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