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1 /*
2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
12 */
13
14 /*
15  *
16  * Routines for displaying the auto-map.
17  *
18  */
19
20 #ifdef HAVE_CONFIG_H
21 #include <conf.h>
22 #endif
23
24 #include <stdio.h>
25 #include <stdlib.h>
26 #include <string.h>
27
28 #ifdef OGL
29 #include "ogl_init.h"
30 #endif
31
32 #include "error.h"
33 #include "3d.h"
34 #include "inferno.h"
35 #include "u_mem.h"
36 #include "render.h"
37 #include "object.h"
38 #include "vclip.h"
39 #include "game.h"
40 #include "mono.h"
41 #include "polyobj.h"
42 #include "sounds.h"
43 #include "player.h"
44 #include "bm.h"
45 #include "key.h"
46 #include "newmenu.h"
47 #include "menu.h"
48 #include "screens.h"
49 #include "textures.h"
50 #include "mouse.h"
51 #include "timer.h"
52 #include "segpoint.h"
53 #include "joy.h"
54 #include "iff.h"
55 #include "pcx.h"
56 #include "palette.h"
57 #include "wall.h"
58 #include "gameseq.h"
59 #include "gamefont.h"
60 #ifdef NETWORK
61 #include "network.h"
62 #endif
63 #include "kconfig.h"
64 #ifdef NETWORK
65 #include "multi.h"
66 #endif
67 #include "endlevel.h"
68 #include "text.h"
69 #include "gauges.h"
70 #include "songs.h"
71 #include "powerup.h"
72 #include "switch.h"
73 #include "automap.h"
74 #include "cntrlcen.h"
75
76 #ifdef OGL
77 #define AUTOMAP_DIRECT_RENDER
78 #endif
79
80 #define EF_USED     1   // This edge is used
81 #define EF_DEFINING 2   // A structure defining edge that should always draw.
82 #define EF_FRONTIER 4   // An edge between the known and the unknown.
83 #define EF_SECRET   8   // An edge that is part of a secret wall.
84 #define EF_GRATE    16  // A grate... draw it all the time.
85 #define EF_NO_FADE  32  // An edge that doesn't fade with distance
86 #define EF_TOO_FAR  64  // An edge that is too far away
87
88 void modex_printf(int x,int y,char *s,grs_font *font,int color);
89
90 typedef struct Edge_info {
91         short verts[2];     // 4 bytes
92         ubyte sides[4];     // 4 bytes
93         short segnum[4];    // 8 bytes  // This might not need to be stored... If you can access the normals of a side.
94         ubyte flags;        // 1 bytes  // See the EF_??? defines above.
95         ubyte color;        // 1 bytes
96         ubyte num_faces;    // 1 bytes  // 19 bytes...
97 } Edge_info;
98
99 // OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v)   ((v*5)/2)
100 // THE following was determined by John by loading levels 1-14 and recording
101 // numbers on 10/26/94.
102 //#define MAX_EDGES_FROM_VERTS(v)   (((v)*21)/10)
103 #define MAX_EDGES_FROM_VERTS(v)     ((v)*4)
104 //#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
105
106 #define MAX_EDGES 6000  // Determined by loading all the levels by John & Mike, Feb 9, 1995
107
108 #define K_WALL_NORMAL_COLOR     BM_XRGB(29, 29, 29 )
109 #define K_WALL_DOOR_COLOR       BM_XRGB(5, 27, 5 )
110 #define K_WALL_DOOR_BLUE        BM_XRGB(0, 0, 31)
111 #define K_WALL_DOOR_GOLD        BM_XRGB(31, 31, 0)
112 #define K_WALL_DOOR_RED         BM_XRGB(31, 0, 0)
113 #define K_WALL_REVEALED_COLOR   BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
114 #define K_HOSTAGE_COLOR         BM_XRGB(0, 31, 0 )
115 #define K_FONT_COLOR_20         BM_XRGB(20, 20, 20 )
116 #define K_GREEN_31              BM_XRGB(0, 31, 0)
117
118 int Wall_normal_color;
119 int Wall_door_color;
120 int Wall_door_blue;
121 int Wall_door_gold;
122 int Wall_door_red;
123 int Wall_revealed_color;
124 int Hostage_color;
125 int Font_color_20;
126 int Green_31;
127 int White_63;
128 int Blue_48;
129 int Red_48;
130
131 void init_automap_colors(void)
132 {
133         Wall_normal_color = K_WALL_NORMAL_COLOR;
134         Wall_door_color = K_WALL_DOOR_COLOR;
135         Wall_door_blue = K_WALL_DOOR_BLUE;
136         Wall_door_gold = K_WALL_DOOR_GOLD;
137         Wall_door_red = K_WALL_DOOR_RED;
138         Wall_revealed_color = K_WALL_REVEALED_COLOR;
139         Hostage_color = K_HOSTAGE_COLOR;
140         Font_color_20 = K_FONT_COLOR_20;
141         Green_31 = K_GREEN_31;
142
143         White_63 = gr_find_closest_color_current(63,63,63);
144         Blue_48 = gr_find_closest_color_current(0,0,48);
145         Red_48 = gr_find_closest_color_current(48,0,0);
146 }
147
148 // Segment visited list
149 ubyte Automap_visited[MAX_SEGMENTS];
150
151 // Edge list variables
152 static int Num_edges=0;
153 static int Max_edges;           //set each frame
154 static int Highest_edge_index = -1;
155 static Edge_info Edges[MAX_EDGES];
156 static short DrawingListBright[MAX_EDGES];
157
158 //static short DrawingListBright[MAX_EDGES];
159 //static short Edge_used_list[MAX_EDGES];                               //which entries in edge_list have been used
160
161 // Map movement defines
162 #define PITCH_DEFAULT 9000
163 #define ZOOM_DEFAULT i2f(20*10)
164 #define ZOOM_MIN_VALUE i2f(20*5)
165 #define ZOOM_MAX_VALUE i2f(20*100)
166
167 #define SLIDE_SPEED                             (350)
168 #define ZOOM_SPEED_FACTOR               500     //(1500)
169 #define ROT_SPEED_DIVISOR               (115000)
170
171 #ifndef AUTOMAP_DIRECT_RENDER
172 // Screen anvas variables
173 static int current_page=0;
174 static grs_canvas Pages[2];
175 static grs_canvas DrawingPages[2];
176
177 #define Page Pages[0]
178 #define DrawingPage DrawingPages[0]
179 #else
180 static grs_canvas Page;
181 static grs_canvas DrawingPage;
182 #endif /* AUTOMAP_DIRECT_RENDER */
183
184 // Flags
185 static int Automap_cheat = 0;           // If set, show everything
186
187 // Rendering variables
188 static fix Automap_zoom = 0x9000;
189 static vms_vector view_target;
190 static fix Automap_farthest_dist = (F1_0 * 20 * 50);            // 50 segments away
191 static vms_matrix       ViewMatrix;
192 static fix ViewDist=0;
193
194 //      Function Prototypes
195 void adjust_segment_limit(int SegmentLimit);
196 void draw_all_edges(void);
197 void automap_build_edge_list(void);
198
199 #define MAX_DROP_MULTI          2
200 #define MAX_DROP_SINGLE 9
201
202 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
203 int HighlightMarker=-1;
204 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
205 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
206 float MarkerScale=2.0;
207 int     MarkerObject[NUM_MARKERS];
208
209 extern vms_vector Matrix_scale;         //how the matrix is currently scaled
210
211
212 # define automap_draw_line g3_draw_line
213
214
215 // -------------------------------------------------------------
216
217 void DrawMarkerNumber (int num)
218  {
219   int i;
220   g3s_point BasePoint,FromPoint,ToPoint;
221
222   float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
223                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
224                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
225                          {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
226                          {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
227                          {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
228                          {-1.0, 1.0, 1.0, 1.0},
229                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
230                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
231
232                        };
233   float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
234                          {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
235                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
236                          {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
237                          {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
238                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
239                          {1.0, 1.0, 1.0, -1.0},
240                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
241                          {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
242                        };
243   int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
244
245   for (i=0;i<NumOfPoints[num];i++)
246    {
247     ArrayX[num][i]*=MarkerScale;
248     ArrayY[num][i]*=MarkerScale;
249    }
250
251   if (num==HighlightMarker)
252    gr_setcolor (White_63);
253   else
254    gr_setcolor (Blue_48);
255
256
257   g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
258
259   for (i=0;i<NumOfPoints[num];i+=2)
260    {
261
262     FromPoint=BasePoint;
263     ToPoint=BasePoint;
264
265     FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
266     FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
267     g3_code_point (&FromPoint);
268     g3_project_point (&FromPoint);
269
270     ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
271     ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
272     g3_code_point (&ToPoint);
273     g3_project_point (&ToPoint);
274
275         automap_draw_line(&FromPoint, &ToPoint);
276    }
277  }
278
279 void DropMarker (int player_marker_num)
280 {
281         int marker_num = (Player_num*2)+player_marker_num;
282         object *playerp = &Objects[Players[Player_num].objnum];
283
284         MarkerPoint[marker_num] = playerp->pos;
285
286         if (MarkerObject[marker_num] != -1)
287                 obj_delete(MarkerObject[marker_num]);
288
289         MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
290
291 #ifdef NETWORK
292         if (Game_mode & GM_MULTI)
293                 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
294 #endif
295
296 }
297
298 extern char guidebot_name[];
299
300 void DropBuddyMarker(object *objp)
301 {
302         int     marker_num;
303
304         //      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?
305         marker_num = MAX_DROP_SINGLE+1;
306         if (marker_num > NUM_MARKERS-1)
307                 marker_num = NUM_MARKERS-1;
308
309    sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
310
311         MarkerPoint[marker_num] = objp->pos;
312
313         if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
314                 obj_delete(MarkerObject[marker_num]);
315
316         MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
317
318 }
319
320 #define MARKER_SPHERE_SIZE 0x58000
321
322 void DrawMarkers ()
323  {
324         int i,maxdrop;
325         static int cyc=10,cycdir=1;
326         g3s_point sphere_point;
327
328         if (Game_mode & GM_MULTI)
329         maxdrop=2;
330         else
331         maxdrop=9;
332
333         for (i=0;i<maxdrop;i++)
334                 if (MarkerObject[(Player_num*2)+i] != -1) {
335
336                         g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
337
338                         gr_setcolor (gr_find_closest_color_current(cyc,0,0));
339                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
340                         gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
341                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
342                         gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
343                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
344
345                         DrawMarkerNumber (i);
346                 }
347
348         if (cycdir)
349                 cyc+=2;
350         else
351                 cyc-=2;
352
353         if (cyc>43)
354          {
355                 cyc=43;
356                 cycdir=0;
357          }
358         else if (cyc<10)
359          {
360                 cyc=10;
361                 cycdir=1;
362          }
363
364  }
365
366 void ClearMarkers()
367  {
368         int i;
369
370         for (i=0;i<NUM_MARKERS;i++) {
371                 MarkerMessage[i][0]=0;
372                 MarkerObject[i]=-1;
373         }
374  }
375
376 void automap_clear_visited()    
377 {
378         int i;
379         for (i=0; i<MAX_SEGMENTS; i++ )
380                 Automap_visited[i] = 0;
381                           ClearMarkers();
382 }
383
384 grs_canvas *name_canv_left,*name_canv_right;
385
386 void draw_player( object * obj )
387 {
388         vms_vector arrow_pos, head_pos;
389         g3s_point sphere_point, arrow_point, head_point;
390
391         // Draw Console player -- shaped like a ellipse with an arrow.
392         g3_rotate_point(&sphere_point,&obj->pos);
393         g3_draw_sphere(&sphere_point,obj->size);
394
395         // Draw shaft of arrow
396         vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
397         g3_rotate_point(&arrow_point,&arrow_pos);
398         automap_draw_line(&sphere_point, &arrow_point);
399
400         // Draw right head of arrow
401         vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
402         vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
403         g3_rotate_point(&head_point,&head_pos);
404         automap_draw_line(&arrow_point, &head_point);
405
406         // Draw left head of arrow
407         vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
408         vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
409         g3_rotate_point(&head_point,&head_pos);
410         automap_draw_line(&arrow_point, &head_point);
411
412         // Draw player's up vector
413         vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
414         g3_rotate_point(&arrow_point,&arrow_pos);
415         automap_draw_line(&sphere_point, &arrow_point);
416 }
417
418 int AutomapHires;
419 void draw_automap()
420 {
421         int i;
422         int color;
423         object * objp;
424         vms_vector viewer_position;
425         g3s_point sphere_point;
426
427 #ifndef AUTOMAP_DIRECT_RENDER
428         if (!AutomapHires) {
429                 current_page ^= 1;
430                 gr_set_current_canvas(&DrawingPages[current_page]);
431         }
432         else {
433                 gr_set_current_canvas(&DrawingPage);
434         }
435 #endif
436
437         gr_clear_canvas(BM_XRGB(0,0,0));
438
439         g3_start_frame();
440         render_start_frame();
441
442         vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
443
444         g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
445
446 //      mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
447
448         draw_all_edges();
449
450         // Draw player...
451 #ifdef NETWORK
452         if (Game_mode & GM_TEAM)
453                 color = get_team(Player_num);
454         else
455 #endif  
456                 color = Player_num;     // Note link to above if!
457
458         gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
459         draw_player(&Objects[Players[Player_num].objnum]);
460
461         DrawMarkers();
462         
463         if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
464          {
465                 char msg[10+MARKER_MESSAGE_LEN+1];
466
467                 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
468
469                 gr_setcolor (Red_48);
470                 
471                 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
472          }
473                                 
474         // Draw player(s)...
475 #ifdef NETWORK
476         if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )  {
477                 for (i=0; i<N_players; i++)             {
478                         if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )      {
479                                 if ( Objects[Players[i].objnum].type == OBJ_PLAYER )    {
480                                         if (Game_mode & GM_TEAM)
481                                                 color = get_team(i);
482                                         else
483                                                 color = i;
484                                         gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
485                                         draw_player(&Objects[Players[i].objnum]);
486                                 }
487                         }
488                 }
489         }
490 #endif
491
492         objp = &Objects[0];
493         for (i=0;i<=Highest_object_index;i++,objp++) {
494                 switch( objp->type )    {
495                 case OBJ_HOSTAGE:
496                         gr_setcolor(Hostage_color);
497                         g3_rotate_point(&sphere_point,&objp->pos);
498                         g3_draw_sphere(&sphere_point,objp->size);       
499                         break;
500                 case OBJ_POWERUP:
501                         if ( Automap_visited[objp->segnum] )    {
502                                 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )  {
503                                         switch (objp->id) {
504                                         case POW_KEY_RED:               gr_setcolor(gr_getcolor(63, 5, 5));     break;
505                                         case POW_KEY_BLUE:      gr_setcolor(gr_getcolor(5, 5, 63)); break;
506                                         case POW_KEY_GOLD:      gr_setcolor(gr_getcolor(63, 63, 10)); break;
507                                         default:
508                                                 Error("Illegal key type: %i", objp->id);
509                                         }
510                                         g3_rotate_point(&sphere_point,&objp->pos);
511                                         g3_draw_sphere(&sphere_point,objp->size*4);     
512                                 }
513                         }
514                         break;
515                 }
516         }
517
518         g3_end_frame();
519
520         gr_bitmapm(AutomapHires?10:5, AutomapHires?10:5, &name_canv_left->cv_bitmap);
521         gr_bitmapm(grd_curcanv->cv_bitmap.bm_w-(AutomapHires?10:5)-name_canv_right->cv_bitmap.bm_w,AutomapHires?10:5,&name_canv_right->cv_bitmap);
522
523 #ifdef OGL
524         ogl_swap_buffers();
525 #else
526 #ifndef AUTOMAP_DIRECT_RENDER
527         if (!AutomapHires)
528                 gr_show_canvas( &Pages[current_page] );
529         else {
530                 //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, &VR_screen_pages[0].cv_bitmap );
531                 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 );
532         }
533         gr_update();
534 #endif
535 #endif
536 }
537
538 #define LEAVE_TIME 0x4000
539
540 #define WINDOW_WIDTH            288
541
542
543 //print to canvas & double height
544 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
545 {
546         int y;
547         ubyte *data;
548         int rs;
549         grs_canvas *temp_canv;
550         grs_font *save_font;
551         int w,h,aw;
552         grs_canvas *save_canv;
553
554         save_canv = grd_curcanv;
555
556         save_font = grd_curcanv->cv_font;
557         gr_set_curfont(font);                                   //set the font we're going to use
558         gr_get_string_size(s,&w,&h,&aw);                //now get the string size
559         gr_set_curfont(save_font);                              //restore real font
560
561         //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
562         temp_canv = gr_create_canvas(w,font->ft_h*2);
563
564         gr_set_current_canvas(temp_canv);
565         gr_set_curfont(font);
566         temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
567         gr_clear_canvas(TRANSPARENCY_COLOR);                                            //trans color
568         gr_set_fontcolor(fc,bc);
569         gr_printf(0,0,s);
570
571         //now double it, since we're drawing to 400-line modex screen
572
573         if (double_flag) {
574                 data = temp_canv->cv_bitmap.bm_data;
575                 rs = temp_canv->cv_bitmap.bm_rowsize;
576
577                 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
578                         memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
579                         memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
580                 }
581         }
582
583         gr_set_current_canvas(save_canv);
584
585         return temp_canv;
586 }
587
588 //print to buffer, double heights, and blit bitmap to screen
589 void modex_printf(int x,int y,char *s,grs_font *font,int color)
590 {
591         grs_canvas *temp_canv;
592
593         temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
594
595         gr_bitmapm(x,y,&temp_canv->cv_bitmap);
596
597         gr_free_canvas(temp_canv);
598 }
599
600 //name for each group.  maybe move somewhere else
601 char *system_name[] = {
602                         "Zeta Aquilae",
603                         "Quartzon System",
604                         "Brimspark System",
605                         "Limefrost Spiral",
606                         "Baloris Prime",
607                         "Omega System"};
608
609 void create_name_canv()
610 {
611         char    name_level_left[128],name_level_right[128];
612
613         if (Current_level_num > 0)
614                 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
615         else
616                 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
617
618         if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
619                 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
620         else
621                 strcpy(name_level_right, " ");
622
623         strcat(name_level_right, Current_level_name);
624
625         gr_set_fontcolor(Green_31,-1);
626         name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
627         name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
628
629 }
630
631
632 extern void GameLoop(int, int );
633 extern int set_segment_depths(int start_seg, ubyte *segbuf);
634
635 int Automap_active = 0;
636
637 #ifdef RELEASE
638 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX")     //load only from hog file
639 #else
640 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
641 #endif
642
643 cvar_t Automap_always_hires = { "AutomapHires", "0", 1 };
644 extern int MenuHiresAvailable;
645
646 uint32_t automap_mode = SM(640,480);
647 int automap_width = 640;
648 int automap_height = 480;
649 int automap_use_game_res=0;
650 int nice_automap = 0;
651
652 #define RESCALE_X(x) ((x) * automap_width / 640)
653 #define RESCALE_Y(y) ((y) * automap_height / 480)
654
655 void do_automap( int key_code ) {
656         int done=0;
657         vms_matrix      tempm;
658         vms_angvec      tangles;
659         int leave_mode=0;
660         int first_time=1;
661         int pcx_error;
662 #if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
663         int i;
664 #endif
665         int c, marker_num;
666         fix entry_time;
667         int pause_game=1;               // Set to 1 if everything is paused during automap...No pause during net.
668         fix t1, t2;
669         control_info saved_control_info;
670         grs_bitmap Automap_background;
671         int Max_segments_away = 0;
672         int SegmentLimit = 1;
673         ubyte pal[256*3];
674         char maxdrop;
675         int must_free_canvas=0;
676         
677         Automap_active = 1;
678
679         init_automap_colors();
680
681         if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
682                 pause_game = 0;
683
684         if (pause_game) {
685                 stop_time();
686                 digi_pause_digi_sounds();
687         }
688
689         Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES);                  //make maybe smaller than max
690
691         mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
692         mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
693
694         if (SM_HIRES2 || (Automap_always_hires.intval && MenuHiresAvailable)) {
695                 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
696                 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
697                         gr_set_mode( AUTOMAP_MODE );
698                 else
699                         gr_set_current_canvas(NULL);
700                 //end edit -MM
701                 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
702                 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
703                 AutomapHires = 1;
704         }
705         else {
706                 gr_set_mode( SM(320, 400));
707                 AutomapHires = 0;
708         }
709
710         FontHires = FontHiresAvailable && AutomapHires;
711
712         create_name_canv();
713
714         gr_palette_clear();
715
716         if (!AutomapHires) {
717 #ifndef MACINTOSH
718 #ifndef AUTOMAP_DIRECT_RENDER
719                 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
720                 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
721                 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
722                 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
723 #endif
724
725                 gr_init_bitmap_data (&Automap_background);
726                 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
727                 if (pcx_error != PCX_ERROR_NONE)
728                         Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
729                 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
730
731 #ifndef AUTOMAP_DIRECT_RENDER
732                 for (i=0; i<2; i++)
733                 {
734                         gr_set_current_canvas(&Pages[i]);
735                         gr_bitmap(0, 0, &Automap_background );
736                         modex_printf(40,  22, TXT_AUTOMAP, HUGE_FONT, Font_color_20);
737                         modex_printf(30, 353, TXT_TURN_SHIP, SMALL_FONT, Font_color_20);
738                         modex_printf(30, 369, TXT_SLIDE_UPDOWN, SMALL_FONT, Font_color_20);
739                         modex_printf(30, 385, TXT_VIEWING_DISTANCE, SMALL_FONT, Font_color_20);
740                 }
741                 gr_free_bitmap_data(&Automap_background);       
742                 gr_set_current_canvas(&DrawingPages[current_page]);
743 #endif /* AUTOMAP_DIRECT_RENDER */
744 #endif /* MACINTOSH */
745         }
746         else {
747 #ifndef AUTOMAP_DIRECT_RENDER
748                 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
749                         gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
750                 else {
751                         void *raw_data;
752                         MALLOC(raw_data,ubyte,automap_width*automap_height);
753                         gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
754                         must_free_canvas = 1;
755                 }
756
757                 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
758
759                 gr_set_current_canvas(&Page);
760 #endif
761
762
763                 pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
764                         if ( pcx_error != PCX_ERROR_NONE )      {
765                                 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
766                                 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
767                                 return;
768                         }
769
770                         gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
771         
772                         gr_set_curfont(HUGE_FONT);
773                         gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
774                         gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP, HUGE_FONT);
775                         gr_set_curfont(SMALL_FONT);
776                         gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
777                         gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
778                         gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
779                         gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
780         
781 #ifndef AUTOMAP_DIRECT_RENDER
782                         gr_set_current_canvas(&DrawingPage);
783 #endif
784         }
785
786
787         automap_build_edge_list();
788
789         if ( ViewDist==0 )
790                 ViewDist = ZOOM_DEFAULT;
791         ViewMatrix = Objects[Players[Player_num].objnum].orient;
792
793         tangles.p = PITCH_DEFAULT;
794         tangles.h  = 0;
795         tangles.b  = 0;
796
797         done = 0;
798
799         view_target = Objects[Players[Player_num].objnum].pos;
800
801         t1 = entry_time = timer_get_fixed_seconds();
802         t2 = t1;
803
804         //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
805         Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
806         SegmentLimit = Max_segments_away;
807
808         adjust_segment_limit(SegmentLimit);
809
810 #ifdef OGL
811         // ZICO - code from above to show frame in OGL correctly. Redundant, but better readable.
812         gr_init_bitmap_data (&Automap_background);
813         pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
814         if (pcx_error != PCX_ERROR_NONE)
815                 Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
816         gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
817
818         if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
819                 gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
820         else {
821                 void *raw_data;
822                 MALLOC(raw_data,ubyte,automap_width*automap_height);
823                 gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
824                 must_free_canvas = 1;
825         }
826 #endif
827
828         while(!done)    {
829
830 #ifdef OGL
831                 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
832                 gr_set_current_canvas(&Page);
833                 ogl_ubitmapm_cs(0, 0, -1, -1, &Automap_background, -1, F1_0, 0 );
834                 gr_set_curfont(HUGE_FONT);
835                 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
836                 gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP);
837                 gr_set_curfont(SMALL_FONT);
838                 gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
839                 gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
840                 gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
841                 gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
842                 gr_set_current_canvas(&DrawingPage);
843 #endif
844
845                 if ( leave_mode == 0 && Controls.state[automap] && (timer_get_fixed_seconds() - entry_time) > LEAVE_TIME)
846                         leave_mode = 1;
847
848                 if ( !Controls.state[automap] && (leave_mode == 1) )
849                         done=1;
850
851                 if (!pause_game)        {
852                         ushort old_wiggle;
853                         saved_control_info = Controls;                          // Save controls so we can zero them
854                         memset(&Controls,0,sizeof(control_info));       // Clear everything...
855                         old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE;  // Save old wiggle
856                         ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE;             // Turn off wiggle
857                         #ifdef NETWORK
858                         if (multi_menu_poll())
859                                 done = 1;
860                         #endif
861 //                      GameLoop( 0, 0 );               // Do game loop with no rendering and no reading controls.
862                         ConsoleObject->mtype.phys_info.flags |= old_wiggle;     // Restore wiggle
863                         Controls = saved_control_info;
864                 }
865
866                 controls_read_all();
867
868                 if ( Controls.count[automap] ) {
869                         if (leave_mode==0)
870                                 done = 1;
871                         c = 0;
872                 }
873
874                 //see if redbook song needs to be restarted
875                 songs_check_redbook_repeat();
876
877                 while( (c=key_inkey()) )        {
878                         switch( c ) {
879                         #ifndef NDEBUG
880                         case KEY_BACKSP: Int3(); break;
881                         #endif
882         
883                         case KEY_PRINT_SCREEN: {
884                                 if (AutomapHires)
885                                         gr_set_current_canvas(NULL);
886 #ifndef AUTOMAP_DIRECT_RENDER
887                                 else
888                                         gr_set_current_canvas(&Pages[current_page]);
889 #endif
890                                 save_screen_shot(1);
891                                 break;
892                         }
893         
894                         case KEY_ESC:
895                                 if (leave_mode==0)
896                                         done = 1;
897                                  break;
898
899                         #ifndef NDEBUG
900                         case KEY_DEBUGGED+KEY_F:        {
901                                 for (i=0; i<=Highest_segment_index; i++ )
902                                         Automap_visited[i] = 1;
903                                 automap_build_edge_list();
904                                 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
905                                 SegmentLimit = Max_segments_away;
906                                 adjust_segment_limit(SegmentLimit);
907                                 }
908                                 break;
909                         #endif
910
911                         case KEY_MINUS:
912                                 if (SegmentLimit > 1)           {
913                                         SegmentLimit--;
914                                         adjust_segment_limit(SegmentLimit);
915                                 }
916                                 break;
917                         case KEY_EQUAL:
918                                 if (SegmentLimit < Max_segments_away)   {
919                                         SegmentLimit++;
920                                         adjust_segment_limit(SegmentLimit);
921                                 }
922                                 break;
923                         case KEY_1:
924                         case KEY_2:
925                         case KEY_3:
926                         case KEY_4:
927                         case KEY_5:
928                         case KEY_6:
929                         case KEY_7:
930                         case KEY_8:
931                         case KEY_9:
932                         case KEY_0:
933                                 if (Game_mode & GM_MULTI)
934                                 maxdrop=2;
935                                 else
936                                 maxdrop=9;
937
938                         #ifndef MACINTOSH
939                         marker_num = c-KEY_1;
940                         #else
941                         switch(c) {             // god this is stupid.....
942                                 case KEY_1: marker_num = 0; break;
943                                 case KEY_2: marker_num = 1; break;
944                                 case KEY_3: marker_num = 2; break;
945                                 case KEY_4: marker_num = 3; break;
946                                 case KEY_5: marker_num = 4; break;
947                                 case KEY_6: marker_num = 5; break;
948                                 case KEY_7: marker_num = 6; break;
949                                 case KEY_8: marker_num = 7; break;
950                                 case KEY_9: marker_num = 8; break;
951                                 case KEY_0: marker_num = 9; break;
952                         }
953                         #endif
954             if (marker_num<=maxdrop)
955                                  {
956                                         if (MarkerObject[marker_num] != -1)
957                                                 HighlightMarker=marker_num;
958                                  }
959                           break;
960
961                         case KEY_D+KEY_CTRLED:
962 #ifndef AUTOMAP_DIRECT_RENDER
963                                 if (current_page)               //menu will only work on page 0
964                                         draw_automap(); //..so switch from 1 to 0
965 #endif
966
967                                 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
968 #ifndef AUTOMAP_DIRECT_RENDER
969                                         gr_set_current_canvas(&Pages[current_page]);
970 #endif
971
972                                         if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
973                                                 obj_delete(MarkerObject[HighlightMarker]);
974                                                 MarkerObject[HighlightMarker]=-1;
975                                                 MarkerMessage[HighlightMarker][0]=0;
976                                                 HighlightMarker = -1;
977                                         }                                       
978                                 }
979                                 break;
980
981                         #ifndef RELEASE
982                         case KEY_COMMA:
983                                 if (MarkerScale>.5)
984                                         MarkerScale-=.5;
985                                 break;
986                         case KEY_PERIOD:
987                                 if (MarkerScale<30.0)
988                                         MarkerScale+=.5;
989                                 break;
990                         #endif
991
992 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
993 #if 0
994                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
995                         case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
996                         case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
997                                 d1x_options_menu();
998                                 break;
999                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
1000                         case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
1001                         case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
1002                                 change_res();
1003                                 break;
1004                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
1005                         case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
1006                         case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
1007                                 //lower res
1008                                 //should we just cycle through the list that is displayed in the res change menu?
1009                                 // what if their card/X/etc can't handle that mode? hrm.
1010                                 //well, the quick access to the menu is good enough for now.
1011                                 break;
1012                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
1013                         case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
1014                         case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
1015                                 //increase res
1016                                 break;
1017 #endif
1018                         case KEY_COMMAND+KEY_SHIFTED+KEY_F:
1019                         case KEY_ALTED+KEY_ENTER:
1020                         case KEY_ALTED+KEY_PADENTER:
1021                                 gr_toggle_fullscreen_game();
1022                                 break;
1023 //end addition -MM
1024
1025               }
1026                 }
1027
1028                 if ( Controls.count[fire_primary] ) {
1029                         // Reset orientation
1030                         ViewDist = ZOOM_DEFAULT;
1031                         tangles.p = PITCH_DEFAULT;
1032                         tangles.h  = 0;
1033                         tangles.b  = 0;
1034                         view_target = Objects[Players[Player_num].objnum].pos;
1035                 }
1036
1037                 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1038
1039                 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1040                 tangles.h  += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1041                 tangles.b  += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1042                 
1043                 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time )   {
1044                         vms_angvec      tangles1;
1045                         vms_vector      old_vt;
1046                         old_vt = view_target;
1047                         tangles1 = tangles;
1048                         vm_angles_2_matrix(&tempm,&tangles1);
1049                         vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1050                         vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1051                         vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1052                         if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) )   {
1053                                 view_target = old_vt;
1054                         }
1055                 }
1056
1057                 vm_angles_2_matrix(&tempm,&tangles);
1058                 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1059
1060                 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1061                 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1062
1063                 draw_automap();
1064
1065                 if ( first_time )       {
1066                         first_time = 0;
1067                         gr_palette_load( gr_palette );
1068                 }
1069
1070                 t2 = timer_get_fixed_seconds();
1071                 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 :)
1072                 {
1073                         if (nice_automap)
1074                                 timer_delay(1);
1075
1076                         t2 = timer_get_fixed_seconds();
1077                 }
1078                 if (pause_game)
1079                         FrameTime=t2-t1;
1080                 t1 = t2;
1081         }
1082
1083         //d_free(Edges);
1084         //d_free(DrawingListBright);
1085
1086         gr_free_canvas(name_canv_left);  name_canv_left=NULL;
1087         gr_free_canvas(name_canv_right);  name_canv_right=NULL;
1088
1089 #ifndef AUTOMAP_DIRECT_RENDER
1090         if (must_free_canvas)
1091                 d_free(Page.cv_bitmap.bm_data);
1092 #endif
1093
1094         mprintf( (0, "Automap memory freed\n" ));
1095
1096         game_flush_inputs();
1097         
1098         if (pause_game)
1099         {
1100                 start_time();
1101                 digi_resume_digi_sounds();
1102         }
1103
1104         Automap_active = 0;
1105 }
1106
1107 void adjust_segment_limit(int SegmentLimit)
1108 {
1109         int i,e1;
1110         Edge_info * e;
1111
1112         mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1113         
1114         for (i=0; i<=Highest_edge_index; i++ )  {
1115                 e = &Edges[i];
1116                 e->flags |= EF_TOO_FAR;
1117                 for (e1=0; e1<e->num_faces; e1++ )      {
1118                         if ( Automap_visited[e->segnum[e1]] <= SegmentLimit )   {
1119                                 e->flags &= (~EF_TOO_FAR);
1120                                 break;
1121                         }
1122                 }
1123         }
1124         
1125 }
1126
1127 void draw_all_edges()   
1128 {
1129         g3s_codes cc;
1130         int i,j,nbright;
1131         ubyte nfacing,nnfacing;
1132         Edge_info *e;
1133         vms_vector *tv1;
1134         fix distance;
1135         fix min_distance = 0x7fffffff;
1136         g3s_point *p1, *p2;
1137         
1138         
1139         nbright=0;
1140
1141         for (i=0; i<=Highest_edge_index; i++ )  {
1142                 //e = &Edges[Edge_used_list[i]];
1143                 e = &Edges[i];
1144                 if (!(e->flags & EF_USED)) continue;
1145
1146                 if ( e->flags & EF_TOO_FAR) continue;
1147
1148                 if (e->flags&EF_FRONTIER)       {                                               // A line that is between what we have seen and what we haven't
1149                         if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1150                                 continue;               // If a line isn't secret and is normal color, then don't draw it
1151                 }
1152
1153                 cc=rotate_list(2,e->verts);
1154                 distance = Segment_points[e->verts[1]].p3_z;
1155
1156                 if (min_distance>distance )
1157                         min_distance = distance;
1158
1159                 if (!cc.and)    {       //all off screen?
1160                         nfacing = nnfacing = 0;
1161                         tv1 = &Vertices[e->verts[0]];
1162                         j = 0;
1163                         while( j<e->num_faces && (nfacing==0 || nnfacing==0) )  {
1164                                 #ifdef COMPACT_SEGS
1165                                 vms_vector temp_v;
1166                                 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1167                                 if (!g3_check_normal_facing( tv1, &temp_v ) )
1168                                 #else
1169                                 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1170                                 #endif
1171                                         nfacing++;
1172                                 else
1173                                         nnfacing++;
1174                                 j++;
1175                         }
1176
1177                         if ( nfacing && nnfacing )      {
1178                                 // a contour line
1179                                 DrawingListBright[nbright++] = e-Edges;
1180                         } else if ( e->flags&(EF_DEFINING|EF_GRATE) )   {
1181                                 if ( nfacing == 0 )     {
1182                                         if ( e->flags & EF_NO_FADE )
1183                                                 gr_setcolor( e->color );
1184                                         else
1185                                                 gr_setcolor( gr_fade_table[e->color+256*8] );
1186                                         g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1187                                 }       else {
1188                                         DrawingListBright[nbright++] = e-Edges;
1189                                 }
1190                         }
1191                 }
1192         }
1193                 
1194 ///     mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1195
1196         if ( min_distance < 0 ) min_distance = 0;
1197
1198         // Sort the bright ones using a shell sort
1199         {
1200                 int t;
1201                 int i, j, incr, v1, v2;
1202         
1203                 incr = nbright / 2;
1204                 while( incr > 0 )       {
1205                         for (i=incr; i<nbright; i++ )   {
1206                                 j = i - incr;
1207                                 while (j>=0 )   {
1208                                         // compare element j and j+incr
1209                                         v1 = Edges[DrawingListBright[j]].verts[0];
1210                                         v2 = Edges[DrawingListBright[j+incr]].verts[0];
1211
1212                                         if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1213                                                 // If not in correct order, them swap 'em
1214                                                 t=DrawingListBright[j+incr];
1215                                                 DrawingListBright[j+incr]=DrawingListBright[j];
1216                                                 DrawingListBright[j]=t;
1217                                                 j -= incr;
1218                                         }
1219                                         else
1220                                                 break;
1221                                 }
1222                         }
1223                         incr = incr / 2;
1224                 }
1225         }
1226                                         
1227         // Draw the bright ones
1228         for (i=0; i<nbright; i++ )      {
1229                 int color;
1230                 fix dist;
1231                 e = &Edges[DrawingListBright[i]];
1232                 p1 = &Segment_points[e->verts[0]];
1233                 p2 = &Segment_points[e->verts[1]];
1234                 dist = p1->p3_z - min_distance;
1235                 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1236                 if ( dist < 0 ) dist=0;
1237                 if ( dist >= Automap_farthest_dist ) continue;
1238
1239                 if ( e->flags & EF_NO_FADE )    {
1240                         gr_setcolor( e->color );
1241                 } else {
1242                         dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1243                         color = f2i( dist*31 );
1244                         gr_setcolor( gr_fade_table[e->color+color*256] );       
1245                 }
1246                 g3_draw_line( p1, p2 );
1247         }
1248
1249 }
1250
1251
1252 //==================================================================
1253 //
1254 // All routines below here are used to build the Edge list
1255 //
1256 //==================================================================
1257
1258
1259 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1260 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1261 {
1262         long vv, evv;
1263         short hash,oldhash;
1264         int ret, ev0, ev1;
1265
1266         vv = (v1<<16) + v0;
1267
1268         oldhash = hash = ((v0*5+v1) % Max_edges);
1269
1270         ret = -1;
1271
1272         while (ret==-1) {
1273                 ev0 = (int)(Edges[hash].verts[0]);
1274                 ev1 = (int)(Edges[hash].verts[1]);
1275                 evv = (ev1<<16)+ev0;
1276                 if (Edges[hash].num_faces == 0 ) ret=0;
1277                 else if (evv == vv) ret=1;
1278                 else {
1279                         if (++hash==Max_edges) hash=0;
1280                         if (hash==oldhash) Error("Edge list full!");
1281                 }
1282         }
1283
1284         *edge_ptr = &Edges[hash];
1285
1286         if (ret == 0)
1287                 return -1;
1288         else
1289                 return hash;
1290
1291 }
1292
1293
1294 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade )      {
1295         int found;
1296         Edge_info *e;
1297         short tmp;
1298
1299         if ( Num_edges >= Max_edges)    {
1300                 // GET JOHN! (And tell him that his
1301                 // MAX_EDGES_FROM_VERTS formula is hosed.)
1302                 // If he's not around, save the mine,
1303                 // and send him  mail so he can look
1304                 // at the mine later. Don't modify it.
1305                 // This is important if this happens.
1306                 Int3();         // LOOK ABOVE!!!!!!
1307                 return;
1308         }
1309
1310         if ( va > vb )  {
1311                 tmp = va;
1312                 va = vb;
1313                 vb = tmp;
1314         }
1315
1316         found = automap_find_edge(va,vb,&e);
1317                 
1318         if (found == -1) {
1319                 e->verts[0] = va;
1320                 e->verts[1] = vb;
1321                 e->color = color;
1322                 e->num_faces = 1;
1323                 e->flags = EF_USED | EF_DEFINING;                       // Assume a normal line
1324                 e->sides[0] = side;
1325                 e->segnum[0] = segnum;
1326                 //Edge_used_list[Num_edges] = e-Edges;
1327                 if ( (e-Edges) > Highest_edge_index )
1328                         Highest_edge_index = (int)(e - Edges);
1329                 Num_edges++;
1330         } else {
1331                 //Assert(e->num_faces < 8 );
1332
1333                 if ( color != Wall_normal_color )
1334                         if (color != Wall_revealed_color)
1335                                 e->color = color;
1336
1337                 if ( e->num_faces < 4 ) {
1338                         e->sides[e->num_faces] = side;                                  
1339                         e->segnum[e->num_faces] = segnum;
1340                         e->num_faces++;
1341                 }
1342         }
1343
1344         if ( grate )
1345                 e->flags |= EF_GRATE;
1346
1347         if ( hidden )
1348                 e->flags|=EF_SECRET;            // Mark this as a hidden edge
1349         if ( no_fade )
1350                 e->flags |= EF_NO_FADE;
1351 }
1352
1353 void add_one_unknown_edge( short va, short vb ) {
1354         int found;
1355         Edge_info *e;
1356         short tmp;
1357
1358         if ( va > vb )  {
1359                 tmp = va;
1360                 va = vb;
1361                 vb = tmp;
1362         }
1363
1364         found = automap_find_edge(va,vb,&e);
1365         if (found != -1)        
1366                 e->flags|=EF_FRONTIER;          // Mark as a border edge
1367 }
1368
1369 #ifndef _GAMESEQ_H
1370 extern obj_position Player_init[];
1371 #endif
1372
1373 void add_segment_edges(segment *seg)
1374 {
1375         int     is_grate, no_fade;
1376         ubyte   color;
1377         int     sn;
1378         int     segnum = SEGMENT_NUMBER(seg);
1379         int     hidden_flag;
1380         int ttype,trigger_num;
1381         
1382         for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1383                 short   vertex_list[4];
1384
1385                 hidden_flag = 0;
1386
1387                 is_grate = 0;
1388                 no_fade = 0;
1389
1390                 color = 255;
1391                 if (seg->children[sn] == -1) {
1392                         color = Wall_normal_color;
1393                 }
1394
1395                 switch( Segment2s[segnum].special )     {
1396                 case SEGMENT_IS_FUELCEN:
1397                         color = BM_XRGB( 29, 27, 13 );
1398                         break;
1399                 case SEGMENT_IS_CONTROLCEN:
1400                         if (Control_center_present)
1401                                 color = BM_XRGB( 29, 0, 0 );
1402                         break;
1403                 case SEGMENT_IS_ROBOTMAKER:
1404                         color = BM_XRGB( 29, 0, 31 );
1405                         break;
1406                 }
1407
1408                 if (seg->sides[sn].wall_num > -1)       {
1409                 
1410                         trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1411                         ttype = Triggers[trigger_num].type;
1412                         if (ttype==TT_SECRET_EXIT)
1413                                 {
1414                             color = BM_XRGB( 29, 0, 31 );
1415                                  no_fade=1;
1416                                  goto Here;
1417                                 }       
1418
1419                         switch( Walls[seg->sides[sn].wall_num].type )   {
1420                         case WALL_DOOR:
1421                                 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1422                                         no_fade = 1;
1423                                         color = Wall_door_blue;
1424                                         //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1425                                 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1426                                         no_fade = 1;
1427                                         color = Wall_door_gold;
1428                                         //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1429                                 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1430                                         no_fade = 1;
1431                                         color = Wall_door_red;
1432                                         //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1433                                 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1434                                         int     connected_seg = seg->children[sn];
1435                                         if (connected_seg != -1) {
1436                                                 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1437                                                 int     keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1438                                                 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1439                                                         color = Wall_door_color;
1440                                                 else {
1441                                                         switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1442                                                                 case KEY_BLUE:  color = Wall_door_blue; no_fade = 1; break;
1443                                                                 case KEY_GOLD:  color = Wall_door_gold; no_fade = 1; break;
1444                                                                 case KEY_RED:   color = Wall_door_red;  no_fade = 1; break;
1445                                                                 default:        Error("Inconsistent data.  Supposed to be a colored wall, but not blue, gold or red.\n");
1446                                                         }
1447                                                         //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1448                                                 }
1449
1450                                         }
1451                                 } else {
1452                                         color = Wall_normal_color;
1453                                         hidden_flag = 1;
1454                                         //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", SEGMENT_NUMBER(seg), sn));
1455                                 }
1456                                 break;
1457                         case WALL_CLOSED:
1458                                 // Make grates draw properly
1459                                 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1460                                         is_grate = 1;
1461                                 else
1462                                         hidden_flag = 1;
1463                                 color = Wall_normal_color;
1464                                 break;
1465                         case WALL_BLASTABLE:
1466                                 // Hostage doors
1467                                 color = Wall_door_color;        
1468                                 break;
1469                         }
1470                 }
1471         
1472                 if (segnum==Player_init[Player_num].segnum)
1473                         color = BM_XRGB(31,0,31);
1474
1475                 if ( color != 255 )     {
1476                         // If they have a map powerup, draw unvisited areas in dark blue.
1477                         if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))     
1478                                 color = Wall_revealed_color;
1479
1480
1481                         Here:
1482
1483                         get_side_verts(vertex_list,segnum,sn);
1484                         add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1485                         add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1486                         add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1487                         add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1488
1489                         if ( is_grate ) {
1490                                 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1491                                 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1492                         }
1493                 }
1494         }
1495
1496 }
1497
1498
1499 // Adds all the edges from a segment we haven't visited yet.
1500
1501 void add_unknown_segment_edges(segment *seg)
1502 {
1503         int sn;
1504         int segnum = SEGMENT_NUMBER(seg);
1505         
1506         for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1507                 short   vertex_list[4];
1508
1509                 // Only add edges that have no children
1510                 if (seg->children[sn] == -1) {
1511                         get_side_verts(vertex_list,segnum,sn);
1512         
1513                         add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1514                         add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1515                         add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1516                         add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1517                 }
1518
1519
1520         }
1521
1522 }
1523
1524 void automap_build_edge_list()
1525 {       
1526         int     i,e1,e2,s;
1527         Edge_info * e;
1528
1529         Automap_cheat = 0;
1530
1531         if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1532                 Automap_cheat = 1;              // Damn cheaters...
1533
1534         // clear edge list
1535         for (i=0; i<Max_edges; i++) {
1536                 Edges[i].num_faces = 0;
1537                 Edges[i].flags = 0;
1538         }
1539         Num_edges = 0;
1540         Highest_edge_index = -1;
1541
1542         if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) )       {
1543                 // Cheating, add all edges as visited
1544                 for (s=0; s<=Highest_segment_index; s++)
1545                         #ifdef EDITOR
1546                         if (Segments[s].segnum != -1)
1547                         #endif
1548                         {
1549                                 add_segment_edges(&Segments[s]);
1550                         }
1551         } else {
1552                 // Not cheating, add visited edges, and then unvisited edges
1553                 for (s=0; s<=Highest_segment_index; s++)
1554                         #ifdef EDITOR
1555                         if (Segments[s].segnum != -1)
1556                         #endif
1557                                 if (Automap_visited[s]) {
1558                                         add_segment_edges(&Segments[s]);
1559                                 }
1560         
1561                 for (s=0; s<=Highest_segment_index; s++)
1562                         #ifdef EDITOR
1563                         if (Segments[s].segnum != -1)
1564                         #endif
1565                                 if (!Automap_visited[s]) {
1566                                         add_unknown_segment_edges(&Segments[s]);
1567                                 }
1568         }
1569
1570         // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1571         for (i=0; i<=Highest_edge_index; i++ )  {
1572                 e = &Edges[i];
1573                 if (!(e->flags&EF_USED)) continue;
1574
1575                 for (e1=0; e1<e->num_faces; e1++ )      {
1576                         for (e2=1; e2<e->num_faces; e2++ )      {
1577                                 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) )   {
1578                                         #ifdef COMPACT_SEGS
1579                                         vms_vector v1, v2;
1580                                         get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1581                                         get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1582                                         if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10))  )  {
1583                                         #else
1584                                         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))  )       {
1585                                         #endif
1586                                                 e->flags &= (~EF_DEFINING);
1587                                                 break;
1588                                         }
1589                                 }
1590                         }
1591                         if (!(e->flags & EF_DEFINING))
1592                                 break;
1593                 }
1594         }       
1595
1596         mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges  ));
1597
1598 }
1599
1600 char Marker_input [40];
1601 int Marker_index=0;
1602 ubyte DefiningMarkerMessage=0;
1603 ubyte MarkerBeingDefined;
1604 ubyte LastMarkerDropped;
1605
1606 void InitMarkerInput ()
1607  {
1608         int maxdrop,i;
1609
1610         //find free marker slot
1611
1612         if (Game_mode & GM_MULTI)
1613         maxdrop=MAX_DROP_MULTI;
1614         else
1615         maxdrop=MAX_DROP_SINGLE;
1616
1617         for (i=0;i<maxdrop;i++)
1618                 if (MarkerObject[(Player_num*2)+i] == -1)               //found free slot!
1619                         break;
1620
1621         if (i==maxdrop)         //no free slot
1622         {
1623                 if (Game_mode & GM_MULTI)
1624                         i = !LastMarkerDropped;         //in multi, replace older of two
1625                 else {
1626                         HUD_init_message("No free marker slots");
1627                         return;
1628                 }
1629         }
1630
1631         //got a free slot.  start inputting marker message
1632
1633         Marker_input[0]=0;
1634         Marker_index=0;
1635         DefiningMarkerMessage=1;
1636         MarkerBeingDefined = i;
1637  }
1638
1639 void MarkerInputMessage (int key)
1640  {
1641         switch( key )   {
1642         case KEY_F8:
1643         case KEY_ESC:
1644                 DefiningMarkerMessage = 0;
1645                 game_flush_inputs();
1646                 break;
1647         case KEY_LEFT:
1648         case KEY_BACKSP:
1649         case KEY_PAD4:
1650                 if (Marker_index > 0)
1651                         Marker_index--;
1652                 Marker_input[Marker_index] = 0;
1653                 break;
1654         case KEY_ENTER:
1655                 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1656                 if (Game_mode & GM_MULTI)
1657                  strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1658                 DropMarker(MarkerBeingDefined);
1659                 LastMarkerDropped = MarkerBeingDefined;
1660                 game_flush_inputs();
1661                 DefiningMarkerMessage = 0;
1662                 break;
1663         default:
1664                 if ( key > 0 )
1665                  {
1666                   int ascii = key_to_ascii(key);
1667                   if ((ascii < 255 ))
1668                     if (Marker_index < 38 )
1669                       {
1670                         Marker_input[Marker_index++] = ascii;
1671                         Marker_input[Marker_index] = 0;
1672                       }
1673                  }
1674                 break;
1675
1676         }
1677  }
1678
1679
1680
1681