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https://github.com/jndean/IPUDOOM.git
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1181 lines
28 KiB
C
1181 lines
28 KiB
C
//
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// Copyright(C) 1993-1996 Id Software, Inc.
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// Copyright(C) 2005-2014 Simon Howard
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program 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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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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//
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// DESCRIPTION: the automap code
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//
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#include <limits.h>
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#include <stdio.h>
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#include <string.h>
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#include "am_map.h"
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#include "d_englsh.h"
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#include "d_mode.h"
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#include "d_player.h"
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#include "doomdata.h"
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#include "doomdef.h"
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// State.
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#include "doomstat.h"
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#include "i_timer.h"
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#include "i_video.h"
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#include "m_cheat.h"
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#include "m_controls.h"
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#include "m_fixed.h"
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#include "m_misc.h"
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#include "p_local.h"
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#include "p_mobj.h"
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#include "r_defs.h"
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#include "r_state.h"
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#include "st_stuff.h"
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#include "tables.h"
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#include "v_patch.h"
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// Needs access to LFB.
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#include "v_video.h"
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#include "w_wad.h"
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#include "z_zone.h"
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#include "ipu_host.h"
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// For use if I do walls with outsides/insides
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#define REDS (256 - 5 * 16)
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#define REDRANGE 16
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#define BLUES (256 - 4 * 16 + 8)
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#define BLUERANGE 8
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#define GREENS (7 * 16)
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#define GREENRANGE 16
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#define GRAYS (6 * 16)
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#define GRAYSRANGE 16
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#define BROWNS (4 * 16)
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#define BROWNRANGE 16
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#define YELLOWS (256 - 32 + 7)
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#define YELLOWRANGE 1
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#define BLACK 0
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#define WHITE (256 - 47)
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// Automap colors
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#define BACKGROUND BLACK
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#define YOURCOLORS WHITE
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#define YOURRANGE 0
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#define WALLCOLORS REDS
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#define WALLRANGE REDRANGE
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#define TSWALLCOLORS GRAYS
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#define TSWALLRANGE GRAYSRANGE
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#define FDWALLCOLORS BROWNS
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#define FDWALLRANGE BROWNRANGE
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#define CDWALLCOLORS YELLOWS
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#define CDWALLRANGE YELLOWRANGE
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#define THINGCOLORS GREENS
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#define THINGRANGE GREENRANGE
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#define SECRETWALLCOLORS WALLCOLORS
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#define SECRETWALLRANGE WALLRANGE
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#define GRIDCOLORS (GRAYS + GRAYSRANGE / 2)
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#define GRIDRANGE 0
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#define XHAIRCOLORS GRAYS
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// drawing stuff
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#define AM_NUMMARKPOINTS 10
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// scale on entry
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#define INITSCALEMTOF (.2 * FRACUNIT)
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// how much the automap moves window per tic in frame-buffer coordinates
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// moves 140 pixels in 1 second
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#define F_PANINC 4
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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 * FRACUNIT))
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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)(FRACUNIT / 1.02))
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// translates between frame-buffer and map distances
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#define FTOM(x) FixedMul(((x) << FRACBITS), scale_ftom)
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#define MTOF(x) (FixedMul((x), scale_mtof) >> FRACBITS)
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// translates between frame-buffer and map coordinates
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#define CXMTOF(x) (f_x + MTOF((x)-m_x))
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#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
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// the following is crap
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#define LINE_NEVERSEE ML_DONTDRAW
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typedef struct { int x, y; } fpoint_t;
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typedef struct { fpoint_t a, b; } fline_t;
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typedef struct { fixed_t x, y; } mpoint_t;
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typedef struct { mpoint_t a, b; } mline_t;
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typedef struct { fixed_t slp, islp; } 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[] = {{{-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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#undef R
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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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#undef R
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#define R (FRACUNIT)
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mline_t triangle_guy[] = {
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{{(fixed_t)(-.867 * R), (fixed_t)(-.5 * R)},
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{(fixed_t)(.867 * R), (fixed_t)(-.5 * R)}},
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{{(fixed_t)(.867 * R), (fixed_t)(-.5 * R)}, {(fixed_t)(0), (fixed_t)(R)}},
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{{(fixed_t)(0), (fixed_t)(R)}, {(fixed_t)(-.867 * R), (fixed_t)(-.5 * R)}}};
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#undef R
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#define R (FRACUNIT)
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mline_t thintriangle_guy[] = {
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{{(fixed_t)(-.5 * R), (fixed_t)(-.7 * R)}, {(fixed_t)(R), (fixed_t)(0)}},
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{{(fixed_t)(R), (fixed_t)(0)}, {(fixed_t)(-.5 * R), (fixed_t)(.7 * R)}},
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{{(fixed_t)(-.5 * R), (fixed_t)(.7 * R)},
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{(fixed_t)(-.5 * R), (fixed_t)(-.7 * R)}}};
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#undef R
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static int cheating = 0;
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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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boolean automapactive = false;
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static int finit_width = SCREENWIDTH;
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static int finit_height = SCREENHEIGHT - ST_HEIGHT;
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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 lightlev; // used for funky strobing effect
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static pixel_t *fb; // pseudo-frame buffer
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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
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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;
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static fixed_t min_y;
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static fixed_t max_x;
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static fixed_t 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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// 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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static player_t *plr; // the player represented by an arrow
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static patch_t *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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cheatseq_t cheat_amap = CHEAT("iddt", 0);
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static boolean stopped = true;
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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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void AM_getIslope(mline_t *ml, islope_t *is) {
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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)
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is->islp = (dx < 0 ? -INT_MAX : INT_MAX);
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else
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is->islp = FixedDiv(dx, dy);
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if (!dx)
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is->slp = (dy < 0 ? -INT_MAX : INT_MAX);
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else
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is->slp = FixedDiv(dy, dx);
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}
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//
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//
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//
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void AM_activateNewScale(void) {
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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(void) {
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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(void) {
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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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m_x = old_m_x;
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m_y = old_m_y;
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} else {
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m_x = plr->mo->x - m_w / 2;
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m_y = plr->mo->y - 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 = FixedDiv(f_w << FRACBITS, m_w);
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scale_ftom = FixedDiv(FRACUNIT, 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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void AM_addMark(void) {
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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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}
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//
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// Determines bounding box of all vertices,
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// sets global variables controlling zoom range.
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//
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void AM_findMinMaxBoundaries(void) {
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int i;
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fixed_t a;
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fixed_t b;
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min_x = min_y = INT_MAX;
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max_x = max_y = -INT_MAX;
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for (i = 0; i < numvertexes; i++) {
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if (vertexes[i].x < min_x)
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min_x = vertexes[i].x;
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else if (vertexes[i].x > max_x)
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max_x = vertexes[i].x;
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if (vertexes[i].y < min_y)
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min_y = vertexes[i].y;
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else if (vertexes[i].y > max_y)
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max_y = vertexes[i].y;
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}
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max_w = max_x - min_x;
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max_h = max_y - min_y;
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min_w = 2 * PLAYERRADIUS; // const? never changed?
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min_h = 2 * PLAYERRADIUS;
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a = FixedDiv(f_w << FRACBITS, max_w);
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b = FixedDiv(f_h << FRACBITS, max_h);
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min_scale_mtof = a < b ? a : b;
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max_scale_mtof = FixedDiv(f_h << FRACBITS, 2 * PLAYERRADIUS);
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}
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//
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//
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//
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void AM_changeWindowLoc(void) {
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if (m_paninc.x || m_paninc.y) {
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followplayer = 0;
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f_oldloc.x = INT_MAX;
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}
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m_x += m_paninc.x;
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m_y += m_paninc.y;
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if (m_x + m_w / 2 > max_x)
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m_x = max_x - m_w / 2;
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else if (m_x + m_w / 2 < min_x)
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m_x = min_x - m_w / 2;
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if (m_y + m_h / 2 > max_y)
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m_y = max_y - m_h / 2;
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else if (m_y + m_h / 2 < min_y)
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m_y = min_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_initVariables(void) {
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int pnum;
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static event_t st_notify = {ev_keyup, AM_MSGENTERED, 0, 0};
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automapactive = true;
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fb = I_VideoBuffer;
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f_oldloc.x = INT_MAX;
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amclock = 0;
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lightlev = 0;
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m_paninc.x = m_paninc.y = 0;
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ftom_zoommul = FRACUNIT;
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mtof_zoommul = FRACUNIT;
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m_w = FTOM(f_w);
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m_h = FTOM(f_h);
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// find player to center on initially
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if (playeringame[consoleplayer]) {
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plr = &players[consoleplayer];
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} else {
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plr = &players[0];
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for (pnum = 0; pnum < MAXPLAYERS; pnum++) {
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if (playeringame[pnum]) {
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plr = &players[pnum];
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break;
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}
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}
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}
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m_x = plr->mo->x - m_w / 2;
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m_y = plr->mo->y - m_h / 2;
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AM_changeWindowLoc();
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// for saving & restoring
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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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// inform the status bar of the change
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ST_Responder(&st_notify);
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}
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//
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//
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//
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void AM_loadPics(void) {
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int i;
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char namebuf[9];
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for (i = 0; i < 10; i++) {
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M_snprintf(namebuf, 9, "AMMNUM%d", i);
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marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
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}
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}
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void AM_unloadPics(void) {
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int i;
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char namebuf[9];
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for (i = 0; i < 10; i++) {
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M_snprintf(namebuf, 9, "AMMNUM%d", i);
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W_ReleaseLumpName(namebuf);
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}
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}
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void AM_clearMarks(void) {
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int i;
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for (i = 0; i < AM_NUMMARKPOINTS; i++)
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markpoints[i].x = -1; // means empty
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markpointnum = 0;
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}
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//
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// should be called at the start of every level
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// right now, i figure it out myself
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//
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void AM_LevelInit(void) {
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leveljuststarted = 0;
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f_x = f_y = 0;
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f_w = finit_width;
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f_h = finit_height;
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AM_clearMarks();
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AM_findMinMaxBoundaries();
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scale_mtof = FixedDiv(min_scale_mtof, (int)(0.7 * FRACUNIT));
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if (scale_mtof > max_scale_mtof)
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scale_mtof = min_scale_mtof;
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scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
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}
|
|
|
|
//
|
|
//
|
|
//
|
|
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);
|
|
}
|