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+// Emacs style mode select -*- C++ -*-
+//-----------------------------------------------------------------------------
+//
+// Copyright(C) 1993-1996 Id Software, Inc.
+// Copyright(C) 1993-2008 Raven Software
+//
+// 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 "i_video.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 = 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;
+ }
+/*
+ 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;
+}
+
+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++)
+ {
+ sprintf(namebuf, "AMMNUM%d", i);
+ marknums[i] = W_CacheLumpName(namebuf, PU_STATIC);
+ }*/
+ maplump = W_CacheLumpName("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;
+ static int cheatstate = 0;
+ static int bigstate = 0;
+
+ rc = false;
+ if (!automapactive)
+ {
+ if (ev->type == ev_keydown && ev->data1 == AM_STARTKEY
+ && gamestate == GS_LEVEL)
+ {
+ AM_Start();
+ viewactive = false;
+// viewactive = true;
+ 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 = INT_MAX;
+ P_SetMessage(plr,
+ followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF,
+ true);
+ 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 (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;
+ 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;
+
+}
+
+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
+ {
+ 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)
+{
+ 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)
+ {
+ MN_DrTextA(LevelNames[(gameepisode - 1) * 9 + gamemap - 1], 20, 145);
+ }
+// I_Update();
+// V_MarkRect(f_x, f_y, f_w, f_h);
+}