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AM_MAP.C
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// AM_map.c : the automap code#include "doomdef.h"#include "st_stuff.h"#include "p_local.h"#include "am_map.h"#include "am_data.h"#include "dutils.h"#include <stdio.h>static int cheating = 0;static int grid = 0;static int leveljuststarted = 1; // kluge until AM_LevelInit() is calledboolean automapactive = false;static int finit_width = SCREENWIDTH;static int finit_height = SCREENHEIGHT - 32;static int f_x, f_y; // location of window on screenstatic int f_w, f_h; // size of window on screenstatic int lightlev; // used for funky strobing effectstatic byte *fb; // pseudo-frame bufferstatic 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, m_h;static fixed_t min_x, min_y; // based on level sizestatic fixed_t max_x, max_y; // based on level sizestatic fixed_t max_w, max_h; // max_x-min_x, max_y-min_ystatic fixed_t min_w, min_h; // based on player sizestatic fixed_t min_scale_mtof; // used to tell when to stop zooming outstatic fixed_t max_scale_mtof; // used to tell when to stop zooming in// old stuff for recovery laterstatic fixed_t old_m_w, old_m_h;static fixed_t old_m_x, old_m_y;// old location used by the Follower routinestatic mpoint_t f_oldloc;// used by MTOF to scale from map-to-frame-buffer coordsstatic fixed_t scale_mtof = 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 arrowstatic patch_t *marknums[10]; // numbers used for marking by the automapstatic mpoint_t markpoints[AM_NUMMARKPOINTS]; // where the points arestatic int markpointnum = 0; // next point to be assignedstatic int followplayer = 1; // specifies whether to follow the player aroundstatic unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff };static cheatseq_t cheat_amap = { cheat_amap_seq, 0 };extern boolean viewactive;//extern byte screens[][SCREENWIDTH*SCREENHEIGHT];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?-MAXINT:MAXINT); else is->islp = FixedDiv(dx, dy); if (!dx) is->slp = (dy<0?-MAXINT: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 locationvoid AM_addMark(void){ markpoints[markpointnum].x = m_x + m_w/2; markpoints[markpointnum].y = m_y + m_h/2; markpointnum = (markpointnum + 1) % AM_NUMMARKPOINTS;}void AM_findMinMaxBoundaries(void){ int i; fixed_t a, b; min_x = min_y = MAXINT; max_x = max_y = -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; 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 = 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 = 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++) { sprintf(namebuf, "AMMNUM%d", i); 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 myselfvoid 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);}static boolean stopped = true;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 sizevoid AM_minOutWindowScale(void){ scale_mtof = min_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); AM_activateNewScale();}// set the window scale to the minimum sizevoid AM_maxOutWindowScale(void){ scale_mtof = max_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); AM_activateNewScale();}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 = 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: 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 (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;}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_x = plr->mo->x - m_w/2;// m_y = plr->mo->y - m_h/2; 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 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); }}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();}void AM_clearFB(int color){ memset(fb, color, f_w*f_h);}// Based on Cohen-Sutherland clipping algorithm but with a slightly// faster reject and precalculated slopes. If I need the speed, will// hash algorithm to the common cases.boolean AM_clipMline(mline_t *ml, fline_t *fl){ enum { LEFT=1, RIGHT=2, BOTTOM=4, TOP=8 }; register outcode1 = 0, outcode2 = 0, outside; fpoint_t tmp; int dx, 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 I need for speedvoid AM_drawFline(fline_t *fl, int color){ register int x, y, dx, dy, sx, sy, ax, ay, d; static 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; } }}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}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); }}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); } }}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);}