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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ( " PARALLAX " ) . PARALLAX , IN DISTRIBUTING THE CODE TO
END - USERS , AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN , GRANTS A
ROYALTY - FREE , PERPETUAL LICENSE TO SUCH END - USERS FOR USE BY SUCH END - USERS
IN USING , DISPLAYING , AND CREATING DERIVATIVE WORKS THEREOF , SO LONG AS
SUCH USE , DISPLAY OR CREATION IS FOR NON - COMMERCIAL , ROYALTY OR REVENUE
FREE PURPOSES . IN NO EVENT SHALL THE END - USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE - BEARING PURPOSES . THE END - USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE .
COPYRIGHT 1993 - 1999 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
/*
*
* Routines for displaying the auto - map .
*
*/
# ifdef HAVE_CONFIG_H
# include <conf.h>
# endif
# include <stdio.h>
# include <stdlib.h>
# include <string.h>
# ifdef OGL
# include "ogl_init.h"
# endif
# include "error.h"
# include "3d.h"
# include "inferno.h"
# include "u_mem.h"
# include "render.h"
# include "object.h"
# include "vclip.h"
# include "game.h"
# include "polyobj.h"
# include "sounds.h"
# include "player.h"
# include "bm.h"
# include "key.h"
# include "newmenu.h"
# include "menu.h"
# include "screens.h"
# include "textures.h"
# include "mouse.h"
# include "timer.h"
# include "segpoint.h"
# include "joy.h"
# include "iff.h"
# include "pcx.h"
# include "palette.h"
# include "wall.h"
# include "gameseq.h"
# include "gamefont.h"
# ifdef NETWORK
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# include "multi.h"
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# include "network.h"
# endif
# include "kconfig.h"
# include "endlevel.h"
# include "text.h"
# include "gauges.h"
# include "songs.h"
# include "powerup.h"
# include "switch.h"
# include "automap.h"
# include "cntrlcen.h"
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# include "playsave.h"
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# define EF_USED 1 // This edge is used
# define EF_DEFINING 2 // A structure defining edge that should always draw.
# define EF_FRONTIER 4 // An edge between the known and the unknown.
# define EF_SECRET 8 // An edge that is part of a secret wall.
# define EF_GRATE 16 // A grate... draw it all the time.
# define EF_NO_FADE 32 // An edge that doesn't fade with distance
# define EF_TOO_FAR 64 // An edge that is too far away
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void create_name_canv ( ) ;
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typedef struct Edge_info {
short verts [ 2 ] ; // 4 bytes
ubyte sides [ 4 ] ; // 4 bytes
short segnum [ 4 ] ; // 8 bytes // This might not need to be stored... If you can access the normals of a side.
ubyte flags ; // 1 bytes // See the EF_??? defines above.
ubyte color ; // 1 bytes
ubyte num_faces ; // 1 bytes // 19 bytes...
} Edge_info ;
# define MAX_EDGES_FROM_VERTS(v) ((v)*4)
# define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
# define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
# define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
# define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
# define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
# define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
# define K_WALL_REVEALED_COLOR BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
# define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 )
# define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
# define K_GREEN_31 BM_XRGB(0, 31, 0)
int Wall_normal_color ;
int Wall_door_color ;
int Wall_door_blue ;
int Wall_door_gold ;
int Wall_door_red ;
int Wall_revealed_color ;
int Hostage_color ;
int Font_color_20 ;
int Green_31 ;
int White_63 ;
int Blue_48 ;
int Red_48 ;
void init_automap_colors ( void )
{
Wall_normal_color = K_WALL_NORMAL_COLOR ;
Wall_door_color = K_WALL_DOOR_COLOR ;
Wall_door_blue = K_WALL_DOOR_BLUE ;
Wall_door_gold = K_WALL_DOOR_GOLD ;
Wall_door_red = K_WALL_DOOR_RED ;
Wall_revealed_color = K_WALL_REVEALED_COLOR ;
Hostage_color = K_HOSTAGE_COLOR ;
Font_color_20 = K_FONT_COLOR_20 ;
Green_31 = K_GREEN_31 ;
White_63 = gr_find_closest_color_current ( 63 , 63 , 63 ) ;
Blue_48 = gr_find_closest_color_current ( 0 , 0 , 48 ) ;
Red_48 = gr_find_closest_color_current ( 48 , 0 , 0 ) ;
}
// Segment visited list
ubyte Automap_visited [ MAX_SEGMENTS ] ;
// Edge list variables
static int Num_edges = 0 ;
static int Max_edges ; //set each frame
static int Highest_edge_index = - 1 ;
static Edge_info Edges [ MAX_EDGES ] ;
static short DrawingListBright [ MAX_EDGES ] ;
// Map movement defines
# define PITCH_DEFAULT 9000
# define ZOOM_DEFAULT i2f(20*10)
# define ZOOM_MIN_VALUE i2f(20*5)
# define ZOOM_MAX_VALUE i2f(20*100)
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# define SLIDE_SPEED (350)
# define ZOOM_SPEED_FACTOR (500) //(1500)
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# define ROT_SPEED_DIVISOR (115000)
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// Screen canvas variables
static grs_canvas Automap_view ;
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grs_bitmap Automap_background ;
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// Flags
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static int Automap_cheat = 0 ; // If set, show everything
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// Rendering variables
static fix Automap_zoom = 0x9000 ;
static vms_vector view_target ;
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static fix Automap_farthest_dist = ( F1_0 * 20 * 50 ) ; // 50 segments away
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static vms_matrix ViewMatrix ;
static fix ViewDist = 0 ;
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// Function Prototypes
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void adjust_segment_limit ( int SegmentLimit ) ;
void draw_all_edges ( void ) ;
void automap_build_edge_list ( void ) ;
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# define MAX_DROP_MULTI 2
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# define MAX_DROP_SINGLE 9
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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
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int HighlightMarker = - 1 ;
char MarkerMessage [ NUM_MARKERS ] [ MARKER_MESSAGE_LEN ] ;
char MarkerOwner [ NUM_MARKERS ] [ CALLSIGN_LEN + 1 ] ;
float MarkerScale = 2.0 ;
int MarkerObject [ NUM_MARKERS ] ;
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extern vms_vector Matrix_scale ; //how the matrix is currently scaled
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# define automap_draw_line g3_draw_line
// -------------------------------------------------------------
void DrawMarkerNumber ( int num )
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{
int i ;
g3s_point BasePoint , FromPoint , ToPoint ;
float ArrayX [ 10 ] [ 20 ] = { { - .25 , 0.0 , 0.0 , 0.0 , - 1.0 , 1.0 } ,
{ - 1.0 , 1.0 , 1.0 , 1.0 , - 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 , 1.0 } ,
{ - 1.0 , 1.0 , 1.0 , 1.0 , - 1.0 , 1.0 , 0.0 , 1.0 } ,
{ - 1.0 , - 1.0 , - 1.0 , 1.0 , 1.0 , 1.0 } ,
{ - 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 , 1.0 , 1.0 , 1.0 , - 1.0 , 1.0 } ,
{ - 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 , 1.0 , 1.0 , 1.0 , - 1.0 , 1.0 } ,
{ - 1.0 , 1.0 , 1.0 , 1.0 } ,
{ - 1.0 , 1.0 , 1.0 , 1.0 , - 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 , 1.0 } ,
{ - 1.0 , 1.0 , 1.0 , 1.0 , - 1.0 , 1.0 , - 1.0 , - 1.0 }
} ;
float ArrayY [ 10 ] [ 20 ] = { { .75 , 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 } ,
{ 1.0 , 1.0 , 1.0 , 0.0 , 0.0 , 0.0 , 0.0 , - 1.0 , - 1.0 , - 1.0 } ,
{ 1.0 , 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 , 0.0 , 0.0 } ,
{ 1.0 , 0.0 , 0.0 , 0.0 , 1.0 , - 1.0 } ,
{ 1.0 , 1.0 , 1.0 , 0.0 , 0.0 , 0.0 , 0.0 , - 1.0 , - 1.0 , - 1.0 } ,
{ 1.0 , 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 , - 1.0 , 0.0 , 0.0 , 0.0 } ,
{ 1.0 , 1.0 , 1.0 , - 1.0 } ,
{ 1.0 , 1.0 , 1.0 , - 1.0 , - 1.0 , - 1.0 , - 1.0 , 1.0 , 0.0 , 0.0 } ,
{ 1.0 , 1.0 , 1.0 , - 1.0 , 0.0 , 0.0 , 0.0 , 1.0 }
} ;
int NumOfPoints [ ] = { 6 , 10 , 8 , 6 , 10 , 10 , 4 , 10 , 8 } ;
for ( i = 0 ; i < NumOfPoints [ num ] ; i + + )
{
ArrayX [ num ] [ i ] * = MarkerScale ;
ArrayY [ num ] [ i ] * = MarkerScale ;
}
if ( num = = HighlightMarker )
gr_setcolor ( White_63 ) ;
else
gr_setcolor ( Blue_48 ) ;
g3_rotate_point ( & BasePoint , & Objects [ MarkerObject [ ( Player_num * 2 ) + num ] ] . pos ) ;
for ( i = 0 ; i < NumOfPoints [ num ] ; i + = 2 )
{
FromPoint = BasePoint ;
ToPoint = BasePoint ;
FromPoint . p3_x + = fixmul ( ( fl2f ( ArrayX [ num ] [ i ] ) ) , Matrix_scale . x ) ;
FromPoint . p3_y + = fixmul ( ( fl2f ( ArrayY [ num ] [ i ] ) ) , Matrix_scale . y ) ;
g3_code_point ( & FromPoint ) ;
g3_project_point ( & FromPoint ) ;
ToPoint . p3_x + = fixmul ( ( fl2f ( ArrayX [ num ] [ i + 1 ] ) ) , Matrix_scale . x ) ;
ToPoint . p3_y + = fixmul ( ( fl2f ( ArrayY [ num ] [ i + 1 ] ) ) , Matrix_scale . y ) ;
g3_code_point ( & ToPoint ) ;
g3_project_point ( & ToPoint ) ;
automap_draw_line ( & FromPoint , & ToPoint ) ;
}
}
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void DropMarker ( int player_marker_num )
{
int marker_num = ( Player_num * 2 ) + player_marker_num ;
object * playerp = & Objects [ Players [ Player_num ] . objnum ] ;
MarkerPoint [ marker_num ] = playerp - > pos ;
if ( MarkerObject [ marker_num ] ! = - 1 )
obj_delete ( MarkerObject [ marker_num ] ) ;
MarkerObject [ marker_num ] = drop_marker_object ( & playerp - > pos , playerp - > segnum , & playerp - > orient , marker_num ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_drop_marker ( Player_num , playerp - > pos , player_marker_num , MarkerMessage [ marker_num ] ) ;
# endif
}
void DropBuddyMarker ( object * objp )
{
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int marker_num ;
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// 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?
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marker_num = MAX_DROP_SINGLE + 1 ;
if ( marker_num > NUM_MARKERS - 1 )
marker_num = NUM_MARKERS - 1 ;
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sprintf ( MarkerMessage [ marker_num ] , " RIP: %s " , PlayerCfg . GuidebotName ) ;
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MarkerPoint [ marker_num ] = objp - > pos ;
if ( MarkerObject [ marker_num ] ! = - 1 & & MarkerObject [ marker_num ] ! = 0 )
obj_delete ( MarkerObject [ marker_num ] ) ;
MarkerObject [ marker_num ] = drop_marker_object ( & objp - > pos , objp - > segnum , & objp - > orient , marker_num ) ;
}
# define MARKER_SPHERE_SIZE 0x58000
void DrawMarkers ( )
{
int i , maxdrop ;
static int cyc = 10 , cycdir = 1 ;
g3s_point sphere_point ;
if ( Game_mode & GM_MULTI )
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maxdrop = 2 ;
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else
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maxdrop = 9 ;
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for ( i = 0 ; i < maxdrop ; i + + )
if ( MarkerObject [ ( Player_num * 2 ) + i ] ! = - 1 ) {
g3_rotate_point ( & sphere_point , & Objects [ MarkerObject [ ( Player_num * 2 ) + i ] ] . pos ) ;
gr_setcolor ( gr_find_closest_color_current ( cyc , 0 , 0 ) ) ;
g3_draw_sphere ( & sphere_point , MARKER_SPHERE_SIZE ) ;
gr_setcolor ( gr_find_closest_color_current ( cyc + 10 , 0 , 0 ) ) ;
g3_draw_sphere ( & sphere_point , MARKER_SPHERE_SIZE / 2 ) ;
gr_setcolor ( gr_find_closest_color_current ( cyc + 20 , 0 , 0 ) ) ;
g3_draw_sphere ( & sphere_point , MARKER_SPHERE_SIZE / 4 ) ;
DrawMarkerNumber ( i ) ;
}
if ( cycdir )
cyc + = 2 ;
else
cyc - = 2 ;
if ( cyc > 43 )
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{
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cyc = 43 ;
cycdir = 0 ;
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}
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else if ( cyc < 10 )
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{
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cyc = 10 ;
cycdir = 1 ;
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}
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}
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void ClearMarkers ( )
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{
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int i ;
for ( i = 0 ; i < NUM_MARKERS ; i + + ) {
MarkerMessage [ i ] [ 0 ] = 0 ;
MarkerObject [ i ] = - 1 ;
}
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}
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void automap_clear_visited ( )
{
int i ;
for ( i = 0 ; i < MAX_SEGMENTS ; i + + )
Automap_visited [ i ] = 0 ;
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ClearMarkers ( ) ;
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}
grs_canvas * name_canv_left , * name_canv_right ;
void draw_player ( object * obj )
{
vms_vector arrow_pos , head_pos ;
g3s_point sphere_point , arrow_point , head_point ;
// Draw Console player -- shaped like a ellipse with an arrow.
g3_rotate_point ( & sphere_point , & obj - > pos ) ;
g3_draw_sphere ( & sphere_point , obj - > size ) ;
// Draw shaft of arrow
vm_vec_scale_add ( & arrow_pos , & obj - > pos , & obj - > orient . fvec , obj - > size * 3 ) ;
g3_rotate_point ( & arrow_point , & arrow_pos ) ;
automap_draw_line ( & sphere_point , & arrow_point ) ;
// Draw right head of arrow
vm_vec_scale_add ( & head_pos , & obj - > pos , & obj - > orient . fvec , obj - > size * 2 ) ;
vm_vec_scale_add2 ( & head_pos , & obj - > orient . rvec , obj - > size * 1 ) ;
g3_rotate_point ( & head_point , & head_pos ) ;
automap_draw_line ( & arrow_point , & head_point ) ;
// Draw left head of arrow
vm_vec_scale_add ( & head_pos , & obj - > pos , & obj - > orient . fvec , obj - > size * 2 ) ;
vm_vec_scale_add2 ( & head_pos , & obj - > orient . rvec , obj - > size * ( - 1 ) ) ;
g3_rotate_point ( & head_point , & head_pos ) ;
automap_draw_line ( & arrow_point , & head_point ) ;
// Draw player's up vector
vm_vec_scale_add ( & arrow_pos , & obj - > pos , & obj - > orient . uvec , obj - > size * 2 ) ;
g3_rotate_point ( & arrow_point , & arrow_pos ) ;
automap_draw_line ( & sphere_point , & arrow_point ) ;
}
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//name for each group. maybe move somewhere else
char * system_name [ ] = {
" Zeta Aquilae " ,
" Quartzon System " ,
" Brimspark System " ,
" Limefrost Spiral " ,
" Baloris Prime " ,
" Omega System " } ;
void name_frame ( )
{
char name_level_left [ 128 ] , name_level_right [ 128 ] ;
int wr , h , aw ;
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if ( Current_level_num > 0 )
sprintf ( name_level_left , " %s %i " , TXT_LEVEL , Current_level_num ) ;
else
sprintf ( name_level_left , " Secret Level %i " , - Current_level_num ) ;
if ( PLAYING_BUILTIN_MISSION & & Current_level_num > 0 )
sprintf ( name_level_right , " %s %d: " , system_name [ ( Current_level_num - 1 ) / 4 ] , ( ( Current_level_num - 1 ) % 4 ) + 1 ) ;
else
strcpy ( name_level_right , " " ) ;
strcat ( name_level_right , Current_level_name ) ;
gr_set_curfont ( GAME_FONT ) ;
gr_set_fontcolor ( Green_31 , - 1 ) ;
gr_printf ( ( SWIDTH / 64 ) , ( SHEIGHT / 48 ) , " %s " , name_level_left ) ;
gr_get_string_size ( name_level_right , & wr , & h , & aw ) ;
gr_printf ( grd_curcanv - > cv_bitmap . bm_w - wr - ( SWIDTH / 64 ) , ( SHEIGHT / 48 ) , " %s " , name_level_right ) ;
}
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void draw_automap ( int flip )
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{
int i ;
int color ;
object * objp ;
vms_vector viewer_position ;
g3s_point sphere_point ;
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gr_set_current_canvas ( NULL ) ;
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show_fullscr ( & Automap_background ) ;
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gr_set_curfont ( HUGE_FONT ) ;
gr_set_fontcolor ( BM_XRGB ( 20 , 20 , 20 ) , - 1 ) ;
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gr_printf ( ( SWIDTH / 8 ) , ( SHEIGHT / 16 ) , TXT_AUTOMAP ) ;
gr_set_curfont ( GAME_FONT ) ;
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gr_set_fontcolor ( BM_XRGB ( 20 , 20 , 20 ) , - 1 ) ;
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gr_printf ( ( SWIDTH / 10.666 ) , ( SHEIGHT / 1.126 ) , TXT_TURN_SHIP ) ;
gr_printf ( ( SWIDTH / 10.666 ) , ( SHEIGHT / 1.083 ) , TXT_SLIDE_UPDOWN ) ;
gr_printf ( ( SWIDTH / 10.666 ) , ( SHEIGHT / 1.043 ) , TXT_VIEWING_DISTANCE ) ;
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gr_set_current_canvas ( & Automap_view ) ;
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gr_clear_canvas ( BM_XRGB ( 0 , 0 , 0 ) ) ;
g3_start_frame ( ) ;
render_start_frame ( ) ;
vm_vec_scale_add ( & viewer_position , & view_target , & ViewMatrix . fvec , - ViewDist ) ;
g3_set_view_matrix ( & viewer_position , & ViewMatrix , Automap_zoom ) ;
draw_all_edges ( ) ;
// Draw player...
# ifdef NETWORK
if ( Game_mode & GM_TEAM )
color = get_team ( Player_num ) ;
else
# endif
color = Player_num ; // Note link to above if!
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gr_setcolor ( BM_XRGB ( player_rgb [ color ] . r , player_rgb [ color ] . g , player_rgb [ color ] . b ) ) ;
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draw_player ( & Objects [ Players [ Player_num ] . objnum ] ) ;
DrawMarkers ( ) ;
// Draw player(s)...
# ifdef NETWORK
if ( ( Game_mode & ( GM_TEAM | GM_MULTI_COOP ) ) | | ( Netgame . game_flags & NETGAME_FLAG_SHOW_MAP ) ) {
for ( i = 0 ; i < N_players ; i + + ) {
if ( ( i ! = Player_num ) & & ( ( Game_mode & GM_MULTI_COOP ) | | ( get_team ( Player_num ) = = get_team ( i ) ) | | ( Netgame . game_flags & NETGAME_FLAG_SHOW_MAP ) ) ) {
if ( Objects [ Players [ i ] . objnum ] . type = = OBJ_PLAYER ) {
if ( Game_mode & GM_TEAM )
color = get_team ( i ) ;
else
color = i ;
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gr_setcolor ( BM_XRGB ( player_rgb [ color ] . r , player_rgb [ color ] . g , player_rgb [ color ] . b ) ) ;
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draw_player ( & Objects [ Players [ i ] . objnum ] ) ;
}
}
}
}
# endif
objp = & Objects [ 0 ] ;
for ( i = 0 ; i < = Highest_object_index ; i + + , objp + + ) {
switch ( objp - > type ) {
case OBJ_HOSTAGE :
gr_setcolor ( Hostage_color ) ;
g3_rotate_point ( & sphere_point , & objp - > pos ) ;
g3_draw_sphere ( & sphere_point , objp - > size ) ;
break ;
case OBJ_POWERUP :
if ( Automap_visited [ objp - > segnum ] ) {
if ( ( objp - > id = = POW_KEY_RED ) | | ( objp - > id = = POW_KEY_BLUE ) | | ( objp - > id = = POW_KEY_GOLD ) ) {
switch ( objp - > id ) {
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case POW_KEY_RED : gr_setcolor ( BM_XRGB ( 63 , 5 , 5 ) ) ; break ;
case POW_KEY_BLUE : gr_setcolor ( BM_XRGB ( 5 , 5 , 63 ) ) ; break ;
case POW_KEY_GOLD : gr_setcolor ( BM_XRGB ( 63 , 63 , 10 ) ) ; break ;
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default :
Error ( " Illegal key type: %i " , objp - > id ) ;
}
g3_rotate_point ( & sphere_point , & objp - > pos ) ;
g3_draw_sphere ( & sphere_point , objp - > size * 4 ) ;
}
}
break ;
}
}
g3_end_frame ( ) ;
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name_frame ( ) ;
if ( HighlightMarker > - 1 & & MarkerMessage [ HighlightMarker ] [ 0 ] ! = 0 )
{
char msg [ 10 + MARKER_MESSAGE_LEN + 1 ] ;
sprintf ( msg , " Marker %d: %s " , HighlightMarker + 1 , MarkerMessage [ ( Player_num * 2 ) + HighlightMarker ] ) ;
gr_printf ( ( SWIDTH / 64 ) , ( SHEIGHT / 18 ) , " %s " , msg ) ;
}
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if ( flip )
gr_flip ( ) ;
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}
# define LEAVE_TIME 0x4000
extern void GameLoop ( int , int ) ;
extern int set_segment_depths ( int start_seg , ubyte * segbuf ) ;
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int Automap_active = 0 ;
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# define MAP_BACKGROUND_FILENAME ((HIRESMODE && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
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void do_automap ( int key_code ) {
int done = 0 ;
vms_matrix tempm ;
vms_angvec tangles ;
int leave_mode = 0 ;
int first_time = 1 ;
int pcx_error ;
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# ifndef NDEBUG
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int i ;
# endif
int c , marker_num ;
fix entry_time ;
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int pause_game = 1 ; // Set to 1 if everything is paused during automap...No pause during net.
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fix t1 , t2 ;
control_info saved_control_info ;
int Max_segments_away = 0 ;
int SegmentLimit = 1 ;
ubyte pal [ 256 * 3 ] ;
char maxdrop ;
Automap_active = 1 ;
init_automap_colors ( ) ;
key_code = key_code ; // disable warning...
if ( ( Game_mode & GM_MULTI ) & & ( Function_mode = = FMODE_GAME ) & & ( ! Endlevel_sequence ) )
pause_game = 0 ;
if ( pause_game ) {
stop_time ( ) ;
digi_pause_digi_sounds ( ) ;
}
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Max_edges = min ( MAX_EDGES_FROM_VERTS ( Num_vertices ) , MAX_EDGES ) ; //make maybe smaller than max
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gr_set_current_canvas ( NULL ) ;
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automap_build_edge_list ( ) ;
if ( ViewDist = = 0 )
ViewDist = ZOOM_DEFAULT ;
ViewMatrix = Objects [ Players [ Player_num ] . objnum ] . orient ;
tangles . p = PITCH_DEFAULT ;
tangles . h = 0 ;
tangles . b = 0 ;
done = 0 ;
view_target = Objects [ Players [ Player_num ] . objnum ] . pos ;
t1 = entry_time = timer_get_fixed_seconds ( ) ;
t2 = t1 ;
//Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
Max_segments_away = set_segment_depths ( Objects [ Players [ Player_num ] . objnum ] . segnum , Automap_visited ) ;
SegmentLimit = Max_segments_away ;
adjust_segment_limit ( SegmentLimit ) ;
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// ZICO - code from above to show frame in OGL correctly. Redundant, but better readable.
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// KREATOR - Now applies to all platforms so double buffering is supported
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gr_init_bitmap_data ( & Automap_background ) ;
pcx_error = pcx_read_bitmap ( MAP_BACKGROUND_FILENAME , & Automap_background , BM_LINEAR , pal ) ;
if ( pcx_error ! = PCX_ERROR_NONE )
Error ( " File %s - PCX error: %s " , MAP_BACKGROUND_FILENAME , pcx_errormsg ( pcx_error ) ) ;
gr_remap_bitmap_good ( & Automap_background , pal , - 1 , - 1 ) ;
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gr_init_sub_canvas ( & Automap_view , & grd_curscreen - > sc_canvas , ( SWIDTH / 23 ) , ( SHEIGHT / 6 ) , ( SWIDTH / 1.1 ) , ( SHEIGHT / 1.45 ) ) ;
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while ( ! done ) {
if ( leave_mode = = 0 & & Controls . automap_state & & ( timer_get_fixed_seconds ( ) - entry_time ) > LEAVE_TIME )
leave_mode = 1 ;
if ( ! Controls . automap_state & & ( leave_mode = = 1 ) )
done = 1 ;
if ( ! pause_game ) {
ushort old_wiggle ;
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saved_control_info = Controls ; // Save controls so we can zero them
memset ( & Controls , 0 , sizeof ( control_info ) ) ; // Clear everything...
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old_wiggle = ConsoleObject - > mtype . phys_info . flags & PF_WIGGLE ; // Save old wiggle
ConsoleObject - > mtype . phys_info . flags & = ~ PF_WIGGLE ; // Turn off wiggle
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# ifdef NETWORK
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if ( multi_menu_poll ( ) )
done = 1 ;
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# endif
ConsoleObject - > mtype . phys_info . flags | = old_wiggle ; // Restore wiggle
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Controls = saved_control_info ;
}
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controls_read_all ( ) ;
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if ( Controls . automap_down_count ) {
if ( leave_mode = = 0 )
done = 1 ;
c = 0 ;
}
//see if redbook song needs to be restarted
songs_check_redbook_repeat ( ) ;
while ( ( c = key_inkey ( ) ) ) {
switch ( c ) {
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# ifndef NDEBUG
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case KEY_BACKSP : Int3 ( ) ; break ;
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# endif
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case KEY_PRINT_SCREEN : {
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gr_set_current_canvas ( NULL ) ;
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save_screen_shot ( 1 ) ;
break ;
}
case KEY_ESC :
if ( leave_mode = = 0 )
done = 1 ;
break ;
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# ifndef NDEBUG
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case KEY_DEBUGGED + KEY_F : {
for ( i = 0 ; i < = Highest_segment_index ; i + + )
Automap_visited [ i ] = 1 ;
automap_build_edge_list ( ) ;
Max_segments_away = set_segment_depths ( Objects [ Players [ Player_num ] . objnum ] . segnum , Automap_visited ) ;
SegmentLimit = Max_segments_away ;
adjust_segment_limit ( SegmentLimit ) ;
}
break ;
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# endif
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case KEY_MINUS :
if ( SegmentLimit > 1 ) {
SegmentLimit - - ;
adjust_segment_limit ( SegmentLimit ) ;
}
break ;
case KEY_EQUAL :
if ( SegmentLimit < Max_segments_away ) {
SegmentLimit + + ;
adjust_segment_limit ( SegmentLimit ) ;
}
break ;
case KEY_1 :
case KEY_2 :
case KEY_3 :
case KEY_4 :
case KEY_5 :
case KEY_6 :
case KEY_7 :
case KEY_8 :
case KEY_9 :
case KEY_0 :
if ( Game_mode & GM_MULTI )
maxdrop = 2 ;
else
maxdrop = 9 ;
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# ifndef MACINTOSH
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marker_num = c - KEY_1 ;
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# else
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switch ( c ) { // god this is stupid.....
case KEY_1 : marker_num = 0 ; break ;
case KEY_2 : marker_num = 1 ; break ;
case KEY_3 : marker_num = 2 ; break ;
case KEY_4 : marker_num = 3 ; break ;
case KEY_5 : marker_num = 4 ; break ;
case KEY_6 : marker_num = 5 ; break ;
case KEY_7 : marker_num = 6 ; break ;
case KEY_8 : marker_num = 7 ; break ;
case KEY_9 : marker_num = 8 ; break ;
case KEY_0 : marker_num = 9 ; break ;
}
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# endif
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if ( marker_num < = maxdrop )
{
if ( MarkerObject [ marker_num ] ! = - 1 )
HighlightMarker = marker_num ;
}
break ;
case KEY_D + KEY_CTRLED :
if ( HighlightMarker > - 1 & & MarkerObject [ HighlightMarker ] ! = - 1 ) {
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gr_set_current_canvas ( NULL ) ;
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if ( nm_messagebox ( NULL , 2 , TXT_YES , TXT_NO , " Delete Marker? " ) = = 0 ) {
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obj_delete ( MarkerObject [ HighlightMarker ] ) ;
MarkerObject [ HighlightMarker ] = - 1 ;
MarkerMessage [ HighlightMarker ] [ 0 ] = 0 ;
HighlightMarker = - 1 ;
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}
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set_screen_mode ( SCREEN_GAME ) ;
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}
break ;
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# ifndef RELEASE
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case KEY_COMMA :
if ( MarkerScale > .5 )
MarkerScale - = .5 ;
break ;
case KEY_PERIOD :
if ( MarkerScale < 30.0 )
MarkerScale + = .5 ;
break ;
# endif
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case KEY_ALTED + KEY_ENTER :
case KEY_ALTED + KEY_PADENTER :
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gr_toggle_fullscreen ( ) ;
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break ;
//end addition -MM
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}
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}
if ( Controls . fire_primary_down_count ) {
// Reset orientation
ViewDist = ZOOM_DEFAULT ;
tangles . p = PITCH_DEFAULT ;
tangles . h = 0 ;
tangles . b = 0 ;
view_target = Objects [ Players [ Player_num ] . objnum ] . pos ;
}
ViewDist - = Controls . forward_thrust_time * ZOOM_SPEED_FACTOR ;
tangles . p + = fixdiv ( Controls . pitch_time , ROT_SPEED_DIVISOR ) ;
tangles . h + = fixdiv ( Controls . heading_time , ROT_SPEED_DIVISOR ) ;
tangles . b + = fixdiv ( Controls . bank_time , ROT_SPEED_DIVISOR * 2 ) ;
if ( Controls . vertical_thrust_time | | Controls . sideways_thrust_time ) {
vms_angvec tangles1 ;
vms_vector old_vt ;
old_vt = view_target ;
tangles1 = tangles ;
vm_angles_2_matrix ( & tempm , & tangles1 ) ;
vm_matrix_x_matrix ( & ViewMatrix , & Objects [ Players [ Player_num ] . objnum ] . orient , & tempm ) ;
vm_vec_scale_add2 ( & view_target , & ViewMatrix . uvec , Controls . vertical_thrust_time * SLIDE_SPEED ) ;
vm_vec_scale_add2 ( & view_target , & ViewMatrix . rvec , Controls . sideways_thrust_time * SLIDE_SPEED ) ;
if ( vm_vec_dist_quick ( & view_target , & Objects [ Players [ Player_num ] . objnum ] . pos ) > i2f ( 1000 ) ) {
view_target = old_vt ;
}
}
vm_angles_2_matrix ( & tempm , & tangles ) ;
vm_matrix_x_matrix ( & ViewMatrix , & Objects [ Players [ Player_num ] . objnum ] . orient , & tempm ) ;
if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE ;
if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE ;
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draw_automap ( GameArg . DbgUseDoubleBuffer ) ;
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if ( first_time ) {
first_time = 0 ;
gr_palette_load ( gr_palette ) ;
}
t2 = timer_get_fixed_seconds ( ) ;
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 :)
{
t2 = timer_get_fixed_seconds ( ) ;
}
if ( pause_game )
FrameTime = t2 - t1 ;
t1 = t2 ;
}
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# ifdef OGL
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gr_free_bitmap_data ( & Automap_background ) ;
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# endif
game_flush_inputs ( ) ;
if ( pause_game )
{
start_time ( ) ;
digi_resume_digi_sounds ( ) ;
}
Automap_active = 0 ;
}
void adjust_segment_limit ( int SegmentLimit )
{
int i , e1 ;
Edge_info * e ;
for ( i = 0 ; i < = Highest_edge_index ; i + + ) {
e = & Edges [ i ] ;
e - > flags | = EF_TOO_FAR ;
for ( e1 = 0 ; e1 < e - > num_faces ; e1 + + ) {
if ( Automap_visited [ e - > segnum [ e1 ] ] < = SegmentLimit ) {
e - > flags & = ( ~ EF_TOO_FAR ) ;
break ;
}
}
}
}
void draw_all_edges ( )
{
g3s_codes cc ;
int i , j , nbright ;
ubyte nfacing , nnfacing ;
Edge_info * e ;
vms_vector * tv1 ;
fix distance ;
fix min_distance = 0x7fffffff ;
g3s_point * p1 , * p2 ;
nbright = 0 ;
for ( i = 0 ; i < = Highest_edge_index ; i + + ) {
//e = &Edges[Edge_used_list[i]];
e = & Edges [ i ] ;
if ( ! ( e - > flags & EF_USED ) ) continue ;
if ( e - > flags & EF_TOO_FAR ) continue ;
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if ( e - > flags & EF_FRONTIER ) { // A line that is between what we have seen and what we haven't
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if ( ( ! ( e - > flags & EF_SECRET ) ) & & ( e - > color = = Wall_normal_color ) )
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continue ; // If a line isn't secret and is normal color, then don't draw it
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}
cc = rotate_list ( 2 , e - > verts ) ;
distance = Segment_points [ e - > verts [ 1 ] ] . p3_z ;
if ( min_distance > distance )
min_distance = distance ;
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if ( ! cc . and ) { //all off screen?
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nfacing = nnfacing = 0 ;
tv1 = & Vertices [ e - > verts [ 0 ] ] ;
j = 0 ;
while ( j < e - > num_faces & & ( nfacing = = 0 | | nnfacing = = 0 ) ) {
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# ifdef COMPACT_SEGS
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vms_vector temp_v ;
get_side_normal ( & Segments [ e - > segnum [ j ] ] , e - > sides [ j ] , 0 , & temp_v ) ;
if ( ! g3_check_normal_facing ( tv1 , & temp_v ) )
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# else
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if ( ! g3_check_normal_facing ( tv1 , & Segments [ e - > segnum [ j ] ] . sides [ e - > sides [ j ] ] . normals [ 0 ] ) )
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# endif
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nfacing + + ;
else
nnfacing + + ;
j + + ;
}
if ( nfacing & & nnfacing ) {
// a contour line
DrawingListBright [ nbright + + ] = e - Edges ;
} else if ( e - > flags & ( EF_DEFINING | EF_GRATE ) ) {
if ( nfacing = = 0 ) {
if ( e - > flags & EF_NO_FADE )
gr_setcolor ( e - > color ) ;
else
gr_setcolor ( gr_fade_table [ e - > color + 256 * 8 ] ) ;
g3_draw_line ( & Segment_points [ e - > verts [ 0 ] ] , & Segment_points [ e - > verts [ 1 ] ] ) ;
} else {
DrawingListBright [ nbright + + ] = e - Edges ;
}
}
}
}
if ( min_distance < 0 ) min_distance = 0 ;
// Sort the bright ones using a shell sort
{
int t ;
int i , j , incr , v1 , v2 ;
incr = nbright / 2 ;
while ( incr > 0 ) {
for ( i = incr ; i < nbright ; i + + ) {
j = i - incr ;
while ( j > = 0 ) {
// compare element j and j+incr
v1 = Edges [ DrawingListBright [ j ] ] . verts [ 0 ] ;
v2 = Edges [ DrawingListBright [ j + incr ] ] . verts [ 0 ] ;
if ( Segment_points [ v1 ] . p3_z < Segment_points [ v2 ] . p3_z ) {
// If not in correct order, them swap 'em
t = DrawingListBright [ j + incr ] ;
DrawingListBright [ j + incr ] = DrawingListBright [ j ] ;
DrawingListBright [ j ] = t ;
j - = incr ;
}
else
break ;
}
}
incr = incr / 2 ;
}
}
// Draw the bright ones
for ( i = 0 ; i < nbright ; i + + ) {
int color ;
fix dist ;
e = & Edges [ DrawingListBright [ i ] ] ;
p1 = & Segment_points [ e - > verts [ 0 ] ] ;
p2 = & Segment_points [ e - > verts [ 1 ] ] ;
dist = p1 - > p3_z - min_distance ;
// Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
if ( dist < 0 ) dist = 0 ;
if ( dist > = Automap_farthest_dist ) continue ;
if ( e - > flags & EF_NO_FADE ) {
gr_setcolor ( e - > color ) ;
} else {
dist = F1_0 - fixdiv ( dist , Automap_farthest_dist ) ;
color = f2i ( dist * 31 ) ;
gr_setcolor ( gr_fade_table [ e - > color + color * 256 ] ) ;
}
g3_draw_line ( p1 , p2 ) ;
}
}
//==================================================================
//
// All routines below here are used to build the Edge list
//
//==================================================================
//finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
static int automap_find_edge ( int v0 , int v1 , Edge_info * * edge_ptr )
{
long vv , evv ;
short hash , oldhash ;
int ret , ev0 , ev1 ;
vv = ( v1 < < 16 ) + v0 ;
oldhash = hash = ( ( v0 * 5 + v1 ) % Max_edges ) ;
ret = - 1 ;
while ( ret = = - 1 ) {
ev0 = ( int ) ( Edges [ hash ] . verts [ 0 ] ) ;
ev1 = ( int ) ( Edges [ hash ] . verts [ 1 ] ) ;
evv = ( ev1 < < 16 ) + ev0 ;
if ( Edges [ hash ] . num_faces = = 0 ) ret = 0 ;
else if ( evv = = vv ) ret = 1 ;
else {
if ( + + hash = = Max_edges ) hash = 0 ;
if ( hash = = oldhash ) Error ( " Edge list full! " ) ;
}
}
* edge_ptr = & Edges [ hash ] ;
if ( ret = = 0 )
return - 1 ;
else
return hash ;
}
void add_one_edge ( short va , short vb , ubyte color , ubyte side , short segnum , int hidden , int grate , int no_fade ) {
int found ;
Edge_info * e ;
short tmp ;
if ( Num_edges > = Max_edges ) {
// GET JOHN! (And tell him that his
// MAX_EDGES_FROM_VERTS formula is hosed.)
// If he's not around, save the mine,
// and send him mail so he can look
// at the mine later. Don't modify it.
// This is important if this happens.
Int3 ( ) ; // LOOK ABOVE!!!!!!
return ;
}
if ( va > vb ) {
tmp = va ;
va = vb ;
vb = tmp ;
}
found = automap_find_edge ( va , vb , & e ) ;
if ( found = = - 1 ) {
e - > verts [ 0 ] = va ;
e - > verts [ 1 ] = vb ;
e - > color = color ;
e - > num_faces = 1 ;
e - > flags = EF_USED | EF_DEFINING ; // Assume a normal line
e - > sides [ 0 ] = side ;
e - > segnum [ 0 ] = segnum ;
//Edge_used_list[Num_edges] = e-Edges;
if ( ( e - Edges ) > Highest_edge_index )
Highest_edge_index = e - Edges ;
Num_edges + + ;
} else {
//Assert(e->num_faces < 8 );
if ( color ! = Wall_normal_color )
if ( color ! = Wall_revealed_color )
e - > color = color ;
if ( e - > num_faces < 4 ) {
e - > sides [ e - > num_faces ] = side ;
e - > segnum [ e - > num_faces ] = segnum ;
e - > num_faces + + ;
}
}
if ( grate )
e - > flags | = EF_GRATE ;
if ( hidden )
e - > flags | = EF_SECRET ; // Mark this as a hidden edge
if ( no_fade )
e - > flags | = EF_NO_FADE ;
}
void add_one_unknown_edge ( short va , short vb ) {
int found ;
Edge_info * e ;
short tmp ;
if ( va > vb ) {
tmp = va ;
va = vb ;
vb = tmp ;
}
found = automap_find_edge ( va , vb , & e ) ;
if ( found ! = - 1 )
e - > flags | = EF_FRONTIER ; // Mark as a border edge
}
# ifndef _GAMESEQ_H
extern obj_position Player_init [ ] ;
# endif
void add_segment_edges ( segment * seg )
{
int is_grate , no_fade ;
ubyte color ;
int sn ;
int segnum = seg - Segments ;
int hidden_flag ;
int ttype , trigger_num ;
for ( sn = 0 ; sn < MAX_SIDES_PER_SEGMENT ; sn + + ) {
short vertex_list [ 4 ] ;
hidden_flag = 0 ;
is_grate = 0 ;
no_fade = 0 ;
color = 255 ;
if ( seg - > children [ sn ] = = - 1 ) {
color = Wall_normal_color ;
}
switch ( Segment2s [ segnum ] . special ) {
case SEGMENT_IS_FUELCEN :
color = BM_XRGB ( 29 , 27 , 13 ) ;
break ;
case SEGMENT_IS_CONTROLCEN :
if ( Control_center_present )
color = BM_XRGB ( 29 , 0 , 0 ) ;
break ;
case SEGMENT_IS_ROBOTMAKER :
color = BM_XRGB ( 29 , 0 , 31 ) ;
break ;
}
if ( seg - > sides [ sn ] . wall_num > - 1 ) {
trigger_num = Walls [ seg - > sides [ sn ] . wall_num ] . trigger ;
ttype = Triggers [ trigger_num ] . type ;
if ( ttype = = TT_SECRET_EXIT )
{
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color = BM_XRGB ( 29 , 0 , 31 ) ;
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no_fade = 1 ;
goto Here ;
}
switch ( Walls [ seg - > sides [ sn ] . wall_num ] . type ) {
case WALL_DOOR :
if ( Walls [ seg - > sides [ sn ] . wall_num ] . keys = = KEY_BLUE ) {
no_fade = 1 ;
color = Wall_door_blue ;
} else if ( Walls [ seg - > sides [ sn ] . wall_num ] . keys = = KEY_GOLD ) {
no_fade = 1 ;
color = Wall_door_gold ;
} else if ( Walls [ seg - > sides [ sn ] . wall_num ] . keys = = KEY_RED ) {
no_fade = 1 ;
color = Wall_door_red ;
} else if ( ! ( WallAnims [ Walls [ seg - > sides [ sn ] . wall_num ] . clip_num ] . flags & WCF_HIDDEN ) ) {
int connected_seg = seg - > children [ sn ] ;
if ( connected_seg ! = - 1 ) {
int connected_side = find_connect_side ( seg , & Segments [ connected_seg ] ) ;
int keytype = Walls [ Segments [ connected_seg ] . sides [ connected_side ] . wall_num ] . keys ;
if ( ( keytype ! = KEY_BLUE ) & & ( keytype ! = KEY_GOLD ) & & ( keytype ! = KEY_RED ) )
color = Wall_door_color ;
else {
switch ( Walls [ Segments [ connected_seg ] . sides [ connected_side ] . wall_num ] . keys ) {
case KEY_BLUE : color = Wall_door_blue ; no_fade = 1 ; break ;
case KEY_GOLD : color = Wall_door_gold ; no_fade = 1 ; break ;
case KEY_RED : color = Wall_door_red ; no_fade = 1 ; break ;
default : Error ( " Inconsistent data. Supposed to be a colored wall, but not blue, gold or red. \n " ) ;
}
}
}
} else {
color = Wall_normal_color ;
hidden_flag = 1 ;
}
break ;
case WALL_CLOSED :
// Make grates draw properly
if ( WALL_IS_DOORWAY ( seg , sn ) & WID_RENDPAST_FLAG )
is_grate = 1 ;
else
hidden_flag = 1 ;
color = Wall_normal_color ;
break ;
case WALL_BLASTABLE :
// Hostage doors
color = Wall_door_color ;
break ;
}
}
if ( segnum = = Player_init [ Player_num ] . segnum )
color = BM_XRGB ( 31 , 0 , 31 ) ;
if ( color ! = 255 ) {
// If they have a map powerup, draw unvisited areas in dark blue.
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_MAP_ALL & & ( ! Automap_visited [ segnum ] ) )
color = Wall_revealed_color ;
Here :
get_side_verts ( vertex_list , segnum , sn ) ;
add_one_edge ( vertex_list [ 0 ] , vertex_list [ 1 ] , color , sn , segnum , hidden_flag , 0 , no_fade ) ;
add_one_edge ( vertex_list [ 1 ] , vertex_list [ 2 ] , color , sn , segnum , hidden_flag , 0 , no_fade ) ;
add_one_edge ( vertex_list [ 2 ] , vertex_list [ 3 ] , color , sn , segnum , hidden_flag , 0 , no_fade ) ;
add_one_edge ( vertex_list [ 3 ] , vertex_list [ 0 ] , color , sn , segnum , hidden_flag , 0 , no_fade ) ;
if ( is_grate ) {
add_one_edge ( vertex_list [ 0 ] , vertex_list [ 2 ] , color , sn , segnum , hidden_flag , 1 , no_fade ) ;
add_one_edge ( vertex_list [ 1 ] , vertex_list [ 3 ] , color , sn , segnum , hidden_flag , 1 , no_fade ) ;
}
}
}
}
// Adds all the edges from a segment we haven't visited yet.
void add_unknown_segment_edges ( segment * seg )
{
int sn ;
int segnum = seg - Segments ;
for ( sn = 0 ; sn < MAX_SIDES_PER_SEGMENT ; sn + + ) {
short vertex_list [ 4 ] ;
// Only add edges that have no children
if ( seg - > children [ sn ] = = - 1 ) {
get_side_verts ( vertex_list , segnum , sn ) ;
add_one_unknown_edge ( vertex_list [ 0 ] , vertex_list [ 1 ] ) ;
add_one_unknown_edge ( vertex_list [ 1 ] , vertex_list [ 2 ] ) ;
add_one_unknown_edge ( vertex_list [ 2 ] , vertex_list [ 3 ] ) ;
add_one_unknown_edge ( vertex_list [ 3 ] , vertex_list [ 0 ] ) ;
}
}
}
void automap_build_edge_list ( )
{
int i , e1 , e2 , s ;
Edge_info * e ;
Automap_cheat = 0 ;
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
Automap_cheat = 1 ; // Damn cheaters...
// clear edge list
for ( i = 0 ; i < Max_edges ; i + + ) {
Edges [ i ] . num_faces = 0 ;
Edges [ i ] . flags = 0 ;
}
Num_edges = 0 ;
Highest_edge_index = - 1 ;
if ( Automap_cheat | | ( Players [ Player_num ] . flags & PLAYER_FLAGS_MAP_ALL ) ) {
// Cheating, add all edges as visited
for ( s = 0 ; s < = Highest_segment_index ; s + + )
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# ifdef EDITOR
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if ( Segments [ s ] . segnum ! = - 1 )
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# endif
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{
add_segment_edges ( & Segments [ s ] ) ;
}
} else {
// Not cheating, add visited edges, and then unvisited edges
for ( s = 0 ; s < = Highest_segment_index ; s + + )
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# ifdef EDITOR
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if ( Segments [ s ] . segnum ! = - 1 )
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# endif
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if ( Automap_visited [ s ] ) {
add_segment_edges ( & Segments [ s ] ) ;
}
for ( s = 0 ; s < = Highest_segment_index ; s + + )
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# ifdef EDITOR
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if ( Segments [ s ] . segnum ! = - 1 )
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# endif
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if ( ! Automap_visited [ s ] ) {
add_unknown_segment_edges ( & Segments [ s ] ) ;
}
}
// Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
for ( i = 0 ; i < = Highest_edge_index ; i + + ) {
e = & Edges [ i ] ;
if ( ! ( e - > flags & EF_USED ) ) continue ;
for ( e1 = 0 ; e1 < e - > num_faces ; e1 + + ) {
for ( e2 = 1 ; e2 < e - > num_faces ; e2 + + ) {
if ( ( e1 ! = e2 ) & & ( e - > segnum [ e1 ] ! = e - > segnum [ e2 ] ) ) {
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# ifdef COMPACT_SEGS
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vms_vector v1 , v2 ;
get_side_normal ( & Segments [ e - > segnum [ e1 ] ] , e - > sides [ e1 ] , 0 , & v1 ) ;
get_side_normal ( & Segments [ e - > segnum [ e2 ] ] , e - > sides [ e2 ] , 0 , & v2 ) ;
if ( vm_vec_dot ( & v1 , & v2 ) > ( F1_0 - ( F1_0 / 10 ) ) ) {
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# else
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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 ) ) ) {
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# endif
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e - > flags & = ( ~ EF_DEFINING ) ;
break ;
}
}
}
if ( ! ( e - > flags & EF_DEFINING ) )
break ;
}
}
}
char Marker_input [ 40 ] ;
int Marker_index = 0 ;
ubyte DefiningMarkerMessage = 0 ;
ubyte MarkerBeingDefined ;
ubyte LastMarkerDropped ;
void InitMarkerInput ( )
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{
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int maxdrop , i ;
//find free marker slot
if ( Game_mode & GM_MULTI )
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maxdrop = MAX_DROP_MULTI ;
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else
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maxdrop = MAX_DROP_SINGLE ;
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for ( i = 0 ; i < maxdrop ; i + + )
if ( MarkerObject [ ( Player_num * 2 ) + i ] = = - 1 ) //found free slot!
break ;
if ( i = = maxdrop ) //no free slot
{
if ( Game_mode & GM_MULTI )
i = ! LastMarkerDropped ; //in multi, replace older of two
else {
HUD_init_message ( " No free marker slots " ) ;
return ;
}
}
//got a free slot. start inputting marker message
Marker_input [ 0 ] = 0 ;
Marker_index = 0 ;
DefiningMarkerMessage = 1 ;
MarkerBeingDefined = i ;
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}
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void MarkerInputMessage ( )
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{
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int key = key_inkey ( ) ;
switch ( key )
{
case KEY_F8 :
case KEY_ESC :
DefiningMarkerMessage = 0 ;
game_flush_inputs ( ) ;
break ;
case KEY_LEFT :
case KEY_BACKSP :
case KEY_PAD4 :
if ( Marker_index > 0 )
Marker_index - - ;
Marker_input [ Marker_index ] = 0 ;
break ;
case KEY_ENTER :
strcpy ( MarkerMessage [ ( Player_num * 2 ) + MarkerBeingDefined ] , Marker_input ) ;
if ( Game_mode & GM_MULTI )
strcpy ( MarkerOwner [ ( Player_num * 2 ) + MarkerBeingDefined ] , Players [ Player_num ] . callsign ) ;
DropMarker ( MarkerBeingDefined ) ;
LastMarkerDropped = MarkerBeingDefined ;
game_flush_inputs ( ) ;
DefiningMarkerMessage = 0 ;
break ;
default :
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{
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int ascii = key_to_ascii ( ) ;
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if ( ( ascii < 255 ) )
if ( Marker_index < 38 )
{
Marker_input [ Marker_index + + ] = ascii ;
Marker_input [ Marker_index ] = 0 ;
}
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break ;
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}
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}
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}