ref: 6537d7e90c48d76eb982701de8d0af6feb147fd0
dir: /src/heretic/am_map.c/
// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// Copyright(C) 1993-1996 Id Software, Inc.
// Copyright(C) 1993-2008 Raven Software
// Copyright(C) 2008 Simon Howard
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 2
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
// 02111-1307, USA.
//
//-----------------------------------------------------------------------------
// AM_map.c
#include <stdio.h>
#include "doomdef.h"
#include "deh_str.h"
#include "i_video.h"
#include "m_controls.h"
#include "p_local.h"
#include "am_map.h"
#include "am_data.h"
#include "doomkeys.h"
#include "v_video.h"
vertex_t KeyPoints[NUMKEYS];
#define NUMALIAS 3 // Number of antialiased lines.
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"
};
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 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, 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 = (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 vertex_t oldplr;
//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 char cheat_amap[] = { 'r', 'a', 'v', 'm', 'a', 'p' };
static byte cheatcount = 0;
extern boolean viewactive;
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 short mapystart = 0; // y-value for the start of the map bitmap...used in the paralax stuff.
static short mapxstart = 0; //x-value for the bitmap.
//byte screens[][SCREENWIDTH*SCREENHEIGHT];
//void V_MarkRect (int x, int y, int width, int height);
// Functions
void DrawWuLine(int X0, int Y0, int X1, int Y1, byte * BaseColor,
int NumLevels, unsigned short IntensityBits);
// 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
/*
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?-INT_MAX:INT_MAX);
else is->islp = FixedDiv(dx, dy);
if (!dx) is->slp = (dy<0?-INT_MAX:INT_MAX);
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;
}
*/
void AM_findMinMaxBoundaries(void)
{
int i;
fixed_t a, b;
min_x = min_y = INT_MAX;
max_x = max_y = -INT_MAX;
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 = INT_MAX;
}
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;
}
// The following code was commented out in the released Heretic source,
// but I believe we need to do this here to stop the background moving
// when we reach the map boundaries. (In the released source it's done
// in AM_clearFB).
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;
// - end of code that was commented-out
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
void AM_initVariables(void)
{
int pnum;
thinker_t *think;
mobj_t *mo;
//static event_t st_notify = { ev_keyup, AM_MSGENTERED };
automapactive = true;
fb = I_VideoBuffer;
f_oldloc.x = INT_MAX;
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;
}
}
}
// inform the status bar of the change
//c ST_Responder(&st_notify);
}
void AM_loadPics(void)
{
//int i;
//char namebuf[9];
/* for (i=0;i<10;i++)
{
M_snprintf(namebuf, sizeof(namebuf), "AMMNUM%d", i);
marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
}*/
maplump = W_CacheLumpName(DEH_String("AUTOPAGE"), 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;
mapxstart = mapystart = 0;
// 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;
BorderNeedRefresh = true;
}
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
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();
}
boolean AM_Responder(event_t * ev)
{
int rc;
int key;
static int bigstate = 0;
key = ev->data1;
rc = false;
if (!automapactive)
{
if (ev->type == ev_keydown && key == key_map_toggle
&& gamestate == GS_LEVEL)
{
AM_Start();
viewactive = false;
// viewactive = true;
rc = true;
}
}
else if (ev->type == ev_keydown)
{
rc = true;
if (key == key_map_east) // pan right
{
if (!followplayer)
m_paninc.x = FTOM(F_PANINC);
else
rc = false;
}
else if (key == key_map_west) // pan left
{
if (!followplayer)
m_paninc.x = -FTOM(F_PANINC);
else
rc = false;
}
else if (key == key_map_north) // pan up
{
if (!followplayer)
m_paninc.y = FTOM(F_PANINC);
else
rc = false;
}
else if (key == key_map_south) // pan down
{
if (!followplayer)
m_paninc.y = -FTOM(F_PANINC);
else
rc = false;
}
else if (key == key_map_zoomout) // zoom out
{
mtof_zoommul = M_ZOOMOUT;
ftom_zoommul = M_ZOOMIN;
}
else if (key == key_map_zoomin) // zoom in
{
mtof_zoommul = M_ZOOMIN;
ftom_zoommul = M_ZOOMOUT;
}
else if (key == key_map_toggle) // toggle map (tab)
{
bigstate = 0;
viewactive = true;
AM_Stop();
}
else if (key == key_map_maxzoom)
{
bigstate = !bigstate;
if (bigstate)
{
AM_saveScaleAndLoc();
AM_minOutWindowScale();
}
else
AM_restoreScaleAndLoc();
}
else if (key == key_map_follow)
{
followplayer = !followplayer;
f_oldloc.x = INT_MAX;
P_SetMessage(plr,
followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF,
true);
}
/*
else if (key == key_map_grid)
{
grid = !grid;
plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF;
}
else if (key == key_map_mark)
{
M_snprintf(buffer, sizeof(buffer), "%s %d",
AMSTR_MARKEDSPOT, markpointnum);
plr->message = buffer;
AM_addMark();
}
else if (key == key_map_clearmark)
{
AM_clearMarks();
plr->message = AMSTR_MARKSCLEARED;
}
*/
else
{
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;
if (key == key_map_east)
{
if (!followplayer)
m_paninc.x = 0;
}
else if (key == key_map_west)
{
if (!followplayer)
m_paninc.x = 0;
}
else if (key == key_map_north)
{
if (!followplayer)
m_paninc.y = 0;
}
else if (key == key_map_south)
{
if (!followplayer)
m_paninc.y = 0;
}
else if (key == key_map_zoomout || key == key_map_zoomin)
{
mtof_zoommul = FRACUNIT;
ftom_zoommul = FRACUNIT;
}
}
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;
// 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 == INT_MAX) //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
/*
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)
{
int i, j;
int dmapx;
int dmapy;
if (followplayer)
{
dmapx = (MTOF(plr->mo->x) - MTOF(oldplr.x)); //fixed point
dmapy = (MTOF(oldplr.y) - MTOF(plr->mo->y));
oldplr.x = plr->mo->x;
oldplr.y = plr->mo->y;
// if(f_oldloc.x == INT_MAX) //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
{
// The released Heretic source does this here, but this causes a bug
// where the map background keeps moving when we reach the map
// boundaries. This is instead done in AM_changeWindowLoc.
/*
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;
*/
}
//blit the automap background to the screen.
j = mapystart * finit_width;
for (i = 0; i < finit_height; i++)
{
memcpy(I_VideoBuffer + i * finit_width, maplump + j + mapxstart,
finit_width - mapxstart);
memcpy(I_VideoBuffer + i * finit_width + finit_width - mapxstart,
maplump + j, mapxstart);
j += finit_width;
if (j >= finit_height * finit_width)
j = 0;
}
// memcpy(I_VideoBuffer, maplump, finit_width*finit_height);
// 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 };
int outcode1 = 0, outcode2 = 0, outside;
fpoint_t tmp = { 0, 0 };
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 speed
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;
}
}
}
}
}
/* 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
*/
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);
}
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 int) DeltaX << 16) / (unsigned int) 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 int) DeltaY << 16) / (unsigned int) 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);
}
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, 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)
{
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[] = { GREENKEY, YELLOWKEY, BLOODRED, BLUEKEY };
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);
*///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);
}
}
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);
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, marknums[i]);
}
}
}
*/
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);
}
}
void AM_drawCrosshair(int color)
{
fb[(f_w * (f_h + 1)) / 2] = color; // single point for now
}
void AM_Drawer(void)
{
char *level_name;
int numepisodes;
if (!automapactive)
return;
UpdateState |= I_FULLSCRN;
AM_clearFB(BACKGROUND);
if (grid)
AM_drawGrid(GRIDCOLORS);
AM_drawWalls();
AM_drawPlayers();
if (cheating == 2)
AM_drawThings(THINGCOLORS, THINGRANGE);
// AM_drawCrosshair(XHAIRCOLORS);
// AM_drawMarks();
if (gameskill == sk_baby)
{
AM_drawkeys();
}
if (gamemode == retail)
{
numepisodes = 5;
}
else
{
numepisodes = 3;
}
if (gameepisode <= numepisodes && gamemap < 10)
{
level_name = LevelNames[(gameepisode - 1) * 9 + gamemap - 1];
MN_DrTextA(DEH_String(level_name), 20, 145);
}
// I_Update();
// V_MarkRect(f_x, f_y, f_w, f_h);
}