/* * Portions of this file are copyright Rebirth contributors and licensed as * described in COPYING.txt. * Portions of this file are copyright Parallax Software and licensed * according to the Parallax license below. * See COPYING.txt for license details. 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. * */ #include #include #include #include #ifdef OGL #include "ogl_init.h" #endif #include "dxxerror.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 "hudmsg.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 "physfsx.h" #include "gameseq.h" #include "gamefont.h" #include "gameseg.h" #include "common/3d/globvars.h" #include "multi.h" #include "kconfig.h" #include "endlevel.h" #include "text.h" #include "gauges.h" #include "powerup.h" #include "switch.h" #include "automap.h" #include "cntrlcen.h" #include "timer.h" #include "config.h" #include "playsave.h" #include "rbaudio.h" #include "window.h" #include "playsave.h" #include "args.h" #include "physics.h" #include "compiler-make_unique.h" #include "compiler-range_for.h" #include "highest_valid.h" #include "partial_range.h" #define LEAVE_TIME 0x4000 #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 namespace { struct Edge_info { array verts; // 8 bytes array sides; // 4 bytes array segnum; // 16 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. color_t color; // 1 bytes ubyte num_faces; // 1 bytes // 31 bytes... }; struct automap : ignore_window_pointer_t { fix64 entry_time; fix64 t1, t2; int leave_mode; int pause_game; vms_angvec tangles; ushort old_wiggle; // keep 4 byte aligned int max_segments_away; int segment_limit; // Edge list variables int num_edges; int max_edges; //set each frame int highest_edge_index; std::unique_ptr edges; std::unique_ptr drawingListBright; // Screen canvas variables grs_canvas automap_view; grs_bitmap automap_background; // Rendering variables fix zoom; vms_vector view_target; vms_vector view_position; fix farthest_dist; vms_matrix viewMatrix; fix viewDist; color_t wall_normal_color; color_t wall_door_color; color_t wall_door_blue; color_t wall_door_gold; color_t wall_door_red; #if defined(DXX_BUILD_DESCENT_II) color_t wall_revealed_color; #endif color_t hostage_color; color_t green_31; color_t white_63; color_t blue_48; color_t red_48; control_info controls; segment_depth_array_t depth_array; }; } #define MAX_EDGES_FROM_VERTS(v) ((v)*4) #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 Automap_active = 0; static int Automap_debug_show_all_segments; static void init_automap_colors(automap *am) { am->wall_normal_color = K_WALL_NORMAL_COLOR; am->wall_door_color = K_WALL_DOOR_COLOR; am->wall_door_blue = K_WALL_DOOR_BLUE; am->wall_door_gold = K_WALL_DOOR_GOLD; am->wall_door_red = K_WALL_DOOR_RED; #if defined(DXX_BUILD_DESCENT_II) am->wall_revealed_color = K_WALL_REVEALED_COLOR; #endif am->hostage_color = K_HOSTAGE_COLOR; am->green_31 = K_GREEN_31; am->white_63 = gr_find_closest_color_current(63,63,63); am->blue_48 = gr_find_closest_color_current(0,0,48); am->red_48 = gr_find_closest_color_current(48,0,0); } array Automap_visited; // Segment visited list // 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 (500) //(1500) #define ROT_SPEED_DIVISOR (115000) // Function Prototypes static void adjust_segment_limit(automap *am, int SegmentLimit); static void draw_all_edges(automap *am); static void automap_build_edge_list(automap *am, int add_all_edges); #define MAX_DROP_MULTI 2 #define MAX_DROP_SINGLE 9 #if defined(DXX_BUILD_DESCENT_II) #include "compiler-integer_sequence.h" int HighlightMarker=-1; marker_message_text_t Marker_input; marker_messages_array_t MarkerMessage; static float MarkerScale=2.0; template static inline constexpr array init_MarkerObject(index_sequence) { return {{((void)N, object_none)...}}; } array MarkerObject = init_MarkerObject(make_tree_index_sequence()); #endif # define automap_draw_line g3_draw_line // ------------------------------------------------------------- #if defined(DXX_BUILD_DESCENT_I) static inline void DrawMarkers (automap *am) { (void)am; } static inline void ClearMarkers() { } #elif defined(DXX_BUILD_DESCENT_II) static void DrawMarkerNumber(const automap *am, unsigned num, const g3s_point &BasePoint) { struct xy { float x0, y0, x1, y1; }; static const array, 9> sArray = {{ {{ {-0.25, 0.75, 0, 1}, {0, 1, 0, -1}, {-1, -1, 1, -1}, }}, {{ {-1, 1, 1, 1}, {1, 1, 1, 0}, {-1, 0, 1, 0}, {-1, 0, -1, -1}, {-1, -1, 1, -1} }}, {{ {-1, 1, 1, 1}, {1, 1, 1, -1}, {-1, -1, 1, -1}, {0, 0, 1, 0}, }}, {{ {-1, 1, -1, 0}, {-1, 0, 1, 0}, {1, 1, 1, -1}, }}, {{ {-1, 1, 1, 1}, {-1, 1, -1, 0}, {-1, 0, 1, 0}, {1, 0, 1, -1}, {-1, -1, 1, -1} }}, {{ {-1, 1, 1, 1}, {-1, 1, -1, -1}, {-1, -1, 1, -1}, {1, -1, 1, 0}, {-1, 0, 1, 0} }}, {{ {-1, 1, 1, 1}, {1, 1, 1, -1}, }}, {{ {-1, 1, 1, 1}, {1, 1, 1, -1}, {-1, -1, 1, -1}, {-1, -1, -1, 1}, {-1, 0, 1, 0} }}, {{ {-1, 1, 1, 1}, {1, 1, 1, -1}, {-1, 0, 1, 0}, {-1, 0, -1, 1}, }} }}; static const array NumOfPoints = {{3, 5, 4, 3, 5, 5, 2, 5, 4}}; gr_setcolor(num==HighlightMarker ? am->white_63: am->blue_48); const auto scale_x = Matrix_scale.x; const auto scale_y = Matrix_scale.y; range_for (const auto &i, unchecked_partial_range(&sArray[num][0], NumOfPoints[num])) { const auto ax0 = i.x0 * MarkerScale; const auto ay0 = i.y0 * MarkerScale; const auto ax1 = i.x1 * MarkerScale; const auto ay1 = i.y1 * MarkerScale; auto FromPoint = BasePoint; auto ToPoint = BasePoint; FromPoint.p3_x += fixmul(fl2f(ax0), scale_x); FromPoint.p3_y += fixmul(fl2f(ay0), scale_y); ToPoint.p3_x += fixmul(fl2f(ax1), scale_x); ToPoint.p3_y += fixmul(fl2f(ay1), scale_y); g3_code_point(FromPoint); g3_code_point(ToPoint); g3_project_point(FromPoint); g3_project_point(ToPoint); automap_draw_line(FromPoint, ToPoint); } } static void DropMarker (int player_marker_num) { int marker_num = (Player_num*2)+player_marker_num; if (MarkerObject[marker_num] != object_none) obj_delete(MarkerObject[marker_num]); const auto &playerp = get_local_plrobj(); MarkerObject[marker_num] = drop_marker_object(playerp.pos, playerp.segnum, playerp.orient, marker_num); if (Game_mode & GM_MULTI) multi_send_drop_marker(Player_num, playerp.pos, player_marker_num, MarkerMessage[marker_num]); } void DropBuddyMarker(const vobjptr_t objp) { int marker_num; // 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? static_assert(MAX_DROP_SINGLE + 1 <= NUM_MARKERS - 1, "not enough markers"); marker_num = MAX_DROP_SINGLE+1; if (marker_num > NUM_MARKERS-1) marker_num = NUM_MARKERS-1; snprintf(&MarkerMessage[marker_num][0], MarkerMessage[marker_num].size(), "RIP: %s", static_cast(PlayerCfg.GuidebotName)); if (MarkerObject[marker_num] != object_none) obj_delete(MarkerObject[marker_num]); MarkerObject[marker_num] = drop_marker_object(objp->pos, objp->segnum, objp->orient, marker_num); } #define MARKER_SPHERE_SIZE 0x58000 static void DrawMarkers (automap *am) { static int cyc=10,cycdir=1; const auto mb = &MarkerObject[(Player_num * 2)]; const auto me = std::next(mb, (Game_mode & GM_MULTI) ? 2 : 9); for (auto iter = mb;;) { if (*iter != object_none) break; if (++ iter == me) return; } const auto current_cycle_color = cyc; const array colors{{ gr_find_closest_color_current(current_cycle_color, 0, 0), gr_find_closest_color_current(current_cycle_color + 10, 0, 0), gr_find_closest_color_current(current_cycle_color + 20, 0, 0), }}; unsigned i = 0; for (auto iter = mb; iter != me; ++iter, ++i) if (*iter != object_none) { auto sphere_point = g3_rotate_point(vcobjptr(*iter)->pos); gr_setcolor(colors[0]); g3_draw_sphere(sphere_point,MARKER_SPHERE_SIZE); gr_setcolor(colors[1]); g3_draw_sphere(sphere_point,MARKER_SPHERE_SIZE/2); gr_setcolor(colors[2]); g3_draw_sphere(sphere_point,MARKER_SPHERE_SIZE/4); DrawMarkerNumber(am, i, sphere_point); } if (cycdir) cyc+=2; else cyc-=2; if (cyc>43) { cyc=43; cycdir=0; } else if (cyc<10) { cyc=10; cycdir=1; } } static void ClearMarkers() { int i; for (i=0;ipos); g3_draw_sphere(sphere_point,obj->size); // Draw shaft of arrow const auto arrow_pos = vm_vec_scale_add(obj->pos, obj->orient.fvec, obj->size*3 ); auto arrow_point = g3_rotate_point(arrow_pos); automap_draw_line(sphere_point, arrow_point); // Draw right head of arrow const auto head_pos = vm_vec_scale_add(obj->pos, obj->orient.fvec, obj->size*2 ); { auto rhead_pos = vm_vec_scale_add( head_pos, obj->orient.rvec, obj->size*1 ); auto head_point = g3_rotate_point(rhead_pos); automap_draw_line(arrow_point, head_point); } // Draw left head of arrow { auto lhead_pos = vm_vec_scale_add( head_pos, obj->orient.rvec, obj->size*(-1) ); auto head_point = g3_rotate_point(lhead_pos); automap_draw_line(arrow_point, head_point); } // Draw player's up vector { const auto arrow_pos = vm_vec_scale_add(obj->pos, obj->orient.uvec, obj->size*2 ); auto arrow_point = g3_rotate_point(arrow_pos); automap_draw_line(sphere_point, arrow_point); } } #if defined(DXX_BUILD_DESCENT_II) //name for each group. maybe move somewhere else static const char system_name[][17] = { "Zeta Aquilae", "Quartzon System", "Brimspark System", "Limefrost Spiral", "Baloris Prime", "Omega System"}; #endif static void name_frame(automap *am) { gr_set_curfont(GAME_FONT); gr_set_fontcolor(am->green_31,-1); char name_level_left[128]; #if defined(DXX_BUILD_DESCENT_I) const char *name_level; if (Current_level_num > 0) { snprintf(name_level_left, sizeof(name_level_left), "%s %i: %s",TXT_LEVEL, Current_level_num, static_cast(Current_level_name)); name_level = name_level_left; } else name_level = Current_level_name; gr_string((SWIDTH/64),(SHEIGHT/48),name_level); #elif defined(DXX_BUILD_DESCENT_II) char name_level_right[128]; if (Current_level_num > 0) snprintf(name_level_left, sizeof(name_level_left), "%s %i",TXT_LEVEL, Current_level_num); else snprintf(name_level_left, sizeof(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_string((SWIDTH/64),(SHEIGHT/48),name_level_left); int wr,h; gr_get_string_size(name_level_right, &wr, &h, nullptr); gr_string(grd_curcanv->cv_bitmap.bm_w-wr-(SWIDTH/64),(SHEIGHT/48),name_level_right, wr, h); #endif } static void draw_automap(automap *am) { int i; if ( am->leave_mode==0 && am->controls.state.automap && (timer_query()-am->entry_time)>LEAVE_TIME) am->leave_mode = 1; gr_set_current_canvas(NULL); show_fullscr(am->automap_background); gr_set_curfont(HUGE_FONT); gr_set_fontcolor(BM_XRGB(20, 20, 20), -1); #if defined(DXX_BUILD_DESCENT_I) if (MacHog) gr_string(80*(SWIDTH/640.0), 36*(SHEIGHT/480.0), TXT_AUTOMAP); else #endif gr_string((SWIDTH/8), (SHEIGHT/16), TXT_AUTOMAP); gr_set_curfont(GAME_FONT); gr_set_fontcolor(BM_XRGB(20, 20, 20), -1); #if defined(DXX_BUILD_DESCENT_I) if (!MacHog) { gr_string((SWIDTH/4.923), (SHEIGHT/1.126), TXT_TURN_SHIP); gr_string((SWIDTH/4.923), (SHEIGHT/1.083), TXT_SLIDE_UPDOWN); gr_string((SWIDTH/4.923), (SHEIGHT/1.043), "F9/F10 Changes viewing distance"); } else { // for the Mac automap they're shown up the top, hence the different layout gr_string(265*(SWIDTH/640.0), 27*(SHEIGHT/480.0), TXT_TURN_SHIP); gr_string(265*(SWIDTH/640.0), 44*(SHEIGHT/480.0), TXT_SLIDE_UPDOWN); gr_string(265*(SWIDTH/640.0), 61*(SHEIGHT/480.0), "F9/F10 Changes viewing distance"); } #elif defined(DXX_BUILD_DESCENT_II) gr_string((SWIDTH/10.666), (SHEIGHT/1.126), TXT_TURN_SHIP); gr_string((SWIDTH/10.666), (SHEIGHT/1.083), "F9/F10 Changes viewing distance"); gr_string((SWIDTH/10.666), (SHEIGHT/1.043), TXT_AUTOMAP_MARKER); #endif gr_set_current_canvas(&am->automap_view); gr_clear_canvas(BM_XRGB(0,0,0)); g3_start_frame(); render_start_frame(); if (!PlayerCfg.AutomapFreeFlight) vm_vec_scale_add(am->view_position,am->view_target,am->viewMatrix.fvec,-am->viewDist); g3_set_view_matrix(am->view_position,am->viewMatrix,am->zoom); draw_all_edges(am); // Draw player... const auto color = get_player_or_team_color(Player_num); gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b)); draw_player(vcobjptr(get_local_player().objnum)); DrawMarkers(am); // Draw player(s)... if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flag.show_on_map) ) { for (i=0; itype == OBJ_PLAYER) { const auto color = get_player_or_team_color(i); const auto &rgb = player_rgb[color]; gr_setcolor(BM_XRGB(rgb.r, rgb.g, rgb.b)); draw_player(objp); } } } } range_for (const auto i, highest_valid(Objects)) { const auto &&objp = vobjptridx(static_cast(i)); switch( objp->type ) { case OBJ_HOSTAGE: gr_setcolor(am->hostage_color); { auto sphere_point = g3_rotate_point(objp->pos); g3_draw_sphere(sphere_point,objp->size); } break; case OBJ_POWERUP: if (Automap_visited[objp->segnum] || Automap_debug_show_all_segments) { ubyte id = get_powerup_id(objp); if (id==POW_KEY_RED) gr_setcolor(BM_XRGB(63, 5, 5)); else if (id==POW_KEY_BLUE) gr_setcolor(BM_XRGB(5, 5, 63)); else if (id==POW_KEY_GOLD) gr_setcolor(BM_XRGB(63, 63, 10)); else break; { auto sphere_point = g3_rotate_point(objp->pos); g3_draw_sphere(sphere_point,objp->size*4); } } break; } } g3_end_frame(); name_frame(am); #if defined(DXX_BUILD_DESCENT_II) if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0) { gr_printf((SWIDTH/64),(SHEIGHT/18), "Marker %d: %s",HighlightMarker+1,&MarkerMessage[(Player_num*2)+HighlightMarker][0]); } #endif if (PlayerCfg.MouseFlightSim && PlayerCfg.MouseFSIndicator) show_mousefs_indicator(am->controls.raw_mouse_axis[0], am->controls.raw_mouse_axis[1], am->controls.raw_mouse_axis[2], GWIDTH-(GHEIGHT/8), GHEIGHT-(GHEIGHT/8), GHEIGHT/5); am->t2 = timer_query(); const auto vsync = CGameCfg.VSync; const auto bound = F1_0 / (vsync ? MAXIMUM_FPS : CGameArg.SysMaxFPS); const auto may_sleep = !GameArg.SysNoNiceFPS && !vsync; while (am->t2 - am->t1 < bound) // 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 (Game_mode & GM_MULTI) multi_do_frame(); // during long wait, keep packets flowing if (may_sleep) timer_delay(F1_0>>8); am->t2 = timer_update(); } if (am->pause_game) { FrameTime=am->t2-am->t1; calc_d_tick(); } am->t1 = am->t2; } #if defined(DXX_BUILD_DESCENT_I) #define MAP_BACKGROUND_FILENAME (((SWIDTH>=640&&SHEIGHT>=480) && PHYSFSX_exists("maph.pcx",1))?"MAPH.PCX":"MAP.PCX") #elif defined(DXX_BUILD_DESCENT_II) #define MAP_BACKGROUND_FILENAME ((HIRESMODE && PHYSFSX_exists("mapb.pcx",1))?"MAPB.PCX":"MAP.PCX") #endif static void recompute_automap_segment_visibility(automap *am) { int compute_depth_all_segments = (cheats.fullautomap || (get_local_player_flags() & PLAYER_FLAGS_MAP_ALL)); if (Automap_debug_show_all_segments) compute_depth_all_segments = 1; automap_build_edge_list(am, compute_depth_all_segments); am->max_segments_away = set_segment_depths(get_local_plrobj().segnum, compute_depth_all_segments ? NULL : &Automap_visited, am->depth_array); am->segment_limit = am->max_segments_away; adjust_segment_limit(am, am->segment_limit); } static window_event_result automap_key_command(window *, const d_event &event, automap *am) { int c = event_key_get(event); #if defined(DXX_BUILD_DESCENT_II) int marker_num; char maxdrop; #endif switch (c) { case KEY_PRINT_SCREEN: { gr_set_current_canvas(NULL); save_screen_shot(1); return window_event_result::handled; } case KEY_ESC: if (am->leave_mode==0) { return window_event_result::close; } return window_event_result::handled; #if defined(DXX_BUILD_DESCENT_I) case KEY_ALTED+KEY_F: // Alt+F shows full map, if cheats enabled if (cheats.enabled) { cheats.fullautomap = !cheats.fullautomap; // if cheat of map powerup, work with full depth recompute_automap_segment_visibility(am); } return window_event_result::handled; #endif #ifndef NDEBUG case KEY_DEBUGGED+KEY_F: { Automap_debug_show_all_segments = !Automap_debug_show_all_segments; recompute_automap_segment_visibility(am); } return window_event_result::handled; #endif case KEY_F9: if (am->segment_limit > 1) { am->segment_limit--; adjust_segment_limit(am, am->segment_limit); } return window_event_result::handled; case KEY_F10: if (am->segment_limit < am->max_segments_away) { am->segment_limit++; adjust_segment_limit(am, am->segment_limit); } return window_event_result::handled; #if defined(DXX_BUILD_DESCENT_II) 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; marker_num = c-KEY_1; if (marker_num<=maxdrop) { if (MarkerObject[marker_num] != object_none) HighlightMarker=marker_num; } return window_event_result::handled; case KEY_D+KEY_CTRLED: if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != object_none) { gr_set_current_canvas(NULL); if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) { obj_delete(MarkerObject[HighlightMarker]); MarkerObject[HighlightMarker]=object_none; MarkerMessage[HighlightMarker][0]=0; HighlightMarker = -1; } set_screen_mode(SCREEN_GAME); } return window_event_result::handled; #ifndef RELEASE case KEY_F11: //KEY_COMMA: if (MarkerScale>.5) MarkerScale-=.5; return window_event_result::handled; case KEY_F12: //KEY_PERIOD: if (MarkerScale<30.0) MarkerScale+=.5; return window_event_result::handled; #endif #endif } return window_event_result::ignored; } static window_event_result automap_process_input(window *, const d_event &event, automap *am) { Controls = am->controls; kconfig_read_controls(event, 1); am->controls = Controls; Controls = {}; if ( !am->controls.state.automap && (am->leave_mode==1) ) { return window_event_result::close; } if ( am->controls.state.automap) { am->controls.state.automap = 0; if (am->leave_mode==0) { return window_event_result::close; } } if (PlayerCfg.AutomapFreeFlight) { if ( am->controls.state.fire_primary) { // Reset orientation am->viewMatrix = get_local_plrobj().orient; vm_vec_scale_add(am->view_position, get_local_plrobj().pos, am->viewMatrix.fvec, -ZOOM_DEFAULT ); am->controls.state.fire_primary = 0; } if (am->controls.pitch_time || am->controls.heading_time || am->controls.bank_time) { vms_angvec tangles; tangles.p = fixdiv( am->controls.pitch_time, ROT_SPEED_DIVISOR ); tangles.h = fixdiv( am->controls.heading_time, ROT_SPEED_DIVISOR ); tangles.b = fixdiv( am->controls.bank_time, ROT_SPEED_DIVISOR*2 ); const auto &&tempm = vm_angles_2_matrix(tangles); am->viewMatrix = vm_matrix_x_matrix(am->viewMatrix,tempm); check_and_fix_matrix(am->viewMatrix); } if ( am->controls.forward_thrust_time || am->controls.vertical_thrust_time || am->controls.sideways_thrust_time ) { vm_vec_scale_add2( am->view_position, am->viewMatrix.fvec, am->controls.forward_thrust_time*ZOOM_SPEED_FACTOR ); vm_vec_scale_add2( am->view_position, am->viewMatrix.uvec, am->controls.vertical_thrust_time*SLIDE_SPEED ); vm_vec_scale_add2( am->view_position, am->viewMatrix.rvec, am->controls.sideways_thrust_time*SLIDE_SPEED ); // Crude wrapping check clamp_fix_symmetric(am->view_position.x, F1_0*32000); clamp_fix_symmetric(am->view_position.y, F1_0*32000); clamp_fix_symmetric(am->view_position.z, F1_0*32000); } } else { if ( am->controls.state.fire_primary) { // Reset orientation am->viewDist = ZOOM_DEFAULT; am->tangles.p = PITCH_DEFAULT; am->tangles.h = 0; am->tangles.b = 0; am->view_target = get_local_plrobj().pos; am->controls.state.fire_primary = 0; } am->viewDist -= am->controls.forward_thrust_time*ZOOM_SPEED_FACTOR; am->tangles.p += fixdiv( am->controls.pitch_time, ROT_SPEED_DIVISOR ); am->tangles.h += fixdiv( am->controls.heading_time, ROT_SPEED_DIVISOR ); am->tangles.b += fixdiv( am->controls.bank_time, ROT_SPEED_DIVISOR*2 ); if ( am->controls.vertical_thrust_time || am->controls.sideways_thrust_time ) { vms_angvec tangles1; vms_vector old_vt; old_vt = am->view_target; tangles1 = am->tangles; const auto &&tempm = vm_angles_2_matrix(tangles1); vm_matrix_x_matrix(am->viewMatrix, get_local_plrobj().orient, tempm); vm_vec_scale_add2( am->view_target, am->viewMatrix.uvec, am->controls.vertical_thrust_time*SLIDE_SPEED ); vm_vec_scale_add2( am->view_target, am->viewMatrix.rvec, am->controls.sideways_thrust_time*SLIDE_SPEED ); if ( vm_vec_dist_quick( am->view_target, get_local_plrobj().pos) > i2f(1000) ) am->view_target = old_vt; } const auto &&tempm = vm_angles_2_matrix(am->tangles); vm_matrix_x_matrix(am->viewMatrix, get_local_plrobj().orient, tempm); clamp_fix_lh(am->viewDist, ZOOM_MIN_VALUE, ZOOM_MAX_VALUE); } return window_event_result::ignored; } static window_event_result automap_handler(window *wind,const d_event &event, automap *am) { switch (event.type) { case EVENT_WINDOW_ACTIVATED: game_flush_inputs(); event_toggle_focus(1); key_toggle_repeat(0); break; case EVENT_WINDOW_DEACTIVATED: event_toggle_focus(0); key_toggle_repeat(1); break; case EVENT_IDLE: case EVENT_JOYSTICK_BUTTON_UP: case EVENT_JOYSTICK_BUTTON_DOWN: case EVENT_JOYSTICK_MOVED: case EVENT_MOUSE_BUTTON_UP: case EVENT_MOUSE_BUTTON_DOWN: case EVENT_MOUSE_MOVED: case EVENT_KEY_RELEASE: return automap_process_input(wind, event, am); case EVENT_KEY_COMMAND: { window_event_result kret = automap_key_command(wind, event, am); if (kret == window_event_result::ignored) kret = automap_process_input(wind, event, am); return kret; } case EVENT_WINDOW_DRAW: draw_automap(am); break; case EVENT_WINDOW_CLOSE: if (!am->pause_game) ConsoleObject->mtype.phys_info.flags |= am->old_wiggle; // Restore wiggle event_toggle_focus(0); key_toggle_repeat(1); #ifdef OGL gr_free_bitmap_data(am->automap_background); #endif std::default_delete()(am); window_set_visible(Game_wind, 1); Automap_active = 0; multi_send_msgsend_state(msgsend_none); return window_event_result::ignored; // continue closing break; default: return window_event_result::ignored; break; } return window_event_result::handled; } void do_automap() { int pcx_error; palette_array_t pal; automap *am = new automap{}; window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, automap_handler, am); am->leave_mode = 0; am->pause_game = 1; // Set to 1 if everything is paused during automap...No pause during net. am->max_segments_away = 0; am->segment_limit = 1; am->num_edges = 0; am->highest_edge_index = -1; am->max_edges = Num_segments*12; am->edges = make_unique(am->max_edges); am->drawingListBright = make_unique(am->max_edges); am->zoom = 0x9000; am->farthest_dist = (F1_0 * 20 * 50); // 50 segments away am->viewDist = 0; init_automap_colors(am); if ((Game_mode & GM_MULTI) && (!Endlevel_sequence)) am->pause_game = 0; if (am->pause_game) { window_set_visible(Game_wind, 0); } else { am->old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle } //Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max gr_set_current_canvas(NULL); if ( am->viewDist==0 ) am->viewDist = ZOOM_DEFAULT; am->viewMatrix = get_local_plrobj().orient; am->tangles.p = PITCH_DEFAULT; am->tangles.h = 0; am->tangles.b = 0; am->view_target = get_local_plrobj().pos; if (PlayerCfg.AutomapFreeFlight) vm_vec_scale_add(am->view_position, get_local_plrobj().pos, am->viewMatrix.fvec, -ZOOM_DEFAULT ); am->t1 = am->entry_time = timer_query(); am->t2 = am->t1; //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum recompute_automap_segment_visibility(am); // 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(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(am->automap_background, pal, -1, -1); #if defined(DXX_BUILD_DESCENT_I) if (MacHog) 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)); else #endif gr_init_sub_canvas(am->automap_view, grd_curscreen->sc_canvas, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45)); gr_palette_load( gr_palette ); Automap_active = 1; multi_send_msgsend_state(msgsend_automap); } void adjust_segment_limit(automap *am, int SegmentLimit) { int i; Edge_info * e; const auto &depth_array = am->depth_array; const auto predicate = [&depth_array, SegmentLimit](const segnum_t &e1) { return depth_array[e1] <= SegmentLimit; }; for (i=0; i<=am->highest_edge_index; i++ ) { e = &am->edges[i]; // Unchecked for speed const auto &&range = unchecked_partial_range(e->segnum.begin(), e->num_faces); if (std::any_of(range.begin(), range.end(), predicate)) e->flags &= ~EF_TOO_FAR; else e->flags |= EF_TOO_FAR; } } void draw_all_edges(automap *am) { int i,j; unsigned nbright = 0; ubyte nfacing,nnfacing; Edge_info *e; fix distance; fix min_distance = 0x7fffffff; 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==am->wall_normal_color)) continue; // If a line isn't secret and is normal color, then don't draw it } distance = Segment_points[e->verts[1]].p3_z; if (min_distance>distance ) min_distance = distance; if (!rotate_list(e->verts).uand) { //all off screen? nfacing = nnfacing = 0; auto &tv1 = Vertices[e->verts[0]]; j = 0; while( jnum_faces && (nfacing==0 || nnfacing==0) ) { if (!g3_check_normal_facing( tv1, Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) ) nfacing++; else nnfacing++; j++; } if ( nfacing && nnfacing ) { // a contour line am->drawingListBright[nbright++] = e; } 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[8][e->color] ); g3_draw_line( Segment_points[e->verts[0]], Segment_points[e->verts[1]] ); } else { am->drawingListBright[nbright++] = e; } } } } if ( min_distance < 0 ) min_distance = 0; // Sort the bright ones using a shell sort const auto &&range = unchecked_partial_range(am->drawingListBright.get(), nbright); std::sort(range.begin(), range.end(), [am](const Edge_info *const a, const Edge_info *const b) { const auto &v1 = a->verts[0]; const auto &v2 = b->verts[0]; return Segment_points[v1].p3_z < Segment_points[v2].p3_z; }); // Draw the bright ones range_for (const auto e, range) { const auto p1 = &Segment_points[e->verts[0]]; const auto p2 = &Segment_points[e->verts[1]]; int color; fix dist; 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 >= am->farthest_dist ) continue; if ( e->flags & EF_NO_FADE ) { gr_setcolor( e->color ); } else { dist = F1_0 - fixdiv( dist, am->farthest_dist ); color = f2i( dist*31 ); gr_setcolor( gr_fade_table[color][e->color] ); } 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(automap *am, int v0,int v1,Edge_info *&edge_ptr) { long vv, evv; int hash, oldhash; int ret, ev0, ev1; vv = (v1<<16) + v0; oldhash = hash = ((v0*5+v1) % am->max_edges); ret = -1; while (ret==-1) { ev0 = am->edges[hash].verts[0]; ev1 = am->edges[hash].verts[1]; evv = (ev1<<16)+ev0; if (am->edges[hash].num_faces == 0 ) ret=0; else if (evv == vv) ret=1; else { if (++hash==am->max_edges) hash=0; if (hash==oldhash) Error("Edge list full!"); } } edge_ptr = &am->edges[hash]; if (ret == 0) return -1; else return hash; } static void add_one_edge( automap *am, int va, int vb, ubyte color, ubyte side, segnum_t segnum, int hidden, int grate, int no_fade ) { int found; Edge_info *e; 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, // 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 ) { std::swap(va, vb); } found = automap_find_edge(am,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[am->num_edges] = e-am->edges; if ( (e-am->edges.get()) > am->highest_edge_index ) am->highest_edge_index = e - am->edges.get(); am->num_edges++; } else { if ( color != am->wall_normal_color ) #if defined(DXX_BUILD_DESCENT_II) if (color != am->wall_revealed_color) #endif 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; } static void add_one_unknown_edge( automap *am, int va, int vb ) { int found; Edge_info *e; if ( va > vb ) { std::swap(va, vb); } found = automap_find_edge(am,va,vb,e); if (found != -1) e->flags|=EF_FRONTIER; // Mark as a border edge } static void add_segment_edges(automap *am, const vcsegptridx_t seg) { int is_grate, no_fade; ubyte color; int sn; const auto &segnum = seg; int hidden_flag; for (sn=0;snchildren[sn] == segment_none) { color = am->wall_normal_color; } switch( seg->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 != wall_none) { #if defined(DXX_BUILD_DESCENT_II) auto trigger_num = Walls[seg->sides[sn].wall_num].trigger; if (trigger_num != trigger_none && Triggers[trigger_num].type == TT_SECRET_EXIT) { color = BM_XRGB( 29, 0, 31 ); no_fade=1; goto Here; } #endif 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 = am->wall_door_blue; } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) { no_fade = 1; color = am->wall_door_gold; } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) { no_fade = 1; color = am->wall_door_red; } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) { auto connected_seg = seg->children[sn]; if (connected_seg != segment_none) { const auto &vcseg = vcsegptr(connected_seg); const auto &connected_side = find_connect_side(seg, vcseg); switch (Walls[vcseg->sides[connected_side].wall_num].keys) { 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: color = am->wall_door_color; break; } } } else { color = am->wall_normal_color; hidden_flag = 1; } break; case WALL_CLOSED: // Make grates draw properly // NOTE: In original D1, is_grate is 1, hidden_flag not used so grates never fade. I (zico) like this so I leave this alone for now. if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG) is_grate = 1; else hidden_flag = 1; color = am->wall_normal_color; break; case WALL_BLASTABLE: // Hostage doors color = am->wall_door_color; break; } } if (segnum==Player_init[Player_num].segnum) color = BM_XRGB(31,0,31); if ( color != 255 ) { #if defined(DXX_BUILD_DESCENT_II) // If they have a map powerup, draw unvisited areas in dark blue. // NOTE: D1 originally had this part of code but w/o cheat-check. It's only supposed to draw blue with powerup that does not exist in D1. So make this D2-only if (!Automap_debug_show_all_segments) if ((cheats.fullautomap || get_local_player_flags() & PLAYER_FLAGS_MAP_ALL) && (!Automap_visited[segnum])) color = am->wall_revealed_color; Here: #endif const auto vertex_list = get_side_verts(segnum,sn); 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( 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 ); } } } } // Adds all the edges from a segment we haven't visited yet. static void add_unknown_segment_edges(automap *am, const vcsegptridx_t seg) { int sn; const auto &segnum = seg; for (sn=0;snchildren[sn] == segment_none) { const auto vertex_list = get_side_verts(segnum,sn); 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(automap *am, int add_all_edges) { int i,e1,e2; Edge_info * e; // clear edge list for (i=0; imax_edges; i++) { am->edges[i].num_faces = 0; am->edges[i].flags = 0; } am->num_edges = 0; am->highest_edge_index = -1; if (add_all_edges) { // Cheating, add all edges as visited range_for (const auto s, highest_valid(Segments)) { const auto &&segp = vcsegptridx(static_cast(s)); #ifdef EDITOR if (segp->segnum != segment_none) #endif { add_segment_edges(am, segp); } } } else { // Not cheating, add visited edges, and then unvisited edges range_for (const auto s, highest_valid(Segments)) { const auto &&segp = vcsegptridx(static_cast(s)); #ifdef EDITOR if (segp->segnum != segment_none) #endif if (Automap_visited[s]) { add_segment_edges(am, segp); } } range_for (const auto s, highest_valid(Segments)) { const auto &&segp = vcsegptridx(static_cast(s)); #ifdef EDITOR if (segp->segnum != segment_none) #endif if (!Automap_visited[s]) { add_unknown_segment_edges(am, segp); } } } // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature) for (i=0; i<=am->highest_edge_index; i++ ) { e = &am->edges[i]; if (!(e->flags&EF_USED)) continue; for (e1=0; e1num_faces; e1++ ) { for (e2=1; e2num_faces; e2++ ) { if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) { 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)) ) { e->flags &= (~EF_DEFINING); break; } } } if (!(e->flags & EF_DEFINING)) break; } } } #if defined(DXX_BUILD_DESCENT_II) static unsigned Marker_index; ubyte DefiningMarkerMessage=0; ubyte MarkerBeingDefined; ubyte LastMarkerDropped; void InitMarkerInput () { int maxdrop,i; //find free marker slot if (Game_mode & GM_MULTI) maxdrop=MAX_DROP_MULTI; else maxdrop=MAX_DROP_SINGLE; for (i=0;i 0) Marker_index--; Marker_input[Marker_index] = 0; break; case KEY_ENTER: MarkerMessage[(Player_num*2)+MarkerBeingDefined] = Marker_input; DropMarker(MarkerBeingDefined); LastMarkerDropped = MarkerBeingDefined; key_toggle_repeat(0); game_flush_inputs(); DefiningMarkerMessage = 0; break; default: { int ascii = key_ascii(); if ((ascii < 255 )) if (Marker_index < Marker_input.size() - 1) { Marker_input[Marker_index++] = ascii; Marker_input[Marker_index] = 0; } return window_event_result::ignored; } } return window_event_result::handled; } #endif