dxx-rebirth/d1x-rebirth/main/automap.c

1165 lines
32 KiB
C

/*
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 "mouse.h"
#include "timer.h"
#include "segpoint.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "palette.h"
#include "wall.h"
#include "hostage.h"
#include "fuelcen.h"
#include "gameseq.h"
#include "gamefont.h"
#ifdef NETWORK
#include "multi.h"
#endif
#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 "rbaudio.h"
#include "window.h"
#include "playsave.h"
#include "args.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
typedef struct Edge_info {
int verts[2]; // 8 bytes
ubyte sides[4]; // 4 bytes
int segnum[4]; // 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.
ubyte color; // 1 bytes
ubyte num_faces; // 1 bytes // 31 bytes...
} Edge_info;
typedef struct automap
{
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;
Edge_info *edges;
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;
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;
control_info controls;
} automap;
#define MAX_EDGES_FROM_VERTS(v) ((v)*4)
#define MAX_EDGES 6000 // Determined by loading all the levels by John & Mike, Feb 9, 1995
#define K_WALL_NORMAL_COLOR BM_XRGB(29, 29, 29 )
#define K_WALL_DOOR_COLOR BM_XRGB(5, 27, 5 )
#define K_WALL_DOOR_BLUE BM_XRGB(0, 0, 31)
#define K_WALL_DOOR_GOLD BM_XRGB(31, 31, 0)
#define K_WALL_DOOR_RED BM_XRGB(31, 0, 0)
#define K_HOSTAGE_COLOR BM_XRGB(0, 31, 0 )
#define K_FONT_COLOR_20 BM_XRGB(20, 20, 20 )
#define K_GREEN_31 BM_XRGB(0, 31, 0)
int Automap_active = 0;
void init_automap_colors(automap *am)
{
am->wall_normal_color = K_WALL_NORMAL_COLOR;
am->wall_door_color = K_WALL_DOOR_COLOR;
am->wall_door_blue = K_WALL_DOOR_BLUE;
am->wall_door_gold = K_WALL_DOOR_GOLD;
am->wall_door_red = K_WALL_DOOR_RED;
am->hostage_color = K_HOSTAGE_COLOR;
am->font_color_20 = K_FONT_COLOR_20;
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);
}
// Segment visited list
ubyte Automap_visited[MAX_SEGMENTS];
// 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
void adjust_segment_limit(automap *am, int SegmentLimit);
void draw_all_edges(automap *am);
void automap_build_edge_list(automap *am);
// extern
void check_and_fix_matrix(vms_matrix *m);
#define MAX_DROP_MULTI 2
#define MAX_DROP_SINGLE 9
extern vms_vector Matrix_scale; //how the matrix is currently scaled
# define automap_draw_line g3_draw_line
void automap_clear_visited()
{
int i;
for (i=0; i<MAX_SEGMENTS; i++ )
Automap_visited[i] = 0;
}
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 name_frame(automap *am)
{
char name_level[128];
if (Current_level_num > 0)
sprintf(name_level, "%s %i: ",TXT_LEVEL, Current_level_num);
else
name_level[0] = 0;
strcat(name_level, Current_level_name);
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(am->green_31,-1);
gr_printf((SWIDTH/64),(SHEIGHT/48),"%s", name_level);
}
void draw_automap(automap *am)
{
int i;
int color;
object * objp;
g3s_point sphere_point;
if ( am->leave_mode==0 && am->controls.automap_state && (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 (!MacHog)
gr_string((SWIDTH/8), (SHEIGHT/16), TXT_AUTOMAP);
else
gr_string(80*(SWIDTH/640.0), 36*(SHEIGHT/480.0), TXT_AUTOMAP);
gr_set_curfont(GAME_FONT);
gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
if (!MacHog)
{
gr_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");
}
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...
#ifdef NETWORK
if (Game_mode & GM_TEAM)
color = get_team(Player_num);
else
#endif
color = Player_num; // Note link to above if!
gr_setcolor(BM_XRGB(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
draw_player(&Objects[Players[Player_num].objnum]);
// Draw player(s)...
#ifdef NETWORK
if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) ) {
for (i=0; 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(BM_XRGB(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(am->hostage_color);
g3_rotate_point(&sphere_point,&objp->pos);
g3_draw_sphere(&sphere_point,objp->size);
break;
case OBJ_POWERUP:
if ( Automap_visited[objp->segnum] ) {
if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) ) {
switch (objp->id) {
case POW_KEY_RED: gr_setcolor(BM_XRGB(63, 5, 5)); break;
case POW_KEY_BLUE: gr_setcolor(BM_XRGB(5, 5, 63)); break;
case POW_KEY_GOLD: gr_setcolor(BM_XRGB(63, 63, 10)); break;
default:
Error("Illegal key type: %i", objp->id);
}
g3_rotate_point(&sphere_point,&objp->pos);
g3_draw_sphere(&sphere_point,objp->size*4);
}
}
break;
}
}
g3_end_frame();
name_frame(am);
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 (GameArg.SysUseNiceFPS && !GameCfg.VSync)
timer_delay(f1_0 / GameArg.SysMaxFPS - (am->t2 - am->t1));
timer_update();
am->t2 = timer_query();
}
if (am->pause_game)
{
FrameTime=am->t2-am->t1;
calc_d_tick();
}
am->t1 = am->t2;
}
extern int set_segment_depths(int start_seg, ubyte *segbuf);
#define MAP_BACKGROUND_FILENAME "MAP.PCX"
int automap_key_command(window *wind, d_event *event, automap *am)
{
int c = event_key_get(event);
switch (c)
{
case KEY_PRINT_SCREEN: {
gr_set_current_canvas(NULL);
save_screen_shot(1);
return 1;
}
case KEY_ESC:
if (am->leave_mode==0)
{
window_close(wind);
return 1;
}
return 1;
case KEY_ALTED+KEY_F: // Alt+F shows full map, if cheats enabled
if (cheats.enabled)
{
cheats.fullautomap = !cheats.fullautomap;
automap_build_edge_list(am);
}
return 1;
#ifndef NDEBUG
case KEY_DEBUGGED+KEY_F: {
int i;
for (i=0; i<=Highest_segment_index; i++ )
Automap_visited[i] = 1;
automap_build_edge_list(am);
am->max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
am->segment_limit = am->max_segments_away;
adjust_segment_limit(am, am->segment_limit);
}
return 1;
#endif
case KEY_F9:
if (am->segment_limit > 1) {
am->segment_limit--;
adjust_segment_limit(am, am->segment_limit);
}
return 1;
case KEY_F10:
if (am->segment_limit < am->max_segments_away) {
am->segment_limit++;
adjust_segment_limit(am, am->segment_limit);
}
return 1;
}
return 0;
}
int automap_process_input(window *wind, d_event *event, automap *am)
{
vms_matrix tempm;
Controls = am->controls;
kconfig_read_controls(event, 1);
am->controls = Controls;
memset(&Controls, 0, sizeof(control_info));
if ( !am->controls.automap_state && (am->leave_mode==1) )
{
window_close(wind);
return 1;
}
if ( am->controls.automap_count > 0)
{
am->controls.automap_count = 0;
if (am->leave_mode==0)
{
window_close(wind);
return 1;
}
}
if (PlayerCfg.AutomapFreeFlight)
{
if ( am->controls.fire_primary_count > 0)
{
// 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.fire_primary_count = 0;
}
if (am->controls.pitch_time || am->controls.heading_time || am->controls.bank_time)
{
vms_angvec tangles;
vms_matrix new_m;
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 );
vm_angles_2_matrix(&tempm, &tangles);
vm_matrix_x_matrix(&new_m,&am->viewMatrix,&tempm);
am->viewMatrix = new_m;
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
if (am->view_position.x > F1_0*32000) am->view_position.x = F1_0*32000;
if (am->view_position.x < -F1_0*32000) am->view_position.x = -F1_0*32000;
if (am->view_position.y > F1_0*32000) am->view_position.y = F1_0*32000;
if (am->view_position.y < -F1_0*32000) am->view_position.y = -F1_0*32000;
if (am->view_position.z > F1_0*32000) am->view_position.z = F1_0*32000;
if (am->view_position.z < -F1_0*32000) am->view_position.z = -F1_0*32000;
}
}
else
{
if ( am->controls.fire_primary_count > 0)
{
// 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.fire_primary_count = 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;
vm_angles_2_matrix(&tempm,&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;
}
vm_angles_2_matrix(&tempm,&am->tangles);
vm_matrix_x_matrix(&am->viewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
if ( am->viewDist < ZOOM_MIN_VALUE ) am->viewDist = ZOOM_MIN_VALUE;
if ( am->viewDist > ZOOM_MAX_VALUE ) am->viewDist = ZOOM_MAX_VALUE;
}
return 0;
}
int automap_handler(window *wind, 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:
automap_process_input(wind, event, am);
break;
case EVENT_KEY_COMMAND:
case EVENT_KEY_RELEASE:
{
int kret = automap_key_command(wind, event, am);
if (!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
d_free(am->edges);
d_free(am->drawingListBright);
d_free(am);
window_set_visible(Game_wind, 1);
Automap_active = 0;
return 0; // continue closing
break;
default:
return 0;
break;
}
return 1;
}
void do_automap( int key_code )
{
int pcx_error;
ubyte pal[256*3];
window *automap_wind = NULL;
automap *am;
MALLOC(am, automap, 1);
if (am)
{
memset(am, 0, sizeof(automap));
automap_wind = window_create(&grd_curscreen->sc_canvas, 0, 0, SWIDTH, SHEIGHT, (int (*)(window *, d_event *, void *)) automap_handler, am);
}
if (automap_wind == NULL)
{
Warning("Out of memory");
return;
}
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;
MALLOC(am->edges, Edge_info, am->max_edges);
MALLOC(am->drawingListBright, int, am->max_edges);
if (!am->edges || !am->drawingListBright)
{
if (am->edges)
d_free(am->edges);
if (am->drawingListBright)
d_free(am->drawingListBright);
Warning("Out of memory");
return;
}
am->zoom = 0x9000;
am->farthest_dist = (F1_0 * 20 * 50); // 50 segments away
am->viewDist = 0;
init_automap_colors(am);
key_code = key_code; // disable warning...
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);
automap_build_edge_list(am);
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
am->max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
am->segment_limit = am->max_segments_away;
adjust_segment_limit(am, am->segment_limit);
// 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 (!MacHog)
gr_init_sub_canvas(&am->automap_view, &grd_curscreen->sc_canvas, (SWIDTH/23), (SHEIGHT/6), (SWIDTH/1.1), (SHEIGHT/1.45));
else
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));
gr_palette_load( gr_palette );
Automap_active = 1;
}
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++ ) {
if ( Automap_visited[e->segnum[e1]] <= SegmentLimit ) {
e->flags &= (~EF_TOO_FAR);
break;
}
}
}
}
void draw_all_edges(automap *am)
{
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<=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
}
cc=rotate_list(2,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;
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
am->drawingListBright[nbright++] = e-am->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 {
am->drawingListBright[nbright++] = e-am->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 = 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
t=am->drawingListBright[j+incr];
am->drawingListBright[j+incr]=am->drawingListBright[j];
am->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 = &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[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(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;
}
void add_one_edge( automap *am, int va, int vb, ubyte color, ubyte side, int segnum, int hidden, int grate, int no_fade ) {
int found;
Edge_info *e;
int tmp;
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 ) {
tmp = va;
va = vb;
vb = tmp;
}
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) > am->highest_edge_index )
am->highest_edge_index = e - am->edges;
am->num_edges++;
} else {
if ( color != am->wall_normal_color )
e->color = color;
if ( e->num_faces < 4 ) {
e->sides[e->num_faces] = side;
e->segnum[e->num_faces] = segnum;
e->num_faces++;
}
}
if ( grate )
e->flags |= EF_GRATE;
if ( hidden )
e->flags|=EF_SECRET; // Mark this as a hidden edge
if ( no_fade )
e->flags |= EF_NO_FADE;
}
void add_one_unknown_edge( automap *am, int va, int vb )
{
int found;
Edge_info *e;
int tmp;
if ( va > vb ) {
tmp = va;
va = vb;
vb = tmp;
}
found = automap_find_edge(am,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(automap *am, segment *seg)
{
int is_grate, no_fade;
ubyte color;
int sn;
int segnum = seg-Segments;
int hidden_flag;
for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
int vertex_list[4];
hidden_flag = 0;
is_grate = 0;
no_fade = 0;
color = 255;
if (seg->children[sn] == -1) {
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 > -1) {
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)) {
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 = am->wall_door_color;
else {
switch (Walls[Segments[connected_seg].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: Error("Inconsistent data. Supposed to be a colored wall, but not blue, gold or red.\n");
}
}
}
} else {
color = am->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 = 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 they have a map powerup, draw unvisited areas in dark blue.
if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))
color = BM_XRGB( 0, 0, 25 );
get_side_verts(vertex_list,segnum,sn);
add_one_edge( 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.
void add_unknown_segment_edges(automap *am, segment *seg)
{
int sn;
int segnum = seg-Segments;
for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
int 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( 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 i,e1,e2,s;
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 (cheats.fullautomap || (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(am, &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(am, &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(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]) ) {
#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;
}
}
}