2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Routines for displaying the auto-map.
77 #define AUTOMAP_DIRECT_RENDER
80 #define EF_USED 1 // This edge is used
81 #define EF_DEFINING 2 // A structure defining edge that should always draw.
82 #define EF_FRONTIER 4 // An edge between the known and the unknown.
83 #define EF_SECRET 8 // An edge that is part of a secret wall.
84 #define EF_GRATE 16 // A grate... draw it all the time.
85 #define EF_NO_FADE 32 // An edge that doesn't fade with distance
86 #define EF_TOO_FAR 64 // An edge that is too far away
88 void modex_printf(int x,int y,char *s,grs_font *font,int color);
90 typedef struct Edge_info {
91 short verts[2]; // 4 bytes
92 ubyte sides[4]; // 4 bytes
93 short segnum[4]; // 8 bytes // This might not need to be stored... If you can access the normals of a side.
94 ubyte flags; // 1 bytes // See the EF_??? defines above.
95 ubyte color; // 1 bytes
96 ubyte num_faces; // 1 bytes // 19 bytes...
99 // OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v) ((v*5)/2)
100 // THE following was determined by John by loading levels 1-14 and recording
101 // numbers on 10/26/94.
102 //#define MAX_EDGES_FROM_VERTS(v) (((v)*21)/10)
103 #define MAX_EDGES_FROM_VERTS(v) ((v)*4)
104 //#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
106 #define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
108 #define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
109 #define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
110 #define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
111 #define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
112 #define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
113 #define K_WALL_REVEALED_COLOR BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
114 #define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 )
115 #define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
116 #define K_GREEN_31 BM_XRGB(0, 31, 0)
118 int Wall_normal_color;
123 int Wall_revealed_color;
131 void init_automap_colors(void)
133 Wall_normal_color = K_WALL_NORMAL_COLOR;
134 Wall_door_color = K_WALL_DOOR_COLOR;
135 Wall_door_blue = K_WALL_DOOR_BLUE;
136 Wall_door_gold = K_WALL_DOOR_GOLD;
137 Wall_door_red = K_WALL_DOOR_RED;
138 Wall_revealed_color = K_WALL_REVEALED_COLOR;
139 Hostage_color = K_HOSTAGE_COLOR;
140 Font_color_20 = K_FONT_COLOR_20;
141 Green_31 = K_GREEN_31;
143 White_63 = gr_find_closest_color_current(63,63,63);
144 Blue_48 = gr_find_closest_color_current(0,0,48);
145 Red_48 = gr_find_closest_color_current(48,0,0);
148 // Segment visited list
149 ubyte Automap_visited[MAX_SEGMENTS];
151 // Edge list variables
152 static int Num_edges=0;
153 static int Max_edges; //set each frame
154 static int Highest_edge_index = -1;
155 static Edge_info Edges[MAX_EDGES];
156 static short DrawingListBright[MAX_EDGES];
158 //static short DrawingListBright[MAX_EDGES];
159 //static short Edge_used_list[MAX_EDGES]; //which entries in edge_list have been used
161 // Map movement defines
162 #define PITCH_DEFAULT 9000
163 #define ZOOM_DEFAULT i2f(20*10)
164 #define ZOOM_MIN_VALUE i2f(20*5)
165 #define ZOOM_MAX_VALUE i2f(20*100)
167 #define SLIDE_SPEED (350)
168 #define ZOOM_SPEED_FACTOR 500 //(1500)
169 #define ROT_SPEED_DIVISOR (115000)
171 #ifndef AUTOMAP_DIRECT_RENDER
172 // Screen anvas variables
173 static int current_page=0;
174 static grs_canvas Pages[2];
175 static grs_canvas DrawingPages[2];
177 #define Page Pages[0]
178 #define DrawingPage DrawingPages[0]
180 static grs_canvas Page;
181 static grs_canvas DrawingPage;
182 #endif /* AUTOMAP_DIRECT_RENDER */
185 static int Automap_cheat = 0; // If set, show everything
187 // Rendering variables
188 static fix Automap_zoom = 0x9000;
189 static vms_vector view_target;
190 static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away
191 static vms_matrix ViewMatrix;
192 static fix ViewDist=0;
194 // Function Prototypes
195 void adjust_segment_limit(int SegmentLimit);
196 void draw_all_edges(void);
197 void automap_build_edge_list(void);
199 #define MAX_DROP_MULTI 2
200 #define MAX_DROP_SINGLE 9
202 vms_vector MarkerPoint[NUM_MARKERS]; //these are only used in multi.c, and I'd get rid of them there, but when I tried to do that once, I caused some horrible bug. -MT
203 int HighlightMarker=-1;
204 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
205 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
206 float MarkerScale=2.0;
207 int MarkerObject[NUM_MARKERS];
209 extern vms_vector Matrix_scale; //how the matrix is currently scaled
212 # define automap_draw_line g3_draw_line
215 // -------------------------------------------------------------
217 void DrawMarkerNumber (int num)
220 g3s_point BasePoint,FromPoint,ToPoint;
222 float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
223 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
224 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
225 {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
226 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
227 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
228 {-1.0, 1.0, 1.0, 1.0},
229 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
230 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
233 float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
234 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
235 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
236 {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
237 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
238 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
239 {1.0, 1.0, 1.0, -1.0},
240 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
241 {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
243 int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
245 for (i=0;i<NumOfPoints[num];i++)
247 ArrayX[num][i]*=MarkerScale;
248 ArrayY[num][i]*=MarkerScale;
251 if (num==HighlightMarker)
252 gr_setcolor (White_63);
254 gr_setcolor (Blue_48);
257 g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
259 for (i=0;i<NumOfPoints[num];i+=2)
265 FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
266 FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
267 g3_code_point (&FromPoint);
268 g3_project_point (&FromPoint);
270 ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
271 ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
272 g3_code_point (&ToPoint);
273 g3_project_point (&ToPoint);
275 automap_draw_line(&FromPoint, &ToPoint);
279 void DropMarker (int player_marker_num)
281 int marker_num = (Player_num*2)+player_marker_num;
282 object *playerp = &Objects[Players[Player_num].objnum];
284 MarkerPoint[marker_num] = playerp->pos;
286 if (MarkerObject[marker_num] != -1)
287 obj_delete(MarkerObject[marker_num]);
289 MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
292 if (Game_mode & GM_MULTI)
293 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
298 extern char guidebot_name[];
300 void DropBuddyMarker(object *objp)
304 // Find spare marker slot. "if" code below should be an assert, but what if someone changes NUM_MARKERS or MAX_CROP_SINGLE and it never gets hit?
305 marker_num = MAX_DROP_SINGLE+1;
306 if (marker_num > NUM_MARKERS-1)
307 marker_num = NUM_MARKERS-1;
309 sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
311 MarkerPoint[marker_num] = objp->pos;
313 if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
314 obj_delete(MarkerObject[marker_num]);
316 MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
320 #define MARKER_SPHERE_SIZE 0x58000
325 static int cyc=10,cycdir=1;
326 g3s_point sphere_point;
328 if (Game_mode & GM_MULTI)
333 for (i=0;i<maxdrop;i++)
334 if (MarkerObject[(Player_num*2)+i] != -1) {
336 g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
338 gr_setcolor (gr_find_closest_color_current(cyc,0,0));
339 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
340 gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
341 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
342 gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
343 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
345 DrawMarkerNumber (i);
370 for (i=0;i<NUM_MARKERS;i++) {
371 MarkerMessage[i][0]=0;
376 void automap_clear_visited()
379 for (i=0; i<MAX_SEGMENTS; i++ )
380 Automap_visited[i] = 0;
384 grs_canvas *name_canv_left,*name_canv_right;
386 void draw_player( object * obj )
388 vms_vector arrow_pos, head_pos;
389 g3s_point sphere_point, arrow_point, head_point;
391 // Draw Console player -- shaped like a ellipse with an arrow.
392 g3_rotate_point(&sphere_point,&obj->pos);
393 g3_draw_sphere(&sphere_point,obj->size);
395 // Draw shaft of arrow
396 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
397 g3_rotate_point(&arrow_point,&arrow_pos);
398 automap_draw_line(&sphere_point, &arrow_point);
400 // Draw right head of arrow
401 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
402 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
403 g3_rotate_point(&head_point,&head_pos);
404 automap_draw_line(&arrow_point, &head_point);
406 // Draw left head of arrow
407 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
408 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
409 g3_rotate_point(&head_point,&head_pos);
410 automap_draw_line(&arrow_point, &head_point);
412 // Draw player's up vector
413 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
414 g3_rotate_point(&arrow_point,&arrow_pos);
415 automap_draw_line(&sphere_point, &arrow_point);
424 vms_vector viewer_position;
425 g3s_point sphere_point;
427 #ifndef AUTOMAP_DIRECT_RENDER
430 gr_set_current_canvas(&DrawingPages[current_page]);
433 gr_set_current_canvas(&DrawingPage);
437 gr_clear_canvas(BM_XRGB(0,0,0));
440 render_start_frame();
442 vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
444 g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
446 // mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
452 if (Game_mode & GM_TEAM)
453 color = get_team(Player_num);
456 color = Player_num; // Note link to above if!
458 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
459 draw_player(&Objects[Players[Player_num].objnum]);
463 if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
465 char msg[10+MARKER_MESSAGE_LEN+1];
467 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
469 gr_setcolor (Red_48);
471 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
476 if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) {
477 for (i=0; i<N_players; i++) {
478 if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) ) {
479 if ( Objects[Players[i].objnum].type == OBJ_PLAYER ) {
480 if (Game_mode & GM_TEAM)
484 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
485 draw_player(&Objects[Players[i].objnum]);
493 for (i=0;i<=Highest_object_index;i++,objp++) {
494 switch( objp->type ) {
496 gr_setcolor(Hostage_color);
497 g3_rotate_point(&sphere_point,&objp->pos);
498 g3_draw_sphere(&sphere_point,objp->size);
501 if ( Automap_visited[objp->segnum] ) {
502 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) {
504 case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
505 case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
506 case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
508 Error("Illegal key type: %i", objp->id);
510 g3_rotate_point(&sphere_point,&objp->pos);
511 g3_draw_sphere(&sphere_point,objp->size*4);
520 gr_bitmapm(AutomapHires?10:5, AutomapHires?10:5, &name_canv_left->cv_bitmap);
521 gr_bitmapm(grd_curcanv->cv_bitmap.bm_w-(AutomapHires?10:5)-name_canv_right->cv_bitmap.bm_w,AutomapHires?10:5,&name_canv_right->cv_bitmap);
526 #ifndef AUTOMAP_DIRECT_RENDER
528 gr_show_canvas( &Pages[current_page] );
530 //gr_bm_ubitblt( Page.cv_bitmap.bm_w, Page.cv_bitmap.bm_h, Page.cv_bitmap.bm_x, Page.cv_bitmap.bm_y, 0, 0, &Page.cv_bitmap, &VR_screen_pages[0].cv_bitmap );
531 gr_bm_ubitblt( Page.cv_bitmap.bm_w, Page.cv_bitmap.bm_h, Page.cv_bitmap.bm_x, Page.cv_bitmap.bm_y, 0, 0, &Page.cv_bitmap, &grd_curscreen->sc_canvas.cv_bitmap );
538 #define LEAVE_TIME 0x4000
540 #define WINDOW_WIDTH 288
543 //print to canvas & double height
544 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
549 grs_canvas *temp_canv;
552 grs_canvas *save_canv;
554 save_canv = grd_curcanv;
556 save_font = grd_curcanv->cv_font;
557 gr_set_curfont(font); //set the font we're going to use
558 gr_get_string_size(s,&w,&h,&aw); //now get the string size
559 gr_set_curfont(save_font); //restore real font
561 //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
562 temp_canv = gr_create_canvas(w,font->ft_h*2);
564 gr_set_current_canvas(temp_canv);
565 gr_set_curfont(font);
566 temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
567 gr_clear_canvas(TRANSPARENCY_COLOR); //trans color
568 gr_set_fontcolor(fc,bc);
571 //now double it, since we're drawing to 400-line modex screen
574 data = temp_canv->cv_bitmap.bm_data;
575 rs = temp_canv->cv_bitmap.bm_rowsize;
577 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
578 memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
579 memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
583 gr_set_current_canvas(save_canv);
588 //print to buffer, double heights, and blit bitmap to screen
589 void modex_printf(int x,int y,char *s,grs_font *font,int color)
591 grs_canvas *temp_canv;
593 temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
595 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
597 gr_free_canvas(temp_canv);
600 //name for each group. maybe move somewhere else
601 char *system_name[] = {
609 void create_name_canv()
611 char name_level_left[128],name_level_right[128];
613 if (Current_level_num > 0)
614 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
616 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
618 if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
619 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
621 strcpy(name_level_right, " ");
623 strcat(name_level_right, Current_level_name);
625 gr_set_fontcolor(Green_31,-1);
626 name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
627 name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
632 extern void GameLoop(int, int );
633 extern int set_segment_depths(int start_seg, ubyte *segbuf);
635 int Automap_active = 0;
638 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX") //load only from hog file
640 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
643 cvar_t Automap_always_hires = { "AutomapHires", "0", 1 };
644 extern int MenuHiresAvailable;
646 uint32_t automap_mode = SM(640,480);
647 int automap_width = 640;
648 int automap_height = 480;
649 int automap_use_game_res=0;
650 int nice_automap = 0;
652 #define RESCALE_X(x) ((x) * automap_width / 640)
653 #define RESCALE_Y(y) ((y) * automap_height / 480)
655 void do_automap( int key_code ) {
662 #if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
667 int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net.
669 control_info saved_control_info;
670 grs_bitmap Automap_background;
671 int Max_segments_away = 0;
672 int SegmentLimit = 1;
675 int must_free_canvas=0;
679 init_automap_colors();
681 if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
686 digi_pause_digi_sounds();
689 Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
691 mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
692 mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
694 if (SM_HIRES2 || (Automap_always_hires.intval && MenuHiresAvailable)) {
695 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
696 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
697 gr_set_mode( AUTOMAP_MODE );
699 gr_set_current_canvas(NULL);
701 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
702 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
706 gr_set_mode( SM(320, 400));
710 FontHires = FontHiresAvailable && AutomapHires;
718 #ifndef AUTOMAP_DIRECT_RENDER
719 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
720 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
721 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
722 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
725 gr_init_bitmap_data (&Automap_background);
726 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
727 if (pcx_error != PCX_ERROR_NONE)
728 Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
729 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
731 #ifndef AUTOMAP_DIRECT_RENDER
734 gr_set_current_canvas(&Pages[i]);
735 gr_bitmap(0, 0, &Automap_background );
736 modex_printf(40, 22, TXT_AUTOMAP, HUGE_FONT, Font_color_20);
737 modex_printf(30, 353, TXT_TURN_SHIP, SMALL_FONT, Font_color_20);
738 modex_printf(30, 369, TXT_SLIDE_UPDOWN, SMALL_FONT, Font_color_20);
739 modex_printf(30, 385, TXT_VIEWING_DISTANCE, SMALL_FONT, Font_color_20);
741 gr_free_bitmap_data(&Automap_background);
742 gr_set_current_canvas(&DrawingPages[current_page]);
743 #endif /* AUTOMAP_DIRECT_RENDER */
744 #endif /* MACINTOSH */
747 #ifndef AUTOMAP_DIRECT_RENDER
748 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
749 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
752 MALLOC(raw_data,ubyte,automap_width*automap_height);
753 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
754 must_free_canvas = 1;
757 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
759 gr_set_current_canvas(&Page);
763 pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
764 if ( pcx_error != PCX_ERROR_NONE ) {
765 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
766 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
770 gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
772 gr_set_curfont(HUGE_FONT);
773 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
774 gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP, HUGE_FONT);
775 gr_set_curfont(SMALL_FONT);
776 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
777 gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
778 gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
779 gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
781 #ifndef AUTOMAP_DIRECT_RENDER
782 gr_set_current_canvas(&DrawingPage);
787 automap_build_edge_list();
790 ViewDist = ZOOM_DEFAULT;
791 ViewMatrix = Objects[Players[Player_num].objnum].orient;
793 tangles.p = PITCH_DEFAULT;
799 view_target = Objects[Players[Player_num].objnum].pos;
801 t1 = entry_time = timer_get_fixed_seconds();
804 //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
805 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
806 SegmentLimit = Max_segments_away;
808 adjust_segment_limit(SegmentLimit);
811 // ZICO - code from above to show frame in OGL correctly. Redundant, but better readable.
812 gr_init_bitmap_data (&Automap_background);
813 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
814 if (pcx_error != PCX_ERROR_NONE)
815 Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
816 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
818 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
819 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
822 MALLOC(raw_data,ubyte,automap_width*automap_height);
823 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
824 must_free_canvas = 1;
831 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
832 gr_set_current_canvas(&Page);
833 ogl_ubitmapm_cs(0, 0, -1, -1, &Automap_background, -1, F1_0, 0 );
834 gr_set_curfont(HUGE_FONT);
835 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
836 gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP);
837 gr_set_curfont(SMALL_FONT);
838 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
839 gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
840 gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
841 gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
842 gr_set_current_canvas(&DrawingPage);
845 if ( leave_mode == 0 && Controls.state[automap] && (timer_get_fixed_seconds() - entry_time) > LEAVE_TIME)
848 if ( !Controls.state[automap] && (leave_mode == 1) )
853 saved_control_info = Controls; // Save controls so we can zero them
854 memset(&Controls,0,sizeof(control_info)); // Clear everything...
855 old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
856 ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
858 if (multi_menu_poll())
861 // GameLoop( 0, 0 ); // Do game loop with no rendering and no reading controls.
862 ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
863 Controls = saved_control_info;
868 if ( Controls.count[automap] ) {
874 //see if redbook song needs to be restarted
875 songs_check_redbook_repeat();
877 while( (c=key_inkey()) ) {
880 case KEY_BACKSP: Int3(); break;
883 case KEY_PRINT_SCREEN: {
885 gr_set_current_canvas(NULL);
886 #ifndef AUTOMAP_DIRECT_RENDER
888 gr_set_current_canvas(&Pages[current_page]);
900 case KEY_DEBUGGED+KEY_F: {
901 for (i=0; i<=Highest_segment_index; i++ )
902 Automap_visited[i] = 1;
903 automap_build_edge_list();
904 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
905 SegmentLimit = Max_segments_away;
906 adjust_segment_limit(SegmentLimit);
912 if (SegmentLimit > 1) {
914 adjust_segment_limit(SegmentLimit);
918 if (SegmentLimit < Max_segments_away) {
920 adjust_segment_limit(SegmentLimit);
933 if (Game_mode & GM_MULTI)
939 marker_num = c-KEY_1;
941 switch(c) { // god this is stupid.....
942 case KEY_1: marker_num = 0; break;
943 case KEY_2: marker_num = 1; break;
944 case KEY_3: marker_num = 2; break;
945 case KEY_4: marker_num = 3; break;
946 case KEY_5: marker_num = 4; break;
947 case KEY_6: marker_num = 5; break;
948 case KEY_7: marker_num = 6; break;
949 case KEY_8: marker_num = 7; break;
950 case KEY_9: marker_num = 8; break;
951 case KEY_0: marker_num = 9; break;
954 if (marker_num<=maxdrop)
956 if (MarkerObject[marker_num] != -1)
957 HighlightMarker=marker_num;
961 case KEY_D+KEY_CTRLED:
962 #ifndef AUTOMAP_DIRECT_RENDER
963 if (current_page) //menu will only work on page 0
964 draw_automap(); //..so switch from 1 to 0
967 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
968 #ifndef AUTOMAP_DIRECT_RENDER
969 gr_set_current_canvas(&Pages[current_page]);
972 if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
973 obj_delete(MarkerObject[HighlightMarker]);
974 MarkerObject[HighlightMarker]=-1;
975 MarkerMessage[HighlightMarker][0]=0;
976 HighlightMarker = -1;
987 if (MarkerScale<30.0)
992 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
994 case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
995 case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
996 case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
999 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
1000 case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
1001 case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
1004 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
1005 case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
1006 case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
1008 //should we just cycle through the list that is displayed in the res change menu?
1009 // what if their card/X/etc can't handle that mode? hrm.
1010 //well, the quick access to the menu is good enough for now.
1012 case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
1013 case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
1014 case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
1018 case KEY_COMMAND+KEY_SHIFTED+KEY_F:
1019 case KEY_ALTED+KEY_ENTER:
1020 case KEY_ALTED+KEY_PADENTER:
1021 gr_toggle_fullscreen_game();
1028 if ( Controls.count[fire_primary] ) {
1029 // Reset orientation
1030 ViewDist = ZOOM_DEFAULT;
1031 tangles.p = PITCH_DEFAULT;
1034 view_target = Objects[Players[Player_num].objnum].pos;
1037 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1039 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1040 tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1041 tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1043 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
1044 vms_angvec tangles1;
1046 old_vt = view_target;
1048 vm_angles_2_matrix(&tempm,&tangles1);
1049 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1050 vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1051 vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1052 if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
1053 view_target = old_vt;
1057 vm_angles_2_matrix(&tempm,&tangles);
1058 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1060 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1061 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1067 gr_palette_load( gr_palette );
1070 t2 = timer_get_fixed_seconds();
1071 while (t2 - t1 < F1_0 / 100) // ogl is fast enough that the automap can read the input too fast and you start to turn really slow. So delay a bit (and free up some cpu :)
1076 t2 = timer_get_fixed_seconds();
1084 //d_free(DrawingListBright);
1086 gr_free_canvas(name_canv_left); name_canv_left=NULL;
1087 gr_free_canvas(name_canv_right); name_canv_right=NULL;
1089 #ifndef AUTOMAP_DIRECT_RENDER
1090 if (must_free_canvas)
1091 d_free(Page.cv_bitmap.bm_data);
1094 mprintf( (0, "Automap memory freed\n" ));
1096 game_flush_inputs();
1101 digi_resume_digi_sounds();
1107 void adjust_segment_limit(int SegmentLimit)
1112 mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1114 for (i=0; i<=Highest_edge_index; i++ ) {
1116 e->flags |= EF_TOO_FAR;
1117 for (e1=0; e1<e->num_faces; e1++ ) {
1118 if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
1119 e->flags &= (~EF_TOO_FAR);
1127 void draw_all_edges()
1131 ubyte nfacing,nnfacing;
1135 fix min_distance = 0x7fffffff;
1141 for (i=0; i<=Highest_edge_index; i++ ) {
1142 //e = &Edges[Edge_used_list[i]];
1144 if (!(e->flags & EF_USED)) continue;
1146 if ( e->flags & EF_TOO_FAR) continue;
1148 if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't
1149 if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1150 continue; // If a line isn't secret and is normal color, then don't draw it
1153 cc=rotate_list(2,e->verts);
1154 distance = Segment_points[e->verts[1]].p3_z;
1156 if (min_distance>distance )
1157 min_distance = distance;
1159 if (!cc.and) { //all off screen?
1160 nfacing = nnfacing = 0;
1161 tv1 = &Vertices[e->verts[0]];
1163 while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
1166 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1167 if (!g3_check_normal_facing( tv1, &temp_v ) )
1169 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1177 if ( nfacing && nnfacing ) {
1179 DrawingListBright[nbright++] = e-Edges;
1180 } else if ( e->flags&(EF_DEFINING|EF_GRATE) ) {
1181 if ( nfacing == 0 ) {
1182 if ( e->flags & EF_NO_FADE )
1183 gr_setcolor( e->color );
1185 gr_setcolor( gr_fade_table[e->color+256*8] );
1186 g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1188 DrawingListBright[nbright++] = e-Edges;
1194 /// mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1196 if ( min_distance < 0 ) min_distance = 0;
1198 // Sort the bright ones using a shell sort
1201 int i, j, incr, v1, v2;
1205 for (i=incr; i<nbright; i++ ) {
1208 // compare element j and j+incr
1209 v1 = Edges[DrawingListBright[j]].verts[0];
1210 v2 = Edges[DrawingListBright[j+incr]].verts[0];
1212 if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1213 // If not in correct order, them swap 'em
1214 t=DrawingListBright[j+incr];
1215 DrawingListBright[j+incr]=DrawingListBright[j];
1216 DrawingListBright[j]=t;
1227 // Draw the bright ones
1228 for (i=0; i<nbright; i++ ) {
1231 e = &Edges[DrawingListBright[i]];
1232 p1 = &Segment_points[e->verts[0]];
1233 p2 = &Segment_points[e->verts[1]];
1234 dist = p1->p3_z - min_distance;
1235 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1236 if ( dist < 0 ) dist=0;
1237 if ( dist >= Automap_farthest_dist ) continue;
1239 if ( e->flags & EF_NO_FADE ) {
1240 gr_setcolor( e->color );
1242 dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1243 color = f2i( dist*31 );
1244 gr_setcolor( gr_fade_table[e->color+color*256] );
1246 g3_draw_line( p1, p2 );
1252 //==================================================================
1254 // All routines below here are used to build the Edge list
1256 //==================================================================
1259 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1260 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1268 oldhash = hash = ((v0*5+v1) % Max_edges);
1273 ev0 = (int)(Edges[hash].verts[0]);
1274 ev1 = (int)(Edges[hash].verts[1]);
1275 evv = (ev1<<16)+ev0;
1276 if (Edges[hash].num_faces == 0 ) ret=0;
1277 else if (evv == vv) ret=1;
1279 if (++hash==Max_edges) hash=0;
1280 if (hash==oldhash) Error("Edge list full!");
1284 *edge_ptr = &Edges[hash];
1294 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) {
1299 if ( Num_edges >= Max_edges) {
1300 // GET JOHN! (And tell him that his
1301 // MAX_EDGES_FROM_VERTS formula is hosed.)
1302 // If he's not around, save the mine,
1303 // and send him mail so he can look
1304 // at the mine later. Don't modify it.
1305 // This is important if this happens.
1306 Int3(); // LOOK ABOVE!!!!!!
1316 found = automap_find_edge(va,vb,&e);
1323 e->flags = EF_USED | EF_DEFINING; // Assume a normal line
1325 e->segnum[0] = segnum;
1326 //Edge_used_list[Num_edges] = e-Edges;
1327 if ( (e-Edges) > Highest_edge_index )
1328 Highest_edge_index = (int)(e - Edges);
1331 //Assert(e->num_faces < 8 );
1333 if ( color != Wall_normal_color )
1334 if (color != Wall_revealed_color)
1337 if ( e->num_faces < 4 ) {
1338 e->sides[e->num_faces] = side;
1339 e->segnum[e->num_faces] = segnum;
1345 e->flags |= EF_GRATE;
1348 e->flags|=EF_SECRET; // Mark this as a hidden edge
1350 e->flags |= EF_NO_FADE;
1353 void add_one_unknown_edge( short va, short vb ) {
1364 found = automap_find_edge(va,vb,&e);
1366 e->flags|=EF_FRONTIER; // Mark as a border edge
1370 extern obj_position Player_init[];
1373 void add_segment_edges(segment *seg)
1375 int is_grate, no_fade;
1378 int segnum = SEGMENT_NUMBER(seg);
1380 int ttype,trigger_num;
1382 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1383 short vertex_list[4];
1391 if (seg->children[sn] == -1) {
1392 color = Wall_normal_color;
1395 switch( Segment2s[segnum].special ) {
1396 case SEGMENT_IS_FUELCEN:
1397 color = BM_XRGB( 29, 27, 13 );
1399 case SEGMENT_IS_CONTROLCEN:
1400 if (Control_center_present)
1401 color = BM_XRGB( 29, 0, 0 );
1403 case SEGMENT_IS_ROBOTMAKER:
1404 color = BM_XRGB( 29, 0, 31 );
1408 if (seg->sides[sn].wall_num > -1) {
1410 trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1411 ttype = Triggers[trigger_num].type;
1412 if (ttype==TT_SECRET_EXIT)
1414 color = BM_XRGB( 29, 0, 31 );
1419 switch( Walls[seg->sides[sn].wall_num].type ) {
1421 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1423 color = Wall_door_blue;
1424 //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1425 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1427 color = Wall_door_gold;
1428 //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1429 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1431 color = Wall_door_red;
1432 //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1433 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1434 int connected_seg = seg->children[sn];
1435 if (connected_seg != -1) {
1436 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1437 int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1438 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1439 color = Wall_door_color;
1441 switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1442 case KEY_BLUE: color = Wall_door_blue; no_fade = 1; break;
1443 case KEY_GOLD: color = Wall_door_gold; no_fade = 1; break;
1444 case KEY_RED: color = Wall_door_red; no_fade = 1; break;
1445 default: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n");
1447 //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1452 color = Wall_normal_color;
1454 //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", SEGMENT_NUMBER(seg), sn));
1458 // Make grates draw properly
1459 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1463 color = Wall_normal_color;
1465 case WALL_BLASTABLE:
1467 color = Wall_door_color;
1472 if (segnum==Player_init[Player_num].segnum)
1473 color = BM_XRGB(31,0,31);
1475 if ( color != 255 ) {
1476 // If they have a map powerup, draw unvisited areas in dark blue.
1477 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))
1478 color = Wall_revealed_color;
1483 get_side_verts(vertex_list,segnum,sn);
1484 add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1485 add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1486 add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1487 add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1490 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1491 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1499 // Adds all the edges from a segment we haven't visited yet.
1501 void add_unknown_segment_edges(segment *seg)
1504 int segnum = SEGMENT_NUMBER(seg);
1506 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1507 short vertex_list[4];
1509 // Only add edges that have no children
1510 if (seg->children[sn] == -1) {
1511 get_side_verts(vertex_list,segnum,sn);
1513 add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1514 add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1515 add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1516 add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1524 void automap_build_edge_list()
1531 if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1532 Automap_cheat = 1; // Damn cheaters...
1535 for (i=0; i<Max_edges; i++) {
1536 Edges[i].num_faces = 0;
1540 Highest_edge_index = -1;
1542 if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) ) {
1543 // Cheating, add all edges as visited
1544 for (s=0; s<=Highest_segment_index; s++)
1546 if (Segments[s].segnum != -1)
1549 add_segment_edges(&Segments[s]);
1552 // Not cheating, add visited edges, and then unvisited edges
1553 for (s=0; s<=Highest_segment_index; s++)
1555 if (Segments[s].segnum != -1)
1557 if (Automap_visited[s]) {
1558 add_segment_edges(&Segments[s]);
1561 for (s=0; s<=Highest_segment_index; s++)
1563 if (Segments[s].segnum != -1)
1565 if (!Automap_visited[s]) {
1566 add_unknown_segment_edges(&Segments[s]);
1570 // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1571 for (i=0; i<=Highest_edge_index; i++ ) {
1573 if (!(e->flags&EF_USED)) continue;
1575 for (e1=0; e1<e->num_faces; e1++ ) {
1576 for (e2=1; e2<e->num_faces; e2++ ) {
1577 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) {
1580 get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1581 get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1582 if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10)) ) {
1584 if ( vm_vec_dot( &Segments[e->segnum[e1]].sides[e->sides[e1]].normals[0], &Segments[e->segnum[e2]].sides[e->sides[e2]].normals[0] ) > (F1_0-(F1_0/10)) ) {
1586 e->flags &= (~EF_DEFINING);
1591 if (!(e->flags & EF_DEFINING))
1596 mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges ));
1600 char Marker_input [40];
1602 ubyte DefiningMarkerMessage=0;
1603 ubyte MarkerBeingDefined;
1604 ubyte LastMarkerDropped;
1606 void InitMarkerInput ()
1610 //find free marker slot
1612 if (Game_mode & GM_MULTI)
1613 maxdrop=MAX_DROP_MULTI;
1615 maxdrop=MAX_DROP_SINGLE;
1617 for (i=0;i<maxdrop;i++)
1618 if (MarkerObject[(Player_num*2)+i] == -1) //found free slot!
1621 if (i==maxdrop) //no free slot
1623 if (Game_mode & GM_MULTI)
1624 i = !LastMarkerDropped; //in multi, replace older of two
1626 HUD_init_message("No free marker slots");
1631 //got a free slot. start inputting marker message
1635 DefiningMarkerMessage=1;
1636 MarkerBeingDefined = i;
1639 void MarkerInputMessage (int key)
1644 DefiningMarkerMessage = 0;
1645 game_flush_inputs();
1650 if (Marker_index > 0)
1652 Marker_input[Marker_index] = 0;
1655 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1656 if (Game_mode & GM_MULTI)
1657 strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1658 DropMarker(MarkerBeingDefined);
1659 LastMarkerDropped = MarkerBeingDefined;
1660 game_flush_inputs();
1661 DefiningMarkerMessage = 0;
1666 int ascii = key_to_ascii(key);
1668 if (Marker_index < 38 )
1670 Marker_input[Marker_index++] = ascii;
1671 Marker_input[Marker_index] = 0;