dxx-rebirth/main/automap.c
2006-12-24 09:15:37 +00:00

1551 lines
41 KiB
C
Executable file

/* $Id: automap.c,v 1.1.1.1 2006/03/17 19:56:52 zicodxx Exp $ */
/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines for displaying the auto-map.
*
*/
#ifdef HAVE_CONFIG_H
#include <conf.h>
#endif
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef OGL
#include "ogl_init.h"
#endif
#include "error.h"
#include "3d.h"
#include "inferno.h"
#include "u_mem.h"
#include "render.h"
#include "object.h"
#include "vclip.h"
#include "game.h"
#include "mono.h"
#include "polyobj.h"
#include "sounds.h"
#include "player.h"
#include "bm.h"
#include "key.h"
#include "newmenu.h"
#include "menu.h"
#include "screens.h"
#include "textures.h"
#include "mouse.h"
#include "timer.h"
#include "segpoint.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "palette.h"
#include "wall.h"
#include "gameseq.h"
#include "gamefont.h"
#ifdef NETWORK
#include "multi.h"
#include "network.h"
#endif
#include "kconfig.h"
#include "endlevel.h"
#include "text.h"
#include "gauges.h"
#include "songs.h"
#include "powerup.h"
#include "switch.h"
#include "automap.h"
#include "cntrlcen.h"
#ifdef OGL
#define AUTOMAP_DIRECT_RENDER
#endif
#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
void modex_printf(int x,int y,char *s,grs_font *font,int color);
void create_name_canv();
typedef struct Edge_info {
short verts[2]; // 4 bytes
ubyte sides[4]; // 4 bytes
short segnum[4]; // 8 bytes // This might not need to be stored... If you can access the normals of a side.
ubyte flags; // 1 bytes // See the EF_??? defines above.
ubyte color; // 1 bytes
ubyte num_faces; // 1 bytes // 19 bytes...
} Edge_info;
#define MAX_EDGES_FROM_VERTS(v) ((v)*4)
#define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
#define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
#define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
#define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
#define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
#define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
#define K_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 Wall_normal_color;
int Wall_door_color;
int Wall_door_blue;
int Wall_door_gold;
int Wall_door_red;
int Wall_revealed_color;
int Hostage_color;
int Font_color_20;
int Green_31;
int White_63;
int Blue_48;
int Red_48;
void init_automap_colors(void)
{
Wall_normal_color = K_WALL_NORMAL_COLOR;
Wall_door_color = K_WALL_DOOR_COLOR;
Wall_door_blue = K_WALL_DOOR_BLUE;
Wall_door_gold = K_WALL_DOOR_GOLD;
Wall_door_red = K_WALL_DOOR_RED;
Wall_revealed_color = K_WALL_REVEALED_COLOR;
Hostage_color = K_HOSTAGE_COLOR;
Font_color_20 = K_FONT_COLOR_20;
Green_31 = K_GREEN_31;
White_63 = gr_find_closest_color_current(63,63,63);
Blue_48 = gr_find_closest_color_current(0,0,48);
Red_48 = gr_find_closest_color_current(48,0,0);
}
// Segment visited list
ubyte Automap_visited[MAX_SEGMENTS];
// Edge list variables
static int Num_edges=0;
static int Max_edges; //set each frame
static int Highest_edge_index = -1;
static Edge_info Edges[MAX_EDGES];
static short DrawingListBright[MAX_EDGES];
// Map movement defines
#define PITCH_DEFAULT 9000
#define ZOOM_DEFAULT i2f(20*10)
#define ZOOM_MIN_VALUE i2f(20*5)
#define ZOOM_MAX_VALUE i2f(20*100)
#define SLIDE_SPEED (350)
#define ZOOM_SPEED_FACTOR (500) //(1500)
#define ROT_SPEED_DIVISOR (115000)
// Screen anvas variables
#ifndef AUTOMAP_DIRECT_RENDER
static int current_page=0;
#endif /* AUTOMAP_DIRECT_RENDER */
static grs_canvas Pages[2];
static grs_canvas DrawingPages[2];
#define Page Pages[0]
#define DrawingPage DrawingPages[0]
// Flags
static int Automap_cheat = 0; // If set, show everything
// Rendering variables
static fix Automap_zoom = 0x9000;
static vms_vector view_target;
static fix Automap_farthest_dist = (F1_0 * 20 * 50); // 50 segments away
static vms_matrix ViewMatrix;
static fix ViewDist=0;
// Function Prototypes
void adjust_segment_limit(int SegmentLimit);
void draw_all_edges(void);
void automap_build_edge_list(void);
#define MAX_DROP_MULTI 2
#define MAX_DROP_SINGLE 9
vms_vector MarkerPoint[NUM_MARKERS]; //these are only used in multi.c, and I'd get rid of them there, but when I tried to do that once, I caused some horrible bug. -MT
int HighlightMarker=-1;
char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
float MarkerScale=2.0;
int MarkerObject[NUM_MARKERS];
extern vms_vector Matrix_scale; //how the matrix is currently scaled
# define automap_draw_line g3_draw_line
// -------------------------------------------------------------
void DrawMarkerNumber (int num)
{
int i;
g3s_point BasePoint,FromPoint,ToPoint;
float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
{-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
{-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
{-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
{-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
};
float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
{1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
{1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
{1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
{1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
{1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
{1.0, 1.0, 1.0, -1.0},
{1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
{1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
};
int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
for (i=0;i<NumOfPoints[num];i++)
{
ArrayX[num][i]*=MarkerScale;
ArrayY[num][i]*=MarkerScale;
}
if (num==HighlightMarker)
gr_setcolor (White_63);
else
gr_setcolor (Blue_48);
g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
for (i=0;i<NumOfPoints[num];i+=2)
{
FromPoint=BasePoint;
ToPoint=BasePoint;
FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
g3_code_point (&FromPoint);
g3_project_point (&FromPoint);
ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
g3_code_point (&ToPoint);
g3_project_point (&ToPoint);
automap_draw_line(&FromPoint, &ToPoint);
}
}
void DropMarker (int player_marker_num)
{
int marker_num = (Player_num*2)+player_marker_num;
object *playerp = &Objects[Players[Player_num].objnum];
MarkerPoint[marker_num] = playerp->pos;
if (MarkerObject[marker_num] != -1)
obj_delete(MarkerObject[marker_num]);
MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
#ifdef NETWORK
if (Game_mode & GM_MULTI)
multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
#endif
}
extern char guidebot_name[];
void DropBuddyMarker(object *objp)
{
int marker_num;
// Find spare marker slot. "if" code below should be an assert, but what if someone changes NUM_MARKERS or MAX_CROP_SINGLE and it never gets hit?
marker_num = MAX_DROP_SINGLE+1;
if (marker_num > NUM_MARKERS-1)
marker_num = NUM_MARKERS-1;
sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
MarkerPoint[marker_num] = objp->pos;
if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
obj_delete(MarkerObject[marker_num]);
MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
}
#define MARKER_SPHERE_SIZE 0x58000
void DrawMarkers ()
{
int i,maxdrop;
static int cyc=10,cycdir=1;
g3s_point sphere_point;
if (Game_mode & GM_MULTI)
maxdrop=2;
else
maxdrop=9;
for (i=0;i<maxdrop;i++)
if (MarkerObject[(Player_num*2)+i] != -1) {
g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
gr_setcolor (gr_find_closest_color_current(cyc,0,0));
g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
DrawMarkerNumber (i);
}
if (cycdir)
cyc+=2;
else
cyc-=2;
if (cyc>43)
{
cyc=43;
cycdir=0;
}
else if (cyc<10)
{
cyc=10;
cycdir=1;
}
}
void ClearMarkers()
{
int i;
for (i=0;i<NUM_MARKERS;i++) {
MarkerMessage[i][0]=0;
MarkerObject[i]=-1;
}
}
void automap_clear_visited()
{
int i;
for (i=0; i<MAX_SEGMENTS; i++ )
Automap_visited[i] = 0;
ClearMarkers();
}
grs_canvas *name_canv_left,*name_canv_right;
void draw_player( object * obj )
{
vms_vector arrow_pos, head_pos;
g3s_point sphere_point, arrow_point, head_point;
// Draw Console player -- shaped like a ellipse with an arrow.
g3_rotate_point(&sphere_point,&obj->pos);
g3_draw_sphere(&sphere_point,obj->size);
// Draw shaft of arrow
vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
g3_rotate_point(&arrow_point,&arrow_pos);
automap_draw_line(&sphere_point, &arrow_point);
// Draw right head of arrow
vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
g3_rotate_point(&head_point,&head_pos);
automap_draw_line(&arrow_point, &head_point);
// Draw left head of arrow
vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
g3_rotate_point(&head_point,&head_pos);
automap_draw_line(&arrow_point, &head_point);
// Draw player's up vector
vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
g3_rotate_point(&arrow_point,&arrow_pos);
automap_draw_line(&sphere_point, &arrow_point);
}
void create_name_canv(void);
void draw_automap()
{
int i;
int color;
object * objp;
vms_vector viewer_position;
g3s_point sphere_point;
#ifndef AUTOMAP_DIRECT_RENDER
gr_set_current_canvas(&DrawingPage);
#endif
gr_clear_canvas(BM_XRGB(0,0,0));
g3_start_frame();
render_start_frame();
vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
draw_all_edges();
// Draw player...
#ifdef NETWORK
if (Game_mode & GM_TEAM)
color = get_team(Player_num);
else
#endif
color = Player_num; // Note link to above if!
gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
draw_player(&Objects[Players[Player_num].objnum]);
DrawMarkers();
if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
{
char msg[10+MARKER_MESSAGE_LEN+1];
sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
gr_setcolor (Red_48);
modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
}
// Draw player(s)...
#ifdef NETWORK
if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) {
for (i=0; i<N_players; i++) {
if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) ) {
if ( Objects[Players[i].objnum].type == OBJ_PLAYER ) {
if (Game_mode & GM_TEAM)
color = get_team(i);
else
color = i;
gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
draw_player(&Objects[Players[i].objnum]);
}
}
}
}
#endif
objp = &Objects[0];
for (i=0;i<=Highest_object_index;i++,objp++) {
switch( objp->type ) {
case OBJ_HOSTAGE:
gr_setcolor(Hostage_color);
g3_rotate_point(&sphere_point,&objp->pos);
g3_draw_sphere(&sphere_point,objp->size);
break;
case OBJ_POWERUP:
if ( Automap_visited[objp->segnum] ) {
if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) {
switch (objp->id) {
case POW_KEY_RED: gr_setcolor(gr_getcolor(63, 5, 5)); break;
case POW_KEY_BLUE: gr_setcolor(gr_getcolor(5, 5, 63)); break;
case POW_KEY_GOLD: gr_setcolor(gr_getcolor(63, 63, 10)); break;
default:
Error("Illegal key type: %i", objp->id);
}
g3_rotate_point(&sphere_point,&objp->pos);
g3_draw_sphere(&sphere_point,objp->size*4);
}
}
break;
}
}
g3_end_frame();
// gr_bitmapm(10, 10, &name_canv_left->cv_bitmap);
// gr_bitmapm(grd_curcanv->cv_bitmap.bm_w-10-name_canv_right->cv_bitmap.bm_w,10,&name_canv_right->cv_bitmap);
create_name_canv();
#ifdef OGL
ogl_swap_buffers();
#else
#ifndef AUTOMAP_DIRECT_RENDER
gr_bm_ubitblt( Page.cv_bitmap.bm_w, Page.cv_bitmap.bm_h, Page.cv_bitmap.bm_x, Page.cv_bitmap.bm_y, 0, 0, &Page.cv_bitmap, &grd_curscreen->sc_canvas.cv_bitmap );
gr_update();
#endif
#endif
}
#define LEAVE_TIME 0x4000
#define WINDOW_WIDTH 288
//print to canvas & double height
grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc)
{
grs_canvas *temp_canv;
grs_font *save_font;
int w,h,aw;
grs_canvas *save_canv;
save_canv = grd_curcanv;
save_font = grd_curcanv->cv_font;
gr_set_curfont(font); //set the font we're going to use
gr_get_string_size(s,&w,&h,&aw); //now get the string size
gr_set_curfont(save_font); //restore real font
temp_canv = gr_create_canvas(w,font->ft_h*2);
gr_set_current_canvas(temp_canv);
gr_set_curfont(font);
temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
gr_clear_canvas(TRANSPARENCY_COLOR); //trans color
gr_set_fontcolor(fc,bc);
gr_printf(0,0,s);
gr_set_current_canvas(save_canv);
return temp_canv;
}
//print to buffer, double heights, and blit bitmap to screen
void modex_printf(int x,int y,char *s,grs_font *font,int color)
{
grs_canvas *temp_canv;
temp_canv = print_to_canvas(s, font, color, -1);
gr_bitmapm(x,y,&temp_canv->cv_bitmap);
gr_free_canvas(temp_canv);
}
//name for each group. maybe move somewhere else
char *system_name[] = {
"Zeta Aquilae",
"Quartzon System",
"Brimspark System",
"Limefrost Spiral",
"Baloris Prime",
"Omega System"};
void create_name_canv()
{
char name_level_left[128],name_level_right[128];
int wr1,wr2,h,aw;
if (Current_level_num > 0)
sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
else
sprintf(name_level_left, "Secret Level %i",-Current_level_num);
if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
else
strcpy(name_level_right, " ");
strcat(name_level_right, Current_level_name);
gr_set_fontcolor(Green_31,-1);
// name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1);
// name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1);
gr_set_curfont(SMALL_FONT);
gr_printf(((MenuHires)?10:5),((MenuHires)?10:5),"%s", name_level_left);
gr_get_string_size(system_name[(Current_level_num-1)/4],&wr1,&h,&aw);
gr_get_string_size(Current_level_name,&wr2,&h,&aw);
gr_printf(grd_curcanv->cv_bitmap.bm_w-(wr1+wr2)-FONTSCALE_X(((MenuHires)?35:18)),((MenuHires)?10:5),"%s", name_level_right);
}
extern void GameLoop(int, int );
extern int set_segment_depths(int start_seg, ubyte *segbuf);
extern int MenuHiresAvailable;
extern int Current_display_mode;
u_int32_t automap_mode = SM(640,480);
int automap_width = 640;
int automap_height = 480;
int automap_use_game_res=1; // ZICO - should be better
int nice_automap = 1; // ZICO - should be better (command-line switches deactivated)
int Automap_active = 0;
int Automap_always_hires; // ZICO - dummy
#ifdef RELEASE
#define MAP_BACKGROUND_FILENAME ((MenuHires)?"\x01MAPB.PCX":"\x01MAP.PCX") //load only from hog file
#else
#define MAP_BACKGROUND_FILENAME (((MenuHires) && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
#endif
#define RESCALE_X(x) ((x) * automap_width / 640)
#define RESCALE_Y(y) ((y) * automap_height / 480)
void do_automap( int key_code ) {
int done=0;
vms_matrix tempm;
vms_angvec tangles;
int leave_mode=0;
int first_time=1;
int pcx_error;
#if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
int i;
#endif
int c, marker_num;
fix entry_time;
int pause_game=1; // Set to 1 if everything is paused during automap...No pause during net.
fix t1, t2;
control_info saved_control_info;
#ifdef OGL
grs_bitmap Automap_background;
#endif
int Max_segments_away = 0;
int SegmentLimit = 1;
ubyte pal[256*3];
char maxdrop;
int must_free_canvas=0;
Automap_active = 1;
init_automap_colors();
key_code = key_code; // disable warning...
if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
pause_game = 0;
if (pause_game) {
stop_time();
digi_pause_digi_sounds();
}
Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES); //make maybe smaller than max
mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
if (grd_curscreen->sc_mode != AUTOMAP_MODE)
gr_set_mode( AUTOMAP_MODE );
else
gr_set_current_canvas(NULL);
//end edit -MM
automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
FontHires = MenuHires;
// create_name_canv();
gr_palette_clear();
#ifndef AUTOMAP_DIRECT_RENDER
if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
else {
void *raw_data;
MALLOC(raw_data,ubyte,automap_width*automap_height);
gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
must_free_canvas = 1;
}
gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
gr_set_current_canvas(&Page);
pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
if ( pcx_error != PCX_ERROR_NONE ) {
Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
return;
}
gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
gr_set_curfont(HUGE_FONT);
gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP);
gr_set_curfont(SMALL_FONT);
gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
gr_set_current_canvas(&DrawingPage);
#endif
automap_build_edge_list();
if ( ViewDist==0 )
ViewDist = ZOOM_DEFAULT;
ViewMatrix = Objects[Players[Player_num].objnum].orient;
tangles.p = PITCH_DEFAULT;
tangles.h = 0;
tangles.b = 0;
done = 0;
view_target = Objects[Players[Player_num].objnum].pos;
t1 = entry_time = timer_get_fixed_seconds();
t2 = t1;
//Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
SegmentLimit = Max_segments_away;
adjust_segment_limit(SegmentLimit);
#ifdef OGL
// ZICO - code from above to show frame in OGL correctly. Redundant, but better readable.
gr_init_bitmap_data (&Automap_background);
pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
if (pcx_error != PCX_ERROR_NONE)
Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
else {
void *raw_data;
MALLOC(raw_data,ubyte,automap_width*automap_height);
gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
must_free_canvas = 1;
}
#endif
while(!done) {
#ifdef OGL
gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
gr_set_current_canvas(&Page);
ogl_ubitmapm_cs(0, 0, -1, -1, &Automap_background, -1, F1_0);
gr_set_curfont(HUGE_FONT);
gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP);
gr_set_curfont(SMALL_FONT);
gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
gr_set_current_canvas(&DrawingPage);
#endif
if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
leave_mode = 1;
if ( !Controls.automap_state && (leave_mode==1) )
done=1;
if (!pause_game) {
ushort old_wiggle;
saved_control_info = Controls; // Save controls so we can zero them
memset(&Controls,0,sizeof(control_info)); // Clear everything...
old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE; // Save old wiggle
ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE; // Turn off wiggle
#ifdef NETWORK
if (multi_menu_poll())
done = 1;
#endif
ConsoleObject->mtype.phys_info.flags |= old_wiggle; // Restore wiggle
Controls = saved_control_info;
}
#ifndef WINDOWS
controls_read_all();
#else
controls_read_all_win();
#endif
if ( Controls.automap_down_count ) {
if (leave_mode==0)
done = 1;
c = 0;
}
//see if redbook song needs to be restarted
songs_check_redbook_repeat();
while( (c=key_inkey()) ) {
switch( c ) {
#ifndef NDEBUG
case KEY_BACKSP: Int3(); break;
#endif
case KEY_PRINT_SCREEN: {
gr_set_current_canvas(NULL);
save_screen_shot(1);
break;
}
case KEY_ESC:
if (leave_mode==0)
done = 1;
break;
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_F: {
for (i=0; i<=Highest_segment_index; i++ )
Automap_visited[i] = 1;
automap_build_edge_list();
Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
SegmentLimit = Max_segments_away;
adjust_segment_limit(SegmentLimit);
}
break;
#endif
case KEY_MINUS:
if (SegmentLimit > 1) {
SegmentLimit--;
adjust_segment_limit(SegmentLimit);
}
break;
case KEY_EQUAL:
if (SegmentLimit < Max_segments_away) {
SegmentLimit++;
adjust_segment_limit(SegmentLimit);
}
break;
case KEY_1:
case KEY_2:
case KEY_3:
case KEY_4:
case KEY_5:
case KEY_6:
case KEY_7:
case KEY_8:
case KEY_9:
case KEY_0:
if (Game_mode & GM_MULTI)
maxdrop=2;
else
maxdrop=9;
#ifndef MACINTOSH
marker_num = c-KEY_1;
#else
switch(c) { // god this is stupid.....
case KEY_1: marker_num = 0; break;
case KEY_2: marker_num = 1; break;
case KEY_3: marker_num = 2; break;
case KEY_4: marker_num = 3; break;
case KEY_5: marker_num = 4; break;
case KEY_6: marker_num = 5; break;
case KEY_7: marker_num = 6; break;
case KEY_8: marker_num = 7; break;
case KEY_9: marker_num = 8; break;
case KEY_0: marker_num = 9; break;
}
#endif
if (marker_num<=maxdrop)
{
if (MarkerObject[marker_num] != -1)
HighlightMarker=marker_num;
}
break;
case KEY_D+KEY_CTRLED:
#ifndef AUTOMAP_DIRECT_RENDER
if (current_page) //menu will only work on page 0
draw_automap(); //..so switch from 1 to 0
#endif
if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
#ifndef AUTOMAP_DIRECT_RENDER
gr_set_current_canvas(&Pages[current_page]);
#endif
if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
obj_delete(MarkerObject[HighlightMarker]);
MarkerObject[HighlightMarker]=-1;
MarkerMessage[HighlightMarker][0]=0;
HighlightMarker = -1;
}
set_screen_mode(SCREEN_GAME);
}
break;
#ifndef RELEASE
case KEY_COMMA:
if (MarkerScale>.5)
MarkerScale-=.5;
break;
case KEY_PERIOD:
if (MarkerScale<30.0)
MarkerScale+=.5;
break;
#endif
case KEY_ALTED+KEY_ENTER:
case KEY_ALTED+KEY_PADENTER:
gr_toggle_fullscreen_game();
break;
//end addition -MM
}
}
if ( Controls.fire_primary_down_count ) {
// Reset orientation
ViewDist = ZOOM_DEFAULT;
tangles.p = PITCH_DEFAULT;
tangles.h = 0;
tangles.b = 0;
view_target = Objects[Players[Player_num].objnum].pos;
}
ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
tangles.h += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
tangles.b += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time ) {
vms_angvec tangles1;
vms_vector old_vt;
old_vt = view_target;
tangles1 = tangles;
vm_angles_2_matrix(&tempm,&tangles1);
vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) ) {
view_target = old_vt;
}
}
vm_angles_2_matrix(&tempm,&tangles);
vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
draw_automap();
if ( first_time ) {
first_time = 0;
gr_palette_load( gr_palette );
}
t2 = timer_get_fixed_seconds();
while (t2 - t1 < F1_0 / 100) // ogl is fast enough that the automap can read the input too fast and you start to turn really slow. So delay a bit (and free up some cpu :)
{
if (nice_automap)
timer_delay(1);
t2 = timer_get_fixed_seconds();
}
if (pause_game)
FrameTime=t2-t1;
t1 = t2;
}
// gr_free_canvas(name_canv_left); name_canv_left=NULL;
// gr_free_canvas(name_canv_right); name_canv_right=NULL;
if (must_free_canvas)
d_free(Page.cv_bitmap.bm_data);
#ifdef OGL
gr_free_bitmap_data(&Automap_background);
#endif
mprintf( (0, "Automap memory freed\n" ));
game_flush_inputs();
if (pause_game)
{
start_time();
digi_resume_digi_sounds();
}
Automap_active = 0;
}
void adjust_segment_limit(int SegmentLimit)
{
int i,e1;
Edge_info * e;
mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
for (i=0; i<=Highest_edge_index; i++ ) {
e = &Edges[i];
e->flags |= EF_TOO_FAR;
for (e1=0; e1<e->num_faces; e1++ ) {
if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
e->flags &= (~EF_TOO_FAR);
break;
}
}
}
}
void draw_all_edges()
{
g3s_codes cc;
int i,j,nbright;
ubyte nfacing,nnfacing;
Edge_info *e;
vms_vector *tv1;
fix distance;
fix min_distance = 0x7fffffff;
g3s_point *p1, *p2;
nbright=0;
for (i=0; i<=Highest_edge_index; i++ ) {
//e = &Edges[Edge_used_list[i]];
e = &Edges[i];
if (!(e->flags & EF_USED)) continue;
if ( e->flags & EF_TOO_FAR) continue;
if (e->flags&EF_FRONTIER) { // A line that is between what we have seen and what we haven't
if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
continue; // If a line isn't secret and is normal color, then don't draw it
}
cc=rotate_list(2,e->verts);
distance = Segment_points[e->verts[1]].p3_z;
if (min_distance>distance )
min_distance = distance;
if (!cc.and) { //all off screen?
nfacing = nnfacing = 0;
tv1 = &Vertices[e->verts[0]];
j = 0;
while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
#ifdef COMPACT_SEGS
vms_vector temp_v;
get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
if (!g3_check_normal_facing( tv1, &temp_v ) )
#else
if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
#endif
nfacing++;
else
nnfacing++;
j++;
}
if ( nfacing && nnfacing ) {
// a contour line
DrawingListBright[nbright++] = e-Edges;
} else if ( e->flags&(EF_DEFINING|EF_GRATE) ) {
if ( nfacing == 0 ) {
if ( e->flags & EF_NO_FADE )
gr_setcolor( e->color );
else
gr_setcolor( gr_fade_table[e->color+256*8] );
g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
} else {
DrawingListBright[nbright++] = e-Edges;
}
}
}
}
if ( min_distance < 0 ) min_distance = 0;
// Sort the bright ones using a shell sort
{
int t;
int i, j, incr, v1, v2;
incr = nbright / 2;
while( incr > 0 ) {
for (i=incr; i<nbright; i++ ) {
j = i - incr;
while (j>=0 ) {
// compare element j and j+incr
v1 = Edges[DrawingListBright[j]].verts[0];
v2 = Edges[DrawingListBright[j+incr]].verts[0];
if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
// If not in correct order, them swap 'em
t=DrawingListBright[j+incr];
DrawingListBright[j+incr]=DrawingListBright[j];
DrawingListBright[j]=t;
j -= incr;
}
else
break;
}
}
incr = incr / 2;
}
}
// Draw the bright ones
for (i=0; i<nbright; i++ ) {
int color;
fix dist;
e = &Edges[DrawingListBright[i]];
p1 = &Segment_points[e->verts[0]];
p2 = &Segment_points[e->verts[1]];
dist = p1->p3_z - min_distance;
// Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
if ( dist < 0 ) dist=0;
if ( dist >= Automap_farthest_dist ) continue;
if ( e->flags & EF_NO_FADE ) {
gr_setcolor( e->color );
} else {
dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
color = f2i( dist*31 );
gr_setcolor( gr_fade_table[e->color+color*256] );
}
g3_draw_line( p1, p2 );
}
}
//==================================================================
//
// All routines below here are used to build the Edge list
//
//==================================================================
//finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
{
long vv, evv;
short hash,oldhash;
int ret, ev0, ev1;
vv = (v1<<16) + v0;
oldhash = hash = ((v0*5+v1) % Max_edges);
ret = -1;
while (ret==-1) {
ev0 = (int)(Edges[hash].verts[0]);
ev1 = (int)(Edges[hash].verts[1]);
evv = (ev1<<16)+ev0;
if (Edges[hash].num_faces == 0 ) ret=0;
else if (evv == vv) ret=1;
else {
if (++hash==Max_edges) hash=0;
if (hash==oldhash) Error("Edge list full!");
}
}
*edge_ptr = &Edges[hash];
if (ret == 0)
return -1;
else
return hash;
}
void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade ) {
int found;
Edge_info *e;
short tmp;
if ( Num_edges >= Max_edges) {
// GET JOHN! (And tell him that his
// MAX_EDGES_FROM_VERTS formula is hosed.)
// If he's not around, save the mine,
// and send him mail so he can look
// at the mine later. Don't modify it.
// This is important if this happens.
Int3(); // LOOK ABOVE!!!!!!
return;
}
if ( va > vb ) {
tmp = va;
va = vb;
vb = tmp;
}
found = automap_find_edge(va,vb,&e);
if (found == -1) {
e->verts[0] = va;
e->verts[1] = vb;
e->color = color;
e->num_faces = 1;
e->flags = EF_USED | EF_DEFINING; // Assume a normal line
e->sides[0] = side;
e->segnum[0] = segnum;
//Edge_used_list[Num_edges] = e-Edges;
if ( (e-Edges) > Highest_edge_index )
Highest_edge_index = e - Edges;
Num_edges++;
} else {
//Assert(e->num_faces < 8 );
if ( color != Wall_normal_color )
if (color != Wall_revealed_color)
e->color = color;
if ( e->num_faces < 4 ) {
e->sides[e->num_faces] = side;
e->segnum[e->num_faces] = segnum;
e->num_faces++;
}
}
if ( grate )
e->flags |= EF_GRATE;
if ( hidden )
e->flags|=EF_SECRET; // Mark this as a hidden edge
if ( no_fade )
e->flags |= EF_NO_FADE;
}
void add_one_unknown_edge( short va, short vb ) {
int found;
Edge_info *e;
short tmp;
if ( va > vb ) {
tmp = va;
va = vb;
vb = tmp;
}
found = automap_find_edge(va,vb,&e);
if (found != -1)
e->flags|=EF_FRONTIER; // Mark as a border edge
}
#ifndef _GAMESEQ_H
extern obj_position Player_init[];
#endif
void add_segment_edges(segment *seg)
{
int is_grate, no_fade;
ubyte color;
int sn;
int segnum = seg-Segments;
int hidden_flag;
int ttype,trigger_num;
for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
short vertex_list[4];
hidden_flag = 0;
is_grate = 0;
no_fade = 0;
color = 255;
if (seg->children[sn] == -1) {
color = Wall_normal_color;
}
switch( Segment2s[segnum].special ) {
case SEGMENT_IS_FUELCEN:
color = BM_XRGB( 29, 27, 13 );
break;
case SEGMENT_IS_CONTROLCEN:
if (Control_center_present)
color = BM_XRGB( 29, 0, 0 );
break;
case SEGMENT_IS_ROBOTMAKER:
color = BM_XRGB( 29, 0, 31 );
break;
}
if (seg->sides[sn].wall_num > -1) {
trigger_num = Walls[seg->sides[sn].wall_num].trigger;
ttype = Triggers[trigger_num].type;
if (ttype==TT_SECRET_EXIT)
{
color = BM_XRGB( 29, 0, 31 );
no_fade=1;
goto Here;
}
switch( Walls[seg->sides[sn].wall_num].type ) {
case WALL_DOOR:
if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
no_fade = 1;
color = Wall_door_blue;
//mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
no_fade = 1;
color = Wall_door_gold;
//mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
no_fade = 1;
color = Wall_door_red;
//mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
} else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
int connected_seg = seg->children[sn];
if (connected_seg != -1) {
int connected_side = find_connect_side(seg, &Segments[connected_seg]);
int keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
color = Wall_door_color;
else {
switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
case KEY_BLUE: color = Wall_door_blue; no_fade = 1; break;
case KEY_GOLD: color = Wall_door_gold; no_fade = 1; break;
case KEY_RED: color = Wall_door_red; no_fade = 1; break;
default: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n");
}
}
}
} else {
color = Wall_normal_color;
hidden_flag = 1;
}
break;
case WALL_CLOSED:
// Make grates draw properly
if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
is_grate = 1;
else
hidden_flag = 1;
color = Wall_normal_color;
break;
case WALL_BLASTABLE:
// Hostage doors
color = Wall_door_color;
break;
}
}
if (segnum==Player_init[Player_num].segnum)
color = BM_XRGB(31,0,31);
if ( color != 255 ) {
// If they have a map powerup, draw unvisited areas in dark blue.
if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))
color = Wall_revealed_color;
Here:
get_side_verts(vertex_list,segnum,sn);
add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
if ( is_grate ) {
add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
}
}
}
}
// Adds all the edges from a segment we haven't visited yet.
void add_unknown_segment_edges(segment *seg)
{
int sn;
int segnum = seg-Segments;
for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
short vertex_list[4];
// Only add edges that have no children
if (seg->children[sn] == -1) {
get_side_verts(vertex_list,segnum,sn);
add_one_unknown_edge( vertex_list[0], vertex_list[1] );
add_one_unknown_edge( vertex_list[1], vertex_list[2] );
add_one_unknown_edge( vertex_list[2], vertex_list[3] );
add_one_unknown_edge( vertex_list[3], vertex_list[0] );
}
}
}
void automap_build_edge_list()
{
int i,e1,e2,s;
Edge_info * e;
Automap_cheat = 0;
if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
Automap_cheat = 1; // Damn cheaters...
// clear edge list
for (i=0; i<Max_edges; i++) {
Edges[i].num_faces = 0;
Edges[i].flags = 0;
}
Num_edges = 0;
Highest_edge_index = -1;
if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) ) {
// Cheating, add all edges as visited
for (s=0; s<=Highest_segment_index; s++)
#ifdef EDITOR
if (Segments[s].segnum != -1)
#endif
{
add_segment_edges(&Segments[s]);
}
} else {
// Not cheating, add visited edges, and then unvisited edges
for (s=0; s<=Highest_segment_index; s++)
#ifdef EDITOR
if (Segments[s].segnum != -1)
#endif
if (Automap_visited[s]) {
add_segment_edges(&Segments[s]);
}
for (s=0; s<=Highest_segment_index; s++)
#ifdef EDITOR
if (Segments[s].segnum != -1)
#endif
if (!Automap_visited[s]) {
add_unknown_segment_edges(&Segments[s]);
}
}
// Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
for (i=0; i<=Highest_edge_index; i++ ) {
e = &Edges[i];
if (!(e->flags&EF_USED)) continue;
for (e1=0; e1<e->num_faces; e1++ ) {
for (e2=1; e2<e->num_faces; e2++ ) {
if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) ) {
#ifdef COMPACT_SEGS
vms_vector v1, v2;
get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10)) ) {
#else
if ( vm_vec_dot( &Segments[e->segnum[e1]].sides[e->sides[e1]].normals[0], &Segments[e->segnum[e2]].sides[e->sides[e2]].normals[0] ) > (F1_0-(F1_0/10)) ) {
#endif
e->flags &= (~EF_DEFINING);
break;
}
}
}
if (!(e->flags & EF_DEFINING))
break;
}
}
mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges ));
}
char Marker_input [40];
int Marker_index=0;
ubyte DefiningMarkerMessage=0;
ubyte MarkerBeingDefined;
ubyte LastMarkerDropped;
void InitMarkerInput ()
{
int maxdrop,i;
//find free marker slot
if (Game_mode & GM_MULTI)
maxdrop=MAX_DROP_MULTI;
else
maxdrop=MAX_DROP_SINGLE;
for (i=0;i<maxdrop;i++)
if (MarkerObject[(Player_num*2)+i] == -1) //found free slot!
break;
if (i==maxdrop) //no free slot
{
if (Game_mode & GM_MULTI)
i = !LastMarkerDropped; //in multi, replace older of two
else {
HUD_init_message("No free marker slots");
return;
}
}
//got a free slot. start inputting marker message
Marker_input[0]=0;
Marker_index=0;
DefiningMarkerMessage=1;
MarkerBeingDefined = i;
}
void MarkerInputMessage (int key)
{
switch( key ) {
case KEY_F8:
case KEY_ESC:
DefiningMarkerMessage = 0;
game_flush_inputs();
break;
case KEY_LEFT:
case KEY_BACKSP:
case KEY_PAD4:
if (Marker_index > 0)
Marker_index--;
Marker_input[Marker_index] = 0;
break;
case KEY_ENTER:
strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
if (Game_mode & GM_MULTI)
strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
DropMarker(MarkerBeingDefined);
LastMarkerDropped = MarkerBeingDefined;
game_flush_inputs();
DefiningMarkerMessage = 0;
break;
default:
if ( key > 0 )
{
int ascii = key_to_ascii(key);
if ((ascii < 255 ))
if (Marker_index < 38 )
{
Marker_input[Marker_index++] = ascii;
Marker_input[Marker_index] = 0;
}
}
break;
}
}