Put most of the remaining globals in automap.c in the 'automap' struct
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d21f7e78b9
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32ce77350a
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@ -3,6 +3,7 @@ D1X-Rebirth Changelog
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20091227
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--------
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main/newmenu.c: Make listboxes into windows
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main/automap.c, main/automap.h: Put most of the remaining globals in automap.c in the 'automap' struct
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20091226
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--------
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364
main/automap.c
364
main/automap.c
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@ -90,7 +90,6 @@ typedef struct Edge_info {
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typedef struct automap
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{
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// All those darn globals should go in here
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fix entry_time;
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fix t1, t2;
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int leave_mode;
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@ -98,6 +97,38 @@ typedef struct automap
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vms_angvec tangles;
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int max_segments_away;
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int segment_limit;
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// Edge list variables
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int num_edges;
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int max_edges; //set each frame
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int highest_edge_index;
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Edge_info *edges;
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short *drawingListBright;
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// Screen canvas variables
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grs_canvas automap_view;
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grs_bitmap automap_background;
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// Rendering variables
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fix zoom;
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vms_vector view_target;
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fix farthest_dist;
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vms_matrix viewMatrix;
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fix viewDist;
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int wall_normal_color;
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int wall_door_color;
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int wall_door_blue;
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int wall_door_gold;
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int wall_door_red;
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int wall_revealed_color;
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int hostage_color;
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int font_color_20;
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int green_31;
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int white_63;
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int blue_48;
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int red_48;
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control_info saved_control_info;
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} automap;
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@ -113,44 +144,25 @@ typedef struct automap
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#define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
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#define K_GREEN_31 BM_XRGB(0, 31, 0)
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int Wall_normal_color;
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int Wall_door_color;
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int Wall_door_blue;
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int Wall_door_gold;
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int Wall_door_red;
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int Hostage_color;
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int Font_color_20;
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int Green_31;
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int White_63;
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int Blue_48;
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int Red_48;
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void init_automap_colors(void)
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void init_automap_colors(automap *am)
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{
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Wall_normal_color = K_WALL_NORMAL_COLOR;
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Wall_door_color = K_WALL_DOOR_COLOR;
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Wall_door_blue = K_WALL_DOOR_BLUE;
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Wall_door_gold = K_WALL_DOOR_GOLD;
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Wall_door_red = K_WALL_DOOR_RED;
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Hostage_color = K_HOSTAGE_COLOR;
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Font_color_20 = K_FONT_COLOR_20;
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Green_31 = K_GREEN_31;
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am->wall_normal_color = K_WALL_NORMAL_COLOR;
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am->wall_door_color = K_WALL_DOOR_COLOR;
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am->wall_door_blue = K_WALL_DOOR_BLUE;
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am->wall_door_gold = K_WALL_DOOR_GOLD;
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am->wall_door_red = K_WALL_DOOR_RED;
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am->hostage_color = K_HOSTAGE_COLOR;
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am->font_color_20 = K_FONT_COLOR_20;
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am->green_31 = K_GREEN_31;
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White_63 = gr_find_closest_color_current(63,63,63);
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Blue_48 = gr_find_closest_color_current(0,0,48);
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Red_48 = gr_find_closest_color_current(48,0,0);
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am->white_63 = gr_find_closest_color_current(63,63,63);
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am->blue_48 = gr_find_closest_color_current(0,0,48);
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am->red_48 = gr_find_closest_color_current(48,0,0);
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}
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// Segment visited list
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ubyte Automap_visited[MAX_SEGMENTS];
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// Edge list variables
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static int Num_edges=0;
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static int Max_edges; //set each frame
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static int Highest_edge_index = -1;
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static Edge_info Edges[MAX_EDGES];
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static short DrawingListBright[MAX_EDGES];
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// Map movement defines
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#define PITCH_DEFAULT 9000
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#define ZOOM_DEFAULT i2f(20*10)
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@ -161,25 +173,10 @@ static short DrawingListBright[MAX_EDGES];
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#define ZOOM_SPEED_FACTOR (500) //(1500)
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#define ROT_SPEED_DIVISOR (115000)
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// Screen canvas variables
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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
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static fix Automap_zoom = 0x9000;
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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;
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static fix ViewDist=0;
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// Function Prototypes
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void adjust_segment_limit(int SegmentLimit);
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void draw_all_edges(void);
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void automap_build_edge_list(void);
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void adjust_segment_limit(automap *am, int SegmentLimit);
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void draw_all_edges(automap *am);
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void automap_build_edge_list(automap *am);
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#define MAX_DROP_MULTI 2
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#define MAX_DROP_SINGLE 9
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@ -195,8 +192,6 @@ void automap_clear_visited()
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Automap_visited[i] = 0;
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}
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char name_level[128];
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void draw_player( object * obj )
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{
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vms_vector arrow_pos, head_pos;
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@ -229,8 +224,10 @@ void draw_player( object * obj )
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automap_draw_line(&sphere_point, &arrow_point);
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}
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void name_frame()
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void name_frame(automap *am)
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{
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char name_level[128];
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if (Current_level_num > 0)
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sprintf(name_level, "%s %i: ",TXT_LEVEL, Current_level_num);
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else
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@ -239,11 +236,11 @@ void name_frame()
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strcat(name_level, Current_level_name);
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gr_set_curfont(GAME_FONT);
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gr_set_fontcolor(Green_31,-1);
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gr_set_fontcolor(am->green_31,-1);
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gr_printf((SWIDTH/64),(SHEIGHT/48),"%s", name_level);
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}
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void draw_automap(int flip)
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void draw_automap(automap *am)
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{
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int i;
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int color;
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@ -252,7 +249,7 @@ void draw_automap(int flip)
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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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show_fullscr(&am->automap_background);
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gr_set_curfont(HUGE_FONT);
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gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
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if (!MacHog)
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@ -275,18 +272,18 @@ void draw_automap(int flip)
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gr_printf(265*(SWIDTH/640.0), 61*(SHEIGHT/480.0), "F9/F10 Changes viewing distance");
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}
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gr_set_current_canvas(&Automap_view);
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gr_set_current_canvas(&am->automap_view);
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gr_clear_canvas(BM_XRGB(0,0,0));
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g3_start_frame();
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render_start_frame();
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vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
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vm_vec_scale_add(&viewer_position,&am->view_target,&am->viewMatrix.fvec,-am->viewDist );
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g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
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g3_set_view_matrix(&viewer_position,&am->viewMatrix,am->zoom);
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draw_all_edges();
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draw_all_edges(am);
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// Draw player...
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#ifdef NETWORK
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@ -321,7 +318,7 @@ void draw_automap(int flip)
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for (i=0;i<=Highest_object_index;i++,objp++) {
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switch( objp->type ) {
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case OBJ_HOSTAGE:
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gr_setcolor(Hostage_color);
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gr_setcolor(am->hostage_color);
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g3_rotate_point(&sphere_point,&objp->pos);
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g3_draw_sphere(&sphere_point,objp->size);
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break;
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@ -345,13 +342,12 @@ void draw_automap(int flip)
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g3_end_frame();
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name_frame();
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name_frame(am);
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}
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#define LEAVE_TIME 0x4000
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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 "MAP.PCX"
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@ -362,14 +358,16 @@ int automap_handler(window *wind, d_event *event, automap *am)
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if (event->type == EVENT_DRAW)
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{
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draw_automap(GameArg.DbgUseDoubleBuffer);
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draw_automap(am);
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return 1;
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}
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else if (event->type == EVENT_CLOSE)
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{
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#ifdef OGL
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gr_free_bitmap_data(&Automap_background);
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gr_free_bitmap_data(&am->automap_background);
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#endif
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d_free(am->edges);
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d_free(am->drawingListBright);
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game_flush_inputs();
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@ -384,7 +382,6 @@ int automap_handler(window *wind, d_event *event, automap *am)
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last_drawn_cockpit = -1;
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game_flush_inputs();
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d_free(am);
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Automap_active = 0;
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window_set_visible(Game_wind, 1);
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return 1;
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}
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@ -454,7 +451,7 @@ int automap_handler(window *wind, d_event *event, automap *am)
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uint t;
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t = Players[Player_num].flags;
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Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL_CHEAT;
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automap_build_edge_list();
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automap_build_edge_list(am);
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Players[Player_num].flags=t;
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}
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break;
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@ -464,10 +461,10 @@ int automap_handler(window *wind, d_event *event, automap *am)
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for (i=0; i<=Highest_segment_index; i++ )
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Automap_visited[i] = 1;
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automap_build_edge_list();
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automap_build_edge_list(am);
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am->max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
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am->segment_limit = am->max_segments_away;
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adjust_segment_limit(am->segment_limit);
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adjust_segment_limit(am, am->segment_limit);
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}
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break;
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#endif
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@ -475,13 +472,13 @@ int automap_handler(window *wind, d_event *event, automap *am)
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case KEY_F9:
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if (am->segment_limit > 1) {
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am->segment_limit--;
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adjust_segment_limit(am->segment_limit);
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adjust_segment_limit(am, am->segment_limit);
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}
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break;
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case KEY_F10:
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if (am->segment_limit < am->max_segments_away) {
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am->segment_limit++;
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adjust_segment_limit(am->segment_limit);
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adjust_segment_limit(am, am->segment_limit);
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}
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break;
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case KEY_ALTED+KEY_ENTER:
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@ -493,14 +490,14 @@ int automap_handler(window *wind, d_event *event, automap *am)
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if ( Controls.fire_primary_down_count ) {
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// Reset orientation
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ViewDist = ZOOM_DEFAULT;
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am->viewDist = ZOOM_DEFAULT;
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am->tangles.p = PITCH_DEFAULT;
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am->tangles.h = 0;
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am->tangles.b = 0;
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view_target = Objects[Players[Player_num].objnum].pos;
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am->view_target = Objects[Players[Player_num].objnum].pos;
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}
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ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
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am->viewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
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am->tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
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am->tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
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@ -509,22 +506,22 @@ int automap_handler(window *wind, d_event *event, automap *am)
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if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
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vms_angvec tangles1;
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vms_vector old_vt;
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old_vt = view_target;
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old_vt = am->view_target;
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tangles1 = am->tangles;
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vm_angles_2_matrix(&tempm,&tangles1);
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vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
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vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
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vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
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if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
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view_target = old_vt;
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vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
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vm_vec_scale_add2( &am->view_target, &am->viewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
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vm_vec_scale_add2( &am->view_target, &am->viewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
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if ( vm_vec_dist_quick( &am->view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
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am->view_target = old_vt;
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}
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}
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vm_angles_2_matrix(&tempm,&am->tangles);
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vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
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vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
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if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
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if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
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if ( am->viewDist < ZOOM_MIN_VALUE ) am->viewDist = ZOOM_MIN_VALUE;
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if ( am->viewDist > ZOOM_MAX_VALUE ) am->viewDist = ZOOM_MAX_VALUE;
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am->t2 = timer_get_fixed_seconds();
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while (am->t2 - am->t1 < F1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS)) // 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 :)
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@ -543,17 +540,18 @@ int automap_handler(window *wind, d_event *event, automap *am)
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return 1;
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}
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void do_automap( int key_code ) {
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void do_automap( int key_code )
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{
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int pcx_error;
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ubyte pal[256*3];
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window *automap_wind;
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automap *am = NULL;
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window *automap_wind = NULL;
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automap *am;
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MALLOC(am, automap, 1);
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if (am)
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automap_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, (int (*)(window *, d_event *, void *)) automap_handler, am);
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if (am == NULL)
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if (automap_wind == NULL)
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{
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Warning("Out of memory");
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return;
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@ -563,9 +561,27 @@ void do_automap( int key_code ) {
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am->pause_game = 1; // Set to 1 if everything is paused during automap...No pause during net.
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am->max_segments_away = 0;
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am->segment_limit = 1;
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Automap_active = 1;
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am->num_edges = 0;
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am->highest_edge_index = -1;
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am->max_edges = Num_segments*12;
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MALLOC(am->edges, Edge_info, am->max_edges);
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MALLOC(am->drawingListBright, short, am->max_edges);
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if (!am->edges || !am->drawingListBright)
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{
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if (am->edges)
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d_free(am->edges);
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if (am->drawingListBright)
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d_free(am->drawingListBright);
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init_automap_colors();
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Warning("Out of memory");
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return;
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}
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am->zoom = 0x9000;
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am->farthest_dist = (F1_0 * 20 * 50); // 50 segments away
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am->viewDist = 0;
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init_automap_colors(am);
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key_code = key_code; // disable warning...
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@ -577,21 +593,21 @@ void do_automap( int key_code ) {
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digi_pause_digi_sounds();
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}
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Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
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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();
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automap_build_edge_list(am);
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if ( ViewDist==0 )
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ViewDist = ZOOM_DEFAULT;
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ViewMatrix = Objects[Players[Player_num].objnum].orient;
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if ( am->viewDist==0 )
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am->viewDist = ZOOM_DEFAULT;
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am->viewMatrix = Objects[Players[Player_num].objnum].orient;
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am->tangles.p = PITCH_DEFAULT;
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am->tangles.h = 0;
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am->tangles.b = 0;
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view_target = Objects[Players[Player_num].objnum].pos;
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am->view_target = Objects[Players[Player_num].objnum].pos;
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|
||||
am->t1 = am->entry_time = timer_get_fixed_seconds();
|
||||
am->t2 = am->t1;
|
||||
|
@ -600,30 +616,30 @@ void do_automap( int key_code ) {
|
|||
am->max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
|
||||
am->segment_limit = am->max_segments_away;
|
||||
|
||||
adjust_segment_limit(am->segment_limit);
|
||||
adjust_segment_limit(am, am->segment_limit);
|
||||
|
||||
// ZICO - code from above to show frame in OGL correctly. Redundant, but better readable.
|
||||
// KREATOR - Now applies to all platforms so double buffering is supported
|
||||
gr_init_bitmap_data (&Automap_background);
|
||||
pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
|
||||
gr_init_bitmap_data (&am->automap_background);
|
||||
pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &am->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);
|
||||
gr_remap_bitmap_good(&am->automap_background, pal, -1, -1);
|
||||
if (!MacHog)
|
||||
gr_init_sub_canvas(&Automap_view, &grd_curscreen->sc_canvas, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45));
|
||||
gr_init_sub_canvas(&am->automap_view, &grd_curscreen->sc_canvas, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45));
|
||||
else
|
||||
gr_init_sub_canvas(&Automap_view, &grd_curscreen->sc_canvas, 38*(SWIDTH/640.0), 77*(SHEIGHT/480.0), 564*(SWIDTH/640.0), 381*(SHEIGHT/480.0));
|
||||
gr_init_sub_canvas(&am->automap_view, &grd_curscreen->sc_canvas, 38*(SWIDTH/640.0), 77*(SHEIGHT/480.0), 564*(SWIDTH/640.0), 381*(SHEIGHT/480.0));
|
||||
|
||||
gr_palette_load( gr_palette );
|
||||
}
|
||||
|
||||
void adjust_segment_limit(int SegmentLimit)
|
||||
void adjust_segment_limit(automap *am, int SegmentLimit)
|
||||
{
|
||||
int i,e1;
|
||||
Edge_info * e;
|
||||
|
||||
for (i=0; i<=Highest_edge_index; i++ ) {
|
||||
e = &Edges[i];
|
||||
for (i=0; i<=am->highest_edge_index; i++ ) {
|
||||
e = &am->edges[i];
|
||||
e->flags |= EF_TOO_FAR;
|
||||
for (e1=0; e1<e->num_faces; e1++ ) {
|
||||
if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
|
||||
|
@ -634,7 +650,7 @@ void adjust_segment_limit(int SegmentLimit)
|
|||
}
|
||||
}
|
||||
|
||||
void draw_all_edges()
|
||||
void draw_all_edges(automap *am)
|
||||
{
|
||||
g3s_codes cc;
|
||||
int i,j,nbright;
|
||||
|
@ -648,15 +664,15 @@ void draw_all_edges()
|
|||
|
||||
nbright=0;
|
||||
|
||||
for (i=0; i<=Highest_edge_index; i++ ) {
|
||||
//e = &Edges[Edge_used_list[i]];
|
||||
e = &Edges[i];
|
||||
for (i=0; i<=am->highest_edge_index; i++ ) {
|
||||
//e = &am->edges[Edge_used_list[i]];
|
||||
e = &am->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))
|
||||
if ( (!(e->flags&EF_SECRET))&&(e->color==am->wall_normal_color))
|
||||
continue; // If a line isn't secret and is normal color, then don't draw it
|
||||
}
|
||||
|
||||
|
@ -686,7 +702,7 @@ void draw_all_edges()
|
|||
|
||||
if ( nfacing && nnfacing ) {
|
||||
// a contour line
|
||||
DrawingListBright[nbright++] = e-Edges;
|
||||
am->drawingListBright[nbright++] = e-am->edges;
|
||||
} else if ( e->flags&(EF_DEFINING|EF_GRATE) ) {
|
||||
if ( nfacing == 0 ) {
|
||||
if ( e->flags & EF_NO_FADE )
|
||||
|
@ -695,7 +711,7 @@ void draw_all_edges()
|
|||
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;
|
||||
am->drawingListBright[nbright++] = e-am->edges;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -714,14 +730,14 @@ void draw_all_edges()
|
|||
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];
|
||||
v1 = am->edges[am->drawingListBright[j]].verts[0];
|
||||
v2 = am->edges[am->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;
|
||||
t=am->drawingListBright[j+incr];
|
||||
am->drawingListBright[j+incr]=am->drawingListBright[j];
|
||||
am->drawingListBright[j]=t;
|
||||
j -= incr;
|
||||
}
|
||||
else
|
||||
|
@ -736,18 +752,18 @@ void draw_all_edges()
|
|||
for (i=0; i<nbright; i++ ) {
|
||||
int color;
|
||||
fix dist;
|
||||
e = &Edges[DrawingListBright[i]];
|
||||
e = &am->edges[am->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 ( dist >= am->farthest_dist ) continue;
|
||||
|
||||
if ( e->flags & EF_NO_FADE ) {
|
||||
gr_setcolor( e->color );
|
||||
} else {
|
||||
dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
|
||||
dist = F1_0 - fixdiv( dist, am->farthest_dist );
|
||||
color = f2i( dist*31 );
|
||||
gr_setcolor( gr_fade_table[e->color+color*256] );
|
||||
}
|
||||
|
@ -764,7 +780,7 @@ void draw_all_edges()
|
|||
|
||||
|
||||
//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)
|
||||
static int automap_find_edge(automap *am, int v0,int v1,Edge_info **edge_ptr)
|
||||
{
|
||||
long vv, evv;
|
||||
short hash,oldhash;
|
||||
|
@ -772,23 +788,23 @@ static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
|
|||
|
||||
vv = (v1<<16) + v0;
|
||||
|
||||
oldhash = hash = ((v0*5+v1) % Max_edges);
|
||||
oldhash = hash = ((v0*5+v1) % am->max_edges);
|
||||
|
||||
ret = -1;
|
||||
|
||||
while (ret==-1) {
|
||||
ev0 = (int)(Edges[hash].verts[0]);
|
||||
ev1 = (int)(Edges[hash].verts[1]);
|
||||
ev0 = (int)(am->edges[hash].verts[0]);
|
||||
ev1 = (int)(am->edges[hash].verts[1]);
|
||||
evv = (ev1<<16)+ev0;
|
||||
if (Edges[hash].num_faces == 0 ) ret=0;
|
||||
if (am->edges[hash].num_faces == 0 ) ret=0;
|
||||
else if (evv == vv) ret=1;
|
||||
else {
|
||||
if (++hash==Max_edges) hash=0;
|
||||
if (++hash==am->max_edges) hash=0;
|
||||
if (hash==oldhash) Error("Edge list full!");
|
||||
}
|
||||
}
|
||||
|
||||
*edge_ptr = &Edges[hash];
|
||||
*edge_ptr = &am->edges[hash];
|
||||
|
||||
if (ret == 0)
|
||||
return -1;
|
||||
|
@ -798,12 +814,12 @@ static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
|
|||
}
|
||||
|
||||
|
||||
void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) {
|
||||
void add_one_edge( automap *am, 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) {
|
||||
if ( am->num_edges >= am->max_edges) {
|
||||
// GET JOHN! (And tell him that his
|
||||
// MAX_EDGES_FROM_VERTS formula is hosed.)
|
||||
// If he's not around, save the mine,
|
||||
|
@ -820,7 +836,7 @@ void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, in
|
|||
vb = tmp;
|
||||
}
|
||||
|
||||
found = automap_find_edge(va,vb,&e);
|
||||
found = automap_find_edge(am,va,vb,&e);
|
||||
|
||||
if (found == -1) {
|
||||
e->verts[0] = va;
|
||||
|
@ -830,12 +846,12 @@ void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, in
|
|||
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++;
|
||||
//Edge_used_list[am->num_edges] = e-am->edges;
|
||||
if ( (e-am->edges) > am->highest_edge_index )
|
||||
am->highest_edge_index = e - am->edges;
|
||||
am->num_edges++;
|
||||
} else {
|
||||
if ( color != Wall_normal_color )
|
||||
if ( color != am->wall_normal_color )
|
||||
e->color = color;
|
||||
if ( e->num_faces < 4 ) {
|
||||
e->sides[e->num_faces] = side;
|
||||
|
@ -853,7 +869,8 @@ void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, in
|
|||
e->flags |= EF_NO_FADE;
|
||||
}
|
||||
|
||||
void add_one_unknown_edge( short va, short vb ) {
|
||||
void add_one_unknown_edge( automap *am, short va, short vb )
|
||||
{
|
||||
int found;
|
||||
Edge_info *e;
|
||||
short tmp;
|
||||
|
@ -864,7 +881,7 @@ void add_one_unknown_edge( short va, short vb ) {
|
|||
vb = tmp;
|
||||
}
|
||||
|
||||
found = automap_find_edge(va,vb,&e);
|
||||
found = automap_find_edge(am,va,vb,&e);
|
||||
if (found != -1)
|
||||
e->flags|=EF_FRONTIER; // Mark as a border edge
|
||||
}
|
||||
|
@ -873,7 +890,7 @@ void add_one_unknown_edge( short va, short vb ) {
|
|||
extern obj_position Player_init[];
|
||||
#endif
|
||||
|
||||
void add_segment_edges(segment *seg)
|
||||
void add_segment_edges(automap *am, segment *seg)
|
||||
{
|
||||
int is_grate, no_fade;
|
||||
ubyte color;
|
||||
|
@ -892,7 +909,7 @@ void add_segment_edges(segment *seg)
|
|||
|
||||
color = 255;
|
||||
if (seg->children[sn] == -1) {
|
||||
color = Wall_normal_color;
|
||||
color = am->wall_normal_color;
|
||||
}
|
||||
|
||||
switch( seg->special ) {
|
||||
|
@ -917,32 +934,32 @@ void add_segment_edges(segment *seg)
|
|||
case WALL_DOOR:
|
||||
if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
|
||||
no_fade = 1;
|
||||
color = Wall_door_blue;
|
||||
color = am->wall_door_blue;
|
||||
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
|
||||
no_fade = 1;
|
||||
color = Wall_door_gold;
|
||||
color = am->wall_door_gold;
|
||||
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
|
||||
no_fade = 1;
|
||||
color = Wall_door_red;
|
||||
color = am->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;
|
||||
color = am->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;
|
||||
case KEY_BLUE: color = am->wall_door_blue; no_fade = 1; break;
|
||||
case KEY_GOLD: color = am->wall_door_gold; no_fade = 1; break;
|
||||
case KEY_RED: color = am->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;
|
||||
color = am->wall_normal_color;
|
||||
hidden_flag = 1;
|
||||
}
|
||||
break;
|
||||
|
@ -952,11 +969,11 @@ void add_segment_edges(segment *seg)
|
|||
is_grate = 1;
|
||||
else
|
||||
hidden_flag = 1;
|
||||
color = Wall_normal_color;
|
||||
color = am->wall_normal_color;
|
||||
break;
|
||||
case WALL_BLASTABLE:
|
||||
// Hostage doors
|
||||
color = Wall_door_color;
|
||||
color = am->wall_door_color;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
@ -970,14 +987,14 @@ void add_segment_edges(segment *seg)
|
|||
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 );
|
||||
add_one_edge( am, vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
|
||||
add_one_edge( am, vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
|
||||
add_one_edge( am, vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
|
||||
add_one_edge( am, 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 );
|
||||
add_one_edge( am, vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
|
||||
add_one_edge( am, vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -986,7 +1003,7 @@ void add_segment_edges(segment *seg)
|
|||
|
||||
// Adds all the edges from a segment we haven't visited yet.
|
||||
|
||||
void add_unknown_segment_edges(segment *seg)
|
||||
void add_unknown_segment_edges(automap *am, segment *seg)
|
||||
{
|
||||
int sn;
|
||||
int segnum = seg-Segments;
|
||||
|
@ -998,40 +1015,39 @@ void add_unknown_segment_edges(segment *seg)
|
|||
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] );
|
||||
add_one_unknown_edge( am, vertex_list[0], vertex_list[1] );
|
||||
add_one_unknown_edge( am, vertex_list[1], vertex_list[2] );
|
||||
add_one_unknown_edge( am, vertex_list[2], vertex_list[3] );
|
||||
add_one_unknown_edge( am, vertex_list[3], vertex_list[0] );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void automap_build_edge_list()
|
||||
void automap_build_edge_list(automap *am)
|
||||
{
|
||||
int i,e1,e2,s;
|
||||
Edge_info * e;
|
||||
|
||||
Automap_cheat = 0;
|
||||
int automap_cheat = 0;
|
||||
|
||||
if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
|
||||
Automap_cheat = 1; // Damn cheaters...
|
||||
automap_cheat = 1; // Damn cheaters...
|
||||
|
||||
// clear edge list
|
||||
for (i=0; i<Max_edges; i++) {
|
||||
Edges[i].num_faces = 0;
|
||||
Edges[i].flags = 0;
|
||||
for (i=0; i<am->max_edges; i++) {
|
||||
am->edges[i].num_faces = 0;
|
||||
am->edges[i].flags = 0;
|
||||
}
|
||||
Num_edges = 0;
|
||||
Highest_edge_index = -1;
|
||||
am->num_edges = 0;
|
||||
am->highest_edge_index = -1;
|
||||
|
||||
if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) ) {
|
||||
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]);
|
||||
add_segment_edges(am, &Segments[s]);
|
||||
}
|
||||
} else {
|
||||
// Not cheating, add visited edges, and then unvisited edges
|
||||
|
@ -1040,7 +1056,7 @@ void automap_build_edge_list()
|
|||
if (Segments[s].segnum != -1)
|
||||
#endif
|
||||
if (Automap_visited[s]) {
|
||||
add_segment_edges(&Segments[s]);
|
||||
add_segment_edges(am, &Segments[s]);
|
||||
}
|
||||
|
||||
for (s=0; s<=Highest_segment_index; s++)
|
||||
|
@ -1048,13 +1064,13 @@ void automap_build_edge_list()
|
|||
if (Segments[s].segnum != -1)
|
||||
#endif
|
||||
if (!Automap_visited[s]) {
|
||||
add_unknown_segment_edges(&Segments[s]);
|
||||
add_unknown_segment_edges(am, &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];
|
||||
for (i=0; i<=am->highest_edge_index; i++ ) {
|
||||
e = &am->edges[i];
|
||||
if (!(e->flags&EF_USED)) continue;
|
||||
|
||||
for (e1=0; e1<e->num_faces; e1++ ) {
|
||||
|
|
|
@ -23,8 +23,6 @@ COPYRIGHT 1993-1998 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
|
|||
|
||||
extern void do_automap(int key_code);
|
||||
extern void automap_clear_visited();
|
||||
extern void draw_automap(int flip);
|
||||
extern ubyte Automap_visited[MAX_SEGMENTS];
|
||||
extern int Automap_active;
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in a new issue