
 v220-22 automap functions (several changes have been implemented).

 Description of automap functions and colours (formatted for notepad)

 The automap can be toggled on/off using the TAB key.

 Functions can be accessed in the console by entering reveal <num> where <num>
 is the function needed (in the range 0 to 7).

 All options are typed out to the console if entering reveal with no number
 (or an invalid number).

 Automap options can be shown if hitting the h key whilst the automap is being
 displayed.

 Options that can be toggled are shown in grey if in the off state.

 FUNCTIONS
 =========

 [0] Normal - lines seen by the player are drawn. Any others are not displayed,
     with the exception of lines flagged shown in automap.
     Lines marked invisible or lines in sectors that can never be accessed are
     not drawn.

 [1] Cheat  - as [0] but lines as yet unseen by the player are drawn grey.

 [2] Cheat  - as [1] but some Things are also drawn. Those drawn are limited to
     enemies and pickups. The drawing of dead enemies can be suppressed. Lines
     bounding sectors that can never be accessed by the player are drawn grey.
     Things that count towards the Items cheat are cyclically faded. Lines in
     areas that the player cannot access are drawn grey. These are not drawn
     at all in [0] or [1].

 These first three types can be cycled by using the standard Doom cheat iddt.

 NOTE: if picking up the automap then irrespective of the current cheat setting
       it will default to [1]. If using the iddt cheat then, if the current
       setting is [3] or higher, see below, it will reset to [0].

 Additional cheat to aid a player losing the will to live;

 [3] Same as 1) but occluded floors will additionally be drawn (if enabled
     using F1). Secret sectors as yet unvisited are displayed as cyclically
     fading lines (colour cyan). Keys are drawn graphically. Locked door
     lines needing a single key are drawn using the key colour required and
     cyclically faded. The J key can be used to go from key to key such that
     each in turn is centered in the automap. Follow mode is automatically
     turned off so to go back to the player press the f key.

===========================================================================

 Further cheat functions to aid with map development;

 [4] Show all lines in their 'seen' colours whether unseen or not.

 [5] as 4) but also show all Things.

 [6] Only show 1's lines. Useful to check that all 1's lines loops are closed.
     This is best used with follow mode off.
     (Errors with unclosed 1's loops will cause trouble with nodes builds.)

 [7] All subsector boundaries are shown.
     Any subsec with only one line are drawn pale (dirty?) yellow.
     Segs with the same front and back sector are drawn pale red.
     1's segs are drawn white.
     All remaining lines are drawn grey.

     With this function the centre point of the screen is marked with a
     white cross if followmode is turned off. The player arrow will change
     from white to magenta.

     A sector can be marked out by pressing ENTER num ENTER. All lines
     belonging to the sector will be drawn CYAN. Follow mode is turned off and
     the screen will be centered on the first subsector found for the sector.

     The subsector under the cross (or player if follow mode is on) is also
     displayed in the top left hand window as well as the help list.

     The player can be moved to the cross by pressing J.

     This option [7] is not for general use so please do not send questions
     asking about it.

     NOTES:

     1)    reveal 7 will have no effect unless the window size used is at
           least 720 pixels high.

     2)    Sector numbers may be changed from those shown in a map editor.
           This is because the nodes builder removes (prunes) unnecessary
           sectors.

     3)    Following a jump the player will be in noclip mode. To revert
           just ensure the player is free from walls and then drop the
           console using the  key (above the TAB key) and then enter
           noclip.

 General points:

 a)  Panning can be slowed by holding down the shift key.
 b)  The line thickness drawn can be changed using the L key. Can be useful
     where using a high definition monitor and/or where wanting to be able
     to differentaite between map lines and the grid. Things' lines remain
     unaffected.


 LINE COLOURS
 ============

 With function [0] (normal);

 1) 1's lines : RED.
 2) Secret lines : RED until secret sector entered then : CYAN.
 3) Any line bounded by a secret sector when entered : CYAN.
 4) If the floorheights and ceilingheights differ: LIGHT YELLOW
 5) If just the floorheights differ : PALE RED
 6) If just the ceiling heights differ : BROWN
 7) If all heights are the same : not drawn.
 8) If line flagged shown in automap, even if all heights are the same : RED

 With functions [1 and 2];

 9) Unseen (but not hidden) lines : GREY

 function [3] all lines drawn as if seen. Only lines for sectors that can never
 be accessed are drawn GREY.

 With function [4+] (NOTE: function [6] draws 1's lines only);

 10) 1's lines : WHITE
 11) If heights are the same : ORANGE
 12) If a Risen3D line type : PALE GREEN
 13) Walkover teleport line to TELEPORTMAN sector : PALE CYAN
 14) Walkover teleport line to line : PALE BLUE

 THING SHAPES
 ============

 Function [0, 1] : The only Thing drawn is the player. This is shown as an
 arrow.

 NOTE:  Player's line design changes if function [1+]. If the squiggles don't
 immediately mean anything then it's supposed to be iddt superimposed on the
 arrow (don't blame R3D as the original Doom designs have been retained).

 With functions [3, 5] Things (if shown) are drawn as a triangle.

 THING COLOURS
 =============

 function [3].

 1) Enemies : RED
 2) Corpses : GREEN
 3) Pickups : CYAN
 4) Pickups that count as an item: CYAN cyclically faded.
 5) Voodoo dolls : light GREY

 function [5] same as with [3] plus;

 6) Missiles     : YELLOW
 7) Risen3D scripted amodels : BLUE

 function [7].

 1) when followmode is off a white crosshair is drawn and the player
    arrow colour is changed to magenta.



GMJ November 2013

 