ref: 1c9458bd4fb64dcc74c08041c59a5088ccee9dd8
dir: /am_map.c/
//**************************************************************************
//**
//** am_map.c : Heretic 2 : Raven Software, Corp.
//**
//** $Revision: 575 $
//** $Date: 2011-04-13 22:06:28 +0300 (Wed, 13 Apr 2011) $
//**
//**************************************************************************
#include "h2stdinc.h"
#include "h2def.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 */
#define NUMALIAS 3 /* Number of antialiased lines. */
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-SBARHEIGHT-3;
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_kills[] = { 'k', 'i', 'l', 'l', 's' };
static boolean ShowKills = 0;
static unsigned ShowKillsCount = 0;
extern boolean viewactive;
#ifndef RENDER3D
static byte antialias[NUMALIAS][8] =
{
{ 83, 84, 85, 86, 87, 88, 89, 90 },
{ 96, 96, 95, 94, 93, 92, 91, 90 },
{ 107, 108, 109, 110, 111, 112, 89, 90 }
};
/*
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 */
static void AM_DrawDeathmatchStats(void);
static void DrawWorldTimer(void);
// 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;
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;
}
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 ();
SB_state = -1;
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 ();
SB_state = -1;
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_kills[ShowKillsCount] == ev->data1 && netgame && deathmatch)
{
ShowKillsCount++;
if (ShowKillsCount == 5)
{
ShowKillsCount = 0;
rc = false;
ShowKills ^= 1;
}
}
else
{
ShowKillsCount = 0;
}
}
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)
{
USED(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);
OGL_SetFlat(W_GetNumForName("F_022")-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 < SCREENHEIGHT-SBARHEIGHT; 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;
}
}
}
}
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].flags & ML_SECRET) // secret door
{
if (cheating)
AM_drawMline(&l, 0);
else
AM_drawMline(&l, WALLCOLORS+lightlev);
}
else if (lines[i].special == 13 || lines[i].special == 83)
{ // Locked door line -- all locked doors are greed
AM_drawMline(&l, GREENKEY);
}
else if (lines[i].special == 70 || lines[i].special == 71)
{ // intra-level teleports are blue
AM_drawMline(&l, BLUEKEY);
}
else if (lines[i].special == 74 || lines[i].special == 75)
{ // inter-level teleport/game-winning exit -- both are red
AM_drawMline(&l, BLOODRED);
}
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[] =
{
AM_PLR1_COLOR,
AM_PLR2_COLOR,
AM_PLR3_COLOR,
AM_PLR4_COLOR,
AM_PLR5_COLOR,
AM_PLR6_COLOR,
AM_PLR7_COLOR,
AM_PLR8_COLOR
};
int their_color = -1;
int color;
if (!netgame)
{
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 0, plr->mo->angle,
AM_PLR5_COLOR, plr->mo->x, plr->mo->y);
// AM_PLR5_COLOR: Jade. Used to be WHITE, couldn't see it! - S.A.
return;
}
for (i = 0; i < MAXPLAYERS; i++)
{
their_color++;
p = &players[i];
if (deathmatch && !singledemo && p != plr)
{
continue;
}
if (!playeringame[i])
continue;
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;
USED(colorrange);
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;
}
}
}
#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);
#ifdef RENDER3D
/* bbm: finish drawing all lines at once */
glEnd();
glLineWidth(1.0);
glEnable(GL_TEXTURE_2D);
AM_OGL_RestoreState();
#endif
DrawWorldTimer();
MN_DrTextA(P_GetMapName(gamemap), 38, 144);
if (ShowKills && netgame && deathmatch)
{
AM_DrawDeathmatchStats();
}
}
//===========================================================================
//
// AM_DrawDeathmatchStats
//
//===========================================================================
// 8-player note: Proper player color names here, too
static const char *PlayerColorText[MAXPLAYERS_11] =
{
"BLUE:",
"RED:",
"YELLOW:",
"GREEN:",
"JADE:",
"WHITE:",
"HAZEL:",
"PURPLE:"
};
static void AM_DrawDeathmatchStats(void)
{
int i, j, k, m;
int fragCount[MAXPLAYERS];
int order[MAXPLAYERS];
char textBuffer[80];
int yPosition;
for (i = 0; i < MAXPLAYERS; i++)
{
fragCount[i] = 0;
order[i] = -1;
}
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i])
{
continue;
}
else
{
for (j = 0; j < MAXPLAYERS; j++)
{
if (playeringame[j])
{
fragCount[i] += players[i].frags[j];
}
}
for (k = 0; k < MAXPLAYERS; k++)
{
if (order[k] == -1)
{
order[k] = i;
break;
}
else if (fragCount[i] > fragCount[order[k]])
{
for (m = MAXPLAYERS-1; m > k; m--)
{
order[m] = order[m-1];
}
order[k] = i;
break;
}
}
}
}
yPosition = 15;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[order[i]])
{
continue;
}
else
{
MN_DrTextA(PlayerColorText[order[i]], 8, yPosition);
snprintf(textBuffer, sizeof(textBuffer), "%d", fragCount[order[i]]);
MN_DrTextA(textBuffer, 80, yPosition);
yPosition += 10;
}
}
}
//===========================================================================
//
// DrawWorldTimer
//
//===========================================================================
static void DrawWorldTimer(void)
{
int days;
int hours;
int minutes;
int seconds;
int worldTimer;
char timeBuffer[15];
char dayBuffer[20];
worldTimer = players[consoleplayer].worldTimer;
worldTimer /= 35;
days = worldTimer/86400;
worldTimer -= days*86400;
hours = worldTimer/3600;
worldTimer -= hours*3600;
minutes = worldTimer/60;
worldTimer -= minutes*60;
seconds = worldTimer;
snprintf(timeBuffer, sizeof(timeBuffer), "%.2d : %.2d : %.2d", hours, minutes,seconds);
MN_DrTextA(timeBuffer, 240, 8);
if (days)
{
if (days == 1)
{
snprintf(dayBuffer, sizeof(dayBuffer), "%.2d DAY", days);
}
else
{
snprintf(dayBuffer, sizeof(dayBuffer), "%.2d DAYS", days);
}
MN_DrTextA(dayBuffer, 240, 20);
if (days >= 5)
{
MN_DrTextA("YOU FREAK!!!", 230, 35);
}
}
}