1784 lines
53 KiB
C++
1784 lines
53 KiB
C++
/*
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* Portions of this file are copyright Rebirth contributors and licensed as
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* described in COPYING.txt.
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* Portions of this file are copyright Parallax Software and licensed
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* according to the Parallax license below.
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* See COPYING.txt for license details.
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THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
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SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
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END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
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ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
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FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
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CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
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AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
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COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
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*/
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/*
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*
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* Routines for displaying the auto-map.
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*
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*/
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#include "dxxsconf.h"
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#include <algorithm>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#if DXX_USE_OGL
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#include "ogl_init.h"
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#endif
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#include "dxxerror.h"
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#include "3d.h"
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#include "inferno.h"
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#include "u_mem.h"
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#include "render.h"
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#include "object.h"
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#include "game.h"
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#include "polyobj.h"
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#include "sounds.h"
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#include "player.h"
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#include "bm.h"
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#include "key.h"
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#include "newmenu.h"
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#include "textures.h"
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#include "hudmsg.h"
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#include "timer.h"
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#include "segpoint.h"
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#include "joy.h"
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#include "pcx.h"
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#include "palette.h"
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#include "wall.h"
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#include "physfsx.h"
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#include "gameseq.h"
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#include "gamefont.h"
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#include "gameseg.h"
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#include "common/3d/globvars.h"
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#include "multi.h"
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#include "kconfig.h"
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#include "endlevel.h"
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#include "text.h"
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#include "gauges.h"
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#include "powerup.h"
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#include "switch.h"
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#include "automap.h"
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#include "timer.h"
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#include "config.h"
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#include "playsave.h"
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#include "window.h"
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#include "playsave.h"
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#include "args.h"
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#include "physics.h"
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#include "compiler-range_for.h"
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#include "d_levelstate.h"
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#include "d_range.h"
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#include "d_zip.h"
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#include "partial_range.h"
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#include <memory>
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#define LEAVE_TIME 0x4000
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#define EF_USED 1 // This edge is used
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#define EF_DEFINING 2 // A structure defining edge that should always draw.
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#define EF_FRONTIER 4 // An edge between the known and the unknown.
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#define EF_SECRET 8 // An edge that is part of a secret wall.
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#define EF_GRATE 16 // A grate... draw it all the time.
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#define EF_NO_FADE 32 // An edge that doesn't fade with distance
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#define EF_TOO_FAR 64 // An edge that is too far away
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namespace dcx {
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namespace {
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struct Edge_info
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{
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std::array<vertnum_t, 2> verts; // 8 bytes
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std::array<uint8_t, 4> sides; // 4 bytes
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std::array<segnum_t, 4> segnum; // 16 bytes // This might not need to be stored... If you can access the normals of a side.
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ubyte flags; // 1 bytes // See the EF_??? defines above.
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color_t color; // 1 bytes
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ubyte num_faces; // 1 bytes // 31 bytes...
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};
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struct automap : ::dcx::window
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{
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using ::dcx::window::window;
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fix64 entry_time;
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fix64 t1, t2;
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static_assert(PF_WIGGLE < UINT8_MAX, "storing PF_WIGGLE into old_wiggle would truncate the value");
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uint8_t old_wiggle;
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uint8_t leave_mode = 0;
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uint8_t pause_game;
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vms_angvec tangles;
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int max_segments_away = 0;
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int segment_limit = 1;
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// Edge list variables
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int num_edges = 0;
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unsigned max_edges; //set each frame
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unsigned end_valid_edges = 0;
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std::unique_ptr<Edge_info[]> edges;
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std::unique_ptr<Edge_info *[]> drawingListBright;
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// Screen canvas variables
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grs_subcanvas automap_view;
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grs_main_bitmap automap_background;
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// Rendering variables
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fix zoom = 0x9000;
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vms_vector view_target;
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vms_vector view_position;
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fix farthest_dist = (F1_0 * 20 * 50); // 50 segments away
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vms_matrix viewMatrix;
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fix viewDist = 0;
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segment_depth_array_t depth_array;
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color_t wall_normal_color;
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color_t wall_door_color;
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color_t wall_door_blue;
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color_t wall_door_gold;
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color_t wall_door_red;
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color_t hostage_color;
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color_t green_31;
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color_t white_63;
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color_t blue_48;
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color_t red_48;
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};
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}
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}
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namespace dsx {
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namespace {
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struct automap : ::dcx::automap
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{
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using ::dcx::automap::automap;
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#if defined(DXX_BUILD_DESCENT_II)
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color_t wall_revealed_color;
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#endif
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control_info controls;
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virtual window_event_result event_handler(const d_event &) override;
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};
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static void init_automap_subcanvas(grs_subcanvas &view, grs_canvas &container)
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{
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#if defined(DXX_BUILD_DESCENT_I)
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if (MacHog)
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gr_init_sub_canvas(view, container, 38*(SWIDTH/640.0), 77*(SHEIGHT/480.0), 564*(SWIDTH/640.0), 381*(SHEIGHT/480.0));
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else
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#endif
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gr_init_sub_canvas(view, container, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45));
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}
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static void automap_build_edge_list(automap &am, int add_all_edges);
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}
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}
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namespace dcx {
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#define MAX_EDGES_FROM_VERTS(v) ((v)*4)
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#define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
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#define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
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#define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
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#define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
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#define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
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#define K_WALL_REVEALED_COLOR BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
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#define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 )
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#define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
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#define K_GREEN_31 BM_XRGB(0, 31, 0)
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int Automap_active = 0;
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namespace {
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#ifndef NDEBUG
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static uint8_t Automap_debug_show_all_segments;
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#endif
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static void automap_clear_visited(d_level_unique_automap_state &LevelUniqueAutomapState)
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{
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#ifndef NDEBUG
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Automap_debug_show_all_segments = 0;
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#endif
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LevelUniqueAutomapState.Automap_visited = {};
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}
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static void init_automap_colors(automap &am)
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{
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am.wall_normal_color = K_WALL_NORMAL_COLOR;
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am.wall_door_color = K_WALL_DOOR_COLOR;
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am.wall_door_blue = K_WALL_DOOR_BLUE;
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am.wall_door_gold = K_WALL_DOOR_GOLD;
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am.wall_door_red = K_WALL_DOOR_RED;
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am.hostage_color = K_HOSTAGE_COLOR;
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am.green_31 = K_GREEN_31;
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am.white_63 = gr_find_closest_color_current(63, 63, 63);
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am.blue_48 = gr_find_closest_color_current(0, 0, 48);
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am.red_48 = gr_find_closest_color_current(48, 0, 0);
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}
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void adjust_segment_limit(automap &am, const unsigned SegmentLimit)
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{
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const auto &depth_array = am.depth_array;
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const auto predicate = [&depth_array, SegmentLimit](const segnum_t &e1) {
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return depth_array[e1] <= SegmentLimit;
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};
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for (auto &i : unchecked_partial_range(am.edges.get(), am.end_valid_edges))
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{
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// Unchecked for speed
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const auto &&range = unchecked_partial_range(i.segnum, i.num_faces);
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if (std::any_of(range.begin(), range.end(), predicate))
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i.flags &= ~EF_TOO_FAR;
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else
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i.flags |= EF_TOO_FAR;
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}
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}
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}
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}
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namespace dsx {
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namespace {
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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)
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{
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#ifndef NDEBUG
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if (Automap_debug_show_all_segments)
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compute_depth_all_segments = 1;
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#endif
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if (cheats.fullautomap)
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compute_depth_all_segments = 1;
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automap_build_edge_list(am, compute_depth_all_segments);
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am.max_segments_away = set_segment_depths(initial_segnum, compute_depth_all_segments ? nullptr : &LevelUniqueAutomapState.Automap_visited, am.depth_array);
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am.segment_limit = am.max_segments_away;
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adjust_segment_limit(am, am.segment_limit);
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}
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#if defined(DXX_BUILD_DESCENT_II)
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struct marker_delete_are_you_sure_menu : std::array<newmenu_item, 2>, newmenu
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{
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using array_type = std::array<newmenu_item, 2>;
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d_level_unique_object_state &LevelUniqueObjectState;
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segment_array &Segments;
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d_marker_state &MarkerState;
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marker_delete_are_you_sure_menu(grs_canvas &canvas, d_level_unique_object_state &LevelUniqueObjectState, segment_array &Segments, d_marker_state &MarkerState) :
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array_type{{
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newmenu_item::nm_item_menu{TXT_YES},
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newmenu_item::nm_item_menu{TXT_NO},
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}},
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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),
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LevelUniqueObjectState(LevelUniqueObjectState),
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Segments(Segments),
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MarkerState(MarkerState)
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{
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}
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virtual window_event_result event_handler(const d_event &) override;
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static std::pair<imobjidx_t *, game_marker_index> get_marker_object(d_marker_state &MarkerState);
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void handle_selected_yes() const;
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};
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window_event_result marker_delete_are_you_sure_menu::event_handler(const d_event &event)
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{
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switch (event.type)
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{
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case EVENT_NEWMENU_SELECTED:
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{
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const auto citem = static_cast<const d_select_event &>(event).citem;
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if (citem == 0)
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/* User chose Yes */
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handle_selected_yes();
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/* The dialog should close after the user picks Yes or No.
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*/
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return window_event_result::close;
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}
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default:
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return newmenu::event_handler(event);
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}
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}
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std::pair<imobjidx_t *, game_marker_index> marker_delete_are_you_sure_menu::get_marker_object(d_marker_state &MarkerState)
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{
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const auto HighlightMarker = MarkerState.HighlightMarker;
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if (!MarkerState.imobjidx.valid_index(HighlightMarker))
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return {nullptr, HighlightMarker};
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auto &mo = MarkerState.imobjidx[HighlightMarker];
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return {mo == object_none ? nullptr : &mo, HighlightMarker};
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}
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void marker_delete_are_you_sure_menu::handle_selected_yes() const
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{
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const auto [mo, HighlightMarker] = get_marker_object(MarkerState);
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if (!mo)
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/* Check that the selected marker is still a valid object. */
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return;
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/* FIXME: this event should be sent to other players
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* so that they remove the marker.
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*/
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obj_delete(LevelUniqueObjectState, Segments, LevelUniqueObjectState.Objects.vmptridx(std::exchange(*mo, object_none)));
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MarkerState.message[HighlightMarker] = {};
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MarkerState.HighlightMarker = game_marker_index::None;
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}
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void init_automap_colors(automap &am)
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{
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::dcx::init_automap_colors(am);
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am.wall_revealed_color = K_WALL_REVEALED_COLOR;
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}
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#endif
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// Map movement defines
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#define PITCH_DEFAULT 9000
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#define ZOOM_DEFAULT i2f(20*10)
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#define ZOOM_MIN_VALUE i2f(20*5)
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#define ZOOM_MAX_VALUE i2f(20*100)
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}
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/* MAX_DROP_MULTI_* must be a power of 2 for LastMarkerDropped to work
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* properly.
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*/
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#define MAX_DROP_MULTI_COOP_0 2
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#define MAX_DROP_MULTI_COOP_1 4
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#define MAX_DROP_MULTI_COOP_P (max_numplayers > 4)
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#define MAX_DROP_MULTI_COOP (MAX_DROP_MULTI_COOP_P ? MAX_DROP_MULTI_COOP_0 : MAX_DROP_MULTI_COOP_1)
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#define MAX_DROP_MULTI_COMPETITIVE 2
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#define MAX_DROP_SINGLE 9
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#if defined(DXX_BUILD_DESCENT_II)
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marker_message_text_t Marker_input;
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static float MarkerScale=2.0;
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d_marker_state MarkerState;
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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)
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{
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if (game_mode & GM_MULTI_COOP)
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return static_cast<game_marker_index>((player_num * MAX_DROP_MULTI_COOP) + static_cast<unsigned>(player_marker_num));
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if (game_mode & GM_MULTI)
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return static_cast<game_marker_index>((player_num * MAX_DROP_MULTI_COMPETITIVE) + static_cast<unsigned>(player_marker_num));
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return game_marker_index{player_marker_num};
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}
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unsigned d_marker_state::get_markers_per_player(const game_mode_flags game_mode, const unsigned max_numplayers)
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{
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if (game_mode & GM_MULTI_COOP)
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return MAX_DROP_MULTI_COOP;
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if (game_mode & GM_MULTI)
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return MAX_DROP_MULTI_COMPETITIVE;
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return MAX_DROP_SINGLE;
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}
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xrange<player_marker_index> get_player_marker_range(const unsigned maxdrop)
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{
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const auto base = player_marker_index::_0;
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return {base, static_cast<player_marker_index>(static_cast<unsigned>(base) + maxdrop)};
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}
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playernum_t get_marker_owner(const game_mode_flags game_mode, const game_marker_index gmi, const unsigned max_numplayers)
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{
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const auto ugmi = static_cast<unsigned>(gmi);
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if (game_mode & GM_MULTI_COOP)
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{
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/* This is split out to encourage the compiler to recognize that
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* the divisor is a constant in every path, and in every path,
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* the divisor was chosen to allow use of right shift in place
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* of division.
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*/
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if (MAX_DROP_MULTI_COOP_P)
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return ugmi / MAX_DROP_MULTI_COOP_0;
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return ugmi / MAX_DROP_MULTI_COOP_1;
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}
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if (game_mode & GM_MULTI)
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return ugmi / MAX_DROP_MULTI_COMPETITIVE;
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return 0;
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}
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namespace {
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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)
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{
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const auto base = convert_player_marker_index_to_game_marker_index(game_mode, max_numplayers, player_num, player_marker_index::_0);
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return {base, static_cast<game_marker_index>(static_cast<unsigned>(base) + maxdrop)};
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}
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}
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#endif
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# define automap_draw_line g3_draw_line
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#if DXX_USE_OGL
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#define DrawMarkerNumber(C,a,b,c,d) DrawMarkerNumber(a,b,c,d)
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#endif
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// -------------------------------------------------------------
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namespace {
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static void draw_all_edges(automap &am);
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#if defined(DXX_BUILD_DESCENT_II)
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static void DrawMarkerNumber(grs_canvas &canvas, const automap &am, const game_marker_index gmi, const player_marker_index pmi, const g3s_point &BasePoint)
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{
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struct xy
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{
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float x0, y0, x1, y1;
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};
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static constexpr enumerated_array<std::array<xy, 5>, 9, player_marker_index> sArray = {{{
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{{
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{-0.25, 0.75, 0, 1},
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{0, 1, 0, -1},
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{-1, -1, 1, -1},
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}},
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{{
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{-1, 1, 1, 1},
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{1, 1, 1, 0},
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{-1, 0, 1, 0},
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{-1, 0, -1, -1},
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{-1, -1, 1, -1}
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}},
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{{
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{-1, 1, 1, 1},
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{1, 1, 1, -1},
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{-1, -1, 1, -1},
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{0, 0, 1, 0},
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}},
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{{
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{-1, 1, -1, 0},
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{-1, 0, 1, 0},
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{1, 1, 1, -1},
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}},
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{{
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{-1, 1, 1, 1},
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{-1, 1, -1, 0},
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{-1, 0, 1, 0},
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|
{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 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);
|
|
automap_draw_line(canvas, FromPoint, ToPoint, color);
|
|
}
|
|
}
|
|
|
|
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(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 &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(canvas, vcobjptr(get_local_player().objnum), closest_color);
|
|
|
|
#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(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]
|
|
#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;
|
|
|
|
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)
|
|
{
|
|
#if !DXX_USE_OGL
|
|
grs_canvas &canvas = am.automap_view;
|
|
#endif
|
|
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(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[static_cast<gr_fade_level>(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<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 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, 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
|
|
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->shared_segment::children[sn] == segment_none) {
|
|
color = am.wall_normal_color;
|
|
}
|
|
|
|
switch( seg->special ) {
|
|
case segment_special::nothing:
|
|
case segment_special::repaircen:
|
|
case segment_special::goal_blue:
|
|
case segment_special::goal_red:
|
|
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);
|
|
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 : xrange(MAX_SIDES_PER_SEGMENT))
|
|
{
|
|
// 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
|
|
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)
|
|
static unsigned Marker_index;
|
|
|
|
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);
|
|
}
|
|
DXX_BOOST_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
|
|
|
|
}
|