// // Copyright(C) 1993-1996 Id Software, Inc. // Copyright(C) 2005-2014 Simon Howard // // This program 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. // // // DESCRIPTION: the automap code // #include #include #include #include "am_map.h" #include "d_englsh.h" #include "d_mode.h" #include "d_player.h" #include "doomdata.h" #include "doomdef.h" // State. #include "doomstat.h" #include "i_timer.h" #include "i_video.h" #include "m_cheat.h" #include "m_controls.h" #include "m_fixed.h" #include "m_misc.h" #include "p_local.h" #include "p_mobj.h" #include "r_defs.h" #include "r_state.h" #include "st_stuff.h" #include "tables.h" #include "v_patch.h" // Needs access to LFB. #include "v_video.h" #include "w_wad.h" #include "z_zone.h" #include "ipu_host.h" // For use if I do walls with outsides/insides #define REDS (256 - 5 * 16) #define REDRANGE 16 #define BLUES (256 - 4 * 16 + 8) #define BLUERANGE 8 #define GREENS (7 * 16) #define GREENRANGE 16 #define GRAYS (6 * 16) #define GRAYSRANGE 16 #define BROWNS (4 * 16) #define BROWNRANGE 16 #define YELLOWS (256 - 32 + 7) #define YELLOWRANGE 1 #define BLACK 0 #define WHITE (256 - 47) // Automap colors #define BACKGROUND BLACK #define YOURCOLORS WHITE #define YOURRANGE 0 #define WALLCOLORS REDS #define WALLRANGE REDRANGE #define TSWALLCOLORS GRAYS #define TSWALLRANGE GRAYSRANGE #define FDWALLCOLORS BROWNS #define FDWALLRANGE BROWNRANGE #define CDWALLCOLORS YELLOWS #define CDWALLRANGE YELLOWRANGE #define THINGCOLORS GREENS #define THINGRANGE GREENRANGE #define SECRETWALLCOLORS WALLCOLORS #define SECRETWALLRANGE WALLRANGE #define GRIDCOLORS (GRAYS + GRAYSRANGE / 2) #define GRIDRANGE 0 #define XHAIRCOLORS GRAYS // drawing stuff #define AM_NUMMARKPOINTS 10 // scale on entry #define INITSCALEMTOF (.2 * FRACUNIT) // how much the automap moves window per tic in frame-buffer coordinates // moves 140 pixels in 1 second #define F_PANINC 4 // how much zoom-in per tic // goes to 2x in 1 second #define M_ZOOMIN ((int)(1.02 * FRACUNIT)) // how much zoom-out per tic // pulls out to 0.5x in 1 second #define M_ZOOMOUT ((int)(FRACUNIT / 1.02)) // translates between frame-buffer and map distances #define FTOM(x) FixedMul(((x) << FRACBITS), scale_ftom) #define MTOF(x) (FixedMul((x), scale_mtof) >> FRACBITS) // translates between frame-buffer and map coordinates #define CXMTOF(x) (f_x + MTOF((x)-m_x)) #define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y))) // the following is crap #define LINE_NEVERSEE ML_DONTDRAW typedef struct { int x, y; } fpoint_t; typedef struct { fpoint_t a, b; } fline_t; typedef struct { fixed_t x, y; } mpoint_t; typedef struct { mpoint_t a, b; } mline_t; typedef struct { fixed_t slp, islp; } islope_t; // // The vector graphics for the automap. // A line drawing of the player pointing right, // starting from the middle. // #define R ((8 * PLAYERRADIUS) / 7) mline_t player_arrow[] = {{{-R + R / 8, 0}, {R, 0}}, // ----- {{R, 0}, {R - R / 2, R / 4}}, // -----> {{R, 0}, {R - R / 2, -R / 4}}, {{-R + R / 8, 0}, {-R - R / 8, R / 4}}, // >----> {{-R + R / 8, 0}, {-R - R / 8, -R / 4}}, {{-R + 3 * R / 8, 0}, {-R + R / 8, R / 4}}, // >>---> {{-R + 3 * R / 8, 0}, {-R + R / 8, -R / 4}}}; #undef R #define R ((8 * PLAYERRADIUS) / 7) mline_t cheat_player_arrow[] = { {{-R + R / 8, 0}, {R, 0}}, // ----- {{R, 0}, {R - R / 2, R / 6}}, // -----> {{R, 0}, {R - R / 2, -R / 6}}, {{-R + R / 8, 0}, {-R - R / 8, R / 6}}, // >-----> {{-R + R / 8, 0}, {-R - R / 8, -R / 6}}, {{-R + 3 * R / 8, 0}, {-R + R / 8, R / 6}}, // >>-----> {{-R + 3 * R / 8, 0}, {-R + R / 8, -R / 6}}, {{-R / 2, 0}, {-R / 2, -R / 6}}, // >>-d---> {{-R / 2, -R / 6}, {-R / 2 + R / 6, -R / 6}}, {{-R / 2 + R / 6, -R / 6}, {-R / 2 + R / 6, R / 4}}, {{-R / 6, 0}, {-R / 6, -R / 6}}, // >>-dd--> {{-R / 6, -R / 6}, {0, -R / 6}}, {{0, -R / 6}, {0, R / 4}}, {{R / 6, R / 4}, {R / 6, -R / 7}}, // >>-ddt-> {{R / 6, -R / 7}, {R / 6 + R / 32, -R / 7 - R / 32}}, {{R / 6 + R / 32, -R / 7 - R / 32}, {R / 6 + R / 10, -R / 7}}}; #undef R #define R (FRACUNIT) mline_t triangle_guy[] = { {{(fixed_t)(-.867 * R), (fixed_t)(-.5 * R)}, {(fixed_t)(.867 * R), (fixed_t)(-.5 * R)}}, {{(fixed_t)(.867 * R), (fixed_t)(-.5 * R)}, {(fixed_t)(0), (fixed_t)(R)}}, {{(fixed_t)(0), (fixed_t)(R)}, {(fixed_t)(-.867 * R), (fixed_t)(-.5 * R)}}}; #undef R #define R (FRACUNIT) mline_t thintriangle_guy[] = { {{(fixed_t)(-.5 * R), (fixed_t)(-.7 * R)}, {(fixed_t)(R), (fixed_t)(0)}}, {{(fixed_t)(R), (fixed_t)(0)}, {(fixed_t)(-.5 * R), (fixed_t)(.7 * R)}}, {{(fixed_t)(-.5 * R), (fixed_t)(.7 * R)}, {(fixed_t)(-.5 * R), (fixed_t)(-.7 * R)}}}; #undef R static int cheating = 0; static int grid = 0; static int leveljuststarted = 1; // kluge until AM_LevelInit() is called boolean automapactive = false; static int finit_width = SCREENWIDTH; static int finit_height = SCREENHEIGHT - ST_HEIGHT; // location of window on screen static int f_x; static int f_y; // size of window on screen static int f_w; static int f_h; static int lightlev; // used for funky strobing effect static pixel_t *fb; // pseudo-frame buffer static int amclock; static mpoint_t m_paninc; // how far the window pans each tic (map coords) static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords) static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords) static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords) static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords) // // width/height of window on map (map coords) // static fixed_t m_w; static fixed_t m_h; // based on level size static fixed_t min_x; static fixed_t min_y; static fixed_t max_x; static fixed_t max_y; static fixed_t max_w; // max_x-min_x, static fixed_t max_h; // max_y-min_y // based on player size static fixed_t min_w; static fixed_t min_h; static fixed_t min_scale_mtof; // used to tell when to stop zooming out static fixed_t max_scale_mtof; // used to tell when to stop zooming in // old stuff for recovery later static fixed_t old_m_w, old_m_h; static fixed_t old_m_x, old_m_y; // old location used by the Follower routine static mpoint_t f_oldloc; // used by MTOF to scale from map-to-frame-buffer coords static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF; // used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof) static fixed_t scale_ftom; static player_t *plr; // the player represented by an arrow static patch_t *marknums[10]; // numbers used for marking by the automap static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are static int markpointnum = 0; // next point to be assigned static int followplayer = 1; // specifies whether to follow the player around cheatseq_t cheat_amap = CHEAT("iddt", 0); static boolean stopped = true; // Calculates the slope and slope according to the x-axis of a line // segment in map coordinates (with the upright y-axis n' all) so // that it can be used with the brain-dead drawing stuff. void AM_getIslope(mline_t *ml, islope_t *is) { int dx, dy; dy = ml->a.y - ml->b.y; dx = ml->b.x - ml->a.x; if (!dy) is->islp = (dx < 0 ? -INT_MAX : INT_MAX); else is->islp = FixedDiv(dx, dy); if (!dx) is->slp = (dy < 0 ? -INT_MAX : INT_MAX); else is->slp = FixedDiv(dy, dx); } // // // void AM_activateNewScale(void) { m_x += m_w / 2; m_y += m_h / 2; m_w = FTOM(f_w); m_h = FTOM(f_h); m_x -= m_w / 2; m_y -= m_h / 2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; } // // // void AM_saveScaleAndLoc(void) { old_m_x = m_x; old_m_y = m_y; old_m_w = m_w; old_m_h = m_h; } // // // void AM_restoreScaleAndLoc(void) { m_w = old_m_w; m_h = old_m_h; if (!followplayer) { m_x = old_m_x; m_y = old_m_y; } else { m_x = plr->mo->x - m_w / 2; m_y = plr->mo->y - m_h / 2; } m_x2 = m_x + m_w; m_y2 = m_y + m_h; // Change the scaling multipliers scale_mtof = FixedDiv(f_w << FRACBITS, m_w); scale_ftom = FixedDiv(FRACUNIT, scale_mtof); } // // adds a marker at the current location // void AM_addMark(void) { markpoints[markpointnum].x = m_x + m_w / 2; markpoints[markpointnum].y = m_y + m_h / 2; markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS; } // // Determines bounding box of all vertices, // sets global variables controlling zoom range. // void AM_findMinMaxBoundaries(void) { int i; fixed_t a; fixed_t b; min_x = min_y = INT_MAX; max_x = max_y = -INT_MAX; 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 - min_x; max_h = max_y - min_y; min_w = 2 * PLAYERRADIUS; // const? never changed? min_h = 2 * PLAYERRADIUS; a = FixedDiv(f_w << FRACBITS, max_w); b = FixedDiv(f_h << FRACBITS, max_h); min_scale_mtof = a < b ? a : b; max_scale_mtof = FixedDiv(f_h << FRACBITS, 2 * PLAYERRADIUS); } // // // void AM_changeWindowLoc(void) { if (m_paninc.x || m_paninc.y) { followplayer = 0; f_oldloc.x = INT_MAX; } m_x += m_paninc.x; m_y += m_paninc.y; if (m_x + m_w / 2 > max_x) m_x = max_x - m_w / 2; else if (m_x + m_w / 2 < min_x) m_x = min_x - m_w / 2; if (m_y + m_h / 2 > max_y) m_y = max_y - m_h / 2; else if (m_y + m_h / 2 < min_y) m_y = min_y - m_h / 2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; } // // // void AM_initVariables(void) { int pnum; static event_t st_notify = {ev_keyup, AM_MSGENTERED, 0, 0}; automapactive = true; fb = I_VideoBuffer; f_oldloc.x = INT_MAX; amclock = 0; lightlev = 0; m_paninc.x = m_paninc.y = 0; ftom_zoommul = FRACUNIT; mtof_zoommul = FRACUNIT; m_w = FTOM(f_w); m_h = FTOM(f_h); // find player to center on initially if (playeringame[consoleplayer]) { plr = &players[consoleplayer]; } else { plr = &players[0]; for (pnum = 0; pnum < MAXPLAYERS; pnum++) { if (playeringame[pnum]) { plr = &players[pnum]; break; } } } m_x = plr->mo->x - m_w / 2; m_y = plr->mo->y - 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; // inform the status bar of the change ST_Responder(&st_notify); } // // // void AM_loadPics(void) { int i; char namebuf[9]; for (i = 0; i < 10; i++) { M_snprintf(namebuf, 9, "AMMNUM%d", i); marknums[i] = W_CacheLumpName(namebuf, PU_STATIC); } } void AM_unloadPics(void) { int i; char namebuf[9]; for (i = 0; i < 10; i++) { M_snprintf(namebuf, 9, "AMMNUM%d", i); W_ReleaseLumpName(namebuf); } } void AM_clearMarks(void) { int i; for (i = 0; i < AM_NUMMARKPOINTS; i++) markpoints[i].x = -1; // means empty markpointnum = 0; } // // should be called at the start of every level // right now, i figure it out myself // void AM_LevelInit(void) { leveljuststarted = 0; f_x = f_y = 0; f_w = finit_width; f_h = finit_height; AM_clearMarks(); AM_findMinMaxBoundaries(); scale_mtof = FixedDiv(min_scale_mtof, (int)(0.7 * FRACUNIT)); if (scale_mtof > max_scale_mtof) scale_mtof = min_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); } // // // void AM_Stop(void) { static event_t st_notify = {0, ev_keyup, AM_MSGEXITED, 0}; AM_unloadPics(); automapactive = false; ST_Responder(&st_notify); stopped = true; } // // // void AM_Start(void) { static int lastlevel = -1, lastepisode = -1; if (!stopped) AM_Stop(); stopped = false; if (lastlevel != gamemap || lastepisode != gameepisode) { AM_LevelInit(); lastlevel = gamemap; lastepisode = gameepisode; } AM_initVariables(); AM_loadPics(); } // // set the window scale to the maximum size // void AM_minOutWindowScale(void) { scale_mtof = min_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); AM_activateNewScale(); } // // set the window scale to the minimum size // void AM_maxOutWindowScale(void) { scale_mtof = max_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); AM_activateNewScale(); } // // Handle events (user inputs) in automap mode // boolean AM_Responder(event_t *ev) { int rc; static int bigstate = 0; static char buffer[20]; int key; rc = false; if (ev->type == ev_joystick && joybautomap >= 0 && (ev->data1 & (1 << joybautomap)) != 0) { joywait = I_GetTime() + 5; if (!automapactive) { AM_Start(); viewactive = false; } else { bigstate = 0; viewactive = true; AM_Stop(); } return true; } if (!automapactive) { if (ev->type == ev_keydown && ev->data1 == key_map_toggle) { AM_Start(); viewactive = false; rc = true; } } else if (ev->type == ev_keydown) { rc = true; key = ev->data1; if (key == key_map_east) // pan right { if (!followplayer) m_paninc.x = FTOM(F_PANINC); else rc = false; } else if (key == key_map_west) // pan left { if (!followplayer) m_paninc.x = -FTOM(F_PANINC); else rc = false; } else if (key == key_map_north) // pan up { if (!followplayer) m_paninc.y = FTOM(F_PANINC); else rc = false; } else if (key == key_map_south) // pan down { if (!followplayer) m_paninc.y = -FTOM(F_PANINC); else rc = false; } else if (key == key_map_zoomout) // zoom out { mtof_zoommul = M_ZOOMOUT; ftom_zoommul = M_ZOOMIN; } else if (key == key_map_zoomin) // zoom in { mtof_zoommul = M_ZOOMIN; ftom_zoommul = M_ZOOMOUT; } else if (key == key_map_toggle) { bigstate = 0; viewactive = true; AM_Stop(); } else if (key == key_map_maxzoom) { bigstate = !bigstate; if (bigstate) { AM_saveScaleAndLoc(); AM_minOutWindowScale(); } else AM_restoreScaleAndLoc(); } else if (key == key_map_follow) { followplayer = !followplayer; f_oldloc.x = INT_MAX; if (followplayer) plr->message = (AMSTR_FOLLOWON); else plr->message = (AMSTR_FOLLOWOFF); } else if (key == key_map_grid) { grid = !grid; if (grid) plr->message = (AMSTR_GRIDON); else plr->message = (AMSTR_GRIDOFF); } else if (key == key_map_mark) { M_snprintf(buffer, sizeof(buffer), "%s %d", (AMSTR_MARKEDSPOT), markpointnum); plr->message = buffer; AM_addMark(); } else if (key == key_map_clearmark) { AM_clearMarks(); plr->message = (AMSTR_MARKSCLEARED); } else { rc = false; } if ((!deathmatch || gameversion <= exe_doom_1_8) && cht_CheckCheat(&cheat_amap, ev->data2)) { rc = false; cheating = (cheating + 1) % 3; } } else if (ev->type == ev_keyup) { rc = false; key = ev->data1; if (key == key_map_east) { if (!followplayer) m_paninc.x = 0; } else if (key == key_map_west) { if (!followplayer) m_paninc.x = 0; } else if (key == key_map_north) { if (!followplayer) m_paninc.y = 0; } else if (key == key_map_south) { if (!followplayer) m_paninc.y = 0; } else if (key == key_map_zoomout || key == key_map_zoomin) { mtof_zoommul = FRACUNIT; ftom_zoommul = FRACUNIT; } } return rc; } // // Zooming // void AM_changeWindowScale(void) { // Change the scaling multipliers scale_mtof = FixedMul(scale_mtof, mtof_zoommul); scale_ftom = FixedDiv(FRACUNIT, scale_mtof); if (scale_mtof < min_scale_mtof) AM_minOutWindowScale(); else if (scale_mtof > max_scale_mtof) AM_maxOutWindowScale(); else AM_activateNewScale(); } // // // void AM_doFollowPlayer(void) { if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y) { m_x = FTOM(MTOF(plr->mo->x)) - m_w / 2; m_y = FTOM(MTOF(plr->mo->y)) - m_h / 2; m_x2 = m_x + m_w; m_y2 = m_y + m_h; f_oldloc.x = plr->mo->x; f_oldloc.y = plr->mo->y; // m_x = FTOM(MTOF(plr->mo->x - m_w/2)); // m_y = FTOM(MTOF(plr->mo->y - m_h/2)); // m_x = plr->mo->x - m_w/2; // m_y = plr->mo->y - m_h/2; } } // // // void AM_updateLightLev(void) { static int nexttic = 0; // static int litelevels[] = { 0, 3, 5, 6, 6, 7, 7, 7 }; static int litelevels[] = {0, 4, 7, 10, 12, 14, 15, 15}; static int litelevelscnt = 0; // Change light level if (amclock > nexttic) { lightlev = litelevels[litelevelscnt++]; if (litelevelscnt == arrlen(litelevels)) litelevelscnt = 0; nexttic = amclock + 6 - (amclock % 6); } } // // Updates on Game Tick // void AM_Ticker(void) { if (!automapactive) return; amclock++; if (followplayer) AM_doFollowPlayer(); // Change the zoom if necessary if (ftom_zoommul != FRACUNIT) AM_changeWindowScale(); // Change x,y location if (m_paninc.x || m_paninc.y) AM_changeWindowLoc(); // Update light level // AM_updateLightLev(); } // // Clear automap frame buffer. // void AM_clearFB(int color) { memset(fb, color, f_w * f_h * sizeof(*fb)); } // // 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. // boolean AM_clipMline(mline_t *ml, fline_t *fl) { enum { LEFT = 1, RIGHT = 2, BOTTOM = 4, TOP = 8 }; register int outcode1 = 0; register int outcode2 = 0; register int outside; fpoint_t tmp; int dx; int dy; #define DOOUTCODE(oc, mx, my) \ (oc) = 0; \ if ((my) < 0) \ (oc) |= TOP; \ else if ((my) >= f_h) \ (oc) |= BOTTOM; \ if ((mx) < 0) \ (oc) |= LEFT; \ else if ((mx) >= f_w) \ (oc) |= RIGHT; // do trivial rejects and outcodes if (ml->a.y > m_y2) outcode1 = TOP; else if (ml->a.y < m_y) outcode1 = BOTTOM; if (ml->b.y > m_y2) outcode2 = TOP; else if (ml->b.y < m_y) outcode2 = BOTTOM; if (outcode1 & outcode2) return false; // trivially outside if (ml->a.x < m_x) outcode1 |= LEFT; else if (ml->a.x > m_x2) outcode1 |= RIGHT; if (ml->b.x < m_x) outcode2 |= LEFT; else if (ml->b.x > m_x2) outcode2 |= RIGHT; if (outcode1 & outcode2) return false; // trivially outside // transform to frame-buffer coordinates. fl->a.x = CXMTOF(ml->a.x); fl->a.y = CYMTOF(ml->a.y); fl->b.x = CXMTOF(ml->b.x); fl->b.y = CYMTOF(ml->b.y); DOOUTCODE(outcode1, fl->a.x, fl->a.y); DOOUTCODE(outcode2, fl->b.x, fl->b.y); if (outcode1 & outcode2) return false; while (outcode1 | outcode2) { // may be partially inside box // find an outside point if (outcode1) outside = outcode1; else outside = outcode2; // clip to each side if (outside & TOP) { dy = fl->a.y - fl->b.y; dx = fl->b.x - fl->a.x; tmp.x = fl->a.x + (dx * (fl->a.y)) / dy; tmp.y = 0; } else if (outside & BOTTOM) { dy = fl->a.y - fl->b.y; dx = fl->b.x - fl->a.x; tmp.x = fl->a.x + (dx * (fl->a.y - f_h)) / dy; tmp.y = f_h - 1; } else if (outside & RIGHT) { dy = fl->b.y - fl->a.y; dx = fl->b.x - fl->a.x; tmp.y = fl->a.y + (dy * (f_w - 1 - fl->a.x)) / dx; tmp.x = f_w - 1; } else if (outside & LEFT) { dy = fl->b.y - fl->a.y; dx = fl->b.x - fl->a.x; tmp.y = fl->a.y + (dy * (-fl->a.x)) / dx; tmp.x = 0; } else { tmp.x = 0; tmp.y = 0; } if (outside == outcode1) { fl->a = tmp; DOOUTCODE(outcode1, fl->a.x, fl->a.y); } else { fl->b = tmp; DOOUTCODE(outcode2, fl->b.x, fl->b.y); } if (outcode1 & outcode2) return false; // trivially outside } return true; } #undef DOOUTCODE // // Classic Bresenham w/ whatever optimizations needed for speed // void AM_drawFline(fline_t *fl, int color) { register int x; register int y; register int dx; register int dy; register int sx; register int sy; register int ax; register int ay; register int d; static int fuck = 0; // For debugging only if (fl->a.x < 0 || fl->a.x >= f_w || fl->a.y < 0 || fl->a.y >= f_h || fl->b.x < 0 || fl->b.x >= f_w || fl->b.y < 0 || fl->b.y >= f_h) { fprintf(stderr, "fuck %d \r", fuck++); return; } #define PUTDOT(xx, yy, cc) fb[(yy)*f_w + (xx)] = (cc) dx = fl->b.x - fl->a.x; ax = 2 * (dx < 0 ? -dx : dx); sx = dx < 0 ? -1 : 1; dy = fl->b.y - fl->a.y; ay = 2 * (dy < 0 ? -dy : dy); sy = dy < 0 ? -1 : 1; x = fl->a.x; y = fl->a.y; if (ax > ay) { d = ay - ax / 2; while (1) { PUTDOT(x, y, color); if (x == fl->b.x) return; if (d >= 0) { y += sy; d -= ax; } x += sx; d += ay; } } else { d = ax - ay / 2; while (1) { PUTDOT(x, y, color); if (y == fl->b.y) return; if (d >= 0) { x += sx; d -= ay; } y += sy; d += ax; } } } // // Clip lines, draw visible part sof lines. // void AM_drawMline(mline_t *ml, int color) { static fline_t fl; if (AM_clipMline(ml, &fl)) AM_drawFline(&fl, color); // draws it on frame buffer using fb coords } // // Draws flat (floor/ceiling tile) aligned grid lines. // void AM_drawGrid(int color) { fixed_t x, y; fixed_t start, end; mline_t ml; // Figure out start of vertical gridlines start = m_x; if ((start - bmaporgx) % (MAPBLOCKUNITS << FRACBITS)) start += (MAPBLOCKUNITS << FRACBITS) - ((start - bmaporgx) % (MAPBLOCKUNITS << FRACBITS)); end = m_x + m_w; // draw vertical gridlines ml.a.y = m_y; ml.b.y = m_y + m_h; for (x = start; x < end; x += (MAPBLOCKUNITS << FRACBITS)) { ml.a.x = x; ml.b.x = x; AM_drawMline(&ml, color); } // Figure out start of horizontal gridlines start = m_y; if ((start - bmaporgy) % (MAPBLOCKUNITS << FRACBITS)) start += (MAPBLOCKUNITS << FRACBITS) - ((start - bmaporgy) % (MAPBLOCKUNITS << FRACBITS)); end = m_y + m_h; // draw horizontal gridlines ml.a.x = m_x; ml.b.x = m_x + m_w; for (y = start; y < end; y += (MAPBLOCKUNITS << FRACBITS)) { ml.a.y = y; ml.b.y = y; AM_drawMline(&ml, color); } } // // Determines visible lines, draws them. // This is LineDef based, not LineSeg based. // void AM_drawWalls(void) { int i; static mline_t l; for (i = 0; i < numlines; i++) { l.a.x = lines[i].v1->x; l.a.y = lines[i].v1->y; l.b.x = lines[i].v2->x; l.b.y = lines[i].v2->y; if (cheating || (lines[i].flags & ML_MAPPED)) { if ((lines[i].flags & LINE_NEVERSEE) && !cheating) continue; if (!lines[i].backsector) { AM_drawMline(&l, WALLCOLORS + lightlev); } else { if (lines[i].special == 39) { // teleporters AM_drawMline(&l, WALLCOLORS + WALLRANGE / 2); } else if (lines[i].flags & ML_SECRET) // secret door { if (cheating) AM_drawMline(&l, SECRETWALLCOLORS + lightlev); else AM_drawMline(&l, WALLCOLORS + lightlev); } else if (lines[i].backsector->floorheight != lines[i].frontsector->floorheight) { AM_drawMline(&l, FDWALLCOLORS + lightlev); // floor level change } else if (lines[i].backsector->ceilingheight != lines[i].frontsector->ceilingheight) { AM_drawMline(&l, CDWALLCOLORS + lightlev); // ceiling level change } else if (cheating) { AM_drawMline(&l, TSWALLCOLORS + lightlev); } } } else if (plr->powers[pw_allmap]) { if (!(lines[i].flags & LINE_NEVERSEE)) AM_drawMline(&l, GRAYS + 3); } } } // // 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; tmpx = FixedMul(*x, finecosine[a >> ANGLETOFINESHIFT]) - FixedMul(*y, finesine[a >> ANGLETOFINESHIFT]); *y = FixedMul(*x, finesine[a >> ANGLETOFINESHIFT]) + FixedMul(*y, finecosine[a >> ANGLETOFINESHIFT]); *x = tmpx; } void AM_drawLineCharacter(mline_t *lineguy, int lineguylines, fixed_t scale, angle_t angle, int color, fixed_t x, fixed_t y) { int i; mline_t l; for (i = 0; i < lineguylines; i++) { l.a.x = lineguy[i].a.x; l.a.y = lineguy[i].a.y; if (scale) { l.a.x = FixedMul(scale, l.a.x); l.a.y = FixedMul(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 = FixedMul(scale, l.b.x); l.b.y = FixedMul(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(void) { int i; player_t *p; static int their_colors[] = {GREENS, GRAYS, BROWNS, REDS}; int their_color = -1; int color; if (!netgame) { if (cheating) AM_drawLineCharacter(cheat_player_arrow, arrlen(cheat_player_arrow), 0, plr->mo->angle, WHITE, plr->mo->x, plr->mo->y); else AM_drawLineCharacter(player_arrow, arrlen(player_arrow), 0, plr->mo->angle, WHITE, plr->mo->x, plr->mo->y); return; } for (i = 0; i < MAXPLAYERS; i++) { their_color++; p = &players[i]; if ((deathmatch && !singledemo) && p != plr) continue; if (!playeringame[i]) continue; if (p->powers[pw_invisibility]) color = 246; // *close* to black else color = their_colors[their_color]; AM_drawLineCharacter(player_arrow, arrlen(player_arrow), 0, p->mo->angle, color, p->mo->x, p->mo->y); } } void AM_drawThings(int colors, int colorrange) { int i; mobj_t *t; for (i = 0; i < numsectors; i++) { t = sectors[i].thinglist; while (t) { AM_drawLineCharacter(thintriangle_guy, arrlen(thintriangle_guy), 16 << FRACBITS, t->angle, colors + lightlev, t->x, t->y); t = t->snext; } } } void AM_drawMarks(void) { int i, fx, fy, w, h; for (i = 0; i < AM_NUMMARKPOINTS; i++) { if (markpoints[i].x != -1) { // w = SHORT(marknums[i]->width); // h = SHORT(marknums[i]->height); w = 5; // because something's wrong with the wad, i guess h = 6; // because something's wrong with the wad, i guess fx = CXMTOF(markpoints[i].x); fy = CYMTOF(markpoints[i].y); if (fx >= f_x && fx <= f_w - w && fy >= f_y && fy <= f_h - h) V_DrawPatch(fx, fy, marknums[i]); } } } void AM_drawCrosshair(int color) { fb[(f_w * (f_h + 1)) / 2] = color; // single point for now } void AM_Drawer(void) { if (!automapactive) return; IPU_AM_Drawer(); // Commented out lines are done on IPU instead // AM_clearFB(BACKGROUND); // if (grid) // AM_drawGrid(GRIDCOLORS); // AM_drawWalls(); // AM_drawPlayers(); if (cheating == 2) AM_drawThings(THINGCOLORS, THINGRANGE); // AM_drawCrosshair(XHAIRCOLORS); AM_drawMarks(); V_MarkRect(f_x, f_y, f_w, f_h); }