/*****************************************************************************/
/* D2K: A Doom Source Port for the 21st Century                              */
/*                                                                           */
/* Copyright (C) 2014: See COPYRIGHT file                                    */
/*                                                                           */
/* This file is part of D2K.                                                 */
/*                                                                           */
/* D2K is free software: you can redistribute it and/or modify it under the  */
/* terms of the GNU General Public License as published by the Free Software */
/* Foundation, either version 2 of the License, or (at your option) any      */
/* later version.                                                            */
/*                                                                           */
/* D2K is distributed in the hope that it will be useful, but WITHOUT ANY    */
/* WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS */
/* FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more    */
/* details.                                                                  */
/*                                                                           */
/* You should have received a copy of the GNU General Public License along   */
/* with D2K.  If not, see <http://www.gnu.org/licenses/>.                    */
/*                                                                           */
/*****************************************************************************/


#include "z_zone.h"

#include "doomdef.h"
#include "d_event.h"
#include "r_defs.h"
#include "v_video.h"
#include "gl_opengl.h"
#include "gl_struct.h"

#include "am_map.h"
#include "p_user.h"
#include "r_state.h"
#include "r_patch.h"
#include "w_wad.h"
#include "r_fps.h"
#include "r_main.h"
#include "st_stuff.h"
#include "p_setup.h"
#include "g_game.h"
#include "p_mobj.h"
#include "g_keys.h"
#include "d_deh.h"    // Ty 03/27/98 - externalizations
#include "m_misc.h"
#include "p_spec.h"
#include "m_bbox.h"
#include "r_demo.h"
#include "n_main.h"

extern bool gamekeydown[];

//jff 1/7/98 default automap colors added
int mapcolor_back;    // map background
int mapcolor_grid;    // grid lines color
int mapcolor_wall;    // normal 1s wall color
int mapcolor_fchg;    // line at floor height change color
int mapcolor_cchg;    // line at ceiling height change color
int mapcolor_clsd;    // line at sector with floor=ceiling color
int mapcolor_rkey;    // red key color
int mapcolor_bkey;    // blue key color
int mapcolor_ykey;    // yellow key color
int mapcolor_rdor;    // red door color  (diff from keys to allow option)
int mapcolor_bdor;    // blue door color (of enabling one but not other )
int mapcolor_ydor;    // yellow door color
int mapcolor_tele;    // teleporter line color
int mapcolor_secr;    // secret sector boundary color
int mapcolor_exit;    // jff 4/23/98 add exit line color
int mapcolor_unsn;    // computer map unseen line color
int mapcolor_flat;    // line with no floor/ceiling changes
int mapcolor_sprt;    // general sprite color
int mapcolor_item;    // item sprite color
int mapcolor_frnd;    // friendly sprite color
int mapcolor_enemy;   // enemy sprite color
int mapcolor_hair;    // crosshair color
int mapcolor_sngl;    // single player arrow color

// colors for player arrows in multiplayer
int vanilla_mapplayer_colors[VANILLA_MAXPLAYERS] = { 112, 88, 64, 32 };

//jff 3/9/98 add option to not show secret sectors until entered
int map_secret_after;

int map_always_updates;
int map_grid_size;
int map_scroll_speed;
int map_wheel_zoom;
int map_use_multisamling;
int map_textured;
int map_textured_trans;
int map_textured_overlay_trans;
int map_lines_overlay_trans;
int map_overlay_pos_x;
int map_overlay_pos_y;
int map_overlay_pos_width;
int map_overlay_pos_height;

int map_things_appearance;
const char *map_things_appearance_list[map_things_appearance_max] =
{
  "classic",
  "scaled",
#if defined(HAVE_LIBSDL_IMAGE) && defined(GL_DOOM)
  "icons"
#endif
};

// drawing stuff
#define FB    0

// scale on entry
#define INITSCALEMTOF (.2*FRACUNIT)
// how much the automap moves window per tic in frame-buffer coordinates
// moves 140 pixels in 1 second
#define F_PANINC  (gamekeydown[key_speed] ? map_scroll_speed * 2 : map_scroll_speed)
// how much zoom-in per tic
// goes to 2x in 1 second
#define M_ZOOMIN        ((int) ((float)FRACUNIT * (1.00f + F_PANINC / 200.0f)))
// how much zoom-out per tic
// pulls out to 0.5x in 1 second
#define M_ZOOMOUT       ((int) ((float)FRACUNIT / (1.00f + F_PANINC / 200.0f)))

#define PLAYERRADIUS    (16*(1<<MAPBITS)) // e6y

// translates between frame-buffer and map distances
#define FTOM(x) FixedMul(((x)<<16),scale_ftom)
// e6y: int64 version to avoid overflows
//#define MTOF(x) (FixedMul((x),scale_mtof)>>16)
#define MTOF(x) (fixed_t)((((int64_t)(x) * scale_mtof) >> FRACBITS)>>FRACBITS)
// translates between frame-buffer and map coordinates
#define CXMTOF(x)  (f_x + MTOF((x)-m_x))
#define CYMTOF(y)  (f_y + (f_h - MTOF((y)-m_y)))
// precise versions
#define MTOF_F(x) (((float)(x)*scale_mtof)/(float)FRACUNIT/(float)FRACUNIT)
#define CXMTOF_F(x)  ((float)f_x + MTOF_F((x)-m_x))
#define CYMTOF_F(y)  ((float)f_y + (f_h - MTOF_F((y)-m_y)))

typedef struct
{
    mpoint_t a, b;
} mline_t;

//
// The vector graphics for the automap.
//  A line drawing of the player pointing right,
//   starting from the middle.
//
#define R ((8*PLAYERRADIUS)/7)
mline_t player_arrow[] =
{
  { { -R+R/8, 0 }, { R, 0 } }, // -----
  { { R, 0 }, { R-R/2, R/4 } },  // ----->
  { { R, 0 }, { R-R/2, -R/4 } },
  { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
  { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
  { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
  { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } }
};
#undef R
#define NUMPLYRLINES (sizeof(player_arrow)/sizeof(mline_t))

#define R ((8*PLAYERRADIUS)/7)
mline_t cheat_player_arrow[] =
{ // killough 3/22/98: He's alive, Jim :)
  { { -R+R/8, 0 }, { R, 0 } }, // -----
  { { R, 0 }, { R-R/2, R/4 } },  // ----->
  { { R, 0 }, { R-R/2, -R/4 } },
  { { -R+R/8, 0 }, { -R-R/8, R/4 } }, // >---->
  { { -R+R/8, 0 }, { -R-R/8, -R/4 } },
  { { -R+3*R/8, 0 }, { -R+R/8, R/4 } }, // >>--->
  { { -R+3*R/8, 0 }, { -R+R/8, -R/4 } },
  { { -R/10-R/6, R/4}, {-R/10-R/6, -R/4} },  // J
  { { -R/10-R/6, -R/4}, {-R/10-R/6-R/8, -R/4} },
  { { -R/10-R/6-R/8, -R/4}, {-R/10-R/6-R/8, -R/8} },
  { { -R/10, R/4}, {-R/10, -R/4}},           // F
  { { -R/10, R/4}, {-R/10+R/8, R/4}},
  { { -R/10+R/4, R/4}, {-R/10+R/4, -R/4}},   // F
  { { -R/10+R/4, R/4}, {-R/10+R/4+R/8, R/4}},
};
#undef R
#define NUMCHEATPLYRLINES (sizeof(cheat_player_arrow)/sizeof(mline_t))

//jff 1/5/98 new symbol for keys on automap
#define R (FRACUNIT)
mline_t cross_mark[] =
{
  { { -R, 0 }, { R, 0} },
  { { 0, -R }, { 0, R } },
};
#undef R
#define NUMCROSSMARKLINES (sizeof(cross_mark)/sizeof(mline_t))
//jff 1/5/98 end of new symbol

#define R (FRACUNIT)
mline_t thintriangle_guy[] =
{
{ { (fixed_t)(-.5*R), (fixed_t)(-.7*R) }, { (fixed_t)(    R), (fixed_t)(    0) } },
{ { (fixed_t)(    R), (fixed_t)(    0) }, { (fixed_t)(-.5*R), (fixed_t)( .7*R) } },
{ { (fixed_t)(-.5*R), (fixed_t)( .7*R) }, { (fixed_t)(-.5*R), (fixed_t)(-.7*R) } }
};
#undef R
#define NUMTHINTRIANGLEGUYLINES (sizeof(thintriangle_guy)/sizeof(mline_t))

int ddt_cheating = 0;         // killough 2/7/98: make global, rename to ddt_*

static int leveljuststarted = 1;       // kluge until AM_LevelInit() is called

enum automapmode_e automapmode; // Mode that the automap is in

// location of window on screen
static int  f_x;
static int  f_y;

// size of window on screen
static int  f_w;
static int  f_h;

static mpoint_t m_paninc;    // how far the window pans each tic (map coords)
static fixed_t mtof_zoommul; // how far the window zooms each tic (map coords)
static fixed_t ftom_zoommul; // how far the window zooms each tic (fb coords)
static fixed_t curr_mtof_zoommul;

static fixed_t m_x, m_y;     // LL x,y window location on the map (map coords)
static fixed_t m_x2, m_y2;   // UR x,y window location on the map (map coords)

static fixed_t prev_m_x, prev_m_y;

//
// width/height of window on map (map coords)
//
static fixed_t  m_w;
static fixed_t  m_h;

// based on level size
static fixed_t  min_x;
static fixed_t  min_y;
static fixed_t  max_x;
static fixed_t  max_y;

static fixed_t  max_w;          // max_x-min_x,
static fixed_t  max_h;          // max_y-min_y

static fixed_t  min_scale_mtof; // used to tell when to stop zooming out
static fixed_t  max_scale_mtof; // used to tell when to stop zooming in

// old stuff for recovery later
static fixed_t old_m_w, old_m_h;
static fixed_t old_m_x, old_m_y;

// used by MTOF to scale from map-to-frame-buffer coords
static fixed_t scale_mtof = (fixed_t)INITSCALEMTOF;
// used by FTOM to scale from frame-buffer-to-map coords (=1/scale_mtof)
static fixed_t scale_ftom;
static fixed_t prev_scale_mtof = (fixed_t)INITSCALEMTOF;

static player_t *plr;           // the player represented by an arrow

// killough 2/22/98: Remove limit on automap marks,
// and make variables external for use in savegames.

markpoint_t *markpoints = NULL;    // where the points are
int markpointnum = 0; // next point to be assigned (also number of points now)
int markpointnum_max = 0;       // killough 2/22/98

static bool stopped = true;

am_frame_t am_frame;

GArray *map_lines = NULL;

static void AM_rotate(fixed_t* x,  fixed_t* y, angle_t a);

static void AM_SetMPointFloatValue(mpoint_t *p)
{
  if (am_frame.precise)
  {
    p->fx = (float)p->x;
    p->fy = (float)p->y;
  }
}

static void AM_SetFPointFloatValue(fpoint_t *p)
{
#ifdef GL_DOOM
  p->fx = (float)p->x;
  p->fy = (float)p->y;
#endif
}

//
// AM_activateNewScale()
//
// Changes the map scale after zooming or translating
//
// Passed nothing, returns nothing
//
static void AM_activateNewScale(void)
{
  m_x += m_w/2;
  m_y += m_h/2;
  m_w = FTOM(f_w);
  m_h = FTOM(f_h);
  m_x -= m_w/2;
  m_y -= m_h/2;
  m_x2 = m_x + m_w;
  m_y2 = m_y + m_h;
}

//
// AM_saveScaleAndLoc()
//
// Saves the current center and zoom
// Affects the variables that remember old scale and loc
//
// Passed nothing, returns nothing
//
static void AM_saveScaleAndLoc(void)
{
  old_m_x = m_x;
  old_m_y = m_y;
  old_m_w = m_w;
  old_m_h = m_h;
}

//
// AM_restoreScaleAndLoc()
//
// restores the center and zoom from locally saved values
// Affects global variables for location and scale
//
// Passed nothing, returns nothing
//
static void AM_restoreScaleAndLoc(void)
{
  m_w = old_m_w;
  m_h = old_m_h;
  if (!(automapmode & am_follow))
  {
    m_x = old_m_x;
    m_y = old_m_y;
  }
  else
  {
    m_x = (viewx >> FRACTOMAPBITS) - m_w/2;//e6y
    m_y = (viewy >> FRACTOMAPBITS) - m_h/2;//e6y
  }
  m_x2 = m_x + m_w;
  m_y2 = m_y + m_h;

  // Change the scaling multipliers
  scale_mtof = FixedDiv(f_w<<FRACBITS, m_w);
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
}

void AM_setMarkParams(int num) {
  int i;
  static char namebuf[16] = "AMMNUM0";

  markpoints[num].w = 0;
  markpoints[num].h = 0;

  snprintf(markpoints[num].label, sizeof(markpoints[num].label), "%d", num);

  for (i = 0; i < (int)strlen(markpoints[num].label); i++) {
    namebuf[6] = markpoints[num].label[i];
    markpoints[num].widths[i] = V_NamePatchWidth(namebuf);
    markpoints[num].w += markpoints[num].widths[i] + 1;
    markpoints[num].h = MAX(markpoints[num].h, V_NamePatchHeight(namebuf));
  }
}

//
// AM_addMark()
//
// Adds a marker at the current location
// Affects global variables for marked points
//
// Passed nothing, returns nothing
//
static void AM_addMark(void)
{
  // killough 2/22/98:
  // remove limit on automap marks

  if (markpointnum >= markpointnum_max)
    markpoints = realloc(markpoints,
                        (markpointnum_max = markpointnum_max ?
                         markpointnum_max*2 : 16) * sizeof(*markpoints));

  markpoints[markpointnum].x = m_x + m_w/2;
  markpoints[markpointnum].y = m_y + m_h/2;
  AM_setMarkParams(markpointnum);
  markpointnum++;
}

//
// AM_findMinMaxBoundaries()
//
// Determines bounding box of all vertices,
// sets global variables controlling zoom range.
//
// Passed nothing, returns nothing
//
static void AM_findMinMaxBoundaries(void)
{
  int i;
  fixed_t a;
  fixed_t b;

  min_x = min_y =  INT_MAX;
  max_x = max_y = -INT_MAX;

  for (i=0;i<numvertexes;i++)
  {
    if (vertexes[i].x < min_x)
      min_x = vertexes[i].x;
    else if (vertexes[i].x > max_x)
      max_x = vertexes[i].x;

    if (vertexes[i].y < min_y)
      min_y = vertexes[i].y;
    else if (vertexes[i].y > max_y)
      max_y = vertexes[i].y;
  }

  max_w = (max_x >>= FRACTOMAPBITS) - (min_x >>= FRACTOMAPBITS);//e6y
  max_h = (max_y >>= FRACTOMAPBITS) - (min_y >>= FRACTOMAPBITS);//e6y

  a = FixedDiv(f_w<<FRACBITS, max_w);
  b = FixedDiv(f_h<<FRACBITS, max_h);

  min_scale_mtof = a < b ? a : b;
  max_scale_mtof = FixedDiv(f_h<<FRACBITS, 2*PLAYERRADIUS);
}

//
// AM_changeWindowLoc()
//
// Moves the map window by the global variables m_paninc.x, m_paninc.y
//
// Passed nothing, returns nothing
//
static void AM_changeWindowLoc(void)
{
  fixed_t incx, incy;

  if (m_paninc.x || m_paninc.y)
  {
    automapmode &= ~am_follow;
  }

  if (movement_smooth)
  {
    incx = FixedMul(m_paninc.x, tic_vars.frac);
    incy = FixedMul(m_paninc.y, tic_vars.frac);
  }
  else
  {
    incx = m_paninc.x;
    incy = m_paninc.y;
  }

  if (automapmode & am_rotate)
  {
    AM_rotate(&incx, &incy, viewangle - ANG90);
  }

  m_x = prev_m_x + incx;
  m_y = prev_m_y + incy;

  if (!(automapmode & am_rotate))
  {
    if (m_x + m_w/2 > max_x)
      m_x = max_x - m_w/2;
    else if (m_x + m_w/2 < min_x)
      m_x = min_x - m_w/2;

    if (m_y + m_h/2 > max_y)
      m_y = max_y - m_h/2;
    else if (m_y + m_h/2 < min_y)
      m_y = min_y - m_h/2;
  }

  m_x2 = m_x + m_w;
  m_y2 = m_y + m_h;
}

//
// AM_SetScale
//
void AM_SetScale(void)
{
  AM_findMinMaxBoundaries();
  scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7*FRACUNIT));
  if (scale_mtof > max_scale_mtof)
    scale_mtof = min_scale_mtof;
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
}

//
// AM_SetPosition
//
void AM_SetPosition(void)
{
  if (automapmode & am_overlay)
  {
    f_x = map_overlay_pos_x * SCREENWIDTH / 320;
    f_y = map_overlay_pos_y * SCREENHEIGHT / 200;
    f_w = map_overlay_pos_width * SCREENWIDTH / 320;
    f_h = map_overlay_pos_height * SCREENHEIGHT / 200;

    if (f_x + f_w > SCREENWIDTH)
      f_w = SCREENWIDTH - f_x;
    if (f_y + f_h > SCREENHEIGHT)
      f_h = SCREENHEIGHT - f_y;

    f_x = viewwindowx + f_x * viewwidth / SCREENWIDTH;
    f_y = viewwindowy + f_y * viewheight / SCREENHEIGHT;
    f_w = f_w * viewwidth / SCREENWIDTH;
    f_h = f_h * viewheight / SCREENHEIGHT;
  }
  else
  {
    //default
    f_x = f_y = 0;
    f_w = SCREENWIDTH;           // killough 2/7/98: get rid of finit_ vars
    f_h = SCREENHEIGHT-ST_SCALED_HEIGHT;// to allow runtime setting of width/height
  }
}

//
// AM_initVariables()
//
// Initialize the variables for the automap
//
// Affects the automap global variables
// Status bar is notified that the automap has been entered
// Passed nothing, returns nothing
//
static void AM_initVariables(void) {
  int playernum = 0;

  automapmode |= am_active;

  m_paninc.x = m_paninc.y = 0;
  ftom_zoommul = FRACUNIT;
  mtof_zoommul = FRACUNIT;

  m_w = FTOM(f_w);
  m_h = FTOM(f_h);

  // find player to center on initially
  if (playeringame[consoleplayer]) {
    playernum = consoleplayer;
  }
  else {
    bool found_player = false;

    for (playernum = 0; playernum < MAXPLAYERS; playernum++) {
      if (playeringame[playernum]) {
        found_player = true;
        break;
      }
    }

    if (!found_player) {
      I_Error("AM_initVariables: Couldn't find an in-game player");
    }
  }

  plr = &players[playernum];
  m_x = (plr->mo->x >> FRACTOMAPBITS) - m_w / 2; //e6y
  m_y = (plr->mo->y >> FRACTOMAPBITS) - m_h / 2; //e6y
  AM_Ticker();
  AM_changeWindowLoc();

  // for saving & restoring
  old_m_x = m_x;
  old_m_y = m_y;
  old_m_w = m_w;
  old_m_h = m_h;

  ST_SetAutomapEntered();
}

void AM_SetResolution(void)
{
  AM_SetPosition();
  AM_SetScale();
}

//
// AM_loadPics()
//
static void AM_loadPics(void)
{
  // cph - mark numbers no longer needed cached
}

//
// AM_unloadPics()
//
static void AM_unloadPics(void)
{
  // cph - mark numbers no longer needed cached
}

//
// AM_clearMarks()
//
// Sets the number of marks to 0, thereby clearing them from the display
//
// Affects the global variable markpointnum
// Passed nothing, returns nothing
//
void AM_clearMarks(void)
{
  markpointnum = 0;
}

//
// AM_LevelInit()
//
// Initialize the automap at the start of a new level
// should be called at the start of every level
//
// Passed nothing, returns nothing
// Affects automap's global variables
//
// CPhipps - get status bar height from status bar code
static void AM_LevelInit(void) {
  leveljuststarted = 0;

  if (!map_lines) {
    map_lines = g_array_new(false, false, sizeof(map_line_t));
  }

  AM_SetPosition();
  AM_SetScale();

  AM_findMinMaxBoundaries();
  scale_mtof = FixedDiv(min_scale_mtof, (int) (0.7*FRACUNIT));
  if (scale_mtof > max_scale_mtof) {
    scale_mtof = min_scale_mtof;
  }
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
}

//
// AM_Stop()
//
// Cease automap operations, unload patches, notify status bar
//
// Passed nothing, returns nothing
//
void AM_Stop (void) {
  AM_unloadPics();
  automapmode &= ~am_active;
  ST_SetAutomapExited();
  stopped = true;
}

//
// AM_Start()
//
// Start up automap operations,
//  if a new level, or game start, (re)initialize level variables
//  init map variables
//  load mark patches
//
// Passed nothing, returns nothing
//
void AM_Start(void)
{
  static int lastlevel = -1, lastepisode = -1;

  if (!stopped)
    AM_Stop();
  stopped = false;
  if (lastlevel != gamemap || lastepisode != gameepisode)
  {
    AM_LevelInit();
    lastlevel = gamemap;
    lastepisode = gameepisode;
  }
  AM_initVariables();
  AM_loadPics();
}

//
// AM_minOutWindowScale()
//
// Set the window scale to the maximum size
//
// Passed nothing, returns nothing
//
static void AM_minOutWindowScale(void)
{
  scale_mtof = min_scale_mtof;
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
  AM_activateNewScale();
}

//
// AM_maxOutWindowScale(void)
//
// Set the window scale to the minimum size
//
// Passed nothing, returns nothing
//
static void AM_maxOutWindowScale(void)
{
  scale_mtof = max_scale_mtof;
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);
  AM_activateNewScale();
}

//
// AM_Responder()
//
// Handle events (user inputs) in automap mode
//
// Passed an input event, returns true if its handled
//
bool AM_Responder(event_t *ev) {
  int rc;
  static int bigstate = 0;
  int ch;                                                       // phares

  rc = false;

  if (!(automapmode & am_active)) {
    if (ev->type == ev_key && ev->pressed && ev->key == key_map) { // phares
      AM_Start();
      rc = true;
    }
  }
  else if (ev->type == ev_key && ev->pressed) {
    rc = true;
    ch = ev->key;                                               // phares
                                                                //    |
    if (ch == key_map_right) {                                  //    V
      if (!(automapmode & am_follow))
        m_paninc.x = FTOM(F_PANINC);
      else
        rc = false;
    }
    else if (ch == key_map_left) {
      if (!(automapmode & am_follow))
        m_paninc.x = -FTOM(F_PANINC);
      else
        rc = false;
    }
    else if (ch == key_map_up) {
      if (!(automapmode & am_follow))
        m_paninc.y = FTOM(F_PANINC);
      else
        rc = false;
    }
    else if (ch == key_map_down) {
      if (!(automapmode & am_follow))
        m_paninc.y = -FTOM(F_PANINC);
      else
        rc = false;
    }
    else if ((ch == key_map_zoomout) ||
             (map_wheel_zoom && ch == SDL_BUTTON_WHEELDOWN)) {
      mtof_zoommul = M_ZOOMOUT;
      ftom_zoommul = M_ZOOMIN;
      curr_mtof_zoommul = mtof_zoommul;
    }
    else if ((ch == key_map_zoomin) ||
             (map_wheel_zoom && ch == SDL_BUTTON_WHEELUP)) {
      mtof_zoommul = M_ZOOMIN;
      ftom_zoommul = M_ZOOMOUT;
      curr_mtof_zoommul = mtof_zoommul;
    }
    else if (ch == key_map) {
      bigstate = 0;
      AM_Stop ();
    }
    else if (ch == key_map_gobig) {
      bigstate = !bigstate;
      if (bigstate) {
        AM_saveScaleAndLoc();
        AM_minOutWindowScale();
      }
      else {
        AM_restoreScaleAndLoc();
      }
    }
    else if (ch == key_map_follow) {
      // CPhipps - put all automap mode stuff into one enum
      automapmode ^= am_follow;
      // Ty 03/27/98 - externalized
      if (automapmode & am_follow)
        P_Echo(consoleplayer, s_AMSTR_FOLLOWON);
      else
        P_Echo(consoleplayer, s_AMSTR_FOLLOWOFF);
    }
    else if (ch == key_map_grid) {
      automapmode ^= am_grid;      // CPhipps
      // Ty 03/27/98 - *not* externalized
      if (automapmode & am_grid)
        P_Echo(consoleplayer, s_AMSTR_GRIDON);
      else
        P_Echo(consoleplayer, s_AMSTR_GRIDOFF);
    }
    else if (ch == key_map_mark) {
      /* Ty 03/27/98 - *not* externalized     
       * cph 2001/11/20 - use doom_printf so we don't have our own buffer */
      P_Printf(consoleplayer, "%s %d\n", s_AMSTR_MARKEDSPOT, markpointnum);
      AM_addMark();
    }
    else if (ch == key_map_clear) {
      AM_clearMarks();  // Ty 03/27/98 - *not* externalized
      P_Echo(consoleplayer, s_AMSTR_MARKSCLEARED);              //    ^
    }                                                           //    |
    else if (ch == key_map_rotate) {
      automapmode ^= am_rotate;
      if (automapmode & am_rotate)
        P_Echo(consoleplayer, s_AMSTR_ROTATEON);
      else
        P_Echo(consoleplayer, s_AMSTR_ROTATEOFF);
    }
    else if (ch == key_map_overlay) {
      automapmode ^= am_overlay;
      AM_SetPosition();
      AM_SetScale();
      AM_initVariables();
      if (automapmode & am_overlay)
        P_Echo(consoleplayer, s_AMSTR_OVERLAYON);
      else
        P_Echo(consoleplayer, s_AMSTR_OVERLAYOFF);
    }
#ifdef GL_DOOM
    else if (ch == key_map_textured) {
      map_textured = !map_textured;
      M_ChangeMapTextured();
      if (map_textured)
        P_Echo(consoleplayer, s_AMSTR_TEXTUREDON);
      else
        P_Echo(consoleplayer, s_AMSTR_TEXTUREDOFF);
    }
#endif
    else {                                                      // phares
      rc = false;
    }
  }
  else if (ev->type == ev_key && !ev->pressed) {
    rc = false;
    ch = ev->key;
    if (ch == key_map_right) {
      if (!(automapmode & am_follow))
        m_paninc.x = 0;
    }
    else if (ch == key_map_left) {
      if (!(automapmode & am_follow))
        m_paninc.x = 0;
    }
    else if (ch == key_map_up) {
      if (!(automapmode & am_follow))
        m_paninc.y = 0;
    }
    else if (ch == key_map_down) {
      if (!(automapmode & am_follow))
        m_paninc.y = 0;
    }
    else if ((ch == key_map_zoomout) ||
             (ch == key_map_zoomin) ||
             (map_wheel_zoom &&
              ((ch == SDL_BUTTON_WHEELDOWN) || (ch == SDL_BUTTON_WHEELUP)))) {
      mtof_zoommul = FRACUNIT;
      ftom_zoommul = FRACUNIT;
    }
  }

  return rc;
}

//
// AM_rotate()
//
// Rotation in 2D.
// Used to rotate player arrow line character.
//
// Passed the coordinates of a point, and an angle
// Returns the coordinates rotated by the angle
//
// CPhipps - made static & enhanced for automap rotation

static void AM_rotate(fixed_t* x,  fixed_t* y, angle_t a)
{
  fixed_t tmpx;

  tmpx = FixedMul(*x, finecosine[a>>ANGLETOFINESHIFT]) -
    FixedMul(*y, finesine[a>>ANGLETOFINESHIFT]);

  *y = FixedMul(*x, finesine[a>>ANGLETOFINESHIFT]) +
    FixedMul(*y, finecosine[a>>ANGLETOFINESHIFT]);

  *x = tmpx;
}

void AM_rotatePoint(mpoint_t *p)
{
  fixed_t tmpx;

  if (am_frame.precise)
  {
    float f;

    p->fx = (float)p->x - am_frame.centerx_f;
    p->fy = (float)p->y - am_frame.centery_f;

    f     = (p->fx * am_frame.cos_f) - (p->fy * am_frame.sin_f) + am_frame.centerx_f;
    p->fy = (p->fx * am_frame.sin_f) + (p->fy * am_frame.cos_f) + am_frame.centery_f;
    p->fx = f;
  }

  p->x -= am_frame.centerx;
  p->y -= am_frame.centery;

  tmpx = FixedMul(p->x, am_frame.cos) - FixedMul(p->y, am_frame.sin) + am_frame.centerx;
  p->y = FixedMul(p->x, am_frame.sin) + FixedMul(p->y, am_frame.cos) + am_frame.centery;
  p->x = tmpx;
}

//
// AM_changeWindowScale()
//
// Automap zooming
//
// Passed nothing, returns nothing
//
static void AM_changeWindowScale(void)
{
  if (movement_smooth)
  {
    float f_paninc = (float)F_PANINC / (float)FRACUNIT * (float)tic_vars.frac;

    if (f_paninc < 0.01f)
      f_paninc = 0.01f;

    scale_mtof = prev_scale_mtof;
    if (curr_mtof_zoommul == M_ZOOMIN)
    {
      mtof_zoommul = ((int) ((float)FRACUNIT * (1.00f + f_paninc / 200.0f)));
      ftom_zoommul = ((int) ((float)FRACUNIT / (1.00f + f_paninc / 200.0f)));
    }
    if (curr_mtof_zoommul == M_ZOOMOUT)
    {
      mtof_zoommul = ((int) ((float)FRACUNIT / (1.00f + f_paninc / 200.0f)));
      ftom_zoommul = ((int) ((float)FRACUNIT * (1.00f + f_paninc / 200.0f)));
    }
  }
  
  scale_mtof = FixedMul(scale_mtof, mtof_zoommul);
  scale_ftom = FixedDiv(FRACUNIT, scale_mtof);

  if (scale_mtof < min_scale_mtof)
    AM_minOutWindowScale();
  else if (scale_mtof > max_scale_mtof)
    AM_maxOutWindowScale();
  else
    AM_activateNewScale();
}

//
// AM_doFollowPlayer()
//
// Turn on follow mode - the map scrolls opposite to player motion
//
// Passed nothing, returns nothing
//
static void AM_doFollowPlayer(void)
{
  m_x = (viewx >> FRACTOMAPBITS) - m_w/2;
  m_y = (viewy >> FRACTOMAPBITS) - m_h/2;
  m_x2 = m_x + m_w;
  m_y2 = m_y + m_h;
}

//
// AM_Ticker()
//
// Updates on gametic - enter follow mode, zoom, or change map location
//
// Passed nothing, returns nothing
//
void AM_Ticker (void)
{
  prev_scale_mtof = scale_mtof;
  prev_m_x = m_x;
  prev_m_y = m_y;
}

//
// AM_clipMline()
//
// Automap clipping of lines.
//
// Based on Cohen-Sutherland clipping algorithm but with a slightly
// faster reject and precalculated slopes. If the speed is needed,
// use a hash algorithm to handle the common cases.
//
// Passed the line's coordinates on map and in the frame buffer performs
// clipping on them in the lines frame coordinates.
// Returns true if any part of line was not clipped
//
static bool AM_clipMline(mline_t *ml, fline_t *fl) {
  enum {
    LEFT    =1,
    RIGHT   =2,
    BOTTOM  =4,
    TOP     =8
  };

  register int outcode1 = 0;
  register int outcode2 = 0;
  register int outside;

  fpoint_t  tmp;
  int   dx;
  int   dy;
  float dx_f, dy_f;


#define DOOUTCODE(oc, mx, my) \
  (oc) = 0; \
  if ((my) < f_y) (oc) |= TOP; \
  else if ((my) >= f_y + f_h) (oc) |= BOTTOM; \
  if ((mx) < f_x) (oc) |= LEFT; \
  else if ((mx) >= f_x + f_w) (oc) |= RIGHT;


  // do trivial rejects and outcodes
  if (ml->a.y > m_y2)
  outcode1 = TOP;
  else if (ml->a.y < m_y)
  outcode1 = BOTTOM;

  if (ml->b.y > m_y2)
  outcode2 = TOP;
  else if (ml->b.y < m_y)
  outcode2 = BOTTOM;

  if (outcode1 & outcode2)
  return false; // trivially outside

  if (ml->a.x < m_x)
  outcode1 |= LEFT;
  else if (ml->a.x > m_x2)
  outcode1 |= RIGHT;

  if (ml->b.x < m_x)
  outcode2 |= LEFT;
  else if (ml->b.x > m_x2)
  outcode2 |= RIGHT;

  if (outcode1 & outcode2)
  return false; // trivially outside

  // transform to frame-buffer coordinates.
  fl->a.x = CXMTOF(ml->a.x);
  fl->a.y = CYMTOF(ml->a.y);
  fl->b.x = CXMTOF(ml->b.x);
  fl->b.y = CYMTOF(ml->b.y);

  DOOUTCODE(outcode1, fl->a.x, fl->a.y);
  DOOUTCODE(outcode2, fl->b.x, fl->b.y);

  if (outcode1 & outcode2)
  return false;

  if (am_frame.precise)
  {
    fl->a.fx = CXMTOF_F(ml->a.fx);
    fl->a.fy = CYMTOF_F(ml->a.fy);
    fl->b.fx = CXMTOF_F(ml->b.fx);
    fl->b.fy = CYMTOF_F(ml->b.fy);
  }

  while (outcode1 | outcode2)
  {
    // may be partially inside box
    // find an outside point
    if (outcode1)
      outside = outcode1;
    else
      outside = outcode2;

    // clip to each side
    if (outside & TOP)
    {
      dy = fl->a.y - fl->b.y;
      dx = fl->b.x - fl->a.x;
      // 'int64' math to avoid overflows on long lines
      tmp.x = fl->a.x + (fixed_t)(((int64_t)dx*(fl->a.y-f_y))/dy);
      tmp.y = f_y;
      if (am_frame.precise)
      {
        dy_f = fl->a.fy - fl->b.fy;
        dx_f = fl->b.fx - fl->a.fx;
        tmp.fx = fl->a.fx + (dx_f*(fl->a.fy-f_y))/dy_f;
        tmp.fy = (float)f_y;
      }
    }
    else if (outside & BOTTOM)
    {
      dy = fl->a.y - fl->b.y;
      dx = fl->b.x - fl->a.x;
      tmp.x = fl->a.x + (fixed_t)(((int64_t)dx*(fl->a.y-(f_y+f_h)))/dy);
      tmp.y = f_y+f_h-1;
      if (am_frame.precise)
      {
        dy_f = fl->a.fy - fl->b.fy;
        dx_f = fl->b.fx - fl->a.fx;
        tmp.fx = fl->a.fx + (dx_f*(fl->a.fy-(f_y+f_h)))/dy_f;
        tmp.fy = (float)(f_y+f_h-1);
      }
    }
    else if (outside & RIGHT)
    {
      dy = fl->b.y - fl->a.y;
      dx = fl->b.x - fl->a.x;
      tmp.y = fl->a.y + (fixed_t)(((int64_t)dy*(f_x+f_w-1 - fl->a.x))/dx);
      tmp.x = f_x+f_w-1;
      if (am_frame.precise)
      {
        dy_f = fl->b.fy - fl->a.fy;
        dx_f = fl->b.fx - fl->a.fx;
        tmp.fy = fl->a.fy + (dy_f*(f_x+f_w-1 - fl->a.fx))/dx_f;
        tmp.fx = (float)(f_x+f_w-1);
      }
    }
    else if (outside & LEFT)
    {
      dy = fl->b.y - fl->a.y;
      dx = fl->b.x - fl->a.x;
      tmp.y = fl->a.y + (fixed_t)(((int64_t)dy*(f_x-fl->a.x))/dx);
      tmp.x = f_x;
      if (am_frame.precise)
      {
        dy_f = fl->b.fy - fl->a.fy;
        dx_f = fl->b.fx - fl->a.fx;
        tmp.fy = fl->a.fy + (dy_f*(f_x-fl->a.fx))/dx_f;
        tmp.fx = (float)f_x;
      }
    }

    if (outside == outcode1)
    {
      fl->a = tmp;
      DOOUTCODE(outcode1, fl->a.x, fl->a.y);
    }
    else
    {
      fl->b = tmp;
      DOOUTCODE(outcode2, fl->b.x, fl->b.y);
    }

    if (outcode1 & outcode2)
      return false; // trivially outside
  }

  return true;
}
#undef DOOUTCODE

//
// AM_drawMline()
//
// Clip lines, draw visible parts of lines.
//
// Passed the map coordinates of the line, and the color to draw it
// Color -1 is special and prevents drawing. Color 247 is special and
// is translated to black, allowing Color 0 to represent feature disable
// in the defaults file.
// Returns nothing.
//
static void AM_drawMline(mline_t *ml, int color) {
  static fline_t fl;

  if (color == -1) { // jff 4/3/98 allow not drawing any sort of line
    return;          // by setting its color to -1
  }

  if (color == 247) { // jff 4/3/98 if color is 247 (xparent), use black
    color = 0;
  }

  if (AM_clipMline(ml, &fl)) {
    // draws it on frame buffer using fb coords
    if (map_use_multisamling) {
      V_DrawLineWu(&fl, color);
    }
    else {
      V_DrawLine(&fl, color);
    }
  }
}

//
// AM_drawGrid()
//
// Draws blockmap aligned grid lines.
//
// Passed the color to draw the grid lines
// Returns nothing
//
static void AM_drawGrid(int color) {
  fixed_t x, y;
  fixed_t start, end;
  mline_t ml;
  fixed_t minlen, extx, exty;
  fixed_t minx, miny;
  int gridsize = map_grid_size << MAPBITS;

  // [RH] Calculate a minimum for how long the grid lines should be so that
  // they cover the screen at any rotation.
  minlen = M_DoubleToInt(sqrt ((float)m_w*(float)m_w + (float)m_h*(float)m_h));
  extx = (minlen - m_w) / 2;
  exty = (minlen - m_h) / 2;

  minx = m_x;
  miny = m_y;

  // Fix vanilla automap grid bug: losing grid lines near the map boundary
  // due to unnecessary addition of MAPBLOCKUNITS to start
  // Proper math is to just subtract the remainder; AM_drawMLine will take care
  // of clipping if an extra line is offscreen.

  // Figure out start of vertical gridlines
  start = minx - extx;
  if ((start - bmaporgx) % gridsize)
    start -= ((start - bmaporgx) % gridsize);
  end = minx + minlen - extx;

  // draw vertical gridlines
  for (x = start; x < end; x += gridsize)
  {
    ml.a.x = x;
    ml.b.x = x;
    ml.a.y = miny - exty;
    ml.b.y = ml.a.y + minlen;
    if (automapmode & am_rotate)
    {
      AM_rotatePoint (&ml.a);
      AM_rotatePoint (&ml.b);
    }
    else
    {
      AM_SetMPointFloatValue(&ml.a);
      AM_SetMPointFloatValue(&ml.b);
    }
    AM_drawMline(&ml, color);
  }

  // Figure out start of horizontal gridlines
  start = miny - exty;
  if ((start - bmaporgy) % gridsize)
    start -= ((start - bmaporgy) % gridsize);
  end = miny + minlen - exty;

  // draw horizontal gridlines
  for (y = start; y < end; y += gridsize)
  {
    ml.a.x = minx - extx;
    ml.b.x = ml.a.x + minlen;
    ml.a.y = y;
    ml.b.y = y;

    if (automapmode & am_rotate) {
      AM_rotatePoint (&ml.a);
      AM_rotatePoint (&ml.b);
    }
    else {
      AM_SetMPointFloatValue(&ml.a);
      AM_SetMPointFloatValue(&ml.b);
    }
    AM_drawMline(&ml, color);
  }
}

//
// AM_DoorColor()
//
// Returns the 'color' or key needed for a door linedef type
//
// Passed the type of linedef, returns:
//   -1 if not a keyed door
//    0 if a red key required
//    1 if a blue key required
//    2 if a yellow key required
//    3 if a multiple keys required
//
// jff 4/3/98 add routine to get color of generalized keyed door
//
static int AM_DoorColor(int type) {
  if (GenLockedBase <= type && type< GenDoorBase) {
    type -= GenLockedBase;
    type = (type & LockedKey) >> LockedKeyShift;
    if (!type || type == 7) {
      return 3;  //any or all keys
    }
    else {
      return (type - 1) % 3;
    }
  }
  switch (type) { // closed keyed door
    case 26: case 32: case 99: case 133:
      /*bluekey*/
      return 1;
    case 27: case 34: case 136: case 137:
      /*yellowkey*/
      return 2;
    case 28: case 33: case 134: case 135:
      /*redkey*/
      return 0;
    default:
      return -1; //not a keyed door
  }
}

//
// Determines visible lines, draws them.
// This is LineDef based, not LineSeg based.
//
// jff 1/5/98 many changes in this routine
// backward compatibility not needed, so just changes, no ifs
// addition of clauses for:
//    doors opening, keyed door id, secret sectors,
//    teleports, exit lines, key things
// ability to suppress any of added features or lines with no height changes
//
// support for gamma correction in automap abandoned
//
// jff 4/3/98 changed mapcolor_xxxx=0 as control to disable feature
// jff 4/3/98 changed mapcolor_xxxx=-1 to disable drawing line completely
//
static void AM_drawWalls(void)
{
  int i;
  static mline_t l;
  fixed_t mx, mx2, my, my2;
  
  mx = am_frame.bbox[BOXLEFT] << FRACTOMAPBITS;
  my = am_frame.bbox[BOXBOTTOM] << FRACTOMAPBITS;
  mx2 = am_frame.bbox[BOXRIGHT] << FRACTOMAPBITS;
  my2 = am_frame.bbox[BOXTOP] << FRACTOMAPBITS;

  // draw the unclipped visible portions of all lines
  for (i=0;i<numlines;i++)
  {
    if (lines[i].bbox[BOXLEFT] > mx2 ||
      lines[i].bbox[BOXRIGHT] < mx ||
      lines[i].bbox[BOXBOTTOM] > my2 ||
      lines[i].bbox[BOXTOP] < my)
    {
      continue;
    }

    l.a.x = lines[i].v1->x >> FRACTOMAPBITS;
    l.a.y = lines[i].v1->y >> FRACTOMAPBITS;
    l.b.x = lines[i].v2->x >> FRACTOMAPBITS;
    l.b.y = lines[i].v2->y >> FRACTOMAPBITS;

    if (automapmode & am_rotate)
    {
      AM_rotatePoint(&l.a);
      AM_rotatePoint(&l.b);
    }
    else
    {
      AM_SetMPointFloatValue(&l.a);
      AM_SetMPointFloatValue(&l.b);
    }

    // if line has been seen or IDDT has been used
    if (ddt_cheating || (lines[i].flags & ML_MAPPED))
    {
      if ((lines[i].flags & ML_DONTDRAW) && !ddt_cheating)
        continue;
      {
        /* cph - show keyed doors and lines */
        int amd;
        if ((mapcolor_bdor || mapcolor_ydor || mapcolor_rdor) &&
            !(lines[i].flags & ML_SECRET) &&    /* non-secret */
          (amd = AM_DoorColor(lines[i].special)) != -1
        )
        {
          {
            switch (amd) /* closed keyed door */
            {
              case 1:
                /*bluekey*/
                AM_drawMline(&l,
                  mapcolor_bdor? mapcolor_bdor : mapcolor_cchg);
                continue;
              case 2:
                /*yellowkey*/
                AM_drawMline(&l,
                  mapcolor_ydor? mapcolor_ydor : mapcolor_cchg);
                continue;
              case 0:
                /*redkey*/
                AM_drawMline(&l,
                  mapcolor_rdor? mapcolor_rdor : mapcolor_cchg);
                continue;
              case 3:
                /*any or all*/
                AM_drawMline(&l,
                  mapcolor_clsd? mapcolor_clsd : mapcolor_cchg);
                continue;
            }
          }
        }
      }
      if /* jff 4/23/98 add exit lines to automap */
        (
          mapcolor_exit &&
          (
            lines[i].special==11 ||
            lines[i].special==52 ||
            lines[i].special==197 ||
            lines[i].special==51  ||
            lines[i].special==124 ||
            lines[i].special==198
          )
        ) {
          AM_drawMline(&l, mapcolor_exit); /* exit line */
          continue;
        }

      if (!lines[i].backsector)
      {
        // jff 1/10/98 add new color for 1S secret sector boundary
        if (mapcolor_secr && //jff 4/3/98 0 is disable
            (
             (
              map_secret_after &&
              P_WasSecret(lines[i].frontsector) &&
              !P_IsSecret(lines[i].frontsector)
             )
             ||
             (
              !map_secret_after &&
              P_WasSecret(lines[i].frontsector)
             )
            )
          )
          AM_drawMline(&l, mapcolor_secr); // line bounding secret sector
        else                               //jff 2/16/98 fixed bug
          AM_drawMline(&l, mapcolor_wall); // special was cleared
      }
      else /* now for 2S lines */
      {
        // jff 1/10/98 add color change for all teleporter types
        if
        (
            mapcolor_tele && !(lines[i].flags & ML_SECRET) &&
            (lines[i].special == 39 || lines[i].special == 97 ||
            lines[i].special == 125 || lines[i].special == 126)
        )
        { // teleporters
          AM_drawMline(&l, mapcolor_tele);
        }
        else if (lines[i].flags & ML_SECRET)    // secret door
        {
          AM_drawMline(&l, mapcolor_wall);      // wall color
        }
        else if
        (
            mapcolor_clsd &&
            !(lines[i].flags & ML_SECRET) &&    // non-secret closed door
            ((lines[i].backsector->floorheight==lines[i].backsector->ceilingheight) ||
            (lines[i].frontsector->floorheight==lines[i].frontsector->ceilingheight))
        )
        {
          AM_drawMline(&l, mapcolor_clsd);      // non-secret closed door
        } //jff 1/6/98 show secret sector 2S lines
        else if
        (
            mapcolor_secr && //jff 2/16/98 fixed bug
            (                    // special was cleared after getting it
              (map_secret_after &&
               (
                (P_WasSecret(lines[i].frontsector)
                 && !P_IsSecret(lines[i].frontsector)) ||
                (P_WasSecret(lines[i].backsector)
                 && !P_IsSecret(lines[i].backsector))
               )
              )
              ||  //jff 3/9/98 add logic to not show secret til after entered
              (   // if map_secret_after is true
                !map_secret_after &&
                 (P_WasSecret(lines[i].frontsector) ||
                  P_WasSecret(lines[i].backsector))
              )
            )
        )
        {
          AM_drawMline(&l, mapcolor_secr); // line bounding secret sector
        } //jff 1/6/98 end secret sector line change
        else if (lines[i].backsector->floorheight !=
                  lines[i].frontsector->floorheight)
        {
          AM_drawMline(&l, mapcolor_fchg); // floor level change
        }
        else if (lines[i].backsector->ceilingheight !=
                  lines[i].frontsector->ceilingheight)
        {
          AM_drawMline(&l, mapcolor_cchg); // ceiling level change
        }
        else if (mapcolor_flat && ddt_cheating)
        {
          AM_drawMline(&l, mapcolor_flat); //2S lines that appear only in IDDT
        }
      }
    } // now draw the lines only visible because the player has computermap
    else if (plr->powers[pw_allmap]) // computermap visible lines
    {
      if (!(lines[i].flags & ML_DONTDRAW)) // invisible flag lines do not show
      {
        if
        (
          mapcolor_flat
          ||
          !lines[i].backsector
          ||
          lines[i].backsector->floorheight
          != lines[i].frontsector->floorheight
          ||
          lines[i].backsector->ceilingheight
          != lines[i].frontsector->ceilingheight
        )
          AM_drawMline(&l, mapcolor_unsn);
      }
    }
  }
}

//
// AM_drawLineCharacter()
//
// Draws a vector graphic according to numerous parameters
//
// Passed the structure defining the vector graphic shape, the number
// of vectors in it, the scale to draw it at, the angle to draw it at,
// the color to draw it with, and the map coordinates to draw it at.
// Returns nothing
//
static void AM_drawLineCharacter(mline_t *lineguy,
                                 int lineguylines,
                                 fixed_t scale,
                                 angle_t angle,
                                 int   color,
                                 fixed_t x,
                                 fixed_t y) {
  int   i;
  mline_t l;

  if (automapmode & am_rotate) {
    angle -= viewangle - ANG90; // cph
  }

  for (i=0;i<lineguylines;i++)
  {
    l.a.x = lineguy[i].a.x;
    l.a.y = lineguy[i].a.y;

    if (scale)
    {
      l.a.x = FixedMul(scale, l.a.x);
      l.a.y = FixedMul(scale, l.a.y);
    }

    if (angle) {
      AM_rotate(&l.a.x, &l.a.y, angle);
    }

    l.a.x += x;
    l.a.y += y;

    l.b.x = lineguy[i].b.x;
    l.b.y = lineguy[i].b.y;

    if (scale)
    {
      l.b.x = FixedMul(scale, l.b.x);
      l.b.y = FixedMul(scale, l.b.y);
    }

    if (angle)
      AM_rotate(&l.b.x, &l.b.y, angle);

    l.b.x += x;
    l.b.y += y;

    l.a.fx = (float)l.a.x;
    l.a.fy = (float)l.a.y;
    l.b.fx = (float)l.b.x;
    l.b.fy = (float)l.b.y;

    AM_drawMline(&l, color);
  }
}

INLINE static void AM_GetMobjPosition(mobj_t *mo, mpoint_t *p, angle_t *angle)
{
  if (!paused && movement_smooth)
  {
    p->x = mo->PrevX + FixedMul(tic_vars.frac, mo->x - mo->PrevX);
    p->y = mo->PrevY + FixedMul(tic_vars.frac, mo->y - mo->PrevY);
    if (mo->player)
      *angle = mo->player->prev_viewangle + FixedMul(tic_vars.frac, R_SmoothPlaying_Get(mo->player) - mo->player->prev_viewangle);
    else
      *angle = mo->angle;
  }
  else
  {
    p->x = mo->x;
    p->y = mo->y;
    *angle = mo->angle;
  }

  p->x = p->x >> FRACTOMAPBITS;
  p->y = p->y >> FRACTOMAPBITS;
}

//
// AM_drawPlayers()
//
// Draws the player arrow in single player,
// or all the player arrows in a netgame.
//
// Passed nothing, returns nothing
//
static void AM_drawPlayers(void)
{
  int   i;
  angle_t angle;
  mpoint_t pt;
  fixed_t scale;

#if defined(HAVE_LIBSDL_IMAGE) && defined(GL_DOOM)
  if (V_GetMode() == VID_MODEGL)
  {
    if (map_things_appearance == map_things_appearance_icon)
      return;
  }
#endif

  if (map_things_appearance == map_things_appearance_scaled)
    scale = (BETWEEN(4<<FRACBITS, 256<<FRACBITS, plr->mo->radius)>>FRACTOMAPBITS);
  else
    scale = 16<<MAPBITS;

  if (!netgame)
  {
    pt.x = viewx >> FRACTOMAPBITS;
    pt.y = viewy >> FRACTOMAPBITS;
    if (automapmode & am_rotate)
      AM_rotatePoint(&pt);
    else
      AM_SetMPointFloatValue(&pt);

    if (ddt_cheating)
      AM_drawLineCharacter(cheat_player_arrow, NUMCHEATPLYRLINES, scale, viewangle, mapcolor_sngl, pt.x, pt.y);
    else
      AM_drawLineCharacter(player_arrow, NUMPLYRLINES, scale, viewangle, mapcolor_sngl, pt.x, pt.y);
    return;
  }

  for (i = 0; i < MAXPLAYERS; i++) {
    player_t *p = &players[i];

    if ((deathmatch && !demoplayback) && p != plr) {
      continue;
    }

    if (playeringame[i]) {
      AM_GetMobjPosition(p->mo, &pt, &angle);

      if (automapmode & am_rotate) {
        AM_rotatePoint(&pt);
      }
      else {
        AM_SetMPointFloatValue(&pt);
      }

      AM_drawLineCharacter (player_arrow, NUMPLYRLINES, scale, angle,
          p->powers[pw_invisibility] ? 246 /* *close* to black */
          //jff 1/6/98 use default color
          : vanilla_mapplayer_colors[i % VANILLA_MAXPLAYERS],
          pt.x, pt.y);
    }
  }
}

static void AM_ProcessNiceThing(mobj_t* mobj, angle_t angle, fixed_t x, fixed_t y)
{
#ifdef GL_DOOM
  const float shadow_scale_factor = 1.3f;
  angle_t ang;
  int i, type, radius, rotate, need_shadow;
  float fx, fy, fradius, rot, shadow_radius;
  unsigned char r, g, b, a;

  typedef struct map_nice_icon_param_s
  {
    spritenum_t sprite;
    int icon;
    int radius;
    int rotate;
    unsigned char r, g, b;
  } map_nice_icon_param_t;
  
  static const map_nice_icon_param_t icons[] = 
  {
    {SPR_STIM, am_icon_health, 12, 0, 100, 100, 200},
    {SPR_MEDI, am_icon_health, 16, 0, 100, 100, 200},
    {SPR_BON1, am_icon_health, 10, 0,   0,   0, 200},

    {SPR_BON2, am_icon_armor,  10, 0,   0, 200,   0},
    {SPR_ARM1, am_icon_armor,  16, 0, 100, 200, 100},
    {SPR_ARM2, am_icon_armor,  16, 0, 100, 100, 200},

    {SPR_CLIP, am_icon_ammo,   10, 0, 180, 150,  50},
    {SPR_AMMO, am_icon_ammo,   16, 0, 180, 150,  50},
    {SPR_ROCK, am_icon_ammo,   10, 0, 180, 150,  50},
    {SPR_BROK, am_icon_ammo,   16, 0, 180, 150,  50},

    {SPR_CELL, am_icon_ammo,   10, 0, 180, 150,  50},
    {SPR_CELP, am_icon_ammo,   16, 0, 180, 150,  50},
    {SPR_SHEL, am_icon_ammo,   10, 0, 180, 150,  50},
    {SPR_SBOX, am_icon_ammo,   16, 0, 180, 150,  50},
    {SPR_BPAK, am_icon_ammo,   16, 0, 180, 150,  50},

    {SPR_BKEY, am_icon_key,    10, 0,   0,   0, 255},
    {SPR_BSKU, am_icon_key,    10, 0,   0,   0, 255},
    {SPR_YKEY, am_icon_key,    10, 0, 255, 255,   0},
    {SPR_YSKU, am_icon_key,    10, 0, 255, 255,   0},
    {SPR_RKEY, am_icon_key,    10, 0, 255,   0,   0},
    {SPR_RSKU, am_icon_key,    10, 0, 255,   0,   0},

    {SPR_PINV, am_icon_power,  16, 0, 220, 100, 220},
    {SPR_PSTR, am_icon_power,  16, 0, 220, 100, 220},
    {SPR_PINS, am_icon_power,  16, 0, 220, 100, 220},
    {SPR_SUIT, am_icon_power,  16, 0, 220, 100, 220},
    {SPR_PMAP, am_icon_power,  16, 0, 220, 100, 220},
    {SPR_PVIS, am_icon_power,  16, 0, 220, 100, 220},
    {SPR_SOUL, am_icon_power,  16, 0, 220, 100, 220},
    {SPR_MEGA, am_icon_power,  16, 0, 220, 100, 220},

    {SPR_BFUG, am_icon_weap,   20, 0, 220, 180, 100},
    {SPR_MGUN, am_icon_weap,   20, 0, 220, 180, 100},
    {SPR_CSAW, am_icon_weap,   20, 0, 220, 180, 100},
    {SPR_LAUN, am_icon_weap,   20, 0, 220, 180, 100},
    {SPR_PLAS, am_icon_weap,   20, 0, 220, 180, 100},
    {SPR_SHOT, am_icon_weap,   20, 0, 220, 180, 100},
    {SPR_SGN2, am_icon_weap,   20, 0, 220, 180, 100},

    {SPR_BLUD, am_icon_bullet,  8, 0, 255,   0,   0},
    {SPR_PUFF, am_icon_bullet,  8, 0, 255, 255, 115},
    {SPR_MISL, am_icon_bullet,  8, 0,  91,  71,  43},
    {SPR_PLSS, am_icon_bullet,  8, 0, 115, 115, 255},
    {SPR_PLSE, am_icon_bullet,  8, 0, 115, 115, 255},
    {SPR_BFS1, am_icon_bullet, 12, 0, 119, 255, 111},
    {SPR_BFE1, am_icon_bullet, 12, 0, 119, 255, 111},

    {-1}
  };

  need_shadow = true;

  type = am_icon_normal;
  r = 220;
  g = 180;
  b = 100;
  a = 255;
  radius = mobj->radius;
  rotate = true;

  if (mobj->player)
  {
    player_t *p = mobj->player;
    int color = vanilla_mapplayer_colors[(p - players) % VANILLA_MAXPLAYERS];
    const unsigned char *playpal = V_GetPlaypal();

    if ((deathmatch && !demoplayback) && p != plr)
      return;

    type = am_icon_player;

    r = playpal[3 * color + 0];
    g = playpal[3 * color + 1];
    b = playpal[3 * color + 2];
    a = p->powers[pw_invisibility] ? 128 : 255;

    radius = mobj->radius;
    rotate = true;
  }
  else if (mobj->flags & MF_COUNTKILL)
  {
    if (mobj->flags & MF_CORPSE)
    {
      need_shadow = false;
      type = am_icon_corpse;
      r = 120;
      a = 128;
    }
    else
    {
      type = am_icon_monster;
      r = 200;
    }
    g = 0;
    b = 0;
    radius = BETWEEN(4<<FRACBITS, 256<<FRACBITS, mobj->radius);
    rotate = true;
  }
  else
  {
    i = 0;
    while (icons[i].sprite > 0)
    {
      if (mobj->sprite == icons[i].sprite)
      {
        type = icons[i].icon;
        r = icons[i].r;
        g = icons[i].g;
        b = icons[i].b;
        radius = icons[i].radius << 16;
        rotate = icons[i].rotate;

        break;
      }
      i++;
    }
  }

  fradius = MTOF_F(radius >> FRACTOMAPBITS);
  if (fradius < 1.0f)
    return;
  if (fradius < 4.0f)
    need_shadow = false;

  fx = CXMTOF_F(x);
  fy = CYMTOF_F(y);

  shadow_radius = fradius * shadow_scale_factor;
  if (fx + shadow_radius < 0 ||
      fx - shadow_radius > (float)SCREENWIDTH ||
      fy + shadow_radius < 0 ||
      fy - shadow_radius > (float)SCREENHEIGHT)
  {
    return;
  }

  ang = (rotate ? angle : 0) + ((automapmode & am_rotate) ? ANG90 - viewangle : 0);
  rot = -(float)ang / (float)(1u << 31) * (float)M_PI;

  gld_AddNiceThing(type, fx, fy, fradius, rot, r, g, b, a);
  if (need_shadow)
  {
    gld_AddNiceThing(am_icon_shadow, fx, fy, shadow_radius, rot, 0, 0, 0, 128);
  }
#endif
}

static void AM_DrawNiceThings(void)
{
#ifdef GL_DOOM
  int i;
  mobj_t* t;
  mpoint_t p;
  angle_t angle;

  gld_ClearNiceThings();

  // draw players
  for (i = 0; i < MAXPLAYERS; i++)
  {
    if ((deathmatch && !demoplayback) && &players[i] != plr)
      continue;

    if (playeringame[i])
    {
      t = players[i].mo;
      AM_GetMobjPosition(t, &p, &angle);
      if (automapmode & am_rotate)
        AM_rotatePoint(&p);
      else
        AM_SetMPointFloatValue(&p);
      AM_ProcessNiceThing(t, angle, p.x, p.y);
    }
  }
  
  // walls
  if (ddt_cheating == 2)
  {
    // for all sectors
    for (i = 0; i < numsectors; i++)
    {
      if (!(players[displayplayer].cheats & CF_NOCLIP) &&
        (sectors[i].bbox[BOXLEFT] > am_frame.bbox[BOXRIGHT] ||
        sectors[i].bbox[BOXRIGHT] < am_frame.bbox[BOXLEFT] ||
        sectors[i].bbox[BOXBOTTOM] > am_frame.bbox[BOXTOP] ||
        sectors[i].bbox[BOXTOP] < am_frame.bbox[BOXBOTTOM]))
      {
        continue;
      }

      t = sectors[i].thinglist;
      while (t) // for all things in that sector
      {
        if (!t->player)
        {
          AM_GetMobjPosition(t, &p, &angle);
          if (automapmode & am_rotate)
            AM_rotatePoint(&p);
          AM_ProcessNiceThing(t, angle, p.x, p.y);
        }
        t = t->snext;
      }
    }
  }

  // marked locations on the automap
  {
    float radius;
    int anim_flash_level = (gametic % 32);

    // Flashing animation for hilight
    // Pulsates between 0.5-1.0f (multiplied with hilight alpha)
    if (anim_flash_level >= 16)
    {
      anim_flash_level = 32 - anim_flash_level;
    }
    anim_flash_level = 127 + anim_flash_level * 8;

    // do not want to have too small marks
    radius = MTOF_F(16 << MAPBITS);
    radius = BETWEEN(8.0f, 128.0f, radius);

    for (i = 0; i < markpointnum; i++) // killough 2/22/98: remove automap mark limit
    {
      if (markpoints[i].x != -1)
      {
        mpoint_t p;

        p.x = markpoints[i].x;
        p.y = markpoints[i].y;

        if (automapmode & am_rotate)
          AM_rotatePoint(&p);
        else
          AM_SetMPointFloatValue(&p);

        p.fx = CXMTOF_F(p.fx);
        p.fy = CYMTOF_F(p.fy);

        gld_AddNiceThing(am_icon_mark, p.fx, p.fy, radius, 0, 255, 255, 0, (unsigned char)anim_flash_level);
      }
    }
  }

#endif
}

//
// AM_drawThings()
//
// Draws the things on the automap in double IDDT cheat mode
//
// Passed colors and colorrange, no longer used
// Returns nothing
//
static void AM_drawThings(void)
{
  int   i;
  mobj_t* t;

#if defined(HAVE_LIBSDL_IMAGE) && defined(GL_DOOM)
  if (V_GetMode() == VID_MODEGL)
  {
    if (map_things_appearance == map_things_appearance_icon)
    {
      AM_DrawNiceThings();
      return;
    }
  }
#endif

  if (ddt_cheating != 2)
    return;

  // for all sectors
  for (i=0;i<numsectors;i++)
  {
   // e6y
   // Two-pass method for better usability of automap:
   // The first one will draw all things except enemies
   // The second one is for enemies only
   // Stop after first pass if the current sector has no enemies
   int pass;
   int enemies = 0;

   if (!(players[displayplayer].cheats & CF_NOCLIP) &&
     (sectors[i].bbox[BOXLEFT] > am_frame.bbox[BOXRIGHT] ||
     sectors[i].bbox[BOXRIGHT] < am_frame.bbox[BOXLEFT] ||
     sectors[i].bbox[BOXBOTTOM] > am_frame.bbox[BOXTOP] ||
     sectors[i].bbox[BOXTOP] < am_frame.bbox[BOXBOTTOM]))
   {
     continue;
   }

   for (pass = 0; pass < 2; pass += (enemies ? 1 : 2))
   {
    t = sectors[i].thinglist;
    while (t) // for all things in that sector
    {
      mpoint_t p;
      angle_t angle;
      fixed_t scale;

      //e6y: stop if all enemies from current sector already has been drawn
      if (pass == 1 && enemies == 0)
        break;
      if (pass == ((t->flags & (MF_COUNTKILL | MF_CORPSE)) == MF_COUNTKILL ?
        (pass == 0 ? enemies++: enemies--), 0 : 1))
      {
        t = t->snext;
        continue;
      }

      if (map_things_appearance == map_things_appearance_scaled)
        scale = (BETWEEN(4<<FRACBITS, 256<<FRACBITS, t->radius)>>FRACTOMAPBITS);// * 16 / 20;
      else
        scale = 16<<MAPBITS;

      AM_GetMobjPosition(t, &p, &angle);

      if (automapmode & am_rotate)
        AM_rotatePoint(&p);
      else
        AM_SetMPointFloatValue(&p);

      //jff 1/5/98 case over doomednum of thing being drawn
      if (mapcolor_rkey || mapcolor_ykey || mapcolor_bkey)
      {
        int color = -1;
        switch(t->info->doomednum)
        {
          //jff 1/5/98 treat keys special
          case 38: case 13: //jff  red key
            color = mapcolor_rkey != -1? mapcolor_rkey : mapcolor_sprt; break;
          case 39: case 6: //jff yellow key
            color = mapcolor_ykey != -1? mapcolor_ykey : mapcolor_sprt; break;
          case 40: case 5: //jff blue key
            color = mapcolor_bkey != -1? mapcolor_bkey : mapcolor_sprt; break;
        }

        if (color != -1)
        {
          AM_drawLineCharacter(cross_mark, NUMCROSSMARKLINES,
            scale, t->angle, color, p.x, p.y);
          t = t->snext;
          continue;
        }
      }
      //jff 1/5/98 end added code for keys
      //jff previously entire code
      AM_drawLineCharacter(thintriangle_guy, NUMTHINTRIANGLEGUYLINES,
        scale, angle,
        t->flags & MF_FRIEND && !t->player ? mapcolor_frnd : 
        /* cph 2006/07/30 - Show count-as-kills in red. */
        ((t->flags & (MF_COUNTKILL | MF_CORPSE)) == MF_COUNTKILL) ? mapcolor_enemy :
        /* bbm 2/28/03 Show countable items in yellow. */
        t->flags & MF_COUNTITEM ? mapcolor_item : mapcolor_sprt,
        p.x, p.y);
      t = t->snext;
    }
   }
  }
}

//
// AM_drawMarks()
//
// Draw the marked locations on the automap
//
// Passed nothing, returns nothing
//
// killough 2/22/98:
// Rewrote AM_drawMarks(). Removed limit on marks.
//
static void AM_drawMarks(void)
{
  int i;
  char namebuf[16] = "AMMNUM0";

#if defined(HAVE_LIBSDL_IMAGE) && defined(GL_DOOM)
  if (V_GetMode() == VID_MODEGL)
  {
    if (map_things_appearance == map_things_appearance_icon)
      return;
  }
#endif

  for (i = 0; i < markpointnum; i++) // killough 2/22/98: remove automap mark limit
  {
    if (markpoints[i].x != -1)
    {
      int k, w;
      mpoint_t p;
      
      p.x = markpoints[i].x;// - m_x + prev_m_x;
      p.y = markpoints[i].y;// - m_y + prev_m_y;

      if (automapmode & am_rotate)
        AM_rotatePoint(&p);
      else
        AM_SetMPointFloatValue(&p);

      p.x = CXMTOF(p.x) - markpoints[i].w * SCREENWIDTH / 320 / 2;
      p.y = CYMTOF(p.y) - markpoints[i].h * SCREENHEIGHT / 200 / 2;
      if (am_frame.precise)
      {
        p.fx = CXMTOF_F(p.fx) - (float)markpoints[i].w * SCREENWIDTH / 320.0f / 2.0f;
        p.fy = CYMTOF_F(p.fy) - (float)markpoints[i].h * SCREENHEIGHT / 200.0f / 2.0f;
      }

      if (V_GetMode() == VID_MODEGL ? 
          p.y < f_y + f_h && p.y + markpoints[i].h * SCREENHEIGHT / 200 >= f_y :
          p.y < f_y + f_h && p.y >= f_y)
      {
        w = 0;
        for (k = 0; k < (int)strlen(markpoints[i].label); k++)
        {
          namebuf[6] = markpoints[i].label[k];

          if (p.x < f_x + f_w &&
              p.x + markpoints[i].widths[k] * SCREENWIDTH / 320 >= f_x)
          {
            if (am_frame.precise)
            {
              V_DrawNamePatchPrecise(
                (float)p.fx * 320.0f / SCREENWIDTH, (float)p.fy * 200.0f / SCREENHEIGHT,
                FB, namebuf, CR_DEFAULT, VPT_ALIGN_WIDE | VPT_STRETCH);
            }
            else
            {
              V_DrawNamePatch(
                p.x * 320 / SCREENWIDTH, p.y * 200 / SCREENHEIGHT,
                FB, namebuf, CR_DEFAULT, VPT_ALIGN_WIDE | VPT_STRETCH);
            }
          }

          w += markpoints[i].widths[k] + 1;
          p.x += w * SCREENWIDTH / 320;
          if (am_frame.precise)
          {
            p.fx += (float)w * SCREENWIDTH / 320.0f;
          }
        }
      }
    }
  }
}

//
// AM_drawCrosshair()
//
// Draw the single point crosshair representing map center
//
// Passed the color to draw the pixel with
// Returns nothing
//
// CPhipps - made static inline, and use the general pixel plotter function

static void AM_drawCrosshair(int color)
{
  fline_t line;

  line.a.x = f_x+(f_w/2)-1;
  line.a.y = f_y+(f_h/2);
  line.b.x = f_x+(f_w/2)+1;
  line.b.y = f_y+(f_h/2);
  AM_SetFPointFloatValue(&line.a);
  AM_SetFPointFloatValue(&line.b);
  V_DrawLine(&line, color);

  line.a.x = f_x+(f_w/2);
  line.a.y = f_y+(f_h/2)-1;
  line.b.x = f_x+(f_w/2);
  line.b.y = f_y+(f_h/2)+1;
  AM_SetFPointFloatValue(&line.a);
  AM_SetFPointFloatValue(&line.b);
  V_DrawLine(&line, color);
}

void M_ChangeMapTextured(void)
{
#ifdef GL_DOOM
  if (V_GetMode() == VID_MODEGL)
  {
    gld_ProcessTexturedMap();
  }
#endif
}

void M_ChangeMapMultisamling(void)
{
  if (map_use_multisamling && V_GetMode() != VID_MODEGL)
  {
    V_InitFlexTranTable();
  }
}

//=============================================================================
//
// AM_drawSubsectors
//
//=============================================================================

void AM_drawSubsectors(void)
{
#ifdef GL_DOOM
  if (V_GetMode() == VID_MODEGL)
  {
    gld_MapDrawSubsectors(plr, f_x, f_y, m_x, m_y, f_w, f_h, scale_mtof);
  }
#endif
}

static void AM_setFrameVariables(void)
{
  float angle;

  angle = (float)(ANG90 - viewangle) / (float)(1u << 31) * (float)M_PI;
  am_frame.sin_f = (float)sin(angle);
  am_frame.cos_f = (float)cos(angle);
  am_frame.sin = finesine[(ANG90 - viewangle)>>ANGLETOFINESHIFT];
  am_frame.cos = finecosine[(ANG90 - viewangle)>>ANGLETOFINESHIFT];

  am_frame.centerx = m_x + m_w / 2;
  am_frame.centery = m_y + m_h / 2;
  am_frame.centerx_f = (float)m_x + (float)m_w / 2.0f;
  am_frame.centery_f = (float)m_y + (float)m_h / 2.0f;

  if (automapmode & am_rotate)
  {
    float dx = (float)(m_x2 - am_frame.centerx);
    float dy = (float)(m_y2 - am_frame.centery);
    fixed_t r = (fixed_t)sqrt(dx * dx + dy * dy);

    am_frame.bbox[BOXLEFT] = am_frame.centerx - r;
    am_frame.bbox[BOXRIGHT] = am_frame.centerx + r;
    am_frame.bbox[BOXBOTTOM] = am_frame.centery - r;
    am_frame.bbox[BOXTOP] = am_frame.centery + r;
  }
  else
  {
    am_frame.bbox[BOXLEFT] = m_x;
    am_frame.bbox[BOXRIGHT] = m_x2;
    am_frame.bbox[BOXBOTTOM] = m_y;
    am_frame.bbox[BOXTOP] = m_y2;
  }

  am_frame.precise = (V_GetMode() == VID_MODEGL);
}

//
// AM_Drawer()
//
// Draws the entire automap
//
// Passed nothing, returns nothing
//

void AM_Drawer (void)
{
  // CPhipps - all automap modes put into one enum
  if (!(automapmode & am_active))
    return;

  if (automapmode & am_follow)
    AM_doFollowPlayer();

  // Change the zoom if necessary
  if (ftom_zoommul != FRACUNIT)
    AM_changeWindowScale();

  // Change x,y location
  if (m_paninc.x || m_paninc.y)
    AM_changeWindowLoc();

  AM_setFrameVariables();

#ifdef GL_DOOM
  if (V_GetMode() == VID_MODEGL)
  {
    // do not use multisampling in automap mode if map_use_multisamling 0
    gld_MultisamplingSet();
  }
#endif

  // cph - If not overlay mode, clear background for the automap
  if (!(automapmode & am_overlay))
    //jff 1/5/98 background default color
    V_FillRect(FB, f_x, f_y, f_w, f_h, (unsigned char)mapcolor_back);

  if (map_textured)
  {
    AM_drawSubsectors();
  }

  if (automapmode & am_grid)
    AM_drawGrid(mapcolor_grid);      //jff 1/7/98 grid default color
  AM_drawWalls();
  AM_drawPlayers();
  AM_drawThings(); //jff 1/5/98 default double IDDT sprite
  AM_drawCrosshair(mapcolor_hair);   //jff 1/7/98 default crosshair color
  
#if defined(HAVE_LIBSDL_IMAGE) && defined(GL_DOOM)
  if (V_GetMode() == VID_MODEGL)
  {
    gld_DrawMapLines();
    g_array_remove_range(map_lines, 0, map_lines->len);

    if (map_things_appearance == map_things_appearance_icon)
    {
      gld_DrawNiceThings(f_x, f_y, f_w, f_h);
    }
  }
#endif

  AM_drawMarks();
}

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