mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-08 22:11:09 +00:00
bf4e17703d
- Changed the definition of several typedef'd structs so that they are properly named. - Limited DEHSUPP lump lookup to search zdoom.pk3 only. It will no longer be possible to load DEHSUPP lumps from user WADs. - Brought back the text-based DEHSUPP parser and changed it to be able to reference states by label. Also changed label names of DoomUnusedStates and added proper labels to all states that were previously forced to be the first state of an actor so that the old (limited) method could access them. This was done to address the following bug: - Fixed: The player's death states calling A_PlayerSkinCheck should not be part of the state set that is accessible by Dehacked. These will produce error messages when mapped to non-players. SVN r1512 (trunk)
1859 lines
43 KiB
C++
1859 lines
43 KiB
C++
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source 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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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// $Log:$
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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_translate.h"
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#include "d_event.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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// Data.
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#include "gstrings.h"
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#include "am_map.h"
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#include "a_artifacts.h"
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struct AMColor
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{
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int Index;
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uint32 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(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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};
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static AMColor Background, YourColor, WallColor, TSWallColor,
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FDWallColor, CDWallColor, ThingColor,
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ThingColor_Item, ThingColor_Monster, ThingColor_Friend,
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SecretWallColor, GridColor, XHairColor,
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NotSeenColor,
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LockedColor,
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AlmostBackground,
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IntraTeleportColor, InterTeleportColor,
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SecretSectorColor;
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static AMColor DoomColors[11];
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static BYTE DoomPaletteVals[11*3] =
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{
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0x00,0x00,0x00, 0xff,0xff,0xff, 0x10,0x10,0x10,
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0xfc,0x00,0x00, 0x80,0x80,0x80, 0xbc,0x78,0x48,
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0xfc,0xfc,0x00, 0x74,0xfc,0x6c, 0x4c,0x4c,0x4c,
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0x80,0x80,0x80, 0x6c,0x6c,0x6c
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};
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static AMColor StrifeColors[11];
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static BYTE StrifePaletteVals[11*3] =
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{
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0x00,0x00,0x00, 239, 239, 0, 0x10,0x10,0x10,
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199, 195, 195, 119, 115, 115, 55, 59, 91,
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119, 115, 115, 0xfc,0x00,0x00, 0x4c,0x4c,0x4c,
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187, 59, 0, 219, 171, 0
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};
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#define MAPBITS 12
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#define MapDiv SafeDivScale12
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#define MapMul MulScale12
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#define MAPUNIT (1<<MAPBITS)
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#define FRACTOMAPBITS (FRACBITS-MAPBITS)
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// scale on entry
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#define INITSCALEMTOF (.2*MAPUNIT)
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// used by MTOF to scale from map-to-frame-buffer coords
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static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
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// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
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static fixed_t scale_ftom;
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// translates between frame-buffer and map distances
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inline fixed_t FTOM(fixed_t x)
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{
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return x * scale_ftom;
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}
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inline fixed_t MTOF(fixed_t x)
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{
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return MulScale24 (x, scale_mtof);
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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 (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_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_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_ovyourcolor, 0xfce8d8, CVAR_ARCHIVE);
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CVAR (Color, am_ovwallcolor, 0x00ff00, CVAR_ARCHIVE);
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CVAR (Color, am_ovthingcolor, 0xe88800, CVAR_ARCHIVE);
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CVAR (Color, am_ovotherwallscolor, 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_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 (Int, am_map_secrets, 1, CVAR_ARCHIVE);
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CVAR (Bool, am_drawmapback, true, 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_item, 0xfcfcfc, 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_item, 0xe88800, CVAR_ARCHIVE);
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// drawing stuff
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#define AM_PANDOWNKEY KEY_DOWNARROW
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#define AM_PANUPKEY KEY_UPARROW
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#define AM_PANRIGHTKEY KEY_RIGHTARROW
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#define AM_PANLEFTKEY KEY_LEFTARROW
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#define AM_ZOOMINKEY KEY_EQUALS
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#define AM_ZOOMINKEY2 0x4e // DIK_ADD
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#define AM_ZOOMOUTKEY KEY_MINUS
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#define AM_ZOOMOUTKEY2 0x4a // DIK_SUBTRACT
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#define AM_GOBIGKEY 0x0b // DIK_0
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#define AM_FOLLOWKEY 'f'
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#define AM_GRIDKEY 'g'
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#define AM_MARKKEY 'm'
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#define AM_CLEARMARKKEY 'c'
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#define AM_NUMMARKPOINTS 10
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// player radius for automap checking
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#define PLAYERRADIUS 16*MAPUNIT
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// how much the automap moves window per tic in frame-buffer coordinates
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// moves 140 pixels at 320x200 in 1 second
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#define F_PANINC (140/TICRATE)
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// how much zoom-in per tic
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// goes to 2x in 1 second
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#define M_ZOOMIN ((int) (1.02*MAPUNIT))
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// how much zoom-out per tic
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// pulls out to 0.5x in 1 second
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#define M_ZOOMOUT ((int) (MAPUNIT/1.02))
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// translates between frame-buffer and map coordinates
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#define CXMTOF(x) (MTOF((x)-m_x)/* - f_x*/)
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#define CYMTOF(y) (f_h - MTOF((y)-m_y)/* + f_y*/)
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struct fpoint_t
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{
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int x, y;
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};
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struct fline_t
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{
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fpoint_t a, b;
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};
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struct mpoint_t
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{
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fixed_t x,y;
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};
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struct mline_t
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{
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mpoint_t a, b;
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};
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struct islope_t
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{
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fixed_t slp, islp;
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};
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//
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// The vector graphics for the automap.
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// A line drawing of the player pointing right,
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// starting from the middle.
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//
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#define R ((8*PLAYERRADIUS)/7)
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mline_t player_arrow[] = {
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{ { -R+R/8, 0 }, { R, 0 } }, // -----
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{ { R, 0 }, { R-R/2, R/4 } }, // ----->
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{ { R, 0 }, { R-R/2, -R/4 } },
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{ { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
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{ { -R+R/8, 0 }, { -R-R/8, -R/4 } },
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{ { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
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{ { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
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};
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#undef R
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#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
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#define R ((8*PLAYERRADIUS)/7)
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mline_t cheat_player_arrow[] = {
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{ { -R+R/8, 0 }, { R, 0 } }, // -----
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{ { R, 0 }, { R-R/2, R/6 } }, // ----->
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{ { R, 0 }, { R-R/2, -R/6 } },
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{ { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
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{ { -R+R/8, 0 }, { -R-R/8, -R/6 } },
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{ { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
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{ { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
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{ { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
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{ { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
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{ { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
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{ { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
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{ { -R/6, -R/6 }, { 0, -R/6 } },
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{ { 0, -R/6 }, { 0, R/4 } },
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{ { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
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{ { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
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{ { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
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};
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#undef R
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#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
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#define R (MAPUNIT)
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// [RH] Avoid lots of warnings without compiler-specific #pragmas
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#define L(a,b,c,d) { {(fixed_t)((a)*R),(fixed_t)((b)*R)}, {(fixed_t)((c)*R),(fixed_t)((d)*R)} }
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mline_t triangle_guy[] = {
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L (-.867,-.5, .867,-.5),
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L (.867,-.5, 0,1),
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L (0,1, -.867,-.5)
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};
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#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
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mline_t thintriangle_guy[] = {
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L (-.5,-.7, 1,0),
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L (1,0, -.5,.7),
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L (-.5,.7, -.5,-.7)
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};
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#undef L
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#undef R
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#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
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EXTERN_CVAR (Bool, sv_cheats)
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CUSTOM_CVAR (Int, am_cheat, 0, 0)
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{
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// No automap cheat in net games when cheats are disabled!
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if (netgame && !sv_cheats && self != 0)
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{
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self = 0;
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}
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}
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static int grid = 0;
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static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
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bool automapactive = false;
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// location of window on screen
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static int f_x;
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static int f_y;
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// size of window on screen
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static int f_w;
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static int f_h;
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static int f_p; // [RH] # of bytes from start of a line to start of next
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static int amclock;
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static mpoint_t m_paninc; // how far the window pans each tic (map coords)
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static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
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static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
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static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
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static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
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//
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// width/height of window on map (map coords)
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//
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static fixed_t m_w;
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static fixed_t m_h;
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// based on level size
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static fixed_t min_x, min_y, max_x, max_y;
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static fixed_t max_w; // max_x-min_x,
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static fixed_t max_h; // max_y-min_y
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// based on player size
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static fixed_t min_w;
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static fixed_t min_h;
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static fixed_t min_scale_mtof; // used to tell when to stop zooming out
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static fixed_t max_scale_mtof; // used to tell when to stop zooming in
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// old stuff for recovery later
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static fixed_t old_m_w, old_m_h;
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static fixed_t old_m_x, old_m_y;
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// old location used by the Follower routine
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static mpoint_t f_oldloc;
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static FTextureID marknums[10]; // numbers used for marking by the automap
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static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
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static int markpointnum = 0; // next point to be assigned
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static int followplayer = 1; // specifies whether to follow the player around
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static FTextureID mapback; // the automap background
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static fixed_t mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff.
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static fixed_t mapxstart=0; //x-value for the bitmap.
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static bool stopped = true;
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void AM_rotatePoint (fixed_t *x, fixed_t *y);
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void AM_rotate (fixed_t *x, fixed_t *y, angle_t an);
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void AM_doFollowPlayer ();
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static void AM_ToggleFollowPlayer();
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// Calculates the slope and slope according to the x-axis of a line
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// segment in map coordinates (with the upright y-axis n' all) so
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// that it can be used with the brain-dead drawing stuff.
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// Ripped out for Heretic
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/*
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void AM_getIslope (mline_t *ml, islope_t *is)
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{
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int dx, dy;
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dy = ml->a.y - ml->b.y;
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dx = ml->b.x - ml->a.x;
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if (!dy) is->islp = (dx<0?-MAXINT:MAXINT);
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else is->islp = FixedDiv(dx, dy);
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if (!dx) is->slp = (dy<0?-MAXINT:MAXINT);
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else is->slp = FixedDiv(dy, dx);
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}
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*/
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void AM_GetPosition(fixed_t & x, fixed_t & y)
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{
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x = (m_x + m_w/2) << FRACTOMAPBITS;
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y = (m_y + m_h/2) << FRACTOMAPBITS;
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}
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//
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//
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//
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void AM_activateNewScale ()
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{
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m_x += m_w/2;
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m_y += m_h/2;
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m_w = FTOM(f_w);
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m_h = FTOM(f_h);
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m_x -= m_w/2;
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m_y -= m_h/2;
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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}
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//
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//
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//
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void AM_saveScaleAndLoc ()
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{
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old_m_x = m_x;
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old_m_y = m_y;
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old_m_w = m_w;
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old_m_h = m_h;
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}
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//
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//
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//
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void AM_restoreScaleAndLoc ()
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{
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m_w = old_m_w;
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m_h = old_m_h;
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if (!followplayer)
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{
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m_x = old_m_x;
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m_y = old_m_y;
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}
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else
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{
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m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2;
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m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2;
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}
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m_x2 = m_x + m_w;
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m_y2 = m_y + m_h;
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// Change the scaling multipliers
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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 ()
|
|
{
|
|
int i;
|
|
fixed_t a;
|
|
fixed_t b;
|
|
|
|
min_x = min_y = FIXED_MAX;
|
|
max_x = max_y = FIXED_MIN;
|
|
|
|
for (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;
|
|
|
|
a = MapDiv (SCREENWIDTH << MAPBITS, max_w);
|
|
b = MapDiv (::ST_Y << MAPBITS, max_h);
|
|
|
|
min_scale_mtof = a < b ? a : b;
|
|
max_scale_mtof = MapDiv (SCREENHEIGHT << MAPBITS, 2*PLAYERRADIUS);
|
|
}
|
|
|
|
static void AM_ClipRotatedExtents (fixed_t 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))
|
|
{
|
|
followplayer = 0;
|
|
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;
|
|
|
|
f_oldloc.x = FIXED_MAX;
|
|
amclock = 0;
|
|
|
|
m_paninc.x = m_paninc.y = 0;
|
|
ftom_zoommul = MAPUNIT;
|
|
mtof_zoommul = MAPUNIT;
|
|
|
|
m_w = FTOM(SCREENWIDTH);
|
|
m_h = FTOM(SCREENHEIGHT);
|
|
|
|
// find player to center on initially
|
|
if (!playeringame[pnum = consoleplayer])
|
|
for (pnum=0;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 GetComponents (int color, DWORD *palette, float &r, float &g, float &b)
|
|
{
|
|
if (palette)
|
|
color = palette[color];
|
|
|
|
r = (float)RPART(color);
|
|
g = (float)GPART(color);
|
|
b = (float)BPART(color);
|
|
}
|
|
*/
|
|
|
|
|
|
static void AM_initColors (bool overlayed)
|
|
{
|
|
static DWORD *lastpal = NULL;
|
|
//static int lastback = -1;
|
|
DWORD *palette;
|
|
|
|
palette = (DWORD *)GPalette.BaseColors;
|
|
|
|
if (lastpal != palette)
|
|
{
|
|
int i, j;
|
|
|
|
for (i = j = 0; i < 11; i++, j += 3)
|
|
{
|
|
DoomColors[i].FromRGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]);
|
|
StrifeColors[i].FromRGB(StrifePaletteVals[j], StrifePaletteVals[j+1], StrifePaletteVals[j+2]);
|
|
}
|
|
}
|
|
|
|
if (overlayed)
|
|
{
|
|
YourColor.FromCVar (am_ovyourcolor);
|
|
WallColor.FromCVar (am_ovwallcolor);
|
|
SecretSectorColor = SecretWallColor = WallColor;
|
|
ThingColor_Item.FromCVar (am_ovthingcolor_item);
|
|
ThingColor_Friend.FromCVar (am_ovthingcolor_friend);
|
|
ThingColor_Monster.FromCVar (am_ovthingcolor_monster);
|
|
ThingColor.FromCVar (am_ovthingcolor);
|
|
LockedColor.FromCVar (am_ovotherwallscolor);
|
|
FDWallColor = CDWallColor = LockedColor;
|
|
TSWallColor.FromCVar (am_ovunseencolor);
|
|
NotSeenColor = TSWallColor;
|
|
InterTeleportColor.FromCVar (am_ovtelecolor);
|
|
IntraTeleportColor = InterTeleportColor;
|
|
}
|
|
else switch(am_colorset)
|
|
{
|
|
default:
|
|
{
|
|
/* Use the custom colors in the am_* cvars */
|
|
Background.FromCVar (am_backcolor);
|
|
YourColor.FromCVar (am_yourcolor);
|
|
SecretWallColor.FromCVar (am_secretwallcolor);
|
|
WallColor.FromCVar (am_wallcolor);
|
|
TSWallColor.FromCVar (am_tswallcolor);
|
|
FDWallColor.FromCVar (am_fdwallcolor);
|
|
CDWallColor.FromCVar (am_cdwallcolor);
|
|
ThingColor_Item.FromCVar (am_thingcolor_item);
|
|
ThingColor_Friend.FromCVar (am_thingcolor_friend);
|
|
ThingColor_Monster.FromCVar (am_thingcolor_monster);
|
|
ThingColor.FromCVar (am_thingcolor);
|
|
GridColor.FromCVar (am_gridcolor);
|
|
XHairColor.FromCVar (am_xhaircolor);
|
|
NotSeenColor.FromCVar (am_notseencolor);
|
|
LockedColor.FromCVar (am_lockedcolor);
|
|
InterTeleportColor.FromCVar (am_interlevelcolor);
|
|
IntraTeleportColor.FromCVar (am_intralevelcolor);
|
|
SecretSectorColor.FromCVar (am_secretsectorcolor);
|
|
|
|
DWORD ba = am_backcolor;
|
|
|
|
int r = RPART(ba) - 16;
|
|
int g = GPART(ba) - 16;
|
|
int b = BPART(ba) - 16;
|
|
|
|
if (r < 0)
|
|
r += 32;
|
|
if (g < 0)
|
|
g += 32;
|
|
if (b < 0)
|
|
b += 32;
|
|
|
|
AlmostBackground.FromRGB(r, g, b);
|
|
break;
|
|
}
|
|
|
|
case 1: // Doom
|
|
// Use colors corresponding to the original Doom's
|
|
Background = DoomColors[0];
|
|
YourColor = DoomColors[1];
|
|
AlmostBackground = DoomColors[2];
|
|
SecretSectorColor =
|
|
SecretWallColor =
|
|
WallColor = DoomColors[3];
|
|
TSWallColor = DoomColors[4];
|
|
FDWallColor = DoomColors[5];
|
|
LockedColor =
|
|
CDWallColor = DoomColors[6];
|
|
ThingColor_Item =
|
|
ThingColor_Friend =
|
|
ThingColor_Monster =
|
|
ThingColor = DoomColors[7];
|
|
GridColor = DoomColors[8];
|
|
XHairColor = DoomColors[9];
|
|
NotSeenColor = DoomColors[10];
|
|
break;
|
|
|
|
case 2: // Strife
|
|
// Use colors corresponding to the original Strife's
|
|
Background = StrifeColors[0];
|
|
YourColor = StrifeColors[1];
|
|
AlmostBackground = DoomColors[2];
|
|
SecretSectorColor =
|
|
SecretWallColor =
|
|
WallColor = StrifeColors[3];
|
|
TSWallColor = StrifeColors[4];
|
|
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;
|
|
}
|
|
|
|
lastpal = palette;
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
void AM_loadPics ()
|
|
{
|
|
int i;
|
|
char namebuf[9];
|
|
|
|
for (i = 0; i < 10; i++)
|
|
{
|
|
mysnprintf (namebuf, countof(namebuf), "AMMNUM%d", i);
|
|
marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch);
|
|
}
|
|
|
|
const char *autopage = level.info->mapbg[0] == 0? "AUTOPAGE" : (const char*)level.info->mapbg[0];
|
|
|
|
mapback = TexMan.CheckForTexture(autopage, FTexture::TEX_MiscPatch);
|
|
}
|
|
|
|
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 ()
|
|
{
|
|
leveljuststarted = 0;
|
|
|
|
AM_clearMarks();
|
|
|
|
AM_findMinMaxBoundaries();
|
|
scale_mtof = MapDiv(min_scale_mtof, (int) (0.7*MAPUNIT));
|
|
if (scale_mtof > max_scale_mtof)
|
|
scale_mtof = min_scale_mtof;
|
|
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
|
|
}
|
|
|
|
|
|
|
|
|
|
//
|
|
//
|
|
//
|
|
void AM_Stop ()
|
|
{
|
|
automapactive = false;
|
|
stopped = true;
|
|
BorderNeedRefresh = screen->GetPageCount ();
|
|
viewactive = true;
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
void AM_Start ()
|
|
{
|
|
if (!stopped) AM_Stop();
|
|
stopped = false;
|
|
AM_initVariables();
|
|
AM_loadPics();
|
|
}
|
|
|
|
//
|
|
// set the window scale to the maximum size
|
|
//
|
|
void AM_minOutWindowScale ()
|
|
{
|
|
scale_mtof = min_scale_mtof;
|
|
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
|
|
}
|
|
|
|
//
|
|
// set the window scale to the minimum size
|
|
//
|
|
void AM_maxOutWindowScale ()
|
|
{
|
|
scale_mtof = max_scale_mtof;
|
|
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
|
|
}
|
|
|
|
|
|
CCMD (togglemap)
|
|
{
|
|
gameaction = ga_togglemap;
|
|
}
|
|
|
|
void AM_ToggleMap ()
|
|
{
|
|
if (gamestate != GS_LEVEL)
|
|
return;
|
|
|
|
// 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 rc;
|
|
static int cheatstate = 0;
|
|
static int bigstate = 0;
|
|
|
|
rc = false;
|
|
|
|
if (automapactive && ev->type == EV_KeyDown)
|
|
{
|
|
rc = true;
|
|
switch (ev->data1)
|
|
{
|
|
case AM_PANRIGHTKEY: // pan right
|
|
if (!followplayer)
|
|
m_paninc.x = FTOM(F_PANINC);
|
|
else
|
|
rc = false;
|
|
break;
|
|
case AM_PANLEFTKEY: // pan left
|
|
if (!followplayer)
|
|
m_paninc.x = -FTOM(F_PANINC);
|
|
else
|
|
rc = false;
|
|
break;
|
|
case AM_PANUPKEY: // pan up
|
|
if (!followplayer)
|
|
m_paninc.y = FTOM(F_PANINC);
|
|
else
|
|
rc = false;
|
|
break;
|
|
case AM_PANDOWNKEY: // pan down
|
|
if (!followplayer)
|
|
m_paninc.y = -FTOM(F_PANINC);
|
|
else
|
|
rc = false;
|
|
break;
|
|
case AM_ZOOMOUTKEY: // zoom out
|
|
case AM_ZOOMOUTKEY2:
|
|
mtof_zoommul = M_ZOOMOUT;
|
|
ftom_zoommul = M_ZOOMIN;
|
|
break;
|
|
case AM_ZOOMINKEY: // zoom in
|
|
case AM_ZOOMINKEY2:
|
|
mtof_zoommul = M_ZOOMIN;
|
|
ftom_zoommul = M_ZOOMOUT;
|
|
break;
|
|
case AM_GOBIGKEY:
|
|
bigstate = !bigstate;
|
|
if (bigstate)
|
|
{
|
|
AM_saveScaleAndLoc();
|
|
AM_minOutWindowScale();
|
|
}
|
|
else
|
|
AM_restoreScaleAndLoc();
|
|
break;
|
|
default:
|
|
switch (ev->data2)
|
|
{
|
|
case AM_FOLLOWKEY:
|
|
AM_ToggleFollowPlayer();
|
|
break;
|
|
case AM_GRIDKEY:
|
|
grid = !grid;
|
|
Printf ("%s\n", GStrings(grid ? "AMSTR_GRIDON" : "AMSTR_GRIDOFF"));
|
|
break;
|
|
case AM_MARKKEY:
|
|
if (AM_addMark())
|
|
{
|
|
Printf ("%s %d\n", GStrings("AMSTR_MARKEDSPOT"), markpointnum);
|
|
}
|
|
else
|
|
{
|
|
rc = false;
|
|
}
|
|
break;
|
|
case AM_CLEARMARKKEY:
|
|
if (AM_clearMarks())
|
|
{
|
|
Printf ("%s\n", GStrings("AMSTR_MARKSCLEARED"));
|
|
}
|
|
else
|
|
{
|
|
rc = false;
|
|
}
|
|
break;
|
|
default:
|
|
cheatstate = 0;
|
|
rc = false;
|
|
}
|
|
}
|
|
}
|
|
else if (ev->type == EV_KeyUp)
|
|
{
|
|
rc = false;
|
|
switch (ev->data1)
|
|
{
|
|
case AM_PANRIGHTKEY:
|
|
if (!followplayer) m_paninc.x = 0;
|
|
break;
|
|
case AM_PANLEFTKEY:
|
|
if (!followplayer) m_paninc.x = 0;
|
|
break;
|
|
case AM_PANUPKEY:
|
|
if (!followplayer) m_paninc.y = 0;
|
|
break;
|
|
case AM_PANDOWNKEY:
|
|
if (!followplayer) m_paninc.y = 0;
|
|
break;
|
|
case AM_ZOOMOUTKEY:
|
|
case AM_ZOOMOUTKEY2:
|
|
case AM_ZOOMINKEY:
|
|
case AM_ZOOMINKEY2:
|
|
mtof_zoommul = MAPUNIT;
|
|
ftom_zoommul = MAPUNIT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
return rc;
|
|
}
|
|
|
|
|
|
//
|
|
// Zooming
|
|
//
|
|
void AM_changeWindowScale ()
|
|
{
|
|
// Change the scaling multipliers
|
|
scale_mtof = MapMul(scale_mtof, mtof_zoommul);
|
|
scale_ftom = MapDiv(MAPUNIT, scale_mtof);
|
|
|
|
if (scale_mtof < min_scale_mtof)
|
|
AM_minOutWindowScale();
|
|
else if (scale_mtof > max_scale_mtof)
|
|
AM_maxOutWindowScale();
|
|
}
|
|
|
|
|
|
//
|
|
//
|
|
//
|
|
void AM_doFollowPlayer ()
|
|
{
|
|
fixed_t sx, sy;
|
|
|
|
if (players[consoleplayer].camera != NULL &&
|
|
(f_oldloc.x != players[consoleplayer].camera->x ||
|
|
f_oldloc.y != players[consoleplayer].camera->y))
|
|
{
|
|
m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_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;
|
|
}
|
|
}
|
|
|
|
static void AM_ToggleFollowPlayer()
|
|
{
|
|
followplayer = !followplayer;
|
|
f_oldloc.x = FIXED_MAX;
|
|
Printf ("%s\n", GStrings(followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF"));
|
|
}
|
|
|
|
//
|
|
// Updates on Game Tick
|
|
//
|
|
void AM_Ticker ()
|
|
{
|
|
if (!automapactive)
|
|
return;
|
|
|
|
amclock++;
|
|
|
|
if (followplayer)
|
|
AM_doFollowPlayer();
|
|
|
|
// Change the zoom if necessary
|
|
if (ftom_zoommul != MAPUNIT)
|
|
AM_changeWindowScale();
|
|
|
|
// Change x,y location
|
|
//if (m_paninc.x || m_paninc.y)
|
|
AM_changeWindowLoc();
|
|
}
|
|
|
|
|
|
//
|
|
// Clear automap frame buffer.
|
|
//
|
|
void AM_clearFB (const AMColor &color)
|
|
{
|
|
if (!mapback.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 + (dx*(fl->a.y))/dy;
|
|
tmp.y = 0;
|
|
}
|
|
else if (outside & BOTTOM)
|
|
{
|
|
dy = fl->a.y - fl->b.y;
|
|
dx = fl->b.x - fl->a.x;
|
|
tmp.x = fl->a.x + (dx*(fl->a.y-f_h))/dy;
|
|
tmp.y = f_h-1;
|
|
}
|
|
else if (outside & RIGHT)
|
|
{
|
|
dy = fl->b.y - fl->a.y;
|
|
dx = fl->b.x - fl->a.x;
|
|
tmp.y = fl->a.y + (dy*(f_w-1 - fl->a.x))/dx;
|
|
tmp.x = f_w-1;
|
|
}
|
|
else if (outside & LEFT)
|
|
{
|
|
dy = fl->b.y - fl->a.y;
|
|
dx = fl->b.x - fl->a.x;
|
|
tmp.y = fl->a.y + (dy*(-fl->a.x))/dx;
|
|
tmp.x = 0;
|
|
}
|
|
|
|
if (outside == outcode1)
|
|
{
|
|
fl->a = tmp;
|
|
DOOUTCODE(outcode1, fl->a.x, fl->a.y);
|
|
}
|
|
else
|
|
{
|
|
fl->b = tmp;
|
|
DOOUTCODE(outcode2, fl->b.x, fl->b.y);
|
|
}
|
|
|
|
if (outcode1 & outcode2)
|
|
return false; // trivially outside
|
|
}
|
|
|
|
return true;
|
|
}
|
|
#undef DOOUTCODE
|
|
|
|
|
|
//
|
|
// Clip lines, draw visible parts of lines.
|
|
//
|
|
void AM_drawMline (mline_t *ml, const AMColor &color)
|
|
{
|
|
fline_t fl;
|
|
|
|
if (AM_clipMline (ml, &fl))
|
|
{
|
|
screen->DrawLine (f_x + fl.a.x, f_y + fl.a.y, f_x + fl.b.x, f_y + fl.b.y, color.Index, color.RGB);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
//
|
|
// Draws flat (floor/ceiling tile) aligned grid lines.
|
|
//
|
|
void AM_drawGrid (const AMColor &color)
|
|
{
|
|
fixed_t x, y;
|
|
fixed_t start, end;
|
|
mline_t ml;
|
|
fixed_t minlen, extx, exty;
|
|
fixed_t minx, miny;
|
|
|
|
// [RH] Calculate a minimum for how long the grid lines should be so that
|
|
// they cover the screen at any rotation.
|
|
minlen = (fixed_t)sqrtf ((float)m_w*(float)m_w + (float)m_h*(float)m_h);
|
|
extx = (minlen - m_w) / 2;
|
|
exty = (minlen - m_h) / 2;
|
|
|
|
minx = m_x;
|
|
miny = m_y;
|
|
|
|
// Figure out start of vertical gridlines
|
|
start = minx - extx;
|
|
if ((start-bmaporgx)%(MAPBLOCKUNITS<<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);
|
|
}
|
|
}
|
|
|
|
static bool AM_CheckSecret(line_t *line)
|
|
{
|
|
if (line->frontsector != NULL)
|
|
{
|
|
if (line->frontsector->oldspecial)
|
|
{
|
|
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->oldspecial)
|
|
{
|
|
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;
|
|
}
|
|
//
|
|
// Determines visible lines, draws them.
|
|
// This is LineDef based, not LineSeg based.
|
|
//
|
|
void AM_drawWalls (bool allmap)
|
|
{
|
|
int i;
|
|
static mline_t l;
|
|
|
|
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)
|
|
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].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 == Generic_Door && lines[i].args[4] !=0 ))
|
|
{
|
|
if (am_colorset == 0)
|
|
{
|
|
int P_GetMapColorForLock(int lock);
|
|
int lock;
|
|
|
|
if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3];
|
|
else lock=lines[i].args[4];
|
|
|
|
int color = P_GetMapColorForLock(lock);
|
|
|
|
AMColor c;
|
|
|
|
if (color >= 0) c.FromRGB(RPART(color), GPART(color), BPART(color));
|
|
else c = LockedColor;
|
|
|
|
AM_drawMline (&l, c);
|
|
}
|
|
else
|
|
{
|
|
AM_drawMline (&l, LockedColor); // locked special
|
|
}
|
|
}
|
|
else if (lines[i].backsector == 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
|
|
}
|
|
else if (am_cheat != 0)
|
|
{
|
|
AM_drawMline(&l, TSWallColor);
|
|
}
|
|
}
|
|
else if (allmap)
|
|
{
|
|
if (!(lines[i].flags & ML_DONTDRAW))
|
|
AM_drawMline(&l, NotSeenColor);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
// Rotation in 2D.
|
|
// Used to rotate player arrow line character.
|
|
//
|
|
void AM_rotate (fixed_t *x, fixed_t *y, angle_t a)
|
|
{
|
|
fixed_t tmpx;
|
|
|
|
a >>= ANGLETOFINESHIFT;
|
|
tmpx = DMulScale16 (*x,finecosine[a],*y,-finesine[a]);
|
|
*y = DMulScale16 (*x,finesine[a],*y,finecosine[a]);
|
|
*x = tmpx;
|
|
}
|
|
|
|
void AM_rotatePoint (fixed_t *x, fixed_t *y)
|
|
{
|
|
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)
|
|
{
|
|
arrow = cheat_player_arrow;
|
|
numarrowlines = NUMCHEATPLYRLINES;
|
|
}
|
|
else
|
|
{
|
|
arrow = player_arrow;
|
|
numarrowlines = NUMPLYRLINES;
|
|
}
|
|
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);
|
|
HSVtoRGB (&r, &g, &b, h, s, v);
|
|
|
|
color.FromRGB(clamp (int(r*255.f),0,255), clamp (int(g*255.f),0,255), clamp (int(b*255.f),0,255));
|
|
}
|
|
|
|
if (p->mo != NULL)
|
|
{
|
|
pt.x = p->mo->x >> FRACTOMAPBITS;
|
|
pt.y = p->mo->y >> FRACTOMAPBITS;
|
|
angle = p->mo->angle;
|
|
|
|
if (am_rotate == 1 || (am_rotate == 2 && viewactive))
|
|
{
|
|
AM_rotatePoint (&pt.x, &pt.y);
|
|
angle -= players[consoleplayer].camera->angle - ANG90;
|
|
}
|
|
|
|
AM_drawLineCharacter
|
|
(player_arrow, NUMPLYRLINES, 0, angle,
|
|
color, pt.x, pt.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
void AM_drawThings ()
|
|
{
|
|
AMColor color;
|
|
int i;
|
|
AActor* t;
|
|
mpoint_t p;
|
|
angle_t angle;
|
|
|
|
for (i=0;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) color = ThingColor_Item;
|
|
|
|
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)
|
|
{
|
|
if (mark->args[1] == 0 || (mark->args[1] == 1 && marked->Sector->MoreFlags & SECF_DRAWN))
|
|
{
|
|
DrawMarker (tex, marked->x >> FRACTOMAPBITS, marked->y >> FRACTOMAPBITS, 0,
|
|
flip, mark->scaleX, mark->scaleY, mark->Translation,
|
|
mark->alpha, mark->fillcolor, mark->RenderStyle);
|
|
}
|
|
marked = mark->args[0] != 0 ? it.Next() : NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void AM_drawCrosshair (const AMColor &color)
|
|
{
|
|
screen->DrawPixel(f_w/2, (f_h+1)/2, color.Index, color.RGB);
|
|
}
|
|
|
|
void AM_Drawer ()
|
|
{
|
|
if (!automapactive)
|
|
return;
|
|
|
|
bool allmap = (level.flags2 & LEVEL2_ALLMAP) != 0;
|
|
bool allthings = allmap && players[consoleplayer].mo->FindInventory<APowerScanner>() != 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 (grid)
|
|
AM_drawGrid(GridColor);
|
|
|
|
AM_drawWalls(allmap);
|
|
AM_drawPlayers();
|
|
if (am_cheat >= 2 || allthings)
|
|
AM_drawThings();
|
|
|
|
AM_drawAuthorMarkers();
|
|
|
|
if (!viewactive)
|
|
AM_drawCrosshair(XHairColor);
|
|
|
|
AM_drawMarks();
|
|
}
|
|
|
|
void AM_SerializeMarkers(FArchive &arc)
|
|
{
|
|
arc << markpointnum;
|
|
for (int i=0; i<AM_NUMMARKPOINTS; i++)
|
|
{
|
|
arc << markpoints[i].x << markpoints[i].y;
|
|
}
|
|
}
|