1 /* $Id: automap.c,v 1.6 2002-08-06 09:30:24 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * FIXME: put description here
34 #include "pa_enabl.h" //$$POLY_ACC
85 #define AUTOMAP_DIRECT_RENDER
88 #define EF_USED 1 // This edge is used
89 #define EF_DEFINING 2 // A structure defining edge that should always draw.
90 #define EF_FRONTIER 4 // An edge between the known and the unknown.
91 #define EF_SECRET 8 // An edge that is part of a secret wall.
92 #define EF_GRATE 16 // A grate... draw it all the time.
93 #define EF_NO_FADE 32 // An edge that doesn't fade with distance
94 #define EF_TOO_FAR 64 // An edge that is too far away
96 void modex_printf(int x,int y,char *s,grs_font *font,int color);
98 typedef struct Edge_info {
99 short verts[2]; // 4 bytes
100 ubyte sides[4]; // 4 bytes
101 short segnum[4]; // 8 bytes // This might not need to be stored... If you can access the normals of a side.
102 ubyte flags; // 1 bytes // See the EF_??? defines above.
103 ubyte color; // 1 bytes
104 ubyte num_faces; // 1 bytes // 19 bytes...
107 //OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v) ((v*5)/2)
108 // THE following was determined by John by loading levels 1-14 and recording
109 // numbers on 10/26/94.
110 //#define MAX_EDGES_FROM_VERTS(v) (((v)*21)/10)
111 #define MAX_EDGES_FROM_VERTS(v) ((v)*4)
112 //#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
114 #define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
116 #define K_WALL_NORMAL_COLOR BM_XRGB( 29, 29, 29 )
117 #define K_WALL_DOOR_COLOR BM_XRGB( 5, 27, 5 )
118 #define K_WALL_DOOR_BLUE BM_XRGB( 0, 0, 31)
119 #define K_WALL_DOOR_GOLD BM_XRGB( 31, 31, 0)
120 #define K_WALL_DOOR_RED BM_XRGB( 31, 0, 0)
121 #define K_WALL_REVEALED_COLOR BM_XRGB( 0, 0, 25 ) //what you see when you have the full map powerup
122 #define K_HOSTAGE_COLOR BM_XRGB( 0, 31, 0 )
123 #define K_FONT_COLOR_20 BM_XRGB( 20, 20, 20 )
124 #define K_GREEN_31 BM_XRGB(0, 31, 0)
126 int Wall_normal_color;
131 int Wall_revealed_color;
139 void init_automap_colors(void)
141 Wall_normal_color = K_WALL_NORMAL_COLOR;
142 Wall_door_color = K_WALL_DOOR_COLOR;
143 Wall_door_blue = K_WALL_DOOR_BLUE;
144 Wall_door_gold = K_WALL_DOOR_GOLD;
145 Wall_door_red = K_WALL_DOOR_RED;
146 Wall_revealed_color = K_WALL_REVEALED_COLOR;
147 Hostage_color = K_HOSTAGE_COLOR;
148 Font_color_20 = K_FONT_COLOR_20;
149 Green_31 = K_GREEN_31;
151 White_63 = gr_find_closest_color_current(63,63,63);
152 Blue_48 = gr_find_closest_color_current(0,0,48);
153 Red_48 = gr_find_closest_color_current(48,0,0);
156 // Segment visited list
157 ubyte Automap_visited[MAX_SEGMENTS];
159 // Edge list variables
160 static int Num_edges=0;
161 static int Max_edges; //set each frame
162 static int Highest_edge_index = -1;
163 static Edge_info Edges[MAX_EDGES];
164 static short DrawingListBright[MAX_EDGES];
166 //static short DrawingListBright[MAX_EDGES];
167 //static short Edge_used_list[MAX_EDGES]; //which entries in edge_list have been used
169 // Map movement defines
170 #define PITCH_DEFAULT 9000
171 #define ZOOM_DEFAULT i2f(20*10)
172 #define ZOOM_MIN_VALUE i2f(20*5)
173 #define ZOOM_MAX_VALUE i2f(20*100)
175 #define SLIDE_SPEED (350)
176 #define ZOOM_SPEED_FACTOR 500 //(1500)
177 #define ROT_SPEED_DIVISOR (115000)
179 #ifndef AUTOMAP_DIRECT_RENDER
180 // Screen anvas variables
181 static int current_page=0;
183 static dd_grs_canvas ddPages[2];
184 static dd_grs_canvas ddDrawingPages[2];
186 #define ddPage ddPages[0]
187 #define ddDrawingPage ddDrawingPages[0]
191 #if defined(MACINTOSH) && defined(POLY_ACC)
192 grs_canvas Pages[2]; // non static under rave so the backbuffer callback function can get at them
193 grs_canvas DrawingPages[2]; // non static under rave so the backbuffer callback function can get at them
195 static grs_canvas Pages[2];
196 static grs_canvas DrawingPages[2];
198 #endif /* AUTOMAP_DIRECT_RENDER */
200 #define Page Pages[0]
201 #define DrawingPage DrawingPages[0]
204 static int Automap_cheat = 0; // If set, show everything
206 // Rendering variables
207 static fix Automap_zoom = 0x9000;
208 static vms_vector view_target;
209 static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away
210 static vms_matrix ViewMatrix;
211 static fix ViewDist=0;
213 // Function Prototypes
214 void adjust_segment_limit(int SegmentLimit);
215 void draw_all_edges(void);
216 void automap_build_edge_list(void);
218 #define MAX_DROP_MULTI 2
219 #define MAX_DROP_SINGLE 9
221 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
222 int HighlightMarker=-1;
223 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
224 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
225 float MarkerScale=2.0;
226 int MarkerObject[NUM_MARKERS];
228 extern vms_vector Matrix_scale; //how the matrix is currently scaled
230 // -------------------------------------------------------------
232 void DrawMarkerNumber (int num)
235 g3s_point BasePoint,FromPoint,ToPoint;
237 float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
238 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
239 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
240 {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
241 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
242 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
243 {-1.0, 1.0, 1.0, 1.0},
244 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
245 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
248 float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
249 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
250 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
251 {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
252 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
253 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
254 {1.0, 1.0, 1.0, -1.0},
255 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
256 {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
258 int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
260 for (i=0;i<NumOfPoints[num];i++)
262 ArrayX[num][i]*=MarkerScale;
263 ArrayY[num][i]*=MarkerScale;
266 if (num==HighlightMarker)
267 gr_setcolor (White_63);
269 gr_setcolor (Blue_48);
272 g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
274 for (i=0;i<NumOfPoints[num];i+=2)
280 FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
281 FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
282 g3_code_point (&FromPoint);
283 g3_project_point (&FromPoint);
285 ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
286 ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
287 g3_code_point (&ToPoint);
288 g3_project_point (&ToPoint);
290 #if defined(MACINTOSH) && defined(POLY_ACC)
292 int savePAEnabledState = PAEnabled; // icky hack. automap draw context is no longer valid when this is called.
293 // so we can not use the pa_draw_line function for rave
296 g3_draw_line( &FromPoint, &ToPoint );
297 PAEnabled = savePAEnabledState;
300 g3_draw_line( &FromPoint, &ToPoint );
306 void DropMarker (int player_marker_num)
308 int marker_num = (Player_num*2)+player_marker_num;
309 object *playerp = &Objects[Players[Player_num].objnum];
311 MarkerPoint[marker_num] = playerp->pos;
313 if (MarkerObject[marker_num] != -1)
314 obj_delete(MarkerObject[marker_num]);
316 MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
319 if (Game_mode & GM_MULTI)
320 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
325 extern char guidebot_name[];
327 void DropBuddyMarker(object *objp)
331 // 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?
332 marker_num = MAX_DROP_SINGLE+1;
333 if (marker_num > NUM_MARKERS-1)
334 marker_num = NUM_MARKERS-1;
336 sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
338 MarkerPoint[marker_num] = objp->pos;
340 if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
341 obj_delete(MarkerObject[marker_num]);
343 MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
347 #define MARKER_SPHERE_SIZE 0x58000
352 static int cyc=10,cycdir=1;
353 g3s_point sphere_point;
355 if (Game_mode & GM_MULTI)
360 for (i=0;i<maxdrop;i++)
361 if (MarkerObject[(Player_num*2)+i] != -1) {
363 g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
365 gr_setcolor (gr_find_closest_color_current(cyc,0,0));
366 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
367 gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
368 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
369 gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
370 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
372 DrawMarkerNumber (i);
397 for (i=0;i<NUM_MARKERS;i++) {
398 MarkerMessage[i][0]=0;
403 void automap_clear_visited()
406 for (i=0; i<MAX_SEGMENTS; i++ )
407 Automap_visited[i] = 0;
411 grs_canvas *name_canv_left,*name_canv_right;
412 char name_level[128];
414 void draw_player( object * obj )
416 vms_vector arrow_pos, head_pos;
417 g3s_point sphere_point, arrow_point, head_point;
419 // Draw Console player -- shaped like a ellipse with an arrow.
420 g3_rotate_point(&sphere_point,&obj->pos);
421 g3_draw_sphere(&sphere_point,obj->size);
423 // Draw shaft of arrow
424 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
425 g3_rotate_point(&arrow_point,&arrow_pos);
426 #if defined(MACINTOSH) && defined(POLY_ACC)
428 int savePAEnabledState = PAEnabled; // icky hack. automap draw context is no longer valid when this is called.
429 // so we can not use the pa_draw_line function for rave
432 g3_draw_line( &sphere_point, &arrow_point );
433 PAEnabled = savePAEnabledState;
436 g3_draw_line( &sphere_point, &arrow_point );
439 // Draw right head of arrow
440 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
441 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
442 g3_rotate_point(&head_point,&head_pos);
443 #if defined(MACINTOSH) && defined(POLY_ACC)
445 int savePAEnabledState = PAEnabled;
447 g3_draw_line( &arrow_point, &head_point );
448 PAEnabled = savePAEnabledState;
451 g3_draw_line( &arrow_point, &head_point );
454 // Draw left head of arrow
455 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
456 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
457 g3_rotate_point(&head_point,&head_pos);
458 #if defined(MACINTOSH) && defined(POLY_ACC)
460 int savePAEnabledState = PAEnabled;
462 g3_draw_line( &arrow_point, &head_point );
463 PAEnabled = savePAEnabledState;
466 g3_draw_line( &arrow_point, &head_point );
469 // Draw player's up vector
470 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
471 g3_rotate_point(&arrow_point,&arrow_pos);
472 #if defined(MACINTOSH) && defined(POLY_ACC)
474 int savePAEnabledState = PAEnabled;
476 g3_draw_line( &sphere_point, &arrow_point );
477 PAEnabled = savePAEnabledState;
480 g3_draw_line( &sphere_point, &arrow_point );
487 #if defined(MACINTOSH) && defined(POLY_ACC)
489 void pa_mac_draw_automap_extras(void)
494 g3s_point sphere_point;
496 AutomapHires = 1; // always on the mac
500 if (Game_mode & GM_TEAM)
501 color = get_team(Player_num);
504 color = Player_num; // Note link to above if!
506 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
507 draw_player(&Objects[Players[Player_num].objnum]);
511 if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
513 char msg[10+MARKER_MESSAGE_LEN+1];
515 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
517 gr_setcolor (Red_48);
519 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
524 if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )
526 for (i=0; i<N_players; i++)
528 if ((i != Player_num) &&
529 ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )
531 if ( Objects[Players[i].objnum].type == OBJ_PLAYER )
533 if (Game_mode & GM_TEAM)
537 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
538 draw_player(&Objects[Players[i].objnum]);
546 for (i=0;i<=Highest_object_index;i++,objp++)
551 gr_setcolor(Hostage_color);
552 g3_rotate_point(&sphere_point,&objp->pos);
553 g3_draw_sphere(&sphere_point,objp->size);
556 if ( Automap_visited[objp->segnum] )
558 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )
562 case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
563 case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
564 case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
566 Error("Illegal key type: %i", objp->id);
568 g3_rotate_point(&sphere_point,&objp->pos);
569 g3_draw_sphere(&sphere_point,objp->size*4);
576 gr_bitmapm(AutomapHires?10:AutomapHires?10:5,5,&name_canv_left->cv_bitmap);
577 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);
580 void pa_mac_draw_automap(void)
582 vms_vector viewer_position;
585 render_start_frame();
586 pa_set_context(kAutoMapDrawContextID, NULL);
589 vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
590 g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
604 vms_vector viewer_position;
605 g3s_point sphere_point;
611 pa_mac_draw_automap();
617 #ifndef AUTOMAP_DIRECT_RENDER
619 WIN(mprintf((1, "Can't do lores automap in Windows!\n")));
622 gr_set_current_canvas(&DrawingPages[current_page]);
626 dd_gr_set_current_canvas(&ddDrawingPage),
627 gr_set_current_canvas(&DrawingPage)
632 #if defined(POLY_ACC)
637 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
638 gr_clear_canvas(BM_XRGB(0,0,0))
641 WIN(DDGRLOCK(dd_grd_curcanv));
644 render_start_frame();
646 vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
648 g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
650 // mprintf((0, "dd_grd_curcanv->canvas.cv_bitmap.bm_data= %x\n", dd_grd_curcanv->canvas.cv_bitmap.bm_data));
651 // mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
657 if (Game_mode & GM_TEAM)
658 color = get_team(Player_num);
661 color = Player_num; // Note link to above if!
663 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
664 draw_player(&Objects[Players[Player_num].objnum]);
668 if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
670 char msg[10+MARKER_MESSAGE_LEN+1];
672 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
674 gr_setcolor (Red_48);
676 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
681 if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) {
682 for (i=0; i<N_players; i++) {
683 if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) ) {
684 if ( Objects[Players[i].objnum].type == OBJ_PLAYER ) {
685 if (Game_mode & GM_TEAM)
689 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
690 draw_player(&Objects[Players[i].objnum]);
698 for (i=0;i<=Highest_object_index;i++,objp++) {
699 switch( objp->type ) {
701 gr_setcolor(Hostage_color);
702 g3_rotate_point(&sphere_point,&objp->pos);
703 g3_draw_sphere(&sphere_point,objp->size);
706 if ( Automap_visited[objp->segnum] ) {
707 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) {
709 case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
710 case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
711 case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
713 Error("Illegal key type: %i", objp->id);
715 g3_rotate_point(&sphere_point,&objp->pos);
716 g3_draw_sphere(&sphere_point,objp->size*4);
725 gr_bitmapm(AutomapHires?10:AutomapHires?10:5,5,&name_canv_left->cv_bitmap);
726 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);
727 gr_set_curfont(GAME_FONT);
728 gr_set_fontcolor(BM_XRGB(0,31,0),-1);
729 gr_uprintf(5,5,name_level);
731 WIN(DDGRUNLOCK(dd_grd_curcanv));
736 #ifndef AUTOMAP_DIRECT_RENDER
738 gr_show_canvas( &Pages[current_page] );
741 //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 );
742 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 );
744 dd_gr_blt_screen(&ddPage, 0,0,0,0,0,0,0,0);
753 #define LEAVE_TIME 0x00010000
755 #define LEAVE_TIME 0x4000
758 #define WINDOW_WIDTH 288
761 //print to canvas & double height
762 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
767 grs_canvas *temp_canv;
772 dd_grs_canvas *save_canv,
773 grs_canvas *save_canv
777 save_canv = dd_grd_curcanv,
778 save_canv = grd_curcanv
781 save_font = grd_curcanv->cv_font;
782 gr_set_curfont(font); //set the font we're going to use
783 gr_get_string_size(s,&w,&h,&aw); //now get the string size
784 gr_set_curfont(save_font); //restore real font
786 //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
787 temp_canv = gr_create_canvas(w,font->ft_h*2);
789 gr_set_current_canvas(temp_canv);
790 gr_set_curfont(font);
791 gr_clear_canvas(TRANSPARENCY_COLOR); //trans color
792 gr_set_fontcolor(fc,bc);
795 //now double it, since we're drawing to 400-line modex screen
798 data = temp_canv->cv_bitmap.bm_data;
799 rs = temp_canv->cv_bitmap.bm_rowsize;
801 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
802 memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
803 memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
808 dd_gr_set_current_canvas(save_canv),
809 gr_set_current_canvas(save_canv)
815 //print to buffer, double heights, and blit bitmap to screen
816 void modex_printf(int x,int y,char *s,grs_font *font,int color)
818 grs_canvas *temp_canv;
820 temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
822 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
824 gr_free_canvas(temp_canv);
827 //name for each group. maybe move somewhere else
828 char *system_name[] = {
836 void create_name_canv()
838 char name_level_left[128],name_level_right[128];
840 if (Current_level_num > 0)
841 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
843 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
845 if (Current_mission_num == 0 && Current_level_num>0) //built-in mission
846 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
848 strcpy(name_level_right, " ");
850 strcat(name_level_right, Current_level_name);
852 gr_set_fontcolor(Green_31,-1);
853 name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
854 name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
858 void modex_print_message(int x, int y, char *str)
861 #ifndef AUTOMAP_DIRECT_RENDER
864 for (i=0; i<2; i++ ) {
865 gr_set_current_canvas(&Pages[i]);
868 modex_printf(x, y, str, MEDIUM1_FONT,Font_color_20);
869 #ifndef AUTOMAP_DIRECT_RENDER
871 gr_set_current_canvas(&DrawingPages[current_page]);
875 #ifndef AUTOMAP_DIRECT_RENDER
876 gr_set_current_canvas(&Page);
878 modex_printf(x, y, str, MEDIUM1_FONT,Font_color_20);
879 #ifndef AUTOMAP_DIRECT_RENDER
880 gr_set_current_canvas(&DrawingPage);
885 extern void GameLoop(int, int );
886 extern int set_segment_depths(int start_seg, ubyte *segbuf);
888 int Automap_active = 0;
891 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX") //load only from hog file
893 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
896 int Automap_always_hires=0;
897 extern int MenuHiresAvailable;
899 extern int Current_display_mode;
901 u_int32_t automap_mode = SM(640,480);
902 int automap_width = 640;
903 int automap_height = 480;
904 int automap_use_game_res=0;
906 void do_automap( int key_code ) {
916 int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net.
918 control_info saved_control_info;
919 grs_bitmap Automap_background;
920 int Max_segments_away = 0;
921 int SegmentLimit = 1;
924 int must_free_canvas=0;
926 WIN(int dd_VR_screen_mode_save);
927 WIN(int redraw_screen=0);
931 init_automap_colors();
933 key_code = key_code; // disable warning...
935 if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
940 digi_pause_digi_sounds();
943 Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
945 mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
946 mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
948 #if !defined (WINDOWS) && !defined(MACINTOSH)
949 if ((Current_display_mode!=0 && Current_display_mode!=2) || (Automap_always_hires && MenuHiresAvailable)) {
950 #if !defined(POLY_ACC)
951 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
952 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
953 gr_set_mode( AUTOMAP_MODE );
955 gr_set_current_canvas(NULL);
957 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
958 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
960 PA_DFX (pa_set_frontbuffer_current());
964 gr_set_mode( SM(320, 400));
968 AutomapHires = 1; //Mac & Windows(?) always in hires
972 dd_VR_screen_mode_save = VR_screen_mode;
973 VR_screen_mode = SM95_640x480x8; // HACK! Forcing reinit of 640x480
974 set_screen_mode(SCREEN_GAME);
977 FontHires = FontHiresAvailable && AutomapHires;
986 #ifndef AUTOMAP_DIRECT_RENDER
987 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
988 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
989 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
990 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
993 gr_init_bitmap_data (&Automap_background);
994 // pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&Automap_background,BM_LINEAR,pal);
995 // if ( pcx_error != PCX_ERROR_NONE )
996 // Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
997 // gr_remap_bitmap_good( &Automap_background, pal, -1, -1 );
999 #ifndef AUTOMAP_DIRECT_RENDER
1000 for (i=0; i<2; i++ ) {
1001 gr_set_current_canvas(&Pages[i]);
1002 // gr_bitmap( 0, 0, &Automap_background );
1003 // modex_printf( 40, 22,TXT_AUTOMAP,HUGE_FONT,Font_color_20);
1004 // modex_printf( 30,353,TXT_TURN_SHIP,SMALL_FONT,Font_color_20);
1005 // modex_printf( 30,369,TXT_SLIDE_UPDOWN,SMALL_FONT,Font_color_20);
1006 // modex_printf( 30,385,TXT_VIEWING_DISTANCE,SMALL_FONT,Font_color_20);
1008 gr_free_bitmap_data(&Automap_background);
1009 gr_set_current_canvas(&DrawingPages[current_page]);
1010 #endif /* AUTOMAP_DIRECT_RENDER */
1011 #endif /* MACINTOSH */
1014 #ifndef AUTOMAP_DIRECT_RENDER
1015 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
1017 WIN(dd_gr_init_sub_canvas(&ddPage, &dd_VR_render_buffer[0], 0, 0, automap_width,automap_height));
1019 #if defined(MACINTOSH) && defined(POLY_ACC)
1022 // we want all the automap border stuff to be drawn straight to the screen
1023 gr_init_sub_canvas(&Page,&(grd_curscreen->sc_canvas),0, 0, automap_width, automap_height);
1027 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
1030 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
1037 MALLOC(raw_data,ubyte,automap_width*automap_height);
1038 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
1040 dd_gr_init_canvas(&ddPage, BM_LINEAR, automap_width,automap_height);
1041 gr_init_canvas(&Page,NULL,BM_LINEAR,automap_width,automap_height);
1043 must_free_canvas = 1;
1046 WIN(dd_gr_init_sub_canvas(&ddDrawingPage, &ddPage, 0,0,automap_width,automap_height));
1047 gr_init_sub_canvas(&DrawingPage,&Page, 0,0,automap_width,automap_height);
1050 dd_gr_set_current_canvas(&ddPage),
1051 gr_set_current_canvas(&Page)
1055 #if defined(POLY_ACC)
1058 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR15,pal);
1062 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR15,pal);
1063 if ( pcx_error != PCX_ERROR_NONE )
1065 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
1071 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR,pal);
1072 if ( pcx_error != PCX_ERROR_NONE )
1074 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
1078 gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
1083 WIN(DDGRLOCK(dd_grd_curcanv));
1084 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR,pal);
1085 if ( pcx_error != PCX_ERROR_NONE ) {
1086 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
1087 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
1091 gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
1094 gr_set_curfont(HUGE_FONT);
1095 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
1096 gr_printf( 80, 36,TXT_AUTOMAP,HUGE_FONT);
1097 gr_set_curfont(SMALL_FONT);
1098 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
1099 gr_printf( 60, 426,TXT_TURN_SHIP);
1100 gr_printf( 60, 443,TXT_SLIDE_UPDOWN);
1101 gr_printf( 60, 460,TXT_VIEWING_DISTANCE);
1102 WIN(DDGRUNLOCK(dd_grd_curcanv));
1104 #ifndef AUTOMAP_DIRECT_RENDER
1106 dd_gr_set_current_canvas(&ddDrawingPage),
1107 gr_set_current_canvas(&DrawingPage)
1113 WIN(if (!redraw_screen) {)
1114 automap_build_edge_list();
1117 ViewDist = ZOOM_DEFAULT;
1118 ViewMatrix = Objects[Players[Player_num].objnum].orient;
1120 tangles.p = PITCH_DEFAULT;
1126 view_target = Objects[Players[Player_num].objnum].pos;
1128 t1 = entry_time = timer_get_fixed_seconds();
1131 //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
1132 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
1133 SegmentLimit = Max_segments_away;
1135 adjust_segment_limit(SegmentLimit);
1138 WIN(if (redraw_screen) redraw_screen = 0);
1141 if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
1144 if ( !Controls.automap_state && (leave_mode==1) )
1149 saved_control_info = Controls; // Save controls so we can zero them
1150 memset(&Controls,0,sizeof(control_info)); // Clear everything...
1151 old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
1152 ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
1154 if (multi_menu_poll())
1157 // GameLoop( 0, 0 ); // Do game loop with no rendering and no reading controls.
1158 ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
1159 Controls = saved_control_info;
1163 controls_read_all();
1165 controls_read_all_win();
1168 if ( Controls.automap_down_count ) {
1174 //see if redbook song needs to be restarted
1175 songs_check_redbook_repeat();
1180 DoMessageStuff(&msg);
1181 if (_RedrawScreen) {
1182 _RedrawScreen = FALSE;
1187 if (msg.message == WM_QUIT) exit(1);
1194 while( (c=key_inkey()) ) {
1197 case KEY_BACKSP: Int3(); break;
1200 case KEY_PRINT_SCREEN: {
1203 dd_gr_set_current_canvas(NULL),
1204 gr_set_current_canvas(NULL)
1207 #ifndef AUTOMAP_DIRECT_RENDER
1209 gr_set_current_canvas(&Pages[current_page]);
1211 save_screen_shot(1);
1221 case KEY_DEBUGGED+KEY_F: {
1222 for (i=0; i<=Highest_segment_index; i++ )
1223 Automap_visited[i] = 1;
1224 automap_build_edge_list();
1225 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
1226 SegmentLimit = Max_segments_away;
1227 adjust_segment_limit(SegmentLimit);
1233 if (SegmentLimit > 1) {
1235 adjust_segment_limit(SegmentLimit);
1239 if (SegmentLimit < Max_segments_away) {
1241 adjust_segment_limit(SegmentLimit);
1254 if (Game_mode & GM_MULTI)
1260 marker_num = c-KEY_1;
1262 switch(c) { // god this is stupid.....
1263 case KEY_1: marker_num = 0; break;
1264 case KEY_2: marker_num = 1; break;
1265 case KEY_3: marker_num = 2; break;
1266 case KEY_4: marker_num = 3; break;
1267 case KEY_5: marker_num = 4; break;
1268 case KEY_6: marker_num = 5; break;
1269 case KEY_7: marker_num = 6; break;
1270 case KEY_8: marker_num = 7; break;
1271 case KEY_9: marker_num = 8; break;
1272 case KEY_0: marker_num = 9; break;
1275 if (marker_num<=maxdrop)
1277 if (MarkerObject[marker_num] != -1)
1278 HighlightMarker=marker_num;
1282 case KEY_D+KEY_CTRLED:
1283 #ifndef AUTOMAP_DIRECT_RENDER
1284 if (current_page) //menu will only work on page 0
1285 draw_automap(); //..so switch from 1 to 0
1288 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
1289 #ifndef AUTOMAP_DIRECT_RENDER
1291 dd_gr_set_current_canvas(&ddPages[current_page]),
1292 gr_set_current_canvas(&Pages[current_page])
1296 if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
1297 obj_delete(MarkerObject[HighlightMarker]);
1298 MarkerObject[HighlightMarker]=-1;
1299 MarkerMessage[HighlightMarker][0]=0;
1300 HighlightMarker = -1;
1311 if (MarkerScale<30.0)
1316 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
1318 case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
1319 case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
1320 case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
1323 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
1324 case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
1325 case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
1328 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
1329 case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
1330 case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
1332 //should we just cycle through the list that is displayed in the res change menu?
1333 // what if their card/X/etc can't handle that mode? hrm.
1334 //well, the quick access to the menu is good enough for now.
1336 case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
1337 case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
1338 case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
1342 case KEY_CTRLED+KEY_SHIFTED+KEY_PADENTER:
1343 case KEY_ALTED+KEY_CTRLED+KEY_PADENTER:
1344 case KEY_ALTED+KEY_SHIFTED+KEY_PADENTER:
1345 gr_toggle_fullscreen_game();
1352 if ( Controls.fire_primary_down_count ) {
1353 // Reset orientation
1354 ViewDist = ZOOM_DEFAULT;
1355 tangles.p = PITCH_DEFAULT;
1358 view_target = Objects[Players[Player_num].objnum].pos;
1361 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1363 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1364 tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1365 tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1367 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
1368 vms_angvec tangles1;
1370 old_vt = view_target;
1372 vm_angles_2_matrix(&tempm,&tangles1);
1373 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1374 vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1375 vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1376 if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
1377 view_target = old_vt;
1381 vm_angles_2_matrix(&tempm,&tangles);
1382 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1384 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1385 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1391 gr_palette_load( gr_palette );
1394 t2 = timer_get_fixed_seconds();
1401 //d_free(DrawingListBright);
1403 gr_free_canvas(name_canv_left); name_canv_left=NULL;
1404 gr_free_canvas(name_canv_right); name_canv_right=NULL;
1406 if (must_free_canvas) {
1407 #ifndef AUTOMAP_DIRECT_RENDER
1409 DDFreeSurface(ddPages[0].lpdds),
1410 d_free(Page.cv_bitmap.bm_data)
1415 mprintf( (0, "Automap memory freed\n" ));
1417 game_flush_inputs();
1419 #if defined(POLY_ACC) && defined(MACINTOSH)
1422 pa_set_context(kGamePlayDrawContextID, NULL);
1429 digi_resume_digi_sounds();
1433 VR_screen_mode = dd_VR_screen_mode_save;
1439 void adjust_segment_limit(int SegmentLimit)
1444 mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1446 for (i=0; i<=Highest_edge_index; i++ ) {
1448 e->flags |= EF_TOO_FAR;
1449 for (e1=0; e1<e->num_faces; e1++ ) {
1450 if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
1451 e->flags &= (~EF_TOO_FAR);
1459 void draw_all_edges()
1463 ubyte nfacing,nnfacing;
1467 fix min_distance = 0x7fffffff;
1473 for (i=0; i<=Highest_edge_index; i++ ) {
1474 //e = &Edges[Edge_used_list[i]];
1476 if (!(e->flags & EF_USED)) continue;
1478 if ( e->flags & EF_TOO_FAR) continue;
1480 if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't
1481 if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1482 continue; // If a line isn't secret and is normal color, then don't draw it
1485 cc=rotate_list(2,e->verts);
1486 distance = Segment_points[e->verts[1]].p3_z;
1488 if (min_distance>distance )
1489 min_distance = distance;
1491 if (!cc.and) { //all off screen?
1492 nfacing = nnfacing = 0;
1493 tv1 = &Vertices[e->verts[0]];
1495 while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
1498 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1499 if (!g3_check_normal_facing( tv1, &temp_v ) )
1501 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1509 if ( nfacing && nnfacing ) {
1511 DrawingListBright[nbright++] = e-Edges;
1512 } else if ( e->flags&(EF_DEFINING|EF_GRATE) ) {
1513 if ( nfacing == 0 ) {
1514 if ( e->flags & EF_NO_FADE )
1515 gr_setcolor( e->color );
1517 gr_setcolor( gr_fade_table[e->color+256*8] );
1518 g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1520 DrawingListBright[nbright++] = e-Edges;
1526 /// mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1528 if ( min_distance < 0 ) min_distance = 0;
1530 // Sort the bright ones using a shell sort
1533 int i, j, incr, v1, v2;
1537 for (i=incr; i<nbright; i++ ) {
1540 // compare element j and j+incr
1541 v1 = Edges[DrawingListBright[j]].verts[0];
1542 v2 = Edges[DrawingListBright[j+incr]].verts[0];
1544 if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1545 // If not in correct order, them swap 'em
1546 t=DrawingListBright[j+incr];
1547 DrawingListBright[j+incr]=DrawingListBright[j];
1548 DrawingListBright[j]=t;
1559 // Draw the bright ones
1560 for (i=0; i<nbright; i++ ) {
1563 e = &Edges[DrawingListBright[i]];
1564 p1 = &Segment_points[e->verts[0]];
1565 p2 = &Segment_points[e->verts[1]];
1566 dist = p1->p3_z - min_distance;
1567 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1568 if ( dist < 0 ) dist=0;
1569 if ( dist >= Automap_farthest_dist ) continue;
1571 if ( e->flags & EF_NO_FADE ) {
1572 gr_setcolor( e->color );
1574 dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1575 color = f2i( dist*31 );
1576 gr_setcolor( gr_fade_table[e->color+color*256] );
1578 g3_draw_line( p1, p2 );
1584 //==================================================================
1586 // All routines below here are used to build the Edge list
1588 //==================================================================
1591 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1592 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1600 oldhash = hash = ((v0*5+v1) % Max_edges);
1605 ev0 = (int)(Edges[hash].verts[0]);
1606 ev1 = (int)(Edges[hash].verts[1]);
1607 evv = (ev1<<16)+ev0;
1608 if (Edges[hash].num_faces == 0 ) ret=0;
1609 else if (evv == vv) ret=1;
1611 if (++hash==Max_edges) hash=0;
1612 if (hash==oldhash) Error("Edge list full!");
1616 *edge_ptr = &Edges[hash];
1626 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) {
1631 if ( Num_edges >= Max_edges) {
1632 // GET JOHN! (And tell him that his
1633 // MAX_EDGES_FROM_VERTS formula is hosed.)
1634 // If he's not around, save the mine,
1635 // and send him mail so he can look
1636 // at the mine later. Don't modify it.
1637 // This is important if this happens.
1638 Int3(); // LOOK ABOVE!!!!!!
1648 found = automap_find_edge(va,vb,&e);
1655 e->flags = EF_USED | EF_DEFINING; // Assume a normal line
1657 e->segnum[0] = segnum;
1658 //Edge_used_list[Num_edges] = e-Edges;
1659 if ( (e-Edges) > Highest_edge_index )
1660 Highest_edge_index = e - Edges;
1663 //Assert(e->num_faces < 8 );
1665 if ( color != Wall_normal_color )
1666 if (color != Wall_revealed_color)
1669 if ( e->num_faces < 4 ) {
1670 e->sides[e->num_faces] = side;
1671 e->segnum[e->num_faces] = segnum;
1677 e->flags |= EF_GRATE;
1680 e->flags|=EF_SECRET; // Mark this as a hidden edge
1682 e->flags |= EF_NO_FADE;
1685 void add_one_unknown_edge( short va, short vb ) {
1696 found = automap_find_edge(va,vb,&e);
1698 e->flags|=EF_FRONTIER; // Mark as a border edge
1702 extern obj_position Player_init[];
1705 void add_segment_edges(segment *seg)
1707 int is_grate, no_fade;
1710 int segnum = seg-Segments;
1712 int ttype,trigger_num;
1714 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1715 short vertex_list[4];
1723 if (seg->children[sn] == -1) {
1724 color = Wall_normal_color;
1727 switch( Segment2s[segnum].special ) {
1728 case SEGMENT_IS_FUELCEN:
1729 color = BM_XRGB( 29, 27, 13 );
1731 case SEGMENT_IS_CONTROLCEN:
1732 if (Control_center_present)
1733 color = BM_XRGB( 29, 0, 0 );
1735 case SEGMENT_IS_ROBOTMAKER:
1736 color = BM_XRGB( 29, 0, 31 );
1740 if (seg->sides[sn].wall_num > -1) {
1742 trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1743 ttype = Triggers[trigger_num].type;
1744 if (ttype==TT_SECRET_EXIT)
1746 color = BM_XRGB( 29, 0, 31 );
1751 switch( Walls[seg->sides[sn].wall_num].type ) {
1753 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1755 color = Wall_door_blue;
1756 //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1757 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1759 color = Wall_door_gold;
1760 //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1761 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1763 color = Wall_door_red;
1764 //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1765 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1766 int connected_seg = seg->children[sn];
1767 if (connected_seg != -1) {
1768 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1769 int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1770 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1771 color = Wall_door_color;
1773 switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1774 case KEY_BLUE: color = Wall_door_blue; no_fade = 1; break;
1775 case KEY_GOLD: color = Wall_door_gold; no_fade = 1; break;
1776 case KEY_RED: color = Wall_door_red; no_fade = 1; break;
1777 default: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n");
1779 //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1784 color = Wall_normal_color;
1786 //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", seg-Segments, sn));
1790 // Make grates draw properly
1791 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1795 color = Wall_normal_color;
1797 case WALL_BLASTABLE:
1799 color = Wall_door_color;
1804 if (segnum==Player_init[Player_num].segnum)
1805 color = BM_XRGB(31,0,31);
1807 if ( color != 255 ) {
1808 // If they have a map powerup, draw unvisited areas in dark blue.
1809 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))
1810 color = Wall_revealed_color;
1815 get_side_verts(vertex_list,segnum,sn);
1816 add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1817 add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1818 add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1819 add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1822 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1823 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1831 // Adds all the edges from a segment we haven't visited yet.
1833 void add_unknown_segment_edges(segment *seg)
1836 int segnum = seg-Segments;
1838 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1839 short vertex_list[4];
1841 // Only add edges that have no children
1842 if (seg->children[sn] == -1) {
1843 get_side_verts(vertex_list,segnum,sn);
1845 add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1846 add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1847 add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1848 add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1856 void automap_build_edge_list()
1863 if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1864 Automap_cheat = 1; // Damn cheaters...
1867 for (i=0; i<Max_edges; i++) {
1868 Edges[i].num_faces = 0;
1872 Highest_edge_index = -1;
1874 if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) ) {
1875 // Cheating, add all edges as visited
1876 for (s=0; s<=Highest_segment_index; s++)
1878 if (Segments[s].segnum != -1)
1881 add_segment_edges(&Segments[s]);
1884 // Not cheating, add visited edges, and then unvisited edges
1885 for (s=0; s<=Highest_segment_index; s++)
1887 if (Segments[s].segnum != -1)
1889 if (Automap_visited[s]) {
1890 add_segment_edges(&Segments[s]);
1893 for (s=0; s<=Highest_segment_index; s++)
1895 if (Segments[s].segnum != -1)
1897 if (!Automap_visited[s]) {
1898 add_unknown_segment_edges(&Segments[s]);
1902 // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1903 for (i=0; i<=Highest_edge_index; i++ ) {
1905 if (!(e->flags&EF_USED)) continue;
1907 for (e1=0; e1<e->num_faces; e1++ ) {
1908 for (e2=1; e2<e->num_faces; e2++ ) {
1909 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) {
1912 get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1913 get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1914 if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10)) ) {
1916 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)) ) {
1918 e->flags &= (~EF_DEFINING);
1923 if (!(e->flags & EF_DEFINING))
1928 mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges ));
1932 char Marker_input [40];
1934 ubyte DefiningMarkerMessage=0;
1935 ubyte MarkerBeingDefined;
1936 ubyte LastMarkerDropped;
1938 void InitMarkerInput ()
1942 //find free marker slot
1944 if (Game_mode & GM_MULTI)
1945 maxdrop=MAX_DROP_MULTI;
1947 maxdrop=MAX_DROP_SINGLE;
1949 for (i=0;i<maxdrop;i++)
1950 if (MarkerObject[(Player_num*2)+i] == -1) //found free slot!
1953 if (i==maxdrop) //no free slot
1955 if (Game_mode & GM_MULTI)
1956 i = !LastMarkerDropped; //in multi, replace older of two
1958 HUD_init_message("No free marker slots");
1963 //got a free slot. start inputting marker message
1967 DefiningMarkerMessage=1;
1968 MarkerBeingDefined = i;
1971 void MarkerInputMessage (int key)
1976 DefiningMarkerMessage = 0;
1977 game_flush_inputs();
1982 if (Marker_index > 0)
1984 Marker_input[Marker_index] = 0;
1987 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1988 if (Game_mode & GM_MULTI)
1989 strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1990 DropMarker(MarkerBeingDefined);
1991 LastMarkerDropped = MarkerBeingDefined;
1992 game_flush_inputs();
1993 DefiningMarkerMessage = 0;
1998 int ascii = key_to_ascii(key);
2000 if (Marker_index < 38 )
2002 Marker_input[Marker_index++] = ascii;
2003 Marker_input[Marker_index] = 0;