mirror of
https://github.com/ZDoom/qzdoom.git
synced 2024-11-14 00:21:34 +00:00
2e5257d347
to a map they've previously been to. This is analagous to enter scripts, but whereas enter scripts execute only the first time a player enters a map, return scripts execute all but the first time. - Improved map scrolling when rotation is on and follow mode is off. SVN r742 (trunk)
1852 lines
43 KiB
C++
1852 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 "m_cheat.h"
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#include "i_system.h"
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#include "c_dispatch.h"
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// Needs access to LFB.
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#include "v_video.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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#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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//static int WeightingScale;
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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 (Bool, am_usecustomcolors, true, CVAR_ARCHIVE);
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CVAR (Float, am_ovtrans, 1.f, 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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typedef struct {
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int x, y;
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} fpoint_t;
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typedef struct {
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fpoint_t a, b;
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} fline_t;
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typedef struct {
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fixed_t x,y;
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} mpoint_t;
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typedef struct {
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mpoint_t a, b;
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} mline_t;
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typedef struct {
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fixed_t slp, islp;
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} islope_t;
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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 int 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 FTexture *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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/*
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#define NUMALIASES 3
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#define WALLCOLORS -1
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#define FDWALLCOLORS -2
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#define CDWALLCOLORS -3
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static BYTE antialias[NUMALIASES][NUMWEIGHTS];
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*/
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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);
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scale_ftom = MapDiv(MAPUNIT, scale_mtof);
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}
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//
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// adds a marker at the current location
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//
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bool AM_addMark ()
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{
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if (marknums[0] != -1)
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{
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markpoints[markpointnum].x = m_x + m_w/2;
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markpoints[markpointnum].y = m_y + m_h/2;
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markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
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return true;
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}
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return false;
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|
}
|
|
|
|
//
|
|
// 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)
|
|
{
|
|
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;
|
|
rmin_x = rmin_y = FIXED_MAX;
|
|
rmax_x = rmax_y = FIXED_MIN;
|
|
|
|
for (i = 0; i < 4; ++i)
|
|
{
|
|
xs[i] -= pivotx;
|
|
ys[i] -= pivoty;
|
|
AM_rotate (&xs[i], &ys[i], ANG90 - players[consoleplayer].camera->angle);
|
|
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 (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;
|
|
fixed_t incx = m_paninc.x, incy = m_paninc.y;
|
|
|
|
incx = Scale(m_paninc.x, SCREENWIDTH, 320);
|
|
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, 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;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]);
|
|
}
|
|
}
|
|
|
|
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 if (am_usecustomcolors)
|
|
{
|
|
/* 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);
|
|
}
|
|
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];
|
|
}
|
|
|
|
#if 0
|
|
// Due to a bug (marked below) precalculated antialiasing was never working properly.
|
|
// Also, tests show it provides no measurable performance improvement.
|
|
// And since it only complicates matters it's disabled for now.
|
|
|
|
// 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);
|
|
}
|
|
}
|
|
// This line was inside the 'if' block rendering the whole
|
|
// precalculation inoperable.
|
|
*(aliasedLines[alias].color) = aliasedLines[alias].falseColor;
|
|
}
|
|
lastback = Background;
|
|
#endif
|
|
lastpal = palette;
|
|
}
|
|
|
|
//
|
|
//
|
|
//
|
|
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;
|
|
}
|
|
|
|
//
|
|
// 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 ()
|
|
{
|
|
AM_unloadPics ();
|
|
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;
|
|
|
|
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 == NULL || !am_drawmapback)
|
|
{
|
|
screen->Clear (0, 0, f_w, f_h, color.Index, color.RGB);
|
|
}
|
|
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, 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);
|
|
}
|
|
}
|
|
|
|
//
|
|
// 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 (!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);
|
|
|
|
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->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;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int picnum;
|
|
FTexture *tex;
|
|
WORD flip = 0;
|
|
|
|
if (mark->picnum != 0xFFFF)
|
|
{
|
|
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.flags & LEVEL_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 ();
|
|
//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();
|
|
|
|
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;
|
|
}
|
|
}
|