dxx-rebirth/similar/main/automap.cpp
2015-04-26 20:15:56 +00:00

1482 lines
41 KiB
C++

/*
* Portions of this file are copyright Rebirth contributors and licensed as
* described in COPYING.txt.
* Portions of this file are copyright Parallax Software and licensed
* according to the Parallax license below.
* See COPYING.txt for license details.
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
/*
*
* Routines for displaying the auto-map.
*
*/
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#ifdef OGL
#include "ogl_init.h"
#endif
#include "dxxerror.h"
#include "3d.h"
#include "inferno.h"
#include "u_mem.h"
#include "render.h"
#include "object.h"
#include "vclip.h"
#include "game.h"
#include "polyobj.h"
#include "sounds.h"
#include "player.h"
#include "bm.h"
#include "key.h"
#include "newmenu.h"
#include "menu.h"
#include "screens.h"
#include "textures.h"
#include "hudmsg.h"
#include "mouse.h"
#include "timer.h"
#include "segpoint.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "palette.h"
#include "wall.h"
#include "hostage.h"
#include "fuelcen.h"
#include "physfsx.h"
#include "gameseq.h"
#include "gamefont.h"
#include "gameseg.h"
#include "common/3d/globvars.h"
#include "multi.h"
#include "kconfig.h"
#include "endlevel.h"
#include "text.h"
#include "gauges.h"
#include "powerup.h"
#include "switch.h"
#include "automap.h"
#include "cntrlcen.h"
#include "timer.h"
#include "config.h"
#include "playsave.h"
#include "rbaudio.h"
#include "window.h"
#include "playsave.h"
#include "args.h"
#include "physics.h"
#include "compiler-make_unique.h"
#include "compiler-range_for.h"
#include "highest_valid.h"
#define LEAVE_TIME 0x4000
#define EF_USED 1 // This edge is used
#define EF_DEFINING 2 // A structure defining edge that should always draw.
#define EF_FRONTIER 4 // An edge between the known and the unknown.
#define EF_SECRET 8 // An edge that is part of a secret wall.
#define EF_GRATE 16 // A grate... draw it all the time.
#define EF_NO_FADE 32 // An edge that doesn't fade with distance
#define EF_TOO_FAR 64 // An edge that is too far away
struct Edge_info
{
array<int, 2> verts; // 8 bytes
array<uint8_t, 4> sides; // 4 bytes
array<segnum_t, 4> segnum; // 16 bytes // This might not need to be stored... If you can access the normals of a side.
ubyte flags; // 1 bytes // See the EF_??? defines above.
color_t color; // 1 bytes
ubyte num_faces; // 1 bytes // 31 bytes...
};
struct automap : ignore_window_pointer_t
{
fix64 entry_time;
fix64 t1, t2;
int leave_mode;
int pause_game;
vms_angvec tangles;
ushort old_wiggle; // keep 4 byte aligned
int max_segments_away;
int segment_limit;
// Edge list variables
int num_edges;
int max_edges; //set each frame
int highest_edge_index;
std::unique_ptr<Edge_info[]> edges;
std::unique_ptr<int[]> drawingListBright;
// Screen canvas variables
grs_canvas automap_view;
grs_bitmap automap_background;
// Rendering variables
fix zoom;
vms_vector view_target;
vms_vector view_position;
fix farthest_dist;
vms_matrix viewMatrix;
fix viewDist;
color_t wall_normal_color;
color_t wall_door_color;
color_t wall_door_blue;
color_t wall_door_gold;
color_t wall_door_red;
#if defined(DXX_BUILD_DESCENT_II)
color_t wall_revealed_color;
#endif
color_t hostage_color;
color_t green_31;
color_t white_63;
color_t blue_48;
color_t red_48;
control_info controls;
segment_depth_array_t depth_array;
};
#define MAX_EDGES_FROM_VERTS(v) ((v)*4)
#define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
#define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
#define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
#define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
#define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
#define K_WALL_REVEALED_COLOR BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
#define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 )
#define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
#define K_GREEN_31 BM_XRGB(0, 31, 0)
int Automap_active = 0;
static int Automap_debug_show_all_segments;
static void init_automap_colors(automap *am)
{
am->wall_normal_color = K_WALL_NORMAL_COLOR;
am->wall_door_color = K_WALL_DOOR_COLOR;
am->wall_door_blue = K_WALL_DOOR_BLUE;
am->wall_door_gold = K_WALL_DOOR_GOLD;
am->wall_door_red = K_WALL_DOOR_RED;
#if defined(DXX_BUILD_DESCENT_II)
am->wall_revealed_color = K_WALL_REVEALED_COLOR;
#endif
am->hostage_color = K_HOSTAGE_COLOR;
am->green_31 = K_GREEN_31;
am->white_63 = gr_find_closest_color_current(63,63,63);
am->blue_48 = gr_find_closest_color_current(0,0,48);
am->red_48 = gr_find_closest_color_current(48,0,0);
}
array<ubyte, MAX_SEGMENTS> Automap_visited; // Segment visited list
// 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)
// Function Prototypes
static void adjust_segment_limit(automap *am, int SegmentLimit);
static void draw_all_edges(automap *am);
static void automap_build_edge_list(automap *am, int add_all_edges);
#define MAX_DROP_MULTI 2
#define MAX_DROP_SINGLE 9
#if defined(DXX_BUILD_DESCENT_II)
#include "compiler-integer_sequence.h"
int HighlightMarker=-1;
marker_message_text_t Marker_input;
marker_messages_array_t MarkerMessage;
float MarkerScale=2.0;
template <std::size_t... N>
static inline constexpr array<objnum_t, sizeof...(N)> init_MarkerObject(index_sequence<N...>)
{
return {{((void)N, object_none)...}};
}
array<objnum_t, NUM_MARKERS> MarkerObject = init_MarkerObject(make_tree_index_sequence<NUM_MARKERS>());
#endif
# define automap_draw_line g3_draw_line
// -------------------------------------------------------------
#if defined(DXX_BUILD_DESCENT_I)
static inline void DrawMarkers (automap *am)
{
(void)am;
}
static inline void ClearMarkers()
{
}
#elif defined(DXX_BUILD_DESCENT_II)
static void DrawMarkerNumber (automap *am, int num)
{
int i;
g3s_point FromPoint,ToPoint;
static const float sArrayX[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}
};
static const float sArrayY[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}
};
static const int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
float ArrayX[10], ArrayY[10];
for (i=0;i<NumOfPoints[num];i++)
{
ArrayX[i] = sArrayX[num][i] * MarkerScale;
ArrayY[i] = sArrayY[num][i] * MarkerScale;
}
if (num==HighlightMarker)
gr_setcolor (am->white_63);
else
gr_setcolor (am->blue_48);
const auto BasePoint = g3_rotate_point(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[i])),Matrix_scale.x);
FromPoint.p3_y+=fixmul ((fl2f (ArrayY[i])),Matrix_scale.y);
g3_code_point(FromPoint);
g3_project_point(FromPoint);
ToPoint.p3_x+=fixmul ((fl2f (ArrayX[i+1])),Matrix_scale.x);
ToPoint.p3_y+=fixmul ((fl2f (ArrayY[i+1])),Matrix_scale.y);
g3_code_point(ToPoint);
g3_project_point(ToPoint);
automap_draw_line(FromPoint, ToPoint);
}
}
static void DropMarker (int player_marker_num)
{
int marker_num = (Player_num*2)+player_marker_num;
object *playerp = &Objects[Players[Player_num].objnum];
if (MarkerObject[marker_num] != object_none)
obj_delete(MarkerObject[marker_num]);
MarkerObject[marker_num] = drop_marker_object(playerp->pos,playerp->segnum,playerp->orient,marker_num);
if (Game_mode & GM_MULTI)
multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
}
void DropBuddyMarker(const vobjptr_t 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?
static_assert(MAX_DROP_SINGLE + 1 <= NUM_MARKERS - 1, "not enough markers");
marker_num = MAX_DROP_SINGLE+1;
if (marker_num > NUM_MARKERS-1)
marker_num = NUM_MARKERS-1;
snprintf(&MarkerMessage[marker_num][0], MarkerMessage[marker_num].size(), "RIP: %s", static_cast<const char *>(PlayerCfg.GuidebotName));
if (MarkerObject[marker_num] != object_none)
obj_delete(MarkerObject[marker_num]);
MarkerObject[marker_num] = drop_marker_object(objp->pos, objp->segnum, objp->orient, marker_num);
}
#define MARKER_SPHERE_SIZE 0x58000
static void DrawMarkers (automap *am)
{
int i,maxdrop;
static int cyc=10,cycdir=1;
if (Game_mode & GM_MULTI)
maxdrop=2;
else
maxdrop=9;
for (i=0;i<maxdrop;i++)
if (MarkerObject[(Player_num*2)+i] != object_none) {
auto sphere_point = g3_rotate_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 (am, i);
}
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()
{
int i;
for (i=0;i<NUM_MARKERS;i++) {
MarkerMessage[i][0]=0;
MarkerObject[i]=object_none;
}
}
#endif
void automap_clear_visited()
{
Automap_visited.fill(0);
#ifndef NDEBUG
Automap_debug_show_all_segments = 0;
#endif
ClearMarkers();
}
static void draw_player(const vcobjptr_t obj)
{
// Draw Console player -- shaped like a ellipse with an arrow.
auto sphere_point = g3_rotate_point(obj->pos);
g3_draw_sphere(sphere_point,obj->size);
// Draw shaft of arrow
const auto arrow_pos = vm_vec_scale_add(obj->pos, obj->orient.fvec, obj->size*3 );
auto arrow_point = g3_rotate_point(arrow_pos);
automap_draw_line(sphere_point, arrow_point);
// Draw right head of arrow
const auto head_pos = vm_vec_scale_add(obj->pos, obj->orient.fvec, obj->size*2 );
{
auto rhead_pos = vm_vec_scale_add( head_pos, obj->orient.rvec, obj->size*1 );
auto head_point = g3_rotate_point(rhead_pos);
automap_draw_line(arrow_point, head_point);
}
// Draw left head of arrow
{
auto lhead_pos = vm_vec_scale_add( head_pos, obj->orient.rvec, obj->size*(-1) );
auto head_point = g3_rotate_point(lhead_pos);
automap_draw_line(arrow_point, head_point);
}
// Draw player's up vector
{
const auto arrow_pos = vm_vec_scale_add(obj->pos, obj->orient.uvec, obj->size*2 );
auto arrow_point = g3_rotate_point(arrow_pos);
automap_draw_line(sphere_point, arrow_point);
}
}
#if defined(DXX_BUILD_DESCENT_II)
//name for each group. maybe move somewhere else
static const char system_name[][17] = {
"Zeta Aquilae",
"Quartzon System",
"Brimspark System",
"Limefrost Spiral",
"Baloris Prime",
"Omega System"};
#endif
static void name_frame(automap *am)
{
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(am->green_31,-1);
char name_level_left[128];
#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((SWIDTH/64),(SHEIGHT/48),name_level);
#elif defined(DXX_BUILD_DESCENT_II)
char name_level_right[128];
int wr,h,aw;
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);
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_string((SWIDTH/64),(SHEIGHT/48),name_level_left);
gr_get_string_size(name_level_right,&wr,&h,&aw);
gr_string(grd_curcanv->cv_bitmap.bm_w-wr-(SWIDTH/64),(SHEIGHT/48),name_level_right);
#endif
}
static void draw_automap(automap *am)
{
int i;
if ( am->leave_mode==0 && am->controls.state.automap && (timer_query()-am->entry_time)>LEAVE_TIME)
am->leave_mode = 1;
gr_set_current_canvas(NULL);
show_fullscr(am->automap_background);
gr_set_curfont(HUGE_FONT);
gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
#if defined(DXX_BUILD_DESCENT_I)
if (MacHog)
gr_string(80*(SWIDTH/640.0), 36*(SHEIGHT/480.0), TXT_AUTOMAP);
else
#endif
gr_string((SWIDTH/8), (SHEIGHT/16), TXT_AUTOMAP);
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
#if defined(DXX_BUILD_DESCENT_I)
if (!MacHog)
{
gr_string((SWIDTH/4.923), (SHEIGHT/1.126), TXT_TURN_SHIP);
gr_string((SWIDTH/4.923), (SHEIGHT/1.083), TXT_SLIDE_UPDOWN);
gr_string((SWIDTH/4.923), (SHEIGHT/1.043), "F9/F10 Changes viewing distance");
}
else
{
// for the Mac automap they're shown up the top, hence the different layout
gr_string(265*(SWIDTH/640.0), 27*(SHEIGHT/480.0), TXT_TURN_SHIP);
gr_string(265*(SWIDTH/640.0), 44*(SHEIGHT/480.0), TXT_SLIDE_UPDOWN);
gr_string(265*(SWIDTH/640.0), 61*(SHEIGHT/480.0), "F9/F10 Changes viewing distance");
}
#elif defined(DXX_BUILD_DESCENT_II)
gr_string((SWIDTH/10.666), (SHEIGHT/1.126), TXT_TURN_SHIP);
gr_string((SWIDTH/10.666), (SHEIGHT/1.083), "F9/F10 Changes viewing distance");
gr_string((SWIDTH/10.666), (SHEIGHT/1.043), TXT_AUTOMAP_MARKER);
#endif
gr_set_current_canvas(&am->automap_view);
gr_clear_canvas(BM_XRGB(0,0,0));
g3_start_frame();
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 color = get_player_or_team_color(Player_num);
gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
draw_player(vcobjptr(Players[Player_num].objnum));
DrawMarkers(am);
// Draw player(s)...
if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flag.show_on_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_flag.show_on_map)) ) {
if ( Objects[Players[i].objnum].type == OBJ_PLAYER ) {
const auto color = get_player_or_team_color(i);
gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
draw_player(vcobjptr(Players[i].objnum));
}
}
}
}
range_for (const auto i, highest_valid(Objects))
{
auto objp = vobjptridx(i);
switch( objp->type ) {
case OBJ_HOSTAGE:
gr_setcolor(am->hostage_color);
{
auto sphere_point = g3_rotate_point(objp->pos);
g3_draw_sphere(sphere_point,objp->size);
}
break;
case OBJ_POWERUP:
if (Automap_visited[objp->segnum] || Automap_debug_show_all_segments)
{
ubyte id = get_powerup_id(objp);
if (id==POW_KEY_RED)
gr_setcolor(BM_XRGB(63, 5, 5));
else if (id==POW_KEY_BLUE)
gr_setcolor(BM_XRGB(5, 5, 63));
else if (id==POW_KEY_GOLD)
gr_setcolor(BM_XRGB(63, 63, 10));
else
break;
{
auto sphere_point = g3_rotate_point(objp->pos);
g3_draw_sphere(sphere_point,objp->size*4);
}
}
break;
}
}
g3_end_frame();
name_frame(am);
#if defined(DXX_BUILD_DESCENT_II)
if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
{
gr_printf((SWIDTH/64),(SHEIGHT/18), "Marker %d: %s",HighlightMarker+1,&MarkerMessage[(Player_num*2)+HighlightMarker][0]);
}
#endif
if (PlayerCfg.MouseFlightSim && PlayerCfg.MouseFSIndicator)
show_mousefs_indicator(am->controls.raw_mouse_axis[0], am->controls.raw_mouse_axis[1], am->controls.raw_mouse_axis[2], GWIDTH-(GHEIGHT/8), GHEIGHT-(GHEIGHT/8), GHEIGHT/5);
am->t2 = timer_query();
while (am->t2 - am->t1 < F1_0 / (GameCfg.VSync?MAXIMUM_FPS:GameArg.SysMaxFPS)) // 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 (!GameArg.SysNoNiceFPS && !GameCfg.VSync)
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(automap *am)
{
int compute_depth_all_segments = (cheats.fullautomap || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL));
if (Automap_debug_show_all_segments)
compute_depth_all_segments = 1;
automap_build_edge_list(am, compute_depth_all_segments);
am->max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, compute_depth_all_segments ? NULL : &Automap_visited, am->depth_array);
am->segment_limit = am->max_segments_away;
adjust_segment_limit(am, am->segment_limit);
}
static window_event_result automap_key_command(window *, const d_event &event, automap *am)
{
int c = event_key_get(event);
#if defined(DXX_BUILD_DESCENT_II)
int marker_num;
char maxdrop;
#endif
switch (c)
{
case KEY_PRINT_SCREEN: {
gr_set_current_canvas(NULL);
save_screen_shot(1);
return window_event_result::handled;
}
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
recompute_automap_segment_visibility(am);
}
return window_event_result::handled;
#endif
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_F: {
Automap_debug_show_all_segments = !Automap_debug_show_all_segments;
recompute_automap_segment_visibility(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:
if (Game_mode & GM_MULTI)
maxdrop=2;
else
maxdrop=9;
marker_num = c-KEY_1;
if (marker_num<=maxdrop)
{
if (MarkerObject[marker_num] != object_none)
HighlightMarker=marker_num;
}
return window_event_result::handled;
case KEY_D+KEY_CTRLED:
if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != object_none) {
gr_set_current_canvas(NULL);
if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
obj_delete(MarkerObject[HighlightMarker]);
MarkerObject[HighlightMarker]=object_none;
MarkerMessage[HighlightMarker][0]=0;
HighlightMarker = -1;
}
set_screen_mode(SCREEN_GAME);
}
return window_event_result::handled;
#ifndef RELEASE
case KEY_F11: //KEY_COMMA:
if (MarkerScale>.5)
MarkerScale-=.5;
return window_event_result::handled;
case KEY_F12: //KEY_PERIOD:
if (MarkerScale<30.0)
MarkerScale+=.5;
return window_event_result::handled;
#endif
#endif
}
return window_event_result::ignored;
}
static window_event_result automap_process_input(window *, const d_event &event, automap *am)
{
Controls = am->controls;
kconfig_read_controls(event, 1);
am->controls = Controls;
Controls = {};
if ( !am->controls.state.automap && (am->leave_mode==1) )
{
return window_event_result::close;
}
if ( am->controls.state.automap)
{
am->controls.state.automap = 0;
if (am->leave_mode==0)
{
return window_event_result::close;
}
}
if (PlayerCfg.AutomapFreeFlight)
{
if ( am->controls.state.fire_primary)
{
// Reset orientation
am->viewMatrix = Objects[Players[Player_num].objnum].orient;
vm_vec_scale_add(am->view_position, Objects[Players[Player_num].objnum].pos, am->viewMatrix.fvec, -ZOOM_DEFAULT );
am->controls.state.fire_primary = 0;
}
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 = Objects[Players[Player_num].objnum].pos;
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,Objects[Players[Player_num].objnum].orient,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, Objects[Players[Player_num].objnum].pos) > i2f(1000) )
am->view_target = old_vt;
}
const auto &&tempm = vm_angles_2_matrix(am->tangles);
vm_matrix_x_matrix(am->viewMatrix,Objects[Players[Player_num].objnum].orient,tempm);
clamp_fix_lh(am->viewDist, ZOOM_MIN_VALUE, ZOOM_MAX_VALUE);
}
return window_event_result::ignored;
}
static window_event_result automap_handler(window *wind,const d_event &event, automap *am)
{
switch (event.type)
{
case EVENT_WINDOW_ACTIVATED:
game_flush_inputs();
event_toggle_focus(1);
key_toggle_repeat(0);
break;
case EVENT_WINDOW_DEACTIVATED:
event_toggle_focus(0);
key_toggle_repeat(1);
break;
case EVENT_IDLE:
case EVENT_JOYSTICK_BUTTON_UP:
case EVENT_JOYSTICK_BUTTON_DOWN:
case EVENT_JOYSTICK_MOVED:
case EVENT_MOUSE_BUTTON_UP:
case EVENT_MOUSE_BUTTON_DOWN:
case EVENT_MOUSE_MOVED:
case EVENT_KEY_RELEASE:
return automap_process_input(wind, event, am);
case EVENT_KEY_COMMAND:
{
window_event_result kret = automap_key_command(wind, event, am);
if (kret == window_event_result::ignored)
kret = automap_process_input(wind, event, am);
return kret;
}
case EVENT_WINDOW_DRAW:
draw_automap(am);
break;
case EVENT_WINDOW_CLOSE:
if (!am->pause_game)
ConsoleObject->mtype.phys_info.flags |= am->old_wiggle; // Restore wiggle
event_toggle_focus(0);
key_toggle_repeat(1);
#ifdef OGL
gr_free_bitmap_data(am->automap_background);
#endif
std::default_delete<automap>()(am);
window_set_visible(Game_wind, 1);
Automap_active = 0;
multi_send_msgsend_state(msgsend_none);
return window_event_result::ignored; // continue closing
break;
default:
return window_event_result::ignored;
break;
}
return window_event_result::handled;
}
void do_automap()
{
int pcx_error;
palette_array_t pal;
automap *am = new automap{};
window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, automap_handler, am);
am->leave_mode = 0;
am->pause_game = 1; // Set to 1 if everything is paused during automap...No pause during net.
am->max_segments_away = 0;
am->segment_limit = 1;
am->num_edges = 0;
am->highest_edge_index = -1;
am->max_edges = Num_segments*12;
am->edges = make_unique<Edge_info[]>(am->max_edges);
am->drawingListBright = make_unique<int[]>(am->max_edges);
am->zoom = 0x9000;
am->farthest_dist = (F1_0 * 20 * 50); // 50 segments away
am->viewDist = 0;
init_automap_colors(am);
if ((Game_mode & GM_MULTI) && (!Endlevel_sequence))
am->pause_game = 0;
if (am->pause_game) {
window_set_visible(Game_wind, 0);
}
if (!am->pause_game) {
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_current_canvas(NULL);
if ( am->viewDist==0 )
am->viewDist = ZOOM_DEFAULT;
am->viewMatrix = Objects[Players[Player_num].objnum].orient;
am->tangles.p = PITCH_DEFAULT;
am->tangles.h = 0;
am->tangles.b = 0;
am->view_target = Objects[Players[Player_num].objnum].pos;
if (PlayerCfg.AutomapFreeFlight)
vm_vec_scale_add(am->view_position, Objects[Players[Player_num].objnum].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(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
gr_init_bitmap_data(am->automap_background);
pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, am->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(am->automap_background, pal, -1, -1);
#if defined(DXX_BUILD_DESCENT_I)
if (MacHog)
gr_init_sub_canvas(am->automap_view, grd_curscreen->sc_canvas, 38*(SWIDTH/640.0), 77*(SHEIGHT/480.0), 564*(SWIDTH/640.0), 381*(SHEIGHT/480.0));
else
#endif
gr_init_sub_canvas(am->automap_view, grd_curscreen->sc_canvas, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45));
gr_palette_load( gr_palette );
Automap_active = 1;
multi_send_msgsend_state(msgsend_automap);
}
void adjust_segment_limit(automap *am, int SegmentLimit)
{
int i,e1;
Edge_info * e;
for (i=0; i<=am->highest_edge_index; i++ ) {
e = &am->edges[i];
e->flags |= EF_TOO_FAR;
for (e1=0; e1<e->num_faces; e1++ ) {
ubyte depthlimit = am->depth_array[e->segnum[e1]];
if ( depthlimit <= SegmentLimit ) {
e->flags &= (~EF_TOO_FAR);
break;
}
}
}
}
void draw_all_edges(automap *am)
{
int i,j,nbright;
ubyte nfacing,nnfacing;
Edge_info *e;
fix distance;
fix min_distance = 0x7fffffff;
g3s_point *p1, *p2;
nbright=0;
for (i=0; i<=am->highest_edge_index; i++ ) {
//e = &am->edges[Edge_used_list[i]];
e = &am->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==am->wall_normal_color))
continue; // If a line isn't secret and is normal color, then don't draw it
}
g3s_codes cc=rotate_list(e->verts);
distance = Segment_points[e->verts[1]].p3_z;
if (min_distance>distance )
min_distance = distance;
if (!cc.uand) { //all off screen?
nfacing = nnfacing = 0;
auto &tv1 = Vertices[e->verts[0]];
j = 0;
while( j<e->num_faces && (nfacing==0 || nnfacing==0) ) {
if (!g3_check_normal_facing( tv1, Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
nfacing++;
else
nnfacing++;
j++;
}
if ( nfacing && nnfacing ) {
// a contour line
am->drawingListBright[nbright++] = e-am->edges.get();
} 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[8][e->color] );
g3_draw_line( Segment_points[e->verts[0]], Segment_points[e->verts[1]] );
} else {
am->drawingListBright[nbright++] = e-am->edges.get();
}
}
}
}
if ( min_distance < 0 ) min_distance = 0;
// Sort the bright ones using a shell sort
{
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 = am->edges[am->drawingListBright[j]].verts[0];
v2 = am->edges[am->drawingListBright[j+incr]].verts[0];
if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
// If not in correct order, them swap 'em
std::swap(am->drawingListBright[j+incr], am->drawingListBright[j]);
j -= incr;
}
else
break;
}
}
incr = incr / 2;
}
}
// Draw the bright ones
for (i=0; i<nbright; i++ ) {
int color;
fix dist;
e = &am->edges[am->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 >= am->farthest_dist ) continue;
if ( e->flags & EF_NO_FADE ) {
gr_setcolor( e->color );
} else {
dist = F1_0 - fixdiv( dist, am->farthest_dist );
color = f2i( dist*31 );
gr_setcolor( gr_fade_table[color][e->color] );
}
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(automap *am, int v0,int v1,Edge_info *&edge_ptr)
{
long vv, evv;
int hash, oldhash;
int ret, ev0, ev1;
vv = (v1<<16) + v0;
oldhash = hash = ((v0*5+v1) % am->max_edges);
ret = -1;
while (ret==-1) {
ev0 = am->edges[hash].verts[0];
ev1 = am->edges[hash].verts[1];
evv = (ev1<<16)+ev0;
if (am->edges[hash].num_faces == 0 ) ret=0;
else if (evv == vv) ret=1;
else {
if (++hash==am->max_edges) hash=0;
if (hash==oldhash) Error("Edge list full!");
}
}
edge_ptr = &am->edges[hash];
if (ret == 0)
return -1;
else
return hash;
}
static void add_one_edge( automap *am, int va, int vb, ubyte color, ubyte side, segnum_t segnum, int hidden, int grate, int no_fade ) {
int found;
Edge_info *e;
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);
}
found = automap_find_edge(am,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[am->num_edges] = e-am->edges;
if ( (e-am->edges.get()) > am->highest_edge_index )
am->highest_edge_index = e - am->edges.get();
am->num_edges++;
} 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++;
}
}
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;
}
static void add_one_unknown_edge( automap *am, int va, int vb )
{
int found;
Edge_info *e;
if ( va > vb ) {
std::swap(va, vb);
}
found = automap_find_edge(am,va,vb,e);
if (found != -1)
e->flags|=EF_FRONTIER; // Mark as a border edge
}
static void add_segment_edges(automap *am, const vcsegptridx_t seg)
{
int is_grate, no_fade;
ubyte color;
int sn;
const auto &segnum = seg;
int hidden_flag;
for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
hidden_flag = 0;
is_grate = 0;
no_fade = 0;
color = 255;
if (seg->children[sn] == segment_none) {
color = am->wall_normal_color;
}
switch( seg->special ) {
case SEGMENT_IS_FUELCEN:
color = BM_XRGB( 29, 27, 13 );
break;
case SEGMENT_IS_CONTROLCEN:
if (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 != wall_none) {
#if defined(DXX_BUILD_DESCENT_II)
auto trigger_num = Walls[seg->sides[sn].wall_num].trigger;
if (trigger_num != trigger_none && Triggers[trigger_num].type == TT_SECRET_EXIT)
{
color = BM_XRGB( 29, 0, 31 );
no_fade=1;
goto Here;
}
#endif
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 = am->wall_door_blue;
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
no_fade = 1;
color = am->wall_door_gold;
} else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
no_fade = 1;
color = am->wall_door_red;
} else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
auto connected_seg = seg->children[sn];
if (connected_seg != segment_none) {
const auto &vcseg = vcsegptr(connected_seg);
const auto &connected_side = find_connect_side(seg, vcseg);
switch (Walls[vcseg->sides[connected_side].wall_num].keys)
{
case KEY_BLUE: color = am->wall_door_blue; no_fade = 1; break;
case KEY_GOLD: color = am->wall_door_gold; no_fade = 1; break;
case KEY_RED: color = am->wall_door_red; no_fade = 1; break;
default:
color = am->wall_door_color;
break;
}
}
} else {
color = am->wall_normal_color;
hidden_flag = 1;
}
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 (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
is_grate = 1;
else
hidden_flag = 1;
color = am->wall_normal_color;
break;
case WALL_BLASTABLE:
// Hostage doors
color = am->wall_door_color;
break;
}
}
if (segnum==Player_init[Player_num].segnum)
color = BM_XRGB(31,0,31);
if ( color != 255 ) {
#if defined(DXX_BUILD_DESCENT_II)
// If they have a map powerup, draw unvisited areas in dark blue.
// NOTE: D1 originally had this part of code but w/o cheat-check. It's only supposed to draw blue with powerup that does not exist in D1. So make this D2-only
if (!Automap_debug_show_all_segments)
if ((cheats.fullautomap || Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) && (!Automap_visited[segnum]))
color = am->wall_revealed_color;
Here:
#endif
const auto vertex_list = get_side_verts(segnum,sn);
add_one_edge( am, vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
add_one_edge( am, vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
add_one_edge( am, vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
add_one_edge( am, vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
if ( is_grate ) {
add_one_edge( am, vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
add_one_edge( am, 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.
static void add_unknown_segment_edges(automap *am, const vcsegptridx_t seg)
{
int sn;
const auto &segnum = seg;
for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
// Only add edges that have no children
if (seg->children[sn] == segment_none) {
const auto vertex_list = get_side_verts(segnum,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)
{
int i,e1,e2;
Edge_info * e;
// clear edge list
for (i=0; i<am->max_edges; i++) {
am->edges[i].num_faces = 0;
am->edges[i].flags = 0;
}
am->num_edges = 0;
am->highest_edge_index = -1;
if (add_all_edges) {
// Cheating, add all edges as visited
range_for (const auto s, highest_valid(Segments))
#ifdef EDITOR
if (Segments[s].segnum != segment_none)
#endif
{
add_segment_edges(am, &Segments[s]);
}
} else {
// Not cheating, add visited edges, and then unvisited edges
range_for (const auto s, highest_valid(Segments))
#ifdef EDITOR
if (Segments[s].segnum != segment_none)
#endif
if (Automap_visited[s]) {
add_segment_edges(am, &Segments[s]);
}
range_for (const auto s, highest_valid(Segments))
#ifdef EDITOR
if (Segments[s].segnum != segment_none)
#endif
if (!Automap_visited[s]) {
add_unknown_segment_edges(am, &Segments[s]);
}
}
// Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
for (i=0; i<=am->highest_edge_index; i++ ) {
e = &am->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]) ) {
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)) ) {
e->flags &= (~EF_DEFINING);
break;
}
}
}
if (!(e->flags & EF_DEFINING))
break;
}
}
}
#if defined(DXX_BUILD_DESCENT_II)
static unsigned Marker_index;
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] == object_none) //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_literal(HM_DEFAULT, "No free marker slots");
return;
}
}
//got a free slot. start inputting marker message
Marker_input[0]=0;
Marker_index=0;
DefiningMarkerMessage=1;
MarkerBeingDefined = i;
key_toggle_repeat(1);
}
window_event_result MarkerInputMessage(int key)
{
switch( key )
{
case KEY_F8:
case KEY_ESC:
DefiningMarkerMessage = 0;
key_toggle_repeat(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:
MarkerMessage[(Player_num*2)+MarkerBeingDefined] = Marker_input;
DropMarker(MarkerBeingDefined);
LastMarkerDropped = MarkerBeingDefined;
key_toggle_repeat(0);
game_flush_inputs();
DefiningMarkerMessage = 0;
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