/* 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 #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 "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 "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" #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 typedef struct Edge_info { int verts[2]; // 8 bytes ubyte sides[4]; // 4 bytes int segnum[4]; // 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. ubyte color; // 1 bytes ubyte num_faces; // 1 bytes // 31 bytes... } Edge_info; typedef struct automap { 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; Edge_info *edges; int *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; int wall_normal_color; int wall_door_color; int wall_door_blue; int wall_door_gold; int wall_door_red; int wall_revealed_color; int hostage_color; int font_color_20; int green_31; int white_63; int blue_48; int red_48; control_info controls; array Automap_full_depth; // same as Automap_visited but filled completely - visited or not - to adjust depth with map powerup or cheat } automap; #define MAX_EDGES_FROM_VERTS(v) ((v)*4) #define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995 #define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 ) #define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 ) #define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31) #define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0) #define K_WALL_DOOR_RED BM_XRGB(31, 0, 0) #define K_WALL_REVEALED_COLOR BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup #define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 ) #define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 ) #define K_GREEN_31 BM_XRGB(0, 31, 0) int Automap_active = 0; 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->font_color_20 = K_FONT_COLOR_20; 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); #define MAX_DROP_MULTI 2 #define MAX_DROP_SINGLE 9 #if defined(DXX_BUILD_DESCENT_II) vms_vector MarkerPoint[NUM_MARKERS]; //these are only used in multi.c, and I'd get rid of them there, but when I tried to do that once, I caused some horrible bug. -MT int HighlightMarker=-1; char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN]; float MarkerScale=2.0; int MarkerObject[NUM_MARKERS]; #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 (automap *am, int num) { int i; g3s_point BasePoint,FromPoint,ToPoint; static const float sArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0}, {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0}, {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0}, {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0} }; static const float sArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0}, {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0}, {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0}, {1.0, 0.0, 0.0, 0.0, 1.0, -1.0}, {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0}, {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0}, {1.0, 1.0, 1.0, -1.0}, {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0}, {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0} }; static const int NumOfPoints[]={6,10,8,6,10,10,4,10,8}; float ArrayX[10], ArrayY[10]; for (i=0;iwhite_63); else gr_setcolor (am->blue_48); g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos); for (i=0;ipos; if (MarkerObject[marker_num] != -1) obj_delete(MarkerObject[marker_num]); 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(object *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? marker_num = MAX_DROP_SINGLE+1; if (marker_num > NUM_MARKERS-1) marker_num = NUM_MARKERS-1; sprintf(MarkerMessage[marker_num], "RIP: %s",PlayerCfg.GuidebotName); MarkerPoint[marker_num] = objp->pos; if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0) obj_delete(MarkerObject[marker_num]); MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num); } #define MARKER_SPHERE_SIZE 0x58000 static void DrawMarkers (automap *am) { int i,maxdrop; static int cyc=10,cycdir=1; g3s_point sphere_point; if (Game_mode & GM_MULTI) maxdrop=2; else maxdrop=9; for (i=0;i43) { 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 vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 ); g3_rotate_point(&arrow_point,&arrow_pos); automap_draw_line(&sphere_point, &arrow_point); // Draw right head of arrow vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 ); vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 ); g3_rotate_point(&head_point,&head_pos); automap_draw_line(&arrow_point, &head_point); // Draw left head of arrow vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 ); vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) ); g3_rotate_point(&head_point,&head_pos); automap_draw_line(&arrow_point, &head_point); // Draw player's up vector vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 ); g3_rotate_point(&arrow_point,&arrow_pos); automap_draw_line(&sphere_point, &arrow_point); } #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, 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]; int wr,h,aw; 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); gr_get_string_size(name_level_right,&wr,&h,&aw); gr_string(grd_curcanv->cv_bitmap.bm_w-wr-(SWIDTH/64),(SHEIGHT/48),name_level_right); #endif } static void draw_automap(automap *am) { int i; int color; object * objp; g3s_point sphere_point; 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... if (Game_mode & GM_TEAM) color = get_team(Player_num); else color = Player_num; // Note link to above if! gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b)); draw_player(&Objects[Players[Player_num].objnum]); DrawMarkers(am); // Draw player(s)... if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flag.show_on_map) ) { for (i=0; itype ) { case OBJ_HOSTAGE: gr_setcolor(am->hostage_color); g3_rotate_point(&sphere_point,&objp->pos); g3_draw_sphere(&sphere_point,objp->size); break; case OBJ_POWERUP: if ( Automap_visited[objp->segnum] ) { if ( (get_powerup_id(objp)==POW_KEY_RED) || (get_powerup_id(objp)==POW_KEY_BLUE) || (get_powerup_id(objp)==POW_KEY_GOLD) ) { switch (get_powerup_id(objp)) { case POW_KEY_RED: gr_setcolor(BM_XRGB(63, 5, 5)); break; case POW_KEY_BLUE: gr_setcolor(BM_XRGB(5, 5, 63)); break; case POW_KEY_GOLD: gr_setcolor(BM_XRGB(63, 63, 10)); break; default: Error("Illegal key type: %i", get_powerup_id(objp)); } g3_rotate_point(&sphere_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]); } #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(); 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 :) { multi_do_frame(); // during long wait, keep packets flowing if (!GameArg.SysNoNiceFPS && !GameCfg.VSync) timer_delay(F1_0>>8); timer_update(); am->t2 = timer_query(); } 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 int automap_key_command(window *wind, 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 1; } case KEY_ESC: if (am->leave_mode==0) { window_close(wind); return 1; } return 1; #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 if (cheats.fullautomap || Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) { am->Automap_full_depth.fill(1); am->max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, am->Automap_full_depth); } else 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, am->segment_limit); automap_build_edge_list(am); } return 1; #endif #ifndef NDEBUG case KEY_DEBUGGED+KEY_F: { Automap_visited.fill(1); automap_build_edge_list(am); 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, am->segment_limit); } return 1; #endif case KEY_F9: if (am->segment_limit > 1) { am->segment_limit--; adjust_segment_limit(am, am->segment_limit); } return 1; case KEY_F10: if (am->segment_limit < am->max_segments_away) { am->segment_limit++; adjust_segment_limit(am, am->segment_limit); } return 1; #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] != -1) HighlightMarker=marker_num; } return 1; case KEY_D+KEY_CTRLED: if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) { gr_set_current_canvas(NULL); if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) { obj_delete(MarkerObject[HighlightMarker]); MarkerObject[HighlightMarker]=-1; MarkerMessage[HighlightMarker][0]=0; HighlightMarker = -1; } set_screen_mode(SCREEN_GAME); } return 1; #ifndef RELEASE case KEY_F11: //KEY_COMMA: if (MarkerScale>.5) MarkerScale-=.5; return 1; case KEY_F12: //KEY_PERIOD: if (MarkerScale<30.0) MarkerScale+=.5; return 1; #endif #endif } return 0; } static int automap_process_input(window *wind, d_event *event, automap *am) { vms_matrix tempm; Controls = am->controls; kconfig_read_controls(event, 1); am->controls = Controls; memset(&Controls, 0, sizeof(control_info)); if ( !am->controls.state.automap && (am->leave_mode==1) ) { window_close(wind); return 1; } if ( am->controls.state.automap) { am->controls.state.automap = 0; if (am->leave_mode==0) { window_close(wind); return 1; } } if (PlayerCfg.AutomapFreeFlight) { if ( am->controls.state.fire_primary) { // Reset orientation am->viewMatrix = Objects[Players[Player_num].objnum].orient; vm_vec_scale_add(&am->view_position, &Objects[Players[Player_num].objnum].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; vms_matrix new_m; 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 ); vm_angles_2_matrix(&tempm, &tangles); vm_matrix_x_matrix(&new_m,&am->viewMatrix,&tempm); am->viewMatrix = new_m; 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 = Objects[Players[Player_num].objnum].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; vm_angles_2_matrix(&tempm,&tangles1); vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].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, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) am->view_target = old_vt; } vm_angles_2_matrix(&tempm,&am->tangles); vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm); clamp_fix_lh(am->viewDist, ZOOM_MIN_VALUE, ZOOM_MAX_VALUE); } return 0; } static int automap_handler(window *wind, 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: automap_process_input(wind, event, am); break; case EVENT_KEY_COMMAND: { int kret = automap_key_command(wind, event, am); if (!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 d_free(am->edges); d_free(am->drawingListBright); d_free(am); window_set_visible(Game_wind, 1); Automap_active = 0; return 0; // continue closing break; default: return 0; break; } return 1; } void do_automap( int key_code ) { int pcx_error; ubyte pal[256*3]; window *automap_wind = NULL; automap *am; CALLOC(am, automap, 1); if (am) { automap_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, automap_handler, am); } if (automap_wind == NULL) { Warning("Out of memory"); return; } 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; MALLOC(am->edges, Edge_info, am->max_edges); MALLOC(am->drawingListBright, int, am->max_edges); if (!am->edges || !am->drawingListBright) { if (am->edges) d_free(am->edges); if (am->drawingListBright) d_free(am->drawingListBright); Warning("Out of memory"); return; } am->zoom = 0x9000; am->farthest_dist = (F1_0 * 20 * 50); // 50 segments away am->viewDist = 0; init_automap_colors(am); key_code = key_code; // disable warning... if ((Game_mode & GM_MULTI) && (!Endlevel_sequence)) am->pause_game = 0; if (am->pause_game) { window_set_visible(Game_wind, 0); } if (!am->pause_game) { 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); automap_build_edge_list(am); if ( am->viewDist==0 ) am->viewDist = ZOOM_DEFAULT; am->viewMatrix = Objects[Players[Player_num].objnum].orient; am->tangles.p = PITCH_DEFAULT; am->tangles.h = 0; am->tangles.b = 0; am->view_target = Objects[Players[Player_num].objnum].pos; if (PlayerCfg.AutomapFreeFlight) vm_vec_scale_add(&am->view_position, &Objects[Players[Player_num].objnum].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 // if cheat of map powerup, work with full depth if (cheats.fullautomap || Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) { am->Automap_full_depth.fill(1); am->max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, am->Automap_full_depth); } else 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, 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 (&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; } void adjust_segment_limit(automap *am, int SegmentLimit) { int i,e1; Edge_info * e; for (i=0; i<=am->highest_edge_index; i++ ) { e = &am->edges[i]; e->flags |= EF_TOO_FAR; for (e1=0; e1num_faces; e1++ ) { ubyte depthlimit = Automap_visited[e->segnum[e1]]; // if cheat of map powerup, work with full depth if (cheats.fullautomap || Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) depthlimit = am->Automap_full_depth[e->segnum[e1]]; if ( depthlimit <= SegmentLimit ) { e->flags &= (~EF_TOO_FAR); break; } } } } void draw_all_edges(automap *am) { 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<=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 } cc=rotate_list(2,e->verts); distance = Segment_points[e->verts[1]].p3_z; if (min_distance>distance ) min_distance = distance; if (!cc.uand) { //all off screen? nfacing = nnfacing = 0; 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-am->edges; } else if ( e->flags&(EF_DEFINING|EF_GRATE) ) { if ( nfacing == 0 ) { if ( e->flags & EF_NO_FADE ) gr_setcolor( e->color ); else gr_setcolor( gr_fade_table[e->color+256*8] ); g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] ); } else { am->drawingListBright[nbright++] = e-am->edges; } } } } if ( min_distance < 0 ) min_distance = 0; // Sort the bright ones using a shell sort { int t; int i, j, incr, v1, v2; incr = nbright / 2; while( incr > 0 ) { for (i=incr; i=0 ) { // compare element j and j+incr 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=am->drawingListBright[j+incr]; am->drawingListBright[j+incr]=am->drawingListBright[j]; am->drawingListBright[j]=t; j -= incr; } else break; } } incr = incr / 2; } } // Draw the bright ones for (i=0; iedges[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 >= 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[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(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, int segnum, int hidden, int grate, int no_fade ) { int found; Edge_info *e; int tmp; 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 ) { tmp = va; va = vb; vb = tmp; } 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) > am->highest_edge_index ) am->highest_edge_index = e - am->edges; 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; int tmp; if ( va > vb ) { tmp = va; va = vb; vb = tmp; } 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, segment *seg) { int is_grate, no_fade; ubyte color; int sn; int segnum = seg-Segments; int hidden_flag; for (sn=0;snchildren[sn] == -1) { 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 > -1) { #if defined(DXX_BUILD_DESCENT_II) int trigger_num = Walls[seg->sides[sn].wall_num].trigger; if (trigger_num != -1 && 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)) { 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 = am->wall_door_color; else { switch (Walls[Segments[connected_seg].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: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n"); } } } } 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 ((cheats.fullautomap || Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) && (!Automap_visited[segnum])) color = am->wall_revealed_color; Here: #endif get_side_verts(vertex_list,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, segment *seg) { int sn; int segnum = seg-Segments; for (sn=0;snchildren[sn] == -1) { get_side_verts(vertex_list,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 i,e1,e2,s; 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 (cheats.fullautomap || (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(am, &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(am, &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(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<=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) char Marker_input [40]; int Marker_index=0; 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: strcpy (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 < 38 ) { Marker_input[Marker_index++] = ascii; Marker_input[Marker_index] = 0; } return 0; break; } } return 1; } #endif