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1 /* $Id: automap.c,v 1.21 2005-07-30 01:50:17 chris Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Routines for displaying the auto-map.
18  *
19  */
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28
29 #ifdef OGL
30 #include "ogl_init.h"
31 #endif
32
33 #include "error.h"
34 #include "3d.h"
35 #include "inferno.h"
36 #include "u_mem.h"
37 #include "render.h"
38 #include "object.h"
39 #include "vclip.h"
40 #include "game.h"
41 #include "mono.h"
42 #include "polyobj.h"
43 #include "sounds.h"
44 #include "player.h"
45 #include "bm.h"
46 #include "key.h"
47 #include "newmenu.h"
48 #include "menu.h"
49 #include "screens.h"
50 #include "textures.h"
51 #include "mouse.h"
52 #include "timer.h"
53 #include "segpoint.h"
54 #include "joy.h"
55 #include "iff.h"
56 #include "pcx.h"
57 #include "palette.h"
58 #include "wall.h"
59 #include "gameseq.h"
60 #include "gamefont.h"
61 #ifdef NETWORK
62 #include "network.h"
63 #endif
64 #include "kconfig.h"
65 #ifdef NETWORK
66 #include "multi.h"
67 #endif
68 #include "endlevel.h"
69 #include "text.h"
70 #include "gauges.h"
71 #include "songs.h"
72 #include "powerup.h"
73 #include "switch.h"
74 #include "automap.h"
75 #include "cntrlcen.h"
76
77 #ifdef OGL
78 #define AUTOMAP_DIRECT_RENDER
79 #endif
80
81 #define EF_USED     1   // This edge is used
82 #define EF_DEFINING 2   // A structure defining edge that should always draw.
83 #define EF_FRONTIER 4   // An edge between the known and the unknown.
84 #define EF_SECRET   8   // An edge that is part of a secret wall.
85 #define EF_GRATE    16  // A grate... draw it all the time.
86 #define EF_NO_FADE  32  // An edge that doesn't fade with distance
87 #define EF_TOO_FAR  64  // An edge that is too far away
88
89 void modex_printf(int x,int y,char *s,grs_font *font,int color);
90
91 typedef struct Edge_info {
92         short verts[2];     // 4 bytes
93         ubyte sides[4];     // 4 bytes
94         short segnum[4];    // 8 bytes  // This might not need to be stored... If you can access the normals of a side.
95         ubyte flags;        // 1 bytes  // See the EF_??? defines above.
96         ubyte color;        // 1 bytes
97         ubyte num_faces;    // 1 bytes  // 19 bytes...
98 } Edge_info;
99
100 // OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v)   ((v*5)/2)
101 // THE following was determined by John by loading levels 1-14 and recording
102 // numbers on 10/26/94.
103 //#define MAX_EDGES_FROM_VERTS(v)   (((v)*21)/10)
104 #define MAX_EDGES_FROM_VERTS(v)     ((v)*4)
105 //#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
106
107 #define MAX_EDGES 6000  // Determined by loading all the levels by John & Mike, Feb 9, 1995
108
109 #define K_WALL_NORMAL_COLOR     BM_XRGB(29, 29, 29 )
110 #define K_WALL_DOOR_COLOR       BM_XRGB(5, 27, 5 )
111 #define K_WALL_DOOR_BLUE        BM_XRGB(0, 0, 31)
112 #define K_WALL_DOOR_GOLD        BM_XRGB(31, 31, 0)
113 #define K_WALL_DOOR_RED         BM_XRGB(31, 0, 0)
114 #define K_WALL_REVEALED_COLOR   BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
115 #define K_HOSTAGE_COLOR         BM_XRGB(0, 31, 0 )
116 #define K_FONT_COLOR_20         BM_XRGB(20, 20, 20 )
117 #define K_GREEN_31              BM_XRGB(0, 31, 0)
118
119 int Wall_normal_color;
120 int Wall_door_color;
121 int Wall_door_blue;
122 int Wall_door_gold;
123 int Wall_door_red;
124 int Wall_revealed_color;
125 int Hostage_color;
126 int Font_color_20;
127 int Green_31;
128 int White_63;
129 int Blue_48;
130 int Red_48;
131
132 void init_automap_colors(void)
133 {
134         Wall_normal_color = K_WALL_NORMAL_COLOR;
135         Wall_door_color = K_WALL_DOOR_COLOR;
136         Wall_door_blue = K_WALL_DOOR_BLUE;
137         Wall_door_gold = K_WALL_DOOR_GOLD;
138         Wall_door_red = K_WALL_DOOR_RED;
139         Wall_revealed_color = K_WALL_REVEALED_COLOR;
140         Hostage_color = K_HOSTAGE_COLOR;
141         Font_color_20 = K_FONT_COLOR_20;
142         Green_31 = K_GREEN_31;
143
144         White_63 = gr_find_closest_color_current(63,63,63);
145         Blue_48 = gr_find_closest_color_current(0,0,48);
146         Red_48 = gr_find_closest_color_current(48,0,0);
147 }
148
149 // Segment visited list
150 ubyte Automap_visited[MAX_SEGMENTS];
151
152 // Edge list variables
153 static int Num_edges=0;
154 static int Max_edges;           //set each frame
155 static int Highest_edge_index = -1;
156 static Edge_info Edges[MAX_EDGES];
157 static short DrawingListBright[MAX_EDGES];
158
159 //static short DrawingListBright[MAX_EDGES];
160 //static short Edge_used_list[MAX_EDGES];                               //which entries in edge_list have been used
161
162 // Map movement defines
163 #define PITCH_DEFAULT 9000
164 #define ZOOM_DEFAULT i2f(20*10)
165 #define ZOOM_MIN_VALUE i2f(20*5)
166 #define ZOOM_MAX_VALUE i2f(20*100)
167
168 #define SLIDE_SPEED                             (350)
169 #define ZOOM_SPEED_FACTOR               500     //(1500)
170 #define ROT_SPEED_DIVISOR               (115000)
171
172 #ifndef AUTOMAP_DIRECT_RENDER
173 // Screen anvas variables
174 static int current_page=0;
175 #ifdef WINDOWS
176 static dd_grs_canvas ddPages[2];
177 static dd_grs_canvas ddDrawingPages[2];
178
179 #define ddPage ddPages[0]
180 #define ddDrawingPage ddDrawingPages[0]
181
182 #endif
183
184         static grs_canvas Pages[2];
185         static grs_canvas DrawingPages[2];
186 #endif /* AUTOMAP_DIRECT_RENDER */
187
188 #define Page Pages[0]
189 #define DrawingPage DrawingPages[0]
190
191 // Flags
192 static int Automap_cheat = 0;           // If set, show everything
193
194 // Rendering variables
195 static fix Automap_zoom = 0x9000;
196 static vms_vector view_target;
197 static fix Automap_farthest_dist = (F1_0 * 20 * 50);            // 50 segments away
198 static vms_matrix       ViewMatrix;
199 static fix ViewDist=0;
200
201 //      Function Prototypes
202 void adjust_segment_limit(int SegmentLimit);
203 void draw_all_edges(void);
204 void automap_build_edge_list(void);
205
206 #define MAX_DROP_MULTI          2
207 #define MAX_DROP_SINGLE 9
208
209 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
210 int HighlightMarker=-1;
211 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
212 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
213 float MarkerScale=2.0;
214 int     MarkerObject[NUM_MARKERS];
215
216 extern vms_vector Matrix_scale;         //how the matrix is currently scaled
217
218
219 # define automap_draw_line g3_draw_line
220
221
222 // -------------------------------------------------------------
223
224 void DrawMarkerNumber (int num)
225  {
226   int i;
227   g3s_point BasePoint,FromPoint,ToPoint;
228
229   float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
230                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
231                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
232                          {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
233                          {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
234                          {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
235                          {-1.0, 1.0, 1.0, 1.0},
236                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -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}
238
239                        };
240   float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
241                          {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
242                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
243                          {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
244                          {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
245                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
246                          {1.0, 1.0, 1.0, -1.0},
247                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
248                          {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
249                        };
250   int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
251
252   for (i=0;i<NumOfPoints[num];i++)
253    {
254     ArrayX[num][i]*=MarkerScale;
255     ArrayY[num][i]*=MarkerScale;
256    }
257
258   if (num==HighlightMarker)
259    gr_setcolor (White_63);
260   else
261    gr_setcolor (Blue_48);
262
263
264   g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
265
266   for (i=0;i<NumOfPoints[num];i+=2)
267    {
268
269     FromPoint=BasePoint;
270     ToPoint=BasePoint;
271
272     FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
273     FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
274     g3_code_point (&FromPoint);
275     g3_project_point (&FromPoint);
276
277     ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
278     ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
279     g3_code_point (&ToPoint);
280     g3_project_point (&ToPoint);
281
282         automap_draw_line(&FromPoint, &ToPoint);
283    }
284  }
285
286 void DropMarker (int player_marker_num)
287 {
288         int marker_num = (Player_num*2)+player_marker_num;
289         object *playerp = &Objects[Players[Player_num].objnum];
290
291         MarkerPoint[marker_num] = playerp->pos;
292
293         if (MarkerObject[marker_num] != -1)
294                 obj_delete(MarkerObject[marker_num]);
295
296         MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
297
298 #ifdef NETWORK
299         if (Game_mode & GM_MULTI)
300                 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
301 #endif
302
303 }
304
305 extern char guidebot_name[];
306
307 void DropBuddyMarker(object *objp)
308 {
309         int     marker_num;
310
311         //      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?
312         marker_num = MAX_DROP_SINGLE+1;
313         if (marker_num > NUM_MARKERS-1)
314                 marker_num = NUM_MARKERS-1;
315
316    sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
317
318         MarkerPoint[marker_num] = objp->pos;
319
320         if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
321                 obj_delete(MarkerObject[marker_num]);
322
323         MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
324
325 }
326
327 #define MARKER_SPHERE_SIZE 0x58000
328
329 void DrawMarkers ()
330  {
331         int i,maxdrop;
332         static int cyc=10,cycdir=1;
333         g3s_point sphere_point;
334
335         if (Game_mode & GM_MULTI)
336         maxdrop=2;
337         else
338         maxdrop=9;
339
340         for (i=0;i<maxdrop;i++)
341                 if (MarkerObject[(Player_num*2)+i] != -1) {
342
343                         g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
344
345                         gr_setcolor (gr_find_closest_color_current(cyc,0,0));
346                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
347                         gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
348                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
349                         gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
350                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
351
352                         DrawMarkerNumber (i);
353                 }
354
355         if (cycdir)
356                 cyc+=2;
357         else
358                 cyc-=2;
359
360         if (cyc>43)
361          {
362                 cyc=43;
363                 cycdir=0;
364          }
365         else if (cyc<10)
366          {
367                 cyc=10;
368                 cycdir=1;
369          }
370
371  }
372
373 void ClearMarkers()
374  {
375         int i;
376
377         for (i=0;i<NUM_MARKERS;i++) {
378                 MarkerMessage[i][0]=0;
379                 MarkerObject[i]=-1;
380         }
381  }
382
383 void automap_clear_visited()    
384 {
385         int i;
386         for (i=0; i<MAX_SEGMENTS; i++ )
387                 Automap_visited[i] = 0;
388                           ClearMarkers();
389 }
390
391 grs_canvas *name_canv_left,*name_canv_right;
392
393 void draw_player( object * obj )
394 {
395         vms_vector arrow_pos, head_pos;
396         g3s_point sphere_point, arrow_point, head_point;
397
398         // Draw Console player -- shaped like a ellipse with an arrow.
399         g3_rotate_point(&sphere_point,&obj->pos);
400         g3_draw_sphere(&sphere_point,obj->size);
401
402         // Draw shaft of arrow
403         vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
404         g3_rotate_point(&arrow_point,&arrow_pos);
405         automap_draw_line(&sphere_point, &arrow_point);
406
407         // Draw right head of arrow
408         vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
409         vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
410         g3_rotate_point(&head_point,&head_pos);
411         automap_draw_line(&arrow_point, &head_point);
412
413         // Draw left head of arrow
414         vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
415         vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
416         g3_rotate_point(&head_point,&head_pos);
417         automap_draw_line(&arrow_point, &head_point);
418
419         // Draw player's up vector
420         vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
421         g3_rotate_point(&arrow_point,&arrow_pos);
422         automap_draw_line(&sphere_point, &arrow_point);
423 }
424
425 int AutomapHires;
426 void draw_automap()
427 {
428         int i;
429         int color;
430         object * objp;
431         vms_vector viewer_position;
432         g3s_point sphere_point;
433
434 #ifndef AUTOMAP_DIRECT_RENDER
435         if (!AutomapHires) {
436                 WIN(mprintf((1, "Can't do lores automap in Windows!\n")));
437                 WIN(Int3());
438                 current_page ^= 1;
439                 gr_set_current_canvas(&DrawingPages[current_page]);
440         }
441         else {
442                 WINDOS(
443                         dd_gr_set_current_canvas(&ddDrawingPage),
444                         gr_set_current_canvas(&DrawingPage)
445                 );
446         }
447 #endif
448
449         WINDOS(
450                 dd_gr_clear_canvas(BM_XRGB(0,0,0)),
451                 gr_clear_canvas(BM_XRGB(0,0,0))
452         );
453
454 WIN(DDGRLOCK(dd_grd_curcanv));
455 {
456         g3_start_frame();
457         render_start_frame();
458
459         vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
460
461         g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
462
463 //      mprintf((0, "dd_grd_curcanv->canvas.cv_bitmap.bm_data= %x\n", dd_grd_curcanv->canvas.cv_bitmap.bm_data));
464 //      mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
465
466         draw_all_edges();
467
468         // Draw player...
469 #ifdef NETWORK
470         if (Game_mode & GM_TEAM)
471                 color = get_team(Player_num);
472         else
473 #endif  
474                 color = Player_num;     // Note link to above if!
475
476         gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
477         draw_player(&Objects[Players[Player_num].objnum]);
478
479         DrawMarkers();
480         
481         if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
482          {
483                 char msg[10+MARKER_MESSAGE_LEN+1];
484
485                 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
486
487                 gr_setcolor (Red_48);
488                 
489                 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
490          }
491                                 
492         // Draw player(s)...
493 #ifdef NETWORK
494         if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )  {
495                 for (i=0; i<N_players; i++)             {
496                         if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )      {
497                                 if ( Objects[Players[i].objnum].type == OBJ_PLAYER )    {
498                                         if (Game_mode & GM_TEAM)
499                                                 color = get_team(i);
500                                         else
501                                                 color = i;
502                                         gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
503                                         draw_player(&Objects[Players[i].objnum]);
504                                 }
505                         }
506                 }
507         }
508 #endif
509
510         objp = &Objects[0];
511         for (i=0;i<=Highest_object_index;i++,objp++) {
512                 switch( objp->type )    {
513                 case OBJ_HOSTAGE:
514                         gr_setcolor(Hostage_color);
515                         g3_rotate_point(&sphere_point,&objp->pos);
516                         g3_draw_sphere(&sphere_point,objp->size);       
517                         break;
518                 case OBJ_POWERUP:
519                         if ( Automap_visited[objp->segnum] )    {
520                                 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )  {
521                                         switch (objp->id) {
522                                         case POW_KEY_RED:               gr_setcolor(gr_getcolor(63, 5, 5));     break;
523                                         case POW_KEY_BLUE:      gr_setcolor(gr_getcolor(5, 5, 63)); break;
524                                         case POW_KEY_GOLD:      gr_setcolor(gr_getcolor(63, 63, 10)); break;
525                                         default:
526                                                 Error("Illegal key type: %i", objp->id);
527                                         }
528                                         g3_rotate_point(&sphere_point,&objp->pos);
529                                         g3_draw_sphere(&sphere_point,objp->size*4);     
530                                 }
531                         }
532                         break;
533                 }
534         }
535
536         g3_end_frame();
537
538         gr_bitmapm(AutomapHires?10:5, AutomapHires?10:5, &name_canv_left->cv_bitmap);
539         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);
540 }
541 WIN(DDGRUNLOCK(dd_grd_curcanv));
542
543 #ifdef OGL
544         ogl_swap_buffers();
545 #else
546 #ifndef AUTOMAP_DIRECT_RENDER
547         if (!AutomapHires)
548                 gr_show_canvas( &Pages[current_page] );
549         else {
550         #ifndef WINDOWS
551                 //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 );
552                 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 );
553         #else
554                 dd_gr_blt_screen(&ddPage, 0,0,0,0,0,0,0,0);
555         #endif
556         }
557         gr_update();
558 #endif
559 #endif
560 }
561
562 #ifdef WINDOWS
563 #define LEAVE_TIME 0x00010000
564 #else
565 #define LEAVE_TIME 0x4000
566 #endif
567
568 #define WINDOW_WIDTH            288
569
570
571 //print to canvas & double height
572 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
573 {
574         int y;
575         ubyte *data;
576         int rs;
577         grs_canvas *temp_canv;
578         grs_font *save_font;
579         int w,h,aw;
580
581 WINDOS(
582         dd_grs_canvas *save_canv,
583         grs_canvas *save_canv
584 );
585
586 WINDOS(
587         save_canv = dd_grd_curcanv,
588         save_canv = grd_curcanv
589 );
590
591         save_font = grd_curcanv->cv_font;
592         gr_set_curfont(font);                                   //set the font we're going to use
593         gr_get_string_size(s,&w,&h,&aw);                //now get the string size
594         gr_set_curfont(save_font);                              //restore real font
595
596         //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
597         temp_canv = gr_create_canvas(w,font->ft_h*2);
598
599         gr_set_current_canvas(temp_canv);
600         gr_set_curfont(font);
601         temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
602         gr_clear_canvas(TRANSPARENCY_COLOR);                                            //trans color
603         gr_set_fontcolor(fc,bc);
604         gr_printf(0,0,s);
605
606         //now double it, since we're drawing to 400-line modex screen
607
608         if (double_flag) {
609                 data = temp_canv->cv_bitmap.bm_data;
610                 rs = temp_canv->cv_bitmap.bm_rowsize;
611
612                 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
613                         memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
614                         memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
615                 }
616         }
617
618 WINDOS(
619         dd_gr_set_current_canvas(save_canv),
620         gr_set_current_canvas(save_canv)
621 );
622
623         return temp_canv;
624 }
625
626 //print to buffer, double heights, and blit bitmap to screen
627 void modex_printf(int x,int y,char *s,grs_font *font,int color)
628 {
629         grs_canvas *temp_canv;
630
631         temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
632
633         gr_bitmapm(x,y,&temp_canv->cv_bitmap);
634
635         gr_free_canvas(temp_canv);
636 }
637
638 //name for each group.  maybe move somewhere else
639 char *system_name[] = {
640                         "Zeta Aquilae",
641                         "Quartzon System",
642                         "Brimspark System",
643                         "Limefrost Spiral",
644                         "Baloris Prime",
645                         "Omega System"};
646
647 void create_name_canv()
648 {
649         char    name_level_left[128],name_level_right[128];
650
651         if (Current_level_num > 0)
652                 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
653         else
654                 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
655
656         if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
657                 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
658         else
659                 strcpy(name_level_right, " ");
660
661         strcat(name_level_right, Current_level_name);
662
663         gr_set_fontcolor(Green_31,-1);
664         name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
665         name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
666
667 }
668
669
670 extern void GameLoop(int, int );
671 extern int set_segment_depths(int start_seg, ubyte *segbuf);
672
673 int Automap_active = 0;
674
675 #ifdef RELEASE
676 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX")     //load only from hog file
677 #else
678 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
679 #endif
680
681 int Automap_always_hires=0;
682 extern int MenuHiresAvailable;
683
684 extern int Current_display_mode;
685
686 u_int32_t automap_mode = SM(640,480);
687 int automap_width = 640;
688 int automap_height = 480;
689 int automap_use_game_res=0;
690 int nice_automap = 0;
691
692 #define RESCALE_X(x) ((x) * automap_width / 640)
693 #define RESCALE_Y(y) ((y) * automap_height / 480)
694
695 void do_automap( int key_code ) {
696         int done=0;
697         vms_matrix      tempm;
698         vms_angvec      tangles;
699         int leave_mode=0;
700         int first_time=1;
701         int pcx_error;
702 #if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
703         int i;
704 #endif
705         int c, marker_num;
706         fix entry_time;
707         int pause_game=1;               // Set to 1 if everything is paused during automap...No pause during net.
708         fix t1, t2;
709         control_info saved_control_info;
710         grs_bitmap Automap_background;
711         int Max_segments_away = 0;
712         int SegmentLimit = 1;
713         ubyte pal[256*3];
714         char maxdrop;
715         int must_free_canvas=0;
716         
717         WIN(int dd_VR_screen_mode_save);
718         WIN(int redraw_screen=0);
719
720         Automap_active = 1;
721
722         init_automap_colors();
723
724         key_code = key_code;    // disable warning...
725
726         if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
727                 pause_game = 0;
728
729         if (pause_game) {
730                 stop_time();
731                 digi_pause_digi_sounds();
732         }
733
734         Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES);                  //make maybe smaller than max
735
736         mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
737         mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
738
739         #if !defined (WINDOWS) && !defined(MACINTOSH)
740         if ((Current_display_mode!=0 && Current_display_mode!=2) || (Automap_always_hires && MenuHiresAvailable)) {
741                 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
742                 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
743                         gr_set_mode( AUTOMAP_MODE );
744                 else
745                         gr_set_current_canvas(NULL);
746                 //end edit -MM
747                 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
748                 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
749                 AutomapHires = 1;
750         }
751         else {
752                 gr_set_mode( SM(320, 400));
753                 AutomapHires = 0;
754         }
755         #else
756                 AutomapHires = 1;               //Mac & Windows(?) always in hires
757         #endif
758
759         #ifdef WINDOWS
760                 dd_VR_screen_mode_save = VR_screen_mode;
761                 VR_screen_mode = SM95_640x480x8;        // HACK! Forcing reinit of 640x480
762                 set_screen_mode(SCREEN_GAME);
763         #endif
764
765         FontHires = FontHiresAvailable && AutomapHires;
766
767         create_name_canv();
768
769         gr_palette_clear();
770
771 WIN(AutomapRedraw:)
772         if (!AutomapHires) {
773 #ifndef MACINTOSH
774 #ifndef AUTOMAP_DIRECT_RENDER
775                 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
776                 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
777                 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
778                 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
779 #endif
780
781                 gr_init_bitmap_data (&Automap_background);
782                 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
783                 if (pcx_error != PCX_ERROR_NONE)
784                         Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
785                 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
786
787 #ifndef AUTOMAP_DIRECT_RENDER
788                 for (i=0; i<2; i++)
789                 {
790                         gr_set_current_canvas(&Pages[i]);
791                         gr_bitmap(0, 0, &Automap_background );
792                         modex_printf(40,  22, TXT_AUTOMAP, HUGE_FONT, Font_color_20);
793                         modex_printf(30, 353, TXT_TURN_SHIP, SMALL_FONT, Font_color_20);
794                         modex_printf(30, 369, TXT_SLIDE_UPDOWN, SMALL_FONT, Font_color_20);
795                         modex_printf(30, 385, TXT_VIEWING_DISTANCE, SMALL_FONT, Font_color_20);
796                 }
797                 gr_free_bitmap_data(&Automap_background);       
798                 gr_set_current_canvas(&DrawingPages[current_page]);
799 #endif /* AUTOMAP_DIRECT_RENDER */
800 #endif /* MACINTOSH */
801         }
802         else {
803 #ifndef AUTOMAP_DIRECT_RENDER
804                 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
805                 {
806                         WIN(dd_gr_init_sub_canvas(&ddPage, &dd_VR_render_buffer[0], 0, 0, automap_width,automap_height));
807
808                         gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
809                         
810                 }
811                 else {
812                 #ifndef WINDOWS
813                         void *raw_data;
814                         MALLOC(raw_data,ubyte,automap_width*automap_height);
815                         gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
816                 #else
817                         dd_gr_init_canvas(&ddPage, BM_LINEAR, automap_width,automap_height);
818                         gr_init_canvas(&Page,NULL,BM_LINEAR,automap_width,automap_height);
819                 #endif
820                         must_free_canvas = 1;
821                 }
822
823                 WIN(dd_gr_init_sub_canvas(&ddDrawingPage, &ddPage, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334)));
824                 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
825
826                 WINDOS(
827                         dd_gr_set_current_canvas(&ddPage),
828                         gr_set_current_canvas(&Page)
829                 );
830 #endif
831
832
833                 WIN(DDGRLOCK(dd_grd_curcanv));
834                 pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
835                         if ( pcx_error != PCX_ERROR_NONE )      {
836                                 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
837                                 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
838                                 return;
839                         }
840
841                         gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
842         
843                         gr_set_curfont(HUGE_FONT);
844                         gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
845                         gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP, HUGE_FONT);
846                         gr_set_curfont(SMALL_FONT);
847                         gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
848                         gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
849                         gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
850                         gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
851                 WIN(DDGRUNLOCK(dd_grd_curcanv));
852         
853 #ifndef AUTOMAP_DIRECT_RENDER
854                 WINDOS(
855                         dd_gr_set_current_canvas(&ddDrawingPage),
856                         gr_set_current_canvas(&DrawingPage)
857                 );
858 #endif
859         }
860
861
862 WIN(if (!redraw_screen) {)
863         automap_build_edge_list();
864
865         if ( ViewDist==0 )
866                 ViewDist = ZOOM_DEFAULT;
867         ViewMatrix = Objects[Players[Player_num].objnum].orient;
868
869         tangles.p = PITCH_DEFAULT;
870         tangles.h  = 0;
871         tangles.b  = 0;
872
873         done = 0;
874
875         view_target = Objects[Players[Player_num].objnum].pos;
876
877         t1 = entry_time = timer_get_fixed_seconds();
878         t2 = t1;
879
880         //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
881         Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
882         SegmentLimit = Max_segments_away;
883
884         adjust_segment_limit(SegmentLimit);
885 WIN(})
886
887 WIN(if (redraw_screen) redraw_screen = 0);
888
889         while(!done)    {
890                 if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
891                         leave_mode = 1;
892
893                 if ( !Controls.automap_state && (leave_mode==1) )
894                         done=1;
895
896                 if (!pause_game)        {
897                         ushort old_wiggle;
898                         saved_control_info = Controls;                          // Save controls so we can zero them
899                         memset(&Controls,0,sizeof(control_info));       // Clear everything...
900                         old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE;  // Save old wiggle
901                         ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE;             // Turn off wiggle
902                         #ifdef NETWORK
903                         if (multi_menu_poll())
904                                 done = 1;
905                         #endif
906 //                      GameLoop( 0, 0 );               // Do game loop with no rendering and no reading controls.
907                         ConsoleObject->mtype.phys_info.flags |= old_wiggle;     // Restore wiggle
908                         Controls = saved_control_info;
909                 }
910
911         #ifndef WINDOWS
912                 controls_read_all();            
913         #else
914                 controls_read_all_win();
915         #endif
916
917                 if ( Controls.automap_down_count )      {
918                         if (leave_mode==0)
919                                 done = 1;
920                         c = 0;
921                 }
922
923                 //see if redbook song needs to be restarted
924                 songs_check_redbook_repeat();
925
926                 #ifdef WINDOWS
927                 {
928                         MSG msg;
929                         DoMessageStuff(&msg);
930                         if (_RedrawScreen) {
931                                 _RedrawScreen = FALSE;
932                                 redraw_screen = 1;
933                                 goto AutomapRedraw;
934                         }
935                                 
936                         if (msg.message == WM_QUIT) exit(1);
937
938                         DDGRRESTORE;
939                 }
940                 #endif
941
942
943                 while( (c=key_inkey()) )        {
944                         switch( c ) {
945                         #ifndef NDEBUG
946                         case KEY_BACKSP: Int3(); break;
947                         #endif
948         
949                         case KEY_PRINT_SCREEN: {
950                                 if (AutomapHires) {
951                                 WINDOS(
952                                         dd_gr_set_current_canvas(NULL),
953                                                 gr_set_current_canvas(NULL)
954                                 );
955                                 }
956 #ifndef AUTOMAP_DIRECT_RENDER
957                                 else
958                                         gr_set_current_canvas(&Pages[current_page]);
959 #endif
960                                 save_screen_shot(1);
961                                 break;
962                         }
963         
964                         case KEY_ESC:
965                                 if (leave_mode==0)
966                                         done = 1;
967                                  break;
968
969                         #ifndef NDEBUG
970                         case KEY_DEBUGGED+KEY_F:        {
971                                 for (i=0; i<=Highest_segment_index; i++ )
972                                         Automap_visited[i] = 1;
973                                 automap_build_edge_list();
974                                 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
975                                 SegmentLimit = Max_segments_away;
976                                 adjust_segment_limit(SegmentLimit);
977                                 }
978                                 break;
979                         #endif
980
981                         case KEY_MINUS:
982                                 if (SegmentLimit > 1)           {
983                                         SegmentLimit--;
984                                         adjust_segment_limit(SegmentLimit);
985                                 }
986                                 break;
987                         case KEY_EQUAL:
988                                 if (SegmentLimit < Max_segments_away)   {
989                                         SegmentLimit++;
990                                         adjust_segment_limit(SegmentLimit);
991                                 }
992                                 break;
993                         case KEY_1:
994                         case KEY_2:
995                         case KEY_3:
996                         case KEY_4:
997                         case KEY_5:
998                         case KEY_6:
999                         case KEY_7:
1000                         case KEY_8:
1001                         case KEY_9:
1002                         case KEY_0:
1003                                 if (Game_mode & GM_MULTI)
1004                                 maxdrop=2;
1005                                 else
1006                                 maxdrop=9;
1007
1008                         #ifndef MACINTOSH
1009                         marker_num = c-KEY_1;
1010                         #else
1011                         switch(c) {             // god this is stupid.....
1012                                 case KEY_1: marker_num = 0; break;
1013                                 case KEY_2: marker_num = 1; break;
1014                                 case KEY_3: marker_num = 2; break;
1015                                 case KEY_4: marker_num = 3; break;
1016                                 case KEY_5: marker_num = 4; break;
1017                                 case KEY_6: marker_num = 5; break;
1018                                 case KEY_7: marker_num = 6; break;
1019                                 case KEY_8: marker_num = 7; break;
1020                                 case KEY_9: marker_num = 8; break;
1021                                 case KEY_0: marker_num = 9; break;
1022                         }
1023                         #endif
1024             if (marker_num<=maxdrop)
1025                                  {
1026                                         if (MarkerObject[marker_num] != -1)
1027                                                 HighlightMarker=marker_num;
1028                                  }
1029                           break;
1030
1031                         case KEY_D+KEY_CTRLED:
1032 #ifndef AUTOMAP_DIRECT_RENDER
1033                                 if (current_page)               //menu will only work on page 0
1034                                         draw_automap(); //..so switch from 1 to 0
1035 #endif
1036
1037                                 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
1038 #ifndef AUTOMAP_DIRECT_RENDER
1039                                         WINDOS(
1040                                                 dd_gr_set_current_canvas(&ddPages[current_page]),
1041                                                 gr_set_current_canvas(&Pages[current_page])
1042                                         );
1043 #endif
1044
1045                                         if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
1046                                                 obj_delete(MarkerObject[HighlightMarker]);
1047                                                 MarkerObject[HighlightMarker]=-1;
1048                                                 MarkerMessage[HighlightMarker][0]=0;
1049                                                 HighlightMarker = -1;
1050                                         }                                       
1051                                 }
1052                                 break;
1053
1054                         #ifndef RELEASE
1055                         case KEY_COMMA:
1056                                 if (MarkerScale>.5)
1057                                         MarkerScale-=.5;
1058                                 break;
1059                         case KEY_PERIOD:
1060                                 if (MarkerScale<30.0)
1061                                         MarkerScale+=.5;
1062                                 break;
1063                         #endif
1064
1065 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
1066 #if 0
1067                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
1068                         case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
1069                         case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
1070                                 d1x_options_menu();
1071                                 break;
1072                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
1073                         case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
1074                         case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
1075                                 change_res();
1076                                 break;
1077                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
1078                         case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
1079                         case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
1080                                 //lower res
1081                                 //should we just cycle through the list that is displayed in the res change menu?
1082                                 // what if their card/X/etc can't handle that mode? hrm.
1083                                 //well, the quick access to the menu is good enough for now.
1084                                 break;
1085                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
1086                         case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
1087                         case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
1088                                 //increase res
1089                                 break;
1090 #endif
1091                         case KEY_ALTED+KEY_ENTER:
1092                         case KEY_ALTED+KEY_PADENTER:
1093                                 gr_toggle_fullscreen_game();
1094                                 break;
1095 //end addition -MM
1096
1097               }
1098                 }
1099
1100                 if ( Controls.fire_primary_down_count ) {
1101                         // Reset orientation
1102                         ViewDist = ZOOM_DEFAULT;
1103                         tangles.p = PITCH_DEFAULT;
1104                         tangles.h  = 0;
1105                         tangles.b  = 0;
1106                         view_target = Objects[Players[Player_num].objnum].pos;
1107                 }
1108
1109                 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1110
1111                 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1112                 tangles.h  += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1113                 tangles.b  += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1114                 
1115                 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time )   {
1116                         vms_angvec      tangles1;
1117                         vms_vector      old_vt;
1118                         old_vt = view_target;
1119                         tangles1 = tangles;
1120                         vm_angles_2_matrix(&tempm,&tangles1);
1121                         vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1122                         vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1123                         vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1124                         if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) )   {
1125                                 view_target = old_vt;
1126                         }
1127                 }
1128
1129                 vm_angles_2_matrix(&tempm,&tangles);
1130                 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1131
1132                 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1133                 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1134
1135                 draw_automap();
1136
1137                 if ( first_time )       {
1138                         first_time = 0;
1139                         gr_palette_load( gr_palette );
1140                 }
1141
1142                 t2 = timer_get_fixed_seconds();
1143                 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 :)
1144                 {
1145                         if (nice_automap)
1146                                 timer_delay(1);
1147
1148                         t2 = timer_get_fixed_seconds();
1149                 }
1150                 if (pause_game)
1151                         FrameTime=t2-t1;
1152                 t1 = t2;
1153         }
1154
1155         //d_free(Edges);
1156         //d_free(DrawingListBright);
1157
1158         gr_free_canvas(name_canv_left);  name_canv_left=NULL;
1159         gr_free_canvas(name_canv_right);  name_canv_right=NULL;
1160
1161         if (must_free_canvas)   {
1162 #ifndef AUTOMAP_DIRECT_RENDER
1163         WINDOS(
1164                 DDFreeSurface(ddPages[0].lpdds),
1165                 d_free(Page.cv_bitmap.bm_data)
1166         );
1167 #endif
1168         }
1169
1170         mprintf( (0, "Automap memory freed\n" ));
1171
1172         game_flush_inputs();
1173         
1174         if (pause_game)
1175         {
1176                 start_time();
1177                 digi_resume_digi_sounds();
1178         }
1179
1180 #ifdef WINDOWS
1181         VR_screen_mode = dd_VR_screen_mode_save;
1182 #endif
1183
1184         Automap_active = 0;
1185 }
1186
1187 void adjust_segment_limit(int SegmentLimit)
1188 {
1189         int i,e1;
1190         Edge_info * e;
1191
1192         mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1193         
1194         for (i=0; i<=Highest_edge_index; i++ )  {
1195                 e = &Edges[i];
1196                 e->flags |= EF_TOO_FAR;
1197                 for (e1=0; e1<e->num_faces; e1++ )      {
1198                         if ( Automap_visited[e->segnum[e1]] <= SegmentLimit )   {
1199                                 e->flags &= (~EF_TOO_FAR);
1200                                 break;
1201                         }
1202                 }
1203         }
1204         
1205 }
1206
1207 void draw_all_edges()   
1208 {
1209         g3s_codes cc;
1210         int i,j,nbright;
1211         ubyte nfacing,nnfacing;
1212         Edge_info *e;
1213         vms_vector *tv1;
1214         fix distance;
1215         fix min_distance = 0x7fffffff;
1216         g3s_point *p1, *p2;
1217         
1218         
1219         nbright=0;
1220
1221         for (i=0; i<=Highest_edge_index; i++ )  {
1222                 //e = &Edges[Edge_used_list[i]];
1223                 e = &Edges[i];
1224                 if (!(e->flags & EF_USED)) continue;
1225
1226                 if ( e->flags & EF_TOO_FAR) continue;
1227
1228                 if (e->flags&EF_FRONTIER)       {                                               // A line that is between what we have seen and what we haven't
1229                         if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1230                                 continue;               // If a line isn't secret and is normal color, then don't draw it
1231                 }
1232
1233                 cc=rotate_list(2,e->verts);
1234                 distance = Segment_points[e->verts[1]].p3_z;
1235
1236                 if (min_distance>distance )
1237                         min_distance = distance;
1238
1239                 if (!cc.and)    {       //all off screen?
1240                         nfacing = nnfacing = 0;
1241                         tv1 = &Vertices[e->verts[0]];
1242                         j = 0;
1243                         while( j<e->num_faces && (nfacing==0 || nnfacing==0) )  {
1244                                 #ifdef COMPACT_SEGS
1245                                 vms_vector temp_v;
1246                                 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1247                                 if (!g3_check_normal_facing( tv1, &temp_v ) )
1248                                 #else
1249                                 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1250                                 #endif
1251                                         nfacing++;
1252                                 else
1253                                         nnfacing++;
1254                                 j++;
1255                         }
1256
1257                         if ( nfacing && nnfacing )      {
1258                                 // a contour line
1259                                 DrawingListBright[nbright++] = e-Edges;
1260                         } else if ( e->flags&(EF_DEFINING|EF_GRATE) )   {
1261                                 if ( nfacing == 0 )     {
1262                                         if ( e->flags & EF_NO_FADE )
1263                                                 gr_setcolor( e->color );
1264                                         else
1265                                                 gr_setcolor( gr_fade_table[e->color+256*8] );
1266                                         g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1267                                 }       else {
1268                                         DrawingListBright[nbright++] = e-Edges;
1269                                 }
1270                         }
1271                 }
1272         }
1273                 
1274 ///     mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1275
1276         if ( min_distance < 0 ) min_distance = 0;
1277
1278         // Sort the bright ones using a shell sort
1279         {
1280                 int t;
1281                 int i, j, incr, v1, v2;
1282         
1283                 incr = nbright / 2;
1284                 while( incr > 0 )       {
1285                         for (i=incr; i<nbright; i++ )   {
1286                                 j = i - incr;
1287                                 while (j>=0 )   {
1288                                         // compare element j and j+incr
1289                                         v1 = Edges[DrawingListBright[j]].verts[0];
1290                                         v2 = Edges[DrawingListBright[j+incr]].verts[0];
1291
1292                                         if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1293                                                 // If not in correct order, them swap 'em
1294                                                 t=DrawingListBright[j+incr];
1295                                                 DrawingListBright[j+incr]=DrawingListBright[j];
1296                                                 DrawingListBright[j]=t;
1297                                                 j -= incr;
1298                                         }
1299                                         else
1300                                                 break;
1301                                 }
1302                         }
1303                         incr = incr / 2;
1304                 }
1305         }
1306                                         
1307         // Draw the bright ones
1308         for (i=0; i<nbright; i++ )      {
1309                 int color;
1310                 fix dist;
1311                 e = &Edges[DrawingListBright[i]];
1312                 p1 = &Segment_points[e->verts[0]];
1313                 p2 = &Segment_points[e->verts[1]];
1314                 dist = p1->p3_z - min_distance;
1315                 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1316                 if ( dist < 0 ) dist=0;
1317                 if ( dist >= Automap_farthest_dist ) continue;
1318
1319                 if ( e->flags & EF_NO_FADE )    {
1320                         gr_setcolor( e->color );
1321                 } else {
1322                         dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1323                         color = f2i( dist*31 );
1324                         gr_setcolor( gr_fade_table[e->color+color*256] );       
1325                 }
1326                 g3_draw_line( p1, p2 );
1327         }
1328
1329 }
1330
1331
1332 //==================================================================
1333 //
1334 // All routines below here are used to build the Edge list
1335 //
1336 //==================================================================
1337
1338
1339 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1340 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1341 {
1342         long vv, evv;
1343         short hash,oldhash;
1344         int ret, ev0, ev1;
1345
1346         vv = (v1<<16) + v0;
1347
1348         oldhash = hash = ((v0*5+v1) % Max_edges);
1349
1350         ret = -1;
1351
1352         while (ret==-1) {
1353                 ev0 = (int)(Edges[hash].verts[0]);
1354                 ev1 = (int)(Edges[hash].verts[1]);
1355                 evv = (ev1<<16)+ev0;
1356                 if (Edges[hash].num_faces == 0 ) ret=0;
1357                 else if (evv == vv) ret=1;
1358                 else {
1359                         if (++hash==Max_edges) hash=0;
1360                         if (hash==oldhash) Error("Edge list full!");
1361                 }
1362         }
1363
1364         *edge_ptr = &Edges[hash];
1365
1366         if (ret == 0)
1367                 return -1;
1368         else
1369                 return hash;
1370
1371 }
1372
1373
1374 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade )      {
1375         int found;
1376         Edge_info *e;
1377         short tmp;
1378
1379         if ( Num_edges >= Max_edges)    {
1380                 // GET JOHN! (And tell him that his
1381                 // MAX_EDGES_FROM_VERTS formula is hosed.)
1382                 // If he's not around, save the mine,
1383                 // and send him  mail so he can look
1384                 // at the mine later. Don't modify it.
1385                 // This is important if this happens.
1386                 Int3();         // LOOK ABOVE!!!!!!
1387                 return;
1388         }
1389
1390         if ( va > vb )  {
1391                 tmp = va;
1392                 va = vb;
1393                 vb = tmp;
1394         }
1395
1396         found = automap_find_edge(va,vb,&e);
1397                 
1398         if (found == -1) {
1399                 e->verts[0] = va;
1400                 e->verts[1] = vb;
1401                 e->color = color;
1402                 e->num_faces = 1;
1403                 e->flags = EF_USED | EF_DEFINING;                       // Assume a normal line
1404                 e->sides[0] = side;
1405                 e->segnum[0] = segnum;
1406                 //Edge_used_list[Num_edges] = e-Edges;
1407                 if ( (e-Edges) > Highest_edge_index )
1408                         Highest_edge_index = e - Edges;
1409                 Num_edges++;
1410         } else {
1411                 //Assert(e->num_faces < 8 );
1412
1413                 if ( color != Wall_normal_color )
1414                         if (color != Wall_revealed_color)
1415                                 e->color = color;
1416
1417                 if ( e->num_faces < 4 ) {
1418                         e->sides[e->num_faces] = side;                                  
1419                         e->segnum[e->num_faces] = segnum;
1420                         e->num_faces++;
1421                 }
1422         }
1423
1424         if ( grate )
1425                 e->flags |= EF_GRATE;
1426
1427         if ( hidden )
1428                 e->flags|=EF_SECRET;            // Mark this as a hidden edge
1429         if ( no_fade )
1430                 e->flags |= EF_NO_FADE;
1431 }
1432
1433 void add_one_unknown_edge( short va, short vb ) {
1434         int found;
1435         Edge_info *e;
1436         short tmp;
1437
1438         if ( va > vb )  {
1439                 tmp = va;
1440                 va = vb;
1441                 vb = tmp;
1442         }
1443
1444         found = automap_find_edge(va,vb,&e);
1445         if (found != -1)        
1446                 e->flags|=EF_FRONTIER;          // Mark as a border edge
1447 }
1448
1449 #ifndef _GAMESEQ_H
1450 extern obj_position Player_init[];
1451 #endif
1452
1453 void add_segment_edges(segment *seg)
1454 {
1455         int     is_grate, no_fade;
1456         ubyte   color;
1457         int     sn;
1458         int     segnum = seg-Segments;
1459         int     hidden_flag;
1460         int ttype,trigger_num;
1461         
1462         for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1463                 short   vertex_list[4];
1464
1465                 hidden_flag = 0;
1466
1467                 is_grate = 0;
1468                 no_fade = 0;
1469
1470                 color = 255;
1471                 if (seg->children[sn] == -1) {
1472                         color = Wall_normal_color;
1473                 }
1474
1475                 switch( Segment2s[segnum].special )     {
1476                 case SEGMENT_IS_FUELCEN:
1477                         color = BM_XRGB( 29, 27, 13 );
1478                         break;
1479                 case SEGMENT_IS_CONTROLCEN:
1480                         if (Control_center_present)
1481                                 color = BM_XRGB( 29, 0, 0 );
1482                         break;
1483                 case SEGMENT_IS_ROBOTMAKER:
1484                         color = BM_XRGB( 29, 0, 31 );
1485                         break;
1486                 }
1487
1488                 if (seg->sides[sn].wall_num > -1)       {
1489                 
1490                         trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1491                         ttype = Triggers[trigger_num].type;
1492                         if (ttype==TT_SECRET_EXIT)
1493                                 {
1494                             color = BM_XRGB( 29, 0, 31 );
1495                                  no_fade=1;
1496                                  goto Here;
1497                                 }       
1498
1499                         switch( Walls[seg->sides[sn].wall_num].type )   {
1500                         case WALL_DOOR:
1501                                 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1502                                         no_fade = 1;
1503                                         color = Wall_door_blue;
1504                                         //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1505                                 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1506                                         no_fade = 1;
1507                                         color = Wall_door_gold;
1508                                         //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1509                                 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1510                                         no_fade = 1;
1511                                         color = Wall_door_red;
1512                                         //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1513                                 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1514                                         int     connected_seg = seg->children[sn];
1515                                         if (connected_seg != -1) {
1516                                                 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1517                                                 int     keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1518                                                 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1519                                                         color = Wall_door_color;
1520                                                 else {
1521                                                         switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1522                                                                 case KEY_BLUE:  color = Wall_door_blue; no_fade = 1; break;
1523                                                                 case KEY_GOLD:  color = Wall_door_gold; no_fade = 1; break;
1524                                                                 case KEY_RED:   color = Wall_door_red;  no_fade = 1; break;
1525                                                                 default:        Error("Inconsistent data.  Supposed to be a colored wall, but not blue, gold or red.\n");
1526                                                         }
1527                                                         //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1528                                                 }
1529
1530                                         }
1531                                 } else {
1532                                         color = Wall_normal_color;
1533                                         hidden_flag = 1;
1534                                         //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", seg-Segments, sn));
1535                                 }
1536                                 break;
1537                         case WALL_CLOSED:
1538                                 // Make grates draw properly
1539                                 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1540                                         is_grate = 1;
1541                                 else
1542                                         hidden_flag = 1;
1543                                 color = Wall_normal_color;
1544                                 break;
1545                         case WALL_BLASTABLE:
1546                                 // Hostage doors
1547                                 color = Wall_door_color;        
1548                                 break;
1549                         }
1550                 }
1551         
1552                 if (segnum==Player_init[Player_num].segnum)
1553                         color = BM_XRGB(31,0,31);
1554
1555                 if ( color != 255 )     {
1556                         // If they have a map powerup, draw unvisited areas in dark blue.
1557                         if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))     
1558                                 color = Wall_revealed_color;
1559
1560
1561                         Here:
1562
1563                         get_side_verts(vertex_list,segnum,sn);
1564                         add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1565                         add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1566                         add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1567                         add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1568
1569                         if ( is_grate ) {
1570                                 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1571                                 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1572                         }
1573                 }
1574         }
1575
1576 }
1577
1578
1579 // Adds all the edges from a segment we haven't visited yet.
1580
1581 void add_unknown_segment_edges(segment *seg)
1582 {
1583         int sn;
1584         int segnum = seg-Segments;
1585         
1586         for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1587                 short   vertex_list[4];
1588
1589                 // Only add edges that have no children
1590                 if (seg->children[sn] == -1) {
1591                         get_side_verts(vertex_list,segnum,sn);
1592         
1593                         add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1594                         add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1595                         add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1596                         add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1597                 }
1598
1599
1600         }
1601
1602 }
1603
1604 void automap_build_edge_list()
1605 {       
1606         int     i,e1,e2,s;
1607         Edge_info * e;
1608
1609         Automap_cheat = 0;
1610
1611         if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1612                 Automap_cheat = 1;              // Damn cheaters...
1613
1614         // clear edge list
1615         for (i=0; i<Max_edges; i++) {
1616                 Edges[i].num_faces = 0;
1617                 Edges[i].flags = 0;
1618         }
1619         Num_edges = 0;
1620         Highest_edge_index = -1;
1621
1622         if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) )       {
1623                 // Cheating, add all edges as visited
1624                 for (s=0; s<=Highest_segment_index; s++)
1625                         #ifdef EDITOR
1626                         if (Segments[s].segnum != -1)
1627                         #endif
1628                         {
1629                                 add_segment_edges(&Segments[s]);
1630                         }
1631         } else {
1632                 // Not cheating, add visited edges, and then unvisited edges
1633                 for (s=0; s<=Highest_segment_index; s++)
1634                         #ifdef EDITOR
1635                         if (Segments[s].segnum != -1)
1636                         #endif
1637                                 if (Automap_visited[s]) {
1638                                         add_segment_edges(&Segments[s]);
1639                                 }
1640         
1641                 for (s=0; s<=Highest_segment_index; s++)
1642                         #ifdef EDITOR
1643                         if (Segments[s].segnum != -1)
1644                         #endif
1645                                 if (!Automap_visited[s]) {
1646                                         add_unknown_segment_edges(&Segments[s]);
1647                                 }
1648         }
1649
1650         // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1651         for (i=0; i<=Highest_edge_index; i++ )  {
1652                 e = &Edges[i];
1653                 if (!(e->flags&EF_USED)) continue;
1654
1655                 for (e1=0; e1<e->num_faces; e1++ )      {
1656                         for (e2=1; e2<e->num_faces; e2++ )      {
1657                                 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) )   {
1658                                         #ifdef COMPACT_SEGS
1659                                         vms_vector v1, v2;
1660                                         get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1661                                         get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1662                                         if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10))  )  {
1663                                         #else
1664                                         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))  )       {
1665                                         #endif
1666                                                 e->flags &= (~EF_DEFINING);
1667                                                 break;
1668                                         }
1669                                 }
1670                         }
1671                         if (!(e->flags & EF_DEFINING))
1672                                 break;
1673                 }
1674         }       
1675
1676         mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges  ));
1677
1678 }
1679
1680 char Marker_input [40];
1681 int Marker_index=0;
1682 ubyte DefiningMarkerMessage=0;
1683 ubyte MarkerBeingDefined;
1684 ubyte LastMarkerDropped;
1685
1686 void InitMarkerInput ()
1687  {
1688         int maxdrop,i;
1689
1690         //find free marker slot
1691
1692         if (Game_mode & GM_MULTI)
1693         maxdrop=MAX_DROP_MULTI;
1694         else
1695         maxdrop=MAX_DROP_SINGLE;
1696
1697         for (i=0;i<maxdrop;i++)
1698                 if (MarkerObject[(Player_num*2)+i] == -1)               //found free slot!
1699                         break;
1700
1701         if (i==maxdrop)         //no free slot
1702         {
1703                 if (Game_mode & GM_MULTI)
1704                         i = !LastMarkerDropped;         //in multi, replace older of two
1705                 else {
1706                         HUD_init_message("No free marker slots");
1707                         return;
1708                 }
1709         }
1710
1711         //got a free slot.  start inputting marker message
1712
1713         Marker_input[0]=0;
1714         Marker_index=0;
1715         DefiningMarkerMessage=1;
1716         MarkerBeingDefined = i;
1717  }
1718
1719 void MarkerInputMessage (int key)
1720  {
1721         switch( key )   {
1722         case KEY_F8:
1723         case KEY_ESC:
1724                 DefiningMarkerMessage = 0;
1725                 game_flush_inputs();
1726                 break;
1727         case KEY_LEFT:
1728         case KEY_BACKSP:
1729         case KEY_PAD4:
1730                 if (Marker_index > 0)
1731                         Marker_index--;
1732                 Marker_input[Marker_index] = 0;
1733                 break;
1734         case KEY_ENTER:
1735                 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1736                 if (Game_mode & GM_MULTI)
1737                  strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1738                 DropMarker(MarkerBeingDefined);
1739                 LastMarkerDropped = MarkerBeingDefined;
1740                 game_flush_inputs();
1741                 DefiningMarkerMessage = 0;
1742                 break;
1743         default:
1744                 if ( key > 0 )
1745                  {
1746                   int ascii = key_to_ascii(key);
1747                   if ((ascii < 255 ))
1748                     if (Marker_index < 38 )
1749                       {
1750                         Marker_input[Marker_index++] = ascii;
1751                         Marker_input[Marker_index] = 0;
1752                       }
1753                  }
1754                 break;
1755
1756         }
1757  }
1758
1759
1760
1761