1320 lines
30 KiB
C
1320 lines
30 KiB
C
// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// $Id:$
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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//
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// This source is available for distribution and/or modification
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// only under the terms of the DOOM Source Code License as
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// published by id Software. All rights reserved.
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//
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// The source is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
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// for more details.
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//
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//
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// $Log:$
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//
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// DESCRIPTION: the automap code
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//
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//-----------------------------------------------------------------------------
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#include "doom_config.h"
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#include "z_zone.h"
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#include "doomdef.h"
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#include "st_stuff.h"
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#include "p_local.h"
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#include "w_wad.h"
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#include "m_cheat.h"
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#include "i_system.h"
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#include "v_video.h" // Needs access to LFB.
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#include "doomstat.h" // State.
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#include "r_state.h" // State.
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#include "dstrings.h" // Data.
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#include "am_map.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 FB 0
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#define AM_PANDOWNKEY KEY_DOWNARROW
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#define AM_PANUPKEY KEY_UPARROW
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#define AM_PANRIGHTKEY KEY_RIGHTARROW
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#define AM_PANLEFTKEY KEY_LEFTARROW
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#define AM_ZOOMINKEY '='
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#define AM_ZOOMOUTKEY '-'
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#define AM_STARTKEY KEY_TAB
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#define AM_ENDKEY KEY_TAB
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#define AM_GOBIGKEY '0'
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#define AM_FOLLOWKEY 'f'
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#define AM_GRIDKEY 'g'
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#define AM_MARKKEY 'm'
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#define AM_CLEARMARKKEY 'c'
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#define AM_NUMMARKPOINTS 10
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// 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)<<16),scale_ftom)
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#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
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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
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{
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int x, y;
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} fpoint_t;
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typedef struct
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{
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fpoint_t a, b;
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} fline_t;
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typedef struct
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{
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fixed_t x, y;
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} mpoint_t;
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typedef struct
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{
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mpoint_t a, b;
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} mline_t;
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typedef struct
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{
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fixed_t slp, islp;
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} islope_t;
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//
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// The vector graphics for the automap.
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// A line drawing of the player pointing right,
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// starting from the middle.
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//
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#define R ((8*PLAYERRADIUS)/7)
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mline_t player_arrow[] = {
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{ { -R + R / 8, 0 }, { R, 0 } }, // -----
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{ { R, 0 }, { R - R / 2, R / 4 } }, // ----->
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{ { R, 0 }, { R - R / 2, -R / 4 } },
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{ { -R + R / 8, 0 }, { -R - R / 8, R / 4 } }, // >---->
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{ { -R + R / 8, 0 }, { -R - R / 8, -R / 4 } },
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{ { -R + 3 * R / 8, 0 }, { -R + R / 8, R / 4 } }, // >>--->
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{ { -R + 3 * R / 8, 0 }, { -R + R / 8, -R / 4 } }
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};
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#undef R
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#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
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#define R ((8*PLAYERRADIUS)/7)
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mline_t cheat_player_arrow[] = {
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{ { -R + R / 8, 0 }, { R, 0 } }, // -----
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{ { R, 0 }, { R - R / 2, R / 6 } }, // ----->
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{ { R, 0 }, { R - R / 2, -R / 6 } },
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{ { -R + R / 8, 0 }, { -R - R / 8, R / 6 } }, // >----->
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{ { -R + R / 8, 0 }, { -R - R / 8, -R / 6 } },
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{ { -R + 3 * R / 8, 0 }, { -R + R / 8, R / 6 } }, // >>----->
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{ { -R + 3 * R / 8, 0 }, { -R + R / 8, -R / 6 } },
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{ { -R / 2, 0 }, { -R / 2, -R / 6 } }, // >>-d--->
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{ { -R / 2, -R / 6 }, { -R / 2 + R / 6, -R / 6 } },
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{ { -R / 2 + R / 6, -R / 6 }, { -R / 2 + R / 6, R / 4 } },
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{ { -R / 6, 0 }, { -R / 6, -R / 6 } }, // >>-dd-->
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{ { -R / 6, -R / 6 }, { 0, -R / 6 } },
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{ { 0, -R / 6 }, { 0, R / 4 } },
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{ { R / 6, R / 4 }, { R / 6, -R / 7 } }, // >>-ddt->
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{ { R / 6, -R / 7 }, { R / 6 + R / 32, -R / 7 - R / 32 } },
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{ { R / 6 + R / 32, -R / 7 - R / 32 }, { R / 6 + R / 10, -R / 7 } }
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};
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#undef R
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#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
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#define R (FRACUNIT)
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mline_t triangle_guy[] = {
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{ { (fixed_t)(-.867 * R), (fixed_t)(-.5 * R) }, { (fixed_t)(.867 * R), (fixed_t)(-.5 * R) } },
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{ { (fixed_t)(.867 * R), (fixed_t)(-.5 * R) } , { 0, R } },
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{ { 0, R }, { (fixed_t)(-.867 * R), (fixed_t)(-.5 * R) } }
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};
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#undef R
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#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
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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) }, { R, 0 } },
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{ { R, 0 }, { (fixed_t)(-.5 * R), (fixed_t)(.7 * R) } },
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{ { (fixed_t)(-.5 * R), (fixed_t)(.7 * R) }, { (fixed_t)(-.5 * R), (fixed_t)(-.7 * R) } }
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};
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#undef R
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#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
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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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static int finit_width = SCREENWIDTH;
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static int finit_height = SCREENHEIGHT - 32;
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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 byte* 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 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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static unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff };
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static cheatseq_t cheat_amap = { cheat_amap_seq, 0 };
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static doom_boolean stopped = true;
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doom_boolean automapactive = false;
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extern doom_boolean viewactive;
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void V_MarkRect(int x, int y, int width, int height);
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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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{
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int dx, dy;
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dy = ml->a.y - ml->b.y;
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dx = ml->b.x - ml->a.x;
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if (!dy) is->islp = (dx < 0 ? -DOOM_MAXINT : DOOM_MAXINT);
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else is->islp = FixedDiv(dx, dy);
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if (!dx) is->slp = (dy < 0 ? -DOOM_MAXINT : DOOM_MAXINT);
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else 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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{
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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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{
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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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{
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m_w = old_m_w;
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m_h = old_m_h;
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if (!followplayer)
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{
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m_x = old_m_x;
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m_y = old_m_y;
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}
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else
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{
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m_x = 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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{
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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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{
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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 = DOOM_MAXINT;
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max_x = max_y = -DOOM_MAXINT;
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for (i = 0; i < numvertexes; i++)
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{
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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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{
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if (m_paninc.x || m_paninc.y)
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{
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followplayer = 0;
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f_oldloc.x = DOOM_MAXINT;
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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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{
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int pnum;
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static event_t st_notify = { ev_keyup, AM_MSGENTERED };
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automapactive = true;
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fb = screens[0];
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f_oldloc.x = DOOM_MAXINT;
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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[pnum = consoleplayer])
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for (pnum = 0; pnum < MAXPLAYERS; pnum++)
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if (playeringame[pnum])
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break;
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plr = &players[pnum];
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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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{
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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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{
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doom_concat(doom_strcpy(namebuf, "AMMNUM"), doom_itoa(i, 10));
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marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
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}
|
|
}
|
|
|
|
|
|
void AM_unloadPics(void)
|
|
{
|
|
int i;
|
|
|
|
for (i = 0; i < 10; i++)
|
|
Z_ChangeTag(marknums[i], PU_CACHE);
|
|
}
|
|
|
|
|
|
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 };
|
|
|
|
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
|
|
//
|
|
doom_boolean AM_Responder(event_t* ev)
|
|
{
|
|
int rc;
|
|
static int cheatstate = 0;
|
|
static int bigstate = 0;
|
|
static char buffer[20];
|
|
|
|
rc = false;
|
|
|
|
if (!automapactive)
|
|
{
|
|
if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY)
|
|
{
|
|
AM_Start();
|
|
viewactive = false;
|
|
rc = true;
|
|
}
|
|
}
|
|
|
|
else if (ev->type == ev_keydown)
|
|
{
|
|
|
|
rc = true;
|
|
switch (ev->data1)
|
|
{
|
|
case AM_PANRIGHTKEY: // pan right
|
|
if (!followplayer) m_paninc.x = FTOM(F_PANINC);
|
|
else rc = false;
|
|
break;
|
|
case AM_PANLEFTKEY: // pan left
|
|
if (!followplayer) m_paninc.x = -FTOM(F_PANINC);
|
|
else rc = false;
|
|
break;
|
|
case AM_PANUPKEY: // pan up
|
|
if (!followplayer) m_paninc.y = FTOM(F_PANINC);
|
|
else rc = false;
|
|
break;
|
|
case AM_PANDOWNKEY: // pan down
|
|
if (!followplayer) m_paninc.y = -FTOM(F_PANINC);
|
|
else rc = false;
|
|
break;
|
|
case AM_ZOOMOUTKEY: // zoom out
|
|
mtof_zoommul = M_ZOOMOUT;
|
|
ftom_zoommul = M_ZOOMIN;
|
|
break;
|
|
case AM_ZOOMINKEY: // zoom in
|
|
mtof_zoommul = M_ZOOMIN;
|
|
ftom_zoommul = M_ZOOMOUT;
|
|
break;
|
|
case AM_ENDKEY:
|
|
bigstate = 0;
|
|
viewactive = true;
|
|
AM_Stop();
|
|
break;
|
|
case AM_GOBIGKEY:
|
|
bigstate = !bigstate;
|
|
if (bigstate)
|
|
{
|
|
AM_saveScaleAndLoc();
|
|
AM_minOutWindowScale();
|
|
}
|
|
else AM_restoreScaleAndLoc();
|
|
break;
|
|
case AM_FOLLOWKEY:
|
|
followplayer = !followplayer;
|
|
f_oldloc.x = DOOM_MAXINT;
|
|
plr->message = followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF;
|
|
break;
|
|
case AM_GRIDKEY:
|
|
grid = !grid;
|
|
plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF;
|
|
break;
|
|
case AM_MARKKEY:
|
|
doom_strcpy(buffer, AMSTR_MARKEDSPOT);
|
|
doom_concat(buffer, " ");
|
|
doom_concat(buffer, doom_itoa(markpointnum, 10));
|
|
//doom_sprintf(buffer, "%s %d", AMSTR_MARKEDSPOT, markpointnum);
|
|
plr->message = buffer;
|
|
AM_addMark();
|
|
break;
|
|
case AM_CLEARMARKKEY:
|
|
AM_clearMarks();
|
|
plr->message = AMSTR_MARKSCLEARED;
|
|
break;
|
|
default:
|
|
cheatstate = 0;
|
|
rc = false;
|
|
}
|
|
if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data1))
|
|
{
|
|
rc = false;
|
|
cheating = (cheating + 1) % 3;
|
|
}
|
|
}
|
|
|
|
else if (ev->type == ev_keyup)
|
|
{
|
|
rc = false;
|
|
switch (ev->data1)
|
|
{
|
|
case AM_PANRIGHTKEY:
|
|
if (!followplayer) m_paninc.x = 0;
|
|
break;
|
|
case AM_PANLEFTKEY:
|
|
if (!followplayer) m_paninc.x = 0;
|
|
break;
|
|
case AM_PANUPKEY:
|
|
if (!followplayer) m_paninc.y = 0;
|
|
break;
|
|
case AM_PANDOWNKEY:
|
|
if (!followplayer) m_paninc.y = 0;
|
|
break;
|
|
case AM_ZOOMOUTKEY:
|
|
case AM_ZOOMINKEY:
|
|
mtof_zoommul = FRACUNIT;
|
|
ftom_zoommul = FRACUNIT;
|
|
break;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
|
|
|
|
//
|
|
//
|
|
//
|
|
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 == sizeof(litelevels) / sizeof(int)) 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)
|
|
{
|
|
doom_memset(fb, color, f_w * f_h);
|
|
}
|
|
|
|
|
|
//
|
|
// 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.
|
|
//
|
|
doom_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;
|
|
}
|
|
|
|
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 0 // [pd] Don't waste CPU cycles testing this then
|
|
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)
|
|
{
|
|
doom_print("fuck ");
|
|
doom_print(doom_itoa(fuck++, 10));
|
|
doom_print("\r");
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
#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, NUMCHEATPLYRLINES, 0,
|
|
plr->mo->angle, WHITE, plr->mo->x, plr->mo->y);
|
|
else
|
|
AM_drawLineCharacter
|
|
(player_arrow, NUMPLYRLINES, 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, NUMPLYRLINES, 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, NUMTHINTRIANGLEGUYLINES,
|
|
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, FB, 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;
|
|
|
|
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);
|
|
}
|