// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // // $Log:$ // // DESCRIPTION: the automap code // //----------------------------------------------------------------------------- #include #include "doomdef.h" #include "templates.h" #include "g_level.h" #include "doomdef.h" #include "st_stuff.h" #include "p_local.h" #include "p_lnspec.h" #include "w_wad.h" #include "m_cheat.h" #include "i_system.h" #include "c_dispatch.h" // Needs access to LFB. #include "v_video.h" #include "v_text.h" // State. #include "doomstat.h" #include "r_state.h" // Data. #include "gstrings.h" #include "am_map.h" #include "a_artifacts.h" static int Background, YourColor, WallColor, TSWallColor, FDWallColor, CDWallColor, ThingColor, ThingColor_Item, ThingColor_Monster, ThingColor_Friend, SecretWallColor, GridColor, XHairColor, NotSeenColor, LockedColor, AlmostBackground, IntraTeleportColor, InterTeleportColor, SecretSectorColor; static int DoomColors[11]; static byte DoomPaletteVals[11*3] = { 0x00,0x00,0x00, 0xff,0xff,0xff, 0x10,0x10,0x10, 0xfc,0x00,0x00, 0x80,0x80,0x80, 0xbc,0x78,0x48, 0xfc,0xfc,0x00, 0x74,0xfc,0x6c, 0x4c,0x4c,0x4c, 0x80,0x80,0x80, 0x6c,0x6c,0x6c }; #define MAPBITS 12 #define MapDiv SafeDivScale12 #define MapMul MulScale12 #define MAPUNIT (1< { { R, 0 }, { R-R/2, -R/4 } }, { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >----> { { -R+R/8, 0 }, { -R-R/8, -R/4 } }, { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>---> { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } } }; #undef R #define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t)) #define R ((8*PLAYERRADIUS)/7) mline_t cheat_player_arrow[] = { { { -R+R/8, 0 }, { R, 0 } }, // ----- { { R, 0 }, { R-R/2, R/6 } }, // -----> { { R, 0 }, { R-R/2, -R/6 } }, { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >-----> { { -R+R/8, 0 }, { -R-R/8, -R/6 } }, { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>-----> { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } }, { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d---> { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } }, { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } }, { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd--> { { -R/6, -R/6 }, { 0, -R/6 } }, { { 0, -R/6 }, { 0, R/4 } }, { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt-> { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } }, { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } } }; #undef R #define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t)) #define R (MAPUNIT) // [RH] Avoid lots of warnings without compiler-specific #pragmas #define L(a,b,c,d) { {(fixed_t)((a)*R),(fixed_t)((b)*R)}, {(fixed_t)((c)*R),(fixed_t)((d)*R)} } mline_t triangle_guy[] = { L (-.867,-.5, .867,-.5), L (.867,-.5, 0,1), L (0,1, -.867,-.5) }; #define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t)) mline_t thintriangle_guy[] = { L (-.5,-.7, 1,0), L (1,0, -.5,.7), L (-.5,.7, -.5,-.7) }; #undef L #undef R #define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t)) EXTERN_CVAR (Bool, sv_cheats) CUSTOM_CVAR (Int, am_cheat, 0, 0) { // No automap cheat in net games when cheats are disabled! if (netgame && !sv_cheats && self != 0) { self = 0; } } static int grid = 0; static int leveljuststarted = 1; // kluge until AM_LevelInit() is called bool automapactive = false; // location of window on screen static int f_x; static int f_y; // size of window on screen static int f_w; static int f_h; static int f_p; // [RH] # of bytes from start of a line to start of next static byte *fb; // pseudo-frame buffer static int amclock; static mpoint_t m_paninc; // how far the window pans each tic (map coords) static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords) static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords) static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords) static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords) // // width/height of window on map (map coords) // static fixed_t m_w; static fixed_t m_h; // based on level size static fixed_t min_x, min_y, max_x, max_y; static fixed_t max_w; // max_x-min_x, static fixed_t max_h; // max_y-min_y // based on player size static fixed_t min_w; static fixed_t min_h; static fixed_t min_scale_mtof; // used to tell when to stop zooming out static fixed_t max_scale_mtof; // used to tell when to stop zooming in // old stuff for recovery later static fixed_t old_m_w, old_m_h; static fixed_t old_m_x, old_m_y; // old location used by the Follower routine static mpoint_t f_oldloc; static int marknums[10]; // numbers used for marking by the automap static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are static int markpointnum = 0; // next point to be assigned static int followplayer = 1; // specifies whether to follow the player around static FTexture *mapback; // the automap background static fixed_t mapystart=0; // y-value for the start of the map bitmap...used in the parallax stuff. static fixed_t mapxstart=0; //x-value for the bitmap. static BOOL stopped = true; #define NUMALIASES 3 #define WALLCOLORS -1 #define FDWALLCOLORS -2 #define CDWALLCOLORS -3 #define WEIGHTBITS 6 #define WEIGHTSHIFT (16-WEIGHTBITS) #define NUMWEIGHTS (1<a.y - ml->b.y; dx = ml->b.x - ml->a.x; if (!dy) is->islp = (dx<0?-MAXINT:MAXINT); else is->islp = FixedDiv(dx, dy); if (!dx) is->slp = (dy<0?-MAXINT:MAXINT); else is->slp = FixedDiv(dy, dx); } */ void AM_GetPosition(fixed_t & x, fixed_t & y) { x = (m_x + m_w/2) << FRACTOMAPBITS; y = (m_y + m_h/2) << FRACTOMAPBITS; } // // // void AM_activateNewScale () { m_x += m_w/2; m_y += m_h/2; m_w = FTOM(f_w); m_h = FTOM(f_h); m_x -= m_w/2; m_y -= m_h/2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; } // // // void AM_saveScaleAndLoc () { old_m_x = m_x; old_m_y = m_y; old_m_w = m_w; old_m_h = m_h; } // // // void AM_restoreScaleAndLoc () { m_w = old_m_w; m_h = old_m_h; if (!followplayer) { m_x = old_m_x; m_y = old_m_y; } else { m_x = (players[consoleplayer].camera->x >> FRACTOMAPBITS) - m_w/2; m_y = (players[consoleplayer].camera->y >> FRACTOMAPBITS)- m_h/2; } m_x2 = m_x + m_w; m_y2 = m_y + m_h; // Change the scaling multipliers scale_mtof = MapDiv(f_w< max_x) max_x = vertexes[i].x; if (vertexes[i].y < min_y) min_y = vertexes[i].y; else if (vertexes[i].y > max_y) max_y = vertexes[i].y; } max_w = (max_x >>= FRACTOMAPBITS) - (min_x >>= FRACTOMAPBITS); max_h = (max_y >>= FRACTOMAPBITS) - (min_y >>= FRACTOMAPBITS); min_w = 2*PLAYERRADIUS; // const? never changed? min_h = 2*PLAYERRADIUS; a = MapDiv (SCREENWIDTH << MAPBITS, max_w); b = MapDiv (::ST_Y << MAPBITS, max_h); min_scale_mtof = a < b ? a : b; max_scale_mtof = MapDiv (SCREENHEIGHT << MAPBITS, 2*PLAYERRADIUS); } static void AM_ClipRotatedExtents () { fixed_t rmin_x, rmin_y, rmax_x, rmax_y; if (am_rotate == 0 || (am_rotate == 2 && !viewactive)) { rmin_x = min_x; rmin_y = min_y; rmax_x = max_x; rmax_y = max_y; } else { fixed_t xs[4], ys[4]; int i; xs[0] = min_x; ys[0] = min_y; xs[1] = max_x; ys[1] = min_y; xs[2] = max_x; ys[2] = max_y; xs[3] = min_x; ys[3] = max_y; for (i = 0; i < 4; ++i) { AM_rotatePoint (&xs[i], &ys[i]); } rmin_x = rmin_y = FIXED_MAX; rmax_x = rmax_y = FIXED_MIN; for (i = 0; i < 4; ++i) { if (xs[i] < rmin_x) rmin_x = xs[i]; if (xs[i] > rmax_x) rmax_x = xs[i]; if (ys[i] < rmin_y) rmin_y = ys[i]; if (ys[i] > rmax_y) rmax_y = ys[i]; } } if (m_x + m_w/2 > rmax_x) m_x = rmax_x - m_w/2; else if (m_x + m_w/2 < rmin_x) m_x = rmin_x - m_w/2; if (m_y + m_h/2 > rmax_y) m_y = rmax_y - m_h/2; else if (m_y + m_h/2 < rmin_y) m_y = rmin_y - m_h/2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; } static void AM_ScrollParchment (fixed_t dmapx, fixed_t dmapy) { mapxstart -= MulScale12 (dmapx, scale_mtof); mapystart -= MulScale12 (dmapy, scale_mtof); if (mapback != NULL) { int pwidth = mapback->GetWidth() << MAPBITS; int pheight = mapback->GetHeight() << MAPBITS; while(mapxstart > 0) mapxstart -= pwidth; while(mapxstart <= -pwidth) mapxstart += pwidth; while(mapystart > 0) mapystart -= pheight; while(mapystart <= -pheight) mapystart += pheight; } } // // // void AM_changeWindowLoc () { if (0 != (m_paninc.x | m_paninc.y)) { followplayer = 0; f_oldloc.x = FIXED_MAX; } int oldmx = m_x, oldmy = m_y; m_x += Scale (m_paninc.x, SCREENWIDTH, 320); m_y += Scale (m_paninc.y, SCREENHEIGHT, 200); AM_ClipRotatedExtents (); AM_ScrollParchment (m_x-oldmx, oldmy-m_y); } // // // void AM_initVariables () { int pnum; automapactive = true; f_oldloc.x = FIXED_MAX; amclock = 0; m_paninc.x = m_paninc.y = 0; ftom_zoommul = MAPUNIT; mtof_zoommul = MAPUNIT; m_w = FTOM(SCREENWIDTH); m_h = FTOM(SCREENHEIGHT); // find player to center on initially if (!playeringame[pnum = consoleplayer]) for (pnum=0;pnumx >> FRACTOMAPBITS) - m_w/2; m_y = (players[pnum].camera->y >> FRACTOMAPBITS) - m_h/2; AM_changeWindowLoc(); // for saving & restoring old_m_x = m_x; old_m_y = m_y; old_m_w = m_w; old_m_h = m_h; } static void GetComponents (int color, DWORD *palette, float &r, float &g, float &b) { if (palette) color = palette[color]; r = (float)RPART(color); g = (float)GPART(color); b = (float)BPART(color); } static void AM_initColors (BOOL overlayed) { static DWORD *lastpal = NULL; static int lastback = -1; DWORD *palette; palette = (DWORD *)GPalette.BaseColors; if (lastpal != palette) { int i, j; for (i = j = 0; i < 11; i++, j += 3) { DoomColors[i] = palette ? ColorMatcher.Pick (DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]) : MAKERGB(DoomPaletteVals[j], DoomPaletteVals[j+1], DoomPaletteVals[j+2]); } } if (overlayed) { YourColor = am_ovyourcolor.GetIndex (); SecretSectorColor = SecretWallColor = WallColor = am_ovwallcolor.GetIndex (); ThingColor_Item = am_ovthingcolor_item.GetIndex(); ThingColor_Friend = am_ovthingcolor_friend.GetIndex(); ThingColor_Monster = am_ovthingcolor_monster.GetIndex(); ThingColor = am_ovthingcolor.GetIndex (); FDWallColor = CDWallColor = LockedColor = am_ovotherwallscolor.GetIndex (); NotSeenColor = TSWallColor = am_ovunseencolor.GetIndex (); IntraTeleportColor = InterTeleportColor = am_ovtelecolor.GetIndex (); } else if (am_usecustomcolors) { /* Use the custom colors in the am_* cvars */ Background = am_backcolor.GetIndex (); YourColor = am_yourcolor.GetIndex (); SecretWallColor = am_secretwallcolor.GetIndex (); WallColor = am_wallcolor.GetIndex (); TSWallColor = am_tswallcolor.GetIndex (); FDWallColor = am_fdwallcolor.GetIndex (); CDWallColor = am_cdwallcolor.GetIndex (); ThingColor_Item = am_thingcolor_item.GetIndex(); ThingColor_Friend = am_thingcolor_friend.GetIndex(); ThingColor_Monster = am_thingcolor_monster.GetIndex(); ThingColor = am_thingcolor.GetIndex (); GridColor = am_gridcolor.GetIndex (); XHairColor = am_xhaircolor.GetIndex (); NotSeenColor = am_notseencolor.GetIndex (); LockedColor = am_lockedcolor.GetIndex (); InterTeleportColor = am_interlevelcolor.GetIndex (); IntraTeleportColor = am_intralevelcolor.GetIndex (); SecretSectorColor = am_secretsectorcolor.GetIndex (); 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 = ColorMatcher.Pick (r, g, b); } else { // Use colors corresponding to the original Doom's Background = DoomColors[0]; YourColor = DoomColors[1]; AlmostBackground = DoomColors[2]; SecretSectorColor = SecretWallColor = WallColor = DoomColors[3]; TSWallColor = DoomColors[4]; FDWallColor = DoomColors[5]; LockedColor = CDWallColor = DoomColors[6]; ThingColor_Item = ThingColor_Friend = ThingColor_Monster = ThingColor = DoomColors[7]; GridColor = DoomColors[8]; XHairColor = DoomColors[9]; NotSeenColor = DoomColors[10]; } // initialize the anti-aliased lines static struct { int *color; int prevcolor; int falseColor; } aliasedLines[3] = { { &WallColor, -1, WALLCOLORS }, { &FDWallColor, -1, FDWALLCOLORS }, { &CDWallColor, -1, CDWALLCOLORS } }; float backRed, backGreen, backBlue; GetComponents (Background, palette, backRed, backGreen, backBlue); for (int alias = 0; alias < NUMALIASES; alias++) { if (aliasedLines[alias].prevcolor != *(aliasedLines[alias].color) || lastpal != palette || lastback != Background) { float foreRed, foreGreen, foreBlue; aliasedLines[alias].prevcolor = *(aliasedLines[alias].color); GetComponents (*(aliasedLines[alias].color), palette, foreRed, foreGreen, foreBlue); for (int i = 0; i < NUMWEIGHTS; i++) { float step = (float)i; float fore = (NUMWEIGHTS-1 - step) / (NUMWEIGHTS-1); float back = step / (NUMWEIGHTS-1); int red = (int)(backRed * back + foreRed * fore); int green = (int)(backGreen * back + foreGreen * fore); int blue = (int)(backGreen * back + foreBlue * fore); // [RH] What was I thinking here? // if (palette) antialias[alias][i] = ColorMatcher.Pick (red, green, blue); // else // antialias[alias][i] = MAKERGB(red, green, blue); } *(aliasedLines[alias].color) = aliasedLines[alias].falseColor; } } lastpal = palette; lastback = Background; } // // // void AM_loadPics () { int i; char namebuf[9]; for (i = 0; i < 10; i++) { sprintf (namebuf, "AMMNUM%d", i); marknums[i] = TexMan.CheckForTexture (namebuf, FTexture::TEX_MiscPatch); } if (mapback == NULL) { i = Wads.CheckNumForName ("AUTOPAGE"); if (i >= 0) { mapback = FTexture::CreateTexture(i, FTexture::TEX_Autopage); } } } void AM_unloadPics () { if (mapback != NULL) { delete mapback; mapback = NULL; } } bool AM_clearMarks () { for (int i = AM_NUMMARKPOINTS-1; i >= 0; i--) markpoints[i].x = -1; // means empty markpointnum = 0; return marknums[0] != -1; } // // should be called at the start of every level // right now, i figure it out myself // void AM_LevelInit () { leveljuststarted = 0; AM_clearMarks(); AM_findMinMaxBoundaries(); scale_mtof = MapDiv(min_scale_mtof, (int) (0.7*MAPUNIT)); if (scale_mtof > max_scale_mtof) scale_mtof = min_scale_mtof; scale_ftom = MapDiv(MAPUNIT, scale_mtof); } // // // void AM_Stop () { AM_unloadPics (); automapactive = false; stopped = true; BorderNeedRefresh = screen->GetPageCount (); viewactive = true; } // // // void AM_Start () { static char lastmap[sizeof(level.mapname)] = ""; if (!stopped) AM_Stop(); stopped = false; if (strcmp (lastmap, level.mapname)) { AM_LevelInit(); strcpy (lastmap, level.mapname); } AM_initVariables(); AM_loadPics(); } // // set the window scale to the maximum size // void AM_minOutWindowScale () { scale_mtof = min_scale_mtof; scale_ftom = MapDiv(MAPUNIT, scale_mtof); } // // set the window scale to the minimum size // void AM_maxOutWindowScale () { scale_mtof = max_scale_mtof; scale_ftom = MapDiv(MAPUNIT, scale_mtof); } CCMD (togglemap) { gameaction = ga_togglemap; } void AM_ToggleMap () { if (gamestate != GS_LEVEL) return; SB_state = screen->GetPageCount (); if (!automapactive) { AM_Start (); viewactive = (am_overlay != 0.f); } else { if (am_overlay==1 && viewactive) { viewactive = false; SB_state = screen->GetPageCount (); } else { AM_Stop (); } } } // // Handle events (user inputs) in automap mode // BOOL AM_Responder (event_t *ev) { int 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: followplayer = !followplayer; f_oldloc.x = FIXED_MAX; Printf ("%s\n", GStrings(followplayer ? "AMSTR_FOLLOWON" : "AMSTR_FOLLOWOFF")); 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; } } // // 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 (int color) { if (mapback == NULL || !am_drawmapback) { screen->Clear (0, 0, f_w, f_h, color); } else { int pwidth = mapback->GetWidth(); int pheight = mapback->GetHeight(); int x, y; //blit the automap background to the screen. for (y = mapystart >> MAPBITS; y < f_h; y += pheight) { for (x = mapxstart >> MAPBITS; x < f_w; x += pwidth) { screen->DrawTexture (mapback, x, y, DTA_ClipBottom, f_h, 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; 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 // // Classic Bresenham w/ whatever optimizations needed for speed // void AM_drawFline (fline_t *fl, int color) { fl->a.x += f_x; fl->b.x += f_x; fl->a.y += f_y; fl->b.y += f_y; switch (color) { case WALLCOLORS: DrawWuLine (fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[0][0]); break; case FDWALLCOLORS: DrawWuLine (fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[1][0]); break; case CDWALLCOLORS: DrawWuLine (fl->a.x, fl->a.y, fl->b.x, fl->b.y, &antialias[2][0]); break; default: DrawTransWuLine (fl->a.x, fl->a.y, fl->b.x, fl->b.y, color); break; #if 0 { register int x; register int y; register int dx; register int dy; register int sx; register int sy; register int ax; register int ay; register int d; #define PUTDOTP(xx,yy,cc) fb[(yy)*f_p+(xx)]=(cc) dx = fl->b.x - fl->a.x; ax = 2 * (dx<0 ? -dx : dx); sx = dx<0 ? -1 : 1; dy = fl->b.y - fl->a.y; ay = 2 * (dy<0 ? -dy : dy); sy = dy<0 ? -1 : 1; x = fl->a.x; y = fl->a.y; if (ax > ay) { d = ay - ax/2; for (;;) { PUTDOTP(x,y,(byte)color); if (x == fl->b.x) return; if (d>=0) { y += sy; d -= ax; } x += sx; d += ay; } } else { d = ax - ay/2; for (;;) { PUTDOTP(x, y, (byte)color); if (y == fl->b.y) return; if (d >= 0) { x += sx; d -= ay; } y += sy; d += ax; } } } #endif } } /* Wu antialiased line drawer. * (X0,Y0),(X1,Y1) = line to draw * BaseColor = color # of first color in block used for antialiasing, the * 100% intensity version of the drawing color * NumLevels = size of color block, with BaseColor+NumLevels-1 being the * 0% intensity version of the drawing color * IntensityBits = log base 2 of NumLevels; the # of bits used to describe * the intensity of the drawing color. 2**IntensityBits==NumLevels */ void PUTDOT (int xx, int yy,byte *cc, byte *cm) { static int oldyy; static int oldyyshifted; byte *oldcc=cc; #if 0 if(xx < 32) cc += 7-(xx>>2); else if(xx > (finit_width - 32)) cc += 7-((finit_width-xx) >> 2); // if(cc==oldcc) //make sure that we don't double fade the corners. // { if(yy < 32) cc += 7-(yy>>2); else if(yy > (finit_height - 32)) cc += 7-((finit_height-yy) >> 2); // } #endif if (cm != NULL && cc > cm) { cc = cm; } else if (cc > oldcc+6) // don't let the color escape from the fade table... { cc=oldcc+6; } if (yy == oldyy+1) { oldyy++; oldyyshifted += SCREENPITCH; } else if (yy == oldyy-1) { oldyy--; oldyyshifted -= SCREENPITCH; } else if (yy != oldyy) { oldyy = yy; oldyyshifted = yy*SCREENPITCH; } fb[oldyyshifted+xx] = *(cc); } void DrawWuLine (int x0, int y0, int x1, int y1, byte *baseColor) { int deltaX, deltaY, xDir; if (viewactive) { // If the map is overlayed, use the translucent line drawer // code to avoid nasty discolored spots along the edges of // the lines. Otherwise, use this one to avoid reading from // the framebuffer. DrawTransWuLine (x0, y0, x1, y1, *baseColor); return; } // Make sure the line runs top to bottom if (y0 > y1) { int temp = y0; y0 = y1; y1 = temp; temp = x0; x0 = x1; x1 = temp; } // Draw the initial pixel, which is always exactly intersected by // the line and so needs no weighting PUTDOT (x0, y0, &baseColor[0], NULL); if ((deltaX = x1 - x0) >= 0) { xDir = 1; } else { xDir = -1; deltaX = -deltaX; // make deltaX positive } // Special-case horizontal, vertical, and diagonal lines, which // require no weighting because they go right through the center of // every pixel if ((deltaY = y1 - y0) == 0) { // horizontal line while (deltaX-- != 0) { x0 += xDir; PUTDOT (x0, y0, &baseColor[0], NULL); } return; } if (deltaX == 0) { // vertical line do { y0++; PUTDOT (x0, y0, &baseColor[0], NULL); } while (--deltaY != 0); return; } if (deltaX == deltaY) { // diagonal line. do { x0 += xDir; y0++; PUTDOT (x0, y0, &baseColor[0], NULL); } while (--deltaY != 0); return; } // Line is not horizontal, diagonal, or vertical fixed_t errorAcc = 0; // initialize the line error accumulator to 0 // Is this an X-major or Y-major line? if (deltaY > deltaX) { // Y-major line; calculate 16-bit fixed-point fractional part of a // pixel that X advances each time Y advances 1 pixel, truncating the // result so that we won't overrun the endpoint along the X axis fixed_t errorAdj = ((DWORD) deltaX << 16) / (DWORD) deltaY & 0xffff; // Draw all pixels other than the first and last if (xDir < 0) { while (--deltaY) { errorAcc += errorAdj; y0++; // Y-major, so always advance Y // The most significant bits of ErrorAcc give us the intensity // weighting for this pixel, and the complement of the weighting // for the paired pixel int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTDOT (x0 - (errorAcc >> 16), y0, &baseColor[weighting], &baseColor[NUMWEIGHTS-1]); PUTDOT (x0 - (errorAcc >> 16) - 1, y0, &baseColor[WEIGHTMASK - weighting], &baseColor[NUMWEIGHTS-1]); } } else { while (--deltaY) { errorAcc += errorAdj; y0++; // Y-major, so always advance Y int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTDOT (x0 + (errorAcc >> 16), y0, &baseColor[weighting], &baseColor[NUMWEIGHTS-1]); PUTDOT (x0 + (errorAcc >> 16) + 1, y0, &baseColor[WEIGHTMASK - weighting], &baseColor[NUMWEIGHTS-1]); } } } else { // It's an X-major line; calculate 16-bit fixed-point fractional part of a // pixel that Y advances each time X advances 1 pixel, truncating the // result to avoid overrunning the endpoint along the X axis fixed_t errorAdj = ((DWORD) deltaY << 16) / (DWORD) deltaX; // Draw all pixels other than the first and last while (--deltaX) { errorAcc += errorAdj; x0 += xDir; // X-major, so always advance X int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTDOT (x0, y0 + (errorAcc >> 16), &baseColor[weighting], &baseColor[NUMWEIGHTS-1]); PUTDOT (x0, y0 + (errorAcc >> 16) + 1, &baseColor[WEIGHTMASK - weighting], &baseColor[NUMWEIGHTS-1]); } } // Draw the final pixel, which is always exactly intersected by the line // and so needs no weighting PUTDOT (x1, y1, &baseColor[0], NULL); } void PUTTRANSDOT (int xx, int yy, int basecolor, int level) { static int oldyy; static int oldyyshifted; #if 0 if(xx < 32) cc += 7-(xx>>2); else if(xx > (finit_width - 32)) cc += 7-((finit_width-xx) >> 2); // if(cc==oldcc) //make sure that we don't double fade the corners. // { if(yy < 32) cc += 7-(yy>>2); else if(yy > (finit_height - 32)) cc += 7-((finit_height-yy) >> 2); // } if(cc > cm && cm != NULL) { cc = cm; } else if(cc > oldcc+6) // don't let the color escape from the fade table... { cc=oldcc+6; } #endif if (yy == oldyy+1) { oldyy++; oldyyshifted += SCREENPITCH; } else if (yy == oldyy-1) { oldyy--; oldyyshifted -= SCREENPITCH; } else if (yy != oldyy) { oldyy = yy; oldyyshifted = yy*SCREENPITCH; } byte *spot = fb + oldyyshifted + xx; DWORD *bg2rgb = Col2RGB8[1+level]; DWORD *fg2rgb = Col2RGB8[63-level]; DWORD fg = fg2rgb[basecolor]; DWORD bg = bg2rgb[*spot]; bg = (fg+bg) | 0x1f07c1f; *spot = RGB32k[0][0][bg&(bg>>15)]; } void DrawTransWuLine (int x0, int y0, int x1, int y1, byte baseColor) { int deltaX, deltaY, xDir; if (y0 > y1) { int temp = y0; y0 = y1; y1 = temp; temp = x0; x0 = x1; x1 = temp; } PUTTRANSDOT (x0, y0, baseColor, 0); if ((deltaX = x1 - x0) >= 0) { xDir = 1; } else { xDir = -1; deltaX = -deltaX; } if ((deltaY = y1 - y0) == 0) { // horizontal line if (x0 > x1) { swap (x0, x1); } memset (screen->GetBuffer() + y0*screen->GetPitch() + x0, baseColor, deltaX+1); return; } if (deltaX == 0) { // vertical line byte *spot = screen->GetBuffer() + y0*screen->GetPitch() + x0; int pitch = screen->GetPitch (); do { *spot = baseColor; spot += pitch; } while (--deltaY != 0); return; } if (deltaX == deltaY) { // diagonal line. byte *spot = screen->GetBuffer() + y0*screen->GetPitch() + x0; int advance = screen->GetPitch() + xDir; do { *spot = baseColor; spot += advance; } while (--deltaY != 0); return; } // line is not horizontal, diagonal, or vertical fixed_t errorAcc = 0; if (deltaY > deltaX) { // y-major line fixed_t errorAdj = (((unsigned)deltaX << 16) / (unsigned)deltaY) & 0xffff; if (xDir < 0) { if (WeightingScale == 0) { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT (x0 - (errorAcc >> 16), y0, baseColor, weighting); PUTTRANSDOT (x0 - (errorAcc >> 16) - 1, y0, baseColor, WEIGHTMASK - weighting); } } else { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK; PUTTRANSDOT (x0 - (errorAcc >> 16), y0, baseColor, weighting); PUTTRANSDOT (x0 - (errorAcc >> 16) - 1, y0, baseColor, WEIGHTMASK - weighting); } } } else { if (WeightingScale == 0) { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT (x0 + (errorAcc >> 16), y0, baseColor, weighting); PUTTRANSDOT (x0 + (errorAcc >> 16) + xDir, y0, baseColor, WEIGHTMASK - weighting); } } else { while (--deltaY) { errorAcc += errorAdj; y0++; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK; PUTTRANSDOT (x0 + (errorAcc >> 16), y0, baseColor, weighting); PUTTRANSDOT (x0 + (errorAcc >> 16) + xDir, y0, baseColor, WEIGHTMASK - weighting); } } } } else { // x-major line fixed_t errorAdj = (((DWORD) deltaY << 16) / (DWORD) deltaX) & 0xffff; if (WeightingScale == 0) { while (--deltaX) { errorAcc += errorAdj; x0 += xDir; int weighting = (errorAcc >> WEIGHTSHIFT) & WEIGHTMASK; PUTTRANSDOT (x0, y0 + (errorAcc >> 16), baseColor, weighting); PUTTRANSDOT (x0, y0 + (errorAcc >> 16) + 1, baseColor, WEIGHTMASK - weighting); } } else { while (--deltaX) { errorAcc += errorAdj; x0 += xDir; int weighting = ((errorAcc * WeightingScale) >> (WEIGHTSHIFT+8)) & WEIGHTMASK; PUTTRANSDOT (x0, y0 + (errorAcc >> 16), baseColor, weighting); PUTTRANSDOT (x0, y0 + (errorAcc >> 16) + 1, baseColor, WEIGHTMASK - weighting); } } } PUTTRANSDOT (x1, y1, baseColor, 0); } // // Clip lines, draw visible parts of lines. // void AM_drawMline (mline_t *ml, int color) { static fline_t fl; if (AM_clipMline (ml, &fl)) AM_drawFline (&fl, color); // draws it on frame buffer using fb coords } // // Draws flat (floor/ceiling tile) aligned grid lines. // void AM_drawGrid (int color) { fixed_t x, y; fixed_t start, end; mline_t ml; fixed_t minlen, extx, exty; fixed_t minx, miny; // [RH] Calculate a minimum for how long the grid lines should be so that // they cover the screen at any rotation. minlen = (fixed_t)sqrtf ((float)m_w*(float)m_w + (float)m_h*(float)m_h); extx = (minlen - m_w) / 2; exty = (minlen - m_h) / 2; minx = m_x; miny = m_y; // Figure out start of vertical gridlines start = minx - extx; if ((start-bmaporgx)%(MAPBLOCKUNITS<x >> FRACTOMAPBITS; l.a.y = lines[i].v1->y >> FRACTOMAPBITS; l.b.x = lines[i].v2->x >> FRACTOMAPBITS; l.b.y = lines[i].v2->y >> FRACTOMAPBITS; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&l.a.x, &l.a.y); AM_rotatePoint (&l.b.x, &l.b.y); } if (am_cheat != 0 || (lines[i].flags & ML_MAPPED)) { if ((lines[i].flags & ML_DONTDRAW) && am_cheat == 0) continue; if (!lines[i].backsector) { if (lines[i].frontsector->oldspecial && (am_map_secrets==2 || (am_map_secrets==1 && !(lines[i].frontsector->special&SECRET_MASK)))) { // map secret sectors like Boom AM_drawMline(&l, SecretSectorColor); } else { AM_drawMline(&l, WallColor); } } else { if ((lines[i].special == Teleport || lines[i].special == Teleport_NoFog || lines[i].special == Teleport_Line) && GET_SPAC(lines[i].flags) != SPAC_MCROSS && am_usecustomcolors) { // intra-level teleporters AM_drawMline(&l, IntraTeleportColor); } else if ((lines[i].special == Teleport_NewMap || lines[i].special == Teleport_EndGame || lines[i].special == Exit_Normal || lines[i].special == Exit_Secret) && am_usecustomcolors) { // inter-level/game-ending teleporters AM_drawMline(&l, InterTeleportColor); } else if (lines[i].flags & ML_SECRET) { // secret door if (am_cheat != 0) AM_drawMline(&l, SecretWallColor); else AM_drawMline(&l, WallColor); } else if (lines[i].special == Door_LockedRaise || lines[i].special == ACS_LockedExecute || (lines[i].special == Generic_Door && lines[i].args[4]!=0)) { if (am_usecustomcolors) { int P_GetMapColorForLock(int lock); int lock; if (lines[i].special==Door_LockedRaise) lock=lines[i].args[3]; else lock=lines[i].args[4]; int color = P_GetMapColorForLock(lock); if (color > 0) { color = ColorMatcher.Pick(RPART(color), GPART(color), BPART(color)); } else color = LockedColor; AM_drawMline (&l, color); } else AM_drawMline (&l, LockedColor); // locked special } else if (lines[i].backsector->floorplane != lines[i].frontsector->floorplane) { AM_drawMline(&l, FDWallColor); // floor level change } else if (lines[i].backsector->ceilingplane != lines[i].frontsector->ceilingplane) { AM_drawMline(&l, CDWallColor); // ceiling level change } else if (am_cheat != 0) { AM_drawMline(&l, TSWallColor); } } } else if (allmap) { if (!(lines[i].flags & ML_DONTDRAW)) AM_drawMline(&l, NotSeenColor); } } } // // Rotation in 2D. // Used to rotate player arrow line character. // void AM_rotate (fixed_t *x, fixed_t *y, angle_t a) { fixed_t tmpx; a >>= ANGLETOFINESHIFT; tmpx = DMulScale16 (*x,finecosine[a],*y,-finesine[a]); *y = DMulScale16 (*x,finesine[a],*y,finecosine[a]); *x = tmpx; } void AM_rotatePoint (fixed_t *x, fixed_t *y) { *x -= players[consoleplayer].camera->x >> FRACTOMAPBITS; *y -= players[consoleplayer].camera->y >> FRACTOMAPBITS; AM_rotate (x, y, ANG90 - players[consoleplayer].camera->angle); *x += players[consoleplayer].camera->x >> FRACTOMAPBITS; *y += players[consoleplayer].camera->y >> FRACTOMAPBITS; } void AM_drawLineCharacter ( const mline_t *lineguy, int lineguylines, fixed_t scale, angle_t angle, int color, fixed_t x, fixed_t y ) { int i; mline_t l; for (i=0;iangle; if (am_cheat != 0) AM_drawLineCharacter (cheat_player_arrow, NUMCHEATPLYRLINES, 0, angle, YourColor, players[consoleplayer].camera->x >> FRACTOMAPBITS, players[consoleplayer].camera->y >> FRACTOMAPBITS); else AM_drawLineCharacter (player_arrow, NUMPLYRLINES, 0, angle, YourColor, players[consoleplayer].camera->x >> FRACTOMAPBITS, players[consoleplayer].camera->y >> FRACTOMAPBITS); return; } for (i = 0; i < MAXPLAYERS; i++) { player_t *p = &players[i]; int color; mpoint_t pt; if (!playeringame[i] || p->mo == NULL) { continue; } if (deathmatch && !demoplayback && !p->mo->IsTeammate (players[consoleplayer].mo) && p != players[consoleplayer].camera->player) { continue; } if (p->mo->alpha < OPAQUE) { color = AlmostBackground; } else { float h, s, v, r, g, b; D_GetPlayerColor (i, &h, &s, &v); HSVtoRGB (&r, &g, &b, h, s, v); color = ColorMatcher.Pick (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 (int _color) { int color; int i; AActor* t; mpoint_t p; angle_t angle; for (i=0;ix >> FRACTOMAPBITS; p.y = t->y >> FRACTOMAPBITS; angle = t->angle; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) { AM_rotatePoint (&p.x, &p.y); angle += ANG90 - players[consoleplayer].camera->angle; } color = ThingColor; // use separate colors for special thing types if (t->flags3&MF3_ISMONSTER && !(t->flags&MF_CORPSE)) { if (t->flags & MF_FRIENDLY || !(t->flags & MF_COUNTKILL)) color = ThingColor_Friend; else color = ThingColor_Monster; } else if (t->flags&MF_SPECIAL) color = ThingColor_Item; AM_drawLineCharacter (thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16<= 3) { static const mline_t box[4] = { { { -MAPUNIT, -MAPUNIT }, { MAPUNIT, -MAPUNIT } }, { { MAPUNIT, -MAPUNIT }, { MAPUNIT, MAPUNIT } }, { { MAPUNIT, MAPUNIT }, { -MAPUNIT, MAPUNIT } }, { { -MAPUNIT, MAPUNIT }, { -MAPUNIT, -MAPUNIT } }, }; AM_drawLineCharacter (box, 4, t->radius >> FRACTOMAPBITS, angle - t->angle, color, p.x, p.y); } t = t->snext; } } } void AM_drawMarks () { int i, fx, fy, w, h; mpoint_t pt; for (i = 0; i < AM_NUMMARKPOINTS; i++) { if (markpoints[i].x != -1) { // w = TileSizes[i].width; // h = TileSizes[i].height; w = 5; // because something's wrong with the wad, i guess h = 6; // because something's wrong with the wad, i guess pt.x = markpoints[i].x; pt.y = markpoints[i].y; if (am_rotate == 1 || (am_rotate == 2 && viewactive)) AM_rotatePoint (&pt.x, &pt.y); fx = CXMTOF(pt.x); fy = CYMTOF(pt.y) - 3; if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h && marknums[i] != -1) screen->DrawTexture (TexMan(marknums[i]), fx, fy, DTA_CleanNoMove, true, TAG_DONE); } } } void AM_drawCrosshair (int color) { fb[f_p*((f_h+1)/2)+(f_w/2)] = (byte)color; // single point for now } void AM_Drawer () { if (!automapactive) return; bool allmap = (level.flags & LEVEL_ALLMAP) != 0; bool allthings = allmap && players[consoleplayer].mo->FindInventory() != NULL; AM_initColors (viewactive); fb = screen->GetBuffer (); if (!viewactive) { // [RH] Set f_? here now to handle automap overlaying // and view size adjustments. f_x = f_y = 0; f_w = screen->GetWidth (); f_h = ST_Y; f_p = screen->GetPitch (); WeightingScale = 0; AM_clearFB(Background); } else { f_x = viewwindowx; f_y = viewwindowy; f_w = realviewwidth; f_h = realviewheight; f_p = screen->GetPitch (); WeightingScale = (int)(am_ovtrans * 256.f); if (WeightingScale < 0 || WeightingScale >= 256) { WeightingScale = 0; } } AM_activateNewScale(); if (grid) AM_drawGrid(GridColor); AM_drawWalls(allmap); AM_drawPlayers(); if (am_cheat >= 2 || allthings) AM_drawThings(ThingColor); if (!viewactive) AM_drawCrosshair(XHairColor); AM_drawMarks(); }