shithub: heretic

ref: 7110aba73616e4f84b933a0db1ff96c4c22a9d6f
dir: heretic/am_map.c

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// AM_map.c

#include "h2stdinc.h"
#include "doomdef.h"
#include "p_local.h"
#include "am_map.h"
#include "am_data.h"

#ifdef RENDER3D
#include "ogl_def.h"

#define MTOFX(x)	FixedMul((x),scale_mtof)

#define CXMTOFX(x)	((f_x<<16) + MTOFX((x)-m_x))
#define CYMTOFX(y)	((f_y<<16) + ((f_h<<16) - MTOFX((y)-m_y)))

static int maplumpnum;
#endif	/* RENDER3D */

vertex_t KeyPoints[NUMKEYS];

#define NUMALIAS	3	/* Number of antialiased lines. */

const char *LevelNames[] =
{
	// EPISODE 1 - THE CITY OF THE DAMNED
	"E1M1:  THE DOCKS",
 	"E1M2:  THE DUNGEONS",
 	"E1M3:  THE GATEHOUSE",
 	"E1M4:  THE GUARD TOWER",
 	"E1M5:  THE CITADEL",
 	"E1M6:  THE CATHEDRAL",
 	"E1M7:  THE CRYPTS",
 	"E1M8:  HELL'S MAW",
 	"E1M9:  THE GRAVEYARD",
	// EPISODE 2 - HELL'S MAW
	"E2M1:  THE CRATER",
 	"E2M2:  THE LAVA PITS",
 	"E2M3:  THE RIVER OF FIRE",
 	"E2M4:  THE ICE GROTTO",
 	"E2M5:  THE CATACOMBS",
 	"E2M6:  THE LABYRINTH",
 	"E2M7:  THE GREAT HALL",
 	"E2M8:  THE PORTALS OF CHAOS",
 	"E2M9:  THE GLACIER",
	// EPISODE 3 - THE DOME OF D'SPARIL
 	"E3M1:  THE STOREHOUSE",
 	"E3M2:  THE CESSPOOL",
 	"E3M3:  THE CONFLUENCE",
 	"E3M4:  THE AZURE FORTRESS",
 	"E3M5:  THE OPHIDIAN LAIR",
 	"E3M6:  THE HALLS OF FEAR",
 	"E3M7:  THE CHASM",
 	"E3M8:  D'SPARIL'S KEEP",
 	"E3M9:  THE AQUIFER",
	// EPISODE 4: THE OSSUARY
	"E4M1:  CATAFALQUE",
	"E4M2:  BLOCKHOUSE",
	"E4M3:  AMBULATORY",
	"E4M4:  SEPULCHER",
	"E4M5:  GREAT STAIR",
	"E4M6:  HALLS OF THE APOSTATE",
	"E4M7:  RAMPARTS OF PERDITION",
	"E4M8:  SHATTERED BRIDGE",
	"E4M9:  MAUSOLEUM",
	// EPISODE 5: THE STAGNANT DEMESNE
	"E5M1:  OCHRE CLIFFS",
	"E5M2:  RAPIDS",
	"E5M3:  QUAY",
	"E5M4:  COURTYARD",
	"E5M5:  HYDRATYR",
	"E5M6:  COLONNADE",
	"E5M7:  FOETID MANSE",
	"E5M8:  FIELD OF JUDGEMENT",
	"E5M9:  SKEIN OF D'SPARIL",
	// EPISODE 6: FATE'S PATH
	"E6M1:  RAVEN'S LAIR",		/* OFFICES */
	"E6M2:  THE WATER SHRINE",	/* RUINED TEMPLE */
	"E6M3:  AMERICAN'S LEGACY"	/* AMERICAN LEGACY */
	/* Episode 6 names are taken from the Heretic FAQ. */
};

static int cheating = 0;
static int grid = 0;

static int leveljuststarted = 1; // kluge until AM_LevelInit() is called

boolean    automapactive = false;
static int finit_width = SCREENWIDTH;
static int finit_height = SCREENHEIGHT-42;
static int f_x, f_y; // location of window on screen
static int f_w, f_h; // size of window on screen
static int lightlev; // used for funky strobing effect
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, m_h;
static fixed_t min_x, min_y; // based on level size
static fixed_t max_x, max_y; // based on level size
static fixed_t max_w, max_h; // max_x-min_x, max_y-min_y
static fixed_t min_w, min_h; // based on player size
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 = 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 vertex_t oldplr;

static int followplayer = 1; // specifies whether to follow the player around

static char cheat_amap[] = { 'r','a','v','m','a','p' };

static byte cheatcount = 0;

extern boolean viewactive;

#ifndef RENDER3D
static byte antialias[NUMALIAS][8] =
{
	{ 96, 97, 98, 99, 100, 101, 102, 103 },
	{ 110, 109, 108, 107, 106, 105, 104, 103 },
	{ 75, 76, 77, 78, 79, 80, 81, 103 }
};

/*
static byte *aliasmax[NUMALIAS] =
{
	&antialias[0][7],
	&antialias[1][7],
	&antialias[2][7]
};
*/

static byte *maplump;	// pointer to the raw data for the automap background.

static byte *fb;	// pseudo-frame buffer
#endif	/* RENDER3D */

static short mapystart = 0; // y-value for the start of the map bitmap...used in
							//the parallax stuff.
static short mapxstart = 0; //x-value for the bitmap.

// Functions

#ifndef RENDER3D
static void DrawWuLine (int X0, int Y0, int X1, int Y1, byte *BaseColor,
			int NumLevels, unsigned short IntensityBits);
#endif	/* RENDER3D */

// 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.

// Ripped out for Heretic
/*
static 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 ? -H2MAXINT : H2MAXINT);
	else
		is->islp = FixedDiv(dx, dy);
	if (!dx)
		is->slp = (dy < 0 ? -H2MAXINT : H2MAXINT);
	else
		is->slp = FixedDiv(dy, dx);
}
*/

static 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;
}

static void AM_saveScaleAndLoc(void)
{
	old_m_x = m_x;
	old_m_y = m_y;
	old_m_w = m_w;
	old_m_h = m_h;
}

static 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);
}

static void AM_findMinMaxBoundaries(void)
{
	int i;
	fixed_t a, b;

	min_x = min_y = H2MAXINT;
	max_x = max_y = -H2MAXINT;
	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);
}

static void AM_changeWindowLoc(void)
{
	if (m_paninc.x || m_paninc.y)
	{
		followplayer = 0;
		f_oldloc.x = H2MAXINT;
	}

	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;
		m_paninc.x = 0;
	}
	else if (m_x + m_w/2 < min_x)
	{
		m_x = min_x - m_w/2;
		m_paninc.x = 0;
	}
	if (m_y + m_h/2 > max_y)
	{
		m_y = max_y - m_h/2;
		m_paninc.y = 0;
	}
	else if (m_y + m_h/2 < min_y)
	{
		m_y = min_y - m_h/2;
		m_paninc.y = 0;
	}
	/*
	mapxstart += MTOF(m_paninc.x+FRACUNIT/2);
	mapystart -= MTOF(m_paninc.y+FRACUNIT/2);
	if (mapxstart >= finit_width)
		mapxstart -= finit_width;
	if (mapxstart < 0)
		mapxstart += finit_width;
	if (mapystart >= finit_height)
		mapystart -= finit_height;
	if (mapystart < 0)
		mapystart += finit_height;
	*/
	m_x2 = m_x + m_w;
	m_y2 = m_y + m_h;
}

static void AM_initVariables(void)
{
	int pnum;
	thinker_t *think;
	mobj_t *mo;

	automapactive = true;
#ifndef RENDER3D
	fb = screens;
#endif

	f_oldloc.x = H2MAXINT;
	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];
	oldplr.x = plr->mo->x;
	oldplr.y = plr->mo->y;
	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;

	// load in the location of keys, if in baby mode
	memset(KeyPoints, 0, sizeof(vertex_t)*3);
	if (gameskill == sk_baby)
	{
		for (think = thinkercap.next; think != &thinkercap; think = think->next)
		{
			if (think->function != P_MobjThinker)
			{ //not a mobj
				continue;
			}
			mo = (mobj_t *)think;
			if (mo->type == MT_CKEY)
			{
				KeyPoints[0].x = mo->x;
				KeyPoints[0].y = mo->y;
			}
			else if (mo->type == MT_AKYY)
			{
				KeyPoints[1].x = mo->x;
				KeyPoints[1].y = mo->y;
			}
			else if (mo->type == MT_BKYY)
			{
				KeyPoints[2].x = mo->x;
				KeyPoints[2].y = mo->y;
			}
		}
	}
}

static void AM_loadPics(void)
{
#ifdef RENDER3D
	maplumpnum = W_GetNumForName("AUTOPAGE");
#else
	maplump = (byte *) W_CacheLumpName("AUTOPAGE", PU_STATIC);
#endif
}

// should be called at the start of every level
// right now, i figure it out myself

static void AM_LevelInit(void)
{
	leveljuststarted = 0;

	f_x = f_y = 0;
	f_w = finit_width;
	f_h = finit_height;
	mapxstart = mapystart = 0;

	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)
{
	automapactive = false;
	stopped = true;
	BorderNeedRefresh = true;
}

static void AM_Start (void)
{
	static int lastlevel = -1, lastepisode = -1;

	if (!stopped)
		AM_Stop();
	stopped = false;
	if (gamestate != GS_LEVEL)
	{
		return; // don't show automap if we aren't in a game!
	}
	if (lastlevel != gamemap || lastepisode != gameepisode)
	{
		AM_LevelInit();
		lastlevel = gamemap;
		lastepisode = gameepisode;
	}
	AM_initVariables();
	AM_loadPics();
}

// set the window scale to the maximum size

static 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

static void 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 bigstate = 0;

	rc = false;
	if (!automapactive)
	{
		if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY
			&& gamestate == GS_LEVEL)
		{
			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 = H2MAXINT;
			P_SetMessage(plr, 
				followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF, true);
			break;
		default:
			rc = false;
		}
		if (cheat_amap[cheatcount] == ev->data1 && !netgame)
			cheatcount++;
		else
			cheatcount = 0;
		if (cheatcount == 6)
		{
			cheatcount = 0;
			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;
}

static 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();
}

static 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;

		// do the parallax parchment scrolling.
		/*
		dmapx = (MTOF(plr->mo->x)-MTOF(f_oldloc.x)); //fixed point
		dmapy = (MTOF(f_oldloc.y)-MTOF(plr->mo->y));

		if (f_oldloc.x == H2MAXINT)	//to eliminate an error when the user first
			dmapx = 0;				//goes into the automap.
		mapxstart += dmapx;
		mapystart += dmapy;

		while (mapxstart >= finit_width)
			mapxstart -= finit_width;
		while (mapxstart < 0)
			mapxstart += finit_width;
		while (mapystart >= finit_height)
			mapystart -= finit_height;
		while (mapystart < 0)
			mapystart += finit_height;
		*/
		f_oldloc.x = plr->mo->x;
		f_oldloc.y = plr->mo->y;
	}
}

// Ripped out for Heretic
/*
static 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();
	*/
}

static void AM_clearFB(int color)
{
#ifdef RENDER3D
	float scaler;
	int lump;
#else
# if !AM_TRANSPARENT
	int i, j;
# endif
#endif

	if (followplayer)
	{
		int dmapx = (MTOF(plr->mo->x) - MTOF(oldplr.x));	//fixed point
		int dmapy = (MTOF(oldplr.y) - MTOF(plr->mo->y));

		oldplr.x = plr->mo->x;
		oldplr.y = plr->mo->y;
	//	if (f_oldloc.x == H2MAXINT)	//to eliminate an error when the user first
	//		dmapx = 0;				//goes into the automap.
		mapxstart += dmapx>>1;
		mapystart += dmapy>>1;

	  	while (mapxstart >= finit_width)
			mapxstart -= finit_width;
		while (mapxstart < 0)
			mapxstart += finit_width;
		while (mapystart >= finit_height)
			mapystart -= finit_height;
		while (mapystart < 0)
			mapystart += finit_height;
	}
	else
	{
		mapxstart += (MTOF(m_paninc.x)>>1);
		mapystart -= (MTOF(m_paninc.y)>>1);
		if (mapxstart >= finit_width)
			mapxstart -= finit_width;
		if (mapxstart < 0)
			mapxstart += finit_width;
		if (mapystart >= finit_height)
			mapystart -= finit_height;
		if (mapystart < 0)
			mapystart += finit_height;
	}

#ifdef RENDER3D
	OGL_SetColorAndAlpha(1, 1, 1, 1);
	if (shareware)
	{
		OGL_SetFlat(W_GetNumForName ("FLOOR04")-firstflat);
	}
	else
	{
		OGL_SetFlat(W_GetNumForName("FLAT513")-firstflat);
	}
	scaler = sbarscale/20.0;
	OGL_DrawCutRectTiled(0, finit_height+4, 320, 200-finit_height-4, 64, 64,
				160-160*scaler+1, finit_height, 320*scaler-2, 200-finit_height);

	lump = W_GetNumForName("bordb");
	OGL_SetPatch(lump);
	OGL_DrawCutRectTiled(0, finit_height, 320, 4,
				lumptexsizes[lump].w, lumptexsizes[lump].h,
				160-160*scaler+1, finit_height, 320*scaler-2, 4);
# if !AM_TRANSPARENT
	OGL_SetRawImage(maplumpnum, 0);	// We only want the left portion.
	OGL_DrawRectTiled(0, 0, finit_width,
				/*(sbarscale<20)?200:*/ finit_height, 128, 128);
# endif

#else	/* RENDER3D */

# if !AM_TRANSPARENT
	// blit the automap background to the screen.
	j = mapystart*finit_width;
	for (i = 0; i < finit_height; i++)
	{
		memcpy(screen + i*finit_width, maplump + j + mapxstart, finit_width - mapxstart);
		memcpy(screen + i*finit_width + finit_width - mapxstart, maplump + j, mapxstart);
		j += finit_width;
		if (j >= finit_height*finit_width)
			j = 0;
	}
# endif
#endif	/* !RENDER3D */
}


#ifndef RENDER3D
/* Wu antialiased line drawer.
 * (X0,Y0),(X1,Y1) = line to draw
 * BaseColor = color # of first color in block used for antialiasing, the
 *          100% intensity version of the drawing color
 * NumLevels = size of color block, with BaseColor+NumLevels-1 being the
 *          0% intensity version of the drawing color
 * IntensityBits = log base 2 of NumLevels; the # of bits used to describe
 *          the intensity of the drawing color. 2**IntensityBits==NumLevels
 */
static void PUTDOT(short xx,short yy,byte *cc, byte *cm)
{
	static int oldyy;
	static int oldyyshifted;
	byte *oldcc = cc;

	if (xx < 32)
		cc += 7-(xx>>2);
	else if (xx > (finit_width - 32))
		cc += 7-((finit_width-xx) >> 2);
//	if (cc == oldcc) //make sure that we don't double fade the corners.
//	{
	    if (yy < 32)
		cc += 7-(yy>>2);
	    else if (yy > (finit_height - 32))
		cc += 7-((finit_height-yy) >> 2);
//	}
	if (cc > cm && cm != NULL)
	{
		cc = cm;
	}
	else if (cc > oldcc+6) // don't let the color escape from the fade table...
	{
		cc = oldcc+6;
	}
	if (yy == oldyy+1)
	{
		oldyy++;
		oldyyshifted += 320;
	}
	else if (yy == oldyy-1)
	{
		oldyy--;
		oldyyshifted -= 320;
	}
	else if (yy != oldyy)
	{
		oldyy = yy;
		oldyyshifted = yy*320;
	}
	fb[oldyyshifted+xx] = *(cc);
// 	fb[(yy)*f_w+(xx)]=*(cc);
}

static void DrawWuLine (int X0, int Y0, int X1, int Y1, byte *BaseColor,
			int NumLevels, unsigned short IntensityBits)
{
	unsigned short IntensityShift, ErrorAdj, ErrorAcc;
	unsigned short ErrorAccTemp, Weighting, WeightingComplementMask;
	short DeltaX, DeltaY, Temp, XDir;

	/* Make sure the line runs top to bottom */
	if (Y0 > Y1)
	{
		Temp = Y0; Y0 = Y1; Y1 = Temp;
		Temp = X0; X0 = X1; X1 = Temp;
	}
	/* Draw the initial pixel, which is always exactly intersected by
	   the line and so needs no weighting */
	PUTDOT(X0, Y0, &BaseColor[0], NULL);

	if ((DeltaX = X1 - X0) >= 0)
	{
		XDir = 1;
	}
	else
	{
		XDir = -1;
		DeltaX = -DeltaX; /* make DeltaX positive */
	}
	/* Special-case horizontal, vertical, and diagonal lines, which
	   require no weighting because they go right through the center of
	   every pixel */
	if ((DeltaY = Y1 - Y0) == 0)
	{
		/* Horizontal line */
		while (DeltaX-- != 0)
		{
			X0 += XDir;
			PUTDOT(X0, Y0, &BaseColor[0], NULL);
		}
		return;
	}
	if (DeltaX == 0)
	{
		/* Vertical line */
		do
		{
			Y0++;
			PUTDOT(X0, Y0, &BaseColor[0], NULL);
		} while (--DeltaY != 0);
		return;
	}
	//diagonal line.
	if (DeltaX == DeltaY)
	{
		do
		{
			X0 += XDir;
			Y0++;
			PUTDOT(X0, Y0, &BaseColor[0], NULL);
		} while (--DeltaY != 0);
		return;
	}
	/* Line is not horizontal, diagonal, or vertical */
	ErrorAcc = 0;  /* initialize the line error accumulator to 0 */
	/* # of bits by which to shift ErrorAcc to get intensity level */
	IntensityShift = 16 - IntensityBits;
	/* Mask used to flip all bits in an intensity weighting, producing the
	   result (1 - intensity weighting) */
	WeightingComplementMask = NumLevels - 1;
	/* Is this an X-major or Y-major line? */
	if (DeltaY > DeltaX)
	{
		/* Y-major line; calculate 16-bit fixed-point fractional part of a
		   pixel that X advances each time Y advances 1 pixel, truncating the
		   result so that we won't overrun the endpoint along the X axis */
		ErrorAdj = ((unsigned long) DeltaX << 16) / (unsigned long) DeltaY;
		/* Draw all pixels other than the first and last */
		while (--DeltaY)
		{
			ErrorAccTemp = ErrorAcc;   /* remember currrent accumulated error */
			ErrorAcc += ErrorAdj;      /* calculate error for next pixel */
			if (ErrorAcc <= ErrorAccTemp)
			{
				/* The error accumulator turned over, so advance the X coord */
				X0 += XDir;
			}
			Y0++; /* Y-major, so always advance Y */
			/* The IntensityBits most significant bits of ErrorAcc give us the
			   intensity weighting for this pixel, and the complement of the
			   weighting for the paired pixel */
			Weighting = ErrorAcc >> IntensityShift;
			PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
			PUTDOT(X0 + XDir, Y0,
				&BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]);
		}
		/* Draw the final pixel, which is always exactly intersected by the line
		   and so needs no weighting */
		PUTDOT(X1, Y1, &BaseColor[0], NULL);
		return;
	}
	/* It's an X-major line; calculate 16-bit fixed-point fractional part of a
	   pixel that Y advances each time X advances 1 pixel, truncating the
	   result to avoid overrunning the endpoint along the X axis */
	ErrorAdj = ((unsigned long) DeltaY << 16) / (unsigned long) DeltaX;
	/* Draw all pixels other than the first and last */
	while (--DeltaX)
	{
		ErrorAccTemp = ErrorAcc;   /* remember currrent accumulated error */
		ErrorAcc += ErrorAdj;      /* calculate error for next pixel */
		if (ErrorAcc <= ErrorAccTemp)
		{
			/* The error accumulator turned over, so advance the Y coord */
			Y0++;
		}
		X0 += XDir; /* X-major, so always advance X */
		/* The IntensityBits most significant bits of ErrorAcc give us the
		   intensity weighting for this pixel, and the complement of the
		   weighting for the paired pixel */
		Weighting = ErrorAcc >> IntensityShift;
		PUTDOT(X0, Y0, &BaseColor[Weighting], &BaseColor[7]);
		PUTDOT(X0, Y0 + 1,
			&BaseColor[(Weighting ^ WeightingComplementMask)], &BaseColor[7]);
	}
	/* Draw the final pixel, which is always exactly intersected by the line
	   and so needs no weighting */
	PUTDOT(X1, Y1, &BaseColor[0], NULL);
}

// 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.

static boolean AM_clipMline(mline_t *ml, fline_t *fl)
{
	enum { LEFT = 1, RIGHT = 2, BOTTOM = 4, TOP = 8 };
	register int 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;
		}
		else /* avoid compiler warning */
		{
			tmp.x = 0;
			tmp.y = 0;
		}
		if (outside == outcode1)
		{
			fl->a = tmp;
			DOOUTCODE(outcode1, fl->a.x, fl->a.y);
		}
		else
		{
			fl->b = tmp;
			DOOUTCODE(outcode2, fl->b.x, fl->b.y);
		}
		if (outcode1 & outcode2)
			return false; // trivially outside
	}

	return true;
}
#undef DOOUTCODE

// Classic Bresenham w/ whatever optimizations I need for speed

static void AM_drawFline(fline_t *fl, int color)
{
	register int x, y, dx, dy, sx, sy, ax, ay, d;
//	static int fuck = 0;

	switch (color)
	{
	case WALLCOLORS:
		DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
				&antialias[0][0], 8, 3);
		break;
	case FDWALLCOLORS:
		DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
				&antialias[1][0], 8, 3);
		break;
	case CDWALLCOLORS:
		DrawWuLine(fl->a.x, fl->a.y, fl->b.x, fl->b.y,
				&antialias[2][0], 8, 3);
		break;
	default:
		// 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 DOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc) //the MACRO!

		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)
			{
				DOT(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)
			{
				DOT(x, y, color);
				if (y == fl->b.y)
					return;
				if (d >= 0)
				{
					x += sx;
					d -= ay;
				}
				y += sy;
				d += ax;
			}
		}
		#undef DOT
	}
}

static 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
}
#endif	/* ! RENDER3D */

#ifdef RENDER3D
static void AM_drawMline(mline_t *ml, int color)
{
	/* bbm: disabled this. doing it more directly below.
	byte	*palette = (byte *) W_CacheLumpName("PLAYPAL", PU_CACHE);
	byte	r = palette[color*3],
		g = palette[color*3 + 1],
		b = palette[color*3 + 2];

	OGL_DrawLine(FIX2FLT(CXMTOFX(ml->a.x)), FIX2FLT(CYMTOFX(ml->a.y))/1.2,
		     FIX2FLT(CXMTOFX(ml->b.x)), FIX2FLT(CYMTOFX(ml->b.y))/1.2,
		     r/255.0, g/255.0, b/255.0, 1);
	*/
	OGL_SetColor(color);
	// Draw the line. 1.2 is the to-square aspect corrector.
	glVertex2f(FIX2FLT(CXMTOFX(ml->a.x)), FIX2FLT(CYMTOFX(ml->a.y))/1.2);
	glVertex2f(FIX2FLT(CXMTOFX(ml->b.x)), FIX2FLT(CYMTOFX(ml->b.y))/1.2);
}
#endif	/* RENDER3D */

static 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);
	}
}

static void AM_drawWalls(void)
{
	int i;

#ifdef RENDER3D
	/* bbm: disabled this to draw all lines at once, see AM_Drawer()
	glDisable(GL_TEXTURE_2D);
	glLineWidth(2.5);
	glBegin(GL_LINES);	// We'll draw pretty much all of them.
	*/
	for (i = 0; i < numlines; i++)
	{
		if (cheating || (lines[i].flags & ML_MAPPED))
		{
			if ((lines[i].flags & LINE_NEVERSEE) && !cheating)
				continue;
			if (!lines[i].backsector)
			{
				OGL_SetColor(WALLCOLORS);
			}
			else
			{
				if (lines[i].flags & ML_SECRET) // secret door
				{
					if (cheating) //AM_drawMline(&l, 0);
						OGL_SetColor(0);
					else
						OGL_SetColor(WALLCOLORS);
				}
				else if (lines[i].special == 13 || lines[i].special == 83)
				{ // Locked door line -- all locked doors are greed
					OGL_SetColor(GREENKEY);
				}
				else if (lines[i].special == 70 || lines[i].special == 71)
				{ // intra-level teleports are blue
					OGL_SetColor(BLUEKEY);
				}
				else if (lines[i].special == 74 || lines[i].special == 75)
				{ // inter-level teleport/game-winning exit -- both are red
					OGL_SetColor(BLOODRED);
				}
				else if (lines[i].backsector->floorheight != lines[i].frontsector->floorheight)
				{ // floor level change
					OGL_SetColor(FDWALLCOLORS);
				}
				else if (lines[i].backsector->ceilingheight != lines[i].frontsector->ceilingheight)
				{ // ceiling level change
					OGL_SetColor(CDWALLCOLORS);
				}
				else if (cheating)
				{
					OGL_SetColor(TSWALLCOLORS);
				}
				else
					continue;
			}
		}
		else if (plr->powers[pw_allmap])
		{
			if (!(lines[i].flags & LINE_NEVERSEE))
				OGL_SetColor(GRAYS+3);
			else
				continue;
		}
		else
			continue;

		// Draw the line. 1.2 is the to-square aspect corrector.
		glVertex2f (FIX2FLT(CXMTOFX(lines[i].v1->x)),
			    FIX2FLT(CYMTOFX(lines[i].v1->y))/1.2);
		glVertex2f (FIX2FLT(CXMTOFX(lines[i].v2->x)),
			    FIX2FLT(CYMTOFX(lines[i].v2->y))/1.2);
	}
	/* bbm .
	glEnd();
	glLineWidth(1.0);
	glEnable(GL_TEXTURE_2D);
	*/
#else
	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, 0);
					else
						AM_drawMline(&l, WALLCOLORS+lightlev);
				}
				else if(lines[i].special > 25 && lines[i].special < 35)
				{
					switch (lines[i].special)
					{
					case 26:
					case 32:
						AM_drawMline(&l, BLUEKEY);
						break;
					case 27:
					case 34:
						AM_drawMline(&l, YELLOWKEY);
						break;
					case 28:
					case 33:
						AM_drawMline(&l, GREENKEY);
						break;
					default:
						break;
					}
				}
				else if (lines[i].backsector->floorheight != lines[i].frontsector->floorheight)
				{ // floor level change
					AM_drawMline(&l, FDWALLCOLORS + lightlev);
				}
				else if (lines[i].backsector->ceilingheight != lines[i].frontsector->ceilingheight)
				{ // ceiling level change
					AM_drawMline(&l, CDWALLCOLORS+lightlev);
				}
				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);
		}
	}
#endif
}

static 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;
}

static 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);
	}
}

static void AM_drawPlayers(void)
{
	int i;
	player_t *p;
	static int their_colors[] =
	{
		GREENKEY,
		YELLOWKEY,
		BLOODRED,
		BLUEKEY
	};
	int their_color = -1;
	int color;

	if (!netgame)
	{
		//cheat key player pointer is the same as non-cheat pointer..
		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 = 102; // *close* to the automap color
		else
			color = their_colors[their_color];
		AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, p->mo->angle,
							color, p->mo->x, p->mo->y);
	}
}

static 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;
		}
	}
}

static void AM_drawkeys(void)
{
	if (KeyPoints[0].x != 0 || KeyPoints[0].y != 0)
	{
		AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, YELLOWKEY,
			KeyPoints[0].x, KeyPoints[0].y);
	}
	if (KeyPoints[1].x != 0 || KeyPoints[1].y != 0)
	{
		AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, GREENKEY,
			KeyPoints[1].x, KeyPoints[1].y);
	}
	if (KeyPoints[2].x != 0 || KeyPoints[2].y != 0)
	{
		AM_drawLineCharacter(keysquare, NUMKEYSQUARELINES, 0, 0, BLUEKEY,
			KeyPoints[2].x, KeyPoints[2].y);
	}
}


#ifdef RENDER3D
static void AM_OGL_SetupState(void)
{
	float ys = screenHeight/200.0;

	// Let's set up a scissor box to clip the map lines and stuff.
	glPushAttrib(GL_SCISSOR_BIT);
	glScissor(0, screenHeight-finit_height*ys, screenWidth, finit_height*ys);
	glEnable(GL_SCISSOR_TEST);
}

static void AM_OGL_RestoreState(void)
{
	glPopAttrib();
}
#endif	/* RENDER3D */


void AM_Drawer (void)
{
	if (!automapactive)
		return;

	UpdateState |= I_FULLSCRN;

#ifdef RENDER3D
	// Update the height (in case sbarscale has been changed).
	finit_height = SCREENHEIGHT - SBARHEIGHT * sbarscale / 20;
	AM_OGL_SetupState();
#endif

	AM_clearFB(BACKGROUND);

#ifdef RENDER3D
	/* bbm 3/9/2003: start drawing all lines at once */
	glDisable(GL_TEXTURE_2D);
	glLineWidth(1.0);
	glBegin(GL_LINES);
#endif

	if (grid)
		AM_drawGrid(GRIDCOLORS);
	AM_drawWalls();
	AM_drawPlayers();

	if (cheating == 2)
		AM_drawThings(THINGCOLORS, THINGRANGE);

	if (gameskill == sk_baby)
	{
		AM_drawkeys();
	}

#ifdef RENDER3D
	/* bbm: finish drawing all lines at once */
	glEnd();
	glLineWidth(1.0);
	glEnable(GL_TEXTURE_2D);

	AM_OGL_RestoreState();
#endif

	if ((gameepisode <= (ExtendedWAD ? 6 : 3)) && gamemap <= 9)
	{
		MN_DrTextA(LevelNames[(gameepisode-1)*9+gamemap-1], 20, 145);
	}
}