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.
46 #define AUTOMAP_DIRECT_RENDER
49 #define EF_USED 1 // This edge is used
50 #define EF_DEFINING 2 // A structure defining edge that should always draw.
51 #define EF_FRONTIER 4 // An edge between the known and the unknown.
52 #define EF_SECRET 8 // An edge that is part of a secret wall.
53 #define EF_GRATE 16 // A grate... draw it all the time.
54 #define EF_NO_FADE 32 // An edge that doesn't fade with distance
55 #define EF_TOO_FAR 64 // An edge that is too far away
57 void modex_printf(int x,int y,char *s,grs_font *font,int color);
59 typedef struct Edge_info {
60 short verts[2]; // 4 bytes
61 ubyte sides[4]; // 4 bytes
62 short segnum[4]; // 8 bytes // This might not need to be stored... If you can access the normals of a side.
63 ubyte flags; // 1 bytes // See the EF_??? defines above.
64 ubyte color; // 1 bytes
65 ubyte num_faces; // 1 bytes // 19 bytes...
68 // OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v) ((v*5)/2)
69 // THE following was determined by John by loading levels 1-14 and recording
70 // numbers on 10/26/94.
71 //#define MAX_EDGES_FROM_VERTS(v) (((v)*21)/10)
72 #define MAX_EDGES_FROM_VERTS(v) ((v)*4)
73 //#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
75 #define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
77 #define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
78 #define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
79 #define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
80 #define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
81 #define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
82 #define K_WALL_REVEALED_COLOR BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
83 #define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 )
84 #define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
85 #define K_GREEN_31 BM_XRGB(0, 31, 0)
87 int Wall_normal_color;
92 int Wall_revealed_color;
100 void init_automap_colors(void)
102 Wall_normal_color = K_WALL_NORMAL_COLOR;
103 Wall_door_color = K_WALL_DOOR_COLOR;
104 Wall_door_blue = K_WALL_DOOR_BLUE;
105 Wall_door_gold = K_WALL_DOOR_GOLD;
106 Wall_door_red = K_WALL_DOOR_RED;
107 Wall_revealed_color = K_WALL_REVEALED_COLOR;
108 Hostage_color = K_HOSTAGE_COLOR;
109 Font_color_20 = K_FONT_COLOR_20;
110 Green_31 = K_GREEN_31;
112 White_63 = gr_find_closest_color_current(63,63,63);
113 Blue_48 = gr_find_closest_color_current(0,0,48);
114 Red_48 = gr_find_closest_color_current(48,0,0);
117 // Segment visited list
118 ubyte Automap_visited[MAX_SEGMENTS];
120 // Edge list variables
121 static int Num_edges=0;
122 static int Max_edges; //set each frame
123 static int Highest_edge_index = -1;
124 static Edge_info Edges[MAX_EDGES];
125 static short DrawingListBright[MAX_EDGES];
127 //static short DrawingListBright[MAX_EDGES];
128 //static short Edge_used_list[MAX_EDGES]; //which entries in edge_list have been used
130 // Map movement defines
131 #define PITCH_DEFAULT 9000
132 #define ZOOM_DEFAULT i2f(20*10)
133 #define ZOOM_MIN_VALUE i2f(20*5)
134 #define ZOOM_MAX_VALUE i2f(20*100)
136 #define SLIDE_SPEED (350)
137 #define ZOOM_SPEED_FACTOR 500 //(1500)
138 #define ROT_SPEED_DIVISOR (115000)
140 #ifndef AUTOMAP_DIRECT_RENDER
141 // Screen anvas variables
142 static int current_page=0;
143 static grs_canvas Pages[2];
144 static grs_canvas DrawingPages[2];
146 #define Page Pages[0]
147 #define DrawingPage DrawingPages[0]
149 static grs_canvas Page;
150 static grs_canvas DrawingPage;
151 #endif /* AUTOMAP_DIRECT_RENDER */
154 static int Automap_cheat = 0; // If set, show everything
156 // Rendering variables
157 static fix Automap_zoom = 0x9000;
158 static vms_vector view_target;
159 static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away
160 static vms_matrix ViewMatrix;
161 static fix ViewDist=0;
163 // Function Prototypes
164 void adjust_segment_limit(int SegmentLimit);
165 void draw_all_edges(void);
166 void automap_build_edge_list(void);
168 #define MAX_DROP_MULTI 2
169 #define MAX_DROP_SINGLE 9
171 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
172 int HighlightMarker=-1;
173 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
174 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
175 float MarkerScale=2.0;
176 int MarkerObject[NUM_MARKERS];
178 extern vms_vector Matrix_scale; //how the matrix is currently scaled
181 # define automap_draw_line g3_draw_line
184 // -------------------------------------------------------------
186 void DrawMarkerNumber (int num)
189 g3s_point BasePoint,FromPoint,ToPoint;
191 float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
192 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
193 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
194 {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
195 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
196 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
197 {-1.0, 1.0, 1.0, 1.0},
198 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
199 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
202 float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
203 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
204 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
205 {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
206 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
207 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
208 {1.0, 1.0, 1.0, -1.0},
209 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
210 {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
212 int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
214 for (i=0;i<NumOfPoints[num];i++)
216 ArrayX[num][i]*=MarkerScale;
217 ArrayY[num][i]*=MarkerScale;
220 if (num==HighlightMarker)
221 gr_setcolor (White_63);
223 gr_setcolor (Blue_48);
226 g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
228 for (i=0;i<NumOfPoints[num];i+=2)
234 FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
235 FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
236 g3_code_point (&FromPoint);
237 g3_project_point (&FromPoint);
239 ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
240 ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
241 g3_code_point (&ToPoint);
242 g3_project_point (&ToPoint);
244 automap_draw_line(&FromPoint, &ToPoint);
248 void DropMarker (int player_marker_num)
250 int marker_num = (Player_num*2)+player_marker_num;
251 object *playerp = &Objects[Players[Player_num].objnum];
253 MarkerPoint[marker_num] = playerp->pos;
255 if (MarkerObject[marker_num] != -1)
256 obj_delete(MarkerObject[marker_num]);
258 MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
261 if (Game_mode & GM_MULTI)
262 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
267 extern char guidebot_name[];
269 void DropBuddyMarker(object *objp)
273 // 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?
274 marker_num = MAX_DROP_SINGLE+1;
275 if (marker_num > NUM_MARKERS-1)
276 marker_num = NUM_MARKERS-1;
278 sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
280 MarkerPoint[marker_num] = objp->pos;
282 if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
283 obj_delete(MarkerObject[marker_num]);
285 MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
289 #define MARKER_SPHERE_SIZE 0x58000
294 static int cyc=10,cycdir=1;
295 g3s_point sphere_point;
297 if (Game_mode & GM_MULTI)
302 for (i=0;i<maxdrop;i++)
303 if (MarkerObject[(Player_num*2)+i] != -1) {
305 g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
307 gr_setcolor (gr_find_closest_color_current(cyc,0,0));
308 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
309 gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
310 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
311 gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
312 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
314 DrawMarkerNumber (i);
339 for (i=0;i<NUM_MARKERS;i++) {
340 MarkerMessage[i][0]=0;
345 void automap_clear_visited()
348 for (i=0; i<MAX_SEGMENTS; i++ )
349 Automap_visited[i] = 0;
353 grs_canvas *name_canv_left,*name_canv_right;
355 void draw_player( object * obj )
357 vms_vector arrow_pos, head_pos;
358 g3s_point sphere_point, arrow_point, head_point;
360 // Draw Console player -- shaped like a ellipse with an arrow.
361 g3_rotate_point(&sphere_point,&obj->pos);
362 g3_draw_sphere(&sphere_point,obj->size);
364 // Draw shaft of arrow
365 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
366 g3_rotate_point(&arrow_point,&arrow_pos);
367 automap_draw_line(&sphere_point, &arrow_point);
369 // Draw right head of arrow
370 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
371 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
372 g3_rotate_point(&head_point,&head_pos);
373 automap_draw_line(&arrow_point, &head_point);
375 // Draw left head of arrow
376 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
377 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
378 g3_rotate_point(&head_point,&head_pos);
379 automap_draw_line(&arrow_point, &head_point);
381 // Draw player's up vector
382 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
383 g3_rotate_point(&arrow_point,&arrow_pos);
384 automap_draw_line(&sphere_point, &arrow_point);
393 vms_vector viewer_position;
394 g3s_point sphere_point;
396 #ifndef AUTOMAP_DIRECT_RENDER
399 gr_set_current_canvas(&DrawingPages[current_page]);
402 gr_set_current_canvas(&DrawingPage);
406 gr_clear_canvas(BM_XRGB(0,0,0));
409 render_start_frame();
411 vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
413 g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
415 // mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
421 if (Game_mode & GM_TEAM)
422 color = get_team(Player_num);
425 color = Player_num; // Note link to above if!
427 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
428 draw_player(&Objects[Players[Player_num].objnum]);
432 if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
434 char msg[10+MARKER_MESSAGE_LEN+1];
436 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
438 gr_setcolor (Red_48);
440 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
445 if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) {
446 for (i=0; i<N_players; i++) {
447 if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) ) {
448 if ( Objects[Players[i].objnum].type == OBJ_PLAYER ) {
449 if (Game_mode & GM_TEAM)
453 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
454 draw_player(&Objects[Players[i].objnum]);
462 for (i=0;i<=Highest_object_index;i++,objp++) {
463 switch( objp->type ) {
465 gr_setcolor(Hostage_color);
466 g3_rotate_point(&sphere_point,&objp->pos);
467 g3_draw_sphere(&sphere_point,objp->size);
470 if ( Automap_visited[objp->segnum] ) {
471 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) {
473 case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
474 case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
475 case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
477 Error("Illegal key type: %i", objp->id);
479 g3_rotate_point(&sphere_point,&objp->pos);
480 g3_draw_sphere(&sphere_point,objp->size*4);
489 gr_bitmapm(AutomapHires?10:5, AutomapHires?10:5, &name_canv_left->cv_bitmap);
490 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);
495 #ifndef AUTOMAP_DIRECT_RENDER
497 gr_show_canvas( &Pages[current_page] );
499 //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 );
500 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 );
507 #define LEAVE_TIME 0x4000
509 #define WINDOW_WIDTH 288
512 //print to canvas & double height
513 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
518 grs_canvas *temp_canv;
521 grs_canvas *save_canv;
523 save_canv = grd_curcanv;
525 save_font = grd_curcanv->cv_font;
526 gr_set_curfont(font); //set the font we're going to use
527 gr_get_string_size(s,&w,&h,&aw); //now get the string size
528 gr_set_curfont(save_font); //restore real font
530 //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
531 temp_canv = gr_create_canvas(w,font->ft_h*2);
533 gr_set_current_canvas(temp_canv);
534 gr_set_curfont(font);
535 temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
536 gr_clear_canvas(TRANSPARENCY_COLOR); //trans color
537 gr_set_fontcolor(fc,bc);
540 //now double it, since we're drawing to 400-line modex screen
543 data = temp_canv->cv_bitmap.bm_data;
544 rs = temp_canv->cv_bitmap.bm_rowsize;
546 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
547 memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
548 memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
552 gr_set_current_canvas(save_canv);
557 //print to buffer, double heights, and blit bitmap to screen
558 void modex_printf(int x,int y,char *s,grs_font *font,int color)
560 grs_canvas *temp_canv;
562 temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
564 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
566 gr_free_canvas(temp_canv);
569 //name for each group. maybe move somewhere else
570 char *system_name[] = {
578 void create_name_canv()
580 char name_level_left[128],name_level_right[128];
582 if (Current_level_num > 0)
583 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
585 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
587 if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
588 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
590 strcpy(name_level_right, " ");
592 strcat(name_level_right, Current_level_name);
594 gr_set_fontcolor(Green_31,-1);
595 name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
596 name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
601 extern void GameLoop(int, int );
602 extern int set_segment_depths(int start_seg, ubyte *segbuf);
604 int Automap_active = 0;
607 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX") //load only from hog file
609 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
612 cvar_t Automap_always_hires = { "AutomapHires", "0", 1 };
614 uint32_t automap_mode = SM(640,480);
615 int automap_width = 640;
616 int automap_height = 480;
617 cvar_t automap_use_game_res = { "AutomapGameres", "0", 0 };
618 int nice_automap = 0;
620 #define RESCALE_X(x) ((x) * automap_width / 640)
621 #define RESCALE_Y(y) ((y) * automap_height / 480)
623 void do_automap( int key_code ) {
630 #if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
635 int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net.
637 control_info saved_control_info;
638 grs_bitmap Automap_background;
639 int Max_segments_away = 0;
640 int SegmentLimit = 1;
643 int must_free_canvas=0;
647 init_automap_colors();
649 if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
654 digi_pause_digi_sounds();
657 Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
659 mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
660 mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
662 if (SM_HIRES2 || (Automap_always_hires.intval && MenuHiresAvailable)) {
663 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
664 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
665 vid_set_mode( AUTOMAP_MODE );
667 gr_set_current_canvas(NULL);
669 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
670 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
674 vid_set_mode(SM(320, 400));
678 FontHires = FontHiresAvailable && AutomapHires;
686 #ifndef AUTOMAP_DIRECT_RENDER
687 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
688 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
689 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
690 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
693 gr_init_bitmap_data (&Automap_background);
694 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
695 if (pcx_error != PCX_ERROR_NONE)
696 Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
697 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
699 #ifndef AUTOMAP_DIRECT_RENDER
702 gr_set_current_canvas(&Pages[i]);
703 gr_bitmap(0, 0, &Automap_background );
704 modex_printf(40, 22, TXT_AUTOMAP, HUGE_FONT, Font_color_20);
705 modex_printf(30, 353, TXT_TURN_SHIP, SMALL_FONT, Font_color_20);
706 modex_printf(30, 369, TXT_SLIDE_UPDOWN, SMALL_FONT, Font_color_20);
707 modex_printf(30, 385, TXT_VIEWING_DISTANCE, SMALL_FONT, Font_color_20);
709 gr_free_bitmap_data(&Automap_background);
710 gr_set_current_canvas(&DrawingPages[current_page]);
711 #endif /* AUTOMAP_DIRECT_RENDER */
712 #endif /* MACINTOSH */
715 #ifndef AUTOMAP_DIRECT_RENDER
716 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
717 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
720 MALLOC(raw_data,ubyte,automap_width*automap_height);
721 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
722 must_free_canvas = 1;
725 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
727 gr_set_current_canvas(&Page);
731 pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
732 if ( pcx_error != PCX_ERROR_NONE ) {
733 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
734 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
738 gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
740 gr_set_curfont(HUGE_FONT);
741 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
742 gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP, HUGE_FONT);
743 gr_set_curfont(SMALL_FONT);
744 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
745 gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
746 gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
747 gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
749 #ifndef AUTOMAP_DIRECT_RENDER
750 gr_set_current_canvas(&DrawingPage);
755 automap_build_edge_list();
758 ViewDist = ZOOM_DEFAULT;
759 ViewMatrix = Objects[Players[Player_num].objnum].orient;
761 tangles.p = PITCH_DEFAULT;
767 view_target = Objects[Players[Player_num].objnum].pos;
769 t1 = entry_time = timer_get_fixed_seconds();
772 //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
773 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
774 SegmentLimit = Max_segments_away;
776 adjust_segment_limit(SegmentLimit);
779 // ZICO - code from above to show frame in OGL correctly. Redundant, but better readable.
780 gr_init_bitmap_data (&Automap_background);
781 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
782 if (pcx_error != PCX_ERROR_NONE)
783 Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
784 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
786 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
787 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
790 MALLOC(raw_data,ubyte,automap_width*automap_height);
791 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
792 must_free_canvas = 1;
799 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
800 gr_set_current_canvas(&Page);
801 ogl_ubitmapm_cs(0, 0, -1, -1, &Automap_background, -1, F1_0, 0 );
802 gr_set_curfont(HUGE_FONT);
803 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
804 gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP);
805 gr_set_curfont(SMALL_FONT);
806 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
807 gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
808 gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
809 gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
810 gr_set_current_canvas(&DrawingPage);
813 if ( leave_mode == 0 && Controls.state[automap] && (timer_get_fixed_seconds() - entry_time) > LEAVE_TIME)
816 if ( !Controls.state[automap] && (leave_mode == 1) )
821 saved_control_info = Controls; // Save controls so we can zero them
822 memset(&Controls,0,sizeof(control_info)); // Clear everything...
823 old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
824 ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
826 if (multi_menu_poll())
829 // GameLoop( 0, 0 ); // Do game loop with no rendering and no reading controls.
830 ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
831 Controls = saved_control_info;
836 if ( Controls.count[automap] ) {
842 //see if redbook song needs to be restarted
843 songs_check_redbook_repeat();
845 while( (c=key_inkey()) ) {
848 case KEY_BACKSP: Int3(); break;
851 case KEY_PRINT_SCREEN: {
853 gr_set_current_canvas(NULL);
854 #ifndef AUTOMAP_DIRECT_RENDER
856 gr_set_current_canvas(&Pages[current_page]);
868 case KEY_DEBUGGED+KEY_F: {
869 for (i=0; i<=Highest_segment_index; i++ )
870 Automap_visited[i] = 1;
871 automap_build_edge_list();
872 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
873 SegmentLimit = Max_segments_away;
874 adjust_segment_limit(SegmentLimit);
880 if (SegmentLimit > 1) {
882 adjust_segment_limit(SegmentLimit);
886 if (SegmentLimit < Max_segments_away) {
888 adjust_segment_limit(SegmentLimit);
901 if (Game_mode & GM_MULTI)
907 marker_num = c-KEY_1;
909 switch(c) { // god this is stupid.....
910 case KEY_1: marker_num = 0; break;
911 case KEY_2: marker_num = 1; break;
912 case KEY_3: marker_num = 2; break;
913 case KEY_4: marker_num = 3; break;
914 case KEY_5: marker_num = 4; break;
915 case KEY_6: marker_num = 5; break;
916 case KEY_7: marker_num = 6; break;
917 case KEY_8: marker_num = 7; break;
918 case KEY_9: marker_num = 8; break;
919 case KEY_0: marker_num = 9; break;
922 if (marker_num<=maxdrop)
924 if (MarkerObject[marker_num] != -1)
925 HighlightMarker=marker_num;
929 case KEY_D+KEY_CTRLED:
930 #ifndef AUTOMAP_DIRECT_RENDER
931 if (current_page) //menu will only work on page 0
932 draw_automap(); //..so switch from 1 to 0
935 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
936 #ifndef AUTOMAP_DIRECT_RENDER
937 gr_set_current_canvas(&Pages[current_page]);
940 if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
941 obj_delete(MarkerObject[HighlightMarker]);
942 MarkerObject[HighlightMarker]=-1;
943 MarkerMessage[HighlightMarker][0]=0;
944 HighlightMarker = -1;
955 if (MarkerScale<30.0)
960 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
962 case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
963 case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
964 case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
967 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
968 case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
969 case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
972 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
973 case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
974 case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
976 //should we just cycle through the list that is displayed in the res change menu?
977 // what if their card/X/etc can't handle that mode? hrm.
978 //well, the quick access to the menu is good enough for now.
980 case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
981 case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
982 case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
986 case KEY_COMMAND+KEY_SHIFTED+KEY_F:
987 case KEY_ALTED+KEY_ENTER:
988 case KEY_ALTED+KEY_PADENTER:
989 game_toggle_fullscreen();
996 if ( Controls.count[fire_primary] ) {
998 ViewDist = ZOOM_DEFAULT;
999 tangles.p = PITCH_DEFAULT;
1002 view_target = Objects[Players[Player_num].objnum].pos;
1005 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1007 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1008 tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1009 tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1011 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
1012 vms_angvec tangles1;
1014 old_vt = view_target;
1016 vm_angles_2_matrix(&tempm,&tangles1);
1017 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1018 vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1019 vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1020 if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
1021 view_target = old_vt;
1025 vm_angles_2_matrix(&tempm,&tangles);
1026 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1028 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1029 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1035 gr_palette_load( gr_palette );
1038 t2 = timer_get_fixed_seconds();
1039 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 :)
1044 t2 = timer_get_fixed_seconds();
1052 //d_free(DrawingListBright);
1054 gr_free_canvas(name_canv_left); name_canv_left=NULL;
1055 gr_free_canvas(name_canv_right); name_canv_right=NULL;
1057 #ifndef AUTOMAP_DIRECT_RENDER
1058 if (must_free_canvas)
1059 d_free(Page.cv_bitmap.bm_data);
1062 mprintf( (0, "Automap memory freed\n" ));
1064 game_flush_inputs();
1069 digi_resume_digi_sounds();
1075 void adjust_segment_limit(int SegmentLimit)
1080 mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1082 for (i=0; i<=Highest_edge_index; i++ ) {
1084 e->flags |= EF_TOO_FAR;
1085 for (e1=0; e1<e->num_faces; e1++ ) {
1086 if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
1087 e->flags &= (~EF_TOO_FAR);
1095 void draw_all_edges()
1099 ubyte nfacing,nnfacing;
1103 fix min_distance = 0x7fffffff;
1109 for (i=0; i<=Highest_edge_index; i++ ) {
1110 //e = &Edges[Edge_used_list[i]];
1112 if (!(e->flags & EF_USED)) continue;
1114 if ( e->flags & EF_TOO_FAR) continue;
1116 if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't
1117 if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1118 continue; // If a line isn't secret and is normal color, then don't draw it
1121 cc=rotate_list(2,e->verts);
1122 distance = Segment_points[e->verts[1]].p3_z;
1124 if (min_distance>distance )
1125 min_distance = distance;
1127 if (!cc.and) { //all off screen?
1128 nfacing = nnfacing = 0;
1129 tv1 = &Vertices[e->verts[0]];
1131 while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
1134 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1135 if (!g3_check_normal_facing( tv1, &temp_v ) )
1137 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1145 if ( nfacing && nnfacing ) {
1147 DrawingListBright[nbright++] = e-Edges;
1148 } else if ( e->flags&(EF_DEFINING|EF_GRATE) ) {
1149 if ( nfacing == 0 ) {
1150 if ( e->flags & EF_NO_FADE )
1151 gr_setcolor( e->color );
1153 gr_setcolor( gr_fade_table[e->color+256*8] );
1154 g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1156 DrawingListBright[nbright++] = e-Edges;
1162 /// mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1164 if ( min_distance < 0 ) min_distance = 0;
1166 // Sort the bright ones using a shell sort
1169 int i, j, incr, v1, v2;
1173 for (i=incr; i<nbright; i++ ) {
1176 // compare element j and j+incr
1177 v1 = Edges[DrawingListBright[j]].verts[0];
1178 v2 = Edges[DrawingListBright[j+incr]].verts[0];
1180 if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1181 // If not in correct order, them swap 'em
1182 t=DrawingListBright[j+incr];
1183 DrawingListBright[j+incr]=DrawingListBright[j];
1184 DrawingListBright[j]=t;
1195 // Draw the bright ones
1196 for (i=0; i<nbright; i++ ) {
1199 e = &Edges[DrawingListBright[i]];
1200 p1 = &Segment_points[e->verts[0]];
1201 p2 = &Segment_points[e->verts[1]];
1202 dist = p1->p3_z - min_distance;
1203 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1204 if ( dist < 0 ) dist=0;
1205 if ( dist >= Automap_farthest_dist ) continue;
1207 if ( e->flags & EF_NO_FADE ) {
1208 gr_setcolor( e->color );
1210 dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1211 color = f2i( dist*31 );
1212 gr_setcolor( gr_fade_table[e->color+color*256] );
1214 g3_draw_line( p1, p2 );
1220 //==================================================================
1222 // All routines below here are used to build the Edge list
1224 //==================================================================
1227 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1228 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1236 oldhash = hash = ((v0*5+v1) % Max_edges);
1241 ev0 = (int)(Edges[hash].verts[0]);
1242 ev1 = (int)(Edges[hash].verts[1]);
1243 evv = (ev1<<16)+ev0;
1244 if (Edges[hash].num_faces == 0 ) ret=0;
1245 else if (evv == vv) ret=1;
1247 if (++hash==Max_edges) hash=0;
1248 if (hash==oldhash) Error("Edge list full!");
1252 *edge_ptr = &Edges[hash];
1262 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) {
1267 if ( Num_edges >= Max_edges) {
1268 // GET JOHN! (And tell him that his
1269 // MAX_EDGES_FROM_VERTS formula is hosed.)
1270 // If he's not around, save the mine,
1271 // and send him mail so he can look
1272 // at the mine later. Don't modify it.
1273 // This is important if this happens.
1274 Int3(); // LOOK ABOVE!!!!!!
1284 found = automap_find_edge(va,vb,&e);
1291 e->flags = EF_USED | EF_DEFINING; // Assume a normal line
1293 e->segnum[0] = segnum;
1294 //Edge_used_list[Num_edges] = e-Edges;
1295 if ( (e-Edges) > Highest_edge_index )
1296 Highest_edge_index = (int)(e - Edges);
1299 //Assert(e->num_faces < 8 );
1301 if ( color != Wall_normal_color )
1302 if (color != Wall_revealed_color)
1305 if ( e->num_faces < 4 ) {
1306 e->sides[e->num_faces] = side;
1307 e->segnum[e->num_faces] = segnum;
1313 e->flags |= EF_GRATE;
1316 e->flags|=EF_SECRET; // Mark this as a hidden edge
1318 e->flags |= EF_NO_FADE;
1321 void add_one_unknown_edge( short va, short vb ) {
1332 found = automap_find_edge(va,vb,&e);
1334 e->flags|=EF_FRONTIER; // Mark as a border edge
1338 extern obj_position Player_init[];
1341 void add_segment_edges(segment *seg)
1343 int is_grate, no_fade;
1346 int segnum = SEGMENT_NUMBER(seg);
1348 int ttype,trigger_num;
1350 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1351 short vertex_list[4];
1359 if (seg->children[sn] == -1) {
1360 color = Wall_normal_color;
1363 switch( Segment2s[segnum].special ) {
1364 case SEGMENT_IS_FUELCEN:
1365 color = BM_XRGB( 29, 27, 13 );
1367 case SEGMENT_IS_CONTROLCEN:
1368 if (Control_center_present)
1369 color = BM_XRGB( 29, 0, 0 );
1371 case SEGMENT_IS_ROBOTMAKER:
1372 color = BM_XRGB( 29, 0, 31 );
1376 if (seg->sides[sn].wall_num > -1) {
1378 trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1379 ttype = Triggers[trigger_num].type;
1380 if (ttype==TT_SECRET_EXIT)
1382 color = BM_XRGB( 29, 0, 31 );
1387 switch( Walls[seg->sides[sn].wall_num].type ) {
1389 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1391 color = Wall_door_blue;
1392 //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1393 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1395 color = Wall_door_gold;
1396 //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1397 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1399 color = Wall_door_red;
1400 //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1401 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1402 int connected_seg = seg->children[sn];
1403 if (connected_seg != -1) {
1404 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1405 int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1406 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1407 color = Wall_door_color;
1409 switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1410 case KEY_BLUE: color = Wall_door_blue; no_fade = 1; break;
1411 case KEY_GOLD: color = Wall_door_gold; no_fade = 1; break;
1412 case KEY_RED: color = Wall_door_red; no_fade = 1; break;
1413 default: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n");
1415 //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1420 color = Wall_normal_color;
1422 //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", SEGMENT_NUMBER(seg), sn));
1426 // Make grates draw properly
1427 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1431 color = Wall_normal_color;
1433 case WALL_BLASTABLE:
1435 color = Wall_door_color;
1440 if (segnum==Player_init[Player_num].segnum)
1441 color = BM_XRGB(31,0,31);
1443 if ( color != 255 ) {
1444 // If they have a map powerup, draw unvisited areas in dark blue.
1445 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))
1446 color = Wall_revealed_color;
1451 get_side_verts(vertex_list,segnum,sn);
1452 add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1453 add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1454 add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1455 add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1458 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1459 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1467 // Adds all the edges from a segment we haven't visited yet.
1469 void add_unknown_segment_edges(segment *seg)
1472 int segnum = SEGMENT_NUMBER(seg);
1474 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1475 short vertex_list[4];
1477 // Only add edges that have no children
1478 if (seg->children[sn] == -1) {
1479 get_side_verts(vertex_list,segnum,sn);
1481 add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1482 add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1483 add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1484 add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1492 void automap_build_edge_list()
1499 if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1500 Automap_cheat = 1; // Damn cheaters...
1503 for (i=0; i<Max_edges; i++) {
1504 Edges[i].num_faces = 0;
1508 Highest_edge_index = -1;
1510 if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) ) {
1511 // Cheating, add all edges as visited
1512 for (s=0; s<=Highest_segment_index; s++)
1514 if (Segments[s].segnum != -1)
1517 add_segment_edges(&Segments[s]);
1520 // Not cheating, add visited edges, and then unvisited edges
1521 for (s=0; s<=Highest_segment_index; s++)
1523 if (Segments[s].segnum != -1)
1525 if (Automap_visited[s]) {
1526 add_segment_edges(&Segments[s]);
1529 for (s=0; s<=Highest_segment_index; s++)
1531 if (Segments[s].segnum != -1)
1533 if (!Automap_visited[s]) {
1534 add_unknown_segment_edges(&Segments[s]);
1538 // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1539 for (i=0; i<=Highest_edge_index; i++ ) {
1541 if (!(e->flags&EF_USED)) continue;
1543 for (e1=0; e1<e->num_faces; e1++ ) {
1544 for (e2=1; e2<e->num_faces; e2++ ) {
1545 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) {
1548 get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1549 get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1550 if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10)) ) {
1552 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)) ) {
1554 e->flags &= (~EF_DEFINING);
1559 if (!(e->flags & EF_DEFINING))
1564 mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges ));
1568 char Marker_input [40];
1570 ubyte DefiningMarkerMessage=0;
1571 ubyte MarkerBeingDefined;
1572 ubyte LastMarkerDropped;
1574 void InitMarkerInput ()
1578 //find free marker slot
1580 if (Game_mode & GM_MULTI)
1581 maxdrop=MAX_DROP_MULTI;
1583 maxdrop=MAX_DROP_SINGLE;
1585 for (i=0;i<maxdrop;i++)
1586 if (MarkerObject[(Player_num*2)+i] == -1) //found free slot!
1589 if (i==maxdrop) //no free slot
1591 if (Game_mode & GM_MULTI)
1592 i = !LastMarkerDropped; //in multi, replace older of two
1594 HUD_init_message("No free marker slots");
1599 //got a free slot. start inputting marker message
1603 DefiningMarkerMessage=1;
1604 MarkerBeingDefined = i;
1607 void MarkerInputMessage (int key)
1612 DefiningMarkerMessage = 0;
1613 game_flush_inputs();
1618 if (Marker_index > 0)
1620 Marker_input[Marker_index] = 0;
1623 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1624 if (Game_mode & GM_MULTI)
1625 strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1626 DropMarker(MarkerBeingDefined);
1627 LastMarkerDropped = MarkerBeingDefined;
1628 game_flush_inputs();
1629 DefiningMarkerMessage = 0;
1634 int ascii = key_to_ascii(key);
1636 if (Marker_index < 38 )
1638 Marker_input[Marker_index++] = ascii;
1639 Marker_input[Marker_index] = 0;