1 /* $Id: automap.c,v 1.23 2005-08-06 09:16:15 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;
175 static grs_canvas Pages[2];
176 static grs_canvas DrawingPages[2];
177 #endif /* AUTOMAP_DIRECT_RENDER */
179 #define Page Pages[0]
180 #define DrawingPage DrawingPages[0]
183 static int Automap_cheat = 0; // If set, show everything
185 // Rendering variables
186 static fix Automap_zoom = 0x9000;
187 static vms_vector view_target;
188 static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away
189 static vms_matrix ViewMatrix;
190 static fix ViewDist=0;
192 // Function Prototypes
193 void adjust_segment_limit(int SegmentLimit);
194 void draw_all_edges(void);
195 void automap_build_edge_list(void);
197 #define MAX_DROP_MULTI 2
198 #define MAX_DROP_SINGLE 9
200 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
201 int HighlightMarker=-1;
202 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
203 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
204 float MarkerScale=2.0;
205 int MarkerObject[NUM_MARKERS];
207 extern vms_vector Matrix_scale; //how the matrix is currently scaled
210 # define automap_draw_line g3_draw_line
213 // -------------------------------------------------------------
215 void DrawMarkerNumber (int num)
218 g3s_point BasePoint,FromPoint,ToPoint;
220 float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
221 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
222 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
223 {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
224 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
225 {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
226 {-1.0, 1.0, 1.0, 1.0},
227 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
228 {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
231 float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
232 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
233 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
234 {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
235 {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
236 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
237 {1.0, 1.0, 1.0, -1.0},
238 {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
239 {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
241 int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
243 for (i=0;i<NumOfPoints[num];i++)
245 ArrayX[num][i]*=MarkerScale;
246 ArrayY[num][i]*=MarkerScale;
249 if (num==HighlightMarker)
250 gr_setcolor (White_63);
252 gr_setcolor (Blue_48);
255 g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
257 for (i=0;i<NumOfPoints[num];i+=2)
263 FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
264 FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
265 g3_code_point (&FromPoint);
266 g3_project_point (&FromPoint);
268 ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
269 ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
270 g3_code_point (&ToPoint);
271 g3_project_point (&ToPoint);
273 automap_draw_line(&FromPoint, &ToPoint);
277 void DropMarker (int player_marker_num)
279 int marker_num = (Player_num*2)+player_marker_num;
280 object *playerp = &Objects[Players[Player_num].objnum];
282 MarkerPoint[marker_num] = playerp->pos;
284 if (MarkerObject[marker_num] != -1)
285 obj_delete(MarkerObject[marker_num]);
287 MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
290 if (Game_mode & GM_MULTI)
291 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
296 extern char guidebot_name[];
298 void DropBuddyMarker(object *objp)
302 // 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?
303 marker_num = MAX_DROP_SINGLE+1;
304 if (marker_num > NUM_MARKERS-1)
305 marker_num = NUM_MARKERS-1;
307 sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
309 MarkerPoint[marker_num] = objp->pos;
311 if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
312 obj_delete(MarkerObject[marker_num]);
314 MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
318 #define MARKER_SPHERE_SIZE 0x58000
323 static int cyc=10,cycdir=1;
324 g3s_point sphere_point;
326 if (Game_mode & GM_MULTI)
331 for (i=0;i<maxdrop;i++)
332 if (MarkerObject[(Player_num*2)+i] != -1) {
334 g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
336 gr_setcolor (gr_find_closest_color_current(cyc,0,0));
337 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
338 gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
339 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
340 gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
341 g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
343 DrawMarkerNumber (i);
368 for (i=0;i<NUM_MARKERS;i++) {
369 MarkerMessage[i][0]=0;
374 void automap_clear_visited()
377 for (i=0; i<MAX_SEGMENTS; i++ )
378 Automap_visited[i] = 0;
382 grs_canvas *name_canv_left,*name_canv_right;
384 void draw_player( object * obj )
386 vms_vector arrow_pos, head_pos;
387 g3s_point sphere_point, arrow_point, head_point;
389 // Draw Console player -- shaped like a ellipse with an arrow.
390 g3_rotate_point(&sphere_point,&obj->pos);
391 g3_draw_sphere(&sphere_point,obj->size);
393 // Draw shaft of arrow
394 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
395 g3_rotate_point(&arrow_point,&arrow_pos);
396 automap_draw_line(&sphere_point, &arrow_point);
398 // Draw right head of arrow
399 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
400 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
401 g3_rotate_point(&head_point,&head_pos);
402 automap_draw_line(&arrow_point, &head_point);
404 // Draw left head of arrow
405 vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
406 vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
407 g3_rotate_point(&head_point,&head_pos);
408 automap_draw_line(&arrow_point, &head_point);
410 // Draw player's up vector
411 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
412 g3_rotate_point(&arrow_point,&arrow_pos);
413 automap_draw_line(&sphere_point, &arrow_point);
422 vms_vector viewer_position;
423 g3s_point sphere_point;
425 #ifndef AUTOMAP_DIRECT_RENDER
428 gr_set_current_canvas(&DrawingPages[current_page]);
431 gr_set_current_canvas(&DrawingPage);
435 gr_clear_canvas(BM_XRGB(0,0,0));
438 render_start_frame();
440 vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
442 g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
444 // mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
450 if (Game_mode & GM_TEAM)
451 color = get_team(Player_num);
454 color = Player_num; // Note link to above if!
456 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
457 draw_player(&Objects[Players[Player_num].objnum]);
461 if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
463 char msg[10+MARKER_MESSAGE_LEN+1];
465 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
467 gr_setcolor (Red_48);
469 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
474 if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) {
475 for (i=0; i<N_players; i++) {
476 if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) ) {
477 if ( Objects[Players[i].objnum].type == OBJ_PLAYER ) {
478 if (Game_mode & GM_TEAM)
482 gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
483 draw_player(&Objects[Players[i].objnum]);
491 for (i=0;i<=Highest_object_index;i++,objp++) {
492 switch( objp->type ) {
494 gr_setcolor(Hostage_color);
495 g3_rotate_point(&sphere_point,&objp->pos);
496 g3_draw_sphere(&sphere_point,objp->size);
499 if ( Automap_visited[objp->segnum] ) {
500 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) {
502 case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
503 case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
504 case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
506 Error("Illegal key type: %i", objp->id);
508 g3_rotate_point(&sphere_point,&objp->pos);
509 g3_draw_sphere(&sphere_point,objp->size*4);
518 gr_bitmapm(AutomapHires?10:5, AutomapHires?10:5, &name_canv_left->cv_bitmap);
519 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);
524 #ifndef AUTOMAP_DIRECT_RENDER
526 gr_show_canvas( &Pages[current_page] );
528 //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 );
529 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 );
536 #define LEAVE_TIME 0x4000
538 #define WINDOW_WIDTH 288
541 //print to canvas & double height
542 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
547 grs_canvas *temp_canv;
550 grs_canvas *save_canv;
552 save_canv = grd_curcanv;
554 save_font = grd_curcanv->cv_font;
555 gr_set_curfont(font); //set the font we're going to use
556 gr_get_string_size(s,&w,&h,&aw); //now get the string size
557 gr_set_curfont(save_font); //restore real font
559 //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
560 temp_canv = gr_create_canvas(w,font->ft_h*2);
562 gr_set_current_canvas(temp_canv);
563 gr_set_curfont(font);
564 temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
565 gr_clear_canvas(TRANSPARENCY_COLOR); //trans color
566 gr_set_fontcolor(fc,bc);
569 //now double it, since we're drawing to 400-line modex screen
572 data = temp_canv->cv_bitmap.bm_data;
573 rs = temp_canv->cv_bitmap.bm_rowsize;
575 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
576 memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
577 memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
581 gr_set_current_canvas(save_canv);
586 //print to buffer, double heights, and blit bitmap to screen
587 void modex_printf(int x,int y,char *s,grs_font *font,int color)
589 grs_canvas *temp_canv;
591 temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
593 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
595 gr_free_canvas(temp_canv);
598 //name for each group. maybe move somewhere else
599 char *system_name[] = {
607 void create_name_canv()
609 char name_level_left[128],name_level_right[128];
611 if (Current_level_num > 0)
612 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
614 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
616 if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
617 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
619 strcpy(name_level_right, " ");
621 strcat(name_level_right, Current_level_name);
623 gr_set_fontcolor(Green_31,-1);
624 name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
625 name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
630 extern void GameLoop(int, int );
631 extern int set_segment_depths(int start_seg, ubyte *segbuf);
633 int Automap_active = 0;
636 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX") //load only from hog file
638 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
641 int Automap_always_hires=0;
642 extern int MenuHiresAvailable;
644 extern int Current_display_mode;
646 u_int32_t automap_mode = SM(640,480);
647 int automap_width = 640;
648 int automap_height = 480;
649 int automap_use_game_res=0;
650 int nice_automap = 0;
652 #define RESCALE_X(x) ((x) * automap_width / 640)
653 #define RESCALE_Y(y) ((y) * automap_height / 480)
655 void do_automap( int key_code ) {
662 #if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
667 int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net.
669 control_info saved_control_info;
670 grs_bitmap Automap_background;
671 int Max_segments_away = 0;
672 int SegmentLimit = 1;
675 #ifndef AUTOMAP_DIRECT_RENDER
676 int must_free_canvas=0;
681 init_automap_colors();
683 key_code = key_code; // disable warning...
685 if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
690 digi_pause_digi_sounds();
693 Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
695 mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
696 mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
698 if ((Current_display_mode!=0 && Current_display_mode!=2) || (Automap_always_hires && MenuHiresAvailable)) {
699 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
700 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
701 gr_set_mode( AUTOMAP_MODE );
703 gr_set_current_canvas(NULL);
705 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
706 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
710 gr_set_mode( SM(320, 400));
714 FontHires = FontHiresAvailable && AutomapHires;
722 #ifndef AUTOMAP_DIRECT_RENDER
723 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
724 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
725 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
726 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
729 gr_init_bitmap_data (&Automap_background);
730 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
731 if (pcx_error != PCX_ERROR_NONE)
732 Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
733 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
735 #ifndef AUTOMAP_DIRECT_RENDER
738 gr_set_current_canvas(&Pages[i]);
739 gr_bitmap(0, 0, &Automap_background );
740 modex_printf(40, 22, TXT_AUTOMAP, HUGE_FONT, Font_color_20);
741 modex_printf(30, 353, TXT_TURN_SHIP, SMALL_FONT, Font_color_20);
742 modex_printf(30, 369, TXT_SLIDE_UPDOWN, SMALL_FONT, Font_color_20);
743 modex_printf(30, 385, TXT_VIEWING_DISTANCE, SMALL_FONT, Font_color_20);
745 gr_free_bitmap_data(&Automap_background);
746 gr_set_current_canvas(&DrawingPages[current_page]);
747 #endif /* AUTOMAP_DIRECT_RENDER */
748 #endif /* MACINTOSH */
751 #ifndef AUTOMAP_DIRECT_RENDER
752 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
753 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
756 MALLOC(raw_data,ubyte,automap_width*automap_height);
757 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
758 must_free_canvas = 1;
761 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
763 gr_set_current_canvas(&Page);
767 pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
768 if ( pcx_error != PCX_ERROR_NONE ) {
769 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
770 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
774 gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
776 gr_set_curfont(HUGE_FONT);
777 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
778 gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP, HUGE_FONT);
779 gr_set_curfont(SMALL_FONT);
780 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
781 gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
782 gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
783 gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
785 #ifndef AUTOMAP_DIRECT_RENDER
786 gr_set_current_canvas(&DrawingPage);
791 automap_build_edge_list();
794 ViewDist = ZOOM_DEFAULT;
795 ViewMatrix = Objects[Players[Player_num].objnum].orient;
797 tangles.p = PITCH_DEFAULT;
803 view_target = Objects[Players[Player_num].objnum].pos;
805 t1 = entry_time = timer_get_fixed_seconds();
808 //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
809 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
810 SegmentLimit = Max_segments_away;
812 adjust_segment_limit(SegmentLimit);
815 if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
818 if ( !Controls.automap_state && (leave_mode==1) )
823 saved_control_info = Controls; // Save controls so we can zero them
824 memset(&Controls,0,sizeof(control_info)); // Clear everything...
825 old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
826 ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
828 if (multi_menu_poll())
831 // GameLoop( 0, 0 ); // Do game loop with no rendering and no reading controls.
832 ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
833 Controls = saved_control_info;
839 controls_read_all_win();
842 if ( Controls.automap_down_count ) {
848 //see if redbook song needs to be restarted
849 songs_check_redbook_repeat();
851 while( (c=key_inkey()) ) {
854 case KEY_BACKSP: Int3(); break;
857 case KEY_PRINT_SCREEN: {
859 gr_set_current_canvas(NULL);
860 #ifndef AUTOMAP_DIRECT_RENDER
862 gr_set_current_canvas(&Pages[current_page]);
874 case KEY_DEBUGGED+KEY_F: {
875 for (i=0; i<=Highest_segment_index; i++ )
876 Automap_visited[i] = 1;
877 automap_build_edge_list();
878 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
879 SegmentLimit = Max_segments_away;
880 adjust_segment_limit(SegmentLimit);
886 if (SegmentLimit > 1) {
888 adjust_segment_limit(SegmentLimit);
892 if (SegmentLimit < Max_segments_away) {
894 adjust_segment_limit(SegmentLimit);
907 if (Game_mode & GM_MULTI)
913 marker_num = c-KEY_1;
915 switch(c) { // god this is stupid.....
916 case KEY_1: marker_num = 0; break;
917 case KEY_2: marker_num = 1; break;
918 case KEY_3: marker_num = 2; break;
919 case KEY_4: marker_num = 3; break;
920 case KEY_5: marker_num = 4; break;
921 case KEY_6: marker_num = 5; break;
922 case KEY_7: marker_num = 6; break;
923 case KEY_8: marker_num = 7; break;
924 case KEY_9: marker_num = 8; break;
925 case KEY_0: marker_num = 9; break;
928 if (marker_num<=maxdrop)
930 if (MarkerObject[marker_num] != -1)
931 HighlightMarker=marker_num;
935 case KEY_D+KEY_CTRLED:
936 #ifndef AUTOMAP_DIRECT_RENDER
937 if (current_page) //menu will only work on page 0
938 draw_automap(); //..so switch from 1 to 0
941 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
942 #ifndef AUTOMAP_DIRECT_RENDER
943 gr_set_current_canvas(&Pages[current_page]);
946 if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
947 obj_delete(MarkerObject[HighlightMarker]);
948 MarkerObject[HighlightMarker]=-1;
949 MarkerMessage[HighlightMarker][0]=0;
950 HighlightMarker = -1;
961 if (MarkerScale<30.0)
966 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
968 case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
969 case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
970 case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
973 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
974 case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
975 case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
978 case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
979 case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
980 case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
982 //should we just cycle through the list that is displayed in the res change menu?
983 // what if their card/X/etc can't handle that mode? hrm.
984 //well, the quick access to the menu is good enough for now.
986 case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
987 case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
988 case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
992 case KEY_ALTED+KEY_ENTER:
993 case KEY_ALTED+KEY_PADENTER:
994 gr_toggle_fullscreen_game();
1001 if ( Controls.fire_primary_down_count ) {
1002 // Reset orientation
1003 ViewDist = ZOOM_DEFAULT;
1004 tangles.p = PITCH_DEFAULT;
1007 view_target = Objects[Players[Player_num].objnum].pos;
1010 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1012 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1013 tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1014 tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1016 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
1017 vms_angvec tangles1;
1019 old_vt = view_target;
1021 vm_angles_2_matrix(&tempm,&tangles1);
1022 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1023 vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1024 vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1025 if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
1026 view_target = old_vt;
1030 vm_angles_2_matrix(&tempm,&tangles);
1031 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1033 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1034 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1040 gr_palette_load( gr_palette );
1043 t2 = timer_get_fixed_seconds();
1044 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 :)
1049 t2 = timer_get_fixed_seconds();
1057 //d_free(DrawingListBright);
1059 gr_free_canvas(name_canv_left); name_canv_left=NULL;
1060 gr_free_canvas(name_canv_right); name_canv_right=NULL;
1062 #ifndef AUTOMAP_DIRECT_RENDER
1063 if (must_free_canvas)
1064 d_free(Page.cv_bitmap.bm_data);
1067 mprintf( (0, "Automap memory freed\n" ));
1069 game_flush_inputs();
1074 digi_resume_digi_sounds();
1080 void adjust_segment_limit(int SegmentLimit)
1085 mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1087 for (i=0; i<=Highest_edge_index; i++ ) {
1089 e->flags |= EF_TOO_FAR;
1090 for (e1=0; e1<e->num_faces; e1++ ) {
1091 if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
1092 e->flags &= (~EF_TOO_FAR);
1100 void draw_all_edges()
1104 ubyte nfacing,nnfacing;
1108 fix min_distance = 0x7fffffff;
1114 for (i=0; i<=Highest_edge_index; i++ ) {
1115 //e = &Edges[Edge_used_list[i]];
1117 if (!(e->flags & EF_USED)) continue;
1119 if ( e->flags & EF_TOO_FAR) continue;
1121 if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't
1122 if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1123 continue; // If a line isn't secret and is normal color, then don't draw it
1126 cc=rotate_list(2,e->verts);
1127 distance = Segment_points[e->verts[1]].p3_z;
1129 if (min_distance>distance )
1130 min_distance = distance;
1132 if (!cc.and) { //all off screen?
1133 nfacing = nnfacing = 0;
1134 tv1 = &Vertices[e->verts[0]];
1136 while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
1139 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1140 if (!g3_check_normal_facing( tv1, &temp_v ) )
1142 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1150 if ( nfacing && nnfacing ) {
1152 DrawingListBright[nbright++] = e-Edges;
1153 } else if ( e->flags&(EF_DEFINING|EF_GRATE) ) {
1154 if ( nfacing == 0 ) {
1155 if ( e->flags & EF_NO_FADE )
1156 gr_setcolor( e->color );
1158 gr_setcolor( gr_fade_table[e->color+256*8] );
1159 g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1161 DrawingListBright[nbright++] = e-Edges;
1167 /// mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1169 if ( min_distance < 0 ) min_distance = 0;
1171 // Sort the bright ones using a shell sort
1174 int i, j, incr, v1, v2;
1178 for (i=incr; i<nbright; i++ ) {
1181 // compare element j and j+incr
1182 v1 = Edges[DrawingListBright[j]].verts[0];
1183 v2 = Edges[DrawingListBright[j+incr]].verts[0];
1185 if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1186 // If not in correct order, them swap 'em
1187 t=DrawingListBright[j+incr];
1188 DrawingListBright[j+incr]=DrawingListBright[j];
1189 DrawingListBright[j]=t;
1200 // Draw the bright ones
1201 for (i=0; i<nbright; i++ ) {
1204 e = &Edges[DrawingListBright[i]];
1205 p1 = &Segment_points[e->verts[0]];
1206 p2 = &Segment_points[e->verts[1]];
1207 dist = p1->p3_z - min_distance;
1208 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1209 if ( dist < 0 ) dist=0;
1210 if ( dist >= Automap_farthest_dist ) continue;
1212 if ( e->flags & EF_NO_FADE ) {
1213 gr_setcolor( e->color );
1215 dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1216 color = f2i( dist*31 );
1217 gr_setcolor( gr_fade_table[e->color+color*256] );
1219 g3_draw_line( p1, p2 );
1225 //==================================================================
1227 // All routines below here are used to build the Edge list
1229 //==================================================================
1232 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1233 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1241 oldhash = hash = ((v0*5+v1) % Max_edges);
1246 ev0 = (int)(Edges[hash].verts[0]);
1247 ev1 = (int)(Edges[hash].verts[1]);
1248 evv = (ev1<<16)+ev0;
1249 if (Edges[hash].num_faces == 0 ) ret=0;
1250 else if (evv == vv) ret=1;
1252 if (++hash==Max_edges) hash=0;
1253 if (hash==oldhash) Error("Edge list full!");
1257 *edge_ptr = &Edges[hash];
1267 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) {
1272 if ( Num_edges >= Max_edges) {
1273 // GET JOHN! (And tell him that his
1274 // MAX_EDGES_FROM_VERTS formula is hosed.)
1275 // If he's not around, save the mine,
1276 // and send him mail so he can look
1277 // at the mine later. Don't modify it.
1278 // This is important if this happens.
1279 Int3(); // LOOK ABOVE!!!!!!
1289 found = automap_find_edge(va,vb,&e);
1296 e->flags = EF_USED | EF_DEFINING; // Assume a normal line
1298 e->segnum[0] = segnum;
1299 //Edge_used_list[Num_edges] = e-Edges;
1300 if ( (e-Edges) > Highest_edge_index )
1301 Highest_edge_index = e - Edges;
1304 //Assert(e->num_faces < 8 );
1306 if ( color != Wall_normal_color )
1307 if (color != Wall_revealed_color)
1310 if ( e->num_faces < 4 ) {
1311 e->sides[e->num_faces] = side;
1312 e->segnum[e->num_faces] = segnum;
1318 e->flags |= EF_GRATE;
1321 e->flags|=EF_SECRET; // Mark this as a hidden edge
1323 e->flags |= EF_NO_FADE;
1326 void add_one_unknown_edge( short va, short vb ) {
1337 found = automap_find_edge(va,vb,&e);
1339 e->flags|=EF_FRONTIER; // Mark as a border edge
1343 extern obj_position Player_init[];
1346 void add_segment_edges(segment *seg)
1348 int is_grate, no_fade;
1351 int segnum = SEGMENT_NUMBER(seg);
1353 int ttype,trigger_num;
1355 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1356 short vertex_list[4];
1364 if (seg->children[sn] == -1) {
1365 color = Wall_normal_color;
1368 switch( Segment2s[segnum].special ) {
1369 case SEGMENT_IS_FUELCEN:
1370 color = BM_XRGB( 29, 27, 13 );
1372 case SEGMENT_IS_CONTROLCEN:
1373 if (Control_center_present)
1374 color = BM_XRGB( 29, 0, 0 );
1376 case SEGMENT_IS_ROBOTMAKER:
1377 color = BM_XRGB( 29, 0, 31 );
1381 if (seg->sides[sn].wall_num > -1) {
1383 trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1384 ttype = Triggers[trigger_num].type;
1385 if (ttype==TT_SECRET_EXIT)
1387 color = BM_XRGB( 29, 0, 31 );
1392 switch( Walls[seg->sides[sn].wall_num].type ) {
1394 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1396 color = Wall_door_blue;
1397 //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1398 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1400 color = Wall_door_gold;
1401 //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1402 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1404 color = Wall_door_red;
1405 //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1406 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1407 int connected_seg = seg->children[sn];
1408 if (connected_seg != -1) {
1409 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1410 int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1411 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1412 color = Wall_door_color;
1414 switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1415 case KEY_BLUE: color = Wall_door_blue; no_fade = 1; break;
1416 case KEY_GOLD: color = Wall_door_gold; no_fade = 1; break;
1417 case KEY_RED: color = Wall_door_red; no_fade = 1; break;
1418 default: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n");
1420 //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1425 color = Wall_normal_color;
1427 //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", SEGMENT_NUMBER(seg), sn));
1431 // Make grates draw properly
1432 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1436 color = Wall_normal_color;
1438 case WALL_BLASTABLE:
1440 color = Wall_door_color;
1445 if (segnum==Player_init[Player_num].segnum)
1446 color = BM_XRGB(31,0,31);
1448 if ( color != 255 ) {
1449 // If they have a map powerup, draw unvisited areas in dark blue.
1450 if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))
1451 color = Wall_revealed_color;
1456 get_side_verts(vertex_list,segnum,sn);
1457 add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1458 add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1459 add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1460 add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1463 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1464 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1472 // Adds all the edges from a segment we haven't visited yet.
1474 void add_unknown_segment_edges(segment *seg)
1477 int segnum = SEGMENT_NUMBER(seg);
1479 for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1480 short vertex_list[4];
1482 // Only add edges that have no children
1483 if (seg->children[sn] == -1) {
1484 get_side_verts(vertex_list,segnum,sn);
1486 add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1487 add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1488 add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1489 add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1497 void automap_build_edge_list()
1504 if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1505 Automap_cheat = 1; // Damn cheaters...
1508 for (i=0; i<Max_edges; i++) {
1509 Edges[i].num_faces = 0;
1513 Highest_edge_index = -1;
1515 if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) ) {
1516 // Cheating, add all edges as visited
1517 for (s=0; s<=Highest_segment_index; s++)
1519 if (Segments[s].segnum != -1)
1522 add_segment_edges(&Segments[s]);
1525 // Not cheating, add visited edges, and then unvisited edges
1526 for (s=0; s<=Highest_segment_index; s++)
1528 if (Segments[s].segnum != -1)
1530 if (Automap_visited[s]) {
1531 add_segment_edges(&Segments[s]);
1534 for (s=0; s<=Highest_segment_index; s++)
1536 if (Segments[s].segnum != -1)
1538 if (!Automap_visited[s]) {
1539 add_unknown_segment_edges(&Segments[s]);
1543 // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1544 for (i=0; i<=Highest_edge_index; i++ ) {
1546 if (!(e->flags&EF_USED)) continue;
1548 for (e1=0; e1<e->num_faces; e1++ ) {
1549 for (e2=1; e2<e->num_faces; e2++ ) {
1550 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) {
1553 get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1554 get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1555 if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10)) ) {
1557 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)) ) {
1559 e->flags &= (~EF_DEFINING);
1564 if (!(e->flags & EF_DEFINING))
1569 mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges ));
1573 char Marker_input [40];
1575 ubyte DefiningMarkerMessage=0;
1576 ubyte MarkerBeingDefined;
1577 ubyte LastMarkerDropped;
1579 void InitMarkerInput ()
1583 //find free marker slot
1585 if (Game_mode & GM_MULTI)
1586 maxdrop=MAX_DROP_MULTI;
1588 maxdrop=MAX_DROP_SINGLE;
1590 for (i=0;i<maxdrop;i++)
1591 if (MarkerObject[(Player_num*2)+i] == -1) //found free slot!
1594 if (i==maxdrop) //no free slot
1596 if (Game_mode & GM_MULTI)
1597 i = !LastMarkerDropped; //in multi, replace older of two
1599 HUD_init_message("No free marker slots");
1604 //got a free slot. start inputting marker message
1608 DefiningMarkerMessage=1;
1609 MarkerBeingDefined = i;
1612 void MarkerInputMessage (int key)
1617 DefiningMarkerMessage = 0;
1618 game_flush_inputs();
1623 if (Marker_index > 0)
1625 Marker_input[Marker_index] = 0;
1628 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1629 if (Game_mode & GM_MULTI)
1630 strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1631 DropMarker(MarkerBeingDefined);
1632 LastMarkerDropped = MarkerBeingDefined;
1633 game_flush_inputs();
1634 DefiningMarkerMessage = 0;
1639 int ascii = key_to_ascii(key);
1641 if (Marker_index < 38 )
1643 Marker_input[Marker_index++] = ascii;
1644 Marker_input[Marker_index] = 0;