v4k-git-backup/demos/ports/doom/src/am_map.c

1320 lines
30 KiB
C

// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// Copyright (C) 1993-1996 by id Software, Inc.
//
// This source is available for distribution and/or modification
// only under the terms of the DOOM Source Code License as
// published by id Software. All rights reserved.
//
// The source is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
// for more details.
//
//
// $Log:$
//
// DESCRIPTION: the automap code
//
//-----------------------------------------------------------------------------
#include "doom_config.h"
#include "z_zone.h"
#include "doomdef.h"
#include "st_stuff.h"
#include "p_local.h"
#include "w_wad.h"
#include "m_cheat.h"
#include "i_system.h"
#include "v_video.h" // Needs access to LFB.
#include "doomstat.h" // State.
#include "r_state.h" // State.
#include "dstrings.h" // Data.
#include "am_map.h"
// For use if I do walls with outsides/insides
#define REDS (256-5*16)
#define REDRANGE 16
#define BLUES (256-4*16+8)
#define BLUERANGE 8
#define GREENS (7*16)
#define GREENRANGE 16
#define GRAYS (6*16)
#define GRAYSRANGE 16
#define BROWNS (4*16)
#define BROWNRANGE 16
#define YELLOWS (256-32+7)
#define YELLOWRANGE 1
#define BLACK 0
#define WHITE (256-47)
// Automap colors
#define BACKGROUND BLACK
#define YOURCOLORS WHITE
#define YOURRANGE 0
#define WALLCOLORS REDS
#define WALLRANGE REDRANGE
#define TSWALLCOLORS GRAYS
#define TSWALLRANGE GRAYSRANGE
#define FDWALLCOLORS BROWNS
#define FDWALLRANGE BROWNRANGE
#define CDWALLCOLORS YELLOWS
#define CDWALLRANGE YELLOWRANGE
#define THINGCOLORS GREENS
#define THINGRANGE GREENRANGE
#define SECRETWALLCOLORS WALLCOLORS
#define SECRETWALLRANGE WALLRANGE
#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
#define GRIDRANGE 0
#define XHAIRCOLORS GRAYS
// drawing stuff
#define FB 0
#define AM_PANDOWNKEY KEY_DOWNARROW
#define AM_PANUPKEY KEY_UPARROW
#define AM_PANRIGHTKEY KEY_RIGHTARROW
#define AM_PANLEFTKEY KEY_LEFTARROW
#define AM_ZOOMINKEY '='
#define AM_ZOOMOUTKEY '-'
#define AM_STARTKEY KEY_TAB
#define AM_ENDKEY KEY_TAB
#define AM_GOBIGKEY '0'
#define AM_FOLLOWKEY 'f'
#define AM_GRIDKEY 'g'
#define AM_MARKKEY 'm'
#define AM_CLEARMARKKEY 'c'
#define AM_NUMMARKPOINTS 10
// scale on entry
#define INITSCALEMTOF (.2*FRACUNIT)
// how much the automap moves window per tic in frame-buffer coordinates
// moves 140 pixels in 1 second
#define F_PANINC 4
// how much zoom-in per tic
// goes to 2x in 1 second
#define M_ZOOMIN ((int) (1.02*FRACUNIT))
// how much zoom-out per tic
// pulls out to 0.5x in 1 second
#define M_ZOOMOUT ((int) (FRACUNIT/1.02))
// translates between frame-buffer and map distances
#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
// translates between frame-buffer and map coordinates
#define CXMTOF(x) (f_x + MTOF((x)-m_x))
#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
// the following is crap
#define LINE_NEVERSEE ML_DONTDRAW
typedef struct
{
int x, y;
} fpoint_t;
typedef struct
{
fpoint_t a, b;
} fline_t;
typedef struct
{
fixed_t x, y;
} mpoint_t;
typedef struct
{
mpoint_t a, b;
} mline_t;
typedef struct
{
fixed_t slp, islp;
} islope_t;
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
// starting from the middle.
//
#define R ((8*PLAYERRADIUS)/7)
mline_t player_arrow[] = {
{ { -R + R / 8, 0 }, { R, 0 } }, // -----
{ { R, 0 }, { R - R / 2, R / 4 } }, // ----->
{ { R, 0 }, { R - R / 2, -R / 4 } },
{ { -R + R / 8, 0 }, { -R - R / 8, R / 4 } }, // >---->
{ { -R + R / 8, 0 }, { -R - R / 8, -R / 4 } },
{ { -R + 3 * R / 8, 0 }, { -R + R / 8, R / 4 } }, // >>--->
{ { -R + 3 * R / 8, 0 }, { -R + R / 8, -R / 4 } }
};
#undef R
#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))
#define R ((8*PLAYERRADIUS)/7)
mline_t cheat_player_arrow[] = {
{ { -R + R / 8, 0 }, { R, 0 } }, // -----
{ { R, 0 }, { R - R / 2, R / 6 } }, // ----->
{ { R, 0 }, { R - R / 2, -R / 6 } },
{ { -R + R / 8, 0 }, { -R - R / 8, R / 6 } }, // >----->
{ { -R + R / 8, 0 }, { -R - R / 8, -R / 6 } },
{ { -R + 3 * R / 8, 0 }, { -R + R / 8, R / 6 } }, // >>----->
{ { -R + 3 * R / 8, 0 }, { -R + R / 8, -R / 6 } },
{ { -R / 2, 0 }, { -R / 2, -R / 6 } }, // >>-d--->
{ { -R / 2, -R / 6 }, { -R / 2 + R / 6, -R / 6 } },
{ { -R / 2 + R / 6, -R / 6 }, { -R / 2 + R / 6, R / 4 } },
{ { -R / 6, 0 }, { -R / 6, -R / 6 } }, // >>-dd-->
{ { -R / 6, -R / 6 }, { 0, -R / 6 } },
{ { 0, -R / 6 }, { 0, R / 4 } },
{ { R / 6, R / 4 }, { R / 6, -R / 7 } }, // >>-ddt->
{ { R / 6, -R / 7 }, { R / 6 + R / 32, -R / 7 - R / 32 } },
{ { R / 6 + R / 32, -R / 7 - R / 32 }, { R / 6 + R / 10, -R / 7 } }
};
#undef R
#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
#define R (FRACUNIT)
mline_t triangle_guy[] = {
{ { (fixed_t)(-.867 * R), (fixed_t)(-.5 * R) }, { (fixed_t)(.867 * R), (fixed_t)(-.5 * R) } },
{ { (fixed_t)(.867 * R), (fixed_t)(-.5 * R) } , { 0, R } },
{ { 0, R }, { (fixed_t)(-.867 * R), (fixed_t)(-.5 * R) } }
};
#undef R
#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
#define R (FRACUNIT)
mline_t thintriangle_guy[] = {
{ { (fixed_t)(-.5 * R), (fixed_t)(-.7 * R) }, { R, 0 } },
{ { R, 0 }, { (fixed_t)(-.5 * R), (fixed_t)(.7 * R) } },
{ { (fixed_t)(-.5 * R), (fixed_t)(.7 * R) }, { (fixed_t)(-.5 * R), (fixed_t)(-.7 * R) } }
};
#undef R
#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
static int cheating = 0;
static int grid = 0;
static int leveljuststarted = 1; // kluge until AM_LevelInit() is called
static int finit_width = SCREENWIDTH;
static int finit_height = SCREENHEIGHT - 32;
// location of window on screen
static int f_x;
static int f_y;
// size of window on screen
static int f_w;
static int f_h;
static int lightlev; // used for funky strobing effect
static byte* fb; // pseudo-frame buffer
static int amclock;
static mpoint_t m_paninc; // how far the window pans each tic (map coords)
static fixed_t mtof_zoommul; // how far the window zooms in each tic (map coords)
static fixed_t ftom_zoommul; // how far the window zooms in each tic (fb coords)
static fixed_t m_x, m_y; // LL x,y where the window is on the map (map coords)
static fixed_t m_x2, m_y2; // UR x,y where the window is on the map (map coords)
//
// width/height of window on map (map coords)
//
static fixed_t m_w;
static fixed_t m_h;
// based on level size
static fixed_t min_x;
static fixed_t min_y;
static fixed_t max_x;
static fixed_t max_y;
static fixed_t max_w; // max_x-min_x,
static fixed_t max_h; // max_y-min_y
// based on player size
static fixed_t min_w;
static fixed_t min_h;
static fixed_t min_scale_mtof; // used to tell when to stop zooming out
static fixed_t max_scale_mtof; // used to tell when to stop zooming in
// old stuff for recovery later
static fixed_t old_m_w, old_m_h;
static fixed_t old_m_x, old_m_y;
// old location used by the Follower routine
static mpoint_t f_oldloc;
// used by MTOF to scale from map-to-frame-buffer coords
static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
static fixed_t scale_ftom;
static player_t* plr; // the player represented by an arrow
static patch_t* marknums[10]; // numbers used for marking by the automap
static mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points are
static int markpointnum = 0; // next point to be assigned
static int followplayer = 1; // specifies whether to follow the player around
static unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff };
static cheatseq_t cheat_amap = { cheat_amap_seq, 0 };
static doom_boolean stopped = true;
doom_boolean automapactive = false;
extern doom_boolean viewactive;
void V_MarkRect(int x, int y, int width, int height);
// Calculates the slope and slope according to the x-axis of a line
// segment in map coordinates (with the upright y-axis n' all) so
// that it can be used with the brain-dead drawing stuff.
void AM_getIslope(mline_t* ml, islope_t* is)
{
int dx, dy;
dy = ml->a.y - ml->b.y;
dx = ml->b.x - ml->a.x;
if (!dy) is->islp = (dx < 0 ? -DOOM_MAXINT : DOOM_MAXINT);
else is->islp = FixedDiv(dx, dy);
if (!dx) is->slp = (dy < 0 ? -DOOM_MAXINT : DOOM_MAXINT);
else is->slp = FixedDiv(dy, dx);
}
//
//
//
void AM_activateNewScale(void)
{
m_x += m_w / 2;
m_y += m_h / 2;
m_w = FTOM(f_w);
m_h = FTOM(f_h);
m_x -= m_w / 2;
m_y -= m_h / 2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
//
//
//
void AM_saveScaleAndLoc(void)
{
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
}
//
//
//
void AM_restoreScaleAndLoc(void)
{
m_w = old_m_w;
m_h = old_m_h;
if (!followplayer)
{
m_x = old_m_x;
m_y = old_m_y;
}
else
{
m_x = plr->mo->x - m_w / 2;
m_y = plr->mo->y - m_h / 2;
}
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// Change the scaling multipliers
scale_mtof = FixedDiv(f_w << FRACBITS, m_w);
scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
}
//
// adds a marker at the current location
//
void AM_addMark(void)
{
markpoints[markpointnum].x = m_x + m_w / 2;
markpoints[markpointnum].y = m_y + m_h / 2;
markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;
}
//
// Determines bounding box of all vertices,
// sets global variables controlling zoom range.
//
void AM_findMinMaxBoundaries(void)
{
int i;
fixed_t a;
fixed_t b;
min_x = min_y = DOOM_MAXINT;
max_x = max_y = -DOOM_MAXINT;
for (i = 0; i < numvertexes; i++)
{
if (vertexes[i].x < min_x)
min_x = vertexes[i].x;
else if (vertexes[i].x > max_x)
max_x = vertexes[i].x;
if (vertexes[i].y < min_y)
min_y = vertexes[i].y;
else if (vertexes[i].y > max_y)
max_y = vertexes[i].y;
}
max_w = max_x - min_x;
max_h = max_y - min_y;
min_w = 2 * PLAYERRADIUS; // const? never changed?
min_h = 2 * PLAYERRADIUS;
a = FixedDiv(f_w << FRACBITS, max_w);
b = FixedDiv(f_h << FRACBITS, max_h);
min_scale_mtof = a < b ? a : b;
max_scale_mtof = FixedDiv(f_h << FRACBITS, 2 * PLAYERRADIUS);
}
//
//
//
void AM_changeWindowLoc(void)
{
if (m_paninc.x || m_paninc.y)
{
followplayer = 0;
f_oldloc.x = DOOM_MAXINT;
}
m_x += m_paninc.x;
m_y += m_paninc.y;
if (m_x + m_w / 2 > max_x)
m_x = max_x - m_w / 2;
else if (m_x + m_w / 2 < min_x)
m_x = min_x - m_w / 2;
if (m_y + m_h / 2 > max_y)
m_y = max_y - m_h / 2;
else if (m_y + m_h / 2 < min_y)
m_y = min_y - m_h / 2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
//
//
//
void AM_initVariables(void)
{
int pnum;
static event_t st_notify = { ev_keyup, AM_MSGENTERED };
automapactive = true;
fb = screens[0];
f_oldloc.x = DOOM_MAXINT;
amclock = 0;
lightlev = 0;
m_paninc.x = m_paninc.y = 0;
ftom_zoommul = FRACUNIT;
mtof_zoommul = FRACUNIT;
m_w = FTOM(f_w);
m_h = FTOM(f_h);
// find player to center on initially
if (!playeringame[pnum = consoleplayer])
for (pnum = 0; pnum < MAXPLAYERS; pnum++)
if (playeringame[pnum])
break;
plr = &players[pnum];
m_x = plr->mo->x - m_w / 2;
m_y = plr->mo->y - m_h / 2;
AM_changeWindowLoc();
// for saving & restoring
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
// inform the status bar of the change
ST_Responder(&st_notify);
}
//
//
//
void AM_loadPics(void)
{
int i;
char namebuf[9];
for (i = 0; i < 10; i++)
{
doom_concat(doom_strcpy(namebuf, "AMMNUM"), doom_itoa(i, 10));
marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
}
}
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);
}