dxx-rebirth/main/automap.c

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2006-03-20 16:43:15 +00:00
/*
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 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.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 "mono.h"
#include "polyobj.h"
#include "sounds.h"
#include "player.h"
#include "bm.h"
#include "key.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 "hostage.h"
#include "fuelcen.h"
#include "gameseq.h"
#include "gamefont.h"
#include "network.h"
#include "kconfig.h"
#include "multi.h"
#include "endlevel.h"
#include "text.h"
#include "gauges.h"
#include "powerup.h"
#include "network.h"
#include "newmenu.h"
//#include "intrface.h"
#include "d_delay.h"
#include "automap.h"
#ifdef OGL
#define AUTOMAP_DIRECT_RENDER
#else
#define AUTOMAP_NO_PAGING
#endif
void adjust_segment_limit(int SegmentLimit);
void draw_all_edges();
void automap_build_edge_list();
#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
typedef struct Edge_info {
union {
short verts[2]; // 4 bytes
int vv;
} moo;
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;
//OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v) ((v*5)/2)
// THE following was determined by John by loading levels 1-14 and recording
// numbers on 10/26/94.
//#define MAX_EDGES_FROM_VERTS(v) (((v)*21)/10)
#define MAX_EDGES_FROM_VERTS(v) ((v)*4)
//#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
#define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
#define WALL_NORMAL_COLOR BM_XRGB( 29, 29, 29 )
#define WALL_DOOR_COLOR BM_XRGB( 21, 31, 11 )
#define WALL_DOOR_BLUE BM_XRGB( 0, 0, 31)
#define WALL_DOOR_GOLD BM_XRGB( 31, 31, 0)
#define WALL_DOOR_RED BM_XRGB( 31, 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];
//static short DrawingListBright[MAX_EDGES];
//static short Edge_used_list[MAX_EDGES]; //which entries in edge_list have been used
// 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)
#define SLIDE_SPEED (350)
#define ZOOM_SPEED_FACTOR (1500)
#define ROT_SPEED_DIVISOR (115000)
#ifndef AUTOMAP_DIRECT_RENDER
// Screen anvas variables
static int current_page=0;
static grs_canvas Pages[2];
static grs_canvas DrawingPages[2];
#ifdef AUTOMAP_NO_PAGING
static grs_canvas *OffscreenPage = NULL;
#endif
#endif
// Flags
static int Automap_cheat = 0; // If set, show everything
// Rendering variables
static fix Automap_zoom = 0x9000;
static vms_vector view_target;
static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away
static vms_matrix ViewMatrix;
static fix ViewDist=0;
void automap_clear_visited()
{
int i;
for (i=0; i<MAX_SEGMENTS; i++ )
Automap_visited[i] = 0;
}
grs_canvas *name_canv;
char name_level[128];
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);
g3_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);
g3_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);
g3_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);
g3_draw_line( &sphere_point, &arrow_point );
}
void draw_automap()
{
int i;
int color;
object * objp;
vms_vector viewer_position;
g3s_point sphere_point;
#ifndef AUTOMAP_DIRECT_RENDER
#ifndef AUTOMAP_NO_PAGING
current_page ^= 1;
gr_set_current_canvas(&DrawingPages[current_page]);
#else
gr_set_current_canvas(&DrawingPages[0]);
#endif
#endif
gr_clear_canvas(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!
gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
draw_player(&Objects[Players[Player_num].objnum]);
// 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;
gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
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(BM_XRGB(0,31,0));
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) {
case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
}
g3_rotate_point(&sphere_point,&objp->pos);
g3_draw_sphere(&sphere_point,objp->size*4);
}
}
break;
}
}
g3_end_frame();
// gr_bitmapm(5,5,&name_canv->cv_bitmap);
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(BM_XRGB(0,31,0),-1);
gr_uprintf(5,5,name_level);
#ifdef OGL
ogl_swap_buffers();
#else
#ifndef AUTOMAP_DIRECT_RENDER
#ifndef AUTOMAP_NO_PAGING
gr_show_canvas( &Pages[current_page] );
#else
gr_bm_ubitblt( DrawingPages[0].cv_bitmap.bm_w,
DrawingPages[0].cv_bitmap.bm_h,
DrawingPages[0].cv_bitmap.bm_x,
DrawingPages[0].cv_bitmap.bm_y, 0, 0,
&DrawingPages[0].cv_bitmap,
&Pages[0].cv_bitmap );
// int_gr_update();
gr_update();
#endif
#else
gr_update();
#endif
#endif
}
#define LEAVE_TIME 0x4000
//print to canvas & double height
grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc)
{
int y;
ubyte *data;
int rs;
grs_canvas *temp_canv,*save_canv;
save_canv = grd_curcanv;
temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
gr_set_current_canvas(temp_canv);
gr_set_curfont(font);
gr_clear_canvas(255); //trans color
gr_set_fontcolor(fc,bc);
gr_printf(0,0,s);
//now double it, since we're drawing to 400-line modex screen
data = temp_canv->cv_bitmap.bm_data;
rs = temp_canv->cv_bitmap.bm_rowsize;
for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
}
gr_set_current_canvas(save_canv);
return temp_canv;
}
//print to buffer, double heights, and blit bitmap to screen
void modex_printf(int x,int y,char *s,int fontnum)
{
grs_canvas *temp_canv;
temp_canv = print_to_canvas(s,Gamefonts[fontnum], BM_XRGB(20,20,20), -1);
gr_bitmapm(x,y,&temp_canv->cv_bitmap);
gr_free_canvas(temp_canv);
}
void create_name_canv()
{
if (Current_level_num > 0)
sprintf(name_level, "%s %i: ",TXT_LEVEL, Current_level_num);
else
name_level[0] = 0;
strcat(name_level, Current_level_name);
gr_set_fontcolor(BM_XRGB(0,31,0),-1);
name_canv = print_to_canvas(name_level,Gamefonts[GFONT_SMALL], BM_XRGB(0,31,0), -1);
}
void modex_print_message(int x, int y, char *str)
{
#ifndef AUTOMAP_DIRECT_RENDER
#ifndef AUTOMAP_NO_PAGING
int i;
for (i=0; i<2; i++ ) {
gr_set_current_canvas(&Pages[i]);
#else
{
gr_set_current_canvas(OffscreenPage);
#endif
#endif
modex_printf(x, y, str, GFONT_MEDIUM_1);
#ifndef AUTOMAP_DIRECT_RENDER
}
gr_set_current_canvas(&DrawingPages[current_page]);
#endif
}
extern void GameLoop(int, int );
extern int set_segment_depths(int start_seg, ubyte *segbuf);
u_int32_t automap_mode = SM(640,480);
int automap_width = 640;
int automap_height = 480;
int automap_use_game_res=1; // ZICO - should be better
int nice_automap=1; // ZICO - should be better (command-line switches deactivated)
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;
int c;
// char filename[] = "MAP.PCX";
fix entry_time;
int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net.
fix t1, t2;
control_info saved_control_info;
grs_bitmap Automap_background;
int Max_segments_away = 0;
int SegmentLimit = 1;
//added on 10/28/98 by adb to fix compile versions
#if !defined (NDEBUG) || (!defined(AUTOMAP_NO_PAGING) && !defined(AUTOMAP_DIRECT_RENDER))
int i;
#endif
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();
create_name_canv();
Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
//Edges = malloc( sizeof(Edge_info)*Max_edges);
//if ( Edges == NULL ) {
// mprintf((0, "Couldn't get %dK for automap!", sizeof(Edge_info)*Max_edges/1024));
// return;
//}
//DrawingListBright = malloc( sizeof(short)*Max_edges);
//if ( DrawingListBright == NULL ) {
// mprintf((0, "Couldn't get %dK for automap!", sizeof(short)*Max_edges/1024));
// return;
//}
mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
//edit 4/23/99 Matt Mueller - don't switch res unless we need to
if (grd_curscreen->sc_mode != AUTOMAP_MODE)
gr_set_mode( AUTOMAP_MODE );
else
gr_set_current_canvas(NULL);
//end edit -MM
automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
gr_palette_clear();
#ifndef AUTOMAP_DIRECT_RENDER
gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,automap_width,automap_height);
#ifndef AUTOMAP_NO_PAGING
// NOTICE: should be 0,401! FIXME!
gr_init_sub_canvas(&Pages[1],grd_curcanv,0,0,automap_width,automap_height);
gr_init_sub_canvas(&DrawingPages[0],&Pages[0],0,0,automap_width,automap_height);
gr_init_sub_canvas(&DrawingPages[1],&Pages[1],0,0,automap_width,automap_height);
#else
OffscreenPage = gr_create_canvas( automap_width,automap_height );
if (!OffscreenPage) {
nm_messagebox("No memory for automap", 1, "Ok");
return;
}
gr_init_sub_canvas(&DrawingPages[0],OffscreenPage,0,0,automap_width,automap_height);
#endif
#endif
gr_init_bitmap_data (&Automap_background);
// pcx_error = pcx_read_bitmap(filename,&Automap_background,BM_LINEAR,NULL);
// if ( pcx_error != PCX_ERROR_NONE ) {
// printf("File %s - PCX error: %s",filename,pcx_errormsg(pcx_error));
// Error("File %s - PCX error: %s",filename,pcx_errormsg(pcx_error));
// return;
// }
#ifndef AUTOMAP_DIRECT_RENDER
#ifndef AUTOMAP_NO_PAGING
for (i=0; i<2; i++ ) {
gr_set_current_canvas(&Pages[i]);
#else
{
gr_set_current_canvas(OffscreenPage);
#endif
// gr_bitmap( 0, 0, &Automap_background );
// modex_printf( 40, 22,TXT_AUTOMAP,GFONT_BIG_1);
// modex_printf( 70,353,TXT_TURN_SHIP,GFONT_SMALL);
// modex_printf( 70,369,TXT_SLIDE_UPDOWN,GFONT_SMALL);
// modex_printf( 70,385,TXT_VIEWING_DISTANCE,GFONT_SMALL);
}
#ifdef AUTOMAP_NO_PAGING
//killed 05/17/99 Matt Mueller - this seems to merely copy undefined bytes around.. not needed
//--killed-- gr_bm_ubitblt(automap_width,automap_height, 0, 0, 0, 0, &OffscreenPage->cv_bitmap,&Pages[0].cv_bitmap);
//end kill -MM
#endif
gr_free_bitmap_data (&Automap_background);
gr_set_current_canvas(&DrawingPages[current_page]);
#endif
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);
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;
saved_control_info = Controls; // Save controls so we can zero them
memset(&Controls,0,sizeof(control_info)); // Clear everything...
old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
#ifdef NETWORK
if (multi_menu_poll())
done = 1;
#endif
// GameLoop( 0, 0 ); // Do game loop with no rendering and no reading controls.
ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
Controls = saved_control_info;
}
controls_read_all();
if ( Controls.automap_down_count ) {
if (leave_mode==0)
done = 1;
c = 0;
}
while( (c=key_inkey()) ) {
switch( c ) {
#ifndef NDEBUG
case KEY_BACKSP: Int3(); break;
#endif
case KEY_PRINT_SCREEN: save_screen_shot(1); break;
case KEY_ESC:
if (leave_mode==0)
done = 1;
break;
case KEY_ALTED+KEY_F: // Alt+F shows full map, if cheats enabled
if (Cheats_enabled)
{
uint t;
t = Players[Player_num].flags;
Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL_CHEAT;
automap_build_edge_list();
Players[Player_num].flags=t;
}
break;
#ifndef NDEBUG
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;
#endif
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;
}
}
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;
draw_automap();
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 :)
if (nice_automap)
d_delay(1);
t2 = timer_get_fixed_seconds();
}
if (pause_game)
FrameTime=t2-t1;
t1 = t2;
}
//free(Edges);
//free(DrawingListBright);
gr_free_canvas(name_canv); name_canv=NULL;
#ifdef AUTOMAP_NO_PAGING
gr_free_canvas(OffscreenPage);
OffscreenPage = NULL;
#endif
mprintf( (0, "Automap memory freed\n" ));
game_flush_inputs();
if (pause_game)
start_time();
}
void adjust_segment_limit(int SegmentLimit)
{
int i,e1;
Edge_info * e;
mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
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;
if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't
if ( (!(e->flags&EF_SECRET))&&(e->color==WALL_NORMAL_COLOR))
continue; // If a line isn't secret and is normal color, then don't draw it
}
cc=rotate_list(2,e->moo.verts);
distance = Segment_points[e->moo.verts[1]].p3_vec.z;
if (min_distance>distance )
min_distance = distance;
if (!cc.and) { //all off screen?
nfacing = nnfacing = 0;
tv1 = &Vertices[e->moo.verts[0]];
j = 0;
while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
#ifdef COMPACT_SEGS
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 ) )
#else
if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
#endif
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->moo.verts[0]], &Segment_points[e->moo.verts[1]] );
} else {
DrawingListBright[nbright++] = e-Edges;
}
}
}
}
/// mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
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]].moo.verts[0];
v2 = Edges[DrawingListBright[j+incr]].moo.verts[0];
if (Segment_points[v1].p3_vec.z < Segment_points[v2].p3_vec.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->moo.verts[0]];
p2 = &Segment_points[e->moo.verts[1]];
dist = p1->p3_vec.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;
short hash,oldhash;
int ret;
vv = (v1<<16) + v0;
oldhash = hash = ((v0*5+v1) % Max_edges);
ret = -1;
while (ret==-1) {
if (Edges[hash].num_faces == 0 ) ret=0;
else if (Edges[hash].moo.vv == 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->moo.verts[0] = va;
e->moo.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 )
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
}
extern obj_position Player_init[MAX_PLAYERS];
void add_segment_edges(segment *seg)
{
int is_grate, no_fade;
ubyte color;
int sn;
int segnum = seg-Segments;
int hidden_flag;
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( seg->special ) {
case SEGMENT_IS_FUELCEN:
color = BM_XRGB( 29, 27, 13 );
break;
case SEGMENT_IS_CONTROLCEN:
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) {
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;
//mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
no_fade = 1;
color = WALL_DOOR_GOLD;
//mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
no_fade = 1;
color = WALL_DOOR_RED;
//mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
} 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");
}
//mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
}
}
} else {
color = WALL_NORMAL_COLOR;
hidden_flag = 1;
//mprintf((0, "Wall at seg:side %i:%i is hidden.\n", seg-Segments, sn));
}
break;
case WALL_CLOSED:
// Make grates draw properly
color = WALL_NORMAL_COLOR;
is_grate = 1;
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 = BM_XRGB( 0, 0, 25 );
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++)
#ifdef EDITOR
if (Segments[s].segnum != -1)
#endif
{
add_segment_edges(&Segments[s]);
}
} else {
// Not cheating, add visited edges, and then unvisited edges
for (s=0; s<=Highest_segment_index; s++)
#ifdef EDITOR
if (Segments[s].segnum != -1)
#endif
if (Automap_visited[s]) {
add_segment_edges(&Segments[s]);
}
for (s=0; s<=Highest_segment_index; s++)
#ifdef EDITOR
if (Segments[s].segnum != -1)
#endif
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]) ) {
#ifdef COMPACT_SEGS
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)) ) {
#else
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)) ) {
#endif
e->flags &= (~EF_DEFINING);
break;
}
}
}
if (!(e->flags & EF_DEFINING))
break;
}
}
mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges ));
}