2]);
}
}
//=============================================================================
//
// called by the coordinate drawer
//
//=============================================================================
void AM_GetPosition(fixed_t &x, fixed_t &y)
{
x = (m_x + m_w/2) << FRACTOMAPBITS;
y = (m_y + m_h/2) << FRACTOMAPBITS;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_activateNewScale ()
{
m_x += m_w/2;
m_y += m_h/2;
m_w = FTOM(f_w);
m_h = FTOM(f_h);
m_x -= m_w/2;
m_y -= m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_saveScaleAndLoc ()
{
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_restoreScaleAndLoc ()
{
m_w = old_m_w;
m_h = old_m_h;
if (!am_followplayer)
{
m_x = old_m_x;
m_y = old_m_y;
}
else
{
m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2;
}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// Change the scaling multipliers
scale_mtof = MapDiv(f_w<<MAPBITS, m_w);
scale_ftom = MapDiv(MAPUNIT, 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 = FIXED_MAX;
max_x = max_y = FIXED_MIN;
for (int i = 0; i < numvertexes; i++)
{
if (vertexes[i].x < min_x)
min_x = vertexes[i].x;
else if (vertexes[i].x > max_x)
max_x = vertexes[i].x;
if (vertexes[i].y < min_y)
min_y = vertexes[i].y;
else if (vertexes[i].y > max_y)
max_y = vertexes[i].y;
}
max_w = (max_x >>= FRACTOMAPBITS) - (min_x >>= FRACTOMAPBITS);
max_h = (max_y >>= FRACTOMAPBITS) - (min_y >>= FRACTOMAPBITS);
min_w = 2*PLAYERRADIUS; // const? never changed?
min_h = 2*PLAYERRADIUS;
AM_calcMinMaxMtoF();
}
//=============================================================================
//
//
//
//=============================================================================
static void AM_calcMinMaxMtoF()
{
fixed_t a = MapDiv (SCREENWIDTH << MAPBITS, max_w);
fixed_t b = MapDiv (::ST_Y << MAPBITS, max_h);
min_scale_mtof = a < b ? a : b;
max_scale_mtof = MapDiv (SCREENHEIGHT << MAPBITS, 2*PLAYERRADIUS);
}
//=============================================================================
//
//
//
//=============================================================================
static void AM_ClipRotatedExtents (fixed_t pivotx, fixed_t pivoty)
{
if (am_rotate == 0 || (am_rotate == 2 && !viewactive))
{
if (m_x + m_w/2 > max_x)
m_x = max_x - m_w/2;
else if (m_x + m_w/2 < min_x)
m_x = min_x - m_w/2;
if (m_y + m_h/2 > max_y)
m_y = max_y - m_h/2;
else if (m_y + m_h/2 < min_y)
m_y = min_y - m_h/2;
}
else
{
#if 0
fixed_t rmin_x, rmin_y, rmax_x, rmax_y;
fixed_t xs[5], ys[5];
int i;
xs[0] = min_x; ys[0] = min_y;
xs[1] = max_x; ys[1] = min_y;
xs[2] = max_x; ys[2] = max_y;
xs[3] = min_x; ys[3] = max_y;
xs[4] = m_x + m_w/2; ys[4] = m_y + m_h/2;
rmin_x = rmin_y = FIXED_MAX;
rmax_x = rmax_y = FIXED_MIN;
for (i = 0; i < 5; ++i)
{
xs[i] -= pivotx;
ys[i] -= pivoty;
AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->angle);
if (i == 5)
break;
// xs[i] += pivotx;
// ys[i] += pivoty;
if (xs[i] < rmin_x) rmin_x = xs[i];
if (xs[i] > rmax_x) rmax_x = xs[i];
if (ys[i] < rmin_y) rmin_y = ys[i];
if (ys[i] > rmax_y) rmax_y = ys[i];
}
if (rmax_x < 0)
xs[4] = -rmax_x;
else if (rmin_x > 0)
xs[4] = -rmin_x;
// if (ys[4] > rmax_y)
// ys[4] = rmax_y;
// else if (ys[4] < rmin_y)
// ys[4] = rmin_y;
AM_rotate (&xs[4], &ys[4], ANG270 - players[consoleplayer].camera->angle);
m_x = xs[4] + pivotx - m_w/2;
m_y = ys[4] + pivoty - m_h/2;
#endif
}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
//=============================================================================
//
//
//
//=============================================================================
static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy)
{
mapxstart -= MulScale12 (dmapx, scale_mtof);
mapystart -= MulScale12 (dmapy, scale_mtof);
if (mapback.isValid())
{
FTexture *backtex = TexMan[mapback];
if (backtex != NULL)
{
int pwidth = backtex->GetWidth() << MAPBITS;
int pheight = backtex->GetHeight() << MAPBITS;
while(mapxstart > 0)
mapxstart -= pwidth;
while(mapxstart <= -pwidth)
mapxstart += pwidth;
while(mapystart > 0)
mapystart -= pheight;
while(mapystart <= -pheight)
mapystart += pheight;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_changeWindowLoc ()
{
if (0 != (m_paninc.x | m_paninc.y))
{
am_followplayer = false;
f_oldloc.x = FIXED_MAX;
}
int oldmx = m_x, oldmy = m_y;
fixed_t incx, incy, oincx, oincy;
incx = m_paninc.x;
incy = m_paninc.y;
oincx = incx = Scale(m_paninc.x, SCREENWIDTH, 320);
oincy = incy = Scale(m_paninc.y, SCREENHEIGHT, 200);
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate(&incx, &incy, players[consoleplayer].camera->angle - ANG90);
}
m_x += incx;
m_y += incy;
AM_ClipRotatedExtents (oldmx + m_w/2, oldmy + m_h/2);
AM_ScrollParchment (m_x != oldmx ? oincx : 0, m_y != oldmy ? -oincy : 0);
}
//=============================================================================
//
//
//
//=============================================================================
void AM_initVariables ()
{
int pnum;
automapactive = true;
// Reset AM buttons
Button_AM_PanLeft.Reset();
Button_AM_PanRight.Reset();
Button_AM_PanUp.Reset();
Button_AM_PanDown.Reset();
Button_AM_ZoomIn.Reset();
Button_AM_ZoomOut.Reset();
f_oldloc.x = FIXED_MAX;
amclock = 0;
m_paninc.x = m_paninc.y = 0;
mtof_zoommul = MAPUNIT;
m_w = FTOM(SCREENWIDTH);
m_h = FTOM(SCREENHEIGHT);
// find player to center on initially
if (!playeringame[pnum = consoleplayer])
for (pnum=0;pnum<MAXPLAYERS;pnum++)
if (playeringame[pnum])
break;
m_x = (players[pnum].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - m_h/2;
AM_changeWindowLoc();
// for saving & restoring
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
}
//=============================================================================
//
//
//
//=============================================================================
static void AM_initColors (bool overlayed)
{
if (overlayed)
{
YourColor.FromCVar (am_ovyourcolor);
WallColor.FromCVar (am_ovwallcolor);
SpecialWallColor.FromCVar(am_ovspecialwallcolor);
SecretWallColor = WallColor;
SecretSectorColor.FromCVar (am_ovsecretsectorcolor);
ThingColor_Item.FromCVar (am_ovthingcolor_item);
ThingColor_CountItem.FromCVar (am_ovthingcolor_citem);
ThingColor_Friend.FromCVar (am_ovthingcolor_friend);
ThingColor_Monster.FromCVar (am_ovthingcolor_monster);
ThingColor.FromCVar (am_ovthingcolor);
LockedColor.FromCVar (am_ovotherwallscolor);
EFWallColor = FDWallColor = CDWallColor = LockedColor;
TSWallColor.FromCVar (am_ovunseencolor);
NotSeenColor = TSWallColor;
InterTeleportColor.FromCVar (am_ovtelecolor);
IntraTeleportColor = InterTeleportColor;
}
else switch(am_colorset)
{
default:
{
/* Use the custom colors in the am_* cvars */
Background.FromCVar (am_backcolor);
YourColor.FromCVar (am_yourcolor);
SecretWallColor.FromCVar (am_secretwallcolor);
SpecialWallColor.FromCVar (am_specialwallcolor);
WallColor.FromCVar (am_wallcolor);
TSWallColor.FromCVar (am_tswallcolor);
FDWallColor.FromCVar (am_fdwallcolor);
CDWallColor.FromCVar (am_cdwallcolor);
EFWallColor.FromCVar (am_efwallcolor);
ThingColor_Item.FromCVar (am_thingcolor_item);
ThingColor_CountItem.FromCVar (am_thingcolor_citem);
ThingColor_Friend.FromCVar (am_thingcolor_friend);
ThingColor_Monster.FromCVar (am_thingcolor_monster);
ThingColor.FromCVar (am_thingcolor);
GridColor.FromCVar (am_gridcolor);
XHairColor.FromCVar (am_xhaircolor);
NotSeenColor.FromCVar (am_notseencolor);
LockedColor.FromCVar (am_lockedcolor);
InterTeleportColor.FromCVar (am_interlevelcolor);
IntraTeleportColor.FromCVar (am_intralevelcolor);
SecretSectorColor.FromCVar (am_secretsectorcolor);
DWORD ba = am_backcolor;
int r = RPART(ba) - 16;
int g = GPART(ba) - 16;
int b = BPART(ba) - 16;
if (r < 0)
r += 32;
if (g < 0)
g += 32;
if (b < 0)
b += 32;
AlmostBackground.FromRGB(r, g, b);
break;
}
case 1: // Doom
// Use colors corresponding to the original Doom's
Background = DoomColors[0];
YourColor = DoomColors[1];
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
SpecialWallColor =
WallColor = DoomColors[3];
TSWallColor = DoomColors[4];
EFWallColor = FDWallColor = DoomColors[5];
LockedColor =
CDWallColor = DoomColors[6];
ThingColor_Item =
ThingColor_Friend =
ThingColor_Monster =
ThingColor = DoomColors[7];
GridColor = DoomColors[8];
XHairColor = DoomColors[9];
NotSeenColor = DoomColors[10];
break;
case 2: // Strife
// Use colors corresponding to the original Strife's
Background = StrifeColors[0];
YourColor = StrifeColors[1];
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
SpecialWallColor =
WallColor = StrifeColors[3];
TSWallColor = StrifeColors[4];
EFWallColor = FDWallColor = StrifeColors[5];
LockedColor =
CDWallColor = StrifeColors[6];
ThingColor_Item = StrifeColors[10];
ThingColor_Friend =
ThingColor_Monster = StrifeColors[7];
ThingColor = StrifeColors[9];
GridColor = StrifeColors[8];
XHairColor = DoomColors[9];
NotSeenColor = DoomColors[10];
break;
case 3: // Raven
// Use colors corresponding to the original Raven's
Background = RavenColors[0];
YourColor = RavenColors[1];
AlmostBackground = DoomColors[2];
SecretSectorColor =
SecretWallColor =
SpecialWallColor =
WallColor = RavenColors[3];
TSWallColor = RavenColors[4];
EFWallColor = FDWallColor = RavenColors[5];
LockedColor =
CDWallColor = RavenColors[6];
ThingColor =
ThingColor_Item =
ThingColor_Friend =
ThingColor_Monster = RavenColors[7];
GridColor = RavenColors[4];
XHairColor = RavenColors[9];
NotSeenColor = RavenColors[10];
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 ()
{
const char *autopage = level.info->mapbg[0] == 0? "AUTOPAGE" : (const char*)&level.info->mapbg[0];
mapback = TexMan.CheckForTexture(autopage, FTexture::TEX_MiscPatch);
AM_clearMarks();
AM_findMinMaxBoundaries();
scale_mtof = MapDiv(min_scale_mtof, (int) (0.7*MAPUNIT));
if (scale_mtof > max_scale_mtof)
scale_mtof = min_scale_mtof;
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
am_showalllines.Callback();
}
//=============================================================================
//
//
//
//=============================================================================
void AM_Stop ()
{
automapactive = false;
stopped = true;
BorderNeedRefresh = screen->GetPageCount ();
viewactive = true;
}
//=============================================================================
//
//
//
//=============================================================================
void AM_Start ()
{
if (!stopped) AM_Stop();
stopped = false;
AM_initVariables();
}
//=============================================================================
//
// set the window scale to the maximum size
//
//=============================================================================
void AM_minOutWindowScale ()
{
scale_mtof = min_scale_mtof;
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
}
//=============================================================================
//
// set the window scale to the minimum size
//
//=============================================================================
void AM_maxOutWindowScale ()
{
scale_mtof = max_scale_mtof;
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
}
//=============================================================================
//
// Called right after the resolution has changed
//
//=============================================================================
void AM_NewResolution()
{
fixed_t oldmin = min_scale_mtof;
if ( oldmin == 0 )
{
return; // [SP] Not in a game, exit!
}
AM_calcMinMaxMtoF();
scale_mtof = Scale(scale_mtof, min_scale_mtof, oldmin);
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
if (scale_mtof < min_scale_mtof)
AM_minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
AM_maxOutWindowScale();
f_w = screen->GetWidth();
f_h = ST_Y;
AM_activateNewScale();
}
//=============================================================================
//
//
//
//=============================================================================
CCMD (togglemap)
{
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;
SB_state = screen->GetPageCount ();
if (!automapactive)
{
AM_Start ();
viewactive = (am_overlay != 0.f);
}
else
{
if (am_overlay==1 && viewactive)
{
viewactive = false;
SB_state = screen->GetPageCount ();
}
else
{
AM_Stop ();
}
}
}
//=============================================================================
//
// Handle events (user inputs) in automap mode
//
//=============================================================================
bool AM_Responder (event_t *ev, bool last)
{
if (automapactive && (ev->type == EV_KeyDown || ev->type == EV_KeyUp))
{
if (am_followplayer)
{
// check for am_pan* and ignore in follow mode
const char *defbind = AutomapBindings.GetBind(ev->data1);
if (!strnicmp(defbind, "+am_pan", 7)) return false;
}
bool res = C_DoKey(ev, &AutomapBindings, NULL);
if (res && ev->type == EV_KeyUp && !last)
{
// If this is a release event we also need to check if it released a button in the main Bindings
// so that that button does not get stuck.
const char *defbind = Bindings.GetBind(ev->data1);
return (defbind[0] != '+'); // Let G_Responder handle button releases
}
return res;
}
return false;
}
//=============================================================================
//
// Zooming
//
//=============================================================================
void AM_changeWindowScale ()
{
int mtof_zoommul;
if (am_zoomdir > 0)
{
mtof_zoommul = int(M_ZOOMIN * am_zoomdir);
}
else if (am_zoomdir < 0)
{
mtof_zoommul = int(M_ZOOMOUT / -am_zoomdir);
}
else if (Button_AM_ZoomIn.bDown)
{
mtof_zoommul = int(M_ZOOMIN);
}
else if (Button_AM_ZoomOut.bDown)
{
mtof_zoommul = int(M_ZOOMOUT);
}
else
{
mtof_zoommul = MAPUNIT;
}
am_zoomdir = 0;
// Change the scaling multipliers
scale_mtof = MapMul(scale_mtof, mtof_zoommul);
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
if (scale_mtof < min_scale_mtof)
AM_minOutWindowScale();
else if (scale_mtof > max_scale_mtof)
AM_maxOutWindowScale();
}
CCMD(am_zoom)
{
if (argv.argc() >= 2)
{
am_zoomdir = (float)atof(argv[1]);
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_doFollowPlayer ()
{
fixed_t sx, sy;
if (players[consoleplayer].camera != NULL &&
(f_oldloc.x != players[consoleplayer].camera->x ||
f_oldloc.y != players[consoleplayer].camera->y))
{
m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS) - m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// do the parallax parchment scrolling.
sx = (players[consoleplayer].camera->x - f_oldloc.x) >> FRACTOMAPBITS;
sy = (f_oldloc.y - players[consoleplayer].camera->y) >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotate (&sx, &sy, players[consoleplayer].camera->angle - ANG90);
}
AM_ScrollParchment (sx, sy);
f_oldloc.x = players[consoleplayer].camera->x;
f_oldloc.y = players[consoleplayer].camera->y;
}
}
//=============================================================================
//
// Updates on Game Tick
//
//=============================================================================
void AM_Ticker ()
{
if (!automapactive)
return;
amclock++;
if (am_followplayer)
{
AM_doFollowPlayer();
}
else
{
m_paninc.x = m_paninc.y = 0;
if (Button_AM_PanLeft.bDown) m_paninc.x -= FTOM(F_PANINC);
if (Button_AM_PanRight.bDown) m_paninc.x += FTOM(F_PANINC);
if (Button_AM_PanUp.bDown) m_paninc.y += FTOM(F_PANINC);
if (Button_AM_PanDown.bDown) m_paninc.y -= FTOM(F_PANINC);
}
// Change the zoom if necessary
if (Button_AM_ZoomIn.bDown || Button_AM_ZoomOut.bDown || am_zoomdir != 0)
AM_changeWindowScale();
// Change x,y location
//if (m_paninc.x || m_paninc.y)
AM_changeWindowLoc();
}
//=============================================================================
//
// Clear automap frame buffer.
//
//=============================================================================
void AM_clearFB (const AMColor &color)
{
if (!mapback.isValid() || !am_drawmapback)
{
screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB);
}
else
{
FTexture *backtex = TexMan[mapback];
if (backtex != NULL)
{
int pwidth = backtex->GetWidth();
int pheight = backtex->GetHeight();
int x, y;
//blit the automap background to the screen.
for (y = mapystart >> MAPBITS; y < f_h; y += pheight)
{
for (x = mapxstart >> MAPBITS; x < f_w; x += pwidth)
{
screen->DrawTexture (backtex, x, y, DTA_ClipBottom, f_h, DTA_TopOffset, 0, DTA_LeftOffset, 0, TAG_DONE);
}
}
}
}
}
//=============================================================================
//
// Automap clipping of lines.
//
// Based on Cohen-Sutherland clipping algorithm but with a slightly
// faster reject and precalculated slopes. If the speed is needed,
// use a hash algorithm to handle the common cases.
//
//=============================================================================
bool AM_clipMline (mline_t *ml, fline_t *fl)
{
enum {
LEFT =1,
RIGHT =2,
BOTTOM =4,
TOP =8
};
register int outcode1 = 0;
register int outcode2 = 0;
register int outside;
fpoint_t tmp = { 0, 0 };
int dx;
int dy;
#define DOOUTCODE(oc, mx, my) \
(oc) = 0; \
if ((my) < 0) (oc) |= TOP; \
else if ((my) >= f_h) (oc) |= BOTTOM; \
if ((mx) < 0) (oc) |= LEFT; \
else if ((mx) >= f_w) (oc) |= RIGHT;
// do trivial rejects and outcodes
if (ml->a.y > m_y2)
outcode1 = TOP;
else if (ml->a.y < m_y)
outcode1 = BOTTOM;
if (ml->b.y > m_y2)
outcode2 = TOP;
else if (ml->b.y < m_y)
outcode2 = BOTTOM;
if (outcode1 & outcode2)
return false; // trivially outside
if (ml->a.x < m_x)
outcode1 |= LEFT;
else if (ml->a.x > m_x2)
outcode1 |= RIGHT;
if (ml->b.x < m_x)
outcode2 |= LEFT;
else if (ml->b.x > m_x2)
outcode2 |= RIGHT;
if (outcode1 & outcode2)
return false; // trivially outside
// transform to frame-buffer coordinates.
fl->a.x = CXMTOF(ml->a.x);
fl->a.y = CYMTOF(ml->a.y);
fl->b.x = CXMTOF(ml->b.x);
fl->b.y = CYMTOF(ml->b.y);
DOOUTCODE(outcode1, fl->a.x, fl->a.y);
DOOUTCODE(outcode2, fl->b.x, fl->b.y);
if (outcode1 & outcode2)
return false;
while (outcode1 | outcode2) {
// may be partially inside box
// find an outside point
if (outcode1)
outside = outcode1;
else
outside = outcode2;
// clip to each side
if (outside & TOP)
{
dy = fl->a.y - fl->b.y;
dx = fl->b.x - fl->a.x;
tmp.x = fl->a.x + Scale(dx, fl->a.y, dy);
tmp.y = 0;
}
else if (outside & BOTTOM)
{
dy = fl->a.y - fl->b.y;
dx = fl->b.x - fl->a.x;
tmp.x = fl->a.x + Scale(dx, fl->a.y - f_h, dy);
tmp.y = f_h-1;
}
else if (outside & RIGHT)
{
dy = fl->b.y - fl->a.y;
dx = fl->b.x - fl->a.x;
tmp.y = fl->a.y + Scale(dy, f_w-1 - fl->a.x, dx);
tmp.x = f_w-1;
}
else if (outside & LEFT)
{
dy = fl->b.y - fl->a.y;
dx = fl->b.x - fl->a.x;
tmp.y = fl->a.y + Scale(dy, -fl->a.x, dx);
tmp.x = 0;
}
if (outside == outcode1)
{
fl->a = tmp;
DOOUTCODE(outcode1, fl->a.x, fl->a.y);
}
else
{
fl->b = tmp;
DOOUTCODE(outcode2, fl->b.x, fl->b.y);
}
if (outcode1 & outcode2)
return false; // trivially outside
}
return true;
}
#undef DOOUTCODE
//=============================================================================
//
// Clip lines, draw visible parts of lines.
//
//=============================================================================
void AM_drawMline (mline_t *ml, const AMColor &color)
{
fline_t fl;
if (AM_clipMline (ml, &fl))
{
screen->DrawLine (f_x + fl.a.x, f_y + fl.a.y, f_x + fl.b.x, f_y + fl.b.y, color.Index, color.RGB);
}
}
//=============================================================================
//
// Draws flat (floor/ceiling tile) aligned grid lines.
//
//=============================================================================
void AM_drawGrid (const AMColor &color)
{
fixed_t x, y;
fixed_t start, end;
mline_t ml;
fixed_t minlen, extx, exty;
fixed_t minx, miny;
// [RH] Calculate a minimum for how long the grid lines should be so that
// they cover the screen at any rotation.
minlen = (fixed_t)sqrt ((double)m_w*(double)m_w + (double)m_h*(double)m_h);
extx = (minlen - m_w) / 2;
exty = (minlen - m_h) / 2;
minx = m_x;
miny = m_y;
// Figure out start of vertical gridlines
start = minx - extx;
if ((start-bmaporgx)%(MAPBLOCKUNITS<<MAPBITS))
start += (MAPBLOCKUNITS<<MAPBITS)
- ((start-bmaporgx)%(MAPBLOCKUNITS<<MAPBITS));
end = minx + minlen - extx;
// draw vertical gridlines
for (x = start; x < end; x += (MAPBLOCKUNITS<<MAPBITS))
{
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;
if ((start-bmaporgy)%(MAPBLOCKUNITS<<MAPBITS))
start += (MAPBLOCKUNITS<<MAPBITS)
- ((start-bmaporgy)%(MAPBLOCKUNITS<<MAPBITS));
end = miny + minlen - exty;
// draw horizontal gridlines
for (y=start; y<end; y+=(MAPBLOCKUNITS<<MAPBITS))
{
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);
}
}
//=============================================================================
//
// AM_drawSubsectors
//
//=============================================================================
void AM_drawSubsectors()
{
static TArray<FVector2> points;
float scale = float(scale_mtof);
angle_t rotation;
sector_t tempsec;
int floorlight, ceilinglight;
double originx, originy;
FDynamicColormap *colormap;
for (int i = 0; i < numsubsectors; ++i)
{
if (subsectors[i].flags & SSECF_POLYORG)
{
continue;
}
if ((!(subsectors[i].flags & SSECF_DRAWN) || (subsectors[i].render_sector->MoreFlags & SECF_HIDDEN)) && am_cheat == 0)
{
continue;
}
// Fill the points array from the subsector.
points.Resize(subsectors[i].numlines);
for (DWORD j = 0; j < subsectors[i].numlines; ++j)
{
mpoint_t pt = { subsectors[i].firstline[j].v1->x >> FRACTOMAPBITS,
subsectors[i].firstline[j].v1->y >> FRACTOMAPBITS };
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint(&pt.x, &pt.y);
}
points[j].X = f_x + ((pt.x - m_x) * scale / float(1 << 24));
points[j].Y = f_y + (f_h - (pt.y - m_y) * scale / float(1 << 24));
}
// For lighting and texture determination
sector_t *sec = Renderer->FakeFlat (subsectors[i].render_sector, &tempsec, &floorlight, &ceilinglight, false);
// Find texture origin.
mpoint_t originpt = { -sec->GetXOffset(sector_t::floor) >> FRACTOMAPBITS,
sec->GetYOffset(sector_t::floor) >> FRACTOMAPBITS };
rotation = 0 - sec->GetAngle(sector_t::floor);
// Apply the floor's rotation to the texture origin.
if (rotation != 0)
{
AM_rotate(&originpt.x, &originpt.y, rotation);
}
// Apply the automap's rotation to the texture origin.
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
rotation += ANG90 - players[consoleplayer].camera->angle;
AM_rotatePoint(&originpt.x, &originpt.y);
}
originx = f_x + ((originpt.x - m_x) * scale / float(1 << 24));
originy = f_y + (f_h - (originpt.y - m_y) * scale / float(1 << 24));
// Coloring for the polygon
colormap = sec->ColorMap;
FTextureID maptex = sec->GetTexture(sector_t::floor);
#ifdef _3DFLOORS
if (sec->e->XFloor.ffloors.Size())
{
secplane_t *floorplane = &sec->floorplane;
// Look for the highest floor below the camera viewpoint.
// Check the center of the subsector's sector. Do not check each
// subsector separately because that might result in different planes for
// different subsectors of the same sector which is not wanted here.
// (Make the comparison in floating point to avoid overflows and improve performance.)
double secx;
double secy;
double seczb, seczt;
double cmpz = FIXED2DBL(viewz);
if (players[consoleplayer].camera && sec == players[consoleplayer].camera->Sector)
{
// For the actual camera sector use the current viewpoint as reference.
secx = FIXED2DBL(viewx);
secy = FIXED2DBL(viewy);
}
else
{
secx = FIXED2DBL(sec->soundorg[0]);
secy = FIXED2DBL(sec->soundorg[1]);
}
seczb = floorplane->ZatPoint(secx, secy);
seczt = sec->ceilingplane.ZatPoint(secx, secy);
for (unsigned int i = 0; i < sec->e->XFloor.ffloors.Size(); ++i)
{
F3DFloor *rover = sec->e->XFloor.ffloors[i];
if (!(rover->flags & FF_EXISTS)) continue;
if (rover->flags & FF_FOG) continue;
if (rover->alpha == 0) continue;
double roverz = rover->top.plane->ZatPoint(secx, secy);
// Ignore 3D floors that are above or below the sector itself:
// they are hidden. Since 3D floors are sorted top to bottom,
// if we get below the sector floor, we can stop.
if (roverz > seczt) continue;
if (roverz < seczb) break;
if (roverz < cmpz)
{
maptex = *(rover->top.texture);
floorplane = rover->top.plane;
break;
}
}
lightlist_t *light = P_GetPlaneLight(sec, floorplane, false);
floorlight = *light->p_lightlevel;
colormap = light->extra_colormap;
}
#endif
// If this subsector has not actually been seen yet (because you are cheating
// to see it on the map), tint and desaturate it.
if (!(subsectors[i].flags & SSECF_DRAWN))
{
colormap = GetSpecialLights(
MAKERGB(
(colormap->Color.r + 255) / 2,
(colormap->Color.g + 200) / 2,
(colormap->Color.b + 160) / 2),
colormap->Fade,
255 - (255 - colormap->Desaturate) / 4);
floorlight = (floorlight + 200*15) / 16;
}
// Draw the polygon.
FTexture *pic = TexMan(maptex);
if (pic != NULL && pic->UseType != FTexture::TEX_Null)
{
screen->FillSimplePoly(TexMan(maptex),
&points[0], points.Size(),
originx, originy,
scale / (FIXED2FLOAT(sec->GetXScale(sector_t::floor)) * float(1 << MAPBITS)),
scale / (FIXED2FLOAT(sec->GetYScale(sector_t::floor)) * float(1 << MAPBITS)),
rotation,
colormap,
floorlight
);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
static bool AM_CheckSecret(line_t *line)
{
if (line->frontsector != NULL)
{
if (line->frontsector->secretsector)
{
if (am_map_secrets!=0 && !(line->frontsector->special&SECRET_MASK)) return true;
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true;
}
}
if (line->backsector != NULL)
{
if (line->backsector->secretsector)
{
if (am_map_secrets!=0 && !(line->backsector->special&SECRET_MASK)) return true;
if (am_map_secrets==2 && !(line->flags & ML_SECRET)) return true;
}
}
return false;
}
//=============================================================================
//
// Polyobject debug stuff
//
//=============================================================================
void AM_drawSeg(seg_t *seg, const AMColor &color)
{
mline_t l;
l.a.x = seg->v1->x >> FRACTOMAPBITS;
l.a.y = seg->v1->y >> FRACTOMAPBITS;
l.b.x = seg->v2->x >> FRACTOMAPBITS;
l.b.y = seg->v2->y >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&l.a.x, &l.a.y);
AM_rotatePoint (&l.b.x, &l.b.y);
}
AM_drawMline(&l, color);
}
void AM_drawPolySeg(FPolySeg *seg, const AMColor &color)
{
mline_t l;
l.a.x = seg->v1.x >> FRACTOMAPBITS;
l.a.y = seg->v1.y >> FRACTOMAPBITS;
l.b.x = seg->v2.x >> FRACTOMAPBITS;
l.b.y = seg->v2.y >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&l.a.x, &l.a.y);
AM_rotatePoint (&l.b.x, &l.b.y);
}
AM_drawMline(&l, color);
}
void AM_showSS()
{
if (am_showsubsector >= 0 && am_showsubsector < numsubsectors)
{
AMColor yellow;
yellow.FromRGB(255,255,0);
AMColor red;
red.FromRGB(255,0,0);
subsector_t *sub = &subsectors[am_showsubsector];
for (unsigned int i = 0; i < sub->numlines; i++)
{
AM_drawSeg(sub->firstline + i, yellow);
}
PO_LinkToSubsectors();
for (int i = 0; i <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;
}
}
}
}
#ifdef _3DFLOORS
//=============================================================================
//
// 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;
}
#endif
//=============================================================================
//
// Determines visible lines, draws them.
// This is LineDef based, not LineSeg based.
//
//=============================================================================
void AM_drawWalls (bool allmap)
{
int i;
static mline_t l;
int lock, color;
for (i = 0; i < numlines; i++)
{
l.a.x = lines[i].v1->x >> FRACTOMAPBITS;
l.a.y = lines[i].v1->y >> FRACTOMAPBITS;
l.b.x = lines[i].v2->x >> FRACTOMAPBITS;
l.b.y = lines[i].v2->y >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&l.a.x, &l.a.y);
AM_rotatePoint (&l.b.x, &l.b.y);
}
if (am_cheat != 0 || (lines[i].flags & ML_MAPPED))
{
if ((lines[i].flags & ML_DONTDRAW) && am_cheat == 0)
{
if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
}
if (AM_CheckSecret(&lines[i]))
{
// map secret sectors like Boom
AM_drawMline(&l, SecretSectorColor);
}
else if (lines[i].flags & ML_SECRET)
{ // secret door
if (am_cheat != 0 && lines[i].backsector != NULL)
AM_drawMline(&l, SecretWallColor);
else
AM_drawMline(&l, WallColor);
} else if (lines[i].locknumber > 0) { // [Dusk] specials w/ locknumbers
lock = lines[i].locknumber;
color = P_GetMapColorForLock(lock);
AMColor c;
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
else c = LockedColor;
AM_drawMline (&l, c);
} else if ((lines[i].special == Teleport ||
lines[i].special == Teleport_NoFog ||
lines[i].special == Teleport_ZombieChanger ||
lines[i].special == Teleport_Line) &&
(lines[i].activation & SPAC_PlayerActivate) &&
am_colorset == 0)
{ // intra-level teleporters
AM_drawMline(&l, IntraTeleportColor);
}
else if ((lines[i].special == Teleport_NewMap ||
lines[i].special == Teleport_EndGame ||
lines[i].special == Exit_Normal ||
lines[i].special == Exit_Secret) &&
am_colorset == 0)
{ // inter-level/game-ending teleporters
AM_drawMline(&l, InterTeleportColor);
}
else if (lines[i].special == Door_LockedRaise ||
lines[i].special == ACS_LockedExecute ||
lines[i].special == ACS_LockedExecuteDoor ||
(lines[i].special == Door_Animated && lines[i].args[3] != 0) ||
(lines[i].special == Generic_Door && lines[i].args[4] != 0))
{
if (am_colorset == 0 || am_colorset == 3) // Raven games show door colors
{
int P_GetMapColorForLock(int lock);
if (lines[i].special==Door_LockedRaise || lines[i].special==Door_Animated)
lock=lines[i].args[3];
else lock=lines[i].args[4];
color = P_GetMapColorForLock(lock);
AMColor c;
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
else c = LockedColor;
AM_drawMline (&l, c);
}
else
{
AM_drawMline (&l, LockedColor); // locked special
}
}
else if (am_showtriggerlines && am_colorset == 0 && lines[i].special != 0
&& lines[i].special != Door_Open
&& lines[i].special != Door_Close
&& lines[i].special != Door_CloseWaitOpen
&& lines[i].special != Door_Raise
&& lines[i].special != Door_Animated
&& lines[i].special != Generic_Door
&& (lines[i].activation & SPAC_PlayerActivate))
{
AM_drawMline(&l, SpecialWallColor); // wall with special non-door action the player can do
}
else if (lines[i].backsector == NULL)
{
AM_drawMline(&l, WallColor); // one-sided wall
}
else if (lines[i].backsector->floorplane
!= lines[i].frontsector->floorplane)
{
AM_drawMline(&l, FDWallColor); // floor level change
}
else if (lines[i].backsector->ceilingplane
!= lines[i].frontsector->ceilingplane)
{
AM_drawMline(&l, CDWallColor); // ceiling level change
}
#ifdef _3DFLOORS
else if (AM_Check3DFloors(&lines[i]))
{
AM_drawMline(&l, EFWallColor); // Extra floor border
}
#endif
else if (am_cheat != 0)
{
AM_drawMline(&l, TSWallColor);
}
}
else if (allmap)
{
if ((lines[i].flags & ML_DONTDRAW) && am_cheat == 0)
{
if (!am_showallenabled || CheckCheatmode(false))
{
continue;
}
}
AM_drawMline(&l, NotSeenColor);
}
}
}
//=============================================================================
//
// Rotation in 2D.
// Used to rotate player arrow line character.
//
//=============================================================================
void AM_rotate(fixed_t *xp, fixed_t *yp, angle_t a)
{
static angle_t angle_saved = 0;
static double sinrot = 0;
static double cosrot = 1;
if (angle_saved != a)
{
angle_saved = a;
double rot = (double)a / (double)(1u << 31) * (double)M_PI;
sinrot = sin(rot);
cosrot = cos(rot);
}
double x = FIXED2FLOAT(*xp);
double y = FIXED2FLOAT(*yp);
double tmpx = (x * cosrot) - (y * sinrot);
y = (x * sinrot) + (y * cosrot);
x = tmpx;
*xp = FLOAT2FIXED(x);
*yp = FLOAT2FIXED(y);
}
//=============================================================================
//
//
//
//=============================================================================
void AM_rotatePoint (fixed_t *x, fixed_t *y)
{
fixed_t pivotx = m_x + m_w/2;
fixed_t pivoty = m_y + m_h/2;
*x -= pivotx;
*y -= pivoty;
AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle);
*x += pivotx;
*y += pivoty;
}
//=============================================================================
//
//
//
//=============================================================================
void
AM_drawLineCharacter
( const mline_t *lineguy,
int lineguylines,
fixed_t scale,
angle_t angle,
const AMColor &color,
fixed_t x,
fixed_t y )
{
int i;
mline_t l;
for (i=0;i<lineguylines;i++) {
l.a.x = lineguy[i].a.x;
l.a.y = lineguy[i].a.y;
if (scale) {
l.a.x = MapMul(scale, l.a.x);
l.a.y = MapMul(scale, l.a.y);
}
if (angle)
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 = MapMul(scale, l.b.x);
l.b.y = MapMul(scale, l.b.y);
}
if (angle)
AM_rotate(&l.b.x, &l.b.y, angle);
l.b.x += x;
l.b.y += y;
AM_drawMline(&l, color);
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawPlayers ()
{
mpoint_t pt;
angle_t angle;
int i;
if (!multiplayer)
{
mline_t *arrow;
int numarrowlines;
pt.x = players[consoleplayer].camera->x >> FRACTOMAPBITS;
pt.y = players[consoleplayer].camera->y >> FRACTOMAPBITS;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
angle = ANG90;
AM_rotatePoint (&pt.x, &pt.y);
}
else
{
angle = players[consoleplayer].camera->angle;
}
if (am_cheat != 0 && CheatMapArrow.Size() > 0)
{
arrow = &CheatMapArrow[0];
numarrowlines = CheatMapArrow.Size();
}
else
{
arrow = &MapArrow[0];
numarrowlines = MapArrow.Size();
}
AM_drawLineCharacter(arrow, numarrowlines, 0, angle, YourColor, pt.x, pt.y);
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
player_t *p = &players[i];
AMColor color;
if (!playeringame[i] || p->mo == NULL)
{
continue;
}
// We don't always want to show allies on the automap.
if (dmflags2 & DF2_NO_AUTOMAP_ALLIES && i != consoleplayer)
continue;
if (deathmatch && !demoplayback &&
!p->mo->IsTeammate (players[consoleplayer].mo) &&
p != players[consoleplayer].camera->player)
{
continue;
}
if (p->mo->alpha < OPAQUE)
{
color = AlmostBackground;
}
else
{
float h, s, v, r, g, b;
D_GetPlayerColor (i, &h, &s, &v, NULL);
HSVtoRGB (&r, &g, &b, h, s, v);
color.FromRGB(clamp (int(r*255.f),0,255), clamp (int(g*255.f),0,255), clamp (int(b*255.f),0,255));
}
if (p->mo != NULL)
{
pt.x = p->mo->x >> FRACTOMAPBITS;
pt.y = p->mo->y >> FRACTOMAPBITS;
angle = p->mo->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&pt.x, &pt.y);
angle -= players[consoleplayer].camera->angle - ANG90;
}
AM_drawLineCharacter(&MapArrow[0], MapArrow.Size(), 0, angle, color, pt.x, pt.y);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawKeys ()
{
AMColor color;
mpoint_t p;
angle_t angle;
TThinkerIterator<AKey> it;
AKey *key;
while ((key = it.Next()) != NULL)
{
p.x = key->x >> FRACTOMAPBITS;
p.y = key->y >> FRACTOMAPBITS;
angle = key->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&p.x, &p.y);
angle += ANG90 - players[consoleplayer].camera->angle;
}
color = ThingColor;
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 = ThingColor_CountItem;
AM_drawLineCharacter(&EasyKey[0], EasyKey.Size(), 0, 0, color, p.x, p.y);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawThings ()
{
AMColor color;
int i;
AActor* t;
mpoint_t p;
angle_t angle;
for (i=0;i<numsectors;i++)
{
t = sectors[i].thinglist;
while (t)
{
p.x = t->x >> FRACTOMAPBITS;
p.y = t->y >> FRACTOMAPBITS;
angle = t->angle;
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&p.x, &p.y);
angle += ANG90 - players[consoleplayer].camera->angle;
}
color = ThingColor;
// use separate colors for special thing types
if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE))
{
if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend;
else color = ThingColor_Monster;
}
else if (t->flags&MF_SPECIAL)
{
// Find the key's own color.
// Only works correctly if single-key locks have lower numbers than any-key locks.
// That is the case for all default keys, however.
if (t->IsKindOf(RUNTIME_CLASS(AKey)))
{
if (G_SkillProperty(SKILLP_EasyKey))
{
// Already drawn by AM_drawKeys(), so don't draw again
color.Index = -1;
}
else if (am_showkeys)
{
int P_GetMapColorForKey (AInventory * key);
int c = P_GetMapColorForKey(static_cast<AKey *>(t));
if (c >= 0) color.FromRGB(RPART(c), GPART(c), BPART(c));
else color = ThingColor_CountItem;
AM_drawLineCharacter(&CheatKey[0], CheatKey.Size(), 0, 0, color, p.x, p.y);
color.Index = -1;
}
else
{
color = ThingColor_Item;
}
}
else if (t->flags&MF_COUNTITEM)
color = ThingColor_CountItem;
else
color = ThingColor_Item;
}
if (color.Index != -1)
{
AM_drawLineCharacter
(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
16<<MAPBITS, angle, color, p.x, p.y);
}
if (am_cheat >= 3)
{
static const mline_t box[4] =
{
{ { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } },
{ { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } },
{ { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } },
{ { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } },
};
AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y);
}
t = t->snext;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
static void DrawMarker (FTexture *tex, fixed_t x, fixed_t y, int yadjust,
INTBOOL flip, fixed_t xscale, fixed_t yscale, int translation, fixed_t alpha, DWORD fillcolor, FRenderStyle renderstyle)
{
if (tex == NULL || tex->UseType == FTexture::TEX_Null)
{
return;
}
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
{
AM_rotatePoint (&x, &y);
}
screen->DrawTexture (tex, CXMTOF(x) + f_x, CYMTOF(y) + yadjust + f_y,
DTA_DestWidth, MulScale16 (tex->GetScaledWidth() * CleanXfac, xscale),
DTA_DestHeight, MulScale16 (tex->GetScaledHeight() * CleanYfac, yscale),
DTA_ClipTop, f_y,
DTA_ClipBottom, f_y + f_h,
DTA_ClipLeft, f_x,
DTA_ClipRight, f_x + f_w,
DTA_FlipX, flip,
DTA_Translation, TranslationToTable(translation),
DTA_Alpha, alpha,
DTA_FillColor, fillcolor,
DTA_RenderStyle, DWORD(renderstyle),
TAG_DONE);
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawMarks ()
{
for (int i = 0; i < AM_NUMMARKPOINTS; i++)
{
if (markpoints[i].x != -1)
{
DrawMarker (TexMan(marknums[i]), markpoints[i].x, markpoints[i].y, -3, 0,
FRACUNIT, FRACUNIT, 0, FRACUNIT, 0, LegacyRenderStyles[STYLE_Normal]);
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawAuthorMarkers ()
{
// [RH] Draw any actors derived from AMapMarker on the automap.
// If args[0] is 0, then the actor's sprite is drawn at its own location.
// Otherwise, its sprite is drawn at the location of any actors whose TIDs match args[0].
TThinkerIterator<AMapMarker> it (STAT_MAPMARKER);
AMapMarker *mark;
while ((mark = it.Next()) != NULL)
{
if (mark->flags2 & MF2_DORMANT)
{
continue;
}
FTextureID picnum;
FTexture *tex;
WORD flip = 0;
if (mark->picnum.isValid())
{
tex = TexMan(mark->picnum);
if (tex->Rotations != 0xFFFF)
{
spriteframe_t *sprframe = &SpriteFrames[tex->Rotations];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan[picnum];
}
}
else
{
spritedef_t *sprdef = &sprites[mark->sprite];
if (mark->frame >= sprdef->numframes)
{
continue;
}
else
{
spriteframe_t *sprframe = &SpriteFrames[sprdef->spriteframes + mark->frame];
picnum = sprframe->Texture[0];
flip = sprframe->Flip & 1;
tex = TexMan[picnum];
}
}
FActorIterator it (mark->args[0]);
AActor *marked = mark->args[0] == 0 ? mark : it.Next();
while (marked != NULL)
{
// Use more correct info if we have GL nodes available
if (mark->args[1] == 0 ||
(mark->args[1] == 1 && (hasglnodes ?
marked->subsector->flags & SSECF_DRAWN :
marked->Sector->MoreFlags & SECF_DRAWN)))
{
DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
flip, mark->scaleX, mark->scaleY, mark->Translation,
mark->alpha, mark->fillcolor, mark->RenderStyle);
}
marked = mark->args[0] != 0 ? it.Next() : NULL;
}
}
}
//=============================================================================
//
//
//
//=============================================================================
void AM_drawCrosshair (const AMColor &color)
{
screen->DrawPixel(f_w/2, (f_h+1)/2, color.Index, color.RGB);
}
//=============================================================================
//
//
//
//=============================================================================
void AM_Drawer ()
{
if (!automapactive)
return;
bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
bool allthings = allmap && players[consoleplayer].mo->FindInventory(RUNTIME_CLASS(APowerScanner), true) != NULL;
AM_initColors (viewactive);
if (!viewactive)
{
// [RH] Set f_? here now to handle automap overlaying
// and view size adjustments.
f_x = f_y = 0;
f_w = screen->GetWidth ();
f_h = ST_Y;
f_p = screen->GetPitch ();
AM_clearFB(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(GridColor);
AM_drawWalls(allmap);
AM_drawPlayers();
if (G_SkillProperty(SKILLP_EasyKey))
AM_drawKeys();
if (am_cheat >= 2 || allthings)
AM_drawThings();
AM_drawAuthorMarkers();
if (!viewactive)
AM_drawCrosshair(XHairColor);
AM_drawMarks();
AM_showSS();
}
//=============================================================================
//
//
//
//=============================================================================
void AM_SerializeMarkers(FArchive &arc)
{
arc << markpointnum;
for (int i=0; i<AM_NUMMARKPOINTS; i++)
{
arc << markpoints[i].x << markpoints[i].y;
}
arc << scale_mtof;
arc << scale_ftom;
}