/* $Id: automap.c,v 1.1.1.1 2006/03/17 19:56:52 zicodxx Exp $ */ /* 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. * */ #ifdef HAVE_CONFIG_H #include #endif #include #include #include #include #ifdef OGL #include "ogl_init.h" #endif #include "error.h" #include "3d.h" #include "inferno.h" #include "u_mem.h" #include "render.h" #include "object.h" #include "vclip.h" #include "game.h" #include "polyobj.h" #include "sounds.h" #include "player.h" #include "bm.h" #include "key.h" #include "screens.h" #include "textures.h" #include "mouse.h" #include "timer.h" #include "segpoint.h" #include "joy.h" #include "iff.h" #include "pcx.h" #include "palette.h" #include "wall.h" #include "hostage.h" #include "fuelcen.h" #include "gameseq.h" #include "gamefont.h" #include "network.h" #include "kconfig.h" #include "multi.h" #include "endlevel.h" #include "text.h" #include "gauges.h" #include "songs.h" #include "powerup.h" #include "network.h" #include "newmenu.h" #include "cntrlcen.h" #include "timer.h" #include "automap.h" #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 { short verts[2]; // 4 bytes ubyte sides[4]; // 4 bytes short segnum[4]; // 8 bytes // This might not need to be stored... If you can access the normals of a side. ubyte flags; // 1 bytes // See the EF_??? defines above. ubyte color; // 1 bytes ubyte num_faces; // 1 bytes // 19 bytes... } Edge_info; #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_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 Wall_normal_color; int Wall_door_color; int Wall_door_blue; int Wall_door_gold; int Wall_door_red; int Hostage_color; int Font_color_20; int Green_31; int White_63; int Blue_48; int Red_48; void init_automap_colors(void) { Wall_normal_color = K_WALL_NORMAL_COLOR; Wall_door_color = K_WALL_DOOR_COLOR; Wall_door_blue = K_WALL_DOOR_BLUE; Wall_door_gold = K_WALL_DOOR_GOLD; Wall_door_red = K_WALL_DOOR_RED; Hostage_color = K_HOSTAGE_COLOR; Font_color_20 = K_FONT_COLOR_20; Green_31 = K_GREEN_31; White_63 = gr_find_closest_color_current(63,63,63); Blue_48 = gr_find_closest_color_current(0,0,48); Red_48 = gr_find_closest_color_current(48,0,0); } // Segment visited list ubyte Automap_visited[MAX_SEGMENTS]; // Edge list variables static int Num_edges=0; static int Max_edges; //set each frame static int Highest_edge_index = -1; static Edge_info Edges[MAX_EDGES]; static short DrawingListBright[MAX_EDGES]; // 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) #define ROT_SPEED_DIVISOR (115000) // Screen anvas variables static grs_canvas Automap_view; grs_bitmap Automap_background; // Flags static int Automap_cheat = 0; // If set, show everything // Rendering variables static fix Automap_zoom = 0x9000; static vms_vector view_target; static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away static vms_matrix ViewMatrix; static fix ViewDist=0; // Function Prototypes void adjust_segment_limit(int SegmentLimit); void draw_all_edges(void); void automap_build_edge_list(void); #define MAX_DROP_MULTI 2 #define MAX_DROP_SINGLE 9 extern vms_vector Matrix_scale; //how the matrix is currently scaled # define automap_draw_line g3_draw_line void automap_clear_visited() { int i; for (i=0; i 0) sprintf(name_level, "%s %i: ",TXT_LEVEL, Current_level_num); else name_level[0] = 0; strcat(name_level, Current_level_name); gr_set_curfont(GAME_FONT); gr_set_fontcolor(Green_31,-1); gr_printf((SWIDTH/64),(SHEIGHT/48),"%s", name_level); } void draw_player( object * obj ) { vms_vector arrow_pos, head_pos; g3s_point sphere_point, arrow_point, head_point; // Draw Console player -- shaped like a ellipse with an arrow. g3_rotate_point(&sphere_point,&obj->pos); g3_draw_sphere(&sphere_point,obj->size); // Draw shaft of arrow vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 ); g3_rotate_point(&arrow_point,&arrow_pos); 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); } void draw_automap(int flip) { int i; int color; object * objp; vms_vector viewer_position; g3s_point sphere_point; gr_set_current_canvas(NULL); show_fullscr(&Automap_background); gr_set_curfont(HUGE_FONT); gr_set_fontcolor(BM_XRGB(20, 20, 20), -1); if (!MacHog) gr_printf((SWIDTH/8), (SHEIGHT/16), TXT_AUTOMAP); else gr_printf(80*(SWIDTH/640.0), 36*(SHEIGHT/480.0), TXT_AUTOMAP); gr_set_curfont(GAME_FONT); gr_set_fontcolor(BM_XRGB(20, 20, 20), -1); if (!MacHog) { gr_printf((SWIDTH/4.923), (SHEIGHT/1.126), TXT_TURN_SHIP); gr_printf((SWIDTH/4.923), (SHEIGHT/1.083), TXT_SLIDE_UPDOWN); gr_printf((SWIDTH/4.923), (SHEIGHT/1.043), TXT_VIEWING_DISTANCE); } else { // for the Mac automap they're shown up the top, hence the different layout gr_printf(265*(SWIDTH/640.0), 27*(SHEIGHT/480.0), TXT_TURN_SHIP); gr_printf(265*(SWIDTH/640.0), 44*(SHEIGHT/480.0), TXT_SLIDE_UPDOWN); gr_printf(265*(SWIDTH/640.0), 61*(SHEIGHT/480.0), TXT_VIEWING_DISTANCE); } gr_set_current_canvas(&Automap_view); gr_clear_canvas(BM_XRGB(0,0,0)); g3_start_frame(); render_start_frame(); vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist ); g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom); draw_all_edges(); // Draw player... #ifdef NETWORK if (Game_mode & GM_TEAM) color = get_team(Player_num); else #endif color = Player_num; // Note link to above if! gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b)); draw_player(&Objects[Players[Player_num].objnum]); // Draw player(s)... #ifdef NETWORK if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) { for (i=0; itype ) { case OBJ_HOSTAGE: gr_setcolor(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 ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) { switch (objp->id) { 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", objp->id); } g3_rotate_point(&sphere_point,&objp->pos); g3_draw_sphere(&sphere_point,objp->size*4); } } break; } } g3_end_frame(); name_frame(); if (flip) gr_flip(); } #define LEAVE_TIME 0x4000 #define WINDOW_WIDTH 288 extern void GameLoop(int, int ); extern int set_segment_depths(int start_seg, ubyte *segbuf); int Automap_active = 0; #define MAP_BACKGROUND_FILENAME "MAP.PCX" void do_automap( int key_code ) { int done=0; vms_matrix tempm; vms_angvec tangles; int leave_mode=0; int first_time=1; int pcx_error; #ifndef NDEBUG int i; #endif int c; fix entry_time; int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net. fix t1, t2; control_info saved_control_info; int Max_segments_away = 0; int SegmentLimit = 1; ubyte pal[256*3]; Automap_active = 1; init_automap_colors(); key_code = key_code; // disable warning... if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence)) pause_game = 0; if (pause_game) stop_time(); 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(); if ( ViewDist==0 ) ViewDist = ZOOM_DEFAULT; ViewMatrix = Objects[Players[Player_num].objnum].orient; tangles.p = PITCH_DEFAULT; tangles.h = 0; tangles.b = 0; done = 0; view_target = Objects[Players[Player_num].objnum].pos; t1 = entry_time = timer_get_fixed_seconds(); t2 = t1; //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited); SegmentLimit = Max_segments_away; adjust_segment_limit(SegmentLimit); // ZICO - code from above to show frame in OGL correctly. Redundant, but better readable. // KREATOR - Now applies to all platforms so double buffering is supported gr_init_bitmap_data (&Automap_background); pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal); if (pcx_error != PCX_ERROR_NONE) Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error)); gr_remap_bitmap_good(&Automap_background, pal, -1, -1); if (!MacHog) gr_init_sub_canvas(&Automap_view, &grd_curscreen->sc_canvas, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45)); else gr_init_sub_canvas(&Automap_view, &grd_curscreen->sc_canvas, 38*(SWIDTH/640.0), 77*(SHEIGHT/480.0), 564*(SWIDTH/640.0), 381*(SHEIGHT/480.0)); while(!done) { if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME) leave_mode = 1; if ( !Controls.automap_state && (leave_mode==1) ) done=1; if (!pause_game) { ushort old_wiggle; saved_control_info = Controls; // Save controls so we can zero them memset(&Controls,0,sizeof(control_info)); // Clear everything... old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle #ifdef NETWORK if (multi_menu_poll()) done = 1; #endif ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle Controls = saved_control_info; } controls_read_all(); if ( Controls.automap_down_count ) { if (leave_mode==0) done = 1; c = 0; } //see if redbook song needs to be restarted songs_check_redbook_repeat(); while( (c=key_inkey()) ) { switch( c ) { #ifndef NDEBUG case KEY_BACKSP: Int3(); break; #endif case KEY_PRINT_SCREEN: { gr_set_current_canvas(NULL); save_screen_shot(1); break; } case KEY_ESC: if (leave_mode==0) done = 1; break; case KEY_ALTED+KEY_F: // Alt+F shows full map, if cheats enabled if (Cheats_enabled) { uint t; t = Players[Player_num].flags; Players[Player_num].flags |= PLAYER_FLAGS_MAP_ALL_CHEAT; automap_build_edge_list(); Players[Player_num].flags=t; } break; #ifndef NDEBUG case KEY_DEBUGGED+KEY_F: { for (i=0; i<=Highest_segment_index; i++ ) Automap_visited[i] = 1; automap_build_edge_list(); Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited); SegmentLimit = Max_segments_away; adjust_segment_limit(SegmentLimit); } break; #endif case KEY_MINUS: if (SegmentLimit > 1) { SegmentLimit--; adjust_segment_limit(SegmentLimit); } break; case KEY_EQUAL: if (SegmentLimit < Max_segments_away) { SegmentLimit++; adjust_segment_limit(SegmentLimit); } break; case KEY_ALTED+KEY_ENTER: case KEY_ALTED+KEY_PADENTER: gr_toggle_fullscreen(); break; } } if ( Controls.fire_primary_down_count ) { // Reset orientation ViewDist = ZOOM_DEFAULT; tangles.p = PITCH_DEFAULT; tangles.h = 0; tangles.b = 0; view_target = Objects[Players[Player_num].objnum].pos; } ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR; tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR ); tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR ); tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 ); if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) { vms_angvec tangles1; vms_vector old_vt; old_vt = view_target; tangles1 = tangles; vm_angles_2_matrix(&tempm,&tangles1); vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm); vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED ); vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED ); if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) { view_target = old_vt; } } vm_angles_2_matrix(&tempm,&tangles); vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm); if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE; if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE; draw_automap(GameArg.DbgUseDoubleBuffer); if ( first_time ) { first_time = 0; gr_palette_load( gr_palette ); } t2 = timer_get_fixed_seconds(); while (t2 - t1 < F1_0 / 100) // ogl is fast enough that the automap can read the input too fast and you start to turn really slow. So delay a bit (and free up some cpu :) { t2 = timer_get_fixed_seconds(); } if (pause_game) FrameTime=t2-t1; t1 = t2; } #ifdef OGL gr_free_bitmap_data(&Automap_background); #endif game_flush_inputs(); if (pause_game) start_time(); Automap_active = 0; } void adjust_segment_limit(int SegmentLimit) { int i,e1; Edge_info * e; for (i=0; i<=Highest_edge_index; i++ ) { e = &Edges[i]; e->flags |= EF_TOO_FAR; for (e1=0; e1num_faces; e1++ ) { if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) { e->flags &= (~EF_TOO_FAR); break; } } } } void draw_all_edges() { g3s_codes cc; int i,j,nbright; ubyte nfacing,nnfacing; Edge_info *e; vms_vector *tv1; fix distance; fix min_distance = 0x7fffffff; g3s_point *p1, *p2; nbright=0; for (i=0; i<=Highest_edge_index; i++ ) { //e = &Edges[Edge_used_list[i]]; e = &Edges[i]; if (!(e->flags & EF_USED)) continue; if ( e->flags & EF_TOO_FAR) continue; if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color)) continue; // If a line isn't secret and is normal color, then don't draw it } cc=rotate_list(2,e->verts); distance = Segment_points[e->verts[1]].p3_z; if (min_distance>distance ) min_distance = distance; if (!cc.and) { //all off screen? nfacing = nnfacing = 0; tv1 = &Vertices[e->verts[0]]; j = 0; while( jnum_faces && (nfacing==0 || nnfacing==0) ) { #ifdef COMPACT_SEGS vms_vector temp_v; get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v ); if (!g3_check_normal_facing( tv1, &temp_v ) ) #else if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) ) #endif nfacing++; else nnfacing++; j++; } if ( nfacing && nnfacing ) { // a contour line DrawingListBright[nbright++] = e-Edges; } else if ( e->flags&(EF_DEFINING|EF_GRATE) ) { if ( nfacing == 0 ) { if ( e->flags & EF_NO_FADE ) gr_setcolor( e->color ); else gr_setcolor( gr_fade_table[e->color+256*8] ); g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] ); } else { DrawingListBright[nbright++] = e-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 = Edges[DrawingListBright[j]].verts[0]; v2 = Edges[DrawingListBright[j+incr]].verts[0]; if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) { // If not in correct order, them swap 'em t=DrawingListBright[j+incr]; DrawingListBright[j+incr]=DrawingListBright[j]; DrawingListBright[j]=t; j -= incr; } else break; } } incr = incr / 2; } } // Draw the bright ones for (i=0; iverts[0]]; p2 = &Segment_points[e->verts[1]]; dist = p1->p3_z - min_distance; // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away; if ( dist < 0 ) dist=0; if ( dist >= Automap_farthest_dist ) continue; if ( e->flags & EF_NO_FADE ) { gr_setcolor( e->color ); } else { dist = F1_0 - fixdiv( dist, Automap_farthest_dist ); color = f2i( dist*31 ); gr_setcolor( gr_fade_table[e->color+color*256] ); } g3_draw_line( p1, p2 ); } } //================================================================== // // All routines below here are used to build the Edge list // //================================================================== //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr) { long vv, evv; short hash,oldhash; int ret, ev0, ev1; vv = (v1<<16) + v0; oldhash = hash = ((v0*5+v1) % Max_edges); ret = -1; while (ret==-1) { ev0 = (int)(Edges[hash].verts[0]); ev1 = (int)(Edges[hash].verts[1]); evv = (ev1<<16)+ev0; if (Edges[hash].num_faces == 0 ) ret=0; else if (evv == vv) ret=1; else { if (++hash==Max_edges) hash=0; if (hash==oldhash) Error("Edge list full!"); } } *edge_ptr = &Edges[hash]; if (ret == 0) return -1; else return hash; } void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) { int found; Edge_info *e; short tmp; if ( Num_edges >= Max_edges) { // GET JOHN! (And tell him that his // MAX_EDGES_FROM_VERTS formula is hosed.) // If he's not around, save the mine, // and send him mail so he can look // at the mine later. Don't modify it. // This is important if this happens. Int3(); // LOOK ABOVE!!!!!! return; } if ( va > vb ) { tmp = va; va = vb; vb = tmp; } found = automap_find_edge(va,vb,&e); if (found == -1) { e->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[Num_edges] = e-Edges; if ( (e-Edges) > Highest_edge_index ) Highest_edge_index = e - Edges; Num_edges++; } else { if ( color != Wall_normal_color ) e->color = color; if ( e->num_faces < 4 ) { e->sides[e->num_faces] = side; e->segnum[e->num_faces] = segnum; e->num_faces++; } } if ( grate ) e->flags |= EF_GRATE; if ( hidden ) e->flags|=EF_SECRET; // Mark this as a hidden edge if ( no_fade ) e->flags |= EF_NO_FADE; } void add_one_unknown_edge( short va, short vb ) { int found; Edge_info *e; short tmp; if ( va > vb ) { tmp = va; va = vb; vb = tmp; } found = automap_find_edge(va,vb,&e); if (found != -1) e->flags|=EF_FRONTIER; // Mark as a border edge } #ifndef _GAMESEQ_H extern obj_position Player_init[]; #endif void add_segment_edges(segment *seg) { int is_grate, no_fade; ubyte color; int sn; int segnum = seg-Segments; int hidden_flag; int ttype,trigger_num; for (sn=0;snchildren[sn] == -1) { color = 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) { trigger_num = Walls[seg->sides[sn].wall_num].trigger; ttype = Triggers[trigger_num].type; switch( Walls[seg->sides[sn].wall_num].type ) { case WALL_DOOR: if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) { no_fade = 1; color = Wall_door_blue; } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) { no_fade = 1; color = Wall_door_gold; } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) { no_fade = 1; color = Wall_door_red; } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) { int connected_seg = seg->children[sn]; if (connected_seg != -1) { int connected_side = find_connect_side(seg, &Segments[connected_seg]); int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys; if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED)) color = Wall_door_color; else { switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) { case KEY_BLUE: color = Wall_door_blue; no_fade = 1; break; case KEY_GOLD: color = Wall_door_gold; no_fade = 1; break; case KEY_RED: color = Wall_door_red; no_fade = 1; break; default: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n"); } } } } else { color = Wall_normal_color; hidden_flag = 1; } break; case WALL_CLOSED: // Make grates draw properly if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG) is_grate = 1; else hidden_flag = 1; color = Wall_normal_color; break; case WALL_BLASTABLE: // Hostage doors color = Wall_door_color; break; } } if (segnum==Player_init[Player_num].segnum) color = BM_XRGB(31,0,31); if ( color != 255 ) { // If they have a map powerup, draw unvisited areas in dark blue. if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum])) color = BM_XRGB( 0, 0, 25 ); get_side_verts(vertex_list,segnum,sn); add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade ); add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade ); add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade ); add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade ); if ( is_grate ) { add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade ); add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade ); } } } } // Adds all the edges from a segment we haven't visited yet. void add_unknown_segment_edges(segment *seg) { int sn; int segnum = seg-Segments; for (sn=0;snchildren[sn] == -1) { get_side_verts(vertex_list,segnum,sn); add_one_unknown_edge( vertex_list[0], vertex_list[1] ); add_one_unknown_edge( vertex_list[1], vertex_list[2] ); add_one_unknown_edge( vertex_list[2], vertex_list[3] ); add_one_unknown_edge( vertex_list[3], vertex_list[0] ); } } } void automap_build_edge_list() { int i,e1,e2,s; Edge_info * e; Automap_cheat = 0; if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT ) Automap_cheat = 1; // Damn cheaters... // clear edge list for (i=0; iflags&EF_USED)) continue; for (e1=0; e1num_faces; e1++ ) { for (e2=1; e2num_faces; e2++ ) { if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) { #ifdef COMPACT_SEGS vms_vector v1, v2; get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 ); get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 ); if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10)) ) { #else if ( vm_vec_dot( &Segments[e->segnum[e1]].sides[e->sides[e1]].normals[0], &Segments[e->segnum[e2]].sides[e->sides[e2]].normals[0] ) > (F1_0-(F1_0/10)) ) { #endif e->flags &= (~EF_DEFINING); break; } } } if (!(e->flags & EF_DEFINING)) break; } } }