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