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diff --git a/src/am_map.c b/src/am_map.c
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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// $Id: am_map.c 4 2005-07-23 16:19:41Z fraggle $
+//
+// Copyright (C) 1993-1996 by id Software, Inc.
+//
+// This source is available for distribution and/or modification
+// only under the terms of the DOOM Source Code License as
+// published by id Software. All rights reserved.
+//
+// The source is distributed in the hope that it will be useful,
+// but WITHOUT ANY WARRANTY; without even the implied warranty of
+// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
+// for more details.
+//
+//
+// $Log$
+// Revision 1.1 2005/07/23 16:20:44 fraggle
+// Initial revision
+//
+//
+// DESCRIPTION: the automap code
+//
+//-----------------------------------------------------------------------------
+
+static const char rcsid[] = "$Id: am_map.c 4 2005-07-23 16:19:41Z fraggle $";
+
+#include <stdio.h>
+
+
+#include "z_zone.h"
+#include "doomdef.h"
+#include "st_stuff.h"
+#include "p_local.h"
+#include "w_wad.h"
+
+#include "m_cheat.h"
+#include "i_system.h"
+
+// Needs access to LFB.
+#include "v_video.h"
+
+// State.
+#include "doomstat.h"
+#include "r_state.h"
+
+// Data.
+#include "dstrings.h"
+
+#include "am_map.h"
+
+
+// For use if I do walls with outsides/insides
+#define REDS (256-5*16)
+#define REDRANGE 16
+#define BLUES (256-4*16+8)
+#define BLUERANGE 8
+#define GREENS (7*16)
+#define GREENRANGE 16
+#define GRAYS (6*16)
+#define GRAYSRANGE 16
+#define BROWNS (4*16)
+#define BROWNRANGE 16
+#define YELLOWS (256-32+7)
+#define YELLOWRANGE 1
+#define BLACK 0
+#define WHITE (256-47)
+
+// Automap colors
+#define BACKGROUND BLACK
+#define YOURCOLORS WHITE
+#define YOURRANGE 0
+#define WALLCOLORS REDS
+#define WALLRANGE REDRANGE
+#define TSWALLCOLORS GRAYS
+#define TSWALLRANGE GRAYSRANGE
+#define FDWALLCOLORS BROWNS
+#define FDWALLRANGE BROWNRANGE
+#define CDWALLCOLORS YELLOWS
+#define CDWALLRANGE YELLOWRANGE
+#define THINGCOLORS GREENS
+#define THINGRANGE GREENRANGE
+#define SECRETWALLCOLORS WALLCOLORS
+#define SECRETWALLRANGE WALLRANGE
+#define GRIDCOLORS (GRAYS + GRAYSRANGE/2)
+#define GRIDRANGE 0
+#define XHAIRCOLORS GRAYS
+
+// drawing stuff
+#define FB 0
+
+#define AM_PANDOWNKEY KEY_DOWNARROW
+#define AM_PANUPKEY KEY_UPARROW
+#define AM_PANRIGHTKEY KEY_RIGHTARROW
+#define AM_PANLEFTKEY KEY_LEFTARROW
+#define AM_ZOOMINKEY '='
+#define AM_ZOOMOUTKEY '-'
+#define AM_STARTKEY KEY_TAB
+#define AM_ENDKEY KEY_TAB
+#define AM_GOBIGKEY '0'
+#define AM_FOLLOWKEY 'f'
+#define AM_GRIDKEY 'g'
+#define AM_MARKKEY 'm'
+#define AM_CLEARMARKKEY 'c'
+
+#define AM_NUMMARKPOINTS 10
+
+// scale on entry
+#define INITSCALEMTOF (.2*FRACUNIT)
+// 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 ((int) (1.02*FRACUNIT))
+// how much zoom-out per tic
+// pulls out to 0.5x in 1 second
+#define M_ZOOMOUT ((int) (FRACUNIT/1.02))
+
+// translates between frame-buffer and map distances
+#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
+#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
+// 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)))
+
+// the following is crap
+#define LINE_NEVERSEE ML_DONTDRAW
+
+typedef struct
+{
+ int x, y;
+} fpoint_t;
+
+typedef struct
+{
+ fpoint_t a, b;
+} fline_t;
+
+typedef struct
+{
+ fixed_t x,y;
+} mpoint_t;
+
+typedef struct
+{
+ mpoint_t a, b;
+} mline_t;
+
+typedef struct
+{
+ fixed_t slp, islp;
+} islope_t;
+
+
+
+//
+// The vector graphics for the automap.
+// A line drawing of the player pointing right,
+// starting from the middle.
+//
+#define R ((8*PLAYERRADIUS)/7)
+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 ((8*PLAYERRADIUS)/7)
+mline_t cheat_player_arrow[] = {
+ { { -R+R/8, 0 }, { R, 0 } }, // -----
+ { { R, 0 }, { R-R/2, R/6 } }, // ----->
+ { { R, 0 }, { R-R/2, -R/6 } },
+ { { -R+R/8, 0 }, { -R-R/8, R/6 } }, // >----->
+ { { -R+R/8, 0 }, { -R-R/8, -R/6 } },
+ { { -R+3*R/8, 0 }, { -R+R/8, R/6 } }, // >>----->
+ { { -R+3*R/8, 0 }, { -R+R/8, -R/6 } },
+ { { -R/2, 0 }, { -R/2, -R/6 } }, // >>-d--->
+ { { -R/2, -R/6 }, { -R/2+R/6, -R/6 } },
+ { { -R/2+R/6, -R/6 }, { -R/2+R/6, R/4 } },
+ { { -R/6, 0 }, { -R/6, -R/6 } }, // >>-dd-->
+ { { -R/6, -R/6 }, { 0, -R/6 } },
+ { { 0, -R/6 }, { 0, R/4 } },
+ { { R/6, R/4 }, { R/6, -R/7 } }, // >>-ddt->
+ { { R/6, -R/7 }, { R/6+R/32, -R/7-R/32 } },
+ { { R/6+R/32, -R/7-R/32 }, { R/6+R/10, -R/7 } }
+};
+#undef R
+#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t triangle_guy[] = {
+ { { -.867*R, -.5*R }, { .867*R, -.5*R } },
+ { { .867*R, -.5*R } , { 0, R } },
+ { { 0, R }, { -.867*R, -.5*R } }
+};
+#undef R
+#define NUMTRIANGLEGUYLINES (sizeof(triangle_guy)/sizeof(mline_t))
+
+#define R (FRACUNIT)
+mline_t thintriangle_guy[] = {
+ { { -.5*R, -.7*R }, { R, 0 } },
+ { { R, 0 }, { -.5*R, .7*R } },
+ { { -.5*R, .7*R }, { -.5*R, -.7*R } }
+};
+#undef R
+#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))
+
+
+
+
+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 - 32;
+
+// location of window on screen
+static int f_x;
+static int f_y;
+
+// size of window on screen
+static int f_w;
+static int f_h;
+
+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;
+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
+
+// based on player size
+static fixed_t min_w;
+static fixed_t min_h;
+
+
+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 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 unsigned char cheat_amap_seq[] = { 0xb2, 0x26, 0x26, 0x2e, 0xff };
+static cheatseq_t cheat_amap = { cheat_amap_seq, 0 };
+
+static boolean stopped = true;
+
+extern boolean viewactive;
+//extern byte screens[][SCREENWIDTH*SCREENHEIGHT];
+
+
+
+void
+V_MarkRect
+( int x,
+ int y,
+ int width,
+ int height );
+
+// 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.
+
+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?-MAXINT:MAXINT);
+ else is->islp = FixedDiv(dx, dy);
+ if (!dx) is->slp = (dy<0?-MAXINT:MAXINT);
+ 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;
+
+}
+
+//
+// Determines bounding box of all vertices,
+// sets global variables controlling zoom range.
+//
+void AM_findMinMaxBoundaries(void)
+{
+ int i;
+ fixed_t a;
+ fixed_t b;
+
+ min_x = min_y = MAXINT;
+ max_x = max_y = -MAXINT;
+
+ 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; // const? never changed?
+ 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 = MAXINT;
+ }
+
+ 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;
+}
+
+
+//
+//
+//
+void AM_initVariables(void)
+{
+ int pnum;
+ static event_t st_notify = { ev_keyup, AM_MSGENTERED };
+
+ automapactive = true;
+ fb = screens[0];
+
+ f_oldloc.x = MAXINT;
+ 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];
+ 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;
+
+ // inform the status bar of the change
+ ST_Responder(&st_notify);
+
+}
+
+//
+//
+//
+void AM_loadPics(void)
+{
+ int i;
+ char namebuf[9];
+
+ for (i=0;i<10;i++)
+ {
+ sprintf(namebuf, "AMMNUM%d", i);
+ marknums[i] = W_CacheLumpName(namebuf, 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;
+
+ 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);
+}
+
+
+
+
+//
+//
+//
+void AM_Stop (void)
+{
+ static event_t st_notify = { 0, ev_keyup, AM_MSGEXITED };
+
+ AM_unloadPics();
+ automapactive = false;
+ ST_Responder(&st_notify);
+ stopped = true;
+}
+
+//
+//
+//
+void AM_Start (void)
+{
+ static int lastlevel = -1, lastepisode = -1;
+
+ if (!stopped) AM_Stop();
+ stopped = false;
+ 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();
+}
+
+
+//
+// Handle events (user inputs) in automap mode
+//
+boolean
+AM_Responder
+( event_t* ev )
+{
+
+ int rc;
+ static int cheatstate=0;
+ static int bigstate=0;
+ static char buffer[20];
+
+ rc = false;
+
+ if (!automapactive)
+ {
+ if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY)
+ {
+ AM_Start ();
+ viewactive = false;
+ rc = true;
+ }
+ }
+
+ else if (ev->type == ev_keydown)
+ {
+
+ rc = true;
+ switch(ev->data1)
+ {
+ case AM_PANRIGHTKEY: // pan right
+ if (!followplayer) m_paninc.x = FTOM(F_PANINC);
+ else rc = false;
+ break;
+ case AM_PANLEFTKEY: // pan left
+ if (!followplayer) m_paninc.x = -FTOM(F_PANINC);
+ else rc = false;
+ break;
+ case AM_PANUPKEY: // pan up
+ if (!followplayer) m_paninc.y = FTOM(F_PANINC);
+ else rc = false;
+ break;
+ case AM_PANDOWNKEY: // pan down
+ if (!followplayer) m_paninc.y = -FTOM(F_PANINC);
+ else rc = false;
+ break;
+ case AM_ZOOMOUTKEY: // zoom out
+ mtof_zoommul = M_ZOOMOUT;
+ ftom_zoommul = M_ZOOMIN;
+ break;
+ case AM_ZOOMINKEY: // zoom in
+ mtof_zoommul = M_ZOOMIN;
+ ftom_zoommul = M_ZOOMOUT;
+ break;
+ case AM_ENDKEY:
+ bigstate = 0;
+ viewactive = true;
+ AM_Stop ();
+ break;
+ case AM_GOBIGKEY:
+ bigstate = !bigstate;
+ if (bigstate)
+ {
+ AM_saveScaleAndLoc();
+ AM_minOutWindowScale();
+ }
+ else AM_restoreScaleAndLoc();
+ break;
+ case AM_FOLLOWKEY:
+ followplayer = !followplayer;
+ f_oldloc.x = MAXINT;
+ plr->message = followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF;
+ break;
+ case AM_GRIDKEY:
+ grid = !grid;
+ plr->message = grid ? AMSTR_GRIDON : AMSTR_GRIDOFF;
+ break;
+ case AM_MARKKEY:
+ sprintf(buffer, "%s %d", AMSTR_MARKEDSPOT, markpointnum);
+ plr->message = buffer;
+ AM_addMark();
+ break;
+ case AM_CLEARMARKKEY:
+ AM_clearMarks();
+ plr->message = AMSTR_MARKSCLEARED;
+ break;
+ default:
+ cheatstate=0;
+ rc = false;
+ }
+ if (!deathmatch && cht_CheckCheat(&cheat_amap, ev->data1))
+ {
+ rc = false;
+ cheating = (cheating+1) % 3;
+ }
+ }
+
+ else if (ev->type == ev_keyup)
+ {
+ rc = false;
+ switch (ev->data1)
+ {
+ case AM_PANRIGHTKEY:
+ if (!followplayer) m_paninc.x = 0;
+ break;
+ case AM_PANLEFTKEY:
+ if (!followplayer) m_paninc.x = 0;
+ break;
+ case AM_PANUPKEY:
+ if (!followplayer) m_paninc.y = 0;
+ break;
+ case AM_PANDOWNKEY:
+ if (!followplayer) m_paninc.y = 0;
+ break;
+ case AM_ZOOMOUTKEY:
+ case AM_ZOOMINKEY:
+ mtof_zoommul = FRACUNIT;
+ ftom_zoommul = FRACUNIT;
+ break;
+ }
+ }
+
+ return rc;
+
+}
+
+
+//
+// Zooming
+//
+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_x2 = m_x + m_w;
+ m_y2 = m_y + m_h;
+ 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;
+
+ }
+
+}
+
+//
+//
+//
+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);
+ }
+
+}
+
+
+//
+// Updates on Game Tick
+//
+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();
+
+}
+
+
+//
+// Clear automap frame buffer.
+//
+void AM_clearFB(int color)
+{
+ memset(fb, color, f_w*f_h);
+}
+
+
+//
+// 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.
+//
+boolean
+AM_clipMline
+( mline_t* ml,
+ fline_t* fl )
+{
+ enum
+ {
+ LEFT =1,
+ RIGHT =2,
+ BOTTOM =4,
+ TOP =8
+ };
+
+ register outcode1 = 0;
+ register outcode2 = 0;
+ register outside;
+
+ fpoint_t tmp;
+ int dx;
+ int 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 needed for speed
+//
+void
+AM_drawFline
+( fline_t* fl,
+ int color )
+{
+ register int x;
+ register int y;
+ register int dx;
+ register int dy;
+ register int sx;
+ register int sy;
+ register int ax;
+ register int ay;
+ register int d;
+
+ static fuck = 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)
+ {
+ fprintf(stderr, "fuck %d \r", fuck++);
+ return;
+ }
+
+#define PUTDOT(xx,yy,cc) fb[(yy)*f_w+(xx)]=(cc)
+
+ 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)
+ {
+ PUTDOT(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)
+ {
+ PUTDOT(x, y, color);
+ if (y == fl->b.y) return;
+ if (d >= 0)
+ {
+ x += sx;
+ d -= ay;
+ }
+ y += sy;
+ d += ax;
+ }
+ }
+}
+
+
+//
+// Clip lines, draw visible part sof lines.
+//
+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
+}
+
+
+
+//
+// Draws flat (floor/ceiling tile) aligned grid lines.
+//
+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);
+ }
+
+}
+
+//
+// Determines visible lines, draws them.
+// This is LineDef based, not LineSeg based.
+//
+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, SECRETWALLCOLORS + lightlev);
+ else AM_drawMline(&l, WALLCOLORS+lightlev);
+ }
+ 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);
+ }
+ }
+}
+
+
+//
+// Rotation in 2D.
+// Used to rotate player arrow line character.
+//
+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[] = { GREENS, GRAYS, BROWNS, REDS };
+ 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);
+ else
+ 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 = 246; // *close* to black
+ 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);
+ w = 5; // because something's wrong with the wad, i guess
+ h = 6; // because something's wrong with the wad, i guess
+ 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, FB, marknums[i]);
+ }
+ }
+
+}
+
+void AM_drawCrosshair(int color)
+{
+ fb[(f_w*(f_h+1))/2] = color; // single point for now
+
+}
+
+void AM_Drawer (void)
+{
+ if (!automapactive) return;
+
+ AM_clearFB(BACKGROUND);
+ if (grid)
+ AM_drawGrid(GRIDCOLORS);
+ AM_drawWalls();
+ AM_drawPlayers();
+ if (cheating==2)
+ AM_drawThings(THINGCOLORS, THINGRANGE);
+ AM_drawCrosshair(XHAIRCOLORS);
+
+ AM_drawMarks();
+
+ V_MarkRect(f_x, f_y, f_w, f_h);
+
+}