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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 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17
18 #ifdef RCS
19 static char rcsid[] = "$Id: render.c,v 1.4 2001-01-31 15:17:57 bradleyb Exp $";
20 #endif
21
22 #include <stdlib.h>
23 #include <stdio.h>
24 #include <string.h>
25
26 #include "pa_enabl.h"                   //$$POLY_ACC
27 #include "inferno.h"
28 #include "segment.h"
29 #include "error.h"
30 #include "bm.h"
31 #include "texmap.h"
32 #include "mono.h"
33 #include "render.h"
34 #include "game.h"
35 #include "object.h"
36 #include "laser.h"
37 #include "textures.h"
38 #include "screens.h"
39 #include "segpoint.h"
40 #include "wall.h"
41 #include "texmerge.h"
42 #include "physics.h"
43 #include "3d.h"
44 #include "gameseg.h"
45 #include "vclip.h"
46 #include "lighting.h"
47 #include        "cntrlcen.h"
48 #include "newdemo.h"
49 #include "automap.h"
50 #include "endlevel.h"
51 #include "key.h"
52 #include "newmenu.h"
53 #include "u_mem.h"
54 #include "piggy.h"
55
56 #ifdef OGL
57 #include "ogl_init.h"
58 #endif
59
60 #define INITIAL_LOCAL_LIGHT     (F1_0/4)                // local light value in segment of occurence (of light emission)
61
62 #ifdef EDITOR
63 #include "editor\editor.h"
64 #endif
65
66 #if defined(POLY_ACC)
67 #include "poly_acc.h"
68 #endif
69
70 //used for checking if points have been rotated
71 int     Clear_window_color=-1;
72 int     Clear_window=2;                 //      1 = Clear whole background window, 2 = clear view portals into rest of world, 0 = no clear
73
74 int RL_framecount=-1;
75 short Rotated_last[MAX_VERTICES];
76
77 // When any render function needs to know what's looking at it, it should 
78 // access Viewer members.
79 object * Viewer = NULL;
80
81 vms_vector Viewer_eye;  //valid during render
82
83 int     N_render_segs;
84
85 #ifndef MACINTOSH
86 fix Render_zoom = 0x9000;                                                       //the player's zoom factor
87 #else
88 fix Render_zoom = 0xB000;
89 #endif
90
91 #ifndef NDEBUG
92 ubyte object_rendered[MAX_OBJECTS];
93 #endif
94
95 #define DEFAULT_RENDER_DEPTH 16
96 int Render_depth=DEFAULT_RENDER_DEPTH;                  //how many segments deep to render
97
98 int     Detriangulation_on = 1;                                 // 1 = allow rendering of triangulated side as a quad, 0 = don't allow
99
100 #ifdef EDITOR
101 int     Render_only_bottom=0;
102 int     Bottom_bitmap_num = 9;
103 #endif
104
105 fix     Face_reflectivity = (F1_0/2);
106
107 #if 0           //this stuff could probably just be deleted
108
109 int inc_render_depth(void)
110 {
111         return ++Render_depth;
112 }
113
114 int dec_render_depth(void)
115 {
116         return Render_depth==1?Render_depth:--Render_depth;
117 }
118
119 int reset_render_depth(void)
120 {
121         return Render_depth = DEFAULT_RENDER_DEPTH;
122 }
123
124 #endif
125
126 #ifdef EDITOR
127 int _search_mode = 0;                   //true if looking for curseg,side,face
128 short _search_x,_search_y;      //pixel we're looking at
129 int found_seg,found_side,found_face,found_poly;
130 #else
131 #define _search_mode 0
132 #endif
133
134 #ifdef NDEBUG           //if no debug code, set these vars to constants
135
136 #define Outline_mode 0
137 #define Show_only_curside 0
138
139 #else
140
141 int Outline_mode=0,Show_only_curside=0;
142
143 int toggle_outline_mode(void)
144 {
145         return Outline_mode = !Outline_mode;
146 }
147
148 int toggle_show_only_curside(void)
149 {
150         return Show_only_curside = !Show_only_curside;
151 }
152
153 void draw_outline(int nverts,g3s_point **pointlist)
154 {
155         int i;
156
157         gr_setcolor(BM_XRGB(63,63,63));
158
159         for (i=0;i<nverts-1;i++)
160                 g3_draw_line(pointlist[i],pointlist[i+1]);
161
162         g3_draw_line(pointlist[i],pointlist[0]);
163
164 }
165 #endif
166
167 grs_canvas * reticle_canvas = NULL;
168
169 void free_reticle_canvas()
170 {
171         if (reticle_canvas)     {
172                 d_free( reticle_canvas->cv_bitmap.bm_data );
173                 d_free( reticle_canvas );
174                 reticle_canvas  = NULL;
175         }
176 }
177
178 extern void show_reticle(int force_big);
179
180 // Draw the reticle in 3D for head tracking
181 void draw_3d_reticle(fix eye_offset)
182 {
183         g3s_point       reticle_points[4];
184         g3s_uvl         uvl[4];
185         g3s_point       *pointlist[4];
186         int                     i;
187         vms_vector v1, v2;
188         grs_canvas *saved_canvas;
189         int saved_interp_method;
190
191 //      if (!Use_player_head_angles) return;
192         
193         for (i=0; i<4; i++ )    {
194                 pointlist[i] = &reticle_points[i];
195                 uvl[i].l = MAX_LIGHT;
196         }
197         uvl[0].u = 0; uvl[0].v = 0;
198         uvl[1].u = F1_0; uvl[1].v = 0;
199         uvl[2].u = F1_0; uvl[2].v = F1_0;
200         uvl[3].u = 0; uvl[3].v = F1_0;
201
202         vm_vec_scale_add( &v1, &Viewer->pos, &Viewer->orient.fvec, F1_0*4 );
203         vm_vec_scale_add2(&v1,&Viewer->orient.rvec,eye_offset);
204
205         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
206         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
207         g3_rotate_point(&reticle_points[0],&v2);
208
209         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
210         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, F1_0*1 );
211         g3_rotate_point(&reticle_points[1],&v2);
212
213         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, +F1_0*1 );
214         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
215         g3_rotate_point(&reticle_points[2],&v2);
216
217         vm_vec_scale_add( &v2, &v1, &Viewer->orient.rvec, -F1_0*1 );
218         vm_vec_scale_add2( &v2, &Viewer->orient.uvec, -F1_0*1 );
219         g3_rotate_point(&reticle_points[3],&v2);
220
221         if ( reticle_canvas == NULL )   {
222                 reticle_canvas = gr_create_canvas(64,64);
223                 if ( !reticle_canvas )
224                         Error( "Couldn't malloc reticle_canvas" );
225                 atexit( free_reticle_canvas );
226                 reticle_canvas->cv_bitmap.bm_handle = 0;
227                 reticle_canvas->cv_bitmap.bm_flags = BM_FLAG_TRANSPARENT;
228         }
229
230         saved_canvas = grd_curcanv;
231         gr_set_current_canvas(reticle_canvas);
232         gr_clear_canvas( TRANSPARENCY_COLOR );          // Clear to Xparent
233         show_reticle(1);
234         gr_set_current_canvas(saved_canvas);
235         
236         saved_interp_method=Interpolation_method;
237         Interpolation_method    = 3;            // The best, albiet slowest.
238         g3_draw_tmap(4,pointlist,uvl,&reticle_canvas->cv_bitmap);
239         Interpolation_method    = saved_interp_method;
240 }
241
242
243 extern fix Seismic_tremor_magnitude;
244
245 fix flash_scale;
246
247 #define FLASH_CYCLE_RATE f1_0
248
249 fix Flash_rate = FLASH_CYCLE_RATE;
250
251 //cycle the flashing light for when mine destroyed
252 void flash_frame()
253 {
254         static fixang flash_ang=0;
255
256         if (!Control_center_destroyed && !Seismic_tremor_magnitude)
257                 return;
258
259         if (Endlevel_sequence)
260                 return;
261
262         if (PaletteBlueAdd > 10 )               //whiting out
263                 return;
264
265 //      flash_ang += fixmul(FLASH_CYCLE_RATE,FrameTime);
266         if (Seismic_tremor_magnitude) {
267                 fix     added_flash;
268
269                 added_flash = abs(Seismic_tremor_magnitude);
270                 if (added_flash < F1_0)
271                         added_flash *= 16;
272
273                 flash_ang += fixmul(Flash_rate, fixmul(FrameTime, added_flash+F1_0));
274                 fix_fastsincos(flash_ang,&flash_scale,NULL);
275                 flash_scale = (flash_scale + F1_0*3)/4; //      gets in range 0.5 to 1.0
276         } else {
277                 flash_ang += fixmul(Flash_rate,FrameTime);
278                 fix_fastsincos(flash_ang,&flash_scale,NULL);
279                 flash_scale = (flash_scale + f1_0)/2;
280                 if (Difficulty_level == 0)
281                         flash_scale = (flash_scale+F1_0*3)/4;
282         }
283
284
285 }
286
287 // -----------------------------------------------------------------------------------
288 //      Render a face.
289 //      It would be nice to not have to pass in segnum and sidenum, but they are used for our
290 //      hideously hacked in headlight system.
291 //      vp is a pointer to vertex ids.
292 //      tmap1, tmap2 are texture map ids.  tmap2 is the pasty one.
293 void render_face(int segnum, int sidenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp, int wid_flags)
294 {
295         // -- Using new headlight system...fix                  face_light;
296         grs_bitmap      *bm;
297 #ifdef OGL
298         grs_bitmap      *bm2=NULL;
299 #endif
300
301         fix                     reflect;
302         uvl                     uvl_copy[8];
303         int                     i;
304         g3s_point       *pointlist[8];
305
306         Assert(nv <= 8);
307
308         for (i=0; i<nv; i++) {
309                 uvl_copy[i] = uvlp[i];
310                 pointlist[i] = &Segment_points[vp[i]];
311         }
312
313         //handle cloaked walls
314         if (wid_flags & WID_CLOAKED_FLAG) {
315                 int wall_num = Segments[segnum].sides[sidenum].wall_num;
316                 Assert(wall_num != -1);
317                 Gr_scanline_darkening_level = Walls[wall_num].cloak_value;
318                 gr_setcolor(BM_XRGB(0,0,0));    //set to black (matters for s3)
319
320                 g3_draw_poly(nv,pointlist);             //draw as flat poly
321
322                 Gr_scanline_darkening_level = GR_FADE_LEVELS;
323
324                 return;
325         }
326
327         // -- Using new headlight system...face_light = -vm_vec_dot(&Viewer->orient.fvec,norm);
328
329         if (tmap1 >= NumTextures) {
330                 mprintf((0,"Invalid tmap number %d, NumTextures=%d, changing to 0\n",tmap1,NumTextures));
331
332         #ifndef RELEASE
333                 Int3();
334         #endif
335
336                 Segments[segnum].sides[sidenum].tmap_num = 0;
337         }
338
339 #ifdef OGL
340         if (ogl_alttexmerge){
341                 PIGGY_PAGE_IN(Textures[tmap1]);
342                 bm = &GameBitmaps[Textures[tmap1].index];
343                 if (tmap2){
344                         PIGGY_PAGE_IN(Textures[tmap2&0x3FFF]);
345                         bm2 = &GameBitmaps[Textures[tmap2&0x3FFF].index];
346                 }
347                 if (bm2 && (bm2->bm_flags&BM_FLAG_SUPER_TRANSPARENT)){
348                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
349                         bm2 = NULL;
350                 }
351         }else                                                           
352 #endif
353
354         // New code for overlapping textures...
355         if (tmap2 != 0)
356    {
357                 bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
358    }
359         else    {
360                 bm = &GameBitmaps[Textures[tmap1].index];
361                 PIGGY_PAGE_IN(Textures[tmap1]);
362         }
363
364         Assert( !(bm->bm_flags & BM_FLAG_PAGED_OUT) );
365
366         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect)/2.0 + 0.5);
367         //reflect = fl2f((1.0-TmapInfo[p->tmap_num].reflect));
368
369         reflect = Face_reflectivity;            // f1_0;        //until we figure this stuff out...
370
371         //set light values for each vertex & build pointlist
372         {
373                 int i;
374
375                 // -- Using new headlight system...face_light = fixmul(face_light,reflect);
376
377                 for (i=0;i<nv;i++) {
378
379                         //the uvl struct has static light already in it
380
381                         //scale static light for destruction effect
382                         if (Control_center_destroyed || Seismic_tremor_magnitude)       //make lights flash
383                                 uvl_copy[i].l = fixmul(flash_scale,uvl_copy[i].l);
384
385                         //add in dynamic light (from explosions, etc.)
386                         uvl_copy[i].l += Dynamic_light[vp[i]];
387
388                         //add in light from player's headlight
389                         // -- Using new headlight system...uvl_copy[i].l += compute_headlight_light(&Segment_points[vp[i]].p3_vec,face_light);
390
391                         //saturate at max value
392                         if (uvl_copy[i].l > MAX_LIGHT)
393                                 uvl_copy[i].l = MAX_LIGHT;
394
395                 }
396         }
397
398 #ifdef EDITOR
399         if ((Render_only_bottom) && (sidenum == WBOTTOM))
400                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,&GameBitmaps[Textures[Bottom_bitmap_num].index]);
401         else
402 #endif
403
404 #ifdef OGL
405                 if (bm2){
406                         g3_draw_tmap_2(nv,pointlist,(g3s_uvl *) uvl_copy,bm,bm2,((tmap2&0xC000)>>14) & 3);
407                 }else
408 #endif
409                 g3_draw_tmap(nv,pointlist,(g3s_uvl *) uvl_copy,bm);
410
411         #ifndef NDEBUG
412         if (Outline_mode) draw_outline(nv, pointlist);
413         #endif
414 }
415
416 #ifdef EDITOR
417 // -----------------------------------------------------------------------------------
418 //      Only called if editor active.
419 //      Used to determine which face was clicked on.
420 void check_face(int segnum, int sidenum, int facenum, int nv, short *vp, int tmap1, int tmap2, uvl *uvlp)
421 {
422         int     i;
423
424         if (_search_mode) {
425                 int save_lighting;
426                 grs_bitmap *bm;
427                 uvl uvl_copy[8];
428                 g3s_point *pointlist[4];
429
430                 if (tmap2 > 0 )
431                         bm = texmerge_get_cached_bitmap( tmap1, tmap2 );
432                 else
433                         bm = &GameBitmaps[Textures[tmap1].index];
434
435                 for (i=0; i<nv; i++) {
436                         uvl_copy[i] = uvlp[i];
437                         pointlist[i] = &Segment_points[vp[i]];
438                 }
439
440                 gr_setcolor(0);
441                 gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
442                 gr_setcolor(1);                                 //and render in color one
443  save_lighting = Lighting_on;
444  Lighting_on = 2;
445                 //g3_draw_poly(nv,vp);
446                 g3_draw_tmap(nv,pointlist, (g3s_uvl *)uvl_copy, bm);
447  Lighting_on = save_lighting;
448
449                 if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) == 1) {
450                         found_seg = segnum;
451                         found_side = sidenum;
452                         found_face = facenum;
453                 }
454                 
455         }
456 }
457 #endif
458
459 fix     Tulate_min_dot = (F1_0/4);
460 //--unused-- fix        Tulate_min_ratio = (2*F1_0);
461 fix     Min_n0_n1_dot   = (F1_0*15/16);
462
463 extern int contains_flare(segment *segp, int sidenum);
464 extern fix      Obj_light_xlate[16];
465
466 // -----------------------------------------------------------------------------------
467 //      Render a side.
468 //      Check for normal facing.  If so, render faces on side dictated by sidep->type.
469 void render_side(segment *segp, int sidenum)
470 {
471         short                   vertnum_list[4];
472         side                    *sidep = &segp->sides[sidenum];
473         vms_vector      tvec;
474         fix                     v_dot_n0, v_dot_n1;
475         uvl                     temp_uvls[3];
476         fix                     min_dot, max_dot;
477         vms_vector  normals[2];
478         int                     wid_flags;
479
480
481         wid_flags = WALL_IS_DOORWAY(segp,sidenum);
482
483         if (!(wid_flags & WID_RENDER_FLAG))             //if (WALL_IS_DOORWAY(segp, sidenum) == WID_NO_WALL)
484                 return;
485
486         #ifdef COMPACT_SEGS     
487                 get_side_normals(segp, sidenum, &normals[0], &normals[1] );
488         #else
489                 normals[0] = segp->sides[sidenum].normals[0];
490                 normals[1] = segp->sides[sidenum].normals[1];
491         #endif
492
493         //      ========== Mark: Here is the change...beginning here: ==========
494
495         if (sidep->type == SIDE_IS_QUAD) {
496
497                 vm_vec_sub(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
498
499                 // -- Old, slow way --  //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
500                 // -- Old, slow way --  //      deal with it, get the dot product.
501                 // -- Old, slow way --  if (sidep->type == SIDE_IS_TRI_13)
502                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
503                 // -- Old, slow way --  else
504                 // -- Old, slow way --          vm_vec_normalized_dir(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
505
506                 get_side_verts(vertnum_list,segp-Segments,sidenum);
507                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
508
509 // -- flare creates point -- {
510 // -- flare creates point --    int     flare_index;
511 // -- flare creates point -- 
512 // -- flare creates point --    flare_index = contains_flare(segp, sidenum);
513 // -- flare creates point -- 
514 // -- flare creates point --    if (flare_index != -1) {
515 // -- flare creates point --            int                     tri;
516 // -- flare creates point --            fix                     u, v, l;
517 // -- flare creates point --            vms_vector      *hit_point;
518 // -- flare creates point --            short                   vertnum_list[4];
519 // -- flare creates point -- 
520 // -- flare creates point --            hit_point = &Objects[flare_index].pos;
521 // -- flare creates point -- 
522 // -- flare creates point --            find_hitpoint_uv( &u, &v, &l, hit_point, segp, sidenum, 0);     //      last parm means always use face 0.
523 // -- flare creates point -- 
524 // -- flare creates point --            get_side_verts(vertnum_list, segp-Segments, sidenum);
525 // -- flare creates point -- 
526 // -- flare creates point --            g3_rotate_point(&Segment_points[MAX_VERTICES-1], hit_point);
527 // -- flare creates point -- 
528 // -- flare creates point --            for (tri=0; tri<4; tri++) {
529 // -- flare creates point --                    short   tri_verts[3];
530 // -- flare creates point --                    uvl     tri_uvls[3];
531 // -- flare creates point -- 
532 // -- flare creates point --                    tri_verts[0] = vertnum_list[tri];
533 // -- flare creates point --                    tri_verts[1] = vertnum_list[(tri+1) % 4];
534 // -- flare creates point --                    tri_verts[2] = MAX_VERTICES-1;
535 // -- flare creates point -- 
536 // -- flare creates point --                    tri_uvls[0] = sidep->uvls[tri];
537 // -- flare creates point --                    tri_uvls[1] = sidep->uvls[(tri+1)%4];
538 // -- flare creates point --                    tri_uvls[2].u = u;
539 // -- flare creates point --                    tri_uvls[2].v = v;
540 // -- flare creates point --                    tri_uvls[2].l = F1_0;
541 // -- flare creates point -- 
542 // -- flare creates point --                    render_face(segp-Segments, sidenum, 3, tri_verts, sidep->tmap_num, sidep->tmap_num2, tri_uvls, &normals[0]);
543 // -- flare creates point --            }
544 // -- flare creates point -- 
545 // -- flare creates point --    return;
546 // -- flare creates point --    }
547 // -- flare creates point -- }
548
549                 if (v_dot_n0 >= 0) {
550                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
551                         #ifdef EDITOR
552                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
553                         #endif
554                 }
555         } else {
556                 //      Regardless of whether this side is comprised of a single quad, or two triangles, we need to know one normal, so
557                 //      deal with it, get the dot product.
558                 if (sidep->type == SIDE_IS_TRI_13)
559                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][1]]]);
560                 else
561                         vm_vec_normalized_dir_quick(&tvec, &Viewer_eye, &Vertices[segp->verts[Side_to_verts[sidenum][0]]]);
562
563                 get_side_verts(vertnum_list,segp-Segments,sidenum);
564
565                 v_dot_n0 = vm_vec_dot(&tvec, &normals[0]);
566
567                 //      ========== Mark: The change ends here. ==========
568
569                 //      Although this side has been triangulated, because it is not planar, see if it is acceptable
570                 //      to render it as a single quadrilateral.  This is a function of how far away the viewer is, how non-planar
571                 //      the face is, how normal to the surfaces the view is.
572                 //      Now, if both dot products are close to 1.0, then render two triangles as a single quad.
573                 v_dot_n1 = vm_vec_dot(&tvec, &normals[1]);
574
575                 if (v_dot_n0 < v_dot_n1) {
576                         min_dot = v_dot_n0;
577                         max_dot = v_dot_n1;
578                 } else {
579                         min_dot = v_dot_n1;
580                         max_dot = v_dot_n0;
581                 }
582
583                 //      Determine whether to detriangulate side: (speed hack, assumes Tulate_min_ratio == F1_0*2, should fixmul(min_dot, Tulate_min_ratio))
584                 if (Detriangulation_on && ((min_dot+F1_0/256 > max_dot) || ((Viewer->segnum != segp-Segments) &&  (min_dot > Tulate_min_dot) && (max_dot < min_dot*2)))) {
585                         fix     n0_dot_n1;
586
587                         //      The other detriangulation code doesn't deal well with badly non-planar sides.
588                         n0_dot_n1 = vm_vec_dot(&normals[0], &normals[1]);
589                         if (n0_dot_n1 < Min_n0_n1_dot)
590                                 goto im_so_ashamed;
591
592                         render_face(segp-Segments, sidenum, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
593                         #ifdef EDITOR
594                         check_face(segp-Segments, sidenum, 0, 4, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
595                         #endif
596                 } else {
597 im_so_ashamed: ;
598                         if (sidep->type == SIDE_IS_TRI_02) {
599                                 if (v_dot_n0 >= 0) {
600                                         render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls, wid_flags);
601                                         #ifdef EDITOR
602                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
603                                         #endif
604                                 }
605
606                                 if (v_dot_n1 >= 0) {
607                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[2];          temp_uvls[2] = sidep->uvls[3];
608                                         vertnum_list[1] = vertnum_list[2];      vertnum_list[2] = vertnum_list[3];      // want to render from vertices 0, 2, 3 on side
609                                         render_face(segp-Segments, sidenum, 3, &vertnum_list[0], sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
610                                         #ifdef EDITOR
611                                         check_face(segp-Segments, sidenum, 1, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
612                                         #endif
613                                 }
614                         } else if (sidep->type ==  SIDE_IS_TRI_13) {
615                                 if (v_dot_n1 >= 0) {
616                                         render_face(segp-Segments, sidenum, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, &sidep->uvls[1], wid_flags);        // rendering 1,2,3, so just skip 0
617                                         #ifdef EDITOR
618                                         check_face(segp-Segments, sidenum, 1, 3, &vertnum_list[1], sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
619                                         #endif
620                                 }
621
622                                 if (v_dot_n0 >= 0) {
623                                         temp_uvls[0] = sidep->uvls[0];          temp_uvls[1] = sidep->uvls[1];          temp_uvls[2] = sidep->uvls[3];
624                                         vertnum_list[2] = vertnum_list[3];              // want to render from vertices 0,1,3
625                                         render_face(segp-Segments, sidenum, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, temp_uvls, wid_flags);
626                                         #ifdef EDITOR
627                                         check_face(segp-Segments, sidenum, 0, 3, vertnum_list, sidep->tmap_num, sidep->tmap_num2, sidep->uvls);
628                                         #endif
629                                 }
630
631                         } else
632 #ifdef __ENV_DJGPP__
633                                 Error("Illegal side type in render_side, type = %i, segment # = %li, side # = %i\n", sidep->type, segp-Segments, sidenum);
634 #else
635                                 Error("Illegal side type in render_side, type = %i, segment # = %i, side # = %i\n", sidep->type, segp-Segments, sidenum);
636 #endif
637                 }
638         }
639
640 }
641
642 #ifdef EDITOR
643 void render_object_search(object *obj)
644 {
645         int changed=0;
646
647         //note that we draw each pixel object twice, since we cannot control
648         //what color the object draws in, so we try color 0, then color 1,
649         //in case the object itself is rendering color 0
650
651         gr_setcolor(0);
652         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
653         render_object(obj);
654         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 0)
655                 changed=1;
656
657         gr_setcolor(1);
658         gr_pixel(_search_x,_search_y);  //set our search pixel to color zero
659         render_object(obj);
660         if (gr_ugpixel(&grd_curcanv->cv_bitmap,_search_x,_search_y) != 1)
661                 changed=1;
662
663         if (changed) {
664                 if (obj->segnum != -1)
665                         Cursegp = &Segments[obj->segnum];
666                 found_seg = -(obj-Objects+1);
667         }
668 }
669 #endif
670
671 extern ubyte DemoDoingRight,DemoDoingLeft;
672
673 void do_render_object(int objnum, int window_num)
674 {
675         #ifdef EDITOR
676         int save_3d_outline;
677         #endif
678         object *obj = &Objects[objnum];
679         int count = 0;
680         int n;
681
682         Assert(objnum < MAX_OBJECTS);
683
684         #ifndef NDEBUG
685         if (object_rendered[objnum]) {          //already rendered this...
686                 Int3();         //get Matt!!!
687                 return;
688         }
689
690         object_rendered[objnum] = 1;
691         #endif
692
693    if (Newdemo_state==ND_STATE_PLAYBACK)  
694          {
695           if ((DemoDoingLeft==6 || DemoDoingRight==6) && Objects[objnum].type==OBJ_PLAYER)
696                 {
697                         // A nice fat hack: keeps the player ship from showing up in the
698                         // small extra view when guiding a missile in the big window
699                         
700                         mprintf ((0,"Returning from render_object prematurely...\n"));
701                         return; 
702                 }
703          }
704
705         //      Added by MK on 09/07/94 (at about 5:28 pm, CDT, on a beautiful, sunny late summer day!) so
706         //      that the guided missile system will know what objects to look at.
707         //      I didn't know we had guided missiles before the release of D1. --MK
708         if ((Objects[objnum].type == OBJ_ROBOT) || (Objects[objnum].type == OBJ_PLAYER)) {
709                 //Assert(Window_rendered_data[window_num].rendered_objects < MAX_RENDERED_OBJECTS);
710                 //      This peculiar piece of code makes us keep track of the most recently rendered objects, which
711                 //      are probably the higher priority objects, without overflowing the buffer
712                 if (Window_rendered_data[window_num].num_objects >= MAX_RENDERED_OBJECTS) {
713                         Int3();
714                         Window_rendered_data[window_num].num_objects /= 2;
715                 }
716                 Window_rendered_data[window_num].rendered_objects[Window_rendered_data[window_num].num_objects++] = objnum;
717         }
718
719         if ((count++ > MAX_OBJECTS) || (obj->next == objnum)) {
720                 Int3();                                 // infinite loop detected
721                 obj->next = -1;         // won't this clean things up?
722                 return;                                 // get out of this infinite loop!
723         }
724
725                 //g3_draw_object(obj->class_id,&obj->pos,&obj->orient,obj->size);
726
727         //check for editor object
728
729         #ifdef EDITOR
730         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index) {
731                 save_3d_outline = g3d_interp_outline;
732                 g3d_interp_outline=1;
733         }
734         #endif
735
736         #ifdef EDITOR
737         if (_search_mode)
738                 render_object_search(obj);
739         else
740         #endif
741                 //NOTE LINK TO ABOVE
742                 render_object(obj);
743
744         for (n=obj->attached_obj;n!=-1;n=Objects[n].ctype.expl_info.next_attach) {
745
746                 Assert(Objects[n].type == OBJ_FIREBALL);
747                 Assert(Objects[n].control_type == CT_EXPLOSION);
748                 Assert(Objects[n].flags & OF_ATTACHED);
749
750                 render_object(&Objects[n]);
751         }
752
753
754         #ifdef EDITOR
755         if (Function_mode==FMODE_EDITOR && objnum==Cur_object_index)
756                 g3d_interp_outline = save_3d_outline;
757         #endif
758
759
760         //DEBUG mprintf( (0, "%d ", objnum ));
761
762 }
763
764 #ifndef NDEBUG
765 int     draw_boxes=0;
766 int window_check=1,draw_edges=0,new_seg_sorting=1,pre_draw_segs=0;
767 int no_migrate_segs=1,migrate_objects=1,behind_check=1;
768 int check_window_check=0;
769 #else
770 #define draw_boxes                      0
771 #define window_check                    1
772 #define draw_edges                      0
773 #define new_seg_sorting         1
774 #define pre_draw_segs           0
775 #define no_migrate_segs         1
776 #define migrate_objects         1
777 #define behind_check                    1
778 #define check_window_check      0
779 #endif
780
781 //increment counter for checking if points rotated
782 //This must be called at the start of the frame if rotate_list() will be used
783 void render_start_frame()
784 {
785         RL_framecount++;
786
787         if (RL_framecount==0) {         //wrap!
788
789                 memset(Rotated_last,0,sizeof(Rotated_last));            //clear all to zero
790                 RL_framecount=1;                                                                                        //and set this frame to 1
791         }
792 }
793
794 //Given a lit of point numbers, rotate any that haven't been rotated this frame
795 g3s_codes rotate_list(int nv,short *pointnumlist)
796 {
797         int i,pnum;
798         g3s_point *pnt;
799         g3s_codes cc;
800
801         cc.and = 0xff;  cc.or = 0;
802
803         for (i=0;i<nv;i++) {
804
805                 pnum = pointnumlist[i];
806
807                 pnt = &Segment_points[pnum];
808
809                 if (Rotated_last[pnum] != RL_framecount) {
810
811                         g3_rotate_point(pnt,&Vertices[pnum]);
812
813                         Rotated_last[pnum] = RL_framecount;
814                 }
815
816                 cc.and &= pnt->p3_codes;
817                 cc.or  |= pnt->p3_codes;
818         }
819
820         return cc;
821
822 }
823
824 //Given a lit of point numbers, project any that haven't been projected
825 void project_list(int nv,short *pointnumlist)
826 {
827         int i,pnum;
828
829         for (i=0;i<nv;i++) {
830
831                 pnum = pointnumlist[i];
832
833                 if (!(Segment_points[pnum].p3_flags & PF_PROJECTED))
834
835                         g3_project_point(&Segment_points[pnum]);
836
837         }
838 }
839
840
841 // -----------------------------------------------------------------------------------
842 void render_segment(int segnum, int window_num)
843 {
844         segment         *seg = &Segments[segnum];
845         g3s_codes       cc;
846         int                     sn;
847
848         Assert(segnum!=-1 && segnum<=Highest_segment_index);
849
850         cc=rotate_list(8,seg->verts);
851
852         if (! cc.and) {         //all off screen?
853
854 //mprintf( (0, "!"));
855                 //DEBUG mprintf( (0, "[Segment %d: ", segnum ));
856
857                 // set_segment_local_light_value(segnum,INITIAL_LOCAL_LIGHT);
858
859       if (Viewer->type!=OBJ_ROBOT)
860                 Automap_visited[segnum]=1;
861
862                 for (sn=0; sn<MAX_SIDES_PER_SEGMENT; sn++)
863                         render_side(seg, sn);
864         }
865
866         //draw any objects that happen to be in this segment
867
868         //sort objects!
869         //object_sort_segment_objects( seg );
870                 
871         #ifndef NDEBUG
872         if (!migrate_objects) {
873                 int objnum;
874                 for (objnum=seg->objects;objnum!=-1;objnum=Objects[objnum].next)
875                         do_render_object(objnum, window_num);
876         }
877         #endif
878
879         //DEBUG mprintf( (0, "]\n", segnum ));
880
881 }
882
883 // ----- This used to be called when Show_only_curside was set.
884 // ----- It is wholly and superiorly replaced by render_side.
885 // -- //render one side of one segment
886 // -- void render_seg_side(segment *seg,int _side)
887 // -- {
888 // --   g3s_codes cc;
889 // --   short vertnum_list[4];
890 // -- 
891 // --   cc=g3_rotate_list(8,&seg->verts);
892 // -- 
893 // --   if (! cc.and) {         //all off screen?
894 // --           int fn,pn,i;
895 // --           side *s;
896 // --           face *f;
897 // --           poly *p;
898 // -- 
899 // --           s=&seg->sides[_side];
900 // -- 
901 // --           for (f=s->faces,fn=s->num_faces;fn;fn--,f++)
902 // --                   for (p=f->polys,pn=f->num_polys;pn;pn--,p++) {
903 // --                           grs_bitmap *tmap;
904 // --   
905 // --                           for (i=0;i<p->num_vertices;i++) vertnum_list[i] = seg->verts[p->verts[i]];
906 // --   
907 // --                           if (p->tmap_num >= NumTextures) {
908 // --                                   Warning("Invalid tmap number %d, NumTextures=%d\n...Changing in poly structure to tmap 0",p->tmap_num,NumTextures);
909 // --                                   p->tmap_num = 0;                //change it permanantly
910 // --                           }
911 // --   
912 // --                           tmap = Textures[p->tmap_num];
913 // --   
914 // --                           g3_check_and_draw_tmap(p->num_vertices,vertnum_list,(g3s_uvl *) &p->uvls,tmap,&f->normal);
915 // --   
916 // --                           if (Outline_mode) draw_outline(p->num_vertices,vertnum_list);
917 // --                   }
918 // --           }
919 // -- 
920 // -- }
921
922 #define CROSS_WIDTH  i2f(8)
923 #define CROSS_HEIGHT i2f(8)
924
925 #ifndef NDEBUG
926
927 //draw outline for curside
928 void outline_seg_side(segment *seg,int _side,int edge,int vert)
929 {
930         g3s_codes cc;
931
932         cc=rotate_list(8,seg->verts);
933
934         if (! cc.and) {         //all off screen?
935                 side *s;
936                 g3s_point *pnt;
937
938                 s=&seg->sides[_side];
939
940                 //render curedge of curside of curseg in green
941
942                 gr_setcolor(BM_XRGB(0,63,0));
943                 g3_draw_line(&Segment_points[seg->verts[Side_to_verts[_side][edge]]],&Segment_points[seg->verts[Side_to_verts[_side][(edge+1)%4]]]);
944
945                 //draw a little cross at the current vert
946
947                 pnt = &Segment_points[seg->verts[Side_to_verts[_side][vert]]];
948
949                 g3_project_point(pnt);          //make sure projected
950
951 //              gr_setcolor(BM_XRGB(0,0,63));
952 //              gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
953 //              gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
954
955                 gr_line(pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT);
956                 gr_line(pnt->p3_sx,pnt->p3_sy-CROSS_HEIGHT,pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy);
957                 gr_line(pnt->p3_sx+CROSS_WIDTH,pnt->p3_sy,pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT);
958                 gr_line(pnt->p3_sx,pnt->p3_sy+CROSS_HEIGHT,pnt->p3_sx-CROSS_WIDTH,pnt->p3_sy);
959         }
960 }
961
962 #endif
963
964 #if 0           //this stuff could probably just be deleted
965
966 #define DEFAULT_PERSPECTIVE_DEPTH 6
967
968 int Perspective_depth=DEFAULT_PERSPECTIVE_DEPTH;        //how many levels deep to render in perspective
969
970 int inc_perspective_depth(void)
971 {
972         return ++Perspective_depth;
973
974 }
975
976 int dec_perspective_depth(void)
977 {
978         return Perspective_depth==1?Perspective_depth:--Perspective_depth;
979
980 }
981
982 int reset_perspective_depth(void)
983 {
984         return Perspective_depth = DEFAULT_PERSPECTIVE_DEPTH;
985
986 }
987 #endif
988
989 typedef struct window {
990         short left,top,right,bot;
991 } window;
992
993 ubyte code_window_point(fix x,fix y,window *w)
994 {
995         ubyte code=0;
996
997         if (x <= w->left)  code |= 1;
998         if (x >= w->right) code |= 2;
999
1000         if (y <= w->top) code |= 4;
1001         if (y >= w->bot) code |= 8;
1002
1003         return code;
1004 }
1005
1006 #ifndef NDEBUG
1007 void draw_window_box(int color,short left,short top,short right,short bot)
1008 {
1009         short l,t,r,b;
1010
1011         gr_setcolor(color);
1012
1013         l=left; t=top; r=right; b=bot;
1014
1015         if ( r<0 || b<0 || l>=grd_curcanv->cv_bitmap.bm_w || (t>=grd_curcanv->cv_bitmap.bm_h && b>=grd_curcanv->cv_bitmap.bm_h))
1016                 return;
1017
1018         if (l<0) l=0;
1019         if (t<0) t=0;
1020         if (r>=grd_curcanv->cv_bitmap.bm_w) r=grd_curcanv->cv_bitmap.bm_w-1;
1021         if (b>=grd_curcanv->cv_bitmap.bm_h) b=grd_curcanv->cv_bitmap.bm_h-1;
1022
1023         gr_line(i2f(l),i2f(t),i2f(r),i2f(t));
1024         gr_line(i2f(r),i2f(t),i2f(r),i2f(b));
1025         gr_line(i2f(r),i2f(b),i2f(l),i2f(b));
1026         gr_line(i2f(l),i2f(b),i2f(l),i2f(t));
1027
1028 }
1029 #endif
1030
1031 int matt_find_connect_side(int seg0,int seg1);
1032
1033 #ifndef NDEBUG
1034 char visited2[MAX_SEGMENTS];
1035 #endif
1036
1037 char visited[MAX_SEGMENTS];
1038 short Render_list[MAX_RENDER_SEGS];
1039 short Seg_depth[MAX_RENDER_SEGS];               //depth for each seg in Render_list
1040 ubyte processed[MAX_RENDER_SEGS];               //whether each entry has been processed
1041 int     lcnt_save,scnt_save;
1042 //@@short *persp_ptr;
1043 short render_pos[MAX_SEGMENTS]; //where in render_list does this segment appear?
1044 //ubyte no_render_flag[MAX_RENDER_SEGS];
1045 window render_windows[MAX_RENDER_SEGS];
1046
1047 short render_obj_list[MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS][OBJS_PER_SEG];
1048
1049 //for objects
1050
1051
1052
1053 #define RED   BM_XRGB(63,0,0)
1054 #define WHITE BM_XRGB(63,63,63)
1055
1056 //Given two sides of segment, tell the two verts which form the 
1057 //edge between them
1058 short Two_sides_to_edge[6][6][2] = {
1059         { {-1,-1}, {3,7}, {-1,-1}, {2,6}, {6,7}, {2,3} },
1060         { {3,7}, {-1,-1}, {0,4}, {-1,-1}, {4,7}, {0,3} },
1061         { {-1,-1}, {0,4}, {-1,-1}, {1,5}, {4,5}, {0,1} },
1062         { {2,6}, {-1,-1}, {1,5}, {-1,-1}, {5,6}, {1,2} },
1063         { {6,7}, {4,7}, {4,5}, {5,6}, {-1,-1}, {-1,-1} },
1064         { {2,3}, {0,3}, {0,1}, {1,2}, {-1,-1}, {-1,-1} }
1065 };
1066
1067 //given an edge specified by two verts, give the two sides on that edge
1068 int Edge_to_sides[8][8][2] = {
1069         { {-1,-1}, {2,5}, {-1,-1}, {1,5}, {1,2}, {-1,-1}, {-1,-1}, {-1,-1} },
1070         { {2,5}, {-1,-1}, {3,5}, {-1,-1}, {-1,-1}, {2,3}, {-1,-1}, {-1,-1} },
1071         { {-1,-1}, {3,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {0,3}, {-1,-1} },
1072         { {1,5}, {-1,-1}, {0,5}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {0,1} },
1073         { {1,2}, {-1,-1}, {-1,-1}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {1,4} },
1074         { {-1,-1}, {2,3}, {-1,-1}, {-1,-1}, {2,4}, {-1,-1}, {3,4}, {-1,-1} },
1075         { {-1,-1}, {-1,-1}, {0,3}, {-1,-1}, {-1,-1}, {3,4}, {-1,-1}, {0,4} },
1076         { {-1,-1}, {-1,-1}, {-1,-1}, {0,1}, {1,4}, {-1,-1}, {0,4}, {-1,-1} },
1077 };
1078
1079 //@@//perform simple check on tables
1080 //@@check_check()
1081 //@@{
1082 //@@    int i,j;
1083 //@@
1084 //@@    for (i=0;i<8;i++)
1085 //@@            for (j=0;j<8;j++)
1086 //@@                    Assert(Edge_to_sides[i][j][0] == Edge_to_sides[j][i][0] && 
1087 //@@                                    Edge_to_sides[i][j][1] == Edge_to_sides[j][i][1]);
1088 //@@
1089 //@@    for (i=0;i<6;i++)
1090 //@@            for (j=0;j<6;j++)
1091 //@@                    Assert(Two_sides_to_edge[i][j][0] == Two_sides_to_edge[j][i][0] && 
1092 //@@                                    Two_sides_to_edge[i][j][1] == Two_sides_to_edge[j][i][1]);
1093 //@@
1094 //@@
1095 //@@}
1096
1097
1098 //given an edge, tell what side is on that edge
1099 int find_seg_side(segment *seg,short *verts,int notside)
1100 {
1101         int i;
1102         int vv0=-1,vv1=-1;
1103         int side0,side1;
1104         int *eptr;
1105         int     v0,v1;
1106         short   *vp;
1107
1108 //@@    check_check();
1109
1110         v0 = verts[0];
1111         v1 = verts[1];
1112         vp = seg->verts;
1113
1114         for (i=0; i<8; i++) {
1115                 int svv = *vp++;        // seg->verts[i];
1116
1117                 if (vv0==-1 && svv == v0) {
1118                         vv0 = i;
1119                         if (vv1 != -1)
1120                                 break;
1121                 }
1122
1123                 if (vv1==-1 && svv == v1) {
1124                         vv1 = i;
1125                         if (vv0 != -1)
1126                                 break;
1127                 }
1128         }
1129
1130         Assert(vv0!=-1 && vv1!=-1);
1131
1132         eptr = Edge_to_sides[vv0][vv1];
1133
1134         side0 = eptr[0];
1135         side1 = eptr[1];
1136
1137         Assert(side0!=-1 && side1!=-1);
1138
1139         if (side0 != notside) {
1140                 Assert(side1==notside);
1141                 return side0;
1142         }
1143         else {
1144                 Assert(side0==notside);
1145                 return side1;
1146         }
1147
1148 }
1149
1150 //find the two segments that join a given seg though two sides, and
1151 //the sides of those segments the abut. 
1152 int find_joining_side_norms(vms_vector *norm0_0,vms_vector *norm0_1,vms_vector *norm1_0,vms_vector *norm1_1,vms_vector **pnt0,vms_vector **pnt1,segment *seg,int s0,int s1)
1153 {
1154         segment *seg0,*seg1;
1155         short edge_verts[2];
1156         int notside0,notside1;
1157         int edgeside0,edgeside1;
1158
1159         Assert(s0!=-1 && s1!=-1);
1160
1161         seg0 = &Segments[seg->children[s0]];
1162         seg1 = &Segments[seg->children[s1]];
1163
1164         edge_verts[0] = seg->verts[Two_sides_to_edge[s0][s1][0]];
1165         edge_verts[1] = seg->verts[Two_sides_to_edge[s0][s1][1]];
1166
1167         Assert(edge_verts[0]!=-1 && edge_verts[1]!=-1);
1168
1169         notside0 = find_connect_side(seg,seg0);
1170         Assert(notside0 != -1);
1171         notside1 = find_connect_side(seg,seg1);
1172         Assert(notside1 != -1);
1173
1174         edgeside0 = find_seg_side(seg0,edge_verts,notside0);
1175         edgeside1 = find_seg_side(seg1,edge_verts,notside1);
1176
1177         //deal with the case where an edge is shared by more than two segments
1178
1179 //@@    if (IS_CHILD(seg0->children[edgeside0])) {
1180 //@@            segment *seg00;
1181 //@@            int notside00;
1182 //@@
1183 //@@            seg00 = &Segments[seg0->children[edgeside0]];
1184 //@@
1185 //@@            if (seg00 != seg1) {
1186 //@@
1187 //@@                    notside00 = find_connect_side(seg0,seg00);
1188 //@@                    Assert(notside00 != -1);
1189 //@@
1190 //@@                    edgeside0 = find_seg_side(seg00,edge_verts,notside00);
1191 //@@                    seg0 = seg00;
1192 //@@            }
1193 //@@
1194 //@@    }
1195 //@@
1196 //@@    if (IS_CHILD(seg1->children[edgeside1])) {
1197 //@@            segment *seg11;
1198 //@@            int notside11;
1199 //@@
1200 //@@            seg11 = &Segments[seg1->children[edgeside1]];
1201 //@@
1202 //@@            if (seg11 != seg0) {
1203 //@@                    notside11 = find_connect_side(seg1,seg11);
1204 //@@                    Assert(notside11 != -1);
1205 //@@
1206 //@@                    edgeside1 = find_seg_side(seg11,edge_verts,notside11);
1207 //@@                    seg1 = seg11;
1208 //@@            }
1209 //@@    }
1210
1211 //      if ( IS_CHILD(seg0->children[edgeside0]) ||
1212 //                IS_CHILD(seg1->children[edgeside1])) 
1213 //              return 0;
1214
1215         #ifdef COMPACT_SEGS
1216                 get_side_normals(seg0, edgeside0, norm0_0, norm0_1 );
1217                 get_side_normals(seg1, edgeside1, norm1_0, norm1_1 );
1218         #else 
1219                 *norm0_0 = seg0->sides[edgeside0].normals[0];
1220                 *norm0_1 = seg0->sides[edgeside0].normals[1];
1221                 *norm1_0 = seg1->sides[edgeside1].normals[0];
1222                 *norm1_1 = seg1->sides[edgeside1].normals[1];
1223         #endif
1224
1225         *pnt0 = &Vertices[seg0->verts[Side_to_verts[edgeside0][seg0->sides[edgeside0].type==3?1:0]]];
1226         *pnt1 = &Vertices[seg1->verts[Side_to_verts[edgeside1][seg1->sides[edgeside1].type==3?1:0]]];
1227
1228         return 1;
1229 }
1230
1231 //see if the order matters for these two children.
1232 //returns 0 if order doesn't matter, 1 if c0 before c1, -1 if c1 before c0
1233 int compare_children(segment *seg,short c0,short c1)
1234 {
1235         vms_vector norm0_0,norm0_1,*pnt0,temp;
1236         vms_vector norm1_0,norm1_1,*pnt1;
1237         fix d0_0,d0_1,d1_0,d1_1,d0,d1;
1238 int t;
1239
1240         if (Side_opposite[c0] == c1) return 0;
1241
1242         Assert(c0!=-1 && c1!=-1);
1243
1244         //find normals of adjoining sides
1245
1246         t = find_joining_side_norms(&norm0_0,&norm0_1,&norm1_0,&norm1_1,&pnt0,&pnt1,seg,c0,c1);
1247
1248 //if (!t)
1249 // return 0;
1250
1251         vm_vec_sub(&temp,&Viewer_eye,pnt0);
1252         d0_0 = vm_vec_dot(&norm0_0,&temp);
1253         d0_1 = vm_vec_dot(&norm0_1,&temp);
1254
1255         vm_vec_sub(&temp,&Viewer_eye,pnt1);
1256         d1_0 = vm_vec_dot(&norm1_0,&temp);
1257         d1_1 = vm_vec_dot(&norm1_1,&temp);
1258
1259         d0 = (d0_0 < 0 || d0_1 < 0)?-1:1;
1260         d1 = (d1_0 < 0 || d1_1 < 0)?-1:1;
1261
1262         if (d0 < 0 && d1 < 0)
1263                 return 0;
1264
1265         if (d0 < 0)
1266                 return 1;
1267         else if (d1 < 0)
1268                 return -1;
1269         else
1270                 return 0;
1271
1272 }
1273
1274 int ssc_total=0,ssc_swaps=0;
1275
1276 //short the children of segment to render in the correct order
1277 //returns non-zero if swaps were made
1278 int sort_seg_children(segment *seg,int n_children,short *child_list)
1279 {
1280         int i,j;
1281         int r;
1282         int made_swaps,count;
1283
1284         if (n_children == 0) return 0;
1285
1286  ssc_total++;
1287
1288         //for each child,  compare with other children and see if order matters
1289         //if order matters, fix if wrong
1290
1291         count = 0;
1292
1293         do {
1294                 made_swaps = 0;
1295
1296                 for (i=0;i<n_children-1;i++)
1297                         for (j=i+1;child_list[i]!=-1 && j<n_children;j++)
1298                                 if (child_list[j]!=-1) {
1299                                         r = compare_children(seg,child_list[i],child_list[j]);
1300
1301                                         if (r == 1) {
1302                                                 int temp = child_list[i];
1303                                                 child_list[i] = child_list[j];
1304                                                 child_list[j] = temp;
1305                                                 made_swaps=1;
1306                                         }
1307                                 }
1308
1309         } while (made_swaps && ++count<n_children);
1310
1311  if (count)
1312   ssc_swaps++;
1313
1314         return count;
1315 }
1316
1317 void add_obj_to_seglist(int objnum,int listnum)
1318 {
1319         int i,checkn,marker;
1320
1321         checkn = listnum;
1322
1323         //first, find a slot
1324
1325 //mprintf((0,"adding obj %d to %d",objnum,listnum));
1326
1327         do {
1328
1329                 for (i=0;render_obj_list[checkn][i] >= 0;i++);
1330         
1331                 Assert(i < OBJS_PER_SEG);
1332         
1333                 marker = render_obj_list[checkn][i];
1334
1335                 if (marker != -1) {
1336                         checkn = -marker;
1337                         //Assert(checkn < MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1338                         if (checkn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1339                                 Int3();
1340                                 return;
1341                         }
1342                 }
1343
1344         } while (marker != -1);
1345
1346 //mprintf((0,"  slot %d,%d",checkn,i));
1347
1348
1349         //now we have found a slot.  put object in it
1350
1351         if (i != OBJS_PER_SEG-1) {
1352
1353                 render_obj_list[checkn][i] = objnum;
1354                 render_obj_list[checkn][i+1] = -1;
1355         }
1356         else {                          //chain to additional list
1357                 int lookn;
1358
1359                 //find an available sublist
1360
1361                 for (lookn=MAX_RENDER_SEGS;render_obj_list[lookn][0]!=-1 && lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;lookn++);
1362
1363                 //Assert(lookn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS);
1364                 if (lookn >= MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS) {
1365                         Int3();
1366                         return;
1367                 }
1368
1369                 render_obj_list[checkn][i] = -lookn;
1370                 render_obj_list[lookn][0] = objnum;
1371                 render_obj_list[lookn][1] = -1;
1372
1373         }
1374
1375 //mprintf((0,"  added!\n"));
1376
1377 }
1378
1379 #define SORT_LIST_SIZE 100
1380
1381 typedef struct sort_item {
1382         int objnum;
1383         fix dist;
1384 } sort_item;
1385
1386 sort_item sort_list[SORT_LIST_SIZE];
1387 int n_sort_items;
1388
1389 //compare function for object sort. 
1390 int sort_func(const sort_item *a,const sort_item *b)
1391 {
1392         fix delta_dist;
1393         object *obj_a,*obj_b;
1394
1395         delta_dist = a->dist - b->dist;
1396
1397         obj_a = &Objects[a->objnum];
1398         obj_b = &Objects[b->objnum];
1399
1400         if (abs(delta_dist) < (obj_a->size + obj_b->size)) {            //same position
1401
1402                 //these two objects are in the same position.  see if one is a fireball
1403                 //or laser or something that should plot on top.  Don't do this for
1404                 //the afterburner blobs, though.
1405
1406                 if (obj_a->type == OBJ_WEAPON || (obj_a->type == OBJ_FIREBALL && obj_a->id != VCLIP_AFTERBURNER_BLOB))
1407                         if (!(obj_b->type == OBJ_WEAPON || obj_b->type == OBJ_FIREBALL))
1408                                 return -1;      //a is weapon, b is not, so say a is closer
1409                         else;                           //both are weapons 
1410                 else
1411                         if (obj_b->type == OBJ_WEAPON || (obj_b->type == OBJ_FIREBALL && obj_b->id != VCLIP_AFTERBURNER_BLOB))
1412                                 return 1;       //b is weapon, a is not, so say a is farther
1413
1414                 //no special case, fall through to normal return
1415         }
1416
1417         return delta_dist;      //return distance
1418 }
1419
1420 void build_object_lists(int n_segs)
1421 {
1422         int nn;
1423
1424 //mprintf((0,"build n_segs=%d",n_segs));
1425
1426         for (nn=0;nn<MAX_RENDER_SEGS+N_EXTRA_OBJ_LISTS;nn++)
1427                 render_obj_list[nn][0] = -1;
1428
1429         for (nn=0;nn<n_segs;nn++) {
1430                 int segnum;
1431
1432                 segnum = Render_list[nn];
1433
1434 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1435
1436                 if (segnum != -1) {
1437                         int objnum;
1438                         object *obj;
1439
1440                         for (objnum=Segments[segnum].objects;objnum!=-1;objnum = obj->next) {
1441                                 int new_segnum,did_migrate,list_pos;
1442
1443                                 obj = &Objects[objnum];
1444
1445                                 Assert( obj->segnum == segnum );
1446
1447                                 if (obj->flags & OF_ATTACHED)
1448                                         continue;               //ignore this object
1449
1450                                 new_segnum = segnum;
1451                                 list_pos = nn;
1452
1453 //mprintf((0,"objnum=%d ",objnum));
1454                                 if (obj->type != OBJ_CNTRLCEN && !(obj->type==OBJ_ROBOT && obj->id==65))                //don't migrate controlcen
1455                                 do {
1456                                         segmasks m;
1457
1458                                         did_migrate = 0;
1459         
1460                                         m = get_seg_masks(&obj->pos,new_segnum,obj->size);
1461         
1462                                         if (m.sidemask) {
1463                                                 int sn,sf;
1464
1465                                                 for (sn=0,sf=1;sn<6;sn++,sf<<=1)
1466                                                         if (m.sidemask & sf) {
1467                                                                 segment *seg = &Segments[new_segnum];
1468                 
1469                                                                 if (WALL_IS_DOORWAY(seg,sn) & WID_FLY_FLAG) {           //can explosion migrate through
1470                                                                         int child = seg->children[sn];
1471                                                                         int checknp;
1472                 
1473                                                                         for (checknp=list_pos;checknp--;)
1474                                                                                 if (Render_list[checknp] == child) {
1475 //mprintf((0,"mig from %d to %d ",new_segnum,child));
1476                                                                                         new_segnum = child;
1477                                                                                         list_pos = checknp;
1478                                                                                         did_migrate = 1;
1479                                                                                 }
1480                                                                 }
1481                                                         }
1482                                         }
1483         
1484                                 } while (0);    //while (did_migrate);
1485
1486                                 add_obj_to_seglist(objnum,list_pos);
1487         
1488                         }
1489
1490                 }
1491         }
1492
1493 //mprintf((0,"done build "));
1494
1495         //now that there's a list for each segment, sort the items in those lists
1496         for (nn=0;nn<n_segs;nn++) {
1497                 int segnum;
1498
1499                 segnum = Render_list[nn];
1500
1501 //mprintf((0,"nn=%d seg=%d ",nn,segnum));
1502
1503                 if (segnum != -1) {
1504                         int t,lookn,i,n;
1505
1506                         //first count the number of objects & copy into sort list
1507
1508                         lookn = nn;
1509                         i = n_sort_items = 0;
1510                         while ((t=render_obj_list[lookn][i++])!=-1)
1511                                 if (t<0)
1512                                         {lookn = -t; i=0;}
1513                                 else
1514                                         if (n_sort_items < SORT_LIST_SIZE-1) {          //add if room
1515                                                 sort_list[n_sort_items].objnum = t;
1516                                                 //NOTE: maybe use depth, not dist - quicker computation
1517                                                 sort_list[n_sort_items].dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1518                                                 n_sort_items++;
1519                                         }
1520                                         else {                  //no room for object
1521                                                 int ii;
1522
1523                                                 #ifndef NDEBUG
1524                                                 FILE *tfile=fopen("sortlist.out","wt");
1525
1526                                                 //I find this strange, so I'm going to write out
1527                                                 //some information to look at later
1528                                                 if (tfile) {
1529                                                         for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1530                                                                 int objnum = sort_list[ii].objnum;
1531
1532                                                                 fprintf(tfile,"Obj %3d  Type = %2d  Id = %2d  Dist = %08x  Segnum = %3d\n",
1533                                                                         objnum,Objects[objnum].type,Objects[objnum].id,sort_list[ii].dist,Objects[objnum].segnum);
1534                                                         }
1535                                                         fclose(tfile);
1536                                                 }
1537                                                 #endif
1538
1539                                                 Int3(); //Get Matt!!!
1540
1541                                                 //Now try to find a place for this object by getting rid
1542                                                 //of an object we don't care about
1543
1544                                                 for (ii=0;ii<SORT_LIST_SIZE;ii++) {
1545                                                         int objnum = sort_list[ii].objnum;
1546                                                         object *obj = &Objects[objnum];
1547                                                         int type = obj->type;
1548
1549                                                         //replace debris & fireballs
1550                                                         if (type == OBJ_DEBRIS || type == OBJ_FIREBALL) {
1551                                                                 fix dist = vm_vec_dist_quick(&Objects[t].pos,&Viewer_eye);
1552
1553                                                                 //don't replace same kind of object unless new 
1554                                                                 //one is closer
1555
1556                                                                 if (Objects[t].type != type || dist < sort_list[ii].dist) {
1557                                                                         sort_list[ii].objnum = t;
1558                                                                         sort_list[ii].dist = dist;
1559                                                                         break;
1560                                                                 }
1561                                                         }
1562                                                 }
1563
1564                                                 Int3(); //still couldn't find a slot
1565                                         }
1566
1567
1568                         //now call qsort
1569                 #if defined(__WATCOMC__) || defined(MACINTOSH)
1570                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1571                                    sort_func);
1572                 #else
1573                         qsort(sort_list,n_sort_items,sizeof(*sort_list),
1574                                         (int (*)(const void*,const void*))sort_func);
1575                 #endif  
1576
1577                         //now copy back into list
1578
1579                         lookn = nn;
1580                         i = 0;
1581                         n = n_sort_items;
1582                         while ((t=render_obj_list[lookn][i])!=-1 && n>0)
1583                                 if (t<0)
1584                                         {lookn = -t; i=0;}
1585                                 else
1586                                         render_obj_list[lookn][i++] = sort_list[--n].objnum;
1587                         render_obj_list[lookn][i] = -1; //mark (possibly new) end
1588                 }
1589         }
1590 }
1591
1592 int Use_player_head_angles = 0;
1593 vms_angvec Player_head_angles;
1594
1595 extern int Num_tmaps_drawn;
1596 extern int Total_pixels;
1597 //--unused-- int Total_num_tmaps_drawn=0;
1598
1599 int Rear_view=0;
1600 extern ubyte RenderingType;
1601
1602 void start_lighting_frame(object *viewer);
1603
1604 #ifdef JOHN_ZOOM
1605 fix Zoom_factor=F1_0;
1606 #endif
1607 //renders onto current canvas
1608 void render_frame(fix eye_offset, int window_num)
1609 {
1610         int start_seg_num;
1611
1612 #if defined(POLY_ACC)
1613 //$$ not needed for Verite, probably optional for ViRGE.    pa_flush();
1614 #endif
1615
1616 //Total_num_tmaps_drawn += Num_tmaps_drawn;
1617 //if ((FrameCount > 0) && (Total_num_tmaps_drawn))
1618 //      mprintf((0, "Frame: %4i, total = %6i, Avg = %7.3f, Avgpix=%7.3f\n", Num_tmaps_drawn, Total_num_tmaps_drawn, (float) Total_num_tmaps_drawn/FrameCount, (float) Total_pixels/Total_num_tmaps_drawn));
1619 //Num_tmaps_drawn = 0;
1620
1621         if (Endlevel_sequence) {
1622                 render_endlevel_frame(eye_offset);
1623                 FrameCount++;
1624                 return;
1625         }
1626
1627 #ifdef NEWDEMO
1628         if ( Newdemo_state == ND_STATE_RECORDING && eye_offset >= 0 )   {
1629      
1630           //    mprintf ((0,"Objnum=%d objtype=%d objid=%d\n",Viewer-Objects,Viewer->type,Viewer->id));
1631                 
1632       if (RenderingType==0)
1633                 newdemo_record_start_frame(FrameCount, FrameTime );
1634       if (RenderingType!=255)
1635                 newdemo_record_viewer_object(Viewer);
1636         }
1637 #endif
1638   
1639    //Here:
1640
1641         start_lighting_frame(Viewer);           //this is for ugly light-smoothing hack
1642   
1643         g3_start_frame();
1644
1645         Viewer_eye = Viewer->pos;
1646
1647 //      if (Viewer->type == OBJ_PLAYER && (Cockpit_mode!=CM_REAR_VIEW))
1648 //              vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.fvec,(Viewer->size*3)/4);
1649
1650         if (eye_offset) {
1651                 vm_vec_scale_add2(&Viewer_eye,&Viewer->orient.rvec,eye_offset);
1652         }
1653
1654         #ifdef EDITOR
1655         if (Function_mode==FMODE_EDITOR)
1656                 Viewer_eye = Viewer->pos;
1657         #endif
1658
1659         start_seg_num = find_point_seg(&Viewer_eye,Viewer->segnum);
1660
1661         if (start_seg_num==-1)
1662                 start_seg_num = Viewer->segnum;
1663
1664         if (Viewer==ConsoleObject && Use_player_head_angles) {
1665                 vms_matrix headm,viewm;
1666                 vm_angles_2_matrix(&headm,&Player_head_angles);
1667                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1668                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1669         //@@} else if ((Cockpit_mode==CM_REAR_VIEW) && (Viewer==ConsoleObject)) {
1670         } else if (Rear_view && (Viewer==ConsoleObject)) {
1671                 vms_matrix headm,viewm;
1672                 Player_head_angles.p = Player_head_angles.b = 0;
1673                 Player_head_angles.h = 0x7fff;
1674                 vm_angles_2_matrix(&headm,&Player_head_angles);
1675                 vm_matrix_x_matrix(&viewm,&Viewer->orient,&headm);
1676                 g3_set_view_matrix(&Viewer_eye,&viewm,Render_zoom);
1677         } else  {
1678 #ifdef JOHN_ZOOM
1679                 if (keyd_pressed[KEY_RSHIFT] )  {
1680                         Zoom_factor += FrameTime*4;
1681                         if (Zoom_factor > F1_0*5 ) Zoom_factor=F1_0*5;
1682                 } else {
1683                         Zoom_factor -= FrameTime*4;
1684                         if (Zoom_factor < F1_0 ) Zoom_factor = F1_0;
1685                 }
1686                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,fixdiv(Render_zoom,Zoom_factor));
1687 #else
1688                 g3_set_view_matrix(&Viewer_eye,&Viewer->orient,Render_zoom);
1689 #endif
1690         }
1691
1692         if (Clear_window == 1) {
1693                 if (Clear_window_color == -1)
1694                         Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
1695                 gr_clear_canvas(Clear_window_color);
1696         }
1697         #ifndef NDEBUG
1698         if (Show_only_curside)
1699                 gr_clear_canvas(Clear_window_color);
1700         #endif
1701
1702         render_mine(start_seg_num,eye_offset, window_num);
1703
1704         if (Use_player_head_angles ) 
1705                 draw_3d_reticle(eye_offset);
1706
1707         g3_end_frame();
1708
1709    //RenderingType=0;
1710
1711         // -- Moved from here by MK, 05/17/95, wrong if multiple renders/frame! FrameCount++;           //we have rendered a frame
1712 }
1713
1714 int first_terminal_seg;
1715
1716 void update_rendered_data(int window_num, object *viewer, int rear_view_flag, int user)
1717 {
1718         Assert(window_num < MAX_RENDERED_WINDOWS);
1719         Window_rendered_data[window_num].frame = FrameCount;
1720         Window_rendered_data[window_num].viewer = viewer;
1721         Window_rendered_data[window_num].rear_view = rear_view_flag;
1722         Window_rendered_data[window_num].user = user;
1723 }
1724
1725 //build a list of segments to be rendered
1726 //fills in Render_list & N_render_segs
1727 void build_segment_list(int start_seg_num, int window_num)
1728 {
1729         int     lcnt,scnt,ecnt;
1730         int     l,c;
1731         int     ch;
1732
1733         memset(visited, 0, sizeof(visited[0])*(Highest_segment_index+1));
1734         memset(render_pos, -1, sizeof(render_pos[0])*(Highest_segment_index+1));
1735         //memset(no_render_flag, 0, sizeof(no_render_flag[0])*(MAX_RENDER_SEGS));
1736         memset(processed, 0, sizeof(processed));
1737
1738         #ifndef NDEBUG
1739         memset(visited2, 0, sizeof(visited2[0])*(Highest_segment_index+1));
1740         #endif
1741
1742         lcnt = scnt = 0;
1743
1744         Render_list[lcnt] = start_seg_num; visited[start_seg_num]=1;
1745         Seg_depth[lcnt] = 0;
1746         lcnt++;
1747         ecnt = lcnt;
1748         render_pos[start_seg_num] = 0;
1749
1750         #ifndef NDEBUG
1751         if (pre_draw_segs)
1752                 render_segment(start_seg_num, window_num);
1753         #endif
1754
1755         render_windows[0].left=render_windows[0].top=0;
1756         render_windows[0].right=grd_curcanv->cv_bitmap.bm_w-1;
1757         render_windows[0].bot=grd_curcanv->cv_bitmap.bm_h-1;
1758
1759         //breadth-first renderer
1760
1761         //build list
1762
1763         for (l=0;l<Render_depth;l++) {
1764
1765                 //while (scnt < ecnt) {
1766                 for (scnt=0;scnt < ecnt;scnt++) {
1767                         int rotated,segnum;
1768                         window *check_w;
1769                         short child_list[MAX_SIDES_PER_SEGMENT];                //list of ordered sides to process
1770                         int n_children;                                                                         //how many sides in child_list
1771                         segment *seg;
1772
1773                         if (processed[scnt])
1774                                 continue;
1775
1776                         processed[scnt]=1;
1777
1778                         segnum = Render_list[scnt];
1779                         check_w = &render_windows[scnt];
1780
1781                         #ifndef NDEBUG
1782                         if (draw_boxes)
1783                                 draw_window_box(RED,check_w->left,check_w->top,check_w->right,check_w->bot);
1784                         #endif
1785
1786                         if (segnum == -1) continue;
1787
1788                         seg = &Segments[segnum];
1789                         rotated=0;
1790
1791                         //look at all sides of this segment.
1792                         //tricky code to look at sides in correct order follows
1793
1794                         for (c=n_children=0;c<MAX_SIDES_PER_SEGMENT;c++) {              //build list of sides
1795                                 int wid;
1796
1797                                 wid = WALL_IS_DOORWAY(seg, c);
1798
1799                                 ch=seg->children[c];
1800
1801                                 if ( (window_check || !visited[ch]) && (wid & WID_RENDPAST_FLAG) ) {
1802                                         if (behind_check) {
1803                                                 byte *sv = Side_to_verts[c];
1804                                                 ubyte codes_and=0xff;
1805                                                 int i;
1806
1807                                                 rotate_list(8,seg->verts);
1808                                                 rotated=1;
1809
1810                                                 for (i=0;i<4;i++)
1811                                                         codes_and &= Segment_points[seg->verts[sv[i]]].p3_codes;
1812
1813                                                 if (codes_and & CC_BEHIND) continue;
1814
1815                                         }
1816                                         child_list[n_children++] = c;
1817                                 }
1818                         }
1819
1820                         //now order the sides in some magical way
1821
1822                         if (new_seg_sorting)
1823                                 sort_seg_children(seg,n_children,child_list);
1824
1825                         //for (c=0;c<MAX_SIDES_PER_SEGMENT;c++) {
1826                         //      ch=seg->children[c];
1827
1828                         for (c=0;c<n_children;c++) {
1829                                 int siden;
1830
1831                                 siden = child_list[c];
1832                                 ch=seg->children[siden];
1833                                 //if ( (window_check || !visited[ch])&& (WALL_IS_DOORWAY(seg, c))) {
1834                                 {
1835                                         if (window_check) {
1836                                                 int i;
1837                                                 ubyte codes_and_3d,codes_and_2d;
1838                                                 short _x,_y,min_x=32767,max_x=-32767,min_y=32767,max_y=-32767;
1839                                                 int no_proj_flag=0;     //a point wasn't projected
1840
1841                                                 if (rotated<2) {
1842                                                         if (!rotated)
1843                                                                 rotate_list(8,seg->verts);
1844                                                         project_list(8,seg->verts);
1845                                                         rotated=2;
1846                                                 }
1847
1848                                                 for (i=0,codes_and_3d=codes_and_2d=0xff;i<4;i++) {
1849                                                         int p = seg->verts[Side_to_verts[siden][i]];
1850                                                         g3s_point *pnt = &Segment_points[p];
1851
1852                                                         if (! (pnt->p3_flags&PF_PROJECTED)) {no_proj_flag=1; break;}
1853
1854                                                         _x = f2i(pnt->p3_sx);
1855                                                         _y = f2i(pnt->p3_sy);
1856
1857                                                         codes_and_3d &= pnt->p3_codes;
1858                                                         codes_and_2d &= code_window_point(_x,_y,check_w);
1859
1860                                                         #ifndef NDEBUG
1861                                                         if (draw_edges) {
1862                                                                 gr_setcolor(BM_XRGB(31,0,31));
1863                                                                 gr_line(pnt->p3_sx,pnt->p3_sy,
1864                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sx,
1865                                                                         Segment_points[seg->verts[Side_to_verts[siden][(i+1)%4]]].p3_sy);
1866                                                         }
1867                                                         #endif
1868
1869                                                         if (_x < min_x) min_x = _x;
1870                                                         if (_x > max_x) max_x = _x;
1871
1872                                                         if (_y < min_y) min_y = _y;
1873                                                         if (_y > max_y) max_y = _y;
1874
1875                                                 }
1876
1877                                                 #ifndef NDEBUG
1878                                                 if (draw_boxes)
1879                                                         draw_window_box(WHITE,min_x,min_y,max_x,max_y);
1880                                                 #endif
1881
1882                                                 if (no_proj_flag || (!codes_and_3d && !codes_and_2d)) { //maybe add this segment
1883                                                         int rp = render_pos[ch];
1884                                                         window *new_w = &render_windows[lcnt];
1885
1886                                                         if (no_proj_flag) *new_w = *check_w;
1887                                                         else {
1888                                                                 new_w->left  = max(check_w->left,min_x);
1889                                                                 new_w->right = min(check_w->right,max_x);
1890                                                                 new_w->top   = max(check_w->top,min_y);
1891                                                                 new_w->bot   = min(check_w->bot,max_y);
1892                                                         }
1893
1894                                                         //see if this seg already visited, and if so, does current window
1895                                                         //expand the old window?
1896                                                         if (rp != -1) {
1897                                                                 if (new_w->left < render_windows[rp].left ||
1898                                                                                  new_w->top < render_windows[rp].top ||
1899                                                                                  new_w->right > render_windows[rp].right ||
1900                                                                                  new_w->bot > render_windows[rp].bot) {
1901
1902                                                                         new_w->left  = min(new_w->left,render_windows[rp].left);
1903                                                                         new_w->right = max(new_w->right,render_windows[rp].right);
1904                                                                         new_w->top   = min(new_w->top,render_windows[rp].top);
1905                                                                         new_w->bot   = max(new_w->bot,render_windows[rp].bot);
1906
1907                                                                         if (no_migrate_segs) {
1908                                                                                 //no_render_flag[lcnt] = 1;
1909                                                                                 Render_list[lcnt] = -1;
1910                                                                                 render_windows[rp] = *new_w;            //get updated window
1911                                                                                 processed[rp] = 0;              //force reprocess
1912                                                                                 goto no_add;
1913                                                                         }
1914                                                                         else
1915                                                                                 Render_list[rp]=-1;
1916                                                                 }
1917                                                                 else goto no_add;
1918                                                         }
1919
1920                                                         #ifndef NDEBUG
1921                                                         if (draw_boxes)
1922                                                                 draw_window_box(5,new_w->left,new_w->top,new_w->right,new_w->bot);
1923                                                         #endif
1924
1925                                                         render_pos[ch] = lcnt;
1926                                                         Render_list[lcnt] = ch;
1927                                                         Seg_depth[lcnt] = l;
1928                                                         lcnt++;
1929                                                         if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1930                                                         visited[ch] = 1;
1931
1932                                                         #ifndef NDEBUG
1933                                                         if (pre_draw_segs)
1934                                                                 render_segment(ch, window_num);
1935                                                         #endif
1936 no_add:
1937         ;
1938
1939                                                 }
1940                                         }
1941                                         else {
1942                                                 Render_list[lcnt] = ch;
1943                                                 Seg_depth[lcnt] = l;
1944                                                 lcnt++;
1945                                                 if (lcnt >= MAX_RENDER_SEGS) {mprintf((0,"Too many segs in render list!!\n")); goto done_list;}
1946                                                 visited[ch] = 1;
1947                                         }
1948                                 }
1949                         }
1950                 }
1951
1952                 scnt = ecnt;
1953                 ecnt = lcnt;
1954
1955         }
1956 done_list:
1957
1958         lcnt_save = lcnt;
1959         scnt_save = scnt;
1960
1961         first_terminal_seg = scnt;
1962         N_render_segs = lcnt;
1963
1964 }
1965
1966 //renders onto current canvas
1967 void render_mine(int start_seg_num,fix eye_offset, int window_num)
1968 {
1969 #ifndef NDEBUG
1970         int             i;
1971 #endif
1972         int             nn;
1973
1974         //      Initialize number of objects (actually, robots!) rendered this frame.
1975         Window_rendered_data[window_num].num_objects = 0;
1976
1977 #ifdef LASER_HACK
1978         Hack_nlasers = 0;
1979 #endif
1980
1981         #ifndef NDEBUG
1982         for (i=0;i<=Highest_object_index;i++)
1983                 object_rendered[i] = 0;
1984         #endif
1985
1986         //set up for rendering
1987
1988         render_start_frame();
1989
1990
1991         #if defined(EDITOR) && !defined(NDEUBG)
1992         if (Show_only_curside) {
1993                 rotate_list(8,Cursegp->verts);
1994                 render_side(Cursegp,Curside);
1995                 goto done_rendering;
1996         }
1997         #endif
1998
1999
2000         #ifdef EDITOR
2001         if (_search_mode)       {
2002                 //lcnt = lcnt_save;
2003                 //scnt = scnt_save;
2004         }
2005         else
2006         #endif
2007                 //NOTE LINK TO ABOVE!!
2008                 build_segment_list(start_seg_num, window_num);          //fills in Render_list & N_render_segs
2009
2010         //render away
2011
2012         #ifndef NDEBUG
2013         if (!window_check) {
2014                 Window_clip_left  = Window_clip_top = 0;
2015                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2016                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2017         }
2018         #endif
2019
2020         #ifndef NDEBUG
2021         if (!(_search_mode)) {
2022                 int i;
2023
2024                 for (i=0;i<N_render_segs;i++) {
2025                         int segnum;
2026
2027                         segnum = Render_list[i];
2028
2029                         if (segnum != -1)
2030                         {
2031                                 if (visited2[segnum])
2032                                         Int3();         //get Matt
2033                                 else
2034                                         visited2[segnum] = 1;
2035                         }
2036                 }
2037         }
2038         #endif
2039
2040         if (!(_search_mode))
2041                 build_object_lists(N_render_segs);
2042
2043         if (eye_offset<=0)              // Do for left eye or zero.
2044                 set_dynamic_light();
2045
2046         if (!_search_mode && Clear_window == 2) {
2047                 if (first_terminal_seg < N_render_segs) {
2048                         int i;
2049
2050                         if (Clear_window_color == -1)
2051                                 Clear_window_color = BM_XRGB(0, 0, 0);  //BM_XRGB(31, 15, 7);
2052         
2053                         gr_setcolor(Clear_window_color);
2054         
2055                         for (i=first_terminal_seg; i<N_render_segs; i++) {
2056                                 if (Render_list[i] != -1) {
2057                                         #ifndef NDEBUG
2058                                         if ((render_windows[i].left == -1) || (render_windows[i].top == -1) || (render_windows[i].right == -1) || (render_windows[i].bot == -1))
2059                                                 Int3();
2060                                         else
2061                                         #endif
2062                                                 //NOTE LINK TO ABOVE!
2063                                                 gr_rect(render_windows[i].left, render_windows[i].top, render_windows[i].right, render_windows[i].bot);
2064                                 }
2065                         }
2066                 }
2067         }
2068
2069         for (nn=N_render_segs;nn--;) {
2070                 int segnum;
2071                 int objnp;
2072
2073                 // Interpolation_method = 0;
2074                 segnum = Render_list[nn];
2075                 Current_seg_depth = Seg_depth[nn];
2076
2077                 //if (!no_render_flag[nn])
2078                 if (segnum!=-1 && (_search_mode || visited[segnum]!=-1)) {
2079                         //set global render window vars
2080
2081                         if (window_check) {
2082                                 Window_clip_left  = render_windows[nn].left;
2083                                 Window_clip_top   = render_windows[nn].top;
2084                                 Window_clip_right = render_windows[nn].right;
2085                                 Window_clip_bot   = render_windows[nn].bot;
2086                         }
2087
2088                         //mprintf((0," %d",segnum));
2089
2090                         render_segment(segnum, window_num);
2091                         visited[segnum]=255;
2092
2093                         if (window_check) {             //reset for objects
2094                                 Window_clip_left  = Window_clip_top = 0;
2095                                 Window_clip_right = grd_curcanv->cv_bitmap.bm_w-1;
2096                                 Window_clip_bot   = grd_curcanv->cv_bitmap.bm_h-1;
2097                         }
2098
2099                         if (migrate_objects) {
2100                                 //int n_expl_objs=0,expl_objs[5],i;
2101                                 int listnum;
2102                                 int save_linear_depth = Max_linear_depth;
2103
2104                                 Max_linear_depth = Max_linear_depth_objects;
2105
2106                                 listnum = nn;
2107
2108                                 //mprintf((0,"render objs seg %d",segnum));
2109
2110                                 for (objnp=0;render_obj_list[listnum][objnp]!=-1;)      {
2111                                         int ObjNumber = render_obj_list[listnum][objnp];
2112
2113                                         if (ObjNumber >= 0) {
2114
2115                                                 //mprintf( (0, "Type: %d\n", Objects[ObjNumber].type ));
2116         
2117                                                 //if (Objects[ObjNumber].type == OBJ_FIREBALL && n_expl_objs<5) {
2118                                                 //      expl_objs[n_expl_objs++] = ObjNumber;
2119                                                 //} else
2120                                                 #ifdef LASER_HACK
2121                                                 if (    (Objects[ObjNumber].type==OBJ_WEAPON) &&                                                                //if its a weapon
2122                                                                 (Objects[ObjNumber].lifeleft==Laser_max_time ) &&       //  and its in it's first frame
2123                                                                 (Hack_nlasers< MAX_HACKED_LASERS) &&                                                                    //  and we have space for it
2124                                                                 (Objects[ObjNumber].laser_info.parent_num>-1) &&                                        //  and it has a parent
2125                                                                 ((Viewer-Objects)==Objects[ObjNumber].laser_info.parent_num)    //  and it's parent is the viewer
2126                                                    )            {
2127                                                         Hack_laser_list[Hack_nlasers++] = ObjNumber;                                                            //then make it draw after everything else.
2128                                                         //mprintf( (0, "O%d ", ObjNumber ));
2129                                                 } else  
2130                                                 #endif
2131                                                         do_render_object(ObjNumber, window_num);        // note link to above else
2132
2133                                                 objnp++;
2134                                         }
2135                                         else {
2136
2137                                                 listnum = -ObjNumber;
2138                                                 objnp = 0;
2139
2140                                         }
2141
2142                                 }
2143
2144                                 //for (i=0;i<n_expl_objs;i++)
2145                                 //      do_render_object(expl_objs[i], window_num);
2146
2147                                 //mprintf((0,"done seg %d\n",segnum));
2148
2149                                 Max_linear_depth = save_linear_depth;
2150
2151                         }
2152
2153                 }
2154         }
2155
2156         //mprintf((0,"\n"));
2157
2158                                                                 
2159 #ifdef LASER_HACK                                                               
2160         // Draw the hacked lasers last
2161         for (i=0; i < Hack_nlasers; i++ )       {
2162                 //mprintf( (0, "D%d ", Hack_laser_list[i] ));
2163                 do_render_object(Hack_laser_list[i], window_num);
2164         }
2165 #endif
2166
2167         // -- commented out by mk on 09/14/94...did i do a good thing??  object_render_targets();
2168
2169 #ifdef EDITOR
2170         #ifndef NDEUBG
2171         //draw curedge stuff
2172         if (Outline_mode) outline_seg_side(Cursegp,Curside,Curedge,Curvert);
2173         #endif
2174
2175 done_rendering:
2176         ;
2177
2178 #endif
2179
2180 }
2181 #ifdef EDITOR
2182
2183 extern int render_3d_in_big_window;
2184
2185 //finds what segment is at a given x&y -  seg,side,face are filled in
2186 //works on last frame rendered. returns true if found
2187 //if seg<0, then an object was found, and the object number is -seg-1
2188 int find_seg_side_face(short x,short y,int *seg,int *side,int *face,int *poly)
2189 {
2190         _search_mode = -1;
2191
2192         _search_x = x; _search_y = y;
2193
2194         found_seg = -1;
2195
2196         if (render_3d_in_big_window) {
2197                 grs_canvas temp_canvas;
2198
2199                 gr_init_sub_canvas(&temp_canvas,canv_offscreen,0,0,
2200                         LargeView.ev_canv->cv_bitmap.bm_w,LargeView.ev_canv->cv_bitmap.bm_h);
2201
2202                 gr_set_current_canvas(&temp_canvas);
2203
2204                 render_frame(0, 0);
2205         }
2206         else {
2207                 gr_set_current_canvas(&VR_render_sub_buffer[0]);        //render off-screen
2208                 render_frame(0, 0);
2209         }
2210
2211         _search_mode = 0;
2212
2213         *seg = found_seg;
2214         *side = found_side;
2215         *face = found_face;
2216         *poly = found_poly;
2217
2218 //      mprintf((0,"found seg=%d, side=%d, face=%d, poly=%d\n",found_seg,found_side,found_face,found_poly));
2219
2220         return (found_seg!=-1);
2221
2222 }
2223
2224 #endif