dxx-rebirth/similar/main/automap.cpp

1787 lines
53 KiB
C++

/*
* 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 <algorithm>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#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 "game.h"
#include "polyobj.h"
#include "sounds.h"
#include "player.h"
#include "bm.h"
#include "key.h"
#include "newmenu.h"
#include "textures.h"
#include "hudmsg.h"
#include "timer.h"
#include "segpoint.h"
#include "joy.h"
#include "pcx.h"
#include "palette.h"
#include "wall.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 "timer.h"
#include "config.h"
#include "playsave.h"
#include "window.h"
#include "playsave.h"
#include "args.h"
#include "physics.h"
#include "compiler-range_for.h"
#include "d_enumerate.h"
#include "d_levelstate.h"
#include "d_range.h"
#include "d_zip.h"
#include <memory>
#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
{
std::array<vertnum_t, 2> verts; // 8 bytes
std::array<sidenum_t, 4> sides; // 4 bytes
std::array<segnum_t, 4> segnum; // 16 bytes // This might not need to be stored... If you can access the normals of a side.
ubyte flags; // 1 bytes // See the EF_??? defines above.
color_t color; // 1 bytes
ubyte num_faces; // 1 bytes // 31 bytes...
};
struct automap : ::dcx::window
{
using ::dcx::window::window;
fix64 entry_time;
fix64 t1, t2;
static_assert(PF_WIGGLE < UINT8_MAX, "storing PF_WIGGLE into old_wiggle would truncate the value");
uint8_t old_wiggle;
uint8_t leave_mode = 0;
uint8_t pause_game;
vms_angvec tangles;
int max_segments_away = 0;
int segment_limit = 1;
// Edge list variables
int num_edges = 0;
unsigned max_edges; //set each frame
unsigned end_valid_edges = 0;
std::unique_ptr<Edge_info[]> edges;
std::unique_ptr<Edge_info *[]> drawingListBright;
// Screen canvas variables
grs_subcanvas automap_view;
grs_main_bitmap automap_background;
// Rendering variables
fix zoom = 0x9000;
vms_vector view_target;
vms_vector view_position;
fix farthest_dist = (F1_0 * 20 * 50); // 50 segments away
vms_matrix viewMatrix;
fix viewDist = 0;
segment_depth_array_t depth_array;
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;
color_t hostage_color;
color_t green_31;
color_t white_63;
color_t blue_48;
color_t red_48;
};
}
}
namespace dsx {
namespace {
struct automap : ::dcx::automap
{
using ::dcx::automap::automap;
#if defined(DXX_BUILD_DESCENT_II)
color_t wall_revealed_color;
#endif
control_info controls;
virtual window_event_result event_handler(const d_event &) override;
};
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));
}
static void automap_build_edge_list(automap &am, int add_all_edges);
}
}
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;
namespace {
#ifndef NDEBUG
static uint8_t Automap_debug_show_all_segments;
#endif
static void automap_clear_visited(d_level_unique_automap_state &LevelUniqueAutomapState)
{
#ifndef NDEBUG
Automap_debug_show_all_segments = 0;
#endif
LevelUniqueAutomapState.Automap_visited = {};
}
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;
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);
}
void adjust_segment_limit(automap &am, const unsigned SegmentLimit)
{
const auto &depth_array = am.depth_array;
const auto predicate = [&depth_array, SegmentLimit](const segnum_t &e1) {
return depth_array[e1] <= SegmentLimit;
};
for (auto &i : unchecked_partial_range(am.edges.get(), am.end_valid_edges))
{
// Unchecked for speed
const auto &&range = unchecked_partial_range(i.segnum, i.num_faces);
if (std::any_of(range.begin(), range.end(), predicate))
i.flags &= ~EF_TOO_FAR;
else
i.flags |= EF_TOO_FAR;
}
}
}
}
namespace dsx {
namespace {
static void recompute_automap_segment_visibility(const d_level_unique_automap_state &LevelUniqueAutomapState, unsigned compute_depth_all_segments, const segnum_t initial_segnum, automap &am)
{
#ifndef NDEBUG
if (Automap_debug_show_all_segments)
compute_depth_all_segments = 1;
#endif
if (cheats.fullautomap)
compute_depth_all_segments = 1;
automap_build_edge_list(am, compute_depth_all_segments);
am.max_segments_away = set_segment_depths(initial_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);
}
#if defined(DXX_BUILD_DESCENT_II)
#ifdef RELEASE
constexpr
#endif
static float MarkerScale = 2.0;
static unsigned Marker_index;
struct marker_delete_are_you_sure_menu : std::array<newmenu_item, 2>, newmenu
{
using array_type = std::array<newmenu_item, 2>;
d_level_unique_object_state &LevelUniqueObjectState;
segment_array &Segments;
d_marker_state &MarkerState;
marker_delete_are_you_sure_menu(grs_canvas &canvas, d_level_unique_object_state &LevelUniqueObjectState, segment_array &Segments, d_marker_state &MarkerState) :
array_type{{
newmenu_item::nm_item_menu{TXT_YES},
newmenu_item::nm_item_menu{TXT_NO},
}},
newmenu(menu_title{nullptr}, menu_subtitle{"Delete Marker?"}, menu_filename{nullptr}, tiny_mode_flag::normal, tab_processing_flag::ignore, adjusted_citem::create(*static_cast<array_type *>(this), 0), canvas),
LevelUniqueObjectState(LevelUniqueObjectState),
Segments(Segments),
MarkerState(MarkerState)
{
}
virtual window_event_result event_handler(const d_event &) override;
static std::pair<imobjidx_t *, game_marker_index> get_marker_object(d_marker_state &MarkerState);
void handle_selected_yes() const;
};
window_event_result marker_delete_are_you_sure_menu::event_handler(const d_event &event)
{
switch (event.type)
{
case EVENT_NEWMENU_SELECTED:
{
const auto citem = static_cast<const d_select_event &>(event).citem;
if (citem == 0)
/* User chose Yes */
handle_selected_yes();
/* The dialog should close after the user picks Yes or No.
*/
return window_event_result::close;
}
default:
return newmenu::event_handler(event);
}
}
std::pair<imobjidx_t *, game_marker_index> marker_delete_are_you_sure_menu::get_marker_object(d_marker_state &MarkerState)
{
const auto HighlightMarker = MarkerState.HighlightMarker;
if (!MarkerState.imobjidx.valid_index(HighlightMarker))
return {nullptr, HighlightMarker};
auto &mo = MarkerState.imobjidx[HighlightMarker];
return {mo == object_none ? nullptr : &mo, HighlightMarker};
}
void marker_delete_are_you_sure_menu::handle_selected_yes() const
{
const auto [mo, HighlightMarker] = get_marker_object(MarkerState);
if (!mo)
/* Check that the selected marker is still a valid object. */
return;
/* FIXME: this event should be sent to other players
* so that they remove the marker.
*/
obj_delete(LevelUniqueObjectState, Segments, LevelUniqueObjectState.Objects.vmptridx(std::exchange(*mo, object_none)));
MarkerState.message[HighlightMarker] = {};
MarkerState.HighlightMarker = game_marker_index::None;
}
void init_automap_colors(automap &am)
{
::dcx::init_automap_colors(am);
am.wall_revealed_color = K_WALL_REVEALED_COLOR;
}
#endif
// 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)
}
/* MAX_DROP_MULTI_* must be a power of 2 for LastMarkerDropped to work
* properly.
*/
#define MAX_DROP_MULTI_COOP_0 2
#define MAX_DROP_MULTI_COOP_1 4
#define MAX_DROP_MULTI_COOP_P (max_numplayers > 4)
#define MAX_DROP_MULTI_COOP (MAX_DROP_MULTI_COOP_P ? MAX_DROP_MULTI_COOP_0 : MAX_DROP_MULTI_COOP_1)
#define MAX_DROP_MULTI_COMPETITIVE 2
#define MAX_DROP_SINGLE 9
#if defined(DXX_BUILD_DESCENT_II)
marker_message_text_t Marker_input;
d_marker_state MarkerState;
game_marker_index convert_player_marker_index_to_game_marker_index(const game_mode_flags game_mode, const unsigned max_numplayers, const unsigned player_num, const player_marker_index player_marker_num)
{
if (game_mode & GM_MULTI_COOP)
return static_cast<game_marker_index>((player_num * MAX_DROP_MULTI_COOP) + static_cast<unsigned>(player_marker_num));
if (game_mode & GM_MULTI)
return static_cast<game_marker_index>((player_num * MAX_DROP_MULTI_COMPETITIVE) + static_cast<unsigned>(player_marker_num));
return static_cast<game_marker_index>(player_marker_num);
}
unsigned d_marker_state::get_markers_per_player(const game_mode_flags game_mode, const unsigned max_numplayers)
{
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;
}
xrange<player_marker_index> get_player_marker_range(const unsigned maxdrop)
{
const auto base = player_marker_index::_0;
return {base, static_cast<player_marker_index>(static_cast<unsigned>(base) + maxdrop)};
}
playernum_t get_marker_owner(const game_mode_flags game_mode, const game_marker_index gmi, const unsigned max_numplayers)
{
const auto ugmi = static_cast<unsigned>(gmi);
if (game_mode & GM_MULTI_COOP)
{
/* This is split out to encourage the compiler to recognize that
* the divisor is a constant in every path, and in every path,
* the divisor was chosen to allow use of right shift in place
* of division.
*/
if (MAX_DROP_MULTI_COOP_P)
return ugmi / MAX_DROP_MULTI_COOP_0;
return ugmi / MAX_DROP_MULTI_COOP_1;
}
if (game_mode & GM_MULTI)
return ugmi / MAX_DROP_MULTI_COMPETITIVE;
return 0;
}
namespace {
xrange<game_marker_index> get_game_marker_range(const game_mode_flags game_mode, const unsigned max_numplayers, const unsigned player_num, const unsigned maxdrop)
{
const auto base = convert_player_marker_index_to_game_marker_index(game_mode, max_numplayers, player_num, player_marker_index::_0);
return {base, static_cast<game_marker_index>(static_cast<unsigned>(base) + maxdrop)};
}
}
#endif
// -------------------------------------------------------------
namespace {
static void draw_all_edges(automap &am);
#if defined(DXX_BUILD_DESCENT_II)
static void DrawMarkerNumber(grs_canvas &canvas, const automap &am, const game_marker_index gmi, const player_marker_index pmi, const g3s_point &BasePoint)
{
struct xy
{
float x0, y0, x1, y1;
};
static constexpr enumerated_array<std::array<xy, 5>, 9, player_marker_index> 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 enumerated_array<uint_fast8_t, 9, player_marker_index> NumOfPoints = {{{3, 5, 4, 3, 5, 5, 2, 5, 4}}};
const auto color = (gmi == MarkerState.HighlightMarker ? am.white_63 : am.blue_48);
const g3_draw_line_context text_line_context{canvas, color};
const auto scale_x = Matrix_scale.x;
const auto scale_y = Matrix_scale.y;
range_for (const auto &i, unchecked_partial_range(sArray[pmi], NumOfPoints[pmi]))
{
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);
g3_draw_line(text_line_context, FromPoint, ToPoint);
}
}
static void DropMarker(fvmobjptridx &vmobjptridx, fvmsegptridx &vmsegptridx, const object &plrobj, const game_marker_index marker_num, const player_marker_index 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;
constexpr auto marker_num = game_marker_index::GuidebotDeathSite;
static_assert(MarkerState.message.valid_index(marker_num), "not enough markers");
auto &MarkerMessage = MarkerState.message[marker_num];
snprintf(&MarkerMessage[0], MarkerMessage.size(), "RIP: %s", static_cast<const char *>(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);
}
namespace {
#define MARKER_SPHERE_SIZE 0x58000
static void DrawMarkers(fvcobjptr &vcobjptr, grs_canvas &canvas, automap &am)
{
static int cyc=10,cycdir=1;
const auto game_mode = Game_mode;
const auto max_numplayers = Netgame.max_numplayers;
const auto maxdrop = MarkerState.get_markers_per_player(game_mode, max_numplayers);
const auto &&game_marker_range = get_game_marker_range(game_mode, max_numplayers, Player_num, maxdrop);
const auto &&player_marker_range = get_player_marker_range(maxdrop);
const auto &&zipped_marker_range = zip(game_marker_range, player_marker_range, unchecked_partial_range(&MarkerState.imobjidx[*game_marker_range.begin()], maxdrop));
const auto &&mb = zipped_marker_range.begin();
const auto &&me = zipped_marker_range.end();
auto iter = mb;
/* Find the first marker object in the player's marker range that is
* not object_none. If every marker object in the range is
* object_none, then there are no markers to draw, so return.
*/
for (;;)
{
auto &&[gmi, pmi, objidx] = *iter;
(void)gmi;
(void)pmi;
if (objidx != object_none)
break;
if (++ iter == me)
return;
}
/* A marker was found, so at least one marker will be drawn. Set up
* colors for the markers.
*/
const auto current_cycle_color = cyc;
const std::array<color_t, 3> 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),
}};
for (; iter != me; ++iter)
{
auto &&[gmi, pmi, objidx] = *iter;
if (objidx != object_none)
{
/* Use cg3s_point so that the type is const for OpenGL and
* mutable for SDL-only.
*/
cg3s_point &&sphere_point = g3_rotate_point(vcobjptr(objidx)->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, gmi, pmi, 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<d_marker_object_numbers &>(MarkerState) = {};
MarkerState.message = {};
}
#endif
}
void automap_clear_visited(d_level_unique_automap_state &LevelUniqueAutomapState)
{
#if defined(DXX_BUILD_DESCENT_II)
ClearMarkers();
#endif
::dcx::automap_clear_visited(LevelUniqueAutomapState);
}
namespace {
static void draw_player(const g3_draw_line_context &context, const object_base &obj)
{
// 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(context.canvas, sphere_point, obj_size, context.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));
g3_draw_line(context, sphere_point, arrow_point);
// 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);
g3_draw_line(context, arrow_point, head_point);
}
// 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);
g3_draw_line(context, arrow_point, head_point);
}
}
// Draw player's up vector
{
const auto &&arrow_pos = vm_vec_scale_add(obj.pos, obj.orient.uvec, obj_size * 2);
auto arrow_point = g3_rotate_point(arrow_pos);
g3_draw_line(context, sphere_point, arrow_point);
}
}
#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 &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<const char *>(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);
const auto &&[wr, h] = gr_get_string_size(game_font, name_level_right);
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;
{
auto &canvas = am.w_canv;
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);
}
{
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);
}
}
auto &canvas = am.automap_view;
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(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(g3_draw_line_context{canvas, closest_color}, vcobjptr(get_local_player().objnum));
#if defined(DXX_BUILD_DESCENT_II)
DrawMarkers(vcobjptr, canvas, am);
#endif
// 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(g3_draw_line_context{canvas, BM_XRGB(other_ship_rgb.r, other_ship_rgb.g, other_ship_rgb.b)}, objp);
}
}
}
}
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]
#ifndef NDEBUG
|| Automap_debug_show_all_segments
#endif
)
{
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 auto HighlightMarker = MarkerState.HighlightMarker;
if (MarkerState.message.valid_index(HighlightMarker))
{
auto &m = MarkerState.message[HighlightMarker];
gr_printf(canvas, *canvas.cv_font, (SWIDTH/64), (SHEIGHT/18), "Marker %u%c %s", static_cast<unsigned>(HighlightMarker) + 1, m[0] ? ':' : 0, &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 d_level_unique_automap_state &LevelUniqueAutomapState, const object &plrobj, automap &am)
{
recompute_automap_segment_visibility(LevelUniqueAutomapState, plrobj.ctype.player_info.powerup_flags & PLAYER_FLAGS_MAP_ALL, plrobj.segnum, am);
}
static window_event_result automap_key_command(const d_event &event, automap &am)
{
#if defined(DXX_BUILD_DESCENT_I) || !defined(NDEBUG)
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
#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(LevelUniqueAutomapState, 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(LevelUniqueAutomapState, 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 auto max_numplayers = Netgame.max_numplayers;
const auto maxdrop = MarkerState.get_markers_per_player(game_mode, max_numplayers);
const uint8_t marker_num = c - KEY_1;
if (marker_num <= maxdrop)
{
const auto gmi = convert_player_marker_index_to_game_marker_index(game_mode, max_numplayers, Player_num, player_marker_index{marker_num});
if (MarkerState.imobjidx[gmi] != object_none)
MarkerState.HighlightMarker = gmi;
}
else
MarkerState.HighlightMarker = game_marker_index::None;
}
return window_event_result::handled;
case KEY_D+KEY_CTRLED:
{
if (const auto [mo, HighlightMarker] = marker_delete_are_you_sure_menu::get_marker_object(MarkerState); mo == nullptr)
{
(void)HighlightMarker;
/* If the selected index is not a valid marker, do
* not offer to delete anything.
*/
return window_event_result::handled;
}
auto menu = window_create<marker_delete_are_you_sure_menu>(grd_curscreen->sc_canvas, LevelUniqueObjectState, Segments, MarkerState);
(void)menu;
}
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(const d_event &event, automap &am)
{
kconfig_read_controls(am.controls, event, 1);
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;
}
}
window_event_result automap::event_handler(const d_event &event)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vcobjptr = Objects.vcptr;
auto &vmobjptr = Objects.vmptr;
switch (event.type)
{
case EVENT_WINDOW_ACTIVATED:
game_flush_inputs(controls);
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(automap_view, grd_curscreen->sc_canvas);
break;
#endif
case EVENT_IDLE:
#if DXX_MAX_BUTTONS_PER_JOYSTICK
case EVENT_JOYSTICK_BUTTON_UP:
case EVENT_JOYSTICK_BUTTON_DOWN:
#endif
#if DXX_MAX_AXES_PER_JOYSTICK
case EVENT_JOYSTICK_MOVED:
#endif
case EVENT_MOUSE_BUTTON_UP:
case EVENT_MOUSE_BUTTON_DOWN:
case EVENT_MOUSE_MOVED:
case EVENT_KEY_RELEASE:
return automap_process_input(event, *this);
case EVENT_KEY_COMMAND:
{
window_event_result kret = automap_key_command(event, *this);
if (kret == window_event_result::ignored)
kret = automap_process_input(event, *this);
return kret;
}
case EVENT_WINDOW_DRAW:
{
auto &plrobj = get_local_plrobj();
automap_apply_input(*this, plrobj.orient, plrobj.pos);
}
draw_automap(vcobjptr, *this);
break;
case EVENT_WINDOW_CLOSE:
if (!pause_game)
ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
event_toggle_focus(0);
key_toggle_repeat(1);
/* grd_curcanv points to `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();
Game_wind->set_visible(1);
Automap_active = 0;
multi_send_msgsend_state(msgsend_state::none);
return window_event_result::ignored; // continue closing
case EVENT_LOOP_BEGIN_LOOP:
kconfig_begin_loop(controls);
break;
case EVENT_LOOP_END_LOOP:
kconfig_end_loop(controls, FrameTime);
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;
auto am = window_create<automap>(grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT);
const auto max_edges = LevelSharedSegmentState.Num_segments * 12;
am->max_edges = max_edges;
am->edges = std::make_unique<Edge_info[]>(max_edges);
am->drawingListBright = std::make_unique<Edge_info *[]>(max_edges);
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) {
Game_wind->set_visible(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(LevelUniqueAutomapState, 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_or_default(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));
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_state::automap);
}
namespace {
void draw_all_edges(automap &am)
{
auto &canvas = am.automap_view;
auto &LevelSharedVertexState = LevelSharedSegmentState.get_vertex_state();
auto &Vertices = LevelSharedVertexState.get_vertices();
int j;
unsigned nbright = 0;
ubyte nfacing,nnfacing;
fix distance;
fix min_distance = INT32_MAX;
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( j<e->num_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[(gr_fade_level{8})][e->color];
g3_draw_line(g3_draw_line_context{canvas, color}, Segment_points[e->verts[0]], Segment_points[e->verts[1]]);
} else {
am.drawingListBright[nbright++] = e;
}
}
}
}
if ( min_distance < 0 ) min_distance = 0;
// Sort the bright ones using a shell sort
const auto &&range = unchecked_partial_range(am.drawingListBright.get(), nbright);
std::sort(range.begin(), range.end(), [](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[static_cast<gr_fade_level>(f2i((F1_0 - fixdiv(dist, am.farthest_dist)) * 31))][e->color];
g3_draw_line(g3_draw_line_context{canvas, color}, *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 std::pair<Edge_info &, std::size_t> automap_find_edge(automap &am, const vertnum_t v0, const vertnum_t v1)
{
const auto &&hash_object = std::hash<vertnum_t>{};
const auto initial_hash_slot = (hash_object(v0) ^ (hash_object(v1) << 10)) % am.max_edges;
for (auto current_hash_slot = initial_hash_slot;;)
{
auto &e = am.edges[current_hash_slot];
const auto ev0 = e.verts[0];
const auto ev1 = e.verts[1];
if (e.num_faces == 0)
return {e, current_hash_slot};
if (v1 == ev1 && v0 == ev0)
return {e, UINT32_MAX};
else {
if (++ current_hash_slot == am.max_edges)
current_hash_slot = 0;
if (current_hash_slot == initial_hash_slot)
throw std::runtime_error("edge list full: search wrapped without finding a free slot");
}
}
}
static void add_one_edge(automap &am, vertnum_t va, vertnum_t vb, const uint8_t color, const sidenum_t 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, vertnum_t va, vertnum_t 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;
auto &WallAnims = GameSharedState.WallAnims;
#if defined(DXX_BUILD_DESCENT_II)
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
#endif
for (const auto sn : MAX_SIDES_PER_SEGMENT)
{
uint8_t hidden_flag = 0;
uint8_t is_grate = 0;
uint8_t no_fade = 0;
uint8_t color = 255;
if (seg->shared_segment::children[sn] == segment_none) {
color = am.wall_normal_color;
}
switch( seg->special ) {
case segment_special::nothing:
case segment_special::goal_blue:
case segment_special::goal_red:
break;
case segment_special::repaircen:
color = BM_XRGB(0, 0, 26);
break;
case segment_special::fuelcen:
color = BM_XRGB( 29, 27, 13 );
break;
case segment_special::controlcen:
if (ControlCenterState.Control_center_present)
color = BM_XRGB( 29, 0, 0 );
break;
case segment_special::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 == trigger_action::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 == wall_key::blue && (color = am.wall_door_blue, true)) ||
(w.keys == wall_key::gold && (color = am.wall_door_gold, true)) ||
(w.keys == wall_key::red && (color = am.wall_door_red, true)))
{
no_fade = EF_NO_FADE;
} else if (!(WallAnims[w.clip_num].flags & WCF_HIDDEN)) {
const auto connected_seg = seg->shared_segment::children[sn];
if (connected_seg != segment_none) {
const shared_segment &vcseg = *vcsegptr(connected_seg);
const auto &connected_side = find_connect_side(seg, vcseg);
if (connected_side == side_none)
break;
auto &wall = *vcwallptr(vcseg.sides[connected_side].wall_num);
switch (wall.keys)
{
case wall_key::blue:
color = am.wall_door_blue;
no_fade = EF_NO_FADE;
break;
case wall_key::gold:
color = am.wall_door_gold;
no_fade = EF_NO_FADE;
break;
case wall_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) & WALL_IS_DOORWAY_FLAG::rendpast))
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
#ifndef NDEBUG
if (!Automap_debug_show_all_segments)
#endif
{
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 (const auto &&[sn, child] : enumerate(seg.children))
{
// Only add edges that have no children
if (child == segment_none)
{
const auto vertex_list = get_side_verts(seg, static_cast<sidenum_t>(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
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->shared_segment::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->shared_segment::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->shared_segment::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)
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)
void InitMarkerInput ()
{
//find free marker slot
const auto game_mode = Game_mode;
const auto max_numplayers = Netgame.max_numplayers;
const auto maxdrop = MarkerState.get_markers_per_player(game_mode, max_numplayers);
const auto &&game_marker_range = get_game_marker_range(game_mode, max_numplayers, Player_num, maxdrop);
const auto &&player_marker_range = get_player_marker_range(maxdrop);
const auto &&zipped_marker_range = zip(player_marker_range, unchecked_partial_range(&MarkerState.imobjidx[*game_marker_range.begin()], maxdrop));
const auto &&mb = zipped_marker_range.begin();
const auto &&me = zipped_marker_range.end();
auto iter = mb;
for (;;)
{
auto &&[pmi, objidx] = *iter;
if (objidx == object_none) //found free slot!
{
MarkerState.MarkerBeingDefined = pmi;
break;
}
if (++ iter == me) //no free slot
{
if (game_mode & GM_MULTI)
{
//in multi, replace oldest
MarkerState.MarkerBeingDefined = static_cast<player_marker_index>((static_cast<unsigned>(MarkerState.LastMarkerDropped) + 1) & (maxdrop - 1));
break;
}
else
{
HUD_init_message_literal(HM_DEFAULT, "No free marker slots");
return;
}
}
}
//got a free slot. start inputting marker message
Marker_input[0]=0;
Marker_index=0;
key_toggle_repeat(1);
}
window_event_result MarkerInputMessage(int key, control_info &Controls)
{
auto &Objects = LevelUniqueObjectState.Objects;
auto &vmobjptr = Objects.vmptr;
auto &vmobjptridx = Objects.vmptridx;
switch( key )
{
case KEY_LEFT:
case KEY_BACKSP:
case KEY_PAD4:
if (Marker_index > 0)
Marker_index--;
Marker_input[Marker_index] = 0;
break;
case KEY_ENTER:
{
const auto player_marker_num = MarkerState.MarkerBeingDefined;
MarkerState.LastMarkerDropped = player_marker_num;
const auto game_marker_num = convert_player_marker_index_to_game_marker_index(Game_mode, Netgame.max_numplayers, Player_num, player_marker_num);
MarkerState.message[game_marker_num] = Marker_input;
DropMarker(vmobjptridx, vmsegptridx, get_local_plrobj(), game_marker_num, player_marker_num);
}
[[fallthrough]];
case KEY_F8:
case KEY_ESC:
MarkerState.MarkerBeingDefined = player_marker_index::None;
key_toggle_repeat(0);
game_flush_inputs(Controls);
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
}