📄 am_map.c
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//**************************************************************************//**//** am_map.c : Heretic 2 : Raven Software, Corp.//**//** $RCSfile: am_map.c,v $//** $Revision: 1.22 $//** $Date: 96/01/06 18:37:23 $//** $Author: bgokey $//**//**************************************************************************#include "h2def.h"#include "p_local.h"#include "am_map.h"#include "am_data.h"#include <stdio.h>#define NUMALIAS 3 // Number of antialiased lines.int cheating = 0;static int grid = 0;static int leveljuststarted = 1; // kluge until AM_LevelInit() is calledboolean automapactive = false;static int finit_width = SCREENWIDTH;static int finit_height = SCREENHEIGHT-SBARHEIGHT-3;static int f_x, f_y; // location of window on screenstatic int f_w, f_h; // size of window on screenstatic 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, m_h;static fixed_t min_x, min_y; // based on level sizestatic fixed_t max_x, max_y; // based on level sizestatic fixed_t max_w, max_h; // max_x-min_x, max_y-min_ystatic fixed_t min_w, min_h; // based on player sizestatic 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 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 assignedstatic int followplayer = 1; // specifies whether to follow the player aroundstatic char cheat_kills[] = { 'k', 'i', 'l', 'l', 's' };static boolean ShowKills = 0;static unsigned ShowKillsCount = 0;extern boolean viewactive;static byte antialias[NUMALIAS][8]={ { 83, 84, 85, 86, 87, 88, 89, 90 }, { 96, 96, 95, 94, 93, 92, 91, 90 }, { 107, 108, 109, 110, 111, 112, 89, 90 }};/*static byte *aliasmax[NUMALIAS] = { &antialias[0][7], &antialias[1][7], &antialias[2][7]};*/static byte *maplump; // pointer to the raw data for the automap background.static short mapystart=0; // y-value for the start of the map bitmap...used in //the parallax stuff.static short mapxstart=0; //x-value for the bitmap.//byte screens[][SCREENWIDTH*SCREENHEIGHT];//void V_MarkRect (int x, int y, int width, int height);// Functionsvoid DrawWuLine(int X0, int Y0, int X1, int Y1, byte *BaseColor, int NumLevels, unsigned short IntensityBits);void AM_DrawDeathmatchStats(void);static void DrawWorldTimer(void);// Calculates the slope and slope according to the x-axis of a line// segment in map coordinates (with the upright y-axis n' all) so// that it can be used with the brain-dead drawing stuff.// Ripped out for Heretic/*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;}*/void AM_findMinMaxBoundaries(void){ int i; fixed_t a, 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; 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; 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 = screen; 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]; 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; } } // inform the status bar of the change//c ST_Responder(&st_notify);}void AM_loadPics(void){ maplump = W_CacheLumpName("AUTOPAGE", PU_STATIC);}/*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 myselfvoid 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 sizevoid AM_minOutWindowScale(void){ scale_mtof = min_scale_mtof; scale_ftom = FixedDiv(FRACUNIT, scale_mtof); AM_activateNewScale();}// set the window scale to the minimum sizevoid 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 (); SB_state = -1; viewactive = false; rc = true; } } else if (ev->type == ev_keydown) { rc = true; switch(ev->data1) { case AM_PANRIGHTKEY: // pan right if (!followplayer) m_paninc.x = FTOM(F_PANINC); else rc = false; break; case AM_PANLEFTKEY: // pan left if (!followplayer) m_paninc.x = -FTOM(F_PANINC); else rc = false; break; case AM_PANUPKEY: // pan up if (!followplayer) m_paninc.y = FTOM(F_PANINC); else rc = false; break; case AM_PANDOWNKEY: // pan down if (!followplayer) m_paninc.y = -FTOM(F_PANINC); else rc = false; break; case AM_ZOOMOUTKEY: // zoom out mtof_zoommul = M_ZOOMOUT; ftom_zoommul = M_ZOOMIN; break; case AM_ZOOMINKEY: // zoom in mtof_zoommul = M_ZOOMIN; ftom_zoommul = M_ZOOMOUT; break; case AM_ENDKEY: bigstate = 0; viewactive = true; AM_Stop (); SB_state = -1; break; case AM_GOBIGKEY: bigstate = !bigstate; if (bigstate) { AM_saveScaleAndLoc(); AM_minOutWindowScale(); } else AM_restoreScaleAndLoc(); break; case AM_FOLLOWKEY: followplayer = !followplayer; f_oldloc.x = MAXINT; P_SetMessage(plr, followplayer ? AMSTR_FOLLOWON : AMSTR_FOLLOWOFF, true); break; default: cheatstate=0; rc = false; }
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