//-------------------------------------------------------------------------
/*
Copyright (C) 1997, 2005 - 3D Realms Entertainment

This file is part of Shadow Warrior version 1.2

Shadow Warrior 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.

This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

Original Source: 1997 - Frank Maddin and Jim Norwood
Prepared for public release: 03/28/2005 - Charlie Wiederhold, 3D Realms
*/
//-------------------------------------------------------------------------

// JSECTOR.C
// This is all Jim's programming having to do with sectors.

#include "build.h"
#include "compat.h"

#include "keys.h"
#include "names2.h"
#include "jnames.h"
#include "panel.h"
#include "game.h"
#include "tags.h"
#include "sector.h"
#include "player.h"
#include "sprite.h"
#include "reserve.h"
#include "jsector.h"
#include "jtags.h"
#include "lists.h"
#include "pal.h"
#include "parent.h"


// V A R I A B L E   D E C L A R A T I O N S //////////////////////////////////////////////////////

MIRRORTYPE mirror[MAXMIRRORS];

short mirrorcnt;//, floormirrorcnt;
//short floormirrorsector[MAXMIRRORS];
BOOL mirrorinview;

static char tempbuf[/*max(576, */MAXXDIM/*)*/];

BOOL MirrorMoveSkip16 = 0;

// Voxel stuff
//BOOL bVoxelsOn = TRUE;                  // Turn voxels on by default
BOOL bSpinBobVoxels = FALSE;            // Do twizzly stuff to voxels, but
                                        // not by default
BOOL bAutoSize = TRUE;                  // Autosizing on/off


extern long frameplace;

//extern long chainnumpages;
extern AMB_INFO ambarray[];
extern short NormalVisibility;

extern ParentalStruct aVoxelArray[MAXTILES];

// F U N C T I O N S //////////////////////////////////////////////////////////////////////////////


/////////////////////////////////////////////////////
//  SpawnWallSound
/////////////////////////////////////////////////////
VOID
SpawnWallSound(short sndnum, short i)
    {
    short SpriteNum;
    long midx, midy, midz;
    SPRITEp sp;
    int handle;

    SpriteNum = COVERinsertsprite(0, STAT_DEFAULT);
    if (SpriteNum < 0)
        return;

    sp = &sprite[SpriteNum];
    sp->cstat = 0;
    sp->extra = 0;
    // Get wall midpoint for offset in mirror view
    midx = (wall[i].x + wall[wall[i].point2].x) / 2;
    midy = (wall[i].y + wall[wall[i].point2].y) / 2;
    midz = (sector[wall[i].nextsector].ceilingz + sector[wall[i].nextsector].floorz) / 2;
    setsprite(SpriteNum, midx, midy, midz);
    sp = &sprite[SpriteNum];

    handle = PlaySound(sndnum, &sp->x, &sp->y, &sp->z, v3df_dontpan | v3df_doppler);
    if (handle != -1)
        Set3DSoundOwner(SpriteNum);
    }

short
CheckTileSound(short picnum)
    {
    short sndnum = -1;

    switch (picnum)
        {
    case 163:                           // Sizzly Lava
    case 167:
        sndnum = DIGI_VOLCANOSTEAM1;
        break;
    case 175:                           // Flowing Lava
        sndnum = DIGI_ERUPTION;
        break;
    case 179:                           // Bubbly lava
        sndnum = DIGI_LAVAFLOW1;
        break;
    case 300:                           // Water fall tile
        sndnum = DIGI_WATERFALL1;
        break;
    case 334:                           // Teleporter Pad
        sndnum = DIGI_ENGROOM1;
        break;
    case 2690:                          // Jet engine fan
        sndnum = DIGI_JET;
        break;
    case 2672:                          // X-Ray Machine engine
        sndnum = DIGI_ENGROOM5;
        break;
    case 768:                           // Electricity
//          sndnum = DIGI_;
        break;
    case 2714:                          // Pachinko Machine
//          sndnum = DIGI_;
        break;
    case 2782:                          // Telepad
        sndnum = DIGI_ENGROOM4;
        break;
    case 3382:                          // Gears
        sndnum = DIGI_ENGROOM5;
        break;
    case 2801:                          // Computers
    case 2804:
    case 2807:
    case 3352:
    case 3385:
    case 3389:
    case 3393:
    case 3397:
    case 3401:
    case 3405:
//          sndnum = DIGI_;
        break;
    case 3478:                          // Radar screen
//          sndnum = DIGI_;
        break;
    default:
        sndnum = -1;
        break;
        }
    return (sndnum);
    }

/////////////////////////////////////////////////////
//  Initialize any of my special use sprites
/////////////////////////////////////////////////////
void
JS_SpriteSetup(void)
    {
    SPRITEp sp;
    short SpriteNum = 0, NextSprite, ndx;
    USERp u;
    short i, num;
    int handle;


    TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
        {
        short tag;
        short bit;

        sp = &sprite[SpriteNum];
        tag = sp->hitag;

        // Non static camera. Camera sprite will be drawn!
        if (tag == MIRROR_CAM && sprite[SpriteNum].picnum != ST1)
            {
            // Just change it to static, sprite has all the info I need
//          u = SpawnUser(SpriteNum, sp->picnum, NULL);
//          RESET(sp->cstat, CSTAT_SPRITE_BLOCK);
//          SET(sp->cstat, CSTAT_SPRITE_BLOCK_HITSCAN);
            change_sprite_stat(SpriteNum, STAT_SPAWN_SPOT);
            }

        switch (sprite[SpriteNum].picnum)
            {
        case ST1:
            if (tag == MIRROR_CAM)
                {
                // Just change it to static, sprite has all the info I need
                // ST1 cameras won't move with SOBJ's!
                change_sprite_stat(SpriteNum, STAT_ST1);
                }
            else if (tag == MIRROR_SPAWNSPOT)
                {
                // Just change it to static, sprite has all the info I need
                change_sprite_stat(SpriteNum, STAT_ST1);
                }
            else if (tag == AMBIENT_SOUND)
                {
                change_sprite_stat(SpriteNum, STAT_AMBIENT);
                // PlaySound(sp->lotag, &sp->x, &sp->y, &sp->z, v3df_ambient
                // | v3df_init | v3df_doppler);
                }
            else if (tag == TAG_ECHO_SOUND)
                {
                change_sprite_stat(SpriteNum, STAT_ECHO);
                }
            else if (tag == TAG_DRIPGEN)
                {
                ANIMATOR GenerateDrips;

                u = SpawnUser(SpriteNum, 0, NULL);

                ASSERT(u != NULL);
                u->RotNum = 0;
                u->WaitTics = sp->lotag * 120;

                u->ActorActionFunc = GenerateDrips;

                change_sprite_stat(SpriteNum, STAT_NO_STATE);
                SET(sp->cstat, CSTAT_SPRITE_INVISIBLE);
                }
            break;
            // Sprites in editart that should play ambient sounds
            // automatically
        case 380:
        case 396:
        case 430:
        case 443:
        case 512:
        case 521:
        case 541:
        case 2720:
        case 3143:
        case 3157:
            handle = PlaySound(DIGI_FIRE1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler);
            if (handle != -1)
                Set3DSoundOwner(SpriteNum);
            break;
        case 795:
        case 880:
            handle = PlaySound(DIGI_WATERFLOW1, &sp->x, &sp->y, &sp->z, v3df_follow|v3df_dontpan|v3df_doppler);
            if (handle != -1)
                Set3DSoundOwner(SpriteNum);
            break;
        case 460:  // Wind Chimes
            handle = PlaySound(79, &sp->x, &sp->y, &sp->z, v3df_ambient | v3df_init 
                | v3df_doppler | v3df_follow);
            if (handle != -1)
                Set3DSoundOwner(SpriteNum);
            break;

            }
        }
    // Check for certain walls to make sounds
    for (i = 0; i < numwalls; i++)
        {
        short picnum;
        short sndnum;


        picnum = wall[i].picnum;

        // Set the don't stick bit for liquid tiles
        switch(picnum)
            {
            case 175:
            case 179:
            case 300:
            case 320:
            case 330:
            case 352:
            case 780:
            case 890:
            case 2608:
            case 2616:
            //case 3834:
                SET(wall[i].extra, WALLFX_DONT_STICK);
            break;
            }

        #if 0
        if ((sndnum = CheckTileSound(picnum)) != -1)
            {
            SpawnWallSound(sndnum, i);
            }
        picnum = wall[i].overpicnum;
        if ((sndnum = CheckTileSound(picnum)) != -1)
            {
            SpawnWallSound(sndnum, i);
            }
        #endif
        }
    }


/////////////////////////////////////////////////////
//  Initialize the mirrors
/////////////////////////////////////////////////////
void
JS_InitMirrors(void)
    {
    short startwall, endwall, dasector;
    long i, j, k, s, dax, day, daz, dax2, day2;
    short SpriteNum = 0, NextSprite;
    SPRITEp sp;
    static short on_cam = 0;
    BOOL Found_Cam = FALSE;


    // Set all the mirror struct values to -1
    memset(mirror, 0xFF, sizeof(mirror));

    mirrorinview = FALSE;               // Initially set global mirror flag
    // to no mirrors seen

    // Scan wall tags for mirrors
    mirrorcnt = 0;
    tilesizx[MIRROR] = 0;
    tilesizy[MIRROR] = 0;

    for (i = 0; i < MAXMIRRORS; i++)
        {
        tilesizx[i + MIRRORLABEL] = 0;
        tilesizy[i + MIRRORLABEL] = 0;
        mirror[i].campic = -1;                  
        mirror[i].camsprite = -1;
        mirror[i].camera = -1;
        mirror[i].ismagic = FALSE;
        }

    for (i = 0; i < numwalls; i++)
        {
        s = wall[i].nextsector;
        if ((s >= 0) && (wall[i].overpicnum == MIRROR) && (wall[i].cstat & 32))
            {
            if ((sector[s].floorstat & 1) == 0)
                {
                wall[i].overpicnum = MIRRORLABEL + mirrorcnt;
                sector[s].ceilingpicnum = MIRRORLABEL + mirrorcnt;
                sector[s].floorpicnum = MIRRORLABEL + mirrorcnt;
                sector[s].floorstat |= 1;
                mirror[mirrorcnt].mirrorwall = i;
                mirror[mirrorcnt].mirrorsector = s;
                mirror[mirrorcnt].numspawnspots = 0;
                mirror[mirrorcnt].ismagic = FALSE;
                if (wall[i].lotag == TAG_WALL_MAGIC_MIRROR)
                    {
                    short ii, nextii;
                    SPRITEp sp;
                    USERp u;

                    mirror[mirrorcnt].ismagic = TRUE;
                    Found_Cam = FALSE;
                    TRAVERSE_SPRITE_STAT(headspritestat[STAT_ST1], ii, nextii)
                        {
                        sp = &sprite[ii];
                        // if correct type and matches
                        if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
                            {
                            mirror[mirrorcnt].camera = ii;
                            // Set up camera varialbes
                            SP_TAG5(sp) = sp->ang;      // Set current angle to
                                                        // sprite angle
                            Found_Cam = TRUE;
                            }
                        }

                    ii = nextii = 0;
                    TRAVERSE_SPRITE_STAT(headspritestat[STAT_SPAWN_SPOT], ii, nextii)
                        {

                        sp = &sprite[ii];

                        // if correct type and matches
                        if (sp->hitag == MIRROR_CAM && sp->lotag == wall[i].hitag)
                            {
                            mirror[mirrorcnt].camera = ii;
                            // Set up camera varialbes
                            SP_TAG5(sp) = sp->ang;      // Set current angle to
                                                        // sprite angle
                            Found_Cam = TRUE;
                            }
                        }
                    
                    if(!Found_Cam)
                        {
                        printf("Cound not find the camera view sprite for match %d\n",wall[i].hitag);
                        printf("Map Coordinates: x = %ld, y = %ld\n",wall[i].x,wall[i].y);
                        exit(0);
                        }    

                    Found_Cam = FALSE;
                    if(TEST_BOOL1(&sprite[mirror[mirrorcnt].camera]))
                        {
                        TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
                            {
                            sp = &sprite[SpriteNum];
                            if (sp->picnum >= CAMSPRITE && sp->picnum < CAMSPRITE + 8 &&
                                sp->hitag == wall[i].hitag)
                                {
                                mirror[mirrorcnt].campic = sp->picnum;
                                mirror[mirrorcnt].camsprite = SpriteNum;
				
				// JBF: commenting out this line results in the screen in $BULLET being visible
                                //tilesizx[mirror[mirrorcnt].campic] = tilesizy[mirror[mirrorcnt].campic] = 0;

                                Found_Cam = TRUE;
                                }
                            }
                    
                        if(!Found_Cam)
                            {
                            printf("Did not find drawtotile for camera number %d\n",mirrorcnt);
                            printf("wall[%ld].hitag == %d\n",i,wall[i].hitag);
                            printf("Map Coordinates: x = %ld, y = %ld\n",wall[i].x,wall[i].y);
                            exit(0);
                            }
                        }    

                    // For magic mirrors, set allowable viewing time to 30
                    // secs
                    // Base rate is supposed to be 120, but time is double
                    // what I expect
                    mirror[mirrorcnt].maxtics = 60 * 30;

                    }

                mirror[mirrorcnt].mstate = m_normal;

                // Set tics used to none
                mirror[mirrorcnt].tics = 0;

                if (mirror[mirrorcnt].ismagic)
                    {
                    //DSPRINTF(ds, "mirror.mirrorwall %d", mirror[mirrorcnt].mirrorwall);
                    MONO_PRINT(ds);
                    //DSPRINTF(ds, "mirror.mirrorsector %d", mirror[mirrorcnt].mirrorsector);
                    MONO_PRINT(ds);
                    //DSPRINTF(ds, "mirror.camera %d", mirror[mirrorcnt].camera);
                    MONO_PRINT(ds);
                    }

                mirrorcnt++;
                ASSERT(mirrorcnt < MAXMIRRORS);
                }
            else
                wall[i].overpicnum = sector[s].ceilingpicnum;
            }
        }

    // Invalidate textures in sector behind mirror
    for (i = 0; i < mirrorcnt; i++)
        {
        startwall = sector[mirror[i].mirrorsector].wallptr;
        endwall = startwall + sector[mirror[i].mirrorsector].wallnum;
        for (j = startwall; j < endwall; j++)
            {
            wall[j].picnum = MIRROR;
            wall[j].overpicnum = MIRROR;
            }
        }

    }                                   // InitMirrors

/////////////////////////////////////////////////////
//  Draw a 3d screen to a specific tile
/////////////////////////////////////////////////////
#if 1
void drawroomstotile(long daposx, long daposy, long daposz,
	 short daang, long dahoriz, short dacursectnum, short tilenume)
{
    if (waloff[tilenume] == 0)
        loadtile(tilenume);
        
    PRODUCTION_ASSERT(waloff[tilenume]);
    
	setviewtotile(tilenume, tilesizx[tilenume], tilesizy[tilenume]);
    
	drawrooms(daposx, daposy, daposz, daang, dahoriz, dacursectnum);
	analyzesprites(daposx, daposy, daposz, FALSE);
	drawmasks();

	setviewback();

	squarerotatetile(tilenume);

	invalidatetile(tilenume, -1, -1);
}
#else
void
drawroomstotile(long daposx, long daposy, long daposz,
    short daang, long dahoriz, short dacursectnum, short tilenume)
    {

    long i, j, k, bakchainnumpages, bakvidoption, bakframeplace;
    long bakwindowx1, bakwindowy1, bakwindowx2, bakwindowy2, xsiz, ysiz;
    char *ptr1, *ptr2;

    // DRAWROOMS TO TILE BACKUP&SET CODE
    xsiz = tilesizx[tilenume];
    ysiz = tilesizy[tilenume];
    // bakchainnumpages = chainnumpages;
    bakchainnumpages = numpages;
    // chainnumpages = 0;
    numpages = 0;
    bakvidoption = vidoption;
    vidoption = 1;
    if (waloff[tilenume] == 0)
        loadtile(tilenume);
    bakframeplace = frameplace;
    frameplace = waloff[tilenume];
    bakwindowx1 = windowx1;
    bakwindowy1 = windowy1;
    bakwindowx2 = windowx2;
    bakwindowy2 = windowy2;
    setview(0, 0, xsiz - 1, ysiz - 1);
    setvlinebpl(xsiz);
    j = 0;
    for (i = 0; i <= ysiz; i++)
        {
        ylookup[i] = j, j += xsiz;
        }

    // DRAWS TO TILE HERE
    drawrooms(daposx, daposy, daposz, daang, dahoriz, dacursectnum + MAXSECTORS);
    analyzesprites(daposx, daposy, daposz, FALSE);
    drawmasks();

    setviewback();

    // ROTATE TILE (supports square tiles only for rotation part)
    if (xsiz == ysiz)
        {
        k = (xsiz << 1);
        for (i = xsiz - 1; i >= 0; i--)
            {
            ptr1 = (char *) (waloff[tilenume] + i * (xsiz + 1));
            ptr2 = ptr1;
            if ((i & 1) != 0)
                {
                ptr1--;
                ptr2 -= xsiz;
                swapchar(ptr1, ptr2);
                }
            for (j = (i >> 1) - 1; j >= 0; j--)
                {
                ptr1 -= 2;
                ptr2 -= k;
                swapchar2(ptr1, ptr2, xsiz);
                // swapchar(ptr1,ptr2);
                // swapchar(ptr1+1,ptr2+xsiz);
                }
            }
        }

    // DRAWROOMS TO TILE RESTORE CODE
    setview(bakwindowx1, bakwindowy1, bakwindowx2, bakwindowy2);
    // chainnumpages = bakchainnumpages;
    numpages = bakchainnumpages;
    vidoption = bakvidoption;
    frameplace = bakframeplace;
    j = 0;
    // if (chainnumpages >= 2)
    if (numpages >= 2)
        {
        for (i = 0; i <= ysiz; i++)
            ylookup[i] = j, j += (xdim >> 2);
        }
    else
        {
        for (i = 0; i <= ysiz; i++)
            ylookup[i] = j, j += xdim;
        }
    setvlinebpl(ylookup[1]);
    }
#endif

void
JS_ProcessEchoSpot()
    {
    short i,nexti;
    SPRITEp tp;
    long j,dist;
    PLAYERp pp = Player+screenpeek;
    SHORT reverb;
    BOOL reverb_set = FALSE;

    // Process echo sprites
    TRAVERSE_SPRITE_STAT(headspritestat[STAT_ECHO], i, nexti)
        {
        dist = 0x7fffffff;

        tp = &sprite[i];

        j = klabs(tp->x - pp->posx);
        j += klabs(tp->y - pp->posy);
        if (j < dist)
            dist = j;

        if(dist <= SP_TAG4(tp)) // tag4 = ang
            {
            reverb = SP_TAG2(tp);
            if(reverb > 200) reverb = 200;
            if(reverb < 100) reverb = 100;

            COVER_SetReverb(reverb);
            reverb_set = TRUE;
            }
        }
        if (!TEST(pp->Flags, PF_DIVING) && !reverb_set && pp->Reverb <= 0)
            COVER_SetReverb(0);
    }

/////////////////////////////////////////////////////
//  Draw one mirror, the one closest to player
//  Cams and see to teleporters do NOT support room above room!
/////////////////////////////////////////////////////
#define MAXCAMDIST 8000

long camloopcnt = 0;                    // Timer to cycle through player
                                        // views
short camplayerview = 1;                // Don't show yourself!

void 
JS_DrawMirrors(PLAYERp pp, long tx, long ty, long tz, short tpang, long tphoriz)
    {
    long j, dx, dy, top, bot, cnt;
    long x1, y1, x2, y2, ox1, oy1, ox2, oy2, dist, maxdist;
    long tposx, tposy, thoriz;
    long tcx, tcy, tcz;                 // Camera
    long tiltlock, *longptr;
    short tang;
    char ch, *ptr, *ptr2, *ptr3, *ptr4;
    char tvisibility, palok;

//    long tx, ty, tz, tpang;             // Interpolate so mirror doesn't
    // drift!
    BOOL bIsWallMirror = FALSE;

    MirrorMoveSkip16 = (MirrorMoveSkip16 + 1) & 15;

    camloopcnt += (totalclock - ototalclock);
    if (camloopcnt > (60 * 5))          // 5 seconds per player view
        {
        camloopcnt = 0;
        camplayerview++;
        if (camplayerview >= numplayers)
            camplayerview = 1;
        }

    // WARNING!  Assuming (MIRRORLABEL&31) = 0 and MAXMIRRORS = 64 <-- JBF: wrong
    longptr = (long *) FP_OFF(&gotpic[MIRRORLABEL >> 3]);
    if (longptr && (longptr[0] || longptr[1]))
        {
        for (cnt = MAXMIRRORS - 1; cnt >= 0; cnt--)
            //if (TEST_GOTPIC(cnt + MIRRORLABEL) || TEST_GOTPIC(cnt + CAMSPRITE))
            if (TEST_GOTPIC(cnt + MIRRORLABEL) || TEST_GOTPIC(mirror[cnt].campic))
                {
                bIsWallMirror = FALSE;
                if (TEST_GOTPIC(cnt + MIRRORLABEL))
                    {
                    bIsWallMirror = TRUE;
                    RESET_GOTPIC(cnt + MIRRORLABEL);
                    }
                //else if (TEST_GOTPIC(cnt + CAMSPRITE))
                else if (TEST_GOTPIC(mirror[cnt].campic))
                    {
                    //RESET_GOTPIC(cnt + CAMSPRITE);
                    RESET_GOTPIC(mirror[cnt].campic);
                    }

                mirrorinview = TRUE;

//                tx = pp->oposx + mulscale(pp->posx - pp->oposx, smoothratio, 16);
//                ty = pp->oposy + mulscale(pp->posy - pp->oposy, smoothratio, 16);
//                tz = pp->oposz + mulscale(pp->posz - pp->oposz, smoothratio, 16);
//                tpang = pp->oang + mulscale(((pp->pang + 1024 - pp->oang) & 2047) - 1024, smoothratio, 16);


                dist = 0x7fffffff;

                if (bIsWallMirror)
                    {
                    j = klabs(wall[mirror[cnt].mirrorwall].x - tx);
                    j += klabs(wall[mirror[cnt].mirrorwall].y - ty);
                    if (j < dist)
                        dist = j;
                    }
                else
                    {
                    SPRITEp tp;

                    tp = &sprite[mirror[cnt].camsprite];

                    j = klabs(tp->x - tx);
                    j += klabs(tp->y - ty);
                    if (j < dist)
                        dist = j;
                    }



//              //DSPRINTF(ds,"mirror.tics == %ul", mirror[i].tics);
//              MONO_PRINT(ds);


                if (mirror[cnt].ismagic)
                    {
                    SPRITEp sp=NULL;
                    long camhoriz;
                    short wall_ang, w, nw, da, tda;
                    long dx, dy, dz, tdx, tdy, tdz, midx, midy;

                    
                    ASSERT(mirror[cnt].camera != -1);
                    
                    sp = &sprite[mirror[cnt].camera];
                    
                    ASSERT(sp);

                    // tvisibility = visibility;
//                  visibility <<= 1;       // Make mirror darker

                    // Make TV cam style mirror seem to shimmer
//                  if (mirror[cnt].ismagic && STD_RANDOM_P2(256) > 128)
//                      visibility -= STD_RANDOM_P2(128);

                    // Calculate the angle of the mirror wall
                    w = mirror[cnt].mirrorwall;
                    nw = wall[w].point2;

                    // Get wall midpoint for offset in mirror view
                    midx = (wall[w].x + wall[wall[w].point2].x) / 2;
                    midy = (wall[w].y + wall[wall[w].point2].y) / 2;

                    // Finish finding offsets
                    tdx = klabs(midx - tx);
                    tdy = klabs(midy - ty);

                    if (midx >= tx)
                        dx = sp->x - tdx;
                    else
                        dx = sp->x + tdx;

                    if (midy >= ty)
                        dy = sp->y - tdy;
                    else
                        dy = sp->y + tdy;

                    tdz = klabs(tz - sp->z);
                    if (tz >= sp->z)
                        dz = sp->z + tdz;
                    else
                        dz = sp->z - tdz;


                    // Is it a TV cam or a teleporter that shows destination?
                    // TRUE = It's a TV cam
                    mirror[cnt].mstate = m_normal;
                    if (TEST_BOOL1(sp))
                        mirror[cnt].mstate = m_viewon;

                    // Show teleport destination
                    // NOTE: Adding MAXSECTORS lets you draw a room, even if
                    // you are outside of it!
                    if (!mirror[cnt].mstate == m_viewon)
                        {
                        tilesizx[MIRROR] = tilesizy[MIRROR] = 0;
                        // Set TV camera sprite size to 0 to show mirror
                        // behind in this case!

                        if(mirror[cnt].campic != -1)    
                            tilesizx[mirror[cnt].campic] = tilesizy[mirror[cnt].campic] = 0;
                        drawrooms(dx, dy, dz, tpang, tphoriz, sp->sectnum + MAXSECTORS);
                        analyzesprites(dx, dy, dz, FALSE);
                        drawmasks();
                        }
                    else
                        {
                        BOOL DoCam = FALSE;

                        if(mirror[cnt].campic == -1)        
                            {        
                            TerminateGame();        
                            printf("Missing campic for mirror %ld\n",cnt);        
                            printf("Map Coordinates: x = %ld, y = %ld\n",midx,midy);        
                            exit(0);        
                            }        
                            
                        // BOOL2 = Oscilate camera
                        if (TEST_BOOL2(sp) && MoveSkip2 == 0)
                            {
                            if (TEST_BOOL3(sp)) // If true add increment to
                                                // angle else subtract
                                {
                                // Store current angle in TAG5
                                SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) += 4));

                                // TAG6 = Turn radius
                                if (klabs(GetDeltaAngle(SP_TAG5(sp), sp->ang)) >= SP_TAG6(sp))
                                    {
                                    RESET_BOOL3(sp);    // Reverse turn
                                                        // direction.
                                    }
                                }
                            else
                                {
                                // Store current angle in TAG5
                                SP_TAG5(sp) = NORM_ANGLE((SP_TAG5(sp) -= 4));

                                // TAG6 = Turn radius
                                if (klabs(GetDeltaAngle(SP_TAG5(sp), sp->ang)) >= SP_TAG6(sp))
                                    {
                                    SET_BOOL3(sp);      // Reverse turn
                                                        // direction.
                                    }
                                }
                            }
                        else if (!TEST_BOOL2(sp))
                            {
                            SP_TAG5(sp) = sp->ang;      // Copy sprite angle to
                                                        // tag5
                            }

                        // See if there is a horizon value.  0 defaults to
                        // 100!
                        if (SP_TAG7(sp) != 0)
                            {
                            camhoriz = SP_TAG7(sp);
                            if (camhoriz > PLAYER_HORIZ_MAX)
                                camhoriz = PLAYER_HORIZ_MAX;
                            else if (camhoriz < PLAYER_HORIZ_MIN)
                                camhoriz = PLAYER_HORIZ_MIN;
                            }
                        else
                            camhoriz = 100;     // Default

                        // If player is dead still then update at MoveSkip4
                        // rate.
                        if (pp->posx == pp->oposx && pp->posy == pp->oposy && pp->posz == pp->oposz)
                            DoCam = TRUE;


                        // Set up the tile for drawing
                        tilesizx[mirror[cnt].campic] = tilesizy[mirror[cnt].campic] = 128;

                        if (MirrorMoveSkip16 == 0 || (DoCam && (MoveSkip4 == 0)))
                            {
                            if (dist < MAXCAMDIST)
                                {
                                PLAYERp cp = Player + camplayerview;
                                
                                if (TEST_BOOL11(sp) && numplayers > 1)
                                    {
                                    drawroomstotile(cp->posx, cp->posy, cp->posz, cp->pang, cp->horiz, cp->cursectnum, mirror[cnt].campic);
                                    }
                                else
                                    {
                                    drawroomstotile(sp->x, sp->y, sp->z, SP_TAG5(sp), camhoriz, sp->sectnum, mirror[cnt].campic);
                                    }
                                }
                            }
                        }
                    }
                else
                    {                   // It's just a mirror
                    // Prepare drawrooms for drawing mirror and calculate
                    // reflected
                    // position into tposx, tposy, and tang (tposz == cposz)
                    // Must call preparemirror before drawrooms and
                    // completemirror after drawrooms
                    
                    preparemirror(tx, ty, tz, tpang, tphoriz,
                        mirror[cnt].mirrorwall, mirror[cnt].mirrorsector, &tposx, &tposy, &tang);

                    drawrooms(tposx, tposy, tz, tang, tphoriz, mirror[cnt].mirrorsector + MAXSECTORS);
                    
                    analyzesprites(tposx, tposy, tz, TRUE);
                    drawmasks();

                    completemirror();   // Reverse screen x-wise in this
                    // function
                    }


                // visibility = tvisibility;
                // visibility = NormalVisibility;

                // drawrooms(tx, ty, tz, tpang, tphoriz, pp->cursectnum);
                // Clean up anything that the camera view might have done
                SetFragBar(pp);
                tilesizx[MIRROR] = tilesizy[MIRROR] = 0;
                wall[mirror[cnt].mirrorwall].overpicnum = MIRRORLABEL + cnt;
                }
            else
                mirrorinview = FALSE;
        }
    }

void 
DoAutoSize(SPRITEp tspr)
    {
    short i;

    if (!bAutoSize)
        return;

    switch (tspr->picnum)
        {
    case ICON_STAR:                     // 1793
        break;
    case ICON_UZI:                      // 1797
        tspr->xrepeat = 43;
        tspr->yrepeat = 40;
        break;
    case ICON_UZIFLOOR:         // 1807
        tspr->xrepeat = 43;
        tspr->yrepeat = 40;
        break;
    case ICON_LG_UZI_AMMO:              // 1799
        break;
    case ICON_HEART:                    // 1824
        break;
    case ICON_HEART_LG_AMMO:            // 1820
        break;
    case ICON_GUARD_HEAD:               // 1814
        break;
    case ICON_FIREBALL_LG_AMMO: // 3035
        break;
    case ICON_ROCKET:                   // 1843
        break;
    case ICON_SHOTGUN:                  // 1794
        tspr->xrepeat = 57;
        tspr->yrepeat = 58;
        break;
    case ICON_LG_ROCKET:                // 1796
        break;
    case ICON_LG_SHOTSHELL:             // 1823
        break;
    case ICON_MICRO_GUN:                // 1818
        break;
    case ICON_MICRO_BATTERY:            // 1800
        break;
    case ICON_GRENADE_LAUNCHER: // 1817
        tspr->xrepeat = 54;
        tspr->yrepeat = 52;
        break;
    case ICON_LG_GRENADE:               // 1831
        break;
    case ICON_LG_MINE:                  // 1842
        break;
    case ICON_RAIL_GUN:         // 1811
        tspr->xrepeat = 50;
        tspr->yrepeat = 54;
        break;
    case ICON_RAIL_AMMO:                // 1812
        break;
    case ICON_SM_MEDKIT:                // 1802
        break;
    case ICON_MEDKIT:                   // 1803
        break;
    case ICON_CHEMBOMB:
        tspr->xrepeat = 64;
        tspr->yrepeat = 47;
        break;
    case ICON_FLASHBOMB:
        tspr->xrepeat = 32;
        tspr->yrepeat = 34;
        break;
    case ICON_NUKE:
        break;
    case ICON_CALTROPS:
        tspr->xrepeat = 37;
        tspr->yrepeat = 30;
        break;
    case ICON_BOOSTER:                  // 1810
        tspr->xrepeat = 30;
        tspr->yrepeat = 38;
        break;
    case ICON_HEAT_CARD:                // 1819
        tspr->xrepeat = 46;
        tspr->yrepeat = 47;
        break;
    case ICON_REPAIR_KIT:               // 1813
        break;
    case ICON_EXPLOSIVE_BOX:            // 1801
        break;
    case ICON_ENVIRON_SUIT:             // 1837
        break;
    case ICON_FLY:                      // 1782
        break;
    case ICON_CLOAK:                    // 1826
        break;
    case ICON_NIGHT_VISION:             // 3031
        tspr->xrepeat = 59;
        tspr->yrepeat = 71;
        break;
    case ICON_NAPALM:                   // 3046
        break;
    case ICON_RING:                     // 3050
        break;
    case ICON_RINGAMMO:         // 3054
        break;
    case ICON_NAPALMAMMO:               // 3058
        break;
    case ICON_GRENADE:                  // 3059
        break;
    case ICON_ARMOR:                    // 3030
        tspr->xrepeat = 82;
        tspr->yrepeat = 84;
        break;
    case BLUE_KEY:                      // 1766
        break;
    case RED_KEY:                       // 1770
        break;
    case GREEN_KEY:                     // 1774
        break;
    case YELLOW_KEY:                    // 1778
        break;
    case BLUE_CARD:
    case RED_CARD:
    case GREEN_CARD:
    case YELLOW_CARD:
        tspr->xrepeat = 36;
        tspr->yrepeat = 33;
        break;
    case GOLD_SKELKEY:
    case SILVER_SKELKEY:
    case BRONZE_SKELKEY:
    case RED_SKELKEY:
        tspr->xrepeat = 39;
        tspr->yrepeat = 45;
        break;
    case SKEL_LOCKED:
    case SKEL_UNLOCKED:
        tspr->xrepeat = 47;
        tspr->yrepeat = 40;
        break;
    case RAMCARD_LOCKED:
    case RAMCARD_UNLOCKED:
    case CARD_LOCKED:
    case CARD_UNLOCKED:
        break;
    default:
        break;
        }
    }

// Rotation angles for sprites
short rotang = 0;

void 
JAnalyzeSprites(SPRITEp tspr)
    {
    long i, currsprite;

    rotang += 4;
    if (rotang > 2047)
        rotang = 0;


    // Take care of autosizing
    DoAutoSize(tspr);

    if (getrendermode() == 3 && md_tilehasmodel(tspr->picnum) >= 0 && usemodels) return;
    
    // Check for voxels
    //if (bVoxelsOn)
    if (gs.Voxels)
        {
        if (aVoxelArray[tspr->picnum].Voxel >= 0)
            {
            // Turn on voxels
            tspr->picnum = aVoxelArray[tspr->picnum].Voxel;     // Get the voxel number
            tspr->cstat |= 48;          // Set stat to voxelize sprite
            }
        }
    else
        {
        switch (tspr->picnum)
            {
            case 764: // Gun barrel
            
                if (aVoxelArray[tspr->picnum].Voxel >= 0)
                    {
                    // Turn on voxels
                    tspr->picnum = aVoxelArray[tspr->picnum].Voxel;     // Get the voxel number
                    tspr->cstat |= 48;          // Set stat to voxelize sprite
                    }
                  break;
            }
        }
    }

//////////////////////////////////////////////////////////////////////////////////////////////
// Parental Lockout Stuff
//////////////////////////////////////////////////////////////////////////////////////////////
OrgTileList orgwalllist;                // The list containing orginal wall
                                        // pics
OrgTileList orgwalloverlist;            // The list containing orginal wall
                                        // over pics
OrgTileList orgsectorceilinglist;       // The list containing orginal sector
                                        // ceiling pics
OrgTileList orgsectorfloorlist;         // The list containing orginal sector
                                        // floor pics

void
InsertOrgTile(OrgTileP tp, OrgTileListP thelist)
    {
    OrgTileP cur, nxt;

    ASSERT(tp);
    ASSERT(ValidPtr(tp));

    // if list is empty, insert at front
    if (EMPTY(thelist))
        {
        INSERT(thelist, tp);
        return;
        }

    // Otherwise insert it at end
    INSERT_TAIL(thelist, tp);
    return;
    }


OrgTileP
InitOrgTile(OrgTileListP thelist)
    {
    int i;
    OrgTileP tp;


    tp = CallocMem(sizeof(OrgTile), 1);

    ASSERT(tp);

    InsertOrgTile(tp, thelist);

    return (tp);
    }

VOID
KillOrgTile(OrgTileP tp)
    {
    ASSERT(tp);
    ASSERT(ValidPtr(tp));

    DELETE(tp);

    FreeMem(tp);
    }

OrgTileP 
FindOrgTile(short index, OrgTileListP thelist)
    {
    OrgTileP tp, next_tp;

    if (EMPTY(thelist))
        return (NULL);

    TRAVERSE(thelist, tp, next_tp)
        {
        if (tp->index == index)
            return (tp);
        }

    return (NULL);
    }

// Call this at terminate game time
VOID
JS_UnInitLockouts(void)
    {
    OrgTileP tp=NULL, next_tp=NULL;


    TRAVERSE(&orgwalllist, tp, next_tp)
        {
        KillOrgTile(tp);
        }
    TRAVERSE(&orgwalloverlist, tp, next_tp)
        {
        KillOrgTile(tp);
        }
    TRAVERSE(&orgsectorceilinglist, tp, next_tp)
        {
        KillOrgTile(tp);
        }
    TRAVERSE(&orgsectorfloorlist, tp, next_tp)
        {
        KillOrgTile(tp);
        }
    }

/////////////////////////////////////////////////////
//  Initialize the original tiles list
//  Creates a list of all orginal tiles and their
//  replacements.  Several tiles can use the same
//  replacement tilenum, so the list is built
//  using the original tilenums as a basis for
//  memory allocation
//  t == 1 - wall
//  t == 2 - overpicnum
//  t == 3 - ceiling
//  t == 4 - floor
/////////////////////////////////////////////////////
void
JS_PlockError(short wall_num, short t)
    {
    TerminateGame();
    printf("ERROR: JS_InitLockouts(), out of range tile number\n");
    switch(t)
        {
        case 1:
        printf("wall %d, x %ld, y %ld, pic %d\n", wall_num, wall[wall_num].x, wall[wall_num].y, wall[wall_num].picnum);
        break;
        case 2:
        printf("wall %d, x %ld, y %ld, OVERpic %d\n", wall_num, wall[wall_num].x, wall[wall_num].y, wall[wall_num].overpicnum);
        break;
        case 3:
        printf("sector %d, ceiling %d\n", wall_num, sector[wall_num].ceilingpicnum);
        break;
        case 4:
        printf("sector %d, floor %d\n", wall_num, sector[wall_num].floorpicnum);
        break;
        }
    exit(0);
    }

void
JS_InitLockouts(void)
    {
    SPRITEp sp;
    short i, num;
    OrgTileP tp;

    INITLIST(&orgwalllist);             // The list containing orginal wall
                                        // pics
    INITLIST(&orgwalloverlist);         // The list containing orginal wall
                                        // over pics
    INITLIST(&orgsectorceilinglist);    // The list containing orginal sector
                                        // ceiling pics
    INITLIST(&orgsectorfloorlist);      // The list containing orginal sector
                                        // floor pics

    // Check all walls
    for (i = 0; i < numwalls; i++)
        {
        short picnum;

        picnum = wall[i].picnum;
        if(aVoxelArray[picnum].Parental >= INVISTILE)
            JS_PlockError(i,1);

        if (aVoxelArray[picnum].Parental >= 0)
            {
            if ((tp = FindOrgTile(i, &orgwalllist)) == NULL)
                tp = InitOrgTile(&orgwalllist);
            tp->index = i;
            tp->orgpicnum = wall[i].picnum;
            }

        picnum = wall[i].overpicnum;
        if(aVoxelArray[picnum].Parental >= INVISTILE)
            JS_PlockError(i,2);

        if (aVoxelArray[picnum].Parental >= 0)
            {
            if ((tp = FindOrgTile(i, &orgwalloverlist)) == NULL)
                tp = InitOrgTile(&orgwalloverlist);
            tp->index = i;
            tp->orgpicnum = wall[i].overpicnum;
            }
        }
    // Check all ceilings and floors
    for (i = 0; i < numsectors; i++)
        {
        short picnum;

        picnum = sector[i].ceilingpicnum;
        if(aVoxelArray[picnum].Parental >= INVISTILE)
            JS_PlockError(i,3);

        if (aVoxelArray[picnum].Parental >= 0)
            {
            if ((tp = FindOrgTile(i, &orgsectorceilinglist)) == NULL)
                tp = InitOrgTile(&orgsectorceilinglist);
            tp->index = i;
            tp->orgpicnum = sector[i].ceilingpicnum;
            }

        picnum = sector[i].floorpicnum;
        if(aVoxelArray[picnum].Parental >= INVISTILE)
            JS_PlockError(i,2);

        if (aVoxelArray[picnum].Parental >= 0)
            {
            if ((tp = FindOrgTile(i, &orgsectorfloorlist)) == NULL)
                tp = InitOrgTile(&orgsectorfloorlist);
            tp->index = i;
            tp->orgpicnum = sector[i].floorpicnum;
            }
        }
    }

/////////////////////////////////////////////////////
//  Switch back and forth between locked out stuff
/////////////////////////////////////////////////////
void
JS_ToggleLockouts(void)
    {
    SPRITEp sp;
    short i, num;
    OrgTileP tp;


    // Check all walls
    for (i = 0; i < numwalls; i++)
        {
        short picnum;

        if (gs.ParentalLock)
            {
            picnum = wall[i].picnum;
            ASSERT(aVoxelArray[picnum].Parental < INVISTILE);   // Invalid, walls can't
                                                                // be invisible
            if (aVoxelArray[picnum].Parental >= 0)
                {
                wall[i].picnum = aVoxelArray[picnum].Parental;
                }
            }
        else if ((tp = FindOrgTile(i, &orgwalllist)) != NULL)
            wall[i].picnum = tp->orgpicnum;     // Restore them


        if (gs.ParentalLock)
            {
            picnum = wall[i].overpicnum;
            ASSERT(aVoxelArray[picnum].Parental < INVISTILE);   // Invalid, walls can't
                                                                // be invisible
            if (aVoxelArray[picnum].Parental >= 0)
                {
                wall[i].overpicnum = aVoxelArray[picnum].Parental;
                }
            }
        else if ((tp = FindOrgTile(i, &orgwalloverlist)) != NULL)
            wall[i].overpicnum = tp->orgpicnum; // Restore them
        }

    // Check all sectors
    for (i = 0; i < numsectors; i++)
        {
        short picnum;

        if (gs.ParentalLock)
            {
            picnum = sector[i].ceilingpicnum;
            ASSERT(aVoxelArray[picnum].Parental < INVISTILE);   // Invalid, walls can't
                                                                // be invisible
            if (aVoxelArray[picnum].Parental >= 0)
                {
                sector[i].ceilingpicnum = aVoxelArray[picnum].Parental;
                }
            }
        else if ((tp = FindOrgTile(i, &orgsectorceilinglist)) != NULL)
            sector[i].ceilingpicnum = tp->orgpicnum;    // Restore them


        if (gs.ParentalLock)
            {
            picnum = sector[i].floorpicnum;
            ASSERT(aVoxelArray[picnum].Parental < INVISTILE);   // Invalid, walls can't
                                                                // be invisible
            if (aVoxelArray[picnum].Parental >= 0)
                {
                sector[i].floorpicnum = aVoxelArray[picnum].Parental;
                }
            }
        else if ((tp = FindOrgTile(i, &orgsectorfloorlist)) != NULL)
            sector[i].floorpicnum = tp->orgpicnum;      // Restore them
        }
    }

////////////////////////////////////////////////////////////////////////////////////////////////

void 
UnlockKeyLock(short key_num, short hitsprite)
    {
    SPRITEp sp;
    int SpriteNum = 0, NextSprite = 0, color = 0;

    // Get palette by looking at key number
    switch (key_num - 1)
        {
    case 0:                             // RED_KEY
        color = PALETTE_PLAYER9;
        break;
    case 1:                             // BLUE_KEY
        color = PALETTE_PLAYER7;
        break;
    case 2:                             // GREEN_KEY
        color = PALETTE_PLAYER6;
        break;
    case 3:                             // YELLOW_KEY
        color = PALETTE_PLAYER4;
        break;
    case 4:                             // SILVER_SKELKEY
        color = PALETTE_PLAYER4;
        break;
    case 5:                             // GOLD_SKELKEY
        color = PALETTE_PLAYER1;
        break;
    case 6:                             // BRONZE_SKELKEY
        color = PALETTE_PLAYER8;
        break;
    case 7:                             // RED_SKELKEY
        color = PALETTE_PLAYER9;
        break;
        }

    TRAVERSE_SPRITE_STAT(headspritestat[0], SpriteNum, NextSprite)
        {
        sp = &sprite[SpriteNum];

        switch (sp->picnum)
            {
        case SKEL_LOCKED:
            if (sp->pal == color)
                {
                PlaySound(DIGI_UNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
                if(SpriteNum == hitsprite)
                    sp->picnum = SKEL_UNLOCKED;
                }
            break;
        case RAMCARD_LOCKED:
            if (sp->pal == color)
                {
                PlaySound(DIGI_CARDUNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
                sp->picnum = RAMCARD_UNLOCKED;
                }
            break;
        case CARD_LOCKED:
            if (sp->pal == color)
                {
                PlaySound(DIGI_RAMUNLOCK, &sp->x, &sp->y, &sp->z, v3df_doppler | v3df_dontpan);
                if(SpriteNum == hitsprite)
                    sp->picnum = CARD_UNLOCKED;
                else
                    sp->picnum = CARD_UNLOCKED+1;
                }
            break;
            }

        }
    }    
