1 /* $Id: automap.c,v 1.21 2005-07-30 01:50:17 chris 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 * Routines for displaying the auto-map.
78 #define AUTOMAP_DIRECT_RENDER
81 #define EF_USED 1 // This edge is used
82 #define EF_DEFINING 2 // A structure defining edge that should always draw.
83 #define EF_FRONTIER 4 // An edge between the known and the unknown.
84 #define EF_SECRET 8 // An edge that is part of a secret wall.
85 #define EF_GRATE 16 // A grate... draw it all the time.
86 #define EF_NO_FADE 32 // An edge that doesn't fade with distance
87 #define EF_TOO_FAR 64 // An edge that is too far away
89 void modex_printf(int x,int y,char *s,grs_font *font,int color);
91 typedef struct Edge_info {
92 short verts[2]; // 4 bytes
93 ubyte sides[4]; // 4 bytes
94 short segnum[4]; // 8 bytes // This might not need to be stored... If you can access the normals of a side.
95 ubyte flags; // 1 bytes // See the EF_??? defines above.
96 ubyte color; // 1 bytes
97 ubyte num_faces; // 1 bytes // 19 bytes...
100 // OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v) ((v*5)/2)
101 // THE following was determined by John by loading levels 1-14 and recording
102 // numbers on 10/26/94.
103 //#define MAX_EDGES_FROM_VERTS(v) (((v)*21)/10)
104 #define MAX_EDGES_FROM_VERTS(v) ((v)*4)
105 //#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
107 #define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
109 #define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
110 #define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
111 #define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
112 #define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
113 #define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
114 #define K_WALL_REVEALED_COLOR BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
115 #define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 )
116 #define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
117 #define K_GREEN_31 BM_XRGB(0, 31, 0)
119 int Wall_normal_color;
124 int Wall_revealed_color;
132 void init_automap_colors(void)
134 Wall_normal_color = K_WALL_NORMAL_COLOR;
135 Wall_door_color = K_WALL_DOOR_COLOR;
136 Wall_door_blue = K_WALL_DOOR_BLUE;
137 Wall_door_gold = K_WALL_DOOR_GOLD;
138 Wall_door_red = K_WALL_DOOR_RED;
139 Wall_revealed_color = K_WALL_REVEALED_COLOR;
140 Hostage_color = K_HOSTAGE_COLOR;
141 Font_color_20 = K_FONT_COLOR_20;
142 Green_31 = K_GREEN_31;
144 White_63 = gr_find_closest_color_current(63,63,63);
145 Blue_48 = gr_find_closest_color_current(0,0,48);
146 Red_48 = gr_find_closest_color_current(48,0,0);
149 // Segment visited list
150 ubyte Automap_visited[MAX_SEGMENTS];
152 // Edge list variables
153 static int Num_edges=0;
154 static int Max_edges; //set each frame
155 static int Highest_edge_index = -1;
156 static Edge_info Edges[MAX_EDGES];
157 static short DrawingListBright[MAX_EDGES];
159 //static short DrawingListBright[MAX_EDGES];
160 //static short Edge_used_list[MAX_EDGES]; //which entries in edge_list have been used
162 // Map movement defines
163 #define PITCH_DEFAULT 9000
164 #define ZOOM_DEFAULT i2f(20*10)
165 #define ZOOM_MIN_VALUE i2f(20*5)
166 #define ZOOM_MAX_VALUE i2f(20*100)
168 #define SLIDE_SPEED (350)
169 #define ZOOM_SPEED_FACTOR 500 //(1500)
170 #define ROT_SPEED_DIVISOR (115000)
172 #ifndef AUTOMAP_DIRECT_RENDER
173 // Screen anvas variables
174 static int current_page=0;
176 static dd_grs_canvas ddPages[2];
177 static dd_grs_canvas ddDrawingPages[2];
179 #define ddPage ddPages[0]
180 #define ddDrawingPage ddDrawingPages[0]
184 static grs_canvas Pages[2];
185 static grs_canvas DrawingPages[2];
186 #endif /* AUTOMAP_DIRECT_RENDER */
188 #define Page Pages[0]
189 #define DrawingPage DrawingPages[0]
192 static int Automap_cheat = 0; // If set, show everything
194 // Rendering variables
195 static fix Automap_zoom = 0x9000;
196 static vms_vector view_target;
197 static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away
198 static vms_matrix ViewMatrix;
199 static fix ViewDist=0;
201 // Function Prototypes
202 void adjust_segment_limit(int SegmentLimit);
203 void draw_all_edges(void);
204 void automap_build_edge_list(void);
206 #define MAX_DROP_MULTI 2
207 #define MAX_DROP_SINGLE 9
209 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
210 int HighlightMarker=-1;
211 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
212 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
213 float MarkerScale=2.0;
214 int MarkerObject[NUM_MARKERS];
216 extern vms_vector Matrix_scale; //how the matrix is currently scaled
219 # define automap_draw_line g3_draw_line
222 // -------------------------------------------------------------
224 void DrawMarkerNumber (int num)
227 g3s_point BasePoint,FromPoint,ToPoint;
229 float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
230 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
231 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
232 {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
233 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
234 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
235 {-1.0, 1.0, 1.0, 1.0},
236 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
237 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
240 float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
241 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
242 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
243 {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
244 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
245 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
246 {1.0, 1.0, 1.0, -1.0},
247 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
248 {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
250 int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
252 for (i=0;i<NumOfPoints[num];i++)
254 ArrayX[num][i]*=MarkerScale;
255 ArrayY[num][i]*=MarkerScale;
258 if (num==HighlightMarker)
259 gr_setcolor (White_63);
261 gr_setcolor (Blue_48);
264 g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
266 for (i=0;i<NumOfPoints[num];i+=2)
272 FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
273 FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
274 g3_code_point (&FromPoint);
275 g3_project_point (&FromPoint);
277 ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
278 ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
279 g3_code_point (&ToPoint);
280 g3_project_point (&ToPoint);
282 automap_draw_line(&FromPoint, &ToPoint);
286 void DropMarker (int player_marker_num)
288 int marker_num = (Player_num*2)+player_marker_num;
289 object *playerp = &Objects[Players[Player_num].objnum];
291 MarkerPoint[marker_num] = playerp->pos;
293 if (MarkerObject[marker_num] != -1)
294 obj_delete(MarkerObject[marker_num]);
296 MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
299 if (Game_mode & GM_MULTI)
300 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
305 extern char guidebot_name[];
307 void DropBuddyMarker(object *objp)
311 // 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?
312 marker_num = MAX_DROP_SINGLE+1;
313 if (marker_num > NUM_MARKERS-1)
314 marker_num = NUM_MARKERS-1;
316 sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
318 MarkerPoint[marker_num] = objp->pos;
320 if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
321 obj_delete(MarkerObject[marker_num]);
323 MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
327 #define MARKER_SPHERE_SIZE 0x58000
332 static int cyc=10,cycdir=1;
333 g3s_point sphere_point;
335 if (Game_mode & GM_MULTI)
340 for (i=0;i<maxdrop;i++)
341 if (MarkerObject[(Player_num*2)+i] != -1) {
343 g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
345 gr_setcolor (gr_find_closest_color_current(cyc,0,0));
346 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
347 gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
348 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
349 gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
350 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
352 DrawMarkerNumber (i);
377 for (i=0;i<NUM_MARKERS;i++) {
378 MarkerMessage[i][0]=0;
383 void automap_clear_visited()
386 for (i=0; i<MAX_SEGMENTS; i++ )
387 Automap_visited[i] = 0;
391 grs_canvas *name_canv_left,*name_canv_right;
393 void draw_player( object * obj )
395 vms_vector arrow_pos, head_pos;
396 g3s_point sphere_point, arrow_point, head_point;
398 // Draw Console player -- shaped like a ellipse with an arrow.
399 g3_rotate_point(&sphere_point,&obj->pos);
400 g3_draw_sphere(&sphere_point,obj->size);
402 // Draw shaft of arrow
403 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
404 g3_rotate_point(&arrow_point,&arrow_pos);
405 automap_draw_line(&sphere_point, &arrow_point);
407 // Draw right head of arrow
408 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
409 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
410 g3_rotate_point(&head_point,&head_pos);
411 automap_draw_line(&arrow_point, &head_point);
413 // Draw left head of arrow
414 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
415 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
416 g3_rotate_point(&head_point,&head_pos);
417 automap_draw_line(&arrow_point, &head_point);
419 // Draw player's up vector
420 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
421 g3_rotate_point(&arrow_point,&arrow_pos);
422 automap_draw_line(&sphere_point, &arrow_point);
431 vms_vector viewer_position;
432 g3s_point sphere_point;
434 #ifndef AUTOMAP_DIRECT_RENDER
436 WIN(mprintf((1, "Can't do lores automap in Windows!\n")));
439 gr_set_current_canvas(&DrawingPages[current_page]);
443 dd_gr_set_current_canvas(&ddDrawingPage),
444 gr_set_current_canvas(&DrawingPage)
450 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
451 gr_clear_canvas(BM_XRGB(0,0,0))
454 WIN(DDGRLOCK(dd_grd_curcanv));
457 render_start_frame();
459 vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
461 g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
463 // mprintf((0, "dd_grd_curcanv->canvas.cv_bitmap.bm_data= %x\n", dd_grd_curcanv->canvas.cv_bitmap.bm_data));
464 // mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
470 if (Game_mode & GM_TEAM)
471 color = get_team(Player_num);
474 color = Player_num; // Note link to above if!
476 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
477 draw_player(&Objects[Players[Player_num].objnum]);
481 if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
483 char msg[10+MARKER_MESSAGE_LEN+1];
485 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
487 gr_setcolor (Red_48);
489 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
494 if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) {
495 for (i=0; i<N_players; i++) {
496 if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) ) {
497 if ( Objects[Players[i].objnum].type == OBJ_PLAYER ) {
498 if (Game_mode & GM_TEAM)
502 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
503 draw_player(&Objects[Players[i].objnum]);
511 for (i=0;i<=Highest_object_index;i++,objp++) {
512 switch( objp->type ) {
514 gr_setcolor(Hostage_color);
515 g3_rotate_point(&sphere_point,&objp->pos);
516 g3_draw_sphere(&sphere_point,objp->size);
519 if ( Automap_visited[objp->segnum] ) {
520 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) {
522 case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
523 case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
524 case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
526 Error("Illegal key type: %i", objp->id);
528 g3_rotate_point(&sphere_point,&objp->pos);
529 g3_draw_sphere(&sphere_point,objp->size*4);
538 gr_bitmapm(AutomapHires?10:5, AutomapHires?10:5, &name_canv_left->cv_bitmap);
539 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);
541 WIN(DDGRUNLOCK(dd_grd_curcanv));
546 #ifndef AUTOMAP_DIRECT_RENDER
548 gr_show_canvas( &Pages[current_page] );
551 //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 );
552 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 );
554 dd_gr_blt_screen(&ddPage, 0,0,0,0,0,0,0,0);
563 #define LEAVE_TIME 0x00010000
565 #define LEAVE_TIME 0x4000
568 #define WINDOW_WIDTH 288
571 //print to canvas & double height
572 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
577 grs_canvas *temp_canv;
582 dd_grs_canvas *save_canv,
583 grs_canvas *save_canv
587 save_canv = dd_grd_curcanv,
588 save_canv = grd_curcanv
591 save_font = grd_curcanv->cv_font;
592 gr_set_curfont(font); //set the font we're going to use
593 gr_get_string_size(s,&w,&h,&aw); //now get the string size
594 gr_set_curfont(save_font); //restore real font
596 //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
597 temp_canv = gr_create_canvas(w,font->ft_h*2);
599 gr_set_current_canvas(temp_canv);
600 gr_set_curfont(font);
601 temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
602 gr_clear_canvas(TRANSPARENCY_COLOR); //trans color
603 gr_set_fontcolor(fc,bc);
606 //now double it, since we're drawing to 400-line modex screen
609 data = temp_canv->cv_bitmap.bm_data;
610 rs = temp_canv->cv_bitmap.bm_rowsize;
612 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
613 memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
614 memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
619 dd_gr_set_current_canvas(save_canv),
620 gr_set_current_canvas(save_canv)
626 //print to buffer, double heights, and blit bitmap to screen
627 void modex_printf(int x,int y,char *s,grs_font *font,int color)
629 grs_canvas *temp_canv;
631 temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
633 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
635 gr_free_canvas(temp_canv);
638 //name for each group. maybe move somewhere else
639 char *system_name[] = {
647 void create_name_canv()
649 char name_level_left[128],name_level_right[128];
651 if (Current_level_num > 0)
652 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
654 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
656 if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
657 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
659 strcpy(name_level_right, " ");
661 strcat(name_level_right, Current_level_name);
663 gr_set_fontcolor(Green_31,-1);
664 name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
665 name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
670 extern void GameLoop(int, int );
671 extern int set_segment_depths(int start_seg, ubyte *segbuf);
673 int Automap_active = 0;
676 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX") //load only from hog file
678 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
681 int Automap_always_hires=0;
682 extern int MenuHiresAvailable;
684 extern int Current_display_mode;
686 u_int32_t automap_mode = SM(640,480);
687 int automap_width = 640;
688 int automap_height = 480;
689 int automap_use_game_res=0;
690 int nice_automap = 0;
692 #define RESCALE_X(x) ((x) * automap_width / 640)
693 #define RESCALE_Y(y) ((y) * automap_height / 480)
695 void do_automap( int key_code ) {
702 #if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
707 int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net.
709 control_info saved_control_info;
710 grs_bitmap Automap_background;
711 int Max_segments_away = 0;
712 int SegmentLimit = 1;
715 int must_free_canvas=0;
717 WIN(int dd_VR_screen_mode_save);
718 WIN(int redraw_screen=0);
722 init_automap_colors();
724 key_code = key_code; // disable warning...
726 if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
731 digi_pause_digi_sounds();
734 Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
736 mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
737 mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
739 #if !defined (WINDOWS) && !defined(MACINTOSH)
740 if ((Current_display_mode!=0 && Current_display_mode!=2) || (Automap_always_hires && MenuHiresAvailable)) {
741 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
742 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
743 gr_set_mode( AUTOMAP_MODE );
745 gr_set_current_canvas(NULL);
747 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
748 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
752 gr_set_mode( SM(320, 400));
756 AutomapHires = 1; //Mac & Windows(?) always in hires
760 dd_VR_screen_mode_save = VR_screen_mode;
761 VR_screen_mode = SM95_640x480x8; // HACK! Forcing reinit of 640x480
762 set_screen_mode(SCREEN_GAME);
765 FontHires = FontHiresAvailable && AutomapHires;
774 #ifndef AUTOMAP_DIRECT_RENDER
775 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
776 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
777 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
778 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
781 gr_init_bitmap_data (&Automap_background);
782 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
783 if (pcx_error != PCX_ERROR_NONE)
784 Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
785 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
787 #ifndef AUTOMAP_DIRECT_RENDER
790 gr_set_current_canvas(&Pages[i]);
791 gr_bitmap(0, 0, &Automap_background );
792 modex_printf(40, 22, TXT_AUTOMAP, HUGE_FONT, Font_color_20);
793 modex_printf(30, 353, TXT_TURN_SHIP, SMALL_FONT, Font_color_20);
794 modex_printf(30, 369, TXT_SLIDE_UPDOWN, SMALL_FONT, Font_color_20);
795 modex_printf(30, 385, TXT_VIEWING_DISTANCE, SMALL_FONT, Font_color_20);
797 gr_free_bitmap_data(&Automap_background);
798 gr_set_current_canvas(&DrawingPages[current_page]);
799 #endif /* AUTOMAP_DIRECT_RENDER */
800 #endif /* MACINTOSH */
803 #ifndef AUTOMAP_DIRECT_RENDER
804 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
806 WIN(dd_gr_init_sub_canvas(&ddPage, &dd_VR_render_buffer[0], 0, 0, automap_width,automap_height));
808 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
814 MALLOC(raw_data,ubyte,automap_width*automap_height);
815 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
817 dd_gr_init_canvas(&ddPage, BM_LINEAR, automap_width,automap_height);
818 gr_init_canvas(&Page,NULL,BM_LINEAR,automap_width,automap_height);
820 must_free_canvas = 1;
823 WIN(dd_gr_init_sub_canvas(&ddDrawingPage, &ddPage, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334)));
824 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
827 dd_gr_set_current_canvas(&ddPage),
828 gr_set_current_canvas(&Page)
833 WIN(DDGRLOCK(dd_grd_curcanv));
834 pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
835 if ( pcx_error != PCX_ERROR_NONE ) {
836 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
837 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
841 gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
843 gr_set_curfont(HUGE_FONT);
844 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
845 gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP, HUGE_FONT);
846 gr_set_curfont(SMALL_FONT);
847 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
848 gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
849 gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
850 gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
851 WIN(DDGRUNLOCK(dd_grd_curcanv));
853 #ifndef AUTOMAP_DIRECT_RENDER
855 dd_gr_set_current_canvas(&ddDrawingPage),
856 gr_set_current_canvas(&DrawingPage)
862 WIN(if (!redraw_screen) {)
863 automap_build_edge_list();
866 ViewDist = ZOOM_DEFAULT;
867 ViewMatrix = Objects[Players[Player_num].objnum].orient;
869 tangles.p = PITCH_DEFAULT;
875 view_target = Objects[Players[Player_num].objnum].pos;
877 t1 = entry_time = timer_get_fixed_seconds();
880 //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
881 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
882 SegmentLimit = Max_segments_away;
884 adjust_segment_limit(SegmentLimit);
887 WIN(if (redraw_screen) redraw_screen = 0);
890 if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
893 if ( !Controls.automap_state && (leave_mode==1) )
898 saved_control_info = Controls; // Save controls so we can zero them
899 memset(&Controls,0,sizeof(control_info)); // Clear everything...
900 old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
901 ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
903 if (multi_menu_poll())
906 // GameLoop( 0, 0 ); // Do game loop with no rendering and no reading controls.
907 ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
908 Controls = saved_control_info;
914 controls_read_all_win();
917 if ( Controls.automap_down_count ) {
923 //see if redbook song needs to be restarted
924 songs_check_redbook_repeat();
929 DoMessageStuff(&msg);
931 _RedrawScreen = FALSE;
936 if (msg.message == WM_QUIT) exit(1);
943 while( (c=key_inkey()) ) {
946 case KEY_BACKSP: Int3(); break;
949 case KEY_PRINT_SCREEN: {
952 dd_gr_set_current_canvas(NULL),
953 gr_set_current_canvas(NULL)
956 #ifndef AUTOMAP_DIRECT_RENDER
958 gr_set_current_canvas(&Pages[current_page]);
970 case KEY_DEBUGGED+KEY_F: {
971 for (i=0; i<=Highest_segment_index; i++ )
972 Automap_visited[i] = 1;
973 automap_build_edge_list();
974 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
975 SegmentLimit = Max_segments_away;
976 adjust_segment_limit(SegmentLimit);
982 if (SegmentLimit > 1) {
984 adjust_segment_limit(SegmentLimit);
988 if (SegmentLimit < Max_segments_away) {
990 adjust_segment_limit(SegmentLimit);
1003 if (Game_mode & GM_MULTI)
1009 marker_num = c-KEY_1;
1011 switch(c) { // god this is stupid.....
1012 case KEY_1: marker_num = 0; break;
1013 case KEY_2: marker_num = 1; break;
1014 case KEY_3: marker_num = 2; break;
1015 case KEY_4: marker_num = 3; break;
1016 case KEY_5: marker_num = 4; break;
1017 case KEY_6: marker_num = 5; break;
1018 case KEY_7: marker_num = 6; break;
1019 case KEY_8: marker_num = 7; break;
1020 case KEY_9: marker_num = 8; break;
1021 case KEY_0: marker_num = 9; break;
1024 if (marker_num<=maxdrop)
1026 if (MarkerObject[marker_num] != -1)
1027 HighlightMarker=marker_num;
1031 case KEY_D+KEY_CTRLED:
1032 #ifndef AUTOMAP_DIRECT_RENDER
1033 if (current_page) //menu will only work on page 0
1034 draw_automap(); //..so switch from 1 to 0
1037 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
1038 #ifndef AUTOMAP_DIRECT_RENDER
1040 dd_gr_set_current_canvas(&ddPages[current_page]),
1041 gr_set_current_canvas(&Pages[current_page])
1045 if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
1046 obj_delete(MarkerObject[HighlightMarker]);
1047 MarkerObject[HighlightMarker]=-1;
1048 MarkerMessage[HighlightMarker][0]=0;
1049 HighlightMarker = -1;
1060 if (MarkerScale<30.0)
1065 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
1067 case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
1068 case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
1069 case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
1072 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
1073 case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
1074 case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
1077 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
1078 case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
1079 case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
1081 //should we just cycle through the list that is displayed in the res change menu?
1082 // what if their card/X/etc can't handle that mode? hrm.
1083 //well, the quick access to the menu is good enough for now.
1085 case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
1086 case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
1087 case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
1091 case KEY_ALTED+KEY_ENTER:
1092 case KEY_ALTED+KEY_PADENTER:
1093 gr_toggle_fullscreen_game();
1100 if ( Controls.fire_primary_down_count ) {
1101 // Reset orientation
1102 ViewDist = ZOOM_DEFAULT;
1103 tangles.p = PITCH_DEFAULT;
1106 view_target = Objects[Players[Player_num].objnum].pos;
1109 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1111 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1112 tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1113 tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1115 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
1116 vms_angvec tangles1;
1118 old_vt = view_target;
1120 vm_angles_2_matrix(&tempm,&tangles1);
1121 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1122 vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1123 vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1124 if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
1125 view_target = old_vt;
1129 vm_angles_2_matrix(&tempm,&tangles);
1130 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1132 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1133 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1139 gr_palette_load( gr_palette );
1142 t2 = timer_get_fixed_seconds();
1143 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 :)
1148 t2 = timer_get_fixed_seconds();
1156 //d_free(DrawingListBright);
1158 gr_free_canvas(name_canv_left); name_canv_left=NULL;
1159 gr_free_canvas(name_canv_right); name_canv_right=NULL;
1161 if (must_free_canvas) {
1162 #ifndef AUTOMAP_DIRECT_RENDER
1164 DDFreeSurface(ddPages[0].lpdds),
1165 d_free(Page.cv_bitmap.bm_data)
1170 mprintf( (0, "Automap memory freed\n" ));
1172 game_flush_inputs();
1177 digi_resume_digi_sounds();
1181 VR_screen_mode = dd_VR_screen_mode_save;
1187 void adjust_segment_limit(int SegmentLimit)
1192 mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1194 for (i=0; i<=Highest_edge_index; i++ ) {
1196 e->flags |= EF_TOO_FAR;
1197 for (e1=0; e1<e->num_faces; e1++ ) {
1198 if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
1199 e->flags &= (~EF_TOO_FAR);
1207 void draw_all_edges()
1211 ubyte nfacing,nnfacing;
1215 fix min_distance = 0x7fffffff;
1221 for (i=0; i<=Highest_edge_index; i++ ) {
1222 //e = &Edges[Edge_used_list[i]];
1224 if (!(e->flags & EF_USED)) continue;
1226 if ( e->flags & EF_TOO_FAR) continue;
1228 if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't
1229 if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1230 continue; // If a line isn't secret and is normal color, then don't draw it
1233 cc=rotate_list(2,e->verts);
1234 distance = Segment_points[e->verts[1]].p3_z;
1236 if (min_distance>distance )
1237 min_distance = distance;
1239 if (!cc.and) { //all off screen?
1240 nfacing = nnfacing = 0;
1241 tv1 = &Vertices[e->verts[0]];
1243 while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
1246 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1247 if (!g3_check_normal_facing( tv1, &temp_v ) )
1249 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1257 if ( nfacing && nnfacing ) {
1259 DrawingListBright[nbright++] = e-Edges;
1260 } else if ( e->flags&(EF_DEFINING|EF_GRATE) ) {
1261 if ( nfacing == 0 ) {
1262 if ( e->flags & EF_NO_FADE )
1263 gr_setcolor( e->color );
1265 gr_setcolor( gr_fade_table[e->color+256*8] );
1266 g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1268 DrawingListBright[nbright++] = e-Edges;
1274 /// mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1276 if ( min_distance < 0 ) min_distance = 0;
1278 // Sort the bright ones using a shell sort
1281 int i, j, incr, v1, v2;
1285 for (i=incr; i<nbright; i++ ) {
1288 // compare element j and j+incr
1289 v1 = Edges[DrawingListBright[j]].verts[0];
1290 v2 = Edges[DrawingListBright[j+incr]].verts[0];
1292 if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1293 // If not in correct order, them swap 'em
1294 t=DrawingListBright[j+incr];
1295 DrawingListBright[j+incr]=DrawingListBright[j];
1296 DrawingListBright[j]=t;
1307 // Draw the bright ones
1308 for (i=0; i<nbright; i++ ) {
1311 e = &Edges[DrawingListBright[i]];
1312 p1 = &Segment_points[e->verts[0]];
1313 p2 = &Segment_points[e->verts[1]];
1314 dist = p1->p3_z - min_distance;
1315 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1316 if ( dist < 0 ) dist=0;
1317 if ( dist >= Automap_farthest_dist ) continue;
1319 if ( e->flags & EF_NO_FADE ) {
1320 gr_setcolor( e->color );
1322 dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1323 color = f2i( dist*31 );
1324 gr_setcolor( gr_fade_table[e->color+color*256] );
1326 g3_draw_line( p1, p2 );
1332 //==================================================================
1334 // All routines below here are used to build the Edge list
1336 //==================================================================
1339 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1340 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1348 oldhash = hash = ((v0*5+v1) % Max_edges);
1353 ev0 = (int)(Edges[hash].verts[0]);
1354 ev1 = (int)(Edges[hash].verts[1]);
1355 evv = (ev1<<16)+ev0;
1356 if (Edges[hash].num_faces == 0 ) ret=0;
1357 else if (evv == vv) ret=1;
1359 if (++hash==Max_edges) hash=0;
1360 if (hash==oldhash) Error("Edge list full!");
1364 *edge_ptr = &Edges[hash];
1374 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) {
1379 if ( Num_edges >= Max_edges) {
1380 // GET JOHN! (And tell him that his
1381 // MAX_EDGES_FROM_VERTS formula is hosed.)
1382 // If he's not around, save the mine,
1383 // and send him mail so he can look
1384 // at the mine later. Don't modify it.
1385 // This is important if this happens.
1386 Int3(); // LOOK ABOVE!!!!!!
1396 found = automap_find_edge(va,vb,&e);
1403 e->flags = EF_USED | EF_DEFINING; // Assume a normal line
1405 e->segnum[0] = segnum;
1406 //Edge_used_list[Num_edges] = e-Edges;
1407 if ( (e-Edges) > Highest_edge_index )
1408 Highest_edge_index = e - Edges;
1411 //Assert(e->num_faces < 8 );
1413 if ( color != Wall_normal_color )
1414 if (color != Wall_revealed_color)
1417 if ( e->num_faces < 4 ) {
1418 e->sides[e->num_faces] = side;
1419 e->segnum[e->num_faces] = segnum;
1425 e->flags |= EF_GRATE;
1428 e->flags|=EF_SECRET; // Mark this as a hidden edge
1430 e->flags |= EF_NO_FADE;
1433 void add_one_unknown_edge( short va, short vb ) {
1444 found = automap_find_edge(va,vb,&e);
1446 e->flags|=EF_FRONTIER; // Mark as a border edge
1450 extern obj_position Player_init[];
1453 void add_segment_edges(segment *seg)
1455 int is_grate, no_fade;
1458 int segnum = seg-Segments;
1460 int ttype,trigger_num;
1462 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1463 short vertex_list[4];
1471 if (seg->children[sn] == -1) {
1472 color = Wall_normal_color;
1475 switch( Segment2s[segnum].special ) {
1476 case SEGMENT_IS_FUELCEN:
1477 color = BM_XRGB( 29, 27, 13 );
1479 case SEGMENT_IS_CONTROLCEN:
1480 if (Control_center_present)
1481 color = BM_XRGB( 29, 0, 0 );
1483 case SEGMENT_IS_ROBOTMAKER:
1484 color = BM_XRGB( 29, 0, 31 );
1488 if (seg->sides[sn].wall_num > -1) {
1490 trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1491 ttype = Triggers[trigger_num].type;
1492 if (ttype==TT_SECRET_EXIT)
1494 color = BM_XRGB( 29, 0, 31 );
1499 switch( Walls[seg->sides[sn].wall_num].type ) {
1501 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1503 color = Wall_door_blue;
1504 //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1505 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1507 color = Wall_door_gold;
1508 //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1509 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1511 color = Wall_door_red;
1512 //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1513 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1514 int connected_seg = seg->children[sn];
1515 if (connected_seg != -1) {
1516 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1517 int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1518 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1519 color = Wall_door_color;
1521 switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1522 case KEY_BLUE: color = Wall_door_blue; no_fade = 1; break;
1523 case KEY_GOLD: color = Wall_door_gold; no_fade = 1; break;
1524 case KEY_RED: color = Wall_door_red; no_fade = 1; break;
1525 default: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n");
1527 //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1532 color = Wall_normal_color;
1534 //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", seg-Segments, sn));
1538 // Make grates draw properly
1539 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1543 color = Wall_normal_color;
1545 case WALL_BLASTABLE:
1547 color = Wall_door_color;
1552 if (segnum==Player_init[Player_num].segnum)
1553 color = BM_XRGB(31,0,31);
1555 if ( color != 255 ) {
1556 // If they have a map powerup, draw unvisited areas in dark blue.
1557 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))
1558 color = Wall_revealed_color;
1563 get_side_verts(vertex_list,segnum,sn);
1564 add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1565 add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1566 add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1567 add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1570 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1571 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1579 // Adds all the edges from a segment we haven't visited yet.
1581 void add_unknown_segment_edges(segment *seg)
1584 int segnum = seg-Segments;
1586 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1587 short vertex_list[4];
1589 // Only add edges that have no children
1590 if (seg->children[sn] == -1) {
1591 get_side_verts(vertex_list,segnum,sn);
1593 add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1594 add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1595 add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1596 add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1604 void automap_build_edge_list()
1611 if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1612 Automap_cheat = 1; // Damn cheaters...
1615 for (i=0; i<Max_edges; i++) {
1616 Edges[i].num_faces = 0;
1620 Highest_edge_index = -1;
1622 if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) ) {
1623 // Cheating, add all edges as visited
1624 for (s=0; s<=Highest_segment_index; s++)
1626 if (Segments[s].segnum != -1)
1629 add_segment_edges(&Segments[s]);
1632 // Not cheating, add visited edges, and then unvisited edges
1633 for (s=0; s<=Highest_segment_index; s++)
1635 if (Segments[s].segnum != -1)
1637 if (Automap_visited[s]) {
1638 add_segment_edges(&Segments[s]);
1641 for (s=0; s<=Highest_segment_index; s++)
1643 if (Segments[s].segnum != -1)
1645 if (!Automap_visited[s]) {
1646 add_unknown_segment_edges(&Segments[s]);
1650 // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1651 for (i=0; i<=Highest_edge_index; i++ ) {
1653 if (!(e->flags&EF_USED)) continue;
1655 for (e1=0; e1<e->num_faces; e1++ ) {
1656 for (e2=1; e2<e->num_faces; e2++ ) {
1657 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) {
1660 get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1661 get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1662 if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10)) ) {
1664 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)) ) {
1666 e->flags &= (~EF_DEFINING);
1671 if (!(e->flags & EF_DEFINING))
1676 mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges ));
1680 char Marker_input [40];
1682 ubyte DefiningMarkerMessage=0;
1683 ubyte MarkerBeingDefined;
1684 ubyte LastMarkerDropped;
1686 void InitMarkerInput ()
1690 //find free marker slot
1692 if (Game_mode & GM_MULTI)
1693 maxdrop=MAX_DROP_MULTI;
1695 maxdrop=MAX_DROP_SINGLE;
1697 for (i=0;i<maxdrop;i++)
1698 if (MarkerObject[(Player_num*2)+i] == -1) //found free slot!
1701 if (i==maxdrop) //no free slot
1703 if (Game_mode & GM_MULTI)
1704 i = !LastMarkerDropped; //in multi, replace older of two
1706 HUD_init_message("No free marker slots");
1711 //got a free slot. start inputting marker message
1715 DefiningMarkerMessage=1;
1716 MarkerBeingDefined = i;
1719 void MarkerInputMessage (int key)
1724 DefiningMarkerMessage = 0;
1725 game_flush_inputs();
1730 if (Marker_index > 0)
1732 Marker_input[Marker_index] = 0;
1735 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1736 if (Game_mode & GM_MULTI)
1737 strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1738 DropMarker(MarkerBeingDefined);
1739 LastMarkerDropped = MarkerBeingDefined;
1740 game_flush_inputs();
1741 DefiningMarkerMessage = 0;
1746 int ascii = key_to_ascii(key);
1748 if (Marker_index < 38 )
1750 Marker_input[Marker_index++] = ascii;
1751 Marker_input[Marker_index] = 0;