/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX").  PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING,  AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES.  IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES.  THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.  
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION.  ALL RIGHTS RESERVED.
*/


#pragma off (unreferenced)
static char rcsid[] = "$Id: automap.c 2.71 1997/01/05 17:30:17 jeremy Exp $";
#pragma on (unreferenced)

#ifdef WINDOWS
#include "desw.h"
#endif

#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <math.h>

#include "pa_enabl.h"                   //$$POLY_ACC
#include "error.h"
#include "3d.h"
#include "inferno.h"
#include "mem.h"
#include "render.h"
#include "object.h"
#include "vclip.h"
#include "game.h"
#include "mono.h"
#include "polyobj.h"
#include "sounds.h"
#include "player.h"
#include "bm.h"
#include "key.h"
#include "newmenu.h"
#include "menu.h"
#include "screens.h"
#include "textures.h"
#include "mouse.h"
#include "timer.h"
#include "segpoint.h"
#include "joy.h"
#include "iff.h"
#include "pcx.h"
#include "palette.h"
#include "wall.h"
#include "gameseq.h"
#include "gamefont.h"
#include "network.h"
#include "kconfig.h"
#include "multi.h"
#include "endlevel.h"
#include "text.h"
#include "gauges.h"
#include "songs.h"
#include "powerup.h"
#include "network.h"
#include "switch.h"
#include "automap.h"
#include "cntrlcen.h"
#ifndef WINDOWS
#include "vga.h"
#endif

#if defined(POLY_ACC)
#include "poly_acc.h"
#endif

#define EF_USED			1		// This edge is used
#define EF_DEFINING		2		// A structure defining edge that should always draw.
#define EF_FRONTIER		4		// An edge between the known and the unknown.
#define EF_SECRET			8		// An edge that is part of a secret wall.
#define EF_GRATE			16		// A grate... draw it all the time.
#define EF_NO_FADE		32		// An edge that doesn't fade with distance
#define EF_TOO_FAR		64		// An edge that is too far away

typedef struct Edge_info {
	short verts[2];				// 4 bytes
	ubyte sides[4];				// 4 bytes
	short segnum[4];			// 8 bytes	// This might not need to be stored... If you can access the normals of a side.
	ubyte flags;				// 1 bytes 	// See the EF_??? defines above.
	ubyte color;				// 1 bytes
	ubyte num_faces;			// 1 bytes	// 19 bytes...
} Edge_info;

//OLD BUT GOOD -- #define MAX_EDGES_FROM_VERTS(v)   ((v*5)/2)
// THE following was determined by John by loading levels 1-14 and recording
// numbers on 10/26/94. 
//#define MAX_EDGES_FROM_VERTS(v)   (((v)*21)/10)
#define MAX_EDGES_FROM_VERTS(v)		((v)*4)
//#define MAX_EDGES (MAX_EDGES_FROM_VERTS(MAX_VERTICES))

#define MAX_EDGES 6000		// Determined by loading all the levels by John & Mike, Feb 9, 1995

#define	K_WALL_NORMAL_COLOR 			BM_XRGB( 29, 29, 29 )
#define	K_WALL_DOOR_COLOR				BM_XRGB( 5, 27, 5 )
#define	K_WALL_DOOR_BLUE				BM_XRGB( 0, 0, 31)
#define	K_WALL_DOOR_GOLD				BM_XRGB( 31, 31, 0)
#define	K_WALL_DOOR_RED				BM_XRGB( 31, 0, 0)
#define	K_WALL_REVEALED_COLOR		BM_XRGB( 0, 0, 25 )	//what you see when you have the full map powerup
#define	K_HOSTAGE_COLOR				BM_XRGB( 0, 31, 0 )
#define	K_FONT_COLOR_20				BM_XRGB( 20, 20, 20 )
#define	K_GREEN_31						BM_XRGB(0, 31, 0)

int	Wall_normal_color;
int	Wall_door_color;
int	Wall_door_blue;
int	Wall_door_gold;
int	Wall_door_red;
int	Wall_revealed_color;
int	Hostage_color;
int	Font_color_20;
int	Green_31;
int	White_63;
int	Blue_48;
int	Red_48;

init_automap_colors(void)
{
	Wall_normal_color = K_WALL_NORMAL_COLOR;
	Wall_door_color = K_WALL_DOOR_COLOR;
	Wall_door_blue = K_WALL_DOOR_BLUE;
	Wall_door_gold = K_WALL_DOOR_GOLD;
	Wall_door_red = K_WALL_DOOR_RED;
	Wall_revealed_color = K_WALL_REVEALED_COLOR;
	Hostage_color = K_HOSTAGE_COLOR;
	Font_color_20 = K_FONT_COLOR_20;
	Green_31 = K_GREEN_31;

	White_63 = gr_find_closest_color_current(63,63,63);
	Blue_48 = gr_find_closest_color_current(0,0,48);
	Red_48 = gr_find_closest_color_current(48,0,0);
}

// Segment visited list
ubyte Automap_visited[MAX_SEGMENTS];

// Edge list variables
static int Num_edges=0;
static int Max_edges;		//set each frame
static int Highest_edge_index = -1;
static Edge_info Edges[MAX_EDGES];
static short DrawingListBright[MAX_EDGES];

//static short DrawingListBright[MAX_EDGES];
//static short Edge_used_list[MAX_EDGES];				//which entries in edge_list have been used

// Map movement defines
#define PITCH_DEFAULT 9000
#define ZOOM_DEFAULT i2f(20*10)
#define ZOOM_MIN_VALUE i2f(20*5)
#define ZOOM_MAX_VALUE i2f(20*100)

#define SLIDE_SPEED 				(350)
#define ZOOM_SPEED_FACTOR		500	//(1500)
#define ROT_SPEED_DIVISOR		(115000)

// Screen anvas variables
static int current_page=0;
#ifdef WINDOWS
static dd_grs_canvas ddPages[2];
static dd_grs_canvas ddDrawingPages[2];

#define ddPage ddPages[0]
#define ddDrawingPage ddDrawingPages[0]

#endif

#if defined(MACINTOSH) && defined(POLY_ACC)
	grs_canvas Pages[2];			// non static under rave so the backbuffer callback function can get at them
	grs_canvas DrawingPages[2];		// non static under rave so the backbuffer callback function can get at them
#else
	static grs_canvas Pages[2];
	static grs_canvas DrawingPages[2];
#endif

#define Page Pages[0]
#define DrawingPage DrawingPages[0]

// Flags
static int Automap_cheat = 0;		// If set, show everything

// Rendering variables
static fix Automap_zoom = 0x9000;
static vms_vector view_target;
static fix Automap_farthest_dist = (F1_0 * 20 * 50);		// 50 segments away
static vms_matrix	ViewMatrix;
static fix ViewDist=0;

//	Function Prototypes
void adjust_segment_limit(int SegmentLimit);
void draw_all_edges(void);
void automap_build_edge_list(void);

#define	MAX_DROP_MULTI		2
#define	MAX_DROP_SINGLE	9

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
int HighlightMarker=-1;
char MarkerMessage[NUM_MARKERS][MARKER_MESSAGE_LEN];
char MarkerOwner[NUM_MARKERS][CALLSIGN_LEN+1];
float MarkerScale=2.0;
int	MarkerObject[NUM_MARKERS];

extern vms_vector Matrix_scale;		//how the matrix is currently scaled

// -------------------------------------------------------------

void DrawMarkerNumber (int num)
 {
  int i;
  g3s_point BasePoint,FromPoint,ToPoint;

  float ArrayX[10][20]={ {-.25, 0.0, 0.0, 0.0, -1.0, 1.0},
                         {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
                         {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, 0.0, 1.0},
                         {-1.0, -1.0, -1.0, 1.0, 1.0, 1.0},
                         {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
                         {-1.0, 1.0, -1.0, -1.0, -1.0, 1.0, 1.0, 1.0, -1.0, 1.0},
                         {-1.0, 1.0, 1.0, 1.0},
                         {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0, -1.0, 1.0},
                         {-1.0, 1.0, 1.0, 1.0, -1.0, 1.0, -1.0, -1.0}

                       };
  float ArrayY[10][20]={ {.75, 1.0, 1.0, -1.0, -1.0, -1.0},
                         {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
                         {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, 0.0, 0.0},
                         {1.0, 0.0, 0.0, 0.0, 1.0, -1.0},
                         {1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0, -1.0, -1.0, -1.0},
                         {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 0.0, 0.0, 0.0},
                         {1.0, 1.0, 1.0, -1.0},
                         {1.0, 1.0, 1.0, -1.0, -1.0, -1.0, -1.0, 1.0, 0.0, 0.0},
                         {1.0, 1.0, 1.0, -1.0, 0.0, 0.0, 0.0, 1.0}
                       };
  int NumOfPoints[]={6,10,8,6,10,10,4,10,8};

  for (i=0;i<NumOfPoints[num];i++)
   {
    ArrayX[num][i]*=MarkerScale;
    ArrayY[num][i]*=MarkerScale;
   }

  if (num==HighlightMarker)
   gr_setcolor (White_63);
  else
   gr_setcolor (Blue_48);


  g3_rotate_point(&BasePoint,&Objects[MarkerObject[(Player_num*2)+num]].pos);

  for (i=0;i<NumOfPoints[num];i+=2)
   {

    FromPoint=BasePoint;
    ToPoint=BasePoint;
  
    FromPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i])),Matrix_scale.x);
    FromPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i])),Matrix_scale.y);
    g3_code_point (&FromPoint);
    g3_project_point (&FromPoint);

    ToPoint.p3_x+=fixmul ((fl2f (ArrayX[num][i+1])),Matrix_scale.x);
    ToPoint.p3_y+=fixmul ((fl2f (ArrayY[num][i+1])),Matrix_scale.y);
    g3_code_point (&ToPoint);
    g3_project_point (&ToPoint);
    
    #if	defined(MACINTOSH) && defined(POLY_ACC)
	{
		int savePAEnabledState = PAEnabled;	// icky hack.  automap draw context is no longer valid when this is called.
											// so we can not use the pa_draw_line function for rave
		
		PAEnabled = 0;
	    g3_draw_line( &FromPoint, &ToPoint );
		PAEnabled = savePAEnabledState;
	}
	#else
	    g3_draw_line( &FromPoint, &ToPoint );
	#endif

   }
 }

void DropMarker (int player_marker_num)
{
	int marker_num = (Player_num*2)+player_marker_num;
	object *playerp = &Objects[Players[Player_num].objnum];

	MarkerPoint[marker_num] = playerp->pos;

	if (MarkerObject[marker_num] != -1)
		obj_delete(MarkerObject[marker_num]);

	MarkerObject[marker_num] = drop_marker_object(&playerp->pos,playerp->segnum,&playerp->orient,marker_num);

	if (Game_mode & GM_MULTI)
		multi_send_drop_marker (Player_num,playerp->pos,player_marker_num,MarkerMessage[marker_num]);

}

extern char guidebot_name[];

void DropBuddyMarker(object *objp)
{
	int	marker_num;

	//	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?
	marker_num = MAX_DROP_SINGLE+1;
	if (marker_num > NUM_MARKERS-1)
		marker_num = NUM_MARKERS-1;

   sprintf(MarkerMessage[marker_num], "RIP: %s",guidebot_name);

	MarkerPoint[marker_num] = objp->pos;

	if (MarkerObject[marker_num] != -1 && MarkerObject[marker_num] !=0)
		obj_delete(MarkerObject[marker_num]);

	MarkerObject[marker_num] = drop_marker_object(&objp->pos, objp->segnum, &objp->orient, marker_num);

}

#define MARKER_SPHERE_SIZE 0x58000

void DrawMarkers ()
 {
	int i,maxdrop;
	static int cyc=10,cycdir=1;
	g3s_point sphere_point;

	if (Game_mode & GM_MULTI)
   	maxdrop=2;
	else
   	maxdrop=9;
  
	for (i=0;i<maxdrop;i++)
		if (MarkerObject[(Player_num*2)+i] != -1) {

			g3_rotate_point(&sphere_point,&Objects[MarkerObject[(Player_num*2)+i]].pos);

			gr_setcolor (gr_find_closest_color_current(cyc,0,0));
			g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE);
			gr_setcolor (gr_find_closest_color_current(cyc+10,0,0));
			g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/2);
			gr_setcolor (gr_find_closest_color_current(cyc+20,0,0));
			g3_draw_sphere(&sphere_point,MARKER_SPHERE_SIZE/4);
	 
			DrawMarkerNumber (i);
		}

	if (cycdir)
		cyc+=2;
	else
		cyc-=2;

	if (cyc>43)
	 {
		cyc=43;
		cycdir=0;
	 }
	else if (cyc<10)
	 {
		cyc=10;
		cycdir=1;
	 }

 }

void ClearMarkers()
 {
	int i;

	for (i=0;i<NUM_MARKERS;i++) {
		MarkerMessage[i][0]=0;
		MarkerObject[i]=-1;
	}
 }

void automap_clear_visited()	
{
	int i;
	for (i=0; i<MAX_SEGMENTS; i++ )
		Automap_visited[i] = 0;
			  ClearMarkers();
}
 
grs_canvas *name_canv_left,*name_canv_right;

void draw_player( object * obj )
{
	vms_vector arrow_pos, head_pos;
	g3s_point sphere_point, arrow_point, head_point;

	// Draw Console player -- shaped like a ellipse with an arrow.
	g3_rotate_point(&sphere_point,&obj->pos);
	g3_draw_sphere(&sphere_point,obj->size);

	// Draw shaft of arrow
	vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.fvec, obj->size*3 );
	g3_rotate_point(&arrow_point,&arrow_pos);
	#if defined(MACINTOSH) && defined(POLY_ACC)
	{
		int savePAEnabledState = PAEnabled;	// icky hack.  automap draw context is no longer valid when this is called.
											// so we can not use the pa_draw_line function for rave
		
		PAEnabled = 0;
	    g3_draw_line( &sphere_point, &arrow_point );
		PAEnabled = savePAEnabledState;
	}
	#else
		g3_draw_line( &sphere_point, &arrow_point );
	#endif
	
	// Draw right head of arrow
	vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
	vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*1 );
	g3_rotate_point(&head_point,&head_pos);
	#if	defined(MACINTOSH) && defined(POLY_ACC)
	{
		int savePAEnabledState = PAEnabled;			
		PAEnabled = 0;
	    g3_draw_line( &arrow_point, &head_point );
		PAEnabled = savePAEnabledState;
	}
	#else
		g3_draw_line( &arrow_point, &head_point );
	#endif

	// Draw left head of arrow
	vm_vec_scale_add( &head_pos, &obj->pos, &obj->orient.fvec, obj->size*2 );
	vm_vec_scale_add2( &head_pos, &obj->orient.rvec, obj->size*(-1) );
	g3_rotate_point(&head_point,&head_pos);
	#if	defined(MACINTOSH) && defined(POLY_ACC)
	{
		int savePAEnabledState = PAEnabled;			
		PAEnabled = 0;
	    g3_draw_line( &arrow_point, &head_point );
		PAEnabled = savePAEnabledState;
	}
	#else
		g3_draw_line( &arrow_point, &head_point );
	#endif

	// Draw player's up vector
	vm_vec_scale_add( &arrow_pos, &obj->pos, &obj->orient.uvec, obj->size*2 );
	g3_rotate_point(&arrow_point,&arrow_pos);
	#if	defined(MACINTOSH) && defined(POLY_ACC)
	{
		int savePAEnabledState = PAEnabled;			
		PAEnabled = 0;
	    g3_draw_line( &sphere_point, &arrow_point );
		PAEnabled = savePAEnabledState;
	}
	#else
		g3_draw_line( &sphere_point, &arrow_point );
	#endif


}

int AutomapHires;
#if defined(MACINTOSH) && defined(POLY_ACC)

	void pa_mac_draw_automap_extras(void)
	{
		int i;
		int color;
		object * objp;
		g3s_point sphere_point;
		
		AutomapHires = 1;	// always on the mac
	
		// Draw player...
		#ifdef NETWORK
			if (Game_mode & GM_TEAM)
				color = get_team(Player_num);
			else
		#endif	
			color = Player_num;	// Note link to above if!
	
		gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
		draw_player(&Objects[Players[Player_num].objnum]);
	
		DrawMarkers();
		
		if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
		 {
			char msg[10+MARKER_MESSAGE_LEN+1];
	
			sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);
	
			gr_setcolor (Red_48);
			
			modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
		 } 
					
		// Draw player(s)...
		#ifdef NETWORK
			if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )
			{
				for (i=0; i<N_players; i++)	
				{
					if ((i != Player_num) &&
						((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )	
					{
						if ( Objects[Players[i].objnum].type == OBJ_PLAYER )
						{
							if (Game_mode & GM_TEAM)
								color = get_team(i);
							else
								color = i;
							gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
							draw_player(&Objects[Players[i].objnum]);
						}
					}
				}
			}
		#endif
	
		objp = &Objects[0];
		for (i=0;i<=Highest_object_index;i++,objp++)
		{
			switch( objp->type )
			{
				case OBJ_HOSTAGE:
					gr_setcolor(Hostage_color);
					g3_rotate_point(&sphere_point,&objp->pos);
					g3_draw_sphere(&sphere_point,objp->size);	
					break;
				case OBJ_POWERUP:
					if ( Automap_visited[objp->segnum] )
					{
						if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )
						{
							switch (objp->id)
							{
								case POW_KEY_RED:	gr_setcolor(gr_getcolor(63, 5, 5));	break;
								case POW_KEY_BLUE:	gr_setcolor(gr_getcolor(5, 5, 63)); break;
								case POW_KEY_GOLD:	gr_setcolor(gr_getcolor(63, 63, 10)); break;
								default:
									Error("Illegal key type: %i", objp->id);
							}
							g3_rotate_point(&sphere_point,&objp->pos);
							g3_draw_sphere(&sphere_point,objp->size*4);	
						}
					}
					break;
			}
		}
	
		gr_bitmapm(AutomapHires?10:AutomapHires?10:5,5,&name_canv_left->cv_bitmap);
		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);
	}

	void pa_mac_draw_automap(void)
	{
		vms_vector viewer_position;
	
		g3_start_frame();
		render_start_frame();
		pa_set_context(kAutoMapDrawContextID, NULL);
		pa_render_start();
		
			vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );
			g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);
		
			draw_all_edges();
	
		g3_end_frame();
		pa_render_end();
	}
#endif

void draw_automap()
{
	int i;
	int color;
	object * objp;
	vms_vector viewer_position;
	g3s_point sphere_point;

	#ifdef MACINTOSH
		#ifdef POLY_ACC
			if (PAEnabled)
			{
				pa_mac_draw_automap();
				return;
			}
		#endif
	#endif
	
	if (!AutomapHires) {
		WIN(mprintf((1, "Can't do lores automap in Windows!\n")));
		WIN(Int3());
		current_page ^= 1;
		gr_set_current_canvas(&DrawingPages[current_page]);
	}
	else {
		WINDOS(
			dd_gr_set_current_canvas(&ddDrawingPage),
			gr_set_current_canvas(&DrawingPage)
		);
	}

#if defined(POLY_ACC)
    pa_flush();
#endif

	WINDOS(
		dd_gr_clear_canvas(BM_XRGB(0,0,0)),
		gr_clear_canvas(BM_XRGB(0,0,0))
	);

WIN(DDGRLOCK(dd_grd_curcanv));
{
	g3_start_frame();
	render_start_frame();

	vm_vec_scale_add(&viewer_position,&view_target,&ViewMatrix.fvec,-ViewDist );

	g3_set_view_matrix(&viewer_position,&ViewMatrix,Automap_zoom);

//	mprintf((0, "dd_grd_curcanv->canvas.cv_bitmap.bm_data= %x\n", dd_grd_curcanv->canvas.cv_bitmap.bm_data));
//	mprintf((0, "grd_curcanv->cv_bitmap.bm_data= %x\n", grd_curcanv->cv_bitmap.bm_data));

	draw_all_edges();

	// Draw player...
#ifdef NETWORK
	if (Game_mode & GM_TEAM)
		color = get_team(Player_num);
	else
#endif	
		color = Player_num;	// Note link to above if!

	gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
	draw_player(&Objects[Players[Player_num].objnum]);

	DrawMarkers();
	
	if (HighlightMarker>-1 && MarkerMessage[HighlightMarker][0]!=0)
	 {
		char msg[10+MARKER_MESSAGE_LEN+1];

		sprintf(msg,"Marker %d: %s",HighlightMarker+1,MarkerMessage[(Player_num*2)+HighlightMarker]);

		gr_setcolor (Red_48);
		
		modex_printf(5,20,msg,SMALL_FONT,Font_color_20);
	 } 
				
	// Draw player(s)...
#ifdef NETWORK
	if ( (Game_mode & (GM_TEAM | GM_MULTI_COOP)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP) )	{
		for (i=0; i<N_players; i++)		{
			if ( (i != Player_num) && ((Game_mode & GM_MULTI_COOP) || (get_team(Player_num) == get_team(i)) || (Netgame.game_flags & NETGAME_FLAG_SHOW_MAP)) )	{
				if ( Objects[Players[i].objnum].type == OBJ_PLAYER )	{
					if (Game_mode & GM_TEAM)
						color = get_team(i);
					else
						color = i;
					gr_setcolor(gr_getcolor(player_rgb[color].r,player_rgb[color].g,player_rgb[color].b));
					draw_player(&Objects[Players[i].objnum]);
				}
			}
		}
	}
#endif

	objp = &Objects[0];
	for (i=0;i<=Highest_object_index;i++,objp++) {
		switch( objp->type )	{
		case OBJ_HOSTAGE:
			gr_setcolor(Hostage_color);
			g3_rotate_point(&sphere_point,&objp->pos);
			g3_draw_sphere(&sphere_point,objp->size);	
			break;
		case OBJ_POWERUP:
			if ( Automap_visited[objp->segnum] )	{
				if ( (objp->id==POW_KEY_RED) || (objp->id==POW_KEY_BLUE) || (objp->id==POW_KEY_GOLD) )	{
					switch (objp->id) {
					case POW_KEY_RED:		gr_setcolor(gr_getcolor(63, 5, 5));	break;
					case POW_KEY_BLUE:	gr_setcolor(gr_getcolor(5, 5, 63)); break;
					case POW_KEY_GOLD:	gr_setcolor(gr_getcolor(63, 63, 10)); break;
					default:
						Error("Illegal key type: %i", objp->id);
					}
					g3_rotate_point(&sphere_point,&objp->pos);
					g3_draw_sphere(&sphere_point,objp->size*4);	
				}
			}
			break;
		}
	}

	g3_end_frame();

	gr_bitmapm(AutomapHires?10:AutomapHires?10:5,5,&name_canv_left->cv_bitmap);
	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);
}
WIN(DDGRUNLOCK(dd_grd_curcanv));

	if (!AutomapHires)
		gr_show_canvas( &Pages[current_page] );
	else {
	#ifndef WINDOWS
		//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 );
		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 );
	#else
		dd_gr_blt_screen(&ddPage, 0,0,0,0,0,0,0,0);
	#endif
	}
	
}

#ifdef WINDOWS
#define LEAVE_TIME 0x00010000
#else
#define LEAVE_TIME 0x4000
#endif

#define WINDOW_WIDTH		288


//print to canvas & double height
grs_canvas *print_to_canvas(char *s,grs_font *font, int fc, int bc, int double_flag)
{
	int y;
	ubyte *data;
	int rs;
	grs_canvas *temp_canv;
	grs_font *save_font;
	int w,h,aw;

WINDOS(
	dd_grs_canvas *save_canv,
	grs_canvas *save_canv
);

WINDOS(
	save_canv = dd_grd_curcanv,
	save_canv = grd_curcanv
);

	save_font = grd_curcanv->cv_font;
	gr_set_curfont(font);					//set the font we're going to use
	gr_get_string_size(s,&w,&h,&aw);		//now get the string size
	gr_set_curfont(save_font);				//restore real font

	//temp_canv = gr_create_canvas(font->ft_w*strlen(s),font->ft_h*2);
	temp_canv = gr_create_canvas(w,font->ft_h*2);

	gr_set_current_canvas(temp_canv);
	gr_set_curfont(font);
	gr_clear_canvas(TRANSPARENCY_COLOR);						//trans color
	gr_set_fontcolor(fc,bc);
	gr_printf(0,0,s);

	//now double it, since we're drawing to 400-line modex screen

	if (double_flag) {
		data = temp_canv->cv_bitmap.bm_data;
		rs = temp_canv->cv_bitmap.bm_rowsize;

		for (y=temp_canv->cv_bitmap.bm_h/2;y--;) {
			memcpy(data+(rs*y*2),data+(rs*y),temp_canv->cv_bitmap.bm_w);
			memcpy(data+(rs*(y*2+1)),data+(rs*y),temp_canv->cv_bitmap.bm_w);
		}
	}

WINDOS(
	dd_gr_set_current_canvas(save_canv),
	gr_set_current_canvas(save_canv)
);

	return temp_canv;
}

//print to buffer, double heights, and blit bitmap to screen
void modex_printf(int x,int y,char *s,grs_font *font,int color)
{
	grs_canvas *temp_canv;

	temp_canv = print_to_canvas(s, font, color, -1, !AutomapHires);

	gr_bitmapm(x,y,&temp_canv->cv_bitmap);

	gr_free_canvas(temp_canv);
}

//name for each group.  maybe move somewhere else
char *system_name[] = {
			"Zeta Aquilae",
			"Quartzon System",
			"Brimspark System",
			"Limefrost Spiral",
			"Baloris Prime",
			"Omega System"};

void create_name_canv()
{
	char	name_level_left[128],name_level_right[128];

	if (Current_level_num > 0)
		sprintf(name_level_left, "%s %i",TXT_LEVEL, Current_level_num);
	else
		sprintf(name_level_left, "Secret Level %i",-Current_level_num);

	if (Current_mission_num == 0 && Current_level_num>0)		//built-in mission
		sprintf(name_level_right,"%s %d: ",system_name[(Current_level_num-1)/4],((Current_level_num-1)%4)+1);
	else
		strcpy(name_level_right, " ");

	strcat(name_level_right, Current_level_name);

	gr_set_fontcolor(Green_31,-1);
	name_canv_left = print_to_canvas(name_level_left, SMALL_FONT, Green_31, -1, !AutomapHires);
	name_canv_right = print_to_canvas(name_level_right,SMALL_FONT, Green_31, -1, !AutomapHires);

}

void modex_print_message(int x, int y, char *str)
{
	if (!AutomapHires) {
		int	i;

		for (i=0; i<2; i++ )	{
			gr_set_current_canvas(&Pages[i]);
			modex_printf(x, y, str, MEDIUM1_FONT,Font_color_20);
		}
		gr_set_current_canvas(&DrawingPages[current_page]);
	}
	else {
		gr_set_current_canvas(&Page);
		modex_printf(x, y, str, MEDIUM1_FONT,Font_color_20);
		gr_set_current_canvas(&DrawingPage);
	}
}

extern void GameLoop(int, int );
extern int set_segment_depths(int start_seg, ubyte *segbuf);

int Automap_active = 0;

#ifdef RELEASE
#define MAP_BACKGROUND_FILENAME (AutomapHires?"\x01MAPB.PCX":"\x01MAP.PCX")	//load only from hog file
#else
#define MAP_BACKGROUND_FILENAME (AutomapHires?"MAPB.PCX":"MAP.PCX")
#endif

int Automap_always_hires=0;
extern int MenuHiresAvailable;

extern int Current_display_mode;

void do_automap( int key_code )	{
	int done=0;
	vms_matrix	tempm;
	vms_angvec	tangles;
	int leave_mode=0;
	int first_time=1;
	int pcx_error;
	int i;
	int c, marker_num;
	fix entry_time;
	int pause_game=1;		// Set to 1 if everything is paused during automap...No pause during net.
	fix t1, t2;
	control_info saved_control_info;
	grs_bitmap Automap_background;
	int Max_segments_away = 0;
	int SegmentLimit = 1;
	ubyte pal[256*3];
	char maxdrop;
	int must_free_canvas=0;
	
	WIN(int dd_VR_screen_mode_save);
	WIN(int redraw_screen=0);

	Automap_active = 1;

	init_automap_colors();

	key_code = key_code;	// disable warning...

	if ((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME) && (!Endlevel_sequence))
		pause_game = 0;

	if (pause_game) {
		stop_time();
		digi_pause_digi_sounds();
	}

	Max_edges = min(MAX_EDGES_FROM_VERTS(Num_vertices),MAX_EDGES);			//make maybe smaller than max

	mprintf( (0, "Num_vertices=%d, Max_edges=%d, (MAX:%d)\n", Num_vertices, Max_edges, MAX_EDGES ));
	mprintf( (0, "Allocated %d K for automap edge list\n", (sizeof(Edge_info)+sizeof(short))*Max_edges/1024 ));

	#if !defined (WINDOWS) && !defined(MACINTOSH)
	if ((Current_display_mode!=0 && Current_display_mode!=2) || (Automap_always_hires && MenuHiresAvailable)) {
#if !defined(POLY_ACC)
		vga_set_mode( SM_640x480V );
#endif
		PA_DFX (pa_set_frontbuffer_current());
		AutomapHires = 1;
	}
	else {
		vga_set_mode( SM_320x400U );
		AutomapHires = 0;
	}
	#else
		AutomapHires = 1;		//Mac & Windows(?) always in hires
	#endif

	#ifdef WINDOWS
		dd_VR_screen_mode_save = VR_screen_mode;
		VR_screen_mode = SM95_640x480x8;	// HACK! Forcing reinit of 640x480
		set_screen_mode(SCREEN_GAME);
	#endif

	FontHires = AutomapHires;

	create_name_canv();

	gr_palette_clear();

WIN(AutomapRedraw:)
	if (!AutomapHires) {
		#ifndef MACINTOSH
		gr_init_sub_canvas(&Pages[0],grd_curcanv,0,0,320,400);
		gr_init_sub_canvas(&Pages[1],grd_curcanv,0,401,320,400);
		gr_init_sub_canvas(&DrawingPages[0],&Pages[0],16,69,WINDOW_WIDTH,272);
		gr_init_sub_canvas(&DrawingPages[1],&Pages[1],16,69,WINDOW_WIDTH,272);
	
		Automap_background.bm_data = NULL;
		pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&Automap_background,BM_LINEAR,pal);
		if ( pcx_error != PCX_ERROR_NONE )
			Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
		gr_remap_bitmap_good( &Automap_background, pal, -1, -1 );
	
		for (i=0; i<2; i++ )	{
			gr_set_current_canvas(&Pages[i]);
			gr_bitmap( 0, 0, &Automap_background );
			modex_printf( 40, 22,TXT_AUTOMAP,HUGE_FONT,Font_color_20);
			modex_printf( 30,353,TXT_TURN_SHIP,SMALL_FONT,Font_color_20);
			modex_printf( 30,369,TXT_SLIDE_UPDOWN,SMALL_FONT,Font_color_20);
			modex_printf( 30,385,TXT_VIEWING_DISTANCE,SMALL_FONT,Font_color_20);
		}
		if ( Automap_background.bm_data )
			free( Automap_background.bm_data );
		Automap_background.bm_data = NULL;
	
		gr_set_current_canvas(&DrawingPages[current_page]);
		#endif
	}
	else {
		if (VR_render_buffer[0].cv_w >= 640 && VR_render_buffer[0].cv_h >= 480)
		{
			WIN(dd_gr_init_sub_canvas(&ddPage, &dd_VR_render_buffer[0], 0, 0, 640,480));

			#if defined(MACINTOSH) && defined(POLY_ACC)
				if (PAEnabled)
				{
					// we want all the automap border stuff to be drawn straight to the screen
					gr_init_sub_canvas(&Page,&(grd_curscreen->sc_canvas),0, 0, 640, 480);
				}
				else
				{
					gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, 640, 480);
				}
			#else
				gr_init_sub_canvas(&Page,&VR_render_buffer[0],0, 0, 640, 480);
			#endif
			
		}
		else {
		#ifndef WINDOWS
			void *raw_data;
			MALLOC(raw_data,ubyte,640*480);
			gr_init_canvas(&Page,raw_data,BM_LINEAR,640,480);
		#else
			dd_gr_init_canvas(&ddPage, BM_LINEAR, 640,480);
			gr_init_canvas(&Page,NULL,BM_LINEAR,640,480);
		#endif
			must_free_canvas = 1;
		}

		WIN(dd_gr_init_sub_canvas(&ddDrawingPage, &ddPage, 27,80,582,334));
		gr_init_sub_canvas(&DrawingPage,&Page,27,80,582,334);
	
		WINDOS(
			dd_gr_set_current_canvas(&ddPage),
			gr_set_current_canvas(&Page)
		);

#if defined(POLY_ACC)

		#ifndef MACINTOSH
        	pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR15,pal);
        #else
	        if ( PAEnabled )
	        {
		        pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR15,pal);
				if ( pcx_error != PCX_ERROR_NONE )
				{
					Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
					return;
				}
		    }
		    else 
		    {
				pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR,pal);
				if ( pcx_error != PCX_ERROR_NONE )
				{
					Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
					return;
				}
	
				gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
		    }
	    #endif
#else

		WIN(DDGRLOCK(dd_grd_curcanv));
			pcx_error = pcx_read_bitmap(MAP_BACKGROUND_FILENAME,&(grd_curcanv->cv_bitmap),BM_LINEAR,pal);
			if ( pcx_error != PCX_ERROR_NONE )	{
				//printf("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
				Error("File %s - PCX error: %s",MAP_BACKGROUND_FILENAME,pcx_errormsg(pcx_error));
				return;
			}

			gr_remap_bitmap_good( &(grd_curcanv->cv_bitmap), pal, -1, -1 );
#endif
	
			gr_set_curfont(HUGE_FONT);
			gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
			gr_printf( 80, 36,TXT_AUTOMAP,HUGE_FONT);
			gr_set_curfont(SMALL_FONT);
			gr_set_fontcolor(BM_XRGB(20, 20, 20), -1);
			gr_printf( 60, 426,TXT_TURN_SHIP);
			gr_printf( 60, 443,TXT_SLIDE_UPDOWN);
			gr_printf( 60, 460,TXT_VIEWING_DISTANCE);
		WIN(DDGRUNLOCK(dd_grd_curcanv));
	
		WINDOS(
			dd_gr_set_current_canvas(&ddDrawingPage),
			gr_set_current_canvas(&DrawingPage)
		);
	}


WIN(if (!redraw_screen) {)
	automap_build_edge_list();

	if ( ViewDist==0 ) 
		ViewDist = ZOOM_DEFAULT;
	ViewMatrix = Objects[Players[Player_num].objnum].orient;

	tangles.p = PITCH_DEFAULT;
	tangles.h  = 0;
	tangles.b  = 0;

	done = 0;

	view_target = Objects[Players[Player_num].objnum].pos;

	t1 = entry_time = timer_get_fixed_seconds();
	t2 = t1;

	//Fill in Automap_visited from Objects[Players[Player_num].objnum].segnum
	Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
	SegmentLimit = Max_segments_away;

	adjust_segment_limit(SegmentLimit);
WIN(})

WIN(if (redraw_screen) redraw_screen = 0);

	while(!done)	{
		if ( leave_mode==0 && Controls.automap_state && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
			leave_mode = 1;

		if ( !Controls.automap_state && (leave_mode==1) )
			done=1;

		if (!pause_game)	{
			ushort old_wiggle;
			saved_control_info = Controls;				// Save controls so we can zero them
			memset(&Controls,0,sizeof(control_info));	// Clear everything...
			old_wiggle = ConsoleObject->mtype.phys_info.flags & PF_WIGGLE;	// Save old wiggle
			ConsoleObject->mtype.phys_info.flags &= ~PF_WIGGLE;		// Turn off wiggle
			#ifdef NETWORK
			if (multi_menu_poll())
				done = 1;
			#endif
//			GameLoop( 0, 0 );		// Do game loop with no rendering and no reading controls.
			ConsoleObject->mtype.phys_info.flags |= old_wiggle;	// Restore wiggle
			Controls = saved_control_info;
		} 

	#ifndef WINDOWS
		controls_read_all();		
	#else
		controls_read_all_win();
	#endif

		if ( Controls.automap_down_count )	{
			if (leave_mode==0)
				done = 1;
			c = 0;
		}

		//see if redbook song needs to be restarted
		songs_check_redbook_repeat();

		#ifdef WINDOWS
		{
			MSG msg;
			DoMessageStuff(&msg);
			if (_RedrawScreen) {
				_RedrawScreen = FALSE;
				redraw_screen = 1;
				goto AutomapRedraw;
			}
				
			if (msg.message == WM_QUIT) exit(1);

			DDGRRESTORE;
		}
		#endif


		while( (c=key_inkey()) )	{
			switch( c ) {
			#ifndef NDEBUG
			case KEY_BACKSP: Int3(); break;
			#endif
	
			case KEY_PRINT_SCREEN: {
				if (AutomapHires) {
				WINDOS(
					dd_gr_set_current_canvas(NULL),
						gr_set_current_canvas(NULL)
				);
				}
				else
					gr_set_current_canvas(&Pages[current_page]);
				save_screen_shot(1); 
				break;
			}
	
			case KEY_ESC:
				if (leave_mode==0)
					done = 1;
				 break;

			#ifndef NDEBUG
		  	case KEY_DEBUGGED+KEY_F: 	{
				for (i=0; i<=Highest_segment_index; i++ )
					Automap_visited[i] = 1;
				automap_build_edge_list();
				Max_segments_away = set_segment_depths(Objects[Players[Player_num].objnum].segnum, Automap_visited);
				SegmentLimit = Max_segments_away;
				adjust_segment_limit(SegmentLimit);
				}
				break;
			#endif

			case KEY_MINUS:
				if (SegmentLimit > 1) 		{
					SegmentLimit--;
					adjust_segment_limit(SegmentLimit);
				}
				break;
			case KEY_EQUAL:
				if (SegmentLimit < Max_segments_away) 	{
					SegmentLimit++;
					adjust_segment_limit(SegmentLimit);
				}
				break;
			case KEY_1:
			case KEY_2:
			case KEY_3:
			case KEY_4:
			case KEY_5:
			case KEY_6:
			case KEY_7:
			case KEY_8:
			case KEY_9:
			case KEY_0:
				if (Game_mode & GM_MULTI)
			   	maxdrop=2;
				else
			   	maxdrop=9;

			#ifndef MACINTOSH
			marker_num = c-KEY_1;
			#else
			switch(c) {		// god this is stupid.....
				case KEY_1: marker_num = 0; break;
				case KEY_2: marker_num = 1; break;
				case KEY_3: marker_num = 2; break;
				case KEY_4: marker_num = 3; break;
				case KEY_5: marker_num = 4; break;
				case KEY_6: marker_num = 5; break;
				case KEY_7: marker_num = 6; break;
				case KEY_8: marker_num = 7; break;
				case KEY_9: marker_num = 8; break;
				case KEY_0: marker_num = 9; break;
			}
			#endif
            if (marker_num<=maxdrop)
				 {
					if (MarkerObject[marker_num] != -1)
						HighlightMarker=marker_num;
				 }
			  break;

			case KEY_D+KEY_CTRLED:
				if (current_page)		//menu will only work on page 0
					draw_automap();	//..so switch from 1 to 0

				if (HighlightMarker > -1 && MarkerObject[HighlightMarker] != -1) {
					WINDOS(
						dd_gr_set_current_canvas(&ddPages[current_page]),
						gr_set_current_canvas(&Pages[current_page])
					);

					if (nm_messagebox( NULL, 2, TXT_YES, TXT_NO, "Delete Marker?" ) == 0) {
						obj_delete(MarkerObject[HighlightMarker]);
						MarkerObject[HighlightMarker]=-1;
						MarkerMessage[HighlightMarker][0]=0;
						HighlightMarker = -1;
					}					
				}
				break;

			#ifndef RELEASE
			case KEY_COMMA:
				if (MarkerScale>.5)
					MarkerScale-=.5;
				break;
			case KEY_PERIOD:
				if (MarkerScale<30.0)
					MarkerScale+=.5;
			#endif

	      }
		}

		if ( Controls.fire_primary_down_count )	{
			// Reset orientation
			ViewDist = ZOOM_DEFAULT;
			tangles.p = PITCH_DEFAULT;
			tangles.h  = 0;
			tangles.b  = 0;
			view_target = Objects[Players[Player_num].objnum].pos;
		}

		ViewDist -= Controls.forward_thrust_time*ZOOM_SPEED_FACTOR;

		tangles.p += fixdiv( Controls.pitch_time, ROT_SPEED_DIVISOR );
		tangles.h  += fixdiv( Controls.heading_time, ROT_SPEED_DIVISOR );
		tangles.b  += fixdiv( Controls.bank_time, ROT_SPEED_DIVISOR*2 );
		
		if ( Controls.vertical_thrust_time || Controls.sideways_thrust_time )	{
			vms_angvec	tangles1;
			vms_vector	old_vt;
			old_vt = view_target;
			tangles1 = tangles;
			vm_angles_2_matrix(&tempm,&tangles1);
			vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);
			vm_vec_scale_add2( &view_target, &ViewMatrix.uvec, Controls.vertical_thrust_time*SLIDE_SPEED );
			vm_vec_scale_add2( &view_target, &ViewMatrix.rvec, Controls.sideways_thrust_time*SLIDE_SPEED );
			if ( vm_vec_dist_quick( &view_target, &Objects[Players[Player_num].objnum].pos) > i2f(1000) )	{
				view_target = old_vt;
			}
		} 

		vm_angles_2_matrix(&tempm,&tangles);
		vm_matrix_x_matrix(&ViewMatrix,&Objects[Players[Player_num].objnum].orient,&tempm);

		if ( ViewDist < ZOOM_MIN_VALUE ) ViewDist = ZOOM_MIN_VALUE;
		if ( ViewDist > ZOOM_MAX_VALUE ) ViewDist = ZOOM_MAX_VALUE;

		draw_automap();

		if ( first_time )	{
			first_time = 0;
			gr_palette_load( gr_palette );
		}

		t2 = timer_get_fixed_seconds();
		if (pause_game)
			FrameTime=t2-t1;
		t1 = t2;
	}

	//free(Edges);
	//free(DrawingListBright);

	gr_free_canvas(name_canv_left);  name_canv_left=NULL;
	gr_free_canvas(name_canv_right);  name_canv_right=NULL;

	if (must_free_canvas)	{
	WINDOS(
		DDFreeSurface(ddPages[0].lpdds),
		free(Page.cv_bitmap.bm_data)
	);
	}

	mprintf( (0, "Automap memory freed\n" ));

	game_flush_inputs();
	
	#if defined(POLY_ACC) && defined(MACINTOSH)
		if (PAEnabled)
		{
			pa_set_context(kGamePlayDrawContextID, NULL);
		}
	#endif

	if (pause_game)
	{
		start_time();
		digi_resume_digi_sounds();
	}

#ifdef WINDOWS
	VR_screen_mode = dd_VR_screen_mode_save;
#endif

	Automap_active = 0;
}

void adjust_segment_limit(int SegmentLimit)
{
	int i,e1;
	Edge_info * e;

	mprintf(( 0, "Seglimit: %d\n", SegmentLimit ));
	
	for (i=0; i<=Highest_edge_index; i++ )	{
		e = &Edges[i];
		e->flags |= EF_TOO_FAR;
		for (e1=0; e1<e->num_faces; e1++ )	{
			if ( Automap_visited[e->segnum[e1]] <= SegmentLimit )	{
				e->flags &= (~EF_TOO_FAR);
				break;
			}
		}
	}
	
}

void draw_all_edges()	
{
	g3s_codes cc;
	int i,j,nbright;
	ubyte nfacing,nnfacing;
	Edge_info *e;
	vms_vector *tv1;
	fix distance;
	fix min_distance = 0x7fffffff;
	g3s_point *p1, *p2;
	
	
	nbright=0;

	for (i=0; i<=Highest_edge_index; i++ )	{
		//e = &Edges[Edge_used_list[i]];
		e = &Edges[i];
		if (!(e->flags & EF_USED)) continue;

		if ( e->flags & EF_TOO_FAR) continue;

		if (e->flags&EF_FRONTIER)	{						// A line that is between what we have seen and what we haven't
			if ( (!(e->flags&EF_SECRET))&&(e->color==Wall_normal_color))
				continue;		// If a line isn't secret and is normal color, then don't draw it
		}

		cc=rotate_list(2,e->verts);
		distance = Segment_points[e->verts[1]].p3_z;

		if (min_distance>distance )
			min_distance = distance;

		if (!cc.and) 	{	//all off screen?
			nfacing = nnfacing = 0;
			tv1 = &Vertices[e->verts[0]];
			j = 0;
			while( j<e->num_faces && (nfacing==0 || nnfacing==0) )	{
				#ifdef COMPACT_SEGS
				vms_vector temp_v;
				get_side_normal(&Segments[e->segnum[j]], e->sides[j], 0, &temp_v );
				if (!g3_check_normal_facing( tv1, &temp_v ) )
				#else
				if (!g3_check_normal_facing( tv1, &Segments[e->segnum[j]].sides[e->sides[j]].normals[0] ) )
				#endif
					nfacing++;
				else
					nnfacing++;
				j++;
			}

			if ( nfacing && nnfacing )	{
				// a contour line
				DrawingListBright[nbright++] = e-Edges;
			} else if ( e->flags&(EF_DEFINING|EF_GRATE) )	{
				if ( nfacing == 0 )	{
					if ( e->flags & EF_NO_FADE )
						gr_setcolor( e->color );
					else
						gr_setcolor( gr_fade_table[e->color+256*8] );
					g3_draw_line( &Segment_points[e->verts[0]], &Segment_points[e->verts[1]] );
				} 	else {
					DrawingListBright[nbright++] = e-Edges;
				}
			}
		}
	}
		
///	mprintf( (0, "Min distance=%.2f, ViewDist=%.2f, Delta=%.2f\n", f2fl(min_distance), f2fl(ViewDist), f2fl(min_distance)- f2fl(ViewDist) ));

	if ( min_distance < 0 ) min_distance = 0;

	// Sort the bright ones using a shell sort
	{
		int t;
		int i, j, incr, v1, v2;
	
		incr = nbright / 2;
		while( incr > 0 )	{
			for (i=incr; i<nbright; i++ )	{
				j = i - incr;
				while (j>=0 )	{
					// compare element j and j+incr
					v1 = Edges[DrawingListBright[j]].verts[0];
					v2 = Edges[DrawingListBright[j+incr]].verts[0];

					if (Segment_points[v1].p3_z < Segment_points[v2].p3_z) {
						// If not in correct order, them swap 'em
						t=DrawingListBright[j+incr];
						DrawingListBright[j+incr]=DrawingListBright[j];
						DrawingListBright[j]=t;
						j -= incr;
					}
					else
						break;
				}
			}
			incr = incr / 2;
		}
	}
					
	// Draw the bright ones
	for (i=0; i<nbright; i++ )	{
		int color;
		fix dist;
		e = &Edges[DrawingListBright[i]];
		p1 = &Segment_points[e->verts[0]];
		p2 = &Segment_points[e->verts[1]];
		dist = p1->p3_z - min_distance;
		// Make distance be 1.0 to 0.0, where 0.0 is 10 segments away;
		if ( dist < 0 ) dist=0;
		if ( dist >= Automap_farthest_dist ) continue;

		if ( e->flags & EF_NO_FADE )	{
			gr_setcolor( e->color );
		} else {
			dist = F1_0 - fixdiv( dist, Automap_farthest_dist );
			color = f2i( dist*31 );
			gr_setcolor( gr_fade_table[e->color+color*256] );	
		}
		g3_draw_line( p1, p2 );
	}

}


//==================================================================
//
// All routines below here are used to build the Edge list
//
//==================================================================


//finds edge, filling in edge_ptr. if found old edge, returns index, else return -1
static int automap_find_edge(int v0,int v1,Edge_info **edge_ptr)
{
	long vv, evv;
	short hash,oldhash;
	int ret, ev0, ev1;

	vv = (v1<<16) + v0;

	oldhash = hash = ((v0*5+v1) % Max_edges);

	ret = -1;

	while (ret==-1) {
		ev0 = (int)(Edges[hash].verts[0]);
		ev1 = (int)(Edges[hash].verts[1]);
		evv = (ev1<<16)+ev0;
		if (Edges[hash].num_faces == 0 ) ret=0;
		else if (evv == vv) ret=1;
		else {
			if (++hash==Max_edges) hash=0;
			if (hash==oldhash) Error("Edge list full!");
		}
	}

	*edge_ptr = &Edges[hash];

	if (ret == 0)
		return -1;
	else
		return hash;

}


void add_one_edge( short va, short vb, ubyte color, ubyte side, short segnum, int hidden, int grate, int no_fade )	{
	int found;
	Edge_info *e;
	short tmp;

	if ( Num_edges >= Max_edges)	{
		// GET JOHN! (And tell him that his 
		// MAX_EDGES_FROM_VERTS formula is hosed.)
		// If he's not around, save the mine, 
		// and send him  mail so he can look 
		// at the mine later. Don't modify it.
		// This is important if this happens.
		Int3();		// LOOK ABOVE!!!!!!
		return;
	}

	if ( va > vb )	{
		tmp = va;
		va = vb;
		vb = tmp;
	}

	found = automap_find_edge(va,vb,&e);
		
	if (found == -1) {
		e->verts[0] = va;
		e->verts[1] = vb;
		e->color = color;
		e->num_faces = 1;
		e->flags = EF_USED | EF_DEFINING;			// Assume a normal line
		e->sides[0] = side;
		e->segnum[0] = segnum;
		//Edge_used_list[Num_edges] = e-Edges;
		if ( (e-Edges) > Highest_edge_index )
			Highest_edge_index = e - Edges;
		Num_edges++;
	} else {
		//Assert(e->num_faces < 8 );

		if ( color != Wall_normal_color )
			if (color != Wall_revealed_color)
				e->color = color;

		if ( e->num_faces < 4 ) {
			e->sides[e->num_faces] = side;					
			e->segnum[e->num_faces] = segnum;
			e->num_faces++;
		}
	}

	if ( grate )
		e->flags |= EF_GRATE;

	if ( hidden )
		e->flags|=EF_SECRET;		// Mark this as a hidden edge
	if ( no_fade )
		e->flags |= EF_NO_FADE;
}

void add_one_unknown_edge( short va, short vb )	{
	int found;
	Edge_info *e;
	short tmp;

	if ( va > vb )	{
		tmp = va;
		va = vb;
		vb = tmp;
	}

	found = automap_find_edge(va,vb,&e);
	if (found != -1) 	
		e->flags|=EF_FRONTIER;		// Mark as a border edge
}

#ifndef _GAMESEQ_H
extern obj_position Player_init[];
#endif

void add_segment_edges(segment *seg)
{
	int 	is_grate, no_fade;
	ubyte	color;
	int	sn;
	int	segnum = seg-Segments;
	int	hidden_flag;
	int ttype,trigger_num;
	
	for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
		short	vertex_list[4];

		hidden_flag = 0;

		is_grate = 0;
		no_fade = 0;

		color = 255;
		if (seg->children[sn] == -1) {
			color = Wall_normal_color;
		}

		switch( Segment2s[segnum].special )	{
		case SEGMENT_IS_FUELCEN:
			color = BM_XRGB( 29, 27, 13 );
			break;
		case SEGMENT_IS_CONTROLCEN:
			if (Control_center_present)
				color = BM_XRGB( 29, 0, 0 );
			break;
		case SEGMENT_IS_ROBOTMAKER:
			color = BM_XRGB( 29, 0, 31 );
			break;
		}

		if (seg->sides[sn].wall_num > -1)	{
		
			trigger_num = Walls[seg->sides[sn].wall_num].trigger;
			ttype = Triggers[trigger_num].type;
			if (ttype==TT_SECRET_EXIT)
				{
		 	    color = BM_XRGB( 29, 0, 31 );
				 no_fade=1;
				 goto Here;
				} 	

			switch( Walls[seg->sides[sn].wall_num].type )	{
			case WALL_DOOR:
				if (Walls[seg->sides[sn].wall_num].keys == KEY_BLUE) {
					no_fade = 1;
					color = Wall_door_blue;
					//mprintf((0, "Seg %i, side %i has BLUE wall\n", segnum, sn));
				} else if (Walls[seg->sides[sn].wall_num].keys == KEY_GOLD) {
					no_fade = 1;
					color = Wall_door_gold;
					//mprintf((0, "Seg %i, side %i has GOLD wall\n", segnum, sn));
				} else if (Walls[seg->sides[sn].wall_num].keys == KEY_RED) {
					no_fade = 1;
					color = Wall_door_red;
					//mprintf((0, "Seg %i, side %i has RED wall\n", segnum, sn));
				} else if (!(WallAnims[Walls[seg->sides[sn].wall_num].clip_num].flags & WCF_HIDDEN)) {
					int	connected_seg = seg->children[sn];
					if (connected_seg != -1) {
						int connected_side = find_connect_side(seg, &Segments[connected_seg]);
						int	keytype = Walls[Segments[connected_seg].sides[connected_side].wall_num].keys;
						if ((keytype != KEY_BLUE) && (keytype != KEY_GOLD) && (keytype != KEY_RED))
							color = Wall_door_color;
						else {
							switch (Walls[Segments[connected_seg].sides[connected_side].wall_num].keys) {
								case KEY_BLUE:	color = Wall_door_blue;	no_fade = 1; break;
								case KEY_GOLD:	color = Wall_door_gold;	no_fade = 1; break;
								case KEY_RED:	color = Wall_door_red;	no_fade = 1; break;
								default:	Error("Inconsistent data.  Supposed to be a colored wall, but not blue, gold or red.\n");
							}
							//mprintf((0, "Seg %i, side %i has a colored door on the other side.\n", segnum, sn));
						}

					}
				} else {
					color = Wall_normal_color;
					hidden_flag = 1;
					//mprintf((0, "Wall at seg:side %i:%i is hidden.\n", seg-Segments, sn));
				}
				break;
			case WALL_CLOSED:
				// Make grates draw properly
				if (WALL_IS_DOORWAY(seg,sn) & WID_RENDPAST_FLAG)
					is_grate = 1;
				else
					hidden_flag = 1;
				color = Wall_normal_color;
				break;
			case WALL_BLASTABLE:
				// Hostage doors
				color = Wall_door_color;	
				break;
			}
		}
	
		if (segnum==Player_init[Player_num].segnum)
			color = BM_XRGB(31,0,31);

		if ( color != 255 )	{
			// If they have a map powerup, draw unvisited areas in dark blue.
			if (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL && (!Automap_visited[segnum]))	
				color = Wall_revealed_color;


			Here:

			get_side_verts(vertex_list,segnum,sn);
			add_one_edge( vertex_list[0], vertex_list[1], color, sn, segnum, hidden_flag, 0, no_fade );
			add_one_edge( vertex_list[1], vertex_list[2], color, sn, segnum, hidden_flag, 0, no_fade );
			add_one_edge( vertex_list[2], vertex_list[3], color, sn, segnum, hidden_flag, 0, no_fade );
			add_one_edge( vertex_list[3], vertex_list[0], color, sn, segnum, hidden_flag, 0, no_fade );

			if ( is_grate )	{
				add_one_edge( vertex_list[0], vertex_list[2], color, sn, segnum, hidden_flag, 1, no_fade );
				add_one_edge( vertex_list[1], vertex_list[3], color, sn, segnum, hidden_flag, 1, no_fade );
			}
		}
	}

}


// Adds all the edges from a segment we haven't visited yet.

void add_unknown_segment_edges(segment *seg)
{
	int sn;
	int segnum = seg-Segments;
	
	for (sn=0;sn<MAX_SIDES_PER_SEGMENT;sn++) {
		short	vertex_list[4];

		// Only add edges that have no children
		if (seg->children[sn] == -1) {
			get_side_verts(vertex_list,segnum,sn);
	
			add_one_unknown_edge( vertex_list[0], vertex_list[1] );
			add_one_unknown_edge( vertex_list[1], vertex_list[2] );
			add_one_unknown_edge( vertex_list[2], vertex_list[3] );
			add_one_unknown_edge( vertex_list[3], vertex_list[0] );
		}


	}

}

void automap_build_edge_list()
{	
	int	i,e1,e2,s;
	Edge_info * e;

	Automap_cheat = 0;

	if ( Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL_CHEAT )
		Automap_cheat = 1;		// Damn cheaters...

	// clear edge list
	for (i=0; i<Max_edges; i++) {
		Edges[i].num_faces = 0;
		Edges[i].flags = 0;
	}
	Num_edges = 0;
	Highest_edge_index = -1;

	if (Automap_cheat || (Players[Player_num].flags & PLAYER_FLAGS_MAP_ALL) )	{
		// Cheating, add all edges as visited
		for (s=0; s<=Highest_segment_index; s++)
			#ifdef EDITOR
			if (Segments[s].segnum != -1)
			#endif
			{
				add_segment_edges(&Segments[s]);
			}
	} else {
		// Not cheating, add visited edges, and then unvisited edges
		for (s=0; s<=Highest_segment_index; s++)
			#ifdef EDITOR
			if (Segments[s].segnum != -1)
			#endif
				if (Automap_visited[s]) {
					add_segment_edges(&Segments[s]);
				}
	
		for (s=0; s<=Highest_segment_index; s++)
			#ifdef EDITOR
			if (Segments[s].segnum != -1)
			#endif
				if (!Automap_visited[s]) {
					add_unknown_segment_edges(&Segments[s]);
				}
	}

	// Find unnecessary lines (These are lines that don't have to be drawn because they have small curvature)
	for (i=0; i<=Highest_edge_index; i++ )	{
		e = &Edges[i];
		if (!(e->flags&EF_USED)) continue;

		for (e1=0; e1<e->num_faces; e1++ )	{
			for (e2=1; e2<e->num_faces; e2++ )	{
				if ( (e1 != e2) && (e->segnum[e1] != e->segnum[e2]) )	{
					#ifdef COMPACT_SEGS
					vms_vector v1, v2;
					get_side_normal(&Segments[e->segnum[e1]], e->sides[e1], 0, &v1 );
					get_side_normal(&Segments[e->segnum[e2]], e->sides[e2], 0, &v2 );
					if ( vm_vec_dot(&v1,&v2) > (F1_0-(F1_0/10))  )	{
					#else
					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))  )	{
					#endif
						e->flags &= (~EF_DEFINING);
						break;
					}
				}
			}
			if (!(e->flags & EF_DEFINING))
				break;
		}
	}	

	mprintf( (0, "Automap used %d / %d edges\n", Num_edges, Max_edges  ));

}

char Marker_input [40];
int Marker_index=0;
ubyte DefiningMarkerMessage=0;
ubyte MarkerBeingDefined;
ubyte LastMarkerDropped;

void InitMarkerInput ()
 {
	int maxdrop,i;

	//find free marker slot

	if (Game_mode & GM_MULTI)
   	maxdrop=MAX_DROP_MULTI;
	else
   	maxdrop=MAX_DROP_SINGLE;

	for (i=0;i<maxdrop;i++)
		if (MarkerObject[(Player_num*2)+i] == -1)		//found free slot!
			break;

	if (i==maxdrop)		//no free slot
		if (Game_mode & GM_MULTI)
			i = !LastMarkerDropped;		//in multi, replace older of two
		else {
			HUD_init_message("No free marker slots");
			return;
		}

	//got a free slot.  start inputting marker message

	Marker_input[0]=0;
	Marker_index=0;
	DefiningMarkerMessage=1;
	MarkerBeingDefined = i;
 }

void MarkerInputMessage (int key)
 {
	switch( key )	{
	case KEY_F8:
	case KEY_ESC:
		DefiningMarkerMessage = 0;
		game_flush_inputs();
		break;
	case KEY_LEFT:
	case KEY_BACKSP:
	case KEY_PAD4:
		if (Marker_index > 0)
			Marker_index--;
		Marker_input[Marker_index] = 0;
		break;
	case KEY_ENTER:
		strcpy (MarkerMessage[(Player_num*2)+MarkerBeingDefined],Marker_input);
		if (Game_mode & GM_MULTI)
		 strcpy (MarkerOwner[(Player_num*2)+MarkerBeingDefined],Players[Player_num].callsign);
		DropMarker(MarkerBeingDefined);
		LastMarkerDropped = MarkerBeingDefined;
		game_flush_inputs();
		DefiningMarkerMessage = 0;
		break;
	default:
		if ( key > 0 )
		 {
		  int ascii = key_to_ascii(key);
		  if ((ascii < 255 ))     
		    if (Marker_index < 38 )
		      {
			Marker_input[Marker_index++] = ascii;
			Marker_input[Marker_index] = 0;
		      }
		 }
		break;

	}
 }
  



