/* * 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 "dxxsconf.h" #include #include #include #include #if DXX_USE_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 "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 dcx { 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... }; } } namespace dsx { namespace { 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; unsigned max_edges; //set each frame unsigned end_valid_edges; std::unique_ptr edges; std::unique_ptr drawingListBright; // Screen canvas variables grs_subcanvas automap_view; grs_main_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; }; static void init_automap_subcanvas(grs_subcanvas &view, grs_canvas &container) { #if defined(DXX_BUILD_DESCENT_I) if (MacHog) gr_init_sub_canvas(view, container, 38*(SWIDTH/640.0), 77*(SHEIGHT/480.0), 564*(SWIDTH/640.0), 381*(SHEIGHT/480.0)); else #endif gr_init_sub_canvas(view, container, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45)); } } } namespace dcx { #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 automap_clear_visited() { #ifndef NDEBUG Automap_debug_show_all_segments = 0; #endif LevelUniqueAutomapState.Automap_visited = {}; } } namespace dsx { 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); } // 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) // Function Prototypes static void adjust_segment_limit(automap *am, int SegmentLimit); static void automap_build_edge_list(automap *am, int add_all_edges); } /* MAX_DROP_MULTI_* must be a power of 2 for LastMarkerDropped to work * properly. */ #define MAX_DROP_MULTI_COOP (Netgame.max_numplayers > 4 ? 2 : 4) #define MAX_DROP_MULTI_COMPETITIVE 2 #define MAX_DROP_SINGLE 9 #if defined(DXX_BUILD_DESCENT_II) namespace dsx { marker_message_text_t Marker_input; static float MarkerScale=2.0; d_marker_state MarkerState; unsigned d_marker_state::get_biased_marker_num(const unsigned game_mode, const unsigned player_num, const unsigned base_marker_num) { if (game_mode & GM_MULTI_COOP) return (player_num * MAX_DROP_MULTI_COOP) + base_marker_num; if (game_mode & GM_MULTI) return (player_num * MAX_DROP_MULTI_COMPETITIVE) + base_marker_num; return base_marker_num; } unsigned d_marker_state::get_markers_per_player(const unsigned game_mode) { if (game_mode & GM_MULTI_COOP) return MAX_DROP_MULTI_COOP; if (game_mode & GM_MULTI) return MAX_DROP_MULTI_COMPETITIVE; return MAX_DROP_SINGLE; } } #endif # define automap_draw_line g3_draw_line #if DXX_USE_OGL #define DrawMarkerNumber(C,a,b,c) DrawMarkerNumber(a,b,c) #define draw_all_edges(C,a) draw_all_edges(a) #endif // ------------------------------------------------------------- namespace dsx { static void draw_all_edges(grs_canvas &, automap *am); #if defined(DXX_BUILD_DESCENT_I) static inline void DrawMarkers(fvcobjptr &, grs_canvas &, automap *) { } static inline void ClearMarkers() { } #elif defined(DXX_BUILD_DESCENT_II) static void DrawMarkerNumber(grs_canvas &canvas, const automap *am, unsigned num, const g3s_point &BasePoint) { struct xy { float x0, y0, x1, y1; }; static constexpr 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 constexpr array NumOfPoints = {{3, 5, 4, 3, 5, 5, 2, 5, 4}}; const auto color = (num == MarkerState.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(canvas, FromPoint, ToPoint, color); } } static void DropMarker(fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, const object &plrobj, const unsigned player_marker_num) { const unsigned marker_num = MarkerState.get_biased_marker_num(Game_mode, Player_num, player_marker_num); auto &marker_objidx = MarkerState.imobjidx[marker_num]; if (marker_objidx != object_none) obj_delete(LevelUniqueObjectState, Segments, vmobjptridx(marker_objidx)); marker_objidx = drop_marker_object(plrobj.pos, vmsegptridx(plrobj.segnum), plrobj.orient, marker_num); if (Game_mode & GM_MULTI) multi_send_drop_marker(Player_num, plrobj.pos, player_marker_num, MarkerState.message[marker_num]); } void DropBuddyMarker(object &objp) { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptridx = Objects.vmptridx; int marker_num; static_assert(MAX_DROP_SINGLE + 1 <= NUM_MARKERS - 1, "not enough markers"); marker_num = MAX_DROP_SINGLE+1; auto &MarkerMessage = MarkerState.message[marker_num]; snprintf(&MarkerMessage[0], MarkerMessage.size(), "RIP: %s", static_cast(PlayerCfg.GuidebotName)); auto &marker_objidx = MarkerState.imobjidx[marker_num]; if (marker_objidx != object_none) obj_delete(LevelUniqueObjectState, Segments, vmobjptridx(marker_objidx)); marker_objidx = drop_marker_object(objp.pos, vmsegptridx(objp.segnum), objp.orient, marker_num); } #define MARKER_SPHERE_SIZE 0x58000 static void DrawMarkers(fvcobjptr &vcobjptr, grs_canvas &canvas, automap *const am) { static int cyc=10,cycdir=1; const auto game_mode = Game_mode; const auto mb = &MarkerState.imobjidx[MarkerState.get_biased_marker_num(game_mode, Player_num, 0)]; const auto me = std::next(mb, MarkerState.get_markers_per_player(game_mode)); 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); g3_draw_sphere(canvas, sphere_point, MARKER_SPHERE_SIZE, colors[0]); g3_draw_sphere(canvas, sphere_point, MARKER_SPHERE_SIZE / 2, colors[1]); g3_draw_sphere(canvas, sphere_point, MARKER_SPHERE_SIZE / 4, colors[2]); DrawMarkerNumber(canvas, 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() { static_cast(MarkerState) = {}; MarkerState.message = {}; } #endif void automap_clear_visited() { ::dcx::automap_clear_visited(); ClearMarkers(); } static void draw_player(grs_canvas &canvas, const object_base &obj, const uint8_t color) { // Draw Console player -- shaped like a ellipse with an arrow. auto sphere_point = g3_rotate_point(obj.pos); const auto obj_size = obj.size; g3_draw_sphere(canvas, sphere_point, obj_size, color); // Draw shaft of arrow const auto &&head_pos = vm_vec_scale_add(obj.pos, obj.orient.fvec, obj_size * 2); { auto &&arrow_point = g3_rotate_point(vm_vec_scale_add(obj.pos, obj.orient.fvec, obj_size * 3)); automap_draw_line(canvas, sphere_point, arrow_point, color); // Draw right head of arrow { const auto &&rhead_pos = vm_vec_scale_add(head_pos, obj.orient.rvec, obj_size); auto head_point = g3_rotate_point(rhead_pos); automap_draw_line(canvas, arrow_point, head_point, color); } // Draw left head of arrow { const auto &&lhead_pos = vm_vec_scale_add(head_pos, obj.orient.rvec, -obj_size); auto head_point = g3_rotate_point(lhead_pos); automap_draw_line(canvas, arrow_point, head_point, color); } } // 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(canvas, sphere_point, arrow_point, color); } } #if defined(DXX_BUILD_DESCENT_II) //name for each group. maybe move somewhere else constexpr char system_name[][17] = { "Zeta Aquilae", "Quartzon System", "Brimspark System", "Limefrost Spiral", "Baloris Prime", "Omega System"}; #endif static void name_frame(grs_canvas &canvas, automap *const am) { gr_set_fontcolor(canvas, am->green_31, -1); char name_level_left[128]; auto &game_font = *GAME_FONT; #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(canvas, game_font, (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); const char *const current_level_name = Current_level_name; if (PLAYING_BUILTIN_MISSION && Current_level_num > 0) snprintf(name_level_right, sizeof(name_level_right), "%s %d: %s", system_name[(Current_level_num-1)/4], ((Current_level_num - 1) % 4) + 1, current_level_name); else snprintf(name_level_right, sizeof(name_level_right), " %s", current_level_name); gr_string(canvas, game_font, (SWIDTH / 64), (SHEIGHT / 48), name_level_left); int wr,h; gr_get_string_size(game_font, name_level_right, &wr, &h, nullptr); gr_string(canvas, game_font, canvas.cv_bitmap.bm_w - wr - (SWIDTH / 64), (SHEIGHT / 48), name_level_right, wr, h); #endif } static void automap_apply_input(automap *am, const vms_matrix &plrorient, const vms_vector &plrpos) { constexpr int SLIDE_SPEED = 350; constexpr int ZOOM_SPEED_FACTOR = 500; //(1500) constexpr int ROT_SPEED_DIVISOR = 115000; if (PlayerCfg.AutomapFreeFlight) { if ( am->controls.state.fire_primary) { // Reset orientation am->controls.state.fire_primary = 0; am->viewMatrix = plrorient; vm_vec_scale_add(am->view_position, plrpos, am->viewMatrix.fvec, -ZOOM_DEFAULT); } 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 = plrpos; 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, plrorient, 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, plrpos) > i2f(1000)) am->view_target = old_vt; } const auto &&tempm = vm_angles_2_matrix(am->tangles); vm_matrix_x_matrix(am->viewMatrix, plrorient, tempm); clamp_fix_lh(am->viewDist, ZOOM_MIN_VALUE, ZOOM_MAX_VALUE); } } static void draw_automap(fvcobjptr &vcobjptr, automap *am) { if ( am->leave_mode==0 && am->controls.state.automap && (timer_query()-am->entry_time)>LEAVE_TIME) am->leave_mode = 1; gr_set_default_canvas(); { auto &canvas = *grd_curcanv; if (am->automap_background.get_bitmap_data()) show_fullscr(canvas, am->automap_background); gr_set_fontcolor(canvas, BM_XRGB(20, 20, 20), -1); { int x, y; #if defined(DXX_BUILD_DESCENT_I) if (MacHog) x = 80 * (SWIDTH / 640.), y = 36 * (SHEIGHT / 480.); else #endif x = SWIDTH / 8, y = SHEIGHT / 16; gr_string(canvas, *HUGE_FONT, x, y, TXT_AUTOMAP); } gr_set_fontcolor(canvas, BM_XRGB(20, 20, 20), -1); { int x; int y0, y1, y2; #if defined(DXX_BUILD_DESCENT_I) const auto s1 = TXT_SLIDE_UPDOWN; const auto &s2 = "F9/F10 Changes viewing distance"; if (!MacHog) { x = SWIDTH / 4.923; y0 = SHEIGHT / 1.126; y1 = SHEIGHT / 1.083; y2 = SHEIGHT / 1.043; } else { // for the Mac automap they're shown up the top, hence the different layout x = 265 * (SWIDTH / 640.); y0 = 27 * (SHEIGHT / 480.); y1 = 44 * (SHEIGHT / 480.); y2 = 61 * (SHEIGHT / 480.); } #elif defined(DXX_BUILD_DESCENT_II) const auto &s1 = "F9/F10 Changes viewing distance"; const auto s2 = TXT_AUTOMAP_MARKER; x = SWIDTH / 10.666; y0 = SHEIGHT / 1.126; y1 = SHEIGHT / 1.083; y2 = SHEIGHT / 1.043; #endif auto &game_font = *GAME_FONT; gr_string(canvas, game_font, x, y0, TXT_TURN_SHIP); gr_string(canvas, game_font, x, y1, s1); gr_string(canvas, game_font, x, y2, s2); } } gr_set_current_canvas(am->automap_view); auto &canvas = *grd_curcanv; gr_clear_canvas(canvas, BM_XRGB(0,0,0)); g3_start_frame(canvas); 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(*grd_curcanv, am); // Draw player... const auto &self_ship_rgb = player_rgb[get_player_or_team_color(Player_num)]; const auto closest_color = BM_XRGB(self_ship_rgb.r, self_ship_rgb.g, self_ship_rgb.b); draw_player(canvas, vcobjptr(get_local_player().objnum), closest_color); DrawMarkers(vcobjptr, canvas, am); // Draw player(s)... const unsigned show_all_players = (Game_mode & GM_MULTI_COOP) || Netgame.game_flag.show_on_map; if (show_all_players || (Game_mode & GM_TEAM)) { const unsigned local_player_team = get_team(Player_num); for (unsigned i = 0; i < N_players; ++i) { if (i == Player_num) continue; if (show_all_players || local_player_team == get_team(i)) { auto &plr = *vcplayerptr(i); auto &objp = *vcobjptr(plr.objnum); if (objp.type == OBJ_PLAYER) { const auto &other_ship_rgb = player_rgb[get_player_or_team_color(i)]; draw_player(canvas, objp, BM_XRGB(other_ship_rgb.r, other_ship_rgb.g, other_ship_rgb.b)); } } } } range_for (const auto &&objp, vcobjptr) { switch( objp->type ) { case OBJ_HOSTAGE: { auto sphere_point = g3_rotate_point(objp->pos); g3_draw_sphere(canvas, sphere_point, objp->size, am->hostage_color); } break; case OBJ_POWERUP: if (LevelUniqueAutomapState.Automap_visited[objp->segnum] || Automap_debug_show_all_segments) { ubyte id = get_powerup_id(objp); unsigned r, g, b; if (id==POW_KEY_RED) r = 63 * 2, g = 5 * 2, b = 5 * 2; else if (id==POW_KEY_BLUE) r = 5 * 2, g = 5 * 2, b = 63 * 2; else if (id==POW_KEY_GOLD) r = 63 * 2, g = 63 * 2, b = 10 * 2; else break; { const auto color = gr_find_closest_color(r, g, b); auto sphere_point = g3_rotate_point(objp->pos); g3_draw_sphere(canvas, sphere_point, objp->size * 4, color); } } break; default: break; } } g3_end_frame(); name_frame(canvas, am); #if defined(DXX_BUILD_DESCENT_II) { const unsigned HighlightMarker = MarkerState.HighlightMarker; if (HighlightMarker < MarkerState.message.size()) { auto &m = MarkerState.message[HighlightMarker]; if (m[0]) { gr_printf(canvas, *canvas.cv_font, (SWIDTH/64), (SHEIGHT/18), "Marker %d: %s", HighlightMarker + 1, &m[0]); } } } #endif if (PlayerCfg.MouseFlightSim && PlayerCfg.MouseFSIndicator) { const auto gwidth = canvas.cv_bitmap.bm_w; const auto gheight = canvas.cv_bitmap.bm_h; auto &raw_mouse_axis = am->controls.raw_mouse_axis; show_mousefs_indicator(canvas, raw_mouse_axis[0], raw_mouse_axis[1], 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 = !CGameArg.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(const object &plrobj, automap *const am) { auto &player_info = plrobj.ctype.player_info; int compute_depth_all_segments = (cheats.fullautomap || (player_info.powerup_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(plrobj.segnum, compute_depth_all_segments ? nullptr : &LevelUniqueAutomapState.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) { auto &Objects = LevelUniqueObjectState.Objects; #if defined(DXX_BUILD_DESCENT_I) || !defined(NDEBUG) auto &vmobjptr = Objects.vmptr; #endif #if defined(DXX_BUILD_DESCENT_II) auto &vmobjptridx = Objects.vmptridx; #endif int c = event_key_get(event); switch (c) { #if DXX_USE_SCREENSHOT case KEY_PRINT_SCREEN: { gr_set_default_canvas(); save_screen_shot(1); return window_event_result::handled; } #endif 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 auto &plrobj = get_local_plrobj(); recompute_automap_segment_visibility(plrobj, am); } return window_event_result::handled; #endif #ifndef NDEBUG case KEY_DEBUGGED+KEY_F: { Automap_debug_show_all_segments = !Automap_debug_show_all_segments; auto &plrobj = get_local_plrobj(); recompute_automap_segment_visibility(plrobj, 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: { const auto game_mode = Game_mode; const unsigned maxdrop = MarkerState.get_markers_per_player(game_mode); const unsigned marker_num = c - KEY_1; if (marker_num <= maxdrop) { const unsigned biased_marker_num = MarkerState.get_biased_marker_num(game_mode, Player_num, marker_num); if (MarkerState.imobjidx[biased_marker_num] != object_none) MarkerState.HighlightMarker = biased_marker_num; } else MarkerState.HighlightMarker = UINT8_MAX; } return window_event_result::handled; case KEY_D+KEY_CTRLED: { const auto HighlightMarker = MarkerState.HighlightMarker; if (HighlightMarker >= MarkerState.imobjidx.size()) return window_event_result::handled; auto &mo = MarkerState.imobjidx[HighlightMarker]; if (mo == object_none) return window_event_result::handled; gr_set_default_canvas(); if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) { /* FIXME: this event should be sent to other players * so that they remove the marker. */ obj_delete(LevelUniqueObjectState, Segments, vmobjptridx(exchange(mo, object_none))); MarkerState.message[HighlightMarker] = {}; MarkerState.HighlightMarker = UINT8_MAX; } 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; } } return window_event_result::ignored; } static window_event_result automap_handler(window *wind,const d_event &event, automap *am) { auto &Objects = LevelUniqueObjectState.Objects; auto &vcobjptr = Objects.vcptr; auto &vmobjptr = Objects.vmptr; 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; #if SDL_MAJOR_VERSION == 2 case EVENT_WINDOW_RESIZE: init_automap_subcanvas(am->automap_view, grd_curscreen->sc_canvas); break; #endif 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: { auto &plrobj = get_local_plrobj(); automap_apply_input(am, plrobj.orient, plrobj.pos); } draw_automap(vcobjptr, 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); /* grd_curcanv points to `am->automap_view`, so grd_curcanv * would become a dangling pointer after the call to delete. * Redirect it to the default screen to avoid pointing to * freed memory. Setting grd_curcanv to nullptr would be * better, but some code assumes that grd_curcanv is never * nullptr, so instead set it to the default canvas. * Eventually, grd_curcanv will be removed entirely. */ gr_set_default_canvas(); 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() { auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; 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->max_segments_away = 0; am->segment_limit = 1; am->num_edges = 0; am->end_valid_edges = 0; const auto max_edges = LevelSharedSegmentState.Num_segments * 12; am->max_edges = max_edges; am->edges = make_unique(max_edges); am->drawingListBright = make_unique(max_edges); am->zoom = 0x9000; am->farthest_dist = (F1_0 * 20 * 50); // 50 segments away am->viewDist = 0; init_automap_colors(am); am->pause_game = !((Game_mode & GM_MULTI) && (!Endlevel_sequence)); // Set to 1 if everything is paused during automap...No pause during net. 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_default_canvas(); if ( am->viewDist==0 ) am->viewDist = ZOOM_DEFAULT; auto &plrobj = get_local_plrobj(); am->viewMatrix = plrobj.orient; am->tangles.p = PITCH_DEFAULT; am->tangles.h = 0; am->tangles.b = 0; am->view_target = plrobj.pos; if (PlayerCfg.AutomapFreeFlight) vm_vec_scale_add(am->view_position, 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(plrobj, 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 { const auto pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, am->automap_background, pal); if (pcx_error != pcx_result::SUCCESS) con_printf(CON_URGENT, DXX_STRINGIZE_FL(__FILE__, __LINE__, "automap: File %s - PCX error: %s"), MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error)); else gr_remap_bitmap_good(am->automap_background, pal, -1, -1); } init_automap_subcanvas(am->automap_view, grd_curscreen->sc_canvas); gr_palette_load( gr_palette ); Automap_active = 1; multi_send_msgsend_state(msgsend_automap); } void adjust_segment_limit(automap *am, int SegmentLimit) { const auto &depth_array = am->depth_array; const auto predicate = [&depth_array, SegmentLimit](const segnum_t &e1) { return depth_array[e1] <= SegmentLimit; }; range_for (auto &i, unchecked_partial_range(am->edges.get(), am->end_valid_edges)) { const auto e = &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(grs_canvas &canvas, automap *const am) { int j; unsigned nbright = 0; ubyte nfacing,nnfacing; fix distance; fix min_distance = INT32_MAX; auto &Vertices = LevelSharedVertexState.get_vertices(); auto &vcvertptr = Vertices.vcptr; range_for (auto &i, unchecked_partial_range(am->edges.get(), am->end_valid_edges)) { const auto e = &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(vcvertptr, e->verts).uand) { //all off screen? nfacing = nnfacing = 0; auto &tv1 = *vcvertptr(e->verts[0]); j = 0; while( jnum_faces && (nfacing==0 || nnfacing==0) ) { if (!g3_check_normal_facing(tv1, vcsegptr(e->segnum[j])->shared_segment::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 ) { const uint8_t color = (e->flags & EF_NO_FADE) ? e->color : gr_fade_table[8][e->color]; g3_draw_line(canvas, Segment_points[e->verts[0]], Segment_points[e->verts[1]], color); } 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(), [](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]]; 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; const auto color = (e->flags & EF_NO_FADE) ? e->color : gr_fade_table[f2i((F1_0 - fixdiv(dist, am->farthest_dist)) * 31)][e->color]; g3_draw_line(canvas, *p1, *p2, color); } } //================================================================== // // 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 std::pair automap_find_edge(automap *const am, const unsigned v0, const unsigned v1) { long vv, evv; int hash, oldhash; vv = (v1<<16) + v0; oldhash = hash = ((v0*5+v1) % am->max_edges); for (;;) { auto &e = am->edges[hash]; const auto ev0 = e.verts[0]; const auto ev1 = e.verts[1]; evv = (ev1<<16)+ev0; if (e.num_faces == 0) return {e, hash}; else if (evv == vv) return {e, UINT32_MAX}; else { if (++hash==am->max_edges) hash=0; if (hash==oldhash) Error("Edge list full!"); } } } static void add_one_edge(automap *const am, unsigned va, unsigned vb, const uint8_t color, const unsigned side, const segnum_t segnum, const uint8_t flags) { 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); } const auto &&ef = automap_find_edge(am, va, vb); const auto e = &ef.first; if (ef.second != UINT32_MAX) { 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; am->num_edges++; const auto i = ef.second + 1; if (am->end_valid_edges < i) am->end_valid_edges = i; } 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++; } } e->flags |= flags; } static void add_one_unknown_edge( automap *am, int va, int vb ) { if ( va > vb ) { std::swap(va, vb); } const auto &&ef = automap_find_edge(am, va, vb); if (ef.second == UINT32_MAX) ef.first.flags |= EF_FRONTIER; // Mark as a border edge } static void add_segment_edges(fvcsegptr &vcsegptr, fvcwallptr &vcwallptr, automap *am, const vcsegptridx_t seg) { auto &ControlCenterState = LevelUniqueObjectState.ControlCenterState; #if defined(DXX_BUILD_DESCENT_II) auto &Objects = LevelUniqueObjectState.Objects; auto &vmobjptr = Objects.vmptr; #endif ubyte color; for (unsigned sn = 0; sn < MAX_SIDES_PER_SEGMENT; ++sn) { uint8_t hidden_flag = 0; uint8_t is_grate = 0; uint8_t no_fade = 0; color = 255; if (seg->children[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 (ControlCenterState.Control_center_present) color = BM_XRGB( 29, 0, 0 ); break; case SEGMENT_IS_ROBOTMAKER: color = BM_XRGB( 29, 0, 31 ); break; } const auto wall_num = seg->shared_segment::sides[sn].wall_num; if (wall_num != wall_none) { auto &w = *vcwallptr(wall_num); #if defined(DXX_BUILD_DESCENT_II) auto trigger_num = w.trigger; auto &Triggers = LevelUniqueWallSubsystemState.Triggers; auto &vmtrgptr = Triggers.vmptr; if (trigger_num != trigger_none && vmtrgptr(trigger_num)->type == TT_SECRET_EXIT) { color = BM_XRGB( 29, 0, 31 ); no_fade = EF_NO_FADE; goto Here; } #endif switch(w.type) { case WALL_DOOR: if ((w.keys == KEY_BLUE && (color = am->wall_door_blue, true)) || (w.keys == KEY_GOLD && (color = am->wall_door_gold, true)) || (w.keys == KEY_RED && (color = am->wall_door_red, true))) { no_fade = EF_NO_FADE; } else if (!(WallAnims[w.clip_num].flags & WCF_HIDDEN)) { auto connected_seg = seg->children[sn]; if (connected_seg != segment_none) { const shared_segment &vcseg = *vcsegptr(connected_seg); const auto &connected_side = find_connect_side(seg, vcseg); auto &wall = *vcwallptr(vcseg.sides[connected_side].wall_num); switch (wall.keys) { case KEY_BLUE: color = am->wall_door_blue; no_fade = EF_NO_FADE; break; case KEY_GOLD: color = am->wall_door_gold; no_fade = EF_NO_FADE; break; case KEY_RED: color = am->wall_door_red; no_fade = EF_NO_FADE; break; default: color = am->wall_door_color; break; } } } else { color = am->wall_normal_color; hidden_flag = EF_SECRET; } 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 (!(is_grate = WALL_IS_DOORWAY(GameBitmaps, Textures, vcwallptr, seg, sn) & WID_RENDPAST_FLAG)) hidden_flag = EF_SECRET; color = am->wall_normal_color; break; case WALL_BLASTABLE: // Hostage doors color = am->wall_door_color; break; } } if (seg==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) { auto &player_info = get_local_plrobj().ctype.player_info; if ((cheats.fullautomap || player_info.powerup_flags & PLAYER_FLAGS_MAP_ALL) && !LevelUniqueAutomapState.Automap_visited[seg]) color = am->wall_revealed_color; } Here: #endif const auto vertex_list = get_side_verts(seg,sn); const uint8_t flags = hidden_flag | no_fade; add_one_edge(am, vertex_list[0], vertex_list[1], color, sn, seg, flags); add_one_edge(am, vertex_list[1], vertex_list[2], color, sn, seg, flags); add_one_edge(am, vertex_list[2], vertex_list[3], color, sn, seg, flags); add_one_edge(am, vertex_list[3], vertex_list[0], color, sn, seg, flags); if ( is_grate ) { const uint8_t grate_flags = flags | EF_GRATE; add_one_edge(am, vertex_list[0], vertex_list[2], color, sn, seg, grate_flags); add_one_edge(am, vertex_list[1], vertex_list[3], color, sn, seg, grate_flags); } } } } // Adds all the edges from a segment we haven't visited yet. static void add_unknown_segment_edges(automap *am, const shared_segment &seg) { for (unsigned sn = 0; sn < MAX_SIDES_PER_SEGMENT; ++sn) { // Only add edges that have no children if (seg.children[sn] == segment_none) { const auto vertex_list = get_side_verts(seg, 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) { // clear edge list range_for (auto &i, unchecked_partial_range(am->edges.get(), am->max_edges)) { i.num_faces = 0; i.flags = 0; } am->num_edges = 0; am->end_valid_edges = 0; auto &Walls = LevelUniqueWallSubsystemState.Walls; auto &vcwallptr = Walls.vcptr; if (add_all_edges) { // Cheating, add all edges as visited range_for (const auto &&segp, vcsegptridx) { #if DXX_USE_EDITOR if (segp->segnum != segment_none) #endif { add_segment_edges(vcsegptr, vcwallptr, am, segp); } } } else { // Not cheating, add visited edges, and then unvisited edges range_for (const auto &&segp, vcsegptridx) { #if DXX_USE_EDITOR if (segp->segnum != segment_none) #endif if (LevelUniqueAutomapState.Automap_visited[segp]) { add_segment_edges(vcsegptr, vcwallptr, am, segp); } } range_for (const auto &&segp, vcsegptridx) { #if DXX_USE_EDITOR if (segp->segnum != segment_none) #endif if (!LevelUniqueAutomapState.Automap_visited[segp]) { add_unknown_segment_edges(am, segp); } } } // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature) range_for (auto &i, unchecked_partial_range(am->edges.get(), am->end_valid_edges)) { const auto e = &i; if (!(e->flags&EF_USED)) continue; const auto num_faces = e->num_faces; if (num_faces < 2) continue; for (unsigned e1 = 0; e1 < num_faces; ++e1) { const auto e1segnum = e->segnum[e1]; const auto &e1siden0 = vcsegptr(e1segnum)->shared_segment::sides[e->sides[e1]].normals[0]; for (unsigned e2 = 1; e2 < num_faces; ++e2) { if (e1 == e2) continue; const auto e2segnum = e->segnum[e2]; if (e1segnum == e2segnum) continue; if (vm_vec_dot(e1siden0, vcsegptr(e2segnum)->shared_segment::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; void InitMarkerInput () { unsigned i; //find free marker slot const auto game_mode = Game_mode; const auto maxdrop = MarkerState.get_markers_per_player(game_mode); for (i=0;i 0) Marker_index--; Marker_input[Marker_index] = 0; break; case KEY_ENTER: { const auto MarkerBeingDefined = MarkerState.MarkerBeingDefined; MarkerState.LastMarkerDropped = MarkerBeingDefined; MarkerState.message[MarkerState.get_biased_marker_num(Game_mode, Player_num, MarkerBeingDefined)] = Marker_input; DropMarker(vmobjptridx, vmsegptridx, get_local_plrobj(), MarkerBeingDefined); } DXX_BOOST_FALLTHROUGH; case KEY_F8: case KEY_ESC: MarkerState.MarkerBeingDefined = UINT8_MAX; key_toggle_repeat(0); game_flush_inputs(); 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 }