mirror of
https://github.com/ZDoom/Raze.git
synced 2024-11-26 22:11:54 +00:00
d064706f93
All map geometry npw uses texture IDs and no longer depends on Build's tile system. (What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
711 lines
21 KiB
C++
711 lines
21 KiB
C++
//-------------------------------------------------------------------------
|
|
/*
|
|
Copyright (C) 1996, 2003 - 3D Realms Entertainment
|
|
Copyright (C) 2020 - Christoph Oelckers
|
|
|
|
This file is part of Duke Nukem 3D version 1.5 - Atomic Edition
|
|
|
|
Duke Nukem 3D is free software; you can redistribute it and/or
|
|
modify it under the terms of the GNU General Public License
|
|
as published by the Free Software Foundation; either version 2
|
|
of the License, or (at your option) any later version.
|
|
|
|
This program is distributed in the hope that it will be useful,
|
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
|
|
|
|
See the GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with this program; if not, write to the Free Software
|
|
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
|
|
Original Source: 1996 - Todd Replogle
|
|
Prepared for public release: 03/21/2003 - Charlie Wiederhold, 3D Realms
|
|
Modifications for JonoF's port by Jonathon Fowler (jf@jonof.id.au)
|
|
*/
|
|
//-------------------------------------------------------------------------
|
|
|
|
#include "automap.h"
|
|
#include "c_dispatch.h"
|
|
#include "c_cvars.h"
|
|
#include "gstrings.h"
|
|
#include "printf.h"
|
|
#include "serializer.h"
|
|
#include "v_2ddrawer.h"
|
|
#include "earcut.hpp"
|
|
#include "buildtiles.h"
|
|
#include "d_event.h"
|
|
#include "c_bind.h"
|
|
#include "gamestate.h"
|
|
#include "gamecontrol.h"
|
|
#include "quotemgr.h"
|
|
#include "v_video.h"
|
|
#include "gamestruct.h"
|
|
#include "v_draw.h"
|
|
#include "sectorgeometry.h"
|
|
#include "gamefuncs.h"
|
|
#include "hw_sections.h"
|
|
#include "coreactor.h"
|
|
#include "texturemanager.h"
|
|
|
|
CVAR(Bool, am_followplayer, true, CVAR_ARCHIVE)
|
|
CVAR(Bool, am_rotate, true, CVAR_ARCHIVE)
|
|
CVAR(Float, am_linealpha, 1.0f, CVAR_ARCHIVE)
|
|
CVAR(Int, am_linethickness, 1, CVAR_ARCHIVE)
|
|
CVAR(Bool, am_textfont, false, CVAR_ARCHIVE)
|
|
CVAR(Bool, am_showlabel, false, CVAR_ARCHIVE)
|
|
CVAR(Bool, am_nameontop, false, CVAR_ARCHIVE)
|
|
|
|
static DVector2 min_bounds = { INT_MAX, 0 };;
|
|
static DVector2 max_bounds = { 0, 0 };
|
|
static DVector2 follow = { INT_MAX, INT_MAX };
|
|
static DAngle follow_a = DAngle::fromDeg(INT_MAX);
|
|
static double gZoom = 0.75;
|
|
static float am_zoomdir;
|
|
int automapMode;
|
|
bool automapping;
|
|
bool gFullMap;
|
|
BitArray show2dsector;
|
|
BitArray show2dwall;
|
|
|
|
CVAR(Color, am_twosidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
|
|
CVAR(Color, am_onesidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
|
|
CVAR(Color, am_playercolor, 0xaaaaaa, CVAR_ARCHIVE)
|
|
CVAR(Color, am_ovtwosidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
|
|
CVAR(Color, am_ovonesidedcolor, 0xaaaaaa, CVAR_ARCHIVE)
|
|
CVAR(Color, am_ovplayercolor, 0xaaaaaa, CVAR_ARCHIVE)
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
CCMD(allmap)
|
|
{
|
|
if (!CheckCheatmode(true, false))
|
|
{
|
|
gFullMap = !gFullMap;
|
|
Printf("%s\n", GStrings(gFullMap ? "SHOW MAP: ON" : "SHOW MAP: OFF"));
|
|
}
|
|
}
|
|
|
|
CCMD(togglemap)
|
|
{
|
|
if (gamestate == GS_LEVEL)
|
|
{
|
|
automapMode++;
|
|
if (automapMode == am_count) automapMode = am_off;
|
|
if (isBlood() && automapMode == am_overlay) automapMode = am_full; // todo: investigate if this can be re-enabled
|
|
}
|
|
}
|
|
|
|
CCMD(togglefollow)
|
|
{
|
|
am_followplayer = !am_followplayer;
|
|
auto msg = quoteMgr.GetQuote(am_followplayer ? 84 : 83);
|
|
if (!msg || !*msg) msg = am_followplayer ? GStrings("FOLLOW MODE ON") : GStrings("FOLLOW MODE Off");
|
|
Printf(PRINT_NOTIFY, "%s\n", msg);
|
|
if (am_followplayer) follow.X = INT_MAX;
|
|
}
|
|
|
|
CCMD(togglerotate)
|
|
{
|
|
am_rotate = !am_rotate;
|
|
auto msg = am_rotate ? GStrings("TXT_ROTATE_ON") : GStrings("TXT_ROTATE_OFF");
|
|
Printf(PRINT_NOTIFY, "%s\n", msg);
|
|
}
|
|
|
|
CCMD(am_zoom)
|
|
{
|
|
if (argv.argc() >= 2)
|
|
{
|
|
am_zoomdir = (float)atof(argv[1]);
|
|
}
|
|
}
|
|
|
|
//==========================================================================
|
|
//
|
|
// AM_Responder
|
|
// Handle automap exclusive bindings.
|
|
//
|
|
//==========================================================================
|
|
|
|
bool AM_Responder(event_t* ev, bool last)
|
|
{
|
|
if (ev->type == EV_KeyDown || ev->type == EV_KeyUp)
|
|
{
|
|
if (am_followplayer)
|
|
{
|
|
// check for am_pan* and ignore in follow mode
|
|
const char* defbind = AutomapBindings.GetBind(ev->data1);
|
|
if (defbind && !strnicmp(defbind, "+am_pan", 7)) return false;
|
|
}
|
|
|
|
bool res = C_DoKey(ev, &AutomapBindings, nullptr);
|
|
if (res && ev->type == EV_KeyUp && !last)
|
|
{
|
|
// If this is a release event we also need to check if it released a button in the main Bindings
|
|
// so that that button does not get stuck.
|
|
const char* defbind = Bindings.GetBind(ev->data1);
|
|
return (!defbind || defbind[0] != '+'); // Let G_Responder handle button releases
|
|
}
|
|
return res;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void CalcMapBounds()
|
|
{
|
|
min_bounds = { INT_MAX, INT_MAX };
|
|
max_bounds = { INT_MIN, INT_MIN };
|
|
|
|
for(auto& wal : wall)
|
|
{
|
|
// get map min and max coordinates
|
|
if (wal.pos.X < min_bounds.X) min_bounds.X = wal.pos.X;
|
|
if (wal.pos.Y < min_bounds.Y) min_bounds.Y = wal.pos.Y;
|
|
if (wal.pos.X > max_bounds.X) max_bounds.X = wal.pos.X;
|
|
if (wal.pos.Y > max_bounds.Y) max_bounds.Y = wal.pos.Y;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void AutomapControl(const DVector2& cangvect)
|
|
{
|
|
static double nonsharedtimer;
|
|
double ms = (double)screen->FrameTime;
|
|
double interval;
|
|
|
|
if (nonsharedtimer > 0 || ms < nonsharedtimer)
|
|
{
|
|
interval = ms - nonsharedtimer;
|
|
}
|
|
else
|
|
{
|
|
interval = 0;
|
|
}
|
|
nonsharedtimer = ms;
|
|
|
|
if (System_WantGuiCapture())
|
|
return;
|
|
|
|
if (automapMode != am_off)
|
|
{
|
|
if (am_zoomdir > 0)
|
|
{
|
|
gZoom = gZoom * am_zoomdir;
|
|
}
|
|
else if (am_zoomdir < 0)
|
|
{
|
|
gZoom = gZoom / -am_zoomdir;
|
|
}
|
|
am_zoomdir = 0;
|
|
|
|
double j = interval * (35. / 65536.) / gZoom;
|
|
gZoom += (buttonMap.ButtonDown(gamefunc_Enlarge_Screen) - buttonMap.ButtonDown(gamefunc_Shrink_Screen)) * j * max(gZoom, 0.25);
|
|
gZoom = clamp(gZoom, 0.05, 2.);
|
|
|
|
if (!am_followplayer)
|
|
{
|
|
const double zoomspeed = j * 512.;
|
|
const auto panhorz = buttonMap.ButtonDown(gamefunc_AM_PanRight) - buttonMap.ButtonDown(gamefunc_AM_PanLeft);
|
|
const auto panvert = buttonMap.ButtonDown(gamefunc_AM_PanUp) - buttonMap.ButtonDown(gamefunc_AM_PanDown);
|
|
|
|
if (min_bounds.X == INT_MAX) CalcMapBounds();
|
|
|
|
follow = clamp(follow + DVector2(panvert, panhorz).Rotated(cangvect.X, cangvect.Y) * zoomspeed, min_bounds, max_bounds);
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void SerializeAutomap(FSerializer& arc)
|
|
{
|
|
if (arc.BeginObject("automap"))
|
|
{
|
|
arc("automapping", automapping)
|
|
("fullmap", gFullMap)
|
|
("mappedsectors", show2dsector)
|
|
("mappedwalls", show2dwall)
|
|
.EndObject();
|
|
}
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void ClearAutomap()
|
|
{
|
|
show2dsector.Zero();
|
|
show2dwall.Zero();
|
|
min_bounds.X = INT_MAX;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void MarkSectorSeen(sectortype* sec)
|
|
{
|
|
if (sec)
|
|
{
|
|
show2dsector.Set(sectindex(sec));
|
|
for (auto& wal : sec->walls)
|
|
{
|
|
if (!wal.twoSided()) continue;
|
|
const auto bits = (CSTAT_WALL_BLOCK | CSTAT_WALL_MASKED | CSTAT_WALL_1WAY | CSTAT_WALL_BLOCK_HITSCAN);
|
|
if (wal.cstat & bits) continue;
|
|
if (wal.nextWall()->cstat & bits) continue;
|
|
auto osec = wal.nextSector();
|
|
if (osec->lotag == 32767) continue;
|
|
if (osec->ceilingz >= osec->floorz) continue;
|
|
show2dsector.Set(sectindex(osec));
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void drawlinergb(const DVector2& v1, const DVector2& v2, PalEntry p)
|
|
{
|
|
if (am_linethickness <= 1)
|
|
{
|
|
twod->AddLine(v1, v2, &viewport3d, p, uint8_t(am_linealpha * 255));
|
|
}
|
|
else
|
|
{
|
|
twod->AddThickLine(v1, v2, am_linethickness, p, uint8_t(am_linealpha * 255));
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static inline PalEntry RedLineColor()
|
|
{
|
|
// todo:
|
|
// Blood uses palette index 12 (99,99,99)
|
|
// Exhumed uses palette index 111 (roughly 170,170,170) but darkens the line in overlay mode the farther it is away from the player in vertical direction.
|
|
// Shadow Warrior uses palette index 152 in overlay mode and index 12 in full map mode. (152: 84, 88, 40)
|
|
return automapMode == am_overlay? *am_ovtwosidedcolor : *am_twosidedcolor;
|
|
}
|
|
|
|
static inline PalEntry WhiteLineColor()
|
|
{
|
|
|
|
// todo:
|
|
// Blood uses palette index 24
|
|
// Exhumed uses palette index 111 (roughly 170,170,170) but darkens the line in overlay mode the farther it is away from the player in vertical direction.
|
|
// Shadow Warrior uses palette index 24 (60,60,60)
|
|
return automapMode == am_overlay ? *am_ovonesidedcolor : *am_onesidedcolor;
|
|
}
|
|
|
|
static inline PalEntry PlayerLineColor()
|
|
{
|
|
return automapMode == am_overlay ? *am_ovplayercolor : *am_playercolor;
|
|
}
|
|
|
|
|
|
CCMD(printpalcol)
|
|
{
|
|
if (argv.argc() < 2) return;
|
|
|
|
int i = atoi(argv[1]);
|
|
Printf("%d, %d, %d\n", GPalette.BaseColors[i].r, GPalette.BaseColors[i].g, GPalette.BaseColors[i].b);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
bool ShowRedLine(int j, int i)
|
|
{
|
|
auto wal = &wall[j];
|
|
if (!isSWALL())
|
|
{
|
|
return !gFullMap && !show2dsector[wal->nextsector];
|
|
}
|
|
else
|
|
{
|
|
if (!gFullMap)
|
|
{
|
|
if (!show2dwall[j]) return false;
|
|
int k = wal->nextwall;
|
|
if (k > j && !show2dwall[k]) return false; //???
|
|
}
|
|
if (automapMode == am_full)
|
|
{
|
|
if (sector[i].floorz != sector[i].ceilingz)
|
|
if (wal->nextSector()->floorz != wal->nextSector()->ceilingz)
|
|
if (((wal->cstat | wal->nextWall()->cstat) & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)) == 0)
|
|
if (sector[i].floorz == wal->nextSector()->floorz)
|
|
return false;
|
|
if (sector[i].floortexture != wal->nextSector()->floortexture)
|
|
return false;
|
|
if (sector[i].floorshade != wal->nextSector()->floorshade)
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// two sided lines
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void drawredlines(const DVector2& cpos, const DVector2& cangvect, const DVector2& xydim)
|
|
{
|
|
for (unsigned i = 0; i < sector.Size(); i++)
|
|
{
|
|
if (!gFullMap && !show2dsector[i]) continue;
|
|
|
|
double z1 = sector[i].ceilingz;
|
|
double z2 = sector[i].floorz;
|
|
|
|
for (auto& wal : sector[i].walls)
|
|
{
|
|
if (!wal.twoSided()) continue;
|
|
|
|
auto osec = wal.nextSector();
|
|
|
|
if (osec->ceilingz == z1 && osec->floorz == z2)
|
|
if (((wal.cstat | wal.nextWall()->cstat) & (CSTAT_WALL_MASKED | CSTAT_WALL_1WAY)) == 0) continue;
|
|
|
|
if (ShowRedLine(wallindex(&wal), i))
|
|
{
|
|
auto v1 = OutAutomapVector(wal.pos - cpos, cangvect, gZoom, xydim);
|
|
auto v2 = OutAutomapVector(wal.point2Wall()->pos - cpos, cangvect, gZoom, xydim);
|
|
drawlinergb(v1, v2, RedLineColor());
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// one sided lines
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void drawwhitelines(const DVector2& cpos, const DVector2& cangvect, const DVector2& xydim)
|
|
{
|
|
for (int i = (int)sector.Size() - 1; i >= 0; i--)
|
|
{
|
|
if (!gFullMap && !show2dsector[i] && !isSWALL()) continue;
|
|
|
|
for (auto& wal : sector[i].walls)
|
|
{
|
|
if (wal.nextwall >= 0) continue;
|
|
if (!gFullMap && !wal.walltexture.isValid()) continue;
|
|
|
|
if (isSWALL() && !gFullMap && !show2dwall[wallindex(&wal)])
|
|
continue;
|
|
|
|
auto v1 = OutAutomapVector(wal.pos - cpos, cangvect, gZoom, xydim);
|
|
auto v2 = OutAutomapVector(wal.point2Wall()->pos - cpos, cangvect, gZoom, xydim);
|
|
drawlinergb(v1, v2, WhiteLineColor());
|
|
}
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// player sprite fallback
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void DrawPlayerArrow(const DVector2& cpos, const DAngle cang, const double czoom, const DAngle pl_angle)
|
|
{
|
|
#if 0
|
|
static constexpr int arrow[] =
|
|
{
|
|
0, 65536, 0, -65536,
|
|
0, 65536, -32768, 32878,
|
|
0, 65536, 32768, 32878,
|
|
};
|
|
|
|
double xvect = -cang.Sin() * czoom;
|
|
double yvect = -cang.Cos() * czoom;
|
|
|
|
double pxvect = -pl_angle.Sin();
|
|
double pyvect = -pl_angle.Cos();
|
|
|
|
int width = screen->GetWidth();
|
|
int height = screen->GetHeight();
|
|
|
|
for (int i = 0; i < 12; i += 4)
|
|
{
|
|
// FIXME: This has been broken since before the floatification refactor.
|
|
// Needs repair and changing out to backended vector function.
|
|
double px1 = (arrow[i] * pxvect) - (arrow[i+1] * pyvect);
|
|
double py1 = (arrow[i+1] * pxvect) + (arrow[i] * pyvect) + (height * 0.5);
|
|
double px2 = (arrow[i+2] * pxvect) - (arrow[i+3] * pyvect);
|
|
double py2 = (arrow[i+3] * pxvect) + (arrow[i+2] * pyvect) + (height * 0.5);
|
|
|
|
auto oxy1 = DVector2(px1, py1) - cpos;
|
|
auto oxy2 = DVector2(px2, py2) - cpos;
|
|
|
|
double sx1 = (oxy1.X * xvect) - (oxy1.Y * yvect) + (width * 0.5);
|
|
double sy1 = (oxy1.Y * xvect) + (oxy1.X * yvect) + (height * 0.5);
|
|
double sx2 = (oxy2.X * xvect) - (oxy2.Y * yvect) + (width * 0.5);
|
|
double sy2 = (oxy2.Y * xvect) + (oxy2.X * yvect) + (height * 0.5);
|
|
|
|
drawlinergb(sx1, sy1, sx2, sy2, WhiteLineColor());
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// floor textures
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
static void renderDrawMapView(const DVector2& cpos, const DVector2& cangvect, const DVector2& xydim)
|
|
{
|
|
TArray<FVector4> vertices;
|
|
TArray<DCoreActor*> floorsprites;
|
|
|
|
for (int i = (int)sector.Size() - 1; i >= 0; i--)
|
|
{
|
|
auto sect = §or[i];
|
|
if (!gFullMap && !show2dsector[i]) continue;
|
|
|
|
//Collect floor sprites to draw
|
|
TSectIterator<DCoreActor> it(sect);
|
|
while (auto act = it.Next())
|
|
{
|
|
if (act->spr.cstat & CSTAT_SPRITE_INVISIBLE)
|
|
continue;
|
|
|
|
if (act->spr.cstat & CSTAT_SPRITE_ALIGNMENT_FLOOR) // floor and slope sprites
|
|
{
|
|
if ((act->spr.cstat & (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_YFLIP)) == (CSTAT_SPRITE_ONE_SIDE | CSTAT_SPRITE_YFLIP))
|
|
continue; // upside down
|
|
floorsprites.Push(act);
|
|
}
|
|
}
|
|
|
|
if (sect->floorstat & CSTAT_SECTOR_SKY) continue;
|
|
|
|
auto flortex = sect->floortexture;
|
|
if (!flortex.isValid()) continue;
|
|
|
|
int translation = TRANSLATION(Translation_Remap + curbasepal, sector[i].floorpal);
|
|
PalEntry light = shadeToLight(sector[i].floorshade);
|
|
|
|
for (auto section : sectionsPerSector[i])
|
|
{
|
|
TArray<int>* indices;
|
|
auto mesh = sectionGeometry.get(§ions[section], 0, { 0.f, 0.f }, &indices);
|
|
vertices.Resize(mesh->vertices.Size());
|
|
for (unsigned j = 0; j < mesh->vertices.Size(); j++)
|
|
{
|
|
auto v = OutAutomapVector(DVector2(mesh->vertices[j].X - cpos.X, -mesh->vertices[j].Y - cpos.Y), cangvect, gZoom, xydim);
|
|
vertices[j] = { float(v.X), float(v.Y), mesh->texcoords[j].X, mesh->texcoords[j].Y };
|
|
}
|
|
|
|
twod->AddPoly(TexMan.GetGameTexture(flortex, true), vertices.Data(), vertices.Size(), (unsigned*)indices->Data(), indices->Size(), translation, light,
|
|
LegacyRenderStyles[STYLE_Translucent], &viewport3d);
|
|
}
|
|
}
|
|
qsort(floorsprites.Data(), floorsprites.Size(), sizeof(DCoreActor*), [](const void* a, const void* b)
|
|
{
|
|
auto A = *(DCoreActor**)a;
|
|
auto B = *(DCoreActor**)b;
|
|
if (A->spr.pos.Z < B->spr.pos.Z) return 1;
|
|
if (A->spr.pos.Z > B->spr.pos.Z) return -1;
|
|
return A->time - B->time; // ensures stable sort.
|
|
});
|
|
|
|
vertices.Resize(4);
|
|
for (auto actor : floorsprites)
|
|
{
|
|
if (!gFullMap && !(actor->spr.cstat2 & CSTAT2_SPRITE_MAPPED)) continue;
|
|
DVector2 pp[4];
|
|
GetFlatSpritePosition(actor, actor->spr.pos.XY(), pp, nullptr, true);
|
|
|
|
for (unsigned j = 0; j < 4; j++)
|
|
{
|
|
auto v = OutAutomapVector(pp[j] - cpos, cangvect, gZoom, xydim);
|
|
vertices[j] = { float(v.X), float(v.Y), j == 1 || j == 2 ? 1.f : 0.f, j == 2 || j == 3 ? 1.f : 0.f };
|
|
}
|
|
int shade;
|
|
if ((actor->sector()->ceilingstat & CSTAT_SECTOR_SKY)) shade = actor->sector()->ceilingshade;
|
|
else shade = actor->sector()->floorshade;
|
|
shade += actor->spr.shade;
|
|
PalEntry color = shadeToLight(shade);
|
|
FRenderStyle rs = LegacyRenderStyles[STYLE_Translucent];
|
|
float alpha = 1;
|
|
if (actor->spr.cstat & CSTAT_SPRITE_TRANSLUCENT)
|
|
{
|
|
rs = GetRenderStyle(0, !!(actor->spr.cstat & CSTAT_SPRITE_TRANS_FLIP));
|
|
alpha = GetAlphaFromBlend((actor->spr.cstat & CSTAT_SPRITE_TRANS_FLIP) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
|
|
color.a = uint8_t(alpha * 255);
|
|
}
|
|
|
|
int translation = TRANSLATION(Translation_Remap + curbasepal, actor->spr.pal);
|
|
const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
|
|
twod->AddPoly(TexMan.GetGameTexture(actor->spr.spritetexture(), true), vertices.Data(), vertices.Size(), indices, 6, translation, color, rs, &viewport3d);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
//
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawOverheadMap(const DVector2& plxy, const DAngle pl_angle, double const interpfrac)
|
|
{
|
|
if (am_followplayer || follow.X == INT_MAX)
|
|
{
|
|
follow = plxy;
|
|
}
|
|
|
|
follow_a = am_rotate ? pl_angle : DAngle270;
|
|
const DVector2 xydim = DVector2(screen->GetWidth(), screen->GetHeight()) * 0.5;
|
|
const DVector2 avect = follow_a.ToVector();
|
|
|
|
AutomapControl(avect);
|
|
|
|
if (automapMode == am_full)
|
|
{
|
|
twod->ClearScreen();
|
|
renderDrawMapView(follow, avect, xydim);
|
|
}
|
|
|
|
drawredlines(follow, avect, xydim);
|
|
drawwhitelines(follow, avect, xydim);
|
|
if (!gi->DrawAutomapPlayer(plxy, follow, follow_a, xydim, gZoom, interpfrac))
|
|
DrawPlayerArrow(follow, follow_a, gZoom, pl_angle);
|
|
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draws lines for alls in Duke/SW when cstat is CSTAT_SPRITE_ALIGNMENT_FACING.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawAutomapAlignmentFacing(const spritetype& spr, const DVector2& bpos, const DVector2& cangvect, const double czoom, const DVector2& xydim, const PalEntry& col)
|
|
{
|
|
auto v1 = OutAutomapVector(bpos, cangvect, czoom, xydim);
|
|
auto v2 = OutAutomapVector(spr.Angles.Yaw.ToVector() * 8., cangvect, czoom);
|
|
auto v3 = v2.Rotated90CW();
|
|
auto v4 = v1 + v2;
|
|
|
|
drawlinergb(v1 - v2, v4, col);
|
|
drawlinergb(v1 - v3, v4, col);
|
|
drawlinergb(v1 + v3, v4, col);
|
|
}
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draws lines for sprites in Duke/SW when cstat is CSTAT_SPRITE_ALIGNMENT_WALL.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawAutomapAlignmentWall(const spritetype& spr, const DVector2& bpos, const DVector2& cangvect, const double czoom, const DVector2& xydim, const PalEntry& col)
|
|
{
|
|
auto tex = TexMan.GetGameTexture(spr.spritetexture());
|
|
auto xrep = spr.scale.X;
|
|
int xspan = (int)tex->GetDisplayWidth();
|
|
int xoff = (int)tex->GetDisplayLeftOffset() + spr.xoffset;
|
|
|
|
if ((spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff;
|
|
|
|
auto sprvec = spr.Angles.Yaw.ToVector().Rotated90CW() * xrep;
|
|
|
|
auto b1 = bpos - sprvec * ((xspan * 0.5) + xoff);
|
|
auto b2 = b1 + sprvec * xspan;
|
|
|
|
auto v1 = OutAutomapVector(b1, cangvect, czoom, xydim);
|
|
auto v2 = OutAutomapVector(b2, cangvect, czoom, xydim);
|
|
|
|
drawlinergb(v1, v2, col);
|
|
}
|
|
|
|
|
|
//---------------------------------------------------------------------------
|
|
//
|
|
// Draws lines for alls in Duke/SW when cstat is CSTAT_SPRITE_ALIGNMENT_FLOOR.
|
|
//
|
|
//---------------------------------------------------------------------------
|
|
|
|
void DrawAutomapAlignmentFloor(const spritetype& spr, const DVector2& bpos, const DVector2& cangvect, const double czoom, const DVector2& xydim, const PalEntry& col)
|
|
{
|
|
auto tex = TexMan.GetGameTexture(spr.spritetexture());
|
|
|
|
auto xrep = spr.scale.X;
|
|
auto yrep = spr.scale.Y;
|
|
int xspan = (int)tex->GetDisplayWidth();
|
|
int yspan = (int)tex->GetDisplayHeight();
|
|
int xoff = (int)tex->GetDisplayLeftOffset();
|
|
int yoff = (int)tex->GetDisplayTopOffset();
|
|
|
|
if (isSWALL() || (spr.cstat & CSTAT_SPRITE_ALIGNMENT_MASK) != CSTAT_SPRITE_ALIGNMENT_SLOPE)
|
|
{
|
|
xoff += spr.xoffset;
|
|
yoff += spr.yoffset;
|
|
}
|
|
|
|
if ((spr.cstat & CSTAT_SPRITE_XFLIP) > 0) xoff = -xoff;
|
|
if ((spr.cstat & CSTAT_SPRITE_YFLIP) > 0) yoff = -yoff;
|
|
|
|
auto sprvec = spr.Angles.Yaw.ToVector();
|
|
auto xscale = sprvec.Rotated90CW() * xspan * xrep;
|
|
auto yscale = sprvec * yspan * yrep;
|
|
auto xybase = DVector2(((xspan * 0.5) + xoff) * xrep, ((yspan * 0.5) + yoff) * yrep);
|
|
|
|
auto b1 = bpos + (xybase * sprvec.Y) + (xybase.Rotated90CW() * sprvec.X);
|
|
auto b2 = b1 - xscale;
|
|
auto b3 = b2 - yscale;
|
|
auto b4 = b1 - yscale;
|
|
|
|
auto v1 = OutAutomapVector(b1, cangvect, czoom, xydim);
|
|
auto v2 = OutAutomapVector(b2, cangvect, czoom, xydim);
|
|
auto v3 = OutAutomapVector(b3, cangvect, czoom, xydim);
|
|
auto v4 = OutAutomapVector(b4, cangvect, czoom, xydim);
|
|
|
|
drawlinergb(v1, v2, col);
|
|
drawlinergb(v2, v3, col);
|
|
drawlinergb(v3, v4, col);
|
|
drawlinergb(v4, v1, col);
|
|
}
|