raze/source/core/automap.cpp
Hugo Locurcio 91ce22931d Add cvars to control automap line alpha and thickness
This can be used to improve automap readability on high-resolution
displays.
2021-10-11 22:30:39 +02:00

701 lines
20 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"
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)
int automapMode;
static float am_zoomdir;
int follow_x = INT_MAX, follow_y = INT_MAX, follow_a = INT_MAX;
static int gZoom = 768;
bool automapping;
bool gFullMap;
FixedBitArray<MAXSECTORS> show2dsector;
FixedBitArray<MAXWALLS> show2dwall;
FixedBitArray<MAXSPRITES> show2dsprite;
static int x_min_bound = INT_MAX, y_min_bound, x_max_bound, y_max_bound;
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()
{
x_min_bound = INT_MAX;
y_min_bound = INT_MAX;
x_max_bound = INT_MIN;
y_max_bound = INT_MIN;
for (int i = 0; i < numwalls; i++)
{
// get map min and max coordinates
if (wall[i].x < x_min_bound) x_min_bound = wall[i].x;
if (wall[i].y < y_min_bound) y_min_bound = wall[i].y;
if (wall[i].x > x_max_bound) x_max_bound = wall[i].x;
if (wall[i].y > y_max_bound) y_max_bound = wall[i].y;
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void AutomapControl()
{
static int nonsharedtimer;
int ms = (int)screen->FrameTime;
int interval;
int panvert = 0, panhorz = 0;
if (nonsharedtimer > 0 || ms < nonsharedtimer)
{
interval = ms - nonsharedtimer;
}
else
{
interval = 0;
}
nonsharedtimer = ms;
if (System_WantGuiCapture())
return;
if (automapMode != am_off)
{
const int keymove = 4;
if (am_zoomdir > 0)
{
gZoom = xs_CRoundToInt(gZoom * am_zoomdir);
}
else if (am_zoomdir < 0)
{
gZoom = xs_CRoundToInt(gZoom / -am_zoomdir);
}
am_zoomdir = 0;
double j = interval * 35. / gZoom;
if (buttonMap.ButtonDown(gamefunc_Enlarge_Screen))
gZoom += (int)MulScaleF(j, max(gZoom, 256), 6);
if (buttonMap.ButtonDown(gamefunc_Shrink_Screen))
gZoom -= (int)MulScaleF(j, max(gZoom, 256), 6);
gZoom = clamp(gZoom, 48, 2048);
if (!am_followplayer)
{
if (buttonMap.ButtonDown(gamefunc_AM_PanLeft))
panhorz += keymove;
if (buttonMap.ButtonDown(gamefunc_AM_PanRight))
panhorz -= keymove;
if (buttonMap.ButtonDown(gamefunc_AM_PanUp))
panvert += keymove;
if (buttonMap.ButtonDown(gamefunc_AM_PanDown))
panvert -= keymove;
int momx = MulScale(panvert, bcos(follow_a), 9);
int momy = MulScale(panvert, bsin(follow_a), 9);
momx += MulScale(panhorz, bsin(follow_a), 9);
momy += MulScale(panhorz, -bcos(follow_a), 9);
follow_x += int(momx * j);
follow_y += int(momy * j);
if (x_min_bound == INT_MAX) CalcMapBounds();
follow_x = clamp(follow_x, x_min_bound, x_max_bound);
follow_y = clamp(follow_y, y_min_bound, y_max_bound);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void SerializeAutomap(FSerializer& arc)
{
if (arc.BeginObject("automap"))
{
arc("automapping", automapping)
("fullmap", gFullMap)
// Only store what's needed. Unfortunately for sprites it is not that easy
.SerializeMemory("mappedsectors", show2dsector.Storage(), (numsectors + 7) / 8)
.SerializeMemory("mappedwalls", show2dwall.Storage(), (numwalls + 7) / 8)
.SerializeMemory("mappedsprites", show2dsprite.Storage(), MAXSPRITES / 8)
.EndObject();
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void ClearAutomap()
{
show2dsector.Zero();
show2dwall.Zero();
show2dsprite.Zero();
x_min_bound = INT_MAX;
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void MarkSectorSeen(int i)
{
if (i >= 0)
{
show2dsector.Set(i);
auto wal = &wall[sector[i].wallptr];
for (int j = sector[i].wallnum; j > 0; j--, wal++)
{
i = wal->nextsector;
if (i < 0) continue;
if (wal->cstat & 0x0071) continue;
if (wall[wal->nextwall].cstat & 0x0071) continue;
if (sector[i].lotag == 32767) continue;
if (sector[i].ceilingz >= sector[i].floorz) continue;
show2dsector.Set(i);
}
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void drawlinergb(int32_t x1, int32_t y1, int32_t x2, int32_t y2, PalEntry p)
{
if (am_linethickness >= 2) {
twod->AddThickLine(x1 / 4096.f, y1 / 4096.f, x2 / 4096.f, y2 / 4096.f, am_linethickness, p, uint8_t(am_linealpha * 255));
} else {
// Use more efficient thin line drawing routine.
twod->AddLine(x1 / 4096.f, y1 / 4096.f, x2 / 4096.f, y2 / 4096.f, windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y, p, uint8_t(am_linealpha * 255));
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
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;
}
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;
}
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 (sector[wal->nextsector].floorz != sector[wal->nextsector].ceilingz)
if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0)
if (sector[i].floorz == sector[wal->nextsector].floorz)
return false;
if (sector[i].floorpicnum != sector[wal->nextsector].floorpicnum)
return false;
if (sector[i].floorshade != sector[wal->nextsector].floorshade)
return false;
}
return true;
}
}
//---------------------------------------------------------------------------
//
// two sided lines
//
//---------------------------------------------------------------------------
void drawredlines(int cposx, int cposy, int czoom, int cang)
{
int xvect = -bsin(cang) * czoom;
int yvect = -bcos(cang) * czoom;
int width = screen->GetWidth();
int height = screen->GetHeight();
for (int i = 0; i < numsectors; i++)
{
if (!gFullMap && !show2dsector[i]) continue;
int startwall = sector[i].wallptr;
int endwall = sector[i].wallptr + sector[i].wallnum;
int z1 = sector[i].ceilingz;
int z2 = sector[i].floorz;
walltype* wal;
int j;
for (j = startwall, wal = &wall[startwall]; j < endwall; j++, wal++)
{
int k = wal->nextwall;
if (k < 0 || k >= numwalls) continue;
int s = wal->nextsector;
if (s < 0 || s >= numsectors) continue;
if (sector[s].ceilingz == z1 && sector[s].floorz == z2)
if (((wal->cstat | wall[wal->nextwall].cstat) & (16 + 32)) == 0) continue;
if (ShowRedLine(j, i))
{
int ox = wal->x - cposx;
int oy = wal->y - cposy;
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
auto wal2 = &wall[wal->point2];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
int x2 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
int y2 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
drawlinergb(x1, y1, x2, y2, RedLineColor());
}
}
}
}
//---------------------------------------------------------------------------
//
// one sided lines
//
//---------------------------------------------------------------------------
static void drawwhitelines(int cposx, int cposy, int czoom, int cang)
{
int xvect = -bsin(cang) * czoom;
int yvect = -bcos(cang) * czoom;
int width = screen->GetWidth();
int height = screen->GetHeight();
for (int i = numsectors - 1; i >= 0; i--)
{
if (!gFullMap && !show2dsector[i] && !isSWALL()) continue;
int startwall = sector[i].wallptr;
int endwall = sector[i].wallptr + sector[i].wallnum;
walltype* wal;
int j;
for (j = startwall, wal = &wall[startwall]; j < endwall; j++, wal++)
{
if (wal->nextwall >= 0) continue;
if (!gFullMap && !tileGetTexture(wal->picnum)->isValid()) continue;
if (isSWALL() && !gFullMap && !show2dwall[j])
continue;
int ox = wal->x - cposx;
int oy = wal->y - cposy;
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
int k = wal->point2;
auto wal2 = &wall[k];
ox = wal2->x - cposx;
oy = wal2->y - cposy;
int x2 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
int y2 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
drawlinergb(x1, y1, x2, y2, WhiteLineColor());
}
}
}
//---------------------------------------------------------------------------
//
// player sprite fallback
//
//---------------------------------------------------------------------------
void DrawPlayerArrow(int cposx, int cposy, int cang, int pl_x, int pl_y, int zoom, int pl_angle)
{
int arrow[] =
{
0, 65536, 0, -65536,
0, 65536, -32768, 32878,
0, 65536, 32768, 32878,
};
int xvect = -bsin(cang) * zoom;
int yvect = -bcos(cang) * zoom;
int pxvect = -bsin(pl_angle);
int pyvect = -bcos(pl_angle);
int width = screen->GetWidth();
int height = screen->GetHeight();
for (int i = 0; i < 12; i += 4)
{
int px1 = DMulScale(arrow[i], pxvect, -arrow[i+1], pyvect, 16);
int py1 = DMulScale(arrow[i+1], pxvect, arrow[i], pyvect, 16) + (height << 11);
int px2 = DMulScale(arrow[i+2], pxvect, -arrow[i + 3], pyvect, 16);
int py2 = DMulScale(arrow[i + 3], pxvect, arrow[i+2], pyvect, 16) + (height << 11);
int ox1 = px1 - cposx;
int oy1 = py1 - cposx;
int ox2 = px2 - cposx;
int oy2 = py2 - cposx;
int sx1 = DMulScale(ox1, xvect, -oy1, yvect, 16) + (width << 11);
int sy1 = DMulScale(oy1, xvect, ox1, yvect, 16) + (height << 11);
int sx2 = DMulScale(ox2, xvect, -oy2, yvect, 16) + (width << 11);
int sy2 = DMulScale(oy2, xvect, ox2, yvect, 16) + (height << 11);
drawlinergb(sx1, sy1, sx2, sy2, WhiteLineColor());
}
}
//---------------------------------------------------------------------------
//
// floor textures
//
//---------------------------------------------------------------------------
void renderDrawMapView(int cposx, int cposy, int czoom, int cang)
{
int xvect = -bsin(cang) * czoom;
int yvect = -bcos(cang) * czoom;
int width = screen->GetWidth();
int height = screen->GetHeight();
TArray<FVector4> vertices;
TArray<int> floorsprites;
for (int i = numsectors - 1; i >= 0; i--)
{
if (!gFullMap && !show2dsector[i]) continue;
//Collect floor sprites to draw
SectIterator it(i);
int s;
while ((s = it.NextIndex()) >= 0)
{
if (sprite[s].cstat & CSTAT_SPRITE_INVISIBLE)
continue;
if ((sprite[s].cstat & CSTAT_SPRITE_ALIGNMENT_MASK) == CSTAT_SPRITE_ALIGNMENT_FLOOR)
{
if ((sprite[s].cstat & (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_YFLIP)) == (CSTAT_SPRITE_ONE_SIDED | CSTAT_SPRITE_YFLIP))
continue; // upside down
floorsprites.Push(s);
}
}
if (sector[i].floorstat & CSTAT_SECTOR_SKY) continue;
int picnum = sector[i].floorpicnum;
if ((unsigned)picnum >= (unsigned)MAXTILES) continue;
for (auto ii : sectionspersector[i])
{
auto mesh = sectorGeometry.get(ii, 0, { 0.f,0.f });
vertices.Resize(mesh->vertices.Size());
for (unsigned j = 0; j < mesh->vertices.Size(); j++)
{
int ox = int(mesh->vertices[j].X * 16.f) - cposx;
int oy = int(mesh->vertices[j].Y * -16.f) - cposy;
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
vertices[j] = { x1 / 4096.f, y1 / 4096.f, mesh->texcoords[j].X, mesh->texcoords[j].Y };
}
}
int translation = TRANSLATION(Translation_Remap + curbasepal, sector[i].floorpal);
setgotpic(picnum);
twod->AddPoly(tileGetTexture(picnum, true), vertices.Data(), vertices.Size(), nullptr, 0, translation, shadeToLight(sector[i].floorshade),
LegacyRenderStyles[STYLE_Translucent], windowxy1.x, windowxy1.y, windowxy2.x + 1, windowxy2.y + 1);
}
qsort(floorsprites.Data(), floorsprites.Size(), sizeof(int), [](const void* a, const void* b)
{
int A = *(int*)a;
int B = *(int*)b;
if (sprite[A].z != sprite[B].z) return sprite[B].z - sprite[A].z;
return A - B; // ensures stable sort.
});
vertices.Resize(4);
for (auto sn : floorsprites)
{
if (!gFullMap && !show2dsprite[sn]) continue;
auto spr = &sprite[sn];
vec2_t pp[4];
GetFlatSpritePosition(spr, spr->pos.vec2, pp, true);
for (unsigned j = 0; j < 4; j++)
{
int ox = pp[j].x - cposx;
int oy = pp[j].y - cposy;
int x1 = DMulScale(ox, xvect, -oy, yvect, 16) + (width << 11);
int y1 = DMulScale(oy, xvect, ox, yvect, 16) + (height << 11);
vertices[j] = { x1 / 4096.f, y1 / 4096.f, j == 1 || j == 2 ? 1.f : 0.f, j == 2 || j == 3 ? 1.f : 0.f };
}
int shade;
if ((sector[spr->sectnum].ceilingstat & CSTAT_SECTOR_SKY)) shade = sector[spr->sectnum].ceilingshade;
else shade = sector[spr->sectnum].floorshade;
shade += spr->shade;
PalEntry color = shadeToLight(shade);
FRenderStyle rs = LegacyRenderStyles[STYLE_Translucent];
float alpha = 1;
if (spr->cstat & CSTAT_SPRITE_TRANSLUCENT)
{
rs = GetRenderStyle(0, !!(spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT));
alpha = GetAlphaFromBlend((spr->cstat & CSTAT_SPRITE_TRANSLUCENT_INVERT) ? DAMETH_TRANS2 : DAMETH_TRANS1, 0);
color.a = uint8_t(alpha * 255);
}
int translation = TRANSLATION(Translation_Remap + curbasepal, spr->pal);
int picnum = spr->picnum;
setgotpic(picnum);
const static unsigned indices[] = { 0, 1, 2, 0, 2, 3 };
twod->AddPoly(tileGetTexture(picnum, true), vertices.Data(), vertices.Size(), indices, 6, translation, color, rs,
windowxy1.x, windowxy1.y, windowxy2.x + 1, windowxy2.y + 1);
}
}
//---------------------------------------------------------------------------
//
//
//
//---------------------------------------------------------------------------
void DrawOverheadMap(int pl_x, int pl_y, int pl_angle, double const smoothratio)
{
if (am_followplayer || follow_x == INT_MAX)
{
follow_x = pl_x;
follow_y = pl_y;
}
int x = follow_x;
int y = follow_y;
follow_a = am_rotate ? pl_angle : 0;
AutomapControl();
int width = screen->GetWidth();
if (automapMode == am_full)
{
twod->ClearScreen();
renderDrawMapView(x, y, gZoom, follow_a);
}
int32_t tmpydim = (width * 5) / 8;
drawredlines(x, y, gZoom, follow_a);
drawwhitelines(x, y, gZoom, follow_a);
if (!gi->DrawAutomapPlayer(x, y, gZoom, follow_a, smoothratio))
DrawPlayerArrow(x, y, follow_a, pl_x, pl_y, gZoom, -pl_angle);
}