⭐ 欢迎来到虫虫下载站! | 📦 资源下载 📁 资源专辑 ℹ️ 关于我们
⭐ 虫虫下载站

📄 am_map.c

📁 The source code of Doom legacy for windows
💻 C
📖 第 1 页 / 共 3 页
字号:
// Emacs style mode select   -*- C++ -*- //-----------------------------------------------------------------------------//// $Id: am_map.c,v 1.8 2001/03/03 06:17:33 bpereira Exp $//// Copyright (C) 1993-1996 by id Software, Inc.// Portions Copyright (C) 1998-2000 by DooM Legacy Team.//// 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.////// $Log: am_map.c,v $// Revision 1.8  2001/03/03 06:17:33  bpereira// no message//// Revision 1.7  2001/02/28 17:50:54  bpereira// no message//// Revision 1.6  2001/02/24 13:35:19  bpereira// no message//// Revision 1.5  2001/02/10 13:14:53  hurdler// to be fixed//// Revision 1.4  2001/02/10 12:27:13  bpereira// no message//// Revision 1.3  2001/01/25 22:15:41  bpereira// added heretic support//// Revision 1.2  2000/02/27 00:42:10  hurdler// fix CR+LF problem//// Revision 1.1.1.1  2000/02/22 20:32:33  hurdler// Initial import into CVS (v1.29 pr3)////// DESCRIPTION:  //      the automap code////-----------------------------------------------------------------------------#include "doomdef.h"#include "doomstat.h"#include "g_game.h"#include "am_map.h"#include "g_input.h"#include "m_cheat.h"#include "p_local.h"#include "r_defs.h"#include "v_video.h"#include "st_stuff.h"#include "i_system.h"#include "i_video.h"#include "r_state.h"#include "dstrings.h"#include "keys.h"#include "w_wad.h"#include "z_zone.h"#include "r_draw.h"#include "r_main.h"#include "p_info.h"#ifdef HWRENDER#include "hardware/hw_main.h"#endif// For use if I do walls with outsides/insidesstatic byte REDS        =    (256-5*16);static byte REDRANGE    =    16;static byte BLUES       =    (256-4*16+8);static byte BLUERANGE   =    8;static byte GREENS      =    (7*16);static byte GREENRANGE  =    16;static byte GRAYS       =    (6*16);static byte GRAYSRANGE  =    16;static byte BROWNS      =    (4*16);static byte BROWNRANGE  =    16;static byte YELLOWS     =    (256-32+7);static byte YELLOWRANGE =    1;static byte DBLACK      =    0;static byte DWHITE      =    (256-47);// Automap colors#define BACKGROUND      DBLACK#define YOURCOLORS      DWHITE#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_DONTDRAWtypedef 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[] = {    { { (fixed_t)-.867*R, (fixed_t)-.5*R }, { (fixed_t) .867*R, (fixed_t)-.5*R } },    { { (fixed_t) .867*R, (fixed_t)-.5*R }, { (fixed_t)      0, (fixed_t)    R } },    { { (fixed_t)      0, (fixed_t)    R }, { (fixed_t)-.867*R, (fixed_t)-.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      bigstate;       //added:24-01-98:moved here, toggle between                               // user view and large view (full map view)int      am_cheating = 0;static int      grid = 0;static int      leveljuststarted = 1;   // kluge until AM_LevelInit() is calledboolean         automapactive = false;boolean         am_recalc = false;     //added:05-02-98:true when screen size                                       //               changes// location of window on screenstatic int      f_x;static int      f_y;// size of window on screenstatic int      f_w;static int      f_h;static int      lightlev;               // used for funky strobing effectstatic byte*    fb;                     // pseudo-frame bufferstatic 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 sizestatic 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 sizestatic fixed_t  min_w;static fixed_t  min_h;static fixed_t  min_scale_mtof; // used to tell when to stop zooming outstatic fixed_t  max_scale_mtof; // used to tell when to stop zooming in// old stuff for recovery laterstatic fixed_t old_m_w, old_m_h;static fixed_t old_m_x, old_m_y;// old location used by the Follower routinestatic mpoint_t f_oldloc;// used by MTOF to scale from map-to-frame-buffer coordsstatic 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 arrowstatic patch_t *marknums[10];                   // numbers used for marking by the automapstatic mpoint_t markpoints[AM_NUMMARKPOINTS];   // where the points arestatic int markpointnum = 0;                    // next point to be assignedstatic int followplayer = 1; // specifies whether to follow the player aroundstatic boolean stopped = true;static byte BLUEKEYCOLOR;static byte YELLOWKEYCOLOR;static byte REDKEYCOLOR;// function for drawing lines, depends on rendermodetypedef void (*AMDRAWFLINEFUNC) (fline_t* fl, int color);static  AMDRAWFLINEFUNC  AM_drawFline;void V_MarkRect( int   x,  int   y,  int   width,  int   height );void AM_drawFline_soft ( fline_t*       fl,                         int            color );// 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.voidAM_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;}//////static 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];

⌨️ 快捷键说明

复制代码 Ctrl + C
搜索代码 Ctrl + F
全屏模式 F11
切换主题 Ctrl + Shift + D
显示快捷键 ?
增大字号 Ctrl + =
减小字号 Ctrl + -