ref: b29e042630023016ae6b293904ac34bf285bd19c
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); } } }