#include <xen/config.h>
#include <xen/init.h>
#include <xen/string.h>
#include <xen/delay.h>
#include <xen/smp.h>
#include <asm/current.h>
#include <asm/processor.h>
#include <asm/i387.h>
#include <asm/msr.h>
#include <asm/io.h>
#include <asm/mpspec.h>
#include <asm/apic.h>
#include <mach_apic.h>
#include <asm/setup.h>
#include "cpu.h"
#define tsc_disable 0
#define disable_pse 0
static int cachesize_override __cpuinitdata = -1;
static int disable_x86_fxsr __cpuinitdata;
static int disable_x86_serial_nr __cpuinitdata;
struct cpu_dev * cpu_devs[X86_VENDOR_NUM] = {};
/*
* Default host IA32_CR_PAT value to cover all memory types.
* BIOS usually sets it to 0x07040600070406.
*/
u64 host_pat = 0x050100070406;
static unsigned int __cpuinitdata cleared_caps[NCAPINTS];
void __init setup_clear_cpu_cap(unsigned int cap)
{
__clear_bit(cap, boot_cpu_data.x86_capability);
__set_bit(cap, cleared_caps);
}
static void default_init(struct cpuinfo_x86 * c)
{
/* Not much we can do here... */
/* Check if at least it has cpuid */
if (c->cpuid_level == -1) {
/* No cpuid. It must be an ancient CPU */
if (c->x86 == 4)
safe_strcpy(c->x86_model_id, "486");
else if (c->x86 == 3)
safe_strcpy(c->x86_model_id, "386");
}
}
static struct cpu_dev default_cpu = {
.c_init = default_init,
.c_vendor = "Unknown",
};
static struct cpu_dev * this_cpu = &default_cpu;
integer_param("cachesize", cachesize_override);
int __cpuinitdata opt_cpu_info;
boolean_param("cpuinfo", opt_cpu_info);
int __cpuinit get_model_name(struct cpuinfo_x86 *c)
{
unsigned int *v;
char *p, *q;
if (cpuid_eax(0x80000000) < 0x80000004)
return 0;
v = (unsigned int *) c->x86_model_id;
cpuid(0x80000002, &v[0], &v[1], &v[2], &v[3]);
cpuid(0x80000003, &v[4], &v[5], &v[6], &v[7]);
cpuid(0x80000004, &v[8], &v[9], &v[10], &v[11]);
c->x86_model_id[48] = 0;
/* Intel chips right-justify this string for some dumb reason;
undo that brain damage */
p = q = &c->x86_model_id[0];
while ( *p == ' ' )
p++;
if ( p != q ) {
while ( *p )
*q++ = *p++;
while ( q <= &c->x86_model_id[48] )
*q++ = '\0'; /* Zero-pad the rest */
}
return 1;
}
void __cpuinit display_cacheinfo(struct cpuinfo_x86 *c)
{
unsigned int n, dummy, ecx, edx, l2size;
n = cpuid_eax(0x80000000);
if (n >= 0x80000005) {
cpuid(0x80000005, &dummy, &dummy, &ecx, &edx);
if (opt_cpu_info)
printk("CPU: L1 I cache %dK (%d bytes/line),"
" D cache %dK (%d bytes/line)\n",
edx>>24, edx&0xFF, ecx>>24, ecx&0xFF);
c->x86_cache_size=(ecx>>24)+(edx>>24);
}
if (n < 0x80000006) /* Some chips just has a large L1. */
return;
ecx = cpuid_ecx(0x80000006);
l2size = ecx >> 16;
/* do processor-specific cache resizing */
if (this_cpu->c_size_cache)
l2size = this_cpu->c_size_cache(c,l2size);
/* Allow user to override all this if necessary. */
if (cachesize_override != -1)
l2size = cachesize_override;
if ( l2size == 0 )
return; /* Again, no L2 cache is possible */
c->x86_cache_size = l2size;
if (opt_cpu_info)
printk("CPU: L2 Cache: %dK (%d bytes/line)\n",
l2size, ecx & 0xFF);
}
/* Naming convention should be: <Name> [(<Codename>)] */
/* This table only is used unless init_<vendor>() below doesn't set it; */
/* in particular, if CPUID levels 0x80000002..4 are supported, this isn't used */
/* Look up CPU names by table lookup. */
static char __cpuinit *table_lookup_model(struct cpuinfo_x86 *c)
{
struct cpu_model_info *info;
if ( c->x86_model >= 16 )
return NULL; /* Range check */
if (!this_cpu)
return NULL;
info = this_cpu->c_models;
while (info && info->family) {
if (info->family == c->x86)
return info->model_names[c->x86_model];
info++;
}
return NULL; /* Not found */
}
static void __cpuinit pre { line-height: 125%; margin: 0; }
td.linenos pre { color: #000000; background-color: #f0f0f0; padding: 0 5px 0 5px; }
span.linenos { color: #000000; background-color: #f0f0f0; padding: 0 5px 0 5px; }
td.linenos pre.special { color: #000000; background-color: #ffffc0; padding: 0 5px 0 5px; }
span.linenos.special { color: #000000; background-color: #ffffc0; padding: 0 5px 0 5px; }
.highlight .hll { background-color: #ffffcc }
.highlight { background: #ffffff; }
.highlight .c { color: #888888 } /* Comment */
.highlight .err { color: #a61717; background-color: #e3d2d2 } /* Error */
.highlight .k { color: #008800; font-weight: bold } /* Keyword */
.highlight .ch { color: #888888 } /* Comment.Hashbang */
.highlight .cm { color: #888888 } /* Comment.Multiline */
.highlight .cp { color: #cc0000; font-weight: bold } /* Comment.Preproc */
.highlight .cpf { color: #888888 } /* Comment.PreprocFile */
.highlight .c1 { color: #888888 } /* Comment.Single */
.highlight .cs { color: #cc0000; font-weight: bold; background-color: #fff0f0 } /* Comment.Special */
.highlight .gd { color: #000000; background-color: #ffdddd } /* Generic.Deleted */
.highlight .ge { font-style: italic } /* Generic.Emph */
.highlight .gr { color: #aa0000 } /* Generic.Error */
.highlight .gh { color: #333333 } /* Generic.Heading */
.highlight .gi { color: #000000; background-color: #ddffdd } /* Generic.Inserted */
.highlight .go { color: #888888 } /* Generic.Output */
.highlight .gp { color: #555555 } /* Generic.Prompt */
.highlight .gs { font-weight: bold } /* Generic.Strong */
.highlight .gu { color: #666666 } /* Generic.Subheading */
.highlight .gt { color: #aa0000 } /* Generic.Traceback */
.highlight .kc { color: #008800; font-weight: bold } /* Keyword.Constant */
.highlight .kd { color: #008800; font-weight: bold } /* Keyword.Declaration */
.highlight .kn { color: #008800; font-weight: bold } /* Keyword.Namespace */
.highlight .kp { color: #008800 } /* Keyword.Pseudo */
.highlight .kr { color: #008800; font-weight: bold } /* Keyword.Reserved */
.highlight .kt { color: #888888; font-weight: bold } /* Keyword.Type */
.highlight .m { color: #0000DD; font-weight: bold } /* Literal.Number */
.highlight .s { color: #dd2200; background-color: #fff0f0 } /* Literal.String */
.highlight .na { color: #336699 } /* Name.Attribute */
.highlight .nb { color: #003388 } /* Name.Builtin */
.highlight .nc { color: #bb0066; font-weight: bold } /* Name.Class */
.highlight .no { color: #003366; font-weight: bold } /* Name.Constant */
.highlight .nd { color: #555555 } /* Name.Decorator */
.highlight .ne { color: #bb0066; font-weight: bold } /* Name.Exception */
.highlight .nf { color: #0066bb; font-weight: bold } /* Name.Function */
.highlight .nl { color: #336699; font-style: italic } /* Name.Label */
.highlight .nn { color: #bb0066; font-weight: bold } /* Name.Namespace */
.highlight .py { color: #336699; font-weight: bold } /* Name.Property */
.highlight .nt { color: #bb0066; font-weight: bold } /* Name.Tag */
.highlight .nv { color: #336699 } /* Name.Variable */
.highlight .ow { color: #008800 } /* Operator.Word */
.highlight .w { color: #bbbbbb } /* Text.Whitespace */
.highlight .mb { color: #0000DD; font-weight: bold } /* Literal.Number.Bin */
.highlight .mf { color: #0000DD; font-weight: bold } /* Literal.Number.Float */
.highlight .mh { color: #0000DD; font-weight: bold } /* Literal.Number.Hex */
.highlight .mi { color: #0000DD; font-weight: bold } /* Literal.Number.Integer */
.highlight .mo { color: #0000DD; font-weight: bold } /* Literal.Number.Oct */
.highlight .sa { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Affix */
.highlight .sb { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Backtick */
.highlight .sc { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Char */
.highlight .dl { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Delimiter */
.highlight .sd { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Doc */
.highlight .s2 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Double */
.highlight .se { color: #0044dd; background-color: #fff0f0 } /* Literal.String.Escape */
.highlight .sh { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Heredoc */
.highlight .si { color: #3333bb; background-color: #fff0f0 } /* Literal.String.Interpol */
.highlight .sx { color: #22bb22; background-color: #f0fff0 } /* Literal.String.Other */
.highlight .sr { color: #008800; background-color: #fff0ff } /* Literal.String.Regex */
.highlight .s1 { color: #dd2200; background-color: #fff0f0 } /* Literal.String.Single */
.highlight .ss { color: #aa6600; background-color: #fff0f0 } /* Literal.String.Symbol */
.highlight .bp { color: #003388 } /* Name.Builtin.Pseudo */
.highlight .fm { color: #0066bb; font-weight: bold } /* Name.Function.Magic */
.highlight .vc { color: #336699 } /* Name.Variable.Class */
.highlight .vg { color: #dd7700 } /* Name.Variable.Global */
.highlight .vi { color: #3333bb } /* Name.Variable.Instance */
.highlight .vm { color: #336699 } /* Name.Variable.Magic */
.highlight .il { color: #0000DD; font-weight: bold } /* Literal.Number.Integer.Long */// Emacs style mode select -*- C++ -*-
//-----------------------------------------------------------------------------
//
// $Id:$
//
// 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.
//
//
// $Log:$
//
// DESCRIPTION: the automap code
//
//-----------------------------------------------------------------------------
static const char rcsid[] = "$Id: am_map.c,v 1.4 1997/02/03 21:24:33 b1 Exp $";
#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++)
{
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:
I_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)
{
I_printf("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);
}