RingRacers/src/am_map.c
toaster fa92c880e0 minigen: Add black fragments to common objects on valid road
- Drawn underneath absolutely everything else, because it's the least specific of all the guides minigen can provide
- "Common objects" includes:
    - Rings/spheres
    - Waypoints
    - Item boxes/spots
    - Overtime kiosk
    - Rings
    - Item Capsules
- The above were chosen because they're a good distinctor between sectors that are valid to drive on and sectors that would be valid were there no impassable lines or massive height differences preventing the player from getting there.

Related:
- K_TerrainHasAffect now has a "bad only" check mode.
    - If true only report back for strong friction, any offroad, any damage, or stairjank.
2023-01-24 18:59:13 +00:00

1420 lines
32 KiB
C

// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1993-1996 by id Software, Inc.
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file am_map.c
/// \brief Code for the 'automap', former Doom feature used for DEVMODE testing
#include "am_map.h"
#include "g_game.h"
#include "g_input.h"
#include "p_local.h"
#include "p_slopes.h"
#include "v_video.h"
#include "i_video.h"
#include "r_state.h"
#include "r_draw.h"
#ifdef HWRENDER
#include "hardware/hw_main.h"
#endif
// For use if I do walls with outsides/insides
static const UINT8 REDS = (2*16);
static const UINT8 REDRANGE = 16;
static const UINT8 GRAYS = (1*16);
static const UINT8 GRAYSRANGE = 16;
static const UINT8 BROWNS = (15*16);
static const UINT8 YELLOWS = (5*16)+8;
static const UINT8 GREENS = (6*16);
static const UINT8 CYANS = (8*16);
static const UINT8 BLUES = (9*16);
static const UINT8 DBLACK = 31;
static const UINT8 DWHITE = 0;
// Automap colors
#define BACKGROUND DBLACK
#define WALLCOLORS (REDS + REDRANGE/2)
#define WALLRANGE (REDRANGE/2)
#define THOKWALLCOLORS REDS
#define THOKWALLRANGE REDRANGE
#define TSWALLCOLORS DWHITE
#define TSFINISHLINE GRAYS
#define TSTRIPWIRE (CYANS + 4)
#define TSFOFINFO (BLUES + 4)
#define FDWALLCOLORS BROWNS
#define CDWALLCOLORS YELLOWS
#define THINGCOLORS GREENS
#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
#define XHAIRCOLORS GRAYS
// Automap passes
#define PASS_SOLID 1
#define PASS_INTANGIBLE 2
#define PASS_FOF 4
// controls
#define AM_PANUPKEY KEY_UPARROW
#define AM_PANDOWNKEY KEY_DOWNARROW
#define AM_PANLEFTKEY KEY_LEFTARROW
#define AM_PANRIGHTKEY KEY_RIGHTARROW
#define AM_ZOOMINKEY '='
#define AM_ZOOMOUTKEY '-'
#define AM_GOBIGKEY '0'
#define AM_FOLLOWKEY 'f'
#define AM_GRIDKEY 'g'
#define AM_TOGGLEKEY KEY_TAB
// scale on entry
#define INITSCALEMTOF (FRACUNIT/5)
// how much the automap moves window per tic in frame-buffer coordinates
// moves 140 pixels in 1 second
#define F_PANINC 4
// how much zoom-in per tic
// goes to 2x in 1 second
#define M_ZOOMIN ((51*FRACUNIT)/50)
// how much zoom-out per tic
// pulls out to 0.5x in 1 second
#define M_ZOOMOUT ((50*FRACUNIT)/51)
// translates between frame-buffer and map distances
#define FTOM(x) FixedMul(((x)<<FRACBITS),scale_ftom)
#define MTOF(x) (FixedMul((x),scale_mtof)>>FRACBITS)
// translates between frame-buffer and map coordinates
#define CXMTOF(x) (f_x + MTOF((x)-m_x))
#define CYMTOF(y) (f_y + (f_h - MTOF((y)-m_y)))
#define MAPBITS (FRACBITS-4)
#define FRACTOMAPBITS (FRACBITS-MAPBITS)
typedef struct
{
fixed_t x, y;
} mpoint_t;
typedef struct
{
mpoint_t a, b;
} mline_t;
//
// The vector graphics for the automap.
// A line drawing of the player pointing right,
// starting from the middle.
//
#define PLAYERRADIUS (16*(1<<MAPBITS))
#define R ((8*PLAYERRADIUS)/7)
static const mline_t player_arrow[] = {
{ { -R+R/8, 0 }, { R, 0 } }, // -----
{ { R, 0 }, { R-R/2, R/4 } }, // ----->
{ { R, 0 }, { R-R/2, -R/4 } },
{ { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
{ { -R+R/8, 0 }, { -R-R/8, -R/4 } },
{ { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
{ { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
};
#undef R
#define NUMPLYRLINES (sizeof (player_arrow)/sizeof (mline_t))
#define R (FRACUNIT)
static const mline_t cross_mark[] =
{
{ { -R, 0 }, { R, 0} },
{ { 0, -R }, { 0, R } },
};
#undef R
#define NUMCROSSMARKLINES (sizeof(cross_mark)/sizeof(mline_t))
#define R (FRACUNIT)
static const mline_t thintriangle_guy[] = {
{ { (-1*R)/2, (-7*R)/10 }, { R, 0 } },
{ { R, 0 }, { (-1*R)/2, (7*R)/10 } },
{ { (-1*R)/2, (7*R)/10 }, { (-1*R)/2, (-7*R)/10 } }
};
#undef R
#define NUMTHINTRIANGLEGUYLINES (sizeof (thintriangle_guy)/sizeof (mline_t))
static boolean bigstate; // user view and large view (full map view)
static boolean draw_grid = false;
boolean automapactive = false;
boolean am_recalc = false; //added : 05-02-98 : true when screen size changes
static boolean am_stopped = true;
static boolean am_minigen = false;
static UINT8 *am_buf = NULL;
static INT32 f_x, f_y; // location of window on screen (always zero for both)
static INT32 f_w, f_h; // size of window on screen (always the screen width and height respectively)
static boolean m_keydown[4]; // which window panning keys are being pressed down?
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;
static fixed_t m_h;
// based on level size
static fixed_t min_x;
static fixed_t min_y;
static fixed_t max_x;
static fixed_t max_y;
static fixed_t max_w; // max_x-min_x,
static fixed_t max_h; // max_y-min_y
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 boolean followplayer = true; // specifies whether to follow the player around
// function for drawing lines, depends on rendermode
typedef void (*AMDRAWFLINEFUNC) (const fline_t *fl, INT32 color);
static AMDRAWFLINEFUNC AM_drawFline;
static void AM_drawPixel(INT32 xx, INT32 yy, INT32 cc);
static void AM_drawFline_soft(const fline_t *fl, INT32 color);
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 inline 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 inline 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 >> FRACTOMAPBITS) - m_w/2;
m_y = (plr->mo->y >> FRACTOMAPBITS) - 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);
}
/** Determines the bounding box around all vertices.
* This is used to set global variables controlling the zoom range.
*/
static void AM_findMinMaxBoundaries(void)
{
fixed_t a, b;
min_x = minimapinfo.min_x << MAPBITS;
max_x = minimapinfo.max_x << MAPBITS;
min_y = minimapinfo.min_y << MAPBITS;
max_y = minimapinfo.max_y << MAPBITS;
max_w = minimapinfo.map_w << MAPBITS;
max_h = minimapinfo.map_h << MAPBITS;
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 = false;
f_oldloc.x = INT32_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;
else if (m_x + m_w/2 < min_x)
m_x = min_x - m_w/2;
if (m_y + m_h/2 > max_y)
m_y = max_y - m_h/2;
else if (m_y + m_h/2 < min_y)
m_y = min_y - m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
}
static void AM_initVariables(void)
{
INT32 pnum;
automapactive = true;
f_oldloc.x = INT32_MAX;
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];
if (plr != NULL && plr->mo != NULL)
{
m_x = (plr->mo->x >> FRACTOMAPBITS) - m_w/2;
m_y = (plr->mo->y >> FRACTOMAPBITS) - 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;
}
//
// Called when the screen size changes.
//
static void AM_FrameBufferInit(void)
{
f_x = f_y = 0;
f_w = vid.width;
f_h = vid.height;
am_buf = screens[0];
}
//
// should be called at the start of every level
// right now, i figure it out myself
//
static void AM_LevelInit(void)
{
AM_findMinMaxBoundaries();
scale_mtof = FixedDiv(min_scale_mtof*10, 7*FRACUNIT);
if (scale_mtof > max_scale_mtof)
scale_mtof = min_scale_mtof;
scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
}
/** Disables automap.
*
* \sa AM_Start
*/
void AM_Stop(void)
{
automapactive = false;
am_stopped = true;
}
/** Enables automap.
*
* \sa AM_Stop
*/
void AM_Start(void)
{
static INT32 lastlevel = -1;
if (!am_stopped)
AM_Stop();
am_stopped = false;
if (lastlevel != gamemap || am_recalc) // screen size changed
{
AM_FrameBufferInit();
if (lastlevel != gamemap)
{
AM_LevelInit();
lastlevel = gamemap;
}
am_recalc = false;
}
AM_initVariables();
}
//
// 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();
}
//
// set window panning
//
static void AM_setWindowPanning(void)
{
// up and down
if (m_keydown[2]) // pan up
m_paninc.y = FTOM(F_PANINC);
else if (m_keydown[3]) // pan down
m_paninc.y = -FTOM(F_PANINC);
else
m_paninc.y = 0;
// left and right
if (m_keydown[0]) // pan right
m_paninc.x = FTOM(F_PANINC);
else if (m_keydown[1]) // pan left
m_paninc.x = -FTOM(F_PANINC);
else
m_paninc.x = 0;
}
/** Responds to user inputs in automap mode.
*
* \param ev Event to possibly respond to.
* \return True if the automap responder ate the event.
*/
boolean AM_Responder(event_t *ev)
{
INT32 rc = false;
if (devparm || cht_debug) // only automap in Debug Tails 01-19-2001
{
if (!automapactive)
{
if (ev->type == ev_keydown && ev->data1 == AM_TOGGLEKEY)
{
//faB: prevent alt-tab in win32 version to activate automap just before
// minimizing the app; doesn't do any harm to the DOS version
if (!gamekeydown[0][KEY_LALT] && !gamekeydown[0][KEY_RALT])
{
bigstate = 0; //added : 24-01-98 : toggle off large view
AM_Start();
rc = true;
}
}
}
else if (ev->type == ev_keydown)
{
rc = true;
switch (ev->data1)
{
case AM_PANRIGHTKEY: // pan right
if (!followplayer)
{
m_keydown[0] = true;
AM_setWindowPanning();
}
else
rc = false;
break;
case AM_PANLEFTKEY: // pan left
if (!followplayer)
{
m_keydown[1] = true;
AM_setWindowPanning();
}
else
rc = false;
break;
case AM_PANUPKEY: // pan up
if (!followplayer)
{
m_keydown[2] = true;
AM_setWindowPanning();
}
else
rc = false;
break;
case AM_PANDOWNKEY: // pan down
if (!followplayer)
{
m_keydown[3] = true;
AM_setWindowPanning();
}
else
rc = false;
break;
case AM_ZOOMOUTKEY: // zoom out
mtof_zoommul = M_ZOOMOUT;
ftom_zoommul = M_ZOOMIN;
AM_setWindowPanning();
break;
case AM_ZOOMINKEY: // zoom in
mtof_zoommul = M_ZOOMIN;
ftom_zoommul = M_ZOOMOUT;
AM_setWindowPanning();
break;
case AM_TOGGLEKEY:
AM_Stop();
break;
case AM_GOBIGKEY:
bigstate = !bigstate;
if (bigstate)
{
AM_saveScaleAndLoc();
AM_minOutWindowScale();
}
else
AM_restoreScaleAndLoc();
AM_setWindowPanning();
break;
case AM_FOLLOWKEY:
followplayer = !followplayer;
f_oldloc.x = INT32_MAX;
break;
case AM_GRIDKEY:
draw_grid = !draw_grid;
break;
default:
rc = false;
}
}
else if (ev->type == ev_keyup)
{
rc = false;
switch (ev->data1)
{
case AM_PANRIGHTKEY:
if (!followplayer)
{
m_keydown[0] = false;
AM_setWindowPanning();
}
break;
case AM_PANLEFTKEY:
if (!followplayer)
{
m_keydown[1] = false;
AM_setWindowPanning();
}
break;
case AM_PANUPKEY:
if (!followplayer)
{
m_keydown[2] = false;
AM_setWindowPanning();
}
break;
case AM_PANDOWNKEY:
if (!followplayer)
{
m_keydown[3] = false;
AM_setWindowPanning();
}
break;
case AM_ZOOMOUTKEY:
case AM_ZOOMINKEY:
mtof_zoommul = FRACUNIT;
ftom_zoommul = FRACUNIT;
break;
}
}
}
return rc;
}
/** Makes a zooming change take effect.
*/
static inline 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 inline void AM_doFollowPlayer(void)
{
if (f_oldloc.x != plr->mo->x || f_oldloc.y != plr->mo->y)
{
m_x = FTOM(MTOF(plr->mo->x >> FRACTOMAPBITS)) - m_w/2;
m_y = FTOM(MTOF(plr->mo->y >> FRACTOMAPBITS)) - m_h/2;
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
f_oldloc.x = plr->mo->x;
f_oldloc.y = plr->mo->y;
}
}
/** Updates automap on a game tic, while the automap is enabled.
*/
void AM_Ticker(void)
{
if (!cht_debug)
AM_Stop();
if (dedicated || !automapactive)
return;
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();
}
/** Clears the automap framebuffer.
*
* \param color Color to erase to.
*/
static void AM_clearFB(INT32 color)
{
V_DrawFill(f_x, f_y, f_w, f_h, color|V_NOSCALESTART);
}
/** Performs automap clipping of lines.
* Based on Cohen-Sutherland clipping algorithm but with a slightly
* faster reject and precalculated slopes. If the speed is needed,
* use a hash algorithm to handle the common cases.
*
* \param ml Line to clip.
* \param fl Resulting framebuffer coordinates?
* \return True if the line is inside the boundaries.
*/
static boolean AM_clipMline(const mline_t *ml, fline_t *fl)
{
enum
{
LEFT = 1,
RIGHT = 2,
BOTTOM = 4,
TOP = 8
};
register INT32 outcode1 = 0, outcode2 = 0, outside;
fpoint_t tmp ={0,0};
INT32 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
//
// Draws a pixel.
//
static void AM_drawPixel(INT32 xx, INT32 yy, INT32 cc)
{
if (xx < 0 || yy < 0 || xx >= f_w || yy >= f_h)
return; // off the screen
am_buf[(yy*f_w) + xx] = cc;
}
//
// Classic Bresenham w/ whatever optimizations needed for speed
//
static void AM_drawFline_soft(const fline_t *fl, INT32 color)
{
INT32 x, y, dx, dy, sx, sy, ax, ay, d;
#ifdef _DEBUG
static INT32 num = 0;
// For debugging only
if (fl->a.x < 0 || fl->a.x >= f_w
|| fl->a.y < 0 || fl->a.y >= f_h
|| fl->b.x < 0 || fl->b.x >= f_w
|| fl->b.y < 0 || fl->b.y >= f_h)
{
CONS_Debug(DBG_RENDER, "line clipping problem %d\n", num++);
return;
}
#endif
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;
for (;;)
{
AM_drawPixel(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;
for (;;)
{
AM_drawPixel(x, y, color);
if (y == fl->b.y)
return;
if (d >= 0)
{
x += sx;
d -= ay;
}
y += sy;
d += ax;
}
}
}
//
// Clip lines, draw visible parts of lines.
//
static void AM_drawMline(const mline_t *ml, INT32 color)
{
static fline_t fl;
if (AM_clipMline(ml, &fl))
AM_drawFline(&fl, color); // draws it on frame buffer using fb coords
}
//
// Draws flat (floor/ceiling tile) aligned grid lines.
//
static void AM_drawGrid(INT32 color)
{
fixed_t x, y;
fixed_t start, end;
mline_t ml;
fixed_t gridsize = (MAPBLOCKUNITS<<MAPBITS);
// Figure out start of vertical gridlines
start = m_x;
if ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgx>>FRACTOMAPBITS)) % gridsize);
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 += gridsize)
{
ml.a.x = x;
ml.b.x = x;
AM_drawMline(&ml, color);
}
// Figure out start of horizontal gridlines
start = m_y;
if ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize)
start += gridsize - ((start - (bmaporgy>>FRACTOMAPBITS)) % gridsize);
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 += gridsize)
{
ml.a.y = y;
ml.b.y = y;
AM_drawMline(&ml, color);
}
}
#define SLOPEPARAMS(slope, end1, end2, normalheight) \
end1 = (P_GetZAt(slope, lines[i].v1->x, lines[i].v1->y, normalheight) + FRACUNIT/2) >> FRACBITS; \
end2 = (P_GetZAt(slope, lines[i].v2->x, lines[i].v2->y, normalheight) + FRACUNIT/2) >> FRACBITS;
static ffloor_t *AM_CompareFOFs(size_t i, ffloor_t *rover, ffloor_t *secondarystore)
{
ffloor_t *secondaryrover = NULL;
for (; rover; rover = rover->next)
{
fixed_t rovt1, rovt2;
fixed_t rovb1, rovb2;
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->fofflags & FOF_BLOCKPLAYER))
continue;
SLOPEPARAMS(*rover->t_slope, rovt1, rovt2, *rover->topheight)
SLOPEPARAMS(*rover->b_slope, rovb1, rovb2, *rover->bottomheight)
for (secondaryrover = secondarystore; secondaryrover; secondaryrover = secondaryrover->next)
{
fixed_t sect1, sect2;
fixed_t secb1, secb2;
terrain_t *terrain1 = NULL;
terrain_t *terrain2 = NULL;
if (!(secondaryrover->fofflags & FOF_EXISTS))
continue;
if (!(secondaryrover->fofflags & FOF_BLOCKPLAYER))
continue;
if (secondaryrover->secnum == rover->secnum)
break;
SLOPEPARAMS(*secondaryrover->t_slope, sect1, sect2, *secondaryrover->topheight)
SLOPEPARAMS(*secondaryrover->b_slope, secb1, secb2, *secondaryrover->bottomheight)
if (rovt1 != sect1)
continue;
if (rovt2 != sect2)
continue;
if (rovb1 != secb1)
continue;
if (rovb2 != secb2)
continue;
if (sectors[rover->secnum].damagetype != sectors[secondaryrover->secnum].damagetype
|| sectors[rover->secnum].friction != sectors[secondaryrover->secnum].friction
|| sectors[rover->secnum].offroad != sectors[secondaryrover->secnum].offroad)
continue;
if (*rover->toppic != *secondaryrover->toppic)
{
terrain1 = K_GetTerrainForFlatNum(*rover->toppic);
terrain2 = K_GetTerrainForFlatNum(*secondaryrover->toppic);
}
else if (*rover->bottompic != *secondaryrover->bottompic)
{
terrain1 = K_GetTerrainForFlatNum(*rover->bottompic);
terrain2 = K_GetTerrainForFlatNum(*secondaryrover->bottompic);
}
if ((terrain1 && K_TerrainHasAffect(terrain1, false))
|| (terrain2 && K_TerrainHasAffect(terrain2, false)))
continue;
break;
}
if (secondaryrover == NULL)
break;
}
return rover;
}
//
// Determines visible lines, draws them.
// This is LineDef based, not LineSeg based.
//
static void AM_drawWalls(UINT8 pass)
{
size_t i;
static mline_t l;
const fixed_t maxstep = P_BaseStepUp()>>FRACBITS;
fixed_t frontf1,frontf2, frontc1, frontc2; // front floor/ceiling ends
fixed_t backf1 = 0, backf2 = 0, backc1 = 0, backc2 = 0; // back floor ceiling ends
for (i = 0; i < numlines; i++)
{
l.a.x = lines[i].v1->x >> FRACTOMAPBITS;
l.a.y = lines[i].v1->y >> FRACTOMAPBITS;
l.b.x = lines[i].v2->x >> FRACTOMAPBITS;
l.b.y = lines[i].v2->y >> FRACTOMAPBITS;
SLOPEPARAMS(lines[i].frontsector->f_slope, frontf1, frontf2, lines[i].frontsector->floorheight)
SLOPEPARAMS(lines[i].frontsector->c_slope, frontc1, frontc2, lines[i].frontsector->ceilingheight)
if (!lines[i].backsector) // 1-sided
{
if (!(pass & PASS_SOLID))
;
else if (frontf1 != frontc1 || frontf2 != frontc2 || lines[i].frontsector->f_slope)
{
AM_drawMline(&l, TSWALLCOLORS);
}
else if (!am_minigen)
{
AM_drawMline(&l, WALLCOLORS);
}
continue;
}
SLOPEPARAMS(lines[i].backsector->f_slope, backf1, backf2, lines[i].backsector->floorheight)
SLOPEPARAMS(lines[i].backsector->c_slope, backc1, backc2, lines[i].backsector->ceilingheight)
if ((backf1 == backc1 && backf2 == backc2) // Back is thok barrier
|| (frontf1 == frontc1 && frontf2 == frontc2)) // Front is thok barrier
{
if (backf1 == backc1 && backf2 == backc2
&& frontf1 == frontc1 && frontf2 == frontc2) // BOTH are thok barriers
{
if (!am_minigen && (pass & PASS_INTANGIBLE))
{
AM_drawMline(&l, GRIDCOLORS);
}
}
else if (pass & PASS_SOLID)
{
AM_drawMline(&l, TSWALLCOLORS);
}
}
else
{
if (lines[i].flags & (ML_IMPASSABLE|ML_BLOCKPLAYERS))
{
if (pass & PASS_SOLID)
AM_drawMline(&l, TSWALLCOLORS); // Completely solid course boundary
}
else if ((lines[i].flags & ML_MIDSOLID)
&& sides[lines->sidenum[0]].midtexture)
{
if (pass & PASS_SOLID)
AM_drawMline(&l, TSWALLCOLORS); // solid midtexture, likely a course boundary
}
if ((backf1 != frontf1 && abs(backf1 - frontf1) > maxstep)
|| (backf2 != frontf2 && abs(backf2 - frontf2) > maxstep))
{
if (pass & PASS_SOLID)
AM_drawMline(&l, TSWALLCOLORS); // floor-wall, likely a course boundary
}
else if (lines[i].special == 2001)
{
if (pass & PASS_SOLID)
AM_drawMline(&l, TSFINISHLINE); // finish line
}
else if (P_IsLineTripWire(&lines[i]))
{
if (pass & PASS_SOLID)
AM_drawMline(&l, TSTRIPWIRE); // tripwire shortcut
}
else if (backf1 != frontf1 || backf2 != frontf2)
{
if (pass & PASS_INTANGIBLE)
AM_drawMline(&l, FDWALLCOLORS); // floorlevel change
}
else if (backc1 != frontc1 || backc2 != frontc2)
{
if (!(pass & PASS_INTANGIBLE))
;
else if (abs(backc1 - frontc1) < maxstep
|| abs(backc2 - frontc2) < maxstep)
{
AM_drawMline(&l, CDWALLCOLORS); // ceilinglevel change
}
else
{
AM_drawMline(&l, GRIDCOLORS); // ceiling-wall, not likely to be a course boundary but flagged up just in case
}
}
else if (lines[i].frontsector->damagetype != lines[i].backsector->damagetype
|| lines[i].frontsector->friction != lines[i].backsector->friction
|| lines[i].frontsector->offroad != lines[i].backsector->offroad)
{
if (pass & PASS_INTANGIBLE)
AM_drawMline(&l, FDWALLCOLORS); // Functionality boundary
}
else
{
terrain_t *terrain1 = NULL;
terrain_t *terrain2 = NULL;
UINT8 defercol = GRIDCOLORS;
if (lines[i].frontsector->floorpic != lines[i].backsector->floorpic)
{
terrain1 = K_GetTerrainForFlatNum(lines[i].frontsector->floorpic);
terrain2 = K_GetTerrainForFlatNum(lines[i].backsector->floorpic);
defercol = FDWALLCOLORS; // possible floor offroad boundary
}
else if (lines[i].frontsector->ceilingpic != lines[i].backsector->ceilingpic)
{
terrain1 = K_GetTerrainForFlatNum(lines[i].frontsector->ceilingpic);
terrain2 = K_GetTerrainForFlatNum(lines[i].backsector->ceilingpic);
defercol = CDWALLCOLORS; // possible ceiling offroad boundary
}
if ((terrain1 && K_TerrainHasAffect(terrain1, false))
|| (terrain2 && K_TerrainHasAffect(terrain2, false)))
{
if (pass & PASS_INTANGIBLE)
AM_drawMline(&l, defercol); // Yep, definitely a functionality boundary
}
else
{
ffloor_t *rover = NULL;
if (lines[i].frontsector->ffloors || lines[i].backsector->ffloors)
{
if (lines[i].backsector->ffloors == NULL)
{
// Check frontside for one solid
for (rover = lines[i].frontsector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->fofflags & FOF_BLOCKPLAYER))
continue;
break;
}
}
else if (lines[i].frontsector->ffloors == NULL)
{
// Check backside for one solid
for (rover = lines[i].backsector->ffloors; rover; rover = rover->next)
{
if (!(rover->fofflags & FOF_EXISTS))
continue;
if (!(rover->fofflags & FOF_BLOCKPLAYER))
continue;
break;
}
}
else
{
// Check to see if any secnums exist in one but not the other.
rover = AM_CompareFOFs(i, lines[i].frontsector->ffloors, lines[i].backsector->ffloors);
if (rover == NULL)
rover = AM_CompareFOFs(i, lines[i].backsector->ffloors, lines[i].frontsector->ffloors);
}
}
if (rover != NULL)
{
if (pass & PASS_FOF)
AM_drawMline(&l, TSFOFINFO); // a FOF is here but we don't know how to distinguish them yet
}
else if (!am_minigen)
{
if (pass & PASS_INTANGIBLE)
AM_drawMline(&l, GRIDCOLORS); // likely low-relevance line
}
}
}
}
}
}
#undef SLOPEPARAMS
//
// Rotation in 2D.
// Used to rotate player arrow line character.
//
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(const mline_t *lineguy, size_t lineguylines, fixed_t scale, angle_t angle,
INT32 color, fixed_t x, fixed_t y)
{
size_t 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;
l.a.x >>= FRACTOMAPBITS;
l.a.y >>= FRACTOMAPBITS;
l.b.x >>= FRACTOMAPBITS;
l.b.y >>= FRACTOMAPBITS;
AM_drawMline(&l, color);
}
}
static inline void AM_drawPlayers(void)
{
INT32 i;
player_t *p;
INT32 color = GREENS;
for (i = 0; i < MAXPLAYERS; i++)
{
if (!playeringame[i] || players[i].spectator)
continue;
p = &players[i];
if (p->skincolor > 0)
color = R_GetTranslationColormap(TC_DEFAULT, p->skincolor, GTC_CACHE)[GREENS + 8];
AM_drawLineCharacter(player_arrow, NUMPLYRLINES, 16<<FRACBITS, p->mo->angle, color, p->mo->x, p->mo->y);
}
}
static inline void AM_drawThings(UINT8 colors)
{
size_t i;
mobj_t *t;
for (i = 0; i < numsectors; i++)
{
t = sectors[i].thinglist;
while (t)
{
if (!t->player)
AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16<<FRACBITS, t->angle, colors, t->x, t->y);
t = t->snext;
}
}
}
static inline void AM_drawSpecialThingsOnly(UINT8 colors)
{
size_t i;
for (i = 0; i < numsectors; i++)
{
terrain_t *terrain = NULL;
mobj_t *t = NULL;
if (sectors[i].damagetype != 0
|| sectors[i].friction < ORIG_FRICTION
|| sectors[i].offroad != 0)
continue;
terrain = K_GetTerrainForFlatNum(sectors[i].floorpic);
if (!terrain)
terrain = K_GetTerrainForFlatNum(sectors[i].ceilingpic);
if (terrain && K_TerrainHasAffect(terrain, true))
continue;
t = sectors[i].thinglist;
while (t)
{
if (t->type == MT_RANDOMITEM
|| t->type == MT_PAPERITEMSPOT
|| t->type == MT_OVERTIME_CENTER
|| t->type == MT_RING
|| t->type == MT_BLUESPHERE
|| t->type == MT_WAYPOINT
|| t->type == MT_ITEMCAPSULE
|| t->flags & MF_SPRING)
AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES, 16<<FRACBITS, t->angle, colors, t->x, t->y);
t = t->snext;
}
}
}
/** Draws the crosshair.
*
* \param color Color for the crosshair.
*/
static inline void AM_drawCrosshair(UINT8 color)
{
const fixed_t scale = 4<<FRACBITS;
size_t i;
fline_t fl;
for (i = 0; i < NUMCROSSMARKLINES; i++)
{
fl.a.x = FixedMul(cross_mark[i].a.x, scale) >> FRACBITS;
fl.a.y = FixedMul(cross_mark[i].a.y, scale) >> FRACBITS;
fl.b.x = FixedMul(cross_mark[i].b.x, scale) >> FRACBITS;
fl.b.y = FixedMul(cross_mark[i].b.y, scale) >> FRACBITS;
fl.a.x += f_x + (f_w / 2);
fl.a.y += f_y + (f_h / 2);
fl.b.x += f_x + (f_w / 2);
fl.b.y += f_y + (f_h / 2);
AM_drawFline(&fl, color);
}
}
/** Draws the automap.
*/
void AM_Drawer(void)
{
if (!automapactive)
return;
AM_drawFline = AM_drawFline_soft;
#ifdef HWRENDER
if (rendermode == render_opengl)
AM_drawFline = HWR_drawAMline;
#endif
AM_clearFB(BACKGROUND);
if (draw_grid) AM_drawGrid(GRIDCOLORS);
AM_drawWalls(PASS_FOF|PASS_INTANGIBLE|PASS_SOLID);
AM_drawThings(THINGCOLORS);
AM_drawPlayers();
if (!followplayer) AM_drawCrosshair(XHAIRCOLORS);
}
minigen_t *AM_MinimapGenerate(INT32 mul)
{
static minigen_t ret = {0};
if (automapactive)
return NULL;
am_minigen = true;
AM_drawFline = AM_drawFline_soft; // yes, even in GL
//AM_FrameBufferInit();
f_x = f_y = 0;
ret.w = f_w = minimapinfo.minimap_w * mul;
ret.h = f_h = minimapinfo.minimap_h * mul;
am_buf = ret.buf = NULL;
//AM_LevelInit();
AM_findMinMaxBoundaries();
scale_mtof = min_scale_mtof - (min_scale_mtof/20);
scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
//AM_initVariables();
f_oldloc.x = INT32_MAX;
m_paninc.x = m_paninc.y = 0;
ftom_zoommul = FRACUNIT;
mtof_zoommul = FRACUNIT;
m_w = FTOM(f_w);
m_h = FTOM(f_h);
//AM_changeWindowLoc();
m_x = min_x - FixedMul(m_w, FRACUNIT/40);
m_y = min_y - FixedMul(m_h, FRACUNIT/40);
m_x2 = m_x + m_w;
m_y2 = m_y + m_h;
// for saving & restoring
old_m_x = m_x;
old_m_y = m_y;
old_m_w = m_w;
old_m_h = m_h;
am_buf = ret.buf = malloc((f_w*f_h));
if (ret.buf == NULL)
return NULL;
//AM_clearFB(BACKGROUND);
memset(am_buf, 0xff, (f_w*f_h));
AM_drawSpecialThingsOnly(BACKGROUND);
AM_drawWalls(PASS_FOF);
AM_drawWalls(PASS_INTANGIBLE);
AM_drawWalls(PASS_SOLID);
am_buf = NULL;
am_recalc = true;
am_minigen = false;
return &ret;
}