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get rid of dependencies on predefined display modes
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1 /* $Id: automap.c,v 1.23 2005-08-06 09:16:15 chris Exp $ */
2 /*
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
13 */
14
15 /*
16  *
17  * Routines for displaying the auto-map.
18  *
19  */
20
21 #ifdef HAVE_CONFIG_H
22 #include <conf.h>
23 #endif
24
25 #include <stdio.h>
26 #include <stdlib.h>
27 #include <string.h>
28
29 #ifdef OGL
30 #include "ogl_init.h"
31 #endif
32
33 #include "error.h"
34 #include "3d.h"
35 #include "inferno.h"
36 #include "u_mem.h"
37 #include "render.h"
38 #include "object.h"
39 #include "vclip.h"
40 #include "game.h"
41 #include "mono.h"
42 #include "polyobj.h"
43 #include "sounds.h"
44 #include "player.h"
45 #include "bm.h"
46 #include "key.h"
47 #include "newmenu.h"
48 #include "menu.h"
49 #include "screens.h"
50 #include "textures.h"
51 #include "mouse.h"
52 #include "timer.h"
53 #include "segpoint.h"
54 #include "joy.h"
55 #include "iff.h"
56 #include "pcx.h"
57 #include "palette.h"
58 #include "wall.h"
59 #include "gameseq.h"
60 #include "gamefont.h"
61 #ifdef NETWORK
62 #include "network.h"
63 #endif
64 #include "kconfig.h"
65 #ifdef NETWORK
66 #include "multi.h"
67 #endif
68 #include "endlevel.h"
69 #include "text.h"
70 #include "gauges.h"
71 #include "songs.h"
72 #include "powerup.h"
73 #include "switch.h"
74 #include "automap.h"
75 #include "cntrlcen.h"
76
77 #ifdef OGL
78 #define AUTOMAP_DIRECT_RENDER
79 #endif
80
81 #define EF_USED     1   // This edge is used
82 #define EF_DEFINING 2   // A structure defining edge that should always draw.
83 #define EF_FRONTIER 4   // An edge between the known and the unknown.
84 #define EF_SECRET   8   // An edge that is part of a secret wall.
85 #define EF_GRATE    16  // A grate... draw it all the time.
86 #define EF_NO_FADE  32  // An edge that doesn't fade with distance
87 #define EF_TOO_FAR  64  // An edge that is too far away
88
89 void modex_printf(int x,int y,char *s,grs_font *font,int color);
90
91 typedef struct Edge_info {
92         short verts[2];     // 4 bytes
93         ubyte sides[4];     // 4 bytes
94         short segnum[4];    // 8 bytes  // This might not need to be stored... If you can access the normals of a side.
95         ubyte flags;        // 1 bytes  // See the EF_??? defines above.
96         ubyte color;        // 1 bytes
97         ubyte num_faces;    // 1 bytes  // 19 bytes...
98 } Edge_info;
99
100 // OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v)   ((v*5)/2)
101 // THE following was determined by John by loading levels 1-14 and recording
102 // numbers on 10/26/94.
103 //#define MAX_EDGES_FROM_VERTS(v)   (((v)*21)/10)
104 #define MAX_EDGES_FROM_VERTS(v)     ((v)*4)
105 //#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))
106
107 #define MAX_EDGES 6000  // Determined by loading all the levels by John & Mike, Feb 9, 1995
108
109 #define K_WALL_NORMAL_COLOR     BM_XRGB(29, 29, 29 )
110 #define K_WALL_DOOR_COLOR       BM_XRGB(5, 27, 5 )
111 #define K_WALL_DOOR_BLUE        BM_XRGB(0, 0, 31)
112 #define K_WALL_DOOR_GOLD        BM_XRGB(31, 31, 0)
113 #define K_WALL_DOOR_RED         BM_XRGB(31, 0, 0)
114 #define K_WALL_REVEALED_COLOR   BM_XRGB(0, 0, 25 ) //what you see when you have the full map powerup
115 #define K_HOSTAGE_COLOR         BM_XRGB(0, 31, 0 )
116 #define K_FONT_COLOR_20         BM_XRGB(20, 20, 20 )
117 #define K_GREEN_31              BM_XRGB(0, 31, 0)
118
119 int Wall_normal_color;
120 int Wall_door_color;
121 int Wall_door_blue;
122 int Wall_door_gold;
123 int Wall_door_red;
124 int Wall_revealed_color;
125 int Hostage_color;
126 int Font_color_20;
127 int Green_31;
128 int White_63;
129 int Blue_48;
130 int Red_48;
131
132 void init_automap_colors(void)
133 {
134         Wall_normal_color = K_WALL_NORMAL_COLOR;
135         Wall_door_color = K_WALL_DOOR_COLOR;
136         Wall_door_blue = K_WALL_DOOR_BLUE;
137         Wall_door_gold = K_WALL_DOOR_GOLD;
138         Wall_door_red = K_WALL_DOOR_RED;
139         Wall_revealed_color = K_WALL_REVEALED_COLOR;
140         Hostage_color = K_HOSTAGE_COLOR;
141         Font_color_20 = K_FONT_COLOR_20;
142         Green_31 = K_GREEN_31;
143
144         White_63 = gr_find_closest_color_current(63,63,63);
145         Blue_48 = gr_find_closest_color_current(0,0,48);
146         Red_48 = gr_find_closest_color_current(48,0,0);
147 }
148
149 // Segment visited list
150 ubyte Automap_visited[MAX_SEGMENTS];
151
152 // Edge list variables
153 static int Num_edges=0;
154 static int Max_edges;           //set each frame
155 static int Highest_edge_index = -1;
156 static Edge_info Edges[MAX_EDGES];
157 static short DrawingListBright[MAX_EDGES];
158
159 //static short DrawingListBright[MAX_EDGES];
160 //static short Edge_used_list[MAX_EDGES];                               //which entries in edge_list have been used
161
162 // Map movement defines
163 #define PITCH_DEFAULT 9000
164 #define ZOOM_DEFAULT i2f(20*10)
165 #define ZOOM_MIN_VALUE i2f(20*5)
166 #define ZOOM_MAX_VALUE i2f(20*100)
167
168 #define SLIDE_SPEED                             (350)
169 #define ZOOM_SPEED_FACTOR               500     //(1500)
170 #define ROT_SPEED_DIVISOR               (115000)
171
172 #ifndef AUTOMAP_DIRECT_RENDER
173 // Screen anvas variables
174 static int current_page=0;
175 static grs_canvas Pages[2];
176 static grs_canvas DrawingPages[2];
177 #endif /* AUTOMAP_DIRECT_RENDER */
178
179 #define Page Pages[0]
180 #define DrawingPage DrawingPages[0]
181
182 // Flags
183 static int Automap_cheat = 0;           // If set, show everything
184
185 // Rendering variables
186 static fix Automap_zoom = 0x9000;
187 static vms_vector view_target;
188 static fix Automap_farthest_dist = (F1_0 * 20 * 50);            // 50 segments away
189 static vms_matrix       ViewMatrix;
190 static fix ViewDist=0;
191
192 //      Function Prototypes
193 void adjust_segment_limit(int SegmentLimit);
194 void draw_all_edges(void);
195 void automap_build_edge_list(void);
196
197 #define MAX_DROP_MULTI          2
198 #define MAX_DROP_SINGLE 9
199
200 vms_vector MarkerPoint[NUM_MARKERS];            //these are only used in multi.c, and I'd get rid of them there, but when I tried to do that once, I caused some horrible bug. -MT
201 int HighlightMarker=-1;
202 char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
203 char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
204 float MarkerScale=2.0;
205 int     MarkerObject[NUM_MARKERS];
206
207 extern vms_vector Matrix_scale;         //how the matrix is currently scaled
208
209
210 # define automap_draw_line g3_draw_line
211
212
213 // -------------------------------------------------------------
214
215 void DrawMarkerNumber (int num)
216  {
217   int i;
218   g3s_point BasePoint,FromPoint,ToPoint;
219
220   float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
221                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
222                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
223                          {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
224                          {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
225                          {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
226                          {-1.0, 1.0, 1.0, 1.0},
227                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
228                          {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}
229
230                        };
231   float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
232                          {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
233                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
234                          {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
235                          {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
236                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
237                          {1.0, 1.0, 1.0, -1.0},
238                          {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
239                          {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
240                        };
241   int NumOfPoints[]={6,10,8,6,10,10,4,10,8};
242
243   for (i=0;i<NumOfPoints[num];i++)
244    {
245     ArrayX[num][i]*=MarkerScale;
246     ArrayY[num][i]*=MarkerScale;
247    }
248
249   if (num==HighlightMarker)
250    gr_setcolor (White_63);
251   else
252    gr_setcolor (Blue_48);
253
254
255   g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);
256
257   for (i=0;i<NumOfPoints[num];i+=2)
258    {
259
260     FromPoint=BasePoint;
261     ToPoint=BasePoint;
262
263     FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
264     FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
265     g3_code_point (&FromPoint);
266     g3_project_point (&FromPoint);
267
268     ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
269     ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
270     g3_code_point (&ToPoint);
271     g3_project_point (&ToPoint);
272
273         automap_draw_line(&FromPoint, &ToPoint);
274    }
275  }
276
277 void DropMarker (int player_marker_num)
278 {
279         int marker_num = (Player_num*2)+player_marker_num;
280         object *playerp = &Objects[Players[Player_num].objnum];
281
282         MarkerPoint[marker_num] = playerp->pos;
283
284         if (MarkerObject[marker_num] != -1)
285                 obj_delete(MarkerObject[marker_num]);
286
287         MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);
288
289 #ifdef NETWORK
290         if (Game_mode & GM_MULTI)
291                 multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);
292 #endif
293
294 }
295
296 extern char guidebot_name[];
297
298 void DropBuddyMarker(object *objp)
299 {
300         int     marker_num;
301
302         //      Find spare marker slot.  "if" code below should be an assert, but what if someone changes NUM_MARKERS or MAX_CROP_SINGLE and it never gets hit?
303         marker_num = MAX_DROP_SINGLE+1;
304         if (marker_num > NUM_MARKERS-1)
305                 marker_num = NUM_MARKERS-1;
306
307    sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);
308
309         MarkerPoint[marker_num] = objp->pos;
310
311         if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
312                 obj_delete(MarkerObject[marker_num]);
313
314         MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);
315
316 }
317
318 #define MARKER_SPHERE_SIZE 0x58000
319
320 void DrawMarkers ()
321  {
322         int i,maxdrop;
323         static int cyc=10,cycdir=1;
324         g3s_point sphere_point;
325
326         if (Game_mode & GM_MULTI)
327         maxdrop=2;
328         else
329         maxdrop=9;
330
331         for (i=0;i<maxdrop;i++)
332                 if (MarkerObject[(Player_num*2)+i] != -1) {
333
334                         g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);
335
336                         gr_setcolor (gr_find_closest_color_current(cyc,0,0));
337                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
338                         gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
339                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
340                         gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
341                         g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
342
343                         DrawMarkerNumber (i);
344                 }
345
346         if (cycdir)
347                 cyc+=2;
348         else
349                 cyc-=2;
350
351         if (cyc>43)
352          {
353                 cyc=43;
354                 cycdir=0;
355          }
356         else if (cyc<10)
357          {
358                 cyc=10;
359                 cycdir=1;
360          }
361
362  }
363
364 void ClearMarkers()
365  {
366         int i;
367
368         for (i=0;i<NUM_MARKERS;i++) {
369                 MarkerMessage[i][0]=0;
370                 MarkerObject[i]=-1;
371         }
372  }
373
374 void automap_clear_visited()    
375 {
376         int i;
377         for (i=0; i<MAX_SEGMENTS; i++ )
378                 Automap_visited[i] = 0;
379                           ClearMarkers();
380 }
381
382 grs_canvas *name_canv_left,*name_canv_right;
383
384 void draw_player( object * obj )
385 {
386         vms_vector arrow_pos, head_pos;
387         g3s_point sphere_point, arrow_point, head_point;
388
389         // Draw Console player -- shaped like a ellipse with an arrow.
390         g3_rotate_point(&sphere_point,&obj->pos);
391         g3_draw_sphere(&sphere_point,obj->size);
392
393         // Draw shaft of arrow
394         vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
395         g3_rotate_point(&arrow_point,&arrow_pos);
396         automap_draw_line(&sphere_point, &arrow_point);
397
398         // Draw right head of arrow
399         vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
400         vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
401         g3_rotate_point(&head_point,&head_pos);
402         automap_draw_line(&arrow_point, &head_point);
403
404         // Draw left head of arrow
405         vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
406         vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
407         g3_rotate_point(&head_point,&head_pos);
408         automap_draw_line(&arrow_point, &head_point);
409
410         // Draw player's up vector
411         vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
412         g3_rotate_point(&arrow_point,&arrow_pos);
413         automap_draw_line(&sphere_point, &arrow_point);
414 }
415
416 int AutomapHires;
417 void draw_automap()
418 {
419         int i;
420         int color;
421         object * objp;
422         vms_vector viewer_position;
423         g3s_point sphere_point;
424
425 #ifndef AUTOMAP_DIRECT_RENDER
426         if (!AutomapHires) {
427                 current_page ^= 1;
428                 gr_set_current_canvas(&DrawingPages[current_page]);
429         }
430         else {
431                 gr_set_current_canvas(&DrawingPage);
432         }
433 #endif
434
435         gr_clear_canvas(BM_XRGB(0,0,0));
436
437         g3_start_frame();
438         render_start_frame();
439
440         vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
441
442         g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
443
444 //      mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));
445
446         draw_all_edges();
447
448         // Draw player...
449 #ifdef NETWORK
450         if (Game_mode & GM_TEAM)
451                 color = get_team(Player_num);
452         else
453 #endif  
454                 color = Player_num;     // Note link to above if!
455
456         gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
457         draw_player(&Objects[Players[Player_num].objnum]);
458
459         DrawMarkers();
460         
461         if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
462          {
463                 char msg[10+MARKER_MESSAGE_LEN+1];
464
465                 sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
466
467                 gr_setcolor (Red_48);
468                 
469                 modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
470          }
471                                 
472         // Draw player(s)...
473 #ifdef NETWORK
474         if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )  {
475                 for (i=0; i<N_players; i++)             {
476                         if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )      {
477                                 if ( Objects[Players[i].objnum].type == OBJ_PLAYER )    {
478                                         if (Game_mode & GM_TEAM)
479                                                 color = get_team(i);
480                                         else
481                                                 color = i;
482                                         gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
483                                         draw_player(&Objects[Players[i].objnum]);
484                                 }
485                         }
486                 }
487         }
488 #endif
489
490         objp = &Objects[0];
491         for (i=0;i<=Highest_object_index;i++,objp++) {
492                 switch( objp->type )    {
493                 case OBJ_HOSTAGE:
494                         gr_setcolor(Hostage_color);
495                         g3_rotate_point(&sphere_point,&objp->pos);
496                         g3_draw_sphere(&sphere_point,objp->size);       
497                         break;
498                 case OBJ_POWERUP:
499                         if ( Automap_visited[objp->segnum] )    {
500                                 if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )  {
501                                         switch (objp->id) {
502                                         case POW_KEY_RED:               gr_setcolor(gr_getcolor(63, 5, 5));     break;
503                                         case POW_KEY_BLUE:      gr_setcolor(gr_getcolor(5, 5, 63)); break;
504                                         case POW_KEY_GOLD:      gr_setcolor(gr_getcolor(63, 63, 10)); break;
505                                         default:
506                                                 Error("Illegal key type: %i", objp->id);
507                                         }
508                                         g3_rotate_point(&sphere_point,&objp->pos);
509                                         g3_draw_sphere(&sphere_point,objp->size*4);     
510                                 }
511                         }
512                         break;
513                 }
514         }
515
516         g3_end_frame();
517
518         gr_bitmapm(AutomapHires?10:5, AutomapHires?10:5, &name_canv_left->cv_bitmap);
519         gr_bitmapm(grd_curcanv->cv_bitmap.bm_w-(AutomapHires?10:5)-name_canv_right->cv_bitmap.bm_w,AutomapHires?10:5,&name_canv_right->cv_bitmap);
520
521 #ifdef OGL
522         ogl_swap_buffers();
523 #else
524 #ifndef AUTOMAP_DIRECT_RENDER
525         if (!AutomapHires)
526                 gr_show_canvas( &Pages[current_page] );
527         else {
528                 //gr_bm_ubitblt( Page.cv_bitmap.bm_w, Page.cv_bitmap.bm_h, Page.cv_bitmap.bm_x, Page.cv_bitmap.bm_y, 0, 0, &Page.cv_bitmap, &VR_screen_pages[0].cv_bitmap );
529                 gr_bm_ubitblt( Page.cv_bitmap.bm_w, Page.cv_bitmap.bm_h, Page.cv_bitmap.bm_x, Page.cv_bitmap.bm_y, 0, 0, &Page.cv_bitmap, &grd_curscreen->sc_canvas.cv_bitmap );
530         }
531         gr_update();
532 #endif
533 #endif
534 }
535
536 #define LEAVE_TIME 0x4000
537
538 #define WINDOW_WIDTH            288
539
540
541 //print to canvas & double height
542 grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
543 {
544         int y;
545         ubyte *data;
546         int rs;
547         grs_canvas *temp_canv;
548         grs_font *save_font;
549         int w,h,aw;
550         grs_canvas *save_canv;
551
552         save_canv = grd_curcanv;
553
554         save_font = grd_curcanv->cv_font;
555         gr_set_curfont(font);                                   //set the font we're going to use
556         gr_get_string_size(s,&w,&h,&aw);                //now get the string size
557         gr_set_curfont(save_font);                              //restore real font
558
559         //temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
560         temp_canv = gr_create_canvas(w,font->ft_h*2);
561
562         gr_set_current_canvas(temp_canv);
563         gr_set_curfont(font);
564         temp_canv->cv_bitmap.bm_flags |= BM_FLAG_TRANSPARENT;
565         gr_clear_canvas(TRANSPARENCY_COLOR);                                            //trans color
566         gr_set_fontcolor(fc,bc);
567         gr_printf(0,0,s);
568
569         //now double it, since we're drawing to 400-line modex screen
570
571         if (double_flag) {
572                 data = temp_canv->cv_bitmap.bm_data;
573                 rs = temp_canv->cv_bitmap.bm_rowsize;
574
575                 for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
576                         memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
577                         memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
578                 }
579         }
580
581         gr_set_current_canvas(save_canv);
582
583         return temp_canv;
584 }
585
586 //print to buffer, double heights, and blit bitmap to screen
587 void modex_printf(int x,int y,char *s,grs_font *font,int color)
588 {
589         grs_canvas *temp_canv;
590
591         temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);
592
593         gr_bitmapm(x,y,&temp_canv->cv_bitmap);
594
595         gr_free_canvas(temp_canv);
596 }
597
598 //name for each group.  maybe move somewhere else
599 char *system_name[] = {
600                         "Zeta Aquilae",
601                         "Quartzon System",
602                         "Brimspark System",
603                         "Limefrost Spiral",
604                         "Baloris Prime",
605                         "Omega System"};
606
607 void create_name_canv()
608 {
609         char    name_level_left[128],name_level_right[128];
610
611         if (Current_level_num > 0)
612                 sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
613         else
614                 sprintf(name_level_left, "Secret Level %i",-Current_level_num);
615
616         if (PLAYING_BUILTIN_MISSION && Current_level_num > 0)
617                 sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
618         else
619                 strcpy(name_level_right, " ");
620
621         strcat(name_level_right, Current_level_name);
622
623         gr_set_fontcolor(Green_31,-1);
624         name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
625         name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);
626
627 }
628
629
630 extern void GameLoop(int, int );
631 extern int set_segment_depths(int start_seg, ubyte *segbuf);
632
633 int Automap_active = 0;
634
635 #ifdef RELEASE
636 #define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX")     //load only from hog file
637 #else
638 #define MAP_BACKGROUND_FILENAME ((AutomapHires && cfexist("mapb.pcx"))?"MAPB.PCX":"MAP.PCX")
639 #endif
640
641 int Automap_always_hires=0;
642 extern int MenuHiresAvailable;
643
644 u_int32_t automap_mode = SM(640,480);
645 int automap_width = 640;
646 int automap_height = 480;
647 int automap_use_game_res=0;
648 int nice_automap = 0;
649
650 #define RESCALE_X(x) ((x) * automap_width / 640)
651 #define RESCALE_Y(y) ((y) * automap_height / 480)
652
653 void do_automap( int key_code ) {
654         int done=0;
655         vms_matrix      tempm;
656         vms_angvec      tangles;
657         int leave_mode=0;
658         int first_time=1;
659         int pcx_error;
660 #if !defined(AUTOMAP_DIRECT_RENDER) || !defined(NDEBUG)
661         int i;
662 #endif
663         int c, marker_num;
664         fix entry_time;
665         int pause_game=1;               // Set to 1 if everything is paused during automap...No pause during net.
666         fix t1, t2;
667         control_info saved_control_info;
668         grs_bitmap Automap_background;
669         int Max_segments_away = 0;
670         int SegmentLimit = 1;
671         ubyte pal[256*3];
672         char maxdrop;
673 #ifndef AUTOMAP_DIRECT_RENDER
674         int must_free_canvas=0;
675 #endif
676         
677         Automap_active = 1;
678
679         init_automap_colors();
680
681         if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
682                 pause_game = 0;
683
684         if (pause_game) {
685                 stop_time();
686                 digi_pause_digi_sounds();
687         }
688
689         Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES);                  //make maybe smaller than max
690
691         mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
692         mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));
693
694         if (SM_HIRES2 || (Automap_always_hires && MenuHiresAvailable)) {
695                 //edit 4/23/99 Matt Mueller - don't switch res unless we need to
696                 if (grd_curscreen->sc_mode != AUTOMAP_MODE)
697                         gr_set_mode( AUTOMAP_MODE );
698                 else
699                         gr_set_current_canvas(NULL);
700                 //end edit -MM
701                 automap_width=grd_curscreen->sc_canvas.cv_bitmap.bm_w;
702                 automap_height=grd_curscreen->sc_canvas.cv_bitmap.bm_h;
703                 AutomapHires = 1;
704         }
705         else {
706                 gr_set_mode( SM(320, 400));
707                 AutomapHires = 0;
708         }
709
710         FontHires = FontHiresAvailable && AutomapHires;
711
712         create_name_canv();
713
714         gr_palette_clear();
715
716         if (!AutomapHires) {
717 #ifndef MACINTOSH
718 #ifndef AUTOMAP_DIRECT_RENDER
719                 gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
720                 gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
721                 gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
722                 gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
723 #endif
724
725                 gr_init_bitmap_data (&Automap_background);
726                 pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME, &Automap_background, BM_LINEAR, pal);
727                 if (pcx_error != PCX_ERROR_NONE)
728                         Error("File %s - PCX error: %s", MAP_BACKGROUND_FILENAME, pcx_errormsg(pcx_error));
729                 gr_remap_bitmap_good(&Automap_background, pal, -1, -1);
730
731 #ifndef AUTOMAP_DIRECT_RENDER
732                 for (i=0; i<2; i++)
733                 {
734                         gr_set_current_canvas(&Pages[i]);
735                         gr_bitmap(0, 0, &Automap_background );
736                         modex_printf(40,  22, TXT_AUTOMAP, HUGE_FONT, Font_color_20);
737                         modex_printf(30, 353, TXT_TURN_SHIP, SMALL_FONT, Font_color_20);
738                         modex_printf(30, 369, TXT_SLIDE_UPDOWN, SMALL_FONT, Font_color_20);
739                         modex_printf(30, 385, TXT_VIEWING_DISTANCE, SMALL_FONT, Font_color_20);
740                 }
741                 gr_free_bitmap_data(&Automap_background);       
742                 gr_set_current_canvas(&DrawingPages[current_page]);
743 #endif /* AUTOMAP_DIRECT_RENDER */
744 #endif /* MACINTOSH */
745         }
746         else {
747 #ifndef AUTOMAP_DIRECT_RENDER
748                 if (VR_render_buffer[0].cv_w >= automap_width && VR_render_buffer[0].cv_h >= automap_height)
749                         gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, automap_width, automap_height);
750                 else {
751                         void *raw_data;
752                         MALLOC(raw_data,ubyte,automap_width*automap_height);
753                         gr_init_canvas(&Page,raw_data,BM_LINEAR,automap_width,automap_height);
754                         must_free_canvas = 1;
755                 }
756
757                 gr_init_sub_canvas(&DrawingPage, &Page, RESCALE_X(27), RESCALE_Y(80), RESCALE_X(582), RESCALE_Y(334));
758
759                 gr_set_current_canvas(&Page);
760 #endif
761
762
763                 pcx_error = pcx_read_fullscr(MAP_BACKGROUND_FILENAME, pal);
764                         if ( pcx_error != PCX_ERROR_NONE )      {
765                                 //printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
766                                 Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
767                                 return;
768                         }
769
770                         gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
771         
772                         gr_set_curfont(HUGE_FONT);
773                         gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
774                         gr_printf(RESCALE_X(80), RESCALE_Y(36), TXT_AUTOMAP, HUGE_FONT);
775                         gr_set_curfont(SMALL_FONT);
776                         gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
777                         gr_printf(RESCALE_X(60), RESCALE_Y(426), TXT_TURN_SHIP);
778                         gr_printf(RESCALE_X(60), RESCALE_Y(443), TXT_SLIDE_UPDOWN);
779                         gr_printf(RESCALE_X(60), RESCALE_Y(460), TXT_VIEWING_DISTANCE);
780         
781 #ifndef AUTOMAP_DIRECT_RENDER
782                         gr_set_current_canvas(&DrawingPage);
783 #endif
784         }
785
786
787         automap_build_edge_list();
788
789         if ( ViewDist==0 )
790                 ViewDist = ZOOM_DEFAULT;
791         ViewMatrix = Objects[Players[Player_num].objnum].orient;
792
793         tangles.p = PITCH_DEFAULT;
794         tangles.h  = 0;
795         tangles.b  = 0;
796
797         done = 0;
798
799         view_target = Objects[Players[Player_num].objnum].pos;
800
801         t1 = entry_time = timer_get_fixed_seconds();
802         t2 = t1;
803
804         //Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
805         Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
806         SegmentLimit = Max_segments_away;
807
808         adjust_segment_limit(SegmentLimit);
809
810         while(!done)    {
811                 if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
812                         leave_mode = 1;
813
814                 if ( !Controls.automap_state && (leave_mode==1) )
815                         done=1;
816
817                 if (!pause_game)        {
818                         ushort old_wiggle;
819                         saved_control_info = Controls;                          // Save controls so we can zero them
820                         memset(&Controls,0,sizeof(control_info));       // Clear everything...
821                         old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE;  // Save old wiggle
822                         ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE;             // Turn off wiggle
823                         #ifdef NETWORK
824                         if (multi_menu_poll())
825                                 done = 1;
826                         #endif
827 //                      GameLoop( 0, 0 );               // Do game loop with no rendering and no reading controls.
828                         ConsoleObject->mtype.phys_info.flags |= old_wiggle;     // Restore wiggle
829                         Controls = saved_control_info;
830                 }
831
832         #ifndef WINDOWS
833                 controls_read_all();            
834         #else
835                 controls_read_all_win();
836         #endif
837
838                 if ( Controls.automap_down_count )      {
839                         if (leave_mode==0)
840                                 done = 1;
841                         c = 0;
842                 }
843
844                 //see if redbook song needs to be restarted
845                 songs_check_redbook_repeat();
846
847                 while( (c=key_inkey()) )        {
848                         switch( c ) {
849                         #ifndef NDEBUG
850                         case KEY_BACKSP: Int3(); break;
851                         #endif
852         
853                         case KEY_PRINT_SCREEN: {
854                                 if (AutomapHires)
855                                         gr_set_current_canvas(NULL);
856 #ifndef AUTOMAP_DIRECT_RENDER
857                                 else
858                                         gr_set_current_canvas(&Pages[current_page]);
859 #endif
860                                 save_screen_shot(1);
861                                 break;
862                         }
863         
864                         case KEY_ESC:
865                                 if (leave_mode==0)
866                                         done = 1;
867                                  break;
868
869                         #ifndef NDEBUG
870                         case KEY_DEBUGGED+KEY_F:        {
871                                 for (i=0; i<=Highest_segment_index; i++ )
872                                         Automap_visited[i] = 1;
873                                 automap_build_edge_list();
874                                 Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
875                                 SegmentLimit = Max_segments_away;
876                                 adjust_segment_limit(SegmentLimit);
877                                 }
878                                 break;
879                         #endif
880
881                         case KEY_MINUS:
882                                 if (SegmentLimit > 1)           {
883                                         SegmentLimit--;
884                                         adjust_segment_limit(SegmentLimit);
885                                 }
886                                 break;
887                         case KEY_EQUAL:
888                                 if (SegmentLimit < Max_segments_away)   {
889                                         SegmentLimit++;
890                                         adjust_segment_limit(SegmentLimit);
891                                 }
892                                 break;
893                         case KEY_1:
894                         case KEY_2:
895                         case KEY_3:
896                         case KEY_4:
897                         case KEY_5:
898                         case KEY_6:
899                         case KEY_7:
900                         case KEY_8:
901                         case KEY_9:
902                         case KEY_0:
903                                 if (Game_mode & GM_MULTI)
904                                 maxdrop=2;
905                                 else
906                                 maxdrop=9;
907
908                         #ifndef MACINTOSH
909                         marker_num = c-KEY_1;
910                         #else
911                         switch(c) {             // god this is stupid.....
912                                 case KEY_1: marker_num = 0; break;
913                                 case KEY_2: marker_num = 1; break;
914                                 case KEY_3: marker_num = 2; break;
915                                 case KEY_4: marker_num = 3; break;
916                                 case KEY_5: marker_num = 4; break;
917                                 case KEY_6: marker_num = 5; break;
918                                 case KEY_7: marker_num = 6; break;
919                                 case KEY_8: marker_num = 7; break;
920                                 case KEY_9: marker_num = 8; break;
921                                 case KEY_0: marker_num = 9; break;
922                         }
923                         #endif
924             if (marker_num<=maxdrop)
925                                  {
926                                         if (MarkerObject[marker_num] != -1)
927                                                 HighlightMarker=marker_num;
928                                  }
929                           break;
930
931                         case KEY_D+KEY_CTRLED:
932 #ifndef AUTOMAP_DIRECT_RENDER
933                                 if (current_page)               //menu will only work on page 0
934                                         draw_automap(); //..so switch from 1 to 0
935 #endif
936
937                                 if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
938 #ifndef AUTOMAP_DIRECT_RENDER
939                                         gr_set_current_canvas(&Pages[current_page]);
940 #endif
941
942                                         if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
943                                                 obj_delete(MarkerObject[HighlightMarker]);
944                                                 MarkerObject[HighlightMarker]=-1;
945                                                 MarkerMessage[HighlightMarker][0]=0;
946                                                 HighlightMarker = -1;
947                                         }                                       
948                                 }
949                                 break;
950
951                         #ifndef RELEASE
952                         case KEY_COMMA:
953                                 if (MarkerScale>.5)
954                                         MarkerScale-=.5;
955                                 break;
956                         case KEY_PERIOD:
957                                 if (MarkerScale<30.0)
958                                         MarkerScale+=.5;
959                                 break;
960                         #endif
961
962 //added 8/23/99 by Matt Mueller for hot key res/fullscreen changing, and menu access
963 #if 0
964                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE:
965                         case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE:
966                         case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE:
967                                 d1x_options_menu();
968                                 break;
969                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY:
970                         case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY:
971                         case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY:
972                                 change_res();
973                                 break;
974                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADMINUS:
975                         case KEY_ALTED+KEY_CTRLED+KEY_PADMINUS:
976                         case KEY_ALTED+KEY_SHIFTED+KEY_PADMINUS:
977                                 //lower res
978                                 //should we just cycle through the list that is displayed in the res change menu?
979                                 // what if their card/X/etc can't handle that mode? hrm.
980                                 //well, the quick access to the menu is good enough for now.
981                                 break;
982                         case KEY_CTRLED+KEY_SHIFTED+KEY_PADPLUS:
983                         case KEY_ALTED+KEY_CTRLED+KEY_PADPLUS:
984                         case KEY_ALTED+KEY_SHIFTED+KEY_PADPLUS:
985                                 //increase res
986                                 break;
987 #endif
988                         case KEY_ALTED+KEY_ENTER:
989                         case KEY_ALTED+KEY_PADENTER:
990                                 gr_toggle_fullscreen_game();
991                                 break;
992 //end addition -MM
993
994               }
995                 }
996
997                 if ( Controls.fire_primary_down_count ) {
998                         // Reset orientation
999                         ViewDist = ZOOM_DEFAULT;
1000                         tangles.p = PITCH_DEFAULT;
1001                         tangles.h  = 0;
1002                         tangles.b  = 0;
1003                         view_target = Objects[Players[Player_num].objnum].pos;
1004                 }
1005
1006                 ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;
1007
1008                 tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
1009                 tangles.h  += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
1010                 tangles.b  += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
1011                 
1012                 if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time )   {
1013                         vms_angvec      tangles1;
1014                         vms_vector      old_vt;
1015                         old_vt = view_target;
1016                         tangles1 = tangles;
1017                         vm_angles_2_matrix(&tempm,&tangles1);
1018                         vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1019                         vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
1020                         vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
1021                         if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) )   {
1022                                 view_target = old_vt;
1023                         }
1024                 }
1025
1026                 vm_angles_2_matrix(&tempm,&tangles);
1027                 vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
1028
1029                 if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
1030                 if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;
1031
1032                 draw_automap();
1033
1034                 if ( first_time )       {
1035                         first_time = 0;
1036                         gr_palette_load( gr_palette );
1037                 }
1038
1039                 t2 = timer_get_fixed_seconds();
1040                 while (t2 - t1 < F1_0 / 100) // ogl is fast enough that the automap can read the input too fast and you start to turn really slow.  So delay a bit (and free up some cpu :)
1041                 {
1042                         if (nice_automap)
1043                                 timer_delay(1);
1044
1045                         t2 = timer_get_fixed_seconds();
1046                 }
1047                 if (pause_game)
1048                         FrameTime=t2-t1;
1049                 t1 = t2;
1050         }
1051
1052         //d_free(Edges);
1053         //d_free(DrawingListBright);
1054
1055         gr_free_canvas(name_canv_left);  name_canv_left=NULL;
1056         gr_free_canvas(name_canv_right);  name_canv_right=NULL;
1057
1058 #ifndef AUTOMAP_DIRECT_RENDER
1059         if (must_free_canvas)
1060                 d_free(Page.cv_bitmap.bm_data);
1061 #endif
1062
1063         mprintf( (0, "Automap memory freed\n" ));
1064
1065         game_flush_inputs();
1066         
1067         if (pause_game)
1068         {
1069                 start_time();
1070                 digi_resume_digi_sounds();
1071         }
1072
1073         Automap_active = 0;
1074 }
1075
1076 void adjust_segment_limit(int SegmentLimit)
1077 {
1078         int i,e1;
1079         Edge_info * e;
1080
1081         mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
1082         
1083         for (i=0; i<=Highest_edge_index; i++ )  {
1084                 e = &Edges[i];
1085                 e->flags |= EF_TOO_FAR;
1086                 for (e1=0; e1<e->num_faces; e1++ )      {
1087                         if ( Automap_visited[e->segnum[e1]] <= SegmentLimit )   {
1088                                 e->flags &= (~EF_TOO_FAR);
1089                                 break;
1090                         }
1091                 }
1092         }
1093         
1094 }
1095
1096 void draw_all_edges()   
1097 {
1098         g3s_codes cc;
1099         int i,j,nbright;
1100         ubyte nfacing,nnfacing;
1101         Edge_info *e;
1102         vms_vector *tv1;
1103         fix distance;
1104         fix min_distance = 0x7fffffff;
1105         g3s_point *p1, *p2;
1106         
1107         
1108         nbright=0;
1109
1110         for (i=0; i<=Highest_edge_index; i++ )  {
1111                 //e = &Edges[Edge_used_list[i]];
1112                 e = &Edges[i];
1113                 if (!(e->flags & EF_USED)) continue;
1114
1115                 if ( e->flags & EF_TOO_FAR) continue;
1116
1117                 if (e->flags&EF_FRONTIER)       {                                               // A line that is between what we have seen and what we haven't
1118                         if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
1119                                 continue;               // If a line isn't secret and is normal color, then don't draw it
1120                 }
1121
1122                 cc=rotate_list(2,e->verts);
1123                 distance = Segment_points[e->verts[1]].p3_z;
1124
1125                 if (min_distance>distance )
1126                         min_distance = distance;
1127
1128                 if (!cc.and)    {       //all off screen?
1129                         nfacing = nnfacing = 0;
1130                         tv1 = &Vertices[e->verts[0]];
1131                         j = 0;
1132                         while( j<e->num_faces && (nfacing==0 || nnfacing==0) )  {
1133                                 #ifdef COMPACT_SEGS
1134                                 vms_vector temp_v;
1135                                 get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
1136                                 if (!g3_check_normal_facing( tv1, &temp_v ) )
1137                                 #else
1138                                 if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
1139                                 #endif
1140                                         nfacing++;
1141                                 else
1142                                         nnfacing++;
1143                                 j++;
1144                         }
1145
1146                         if ( nfacing && nnfacing )      {
1147                                 // a contour line
1148                                 DrawingListBright[nbright++] = e-Edges;
1149                         } else if ( e->flags&(EF_DEFINING|EF_GRATE) )   {
1150                                 if ( nfacing == 0 )     {
1151                                         if ( e->flags & EF_NO_FADE )
1152                                                 gr_setcolor( e->color );
1153                                         else
1154                                                 gr_setcolor( gr_fade_table[e->color+256*8] );
1155                                         g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
1156                                 }       else {
1157                                         DrawingListBright[nbright++] = e-Edges;
1158                                 }
1159                         }
1160                 }
1161         }
1162                 
1163 ///     mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));
1164
1165         if ( min_distance < 0 ) min_distance = 0;
1166
1167         // Sort the bright ones using a shell sort
1168         {
1169                 int t;
1170                 int i, j, incr, v1, v2;
1171         
1172                 incr = nbright / 2;
1173                 while( incr > 0 )       {
1174                         for (i=incr; i<nbright; i++ )   {
1175                                 j = i - incr;
1176                                 while (j>=0 )   {
1177                                         // compare element j and j+incr
1178                                         v1 = Edges[DrawingListBright[j]].verts[0];
1179                                         v2 = Edges[DrawingListBright[j+incr]].verts[0];
1180
1181                                         if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
1182                                                 // If not in correct order, them swap 'em
1183                                                 t=DrawingListBright[j+incr];
1184                                                 DrawingListBright[j+incr]=DrawingListBright[j];
1185                                                 DrawingListBright[j]=t;
1186                                                 j -= incr;
1187                                         }
1188                                         else
1189                                                 break;
1190                                 }
1191                         }
1192                         incr = incr / 2;
1193                 }
1194         }
1195                                         
1196         // Draw the bright ones
1197         for (i=0; i<nbright; i++ )      {
1198                 int color;
1199                 fix dist;
1200                 e = &Edges[DrawingListBright[i]];
1201                 p1 = &Segment_points[e->verts[0]];
1202                 p2 = &Segment_points[e->verts[1]];
1203                 dist = p1->p3_z - min_distance;
1204                 // Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
1205                 if ( dist < 0 ) dist=0;
1206                 if ( dist >= Automap_farthest_dist ) continue;
1207
1208                 if ( e->flags & EF_NO_FADE )    {
1209                         gr_setcolor( e->color );
1210                 } else {
1211                         dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
1212                         color = f2i( dist*31 );
1213                         gr_setcolor( gr_fade_table[e->color+color*256] );       
1214                 }
1215                 g3_draw_line( p1, p2 );
1216         }
1217
1218 }
1219
1220
1221 //==================================================================
1222 //
1223 // All routines below here are used to build the Edge list
1224 //
1225 //==================================================================
1226
1227
1228 //finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
1229 static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
1230 {
1231         long vv, evv;
1232         short hash,oldhash;
1233         int ret, ev0, ev1;
1234
1235         vv = (v1<<16) + v0;
1236
1237         oldhash = hash = ((v0*5+v1) % Max_edges);
1238
1239         ret = -1;
1240
1241         while (ret==-1) {
1242                 ev0 = (int)(Edges[hash].verts[0]);
1243                 ev1 = (int)(Edges[hash].verts[1]);
1244                 evv = (ev1<<16)+ev0;
1245                 if (Edges[hash].num_faces == 0 ) ret=0;
1246                 else if (evv == vv) ret=1;
1247                 else {
1248                         if (++hash==Max_edges) hash=0;
1249                         if (hash==oldhash) Error("Edge list full!");
1250                 }
1251         }
1252
1253         *edge_ptr = &Edges[hash];
1254
1255         if (ret == 0)
1256                 return -1;
1257         else
1258                 return hash;
1259
1260 }
1261
1262
1263 void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade )      {
1264         int found;
1265         Edge_info *e;
1266         short tmp;
1267
1268         if ( Num_edges >= Max_edges)    {
1269                 // GET JOHN! (And tell him that his
1270                 // MAX_EDGES_FROM_VERTS formula is hosed.)
1271                 // If he's not around, save the mine,
1272                 // and send him  mail so he can look
1273                 // at the mine later. Don't modify it.
1274                 // This is important if this happens.
1275                 Int3();         // LOOK ABOVE!!!!!!
1276                 return;
1277         }
1278
1279         if ( va > vb )  {
1280                 tmp = va;
1281                 va = vb;
1282                 vb = tmp;
1283         }
1284
1285         found = automap_find_edge(va,vb,&e);
1286                 
1287         if (found == -1) {
1288                 e->verts[0] = va;
1289                 e->verts[1] = vb;
1290                 e->color = color;
1291                 e->num_faces = 1;
1292                 e->flags = EF_USED | EF_DEFINING;                       // Assume a normal line
1293                 e->sides[0] = side;
1294                 e->segnum[0] = segnum;
1295                 //Edge_used_list[Num_edges] = e-Edges;
1296                 if ( (e-Edges) > Highest_edge_index )
1297                         Highest_edge_index = e - Edges;
1298                 Num_edges++;
1299         } else {
1300                 //Assert(e->num_faces < 8 );
1301
1302                 if ( color != Wall_normal_color )
1303                         if (color != Wall_revealed_color)
1304                                 e->color = color;
1305
1306                 if ( e->num_faces < 4 ) {
1307                         e->sides[e->num_faces] = side;                                  
1308                         e->segnum[e->num_faces] = segnum;
1309                         e->num_faces++;
1310                 }
1311         }
1312
1313         if ( grate )
1314                 e->flags |= EF_GRATE;
1315
1316         if ( hidden )
1317                 e->flags|=EF_SECRET;            // Mark this as a hidden edge
1318         if ( no_fade )
1319                 e->flags |= EF_NO_FADE;
1320 }
1321
1322 void add_one_unknown_edge( short va, short vb ) {
1323         int found;
1324         Edge_info *e;
1325         short tmp;
1326
1327         if ( va > vb )  {
1328                 tmp = va;
1329                 va = vb;
1330                 vb = tmp;
1331         }
1332
1333         found = automap_find_edge(va,vb,&e);
1334         if (found != -1)        
1335                 e->flags|=EF_FRONTIER;          // Mark as a border edge
1336 }
1337
1338 #ifndef _GAMESEQ_H
1339 extern obj_position Player_init[];
1340 #endif
1341
1342 void add_segment_edges(segment *seg)
1343 {
1344         int     is_grate, no_fade;
1345         ubyte   color;
1346         int     sn;
1347         int     segnum = SEGMENT_NUMBER(seg);
1348         int     hidden_flag;
1349         int ttype,trigger_num;
1350         
1351         for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1352                 short   vertex_list[4];
1353
1354                 hidden_flag = 0;
1355
1356                 is_grate = 0;
1357                 no_fade = 0;
1358
1359                 color = 255;
1360                 if (seg->children[sn] == -1) {
1361                         color = Wall_normal_color;
1362                 }
1363
1364                 switch( Segment2s[segnum].special )     {
1365                 case SEGMENT_IS_FUELCEN:
1366                         color = BM_XRGB( 29, 27, 13 );
1367                         break;
1368                 case SEGMENT_IS_CONTROLCEN:
1369                         if (Control_center_present)
1370                                 color = BM_XRGB( 29, 0, 0 );
1371                         break;
1372                 case SEGMENT_IS_ROBOTMAKER:
1373                         color = BM_XRGB( 29, 0, 31 );
1374                         break;
1375                 }
1376
1377                 if (seg->sides[sn].wall_num > -1)       {
1378                 
1379                         trigger_num = Walls[seg->sides[sn].wall_num].trigger;
1380                         ttype = Triggers[trigger_num].type;
1381                         if (ttype==TT_SECRET_EXIT)
1382                                 {
1383                             color = BM_XRGB( 29, 0, 31 );
1384                                  no_fade=1;
1385                                  goto Here;
1386                                 }       
1387
1388                         switch( Walls[seg->sides[sn].wall_num].type )   {
1389                         case WALL_DOOR:
1390                                 if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
1391                                         no_fade = 1;
1392                                         color = Wall_door_blue;
1393                                         //mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
1394                                 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
1395                                         no_fade = 1;
1396                                         color = Wall_door_gold;
1397                                         //mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
1398                                 } else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
1399                                         no_fade = 1;
1400                                         color = Wall_door_red;
1401                                         //mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
1402                                 } else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
1403                                         int     connected_seg = seg->children[sn];
1404                                         if (connected_seg != -1) {
1405                                                 int connected_side = find_connect_side(seg, &Segments[connected_seg]);
1406                                                 int     keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
1407                                                 if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
1408                                                         color = Wall_door_color;
1409                                                 else {
1410                                                         switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
1411                                                                 case KEY_BLUE:  color = Wall_door_blue; no_fade = 1; break;
1412                                                                 case KEY_GOLD:  color = Wall_door_gold; no_fade = 1; break;
1413                                                                 case KEY_RED:   color = Wall_door_red;  no_fade = 1; break;
1414                                                                 default:        Error("Inconsistent data.  Supposed to be a colored wall, but not blue, gold or red.\n");
1415                                                         }
1416                                                         //mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
1417                                                 }
1418
1419                                         }
1420                                 } else {
1421                                         color = Wall_normal_color;
1422                                         hidden_flag = 1;
1423                                         //mprintf((0, "Wall at seg:side %i:%i is hidden.\n", SEGMENT_NUMBER(seg), sn));
1424                                 }
1425                                 break;
1426                         case WALL_CLOSED:
1427                                 // Make grates draw properly
1428                                 if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
1429                                         is_grate = 1;
1430                                 else
1431                                         hidden_flag = 1;
1432                                 color = Wall_normal_color;
1433                                 break;
1434                         case WALL_BLASTABLE:
1435                                 // Hostage doors
1436                                 color = Wall_door_color;        
1437                                 break;
1438                         }
1439                 }
1440         
1441                 if (segnum==Player_init[Player_num].segnum)
1442                         color = BM_XRGB(31,0,31);
1443
1444                 if ( color != 255 )     {
1445                         // If they have a map powerup, draw unvisited areas in dark blue.
1446                         if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))     
1447                                 color = Wall_revealed_color;
1448
1449
1450                         Here:
1451
1452                         get_side_verts(vertex_list,segnum,sn);
1453                         add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
1454                         add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
1455                         add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
1456                         add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );
1457
1458                         if ( is_grate ) {
1459                                 add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
1460                                 add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
1461                         }
1462                 }
1463         }
1464
1465 }
1466
1467
1468 // Adds all the edges from a segment we haven't visited yet.
1469
1470 void add_unknown_segment_edges(segment *seg)
1471 {
1472         int sn;
1473         int segnum = SEGMENT_NUMBER(seg);
1474         
1475         for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
1476                 short   vertex_list[4];
1477
1478                 // Only add edges that have no children
1479                 if (seg->children[sn] == -1) {
1480                         get_side_verts(vertex_list,segnum,sn);
1481         
1482                         add_one_unknown_edge( vertex_list[0], vertex_list[1] );
1483                         add_one_unknown_edge( vertex_list[1], vertex_list[2] );
1484                         add_one_unknown_edge( vertex_list[2], vertex_list[3] );
1485                         add_one_unknown_edge( vertex_list[3], vertex_list[0] );
1486                 }
1487
1488
1489         }
1490
1491 }
1492
1493 void automap_build_edge_list()
1494 {       
1495         int     i,e1,e2,s;
1496         Edge_info * e;
1497
1498         Automap_cheat = 0;
1499
1500         if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
1501                 Automap_cheat = 1;              // Damn cheaters...
1502
1503         // clear edge list
1504         for (i=0; i<Max_edges; i++) {
1505                 Edges[i].num_faces = 0;
1506                 Edges[i].flags = 0;
1507         }
1508         Num_edges = 0;
1509         Highest_edge_index = -1;
1510
1511         if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) )       {
1512                 // Cheating, add all edges as visited
1513                 for (s=0; s<=Highest_segment_index; s++)
1514                         #ifdef EDITOR
1515                         if (Segments[s].segnum != -1)
1516                         #endif
1517                         {
1518                                 add_segment_edges(&Segments[s]);
1519                         }
1520         } else {
1521                 // Not cheating, add visited edges, and then unvisited edges
1522                 for (s=0; s<=Highest_segment_index; s++)
1523                         #ifdef EDITOR
1524                         if (Segments[s].segnum != -1)
1525                         #endif
1526                                 if (Automap_visited[s]) {
1527                                         add_segment_edges(&Segments[s]);
1528                                 }
1529         
1530                 for (s=0; s<=Highest_segment_index; s++)
1531                         #ifdef EDITOR
1532                         if (Segments[s].segnum != -1)
1533                         #endif
1534                                 if (!Automap_visited[s]) {
1535                                         add_unknown_segment_edges(&Segments[s]);
1536                                 }
1537         }
1538
1539         // Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
1540         for (i=0; i<=Highest_edge_index; i++ )  {
1541                 e = &Edges[i];
1542                 if (!(e->flags&EF_USED)) continue;
1543
1544                 for (e1=0; e1<e->num_faces; e1++ )      {
1545                         for (e2=1; e2<e->num_faces; e2++ )      {
1546                                 if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) )   {
1547                                         #ifdef COMPACT_SEGS
1548                                         vms_vector v1, v2;
1549                                         get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
1550                                         get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
1551                                         if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10))  )  {
1552                                         #else
1553                                         if ( vm_vec_dot( &Segments[e->segnum[e1]].sides[e->sides[e1]].normals[0], &Segments[e->segnum[e2]].sides[e->sides[e2]].normals[0] ) > (F1_0-(F1_0/10))  )       {
1554                                         #endif
1555                                                 e->flags &= (~EF_DEFINING);
1556                                                 break;
1557                                         }
1558                                 }
1559                         }
1560                         if (!(e->flags & EF_DEFINING))
1561                                 break;
1562                 }
1563         }       
1564
1565         mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges  ));
1566
1567 }
1568
1569 char Marker_input [40];
1570 int Marker_index=0;
1571 ubyte DefiningMarkerMessage=0;
1572 ubyte MarkerBeingDefined;
1573 ubyte LastMarkerDropped;
1574
1575 void InitMarkerInput ()
1576  {
1577         int maxdrop,i;
1578
1579         //find free marker slot
1580
1581         if (Game_mode & GM_MULTI)
1582         maxdrop=MAX_DROP_MULTI;
1583         else
1584         maxdrop=MAX_DROP_SINGLE;
1585
1586         for (i=0;i<maxdrop;i++)
1587                 if (MarkerObject[(Player_num*2)+i] == -1)               //found free slot!
1588                         break;
1589
1590         if (i==maxdrop)         //no free slot
1591         {
1592                 if (Game_mode & GM_MULTI)
1593                         i = !LastMarkerDropped;         //in multi, replace older of two
1594                 else {
1595                         HUD_init_message("No free marker slots");
1596                         return;
1597                 }
1598         }
1599
1600         //got a free slot.  start inputting marker message
1601
1602         Marker_input[0]=0;
1603         Marker_index=0;
1604         DefiningMarkerMessage=1;
1605         MarkerBeingDefined = i;
1606  }
1607
1608 void MarkerInputMessage (int key)
1609  {
1610         switch( key )   {
1611         case KEY_F8:
1612         case KEY_ESC:
1613                 DefiningMarkerMessage = 0;
1614                 game_flush_inputs();
1615                 break;
1616         case KEY_LEFT:
1617         case KEY_BACKSP:
1618         case KEY_PAD4:
1619                 if (Marker_index > 0)
1620                         Marker_index--;
1621                 Marker_input[Marker_index] = 0;
1622                 break;
1623         case KEY_ENTER:
1624                 strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
1625                 if (Game_mode & GM_MULTI)
1626                  strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
1627                 DropMarker(MarkerBeingDefined);
1628                 LastMarkerDropped = MarkerBeingDefined;
1629                 game_flush_inputs();
1630                 DefiningMarkerMessage = 0;
1631                 break;
1632         default:
1633                 if ( key > 0 )
1634                  {
1635                   int ascii = key_to_ascii(key);
1636                   if ((ascii < 255 ))
1637                     if (Marker_index < 38 )
1638                       {
1639                         Marker_input[Marker_index++] = ascii;
1640                         Marker_input[Marker_index] = 0;
1641                       }
1642                  }
1643                 break;
1644
1645         }
1646  }
1647
1648
1649
1650