1 /* $Id: game.c,v 1.18 2003-02-28 12:08:34 btb Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
20 char game_rcsid[] = "$Id: game.c,v 1.18 2003-02-28 12:08:34 btb Exp $";
36 #include <StandardFile.h>
37 #include <Quickdraw.h>
48 #include "pa_enabl.h" //$$POLY_ACC
101 #include "controls.h"
105 #if defined(POLY_ACC)
106 #include "poly_acc.h"
111 #include "cntrlcen.h"
115 #include "multibot.h"
118 #include "playsave.h"
122 int VGA_current_mode;
125 #include <profiler.h>
128 //#define TEST_TIMER 1 //if this is set, do checking on timer
130 #define SHOW_EXIT_PATH 1
133 #include "editor/editor.h"
138 #if __WATCOMC__ < 1000
139 #include <wsample.h> //should come after inferno.h to get mark setting
144 extern void ReadControls(void); // located in gamecntl.c
145 extern int Current_display_mode;
146 extern void do_final_boss_frame(void);
148 int Speedtest_on = 0;
151 int Mark_count = 0; // number of debugging marks set
152 int Speedtest_start_time;
153 int Speedtest_segnum;
154 int Speedtest_sidenum;
155 int Speedtest_frame_start;
156 int Speedtest_count=0; // number of times to do the debug test.
159 static fix last_timer_value=0;
162 #if defined(TIMER_TEST) && !defined(NDEBUG)
163 fix _timer_value,actual_last_timer_value,_last_frametime;
164 int stop_count,start_count;
165 int time_stopped,time_started;
169 ubyte * Game_cockpit_copy_code = NULL;
171 ubyte Game_cockpit_copy_code = 0;
172 ubyte Scanline_double = 1;
175 int VR_screen_mode = 0;
177 ubyte VR_screen_flags = 0; //see values in screens.h
178 ubyte VR_current_page = 0;
179 fix VR_eye_width = F1_0;
180 int VR_render_mode = VR_NONE;
181 int VR_low_res = 3; // Default to low res
183 int VR_sensitivity = 1; // 0 - 2
186 int VR_eye_offset = 0;
187 int VR_eye_switch = 0;
188 int VR_eye_offset_changed = 0;
189 int VR_use_reg_code = 0;
191 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
192 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
193 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
194 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
195 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
198 //@@ LPDIRECTDRAWSURFACE _lpDDSMask = NULL;
199 dd_grs_canvas *dd_VR_offscreen_buffer = NULL;
200 dd_grs_canvas dd_VR_screen_pages[2];
201 dd_grs_canvas dd_VR_render_buffer[2];
202 dd_grs_canvas dd_VR_render_sub_buffer[2];
204 void game_win_init_cockpit_mask(int sram);
207 //do menus work in 640x480 or 320x200?
208 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
209 int MenuHiresAvailable = 1; //can we do highres menus?
210 int MenuHires = 1; //are we currently in highres menus?
212 int Debug_pause=0; //John's debugging pause system
214 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
216 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
217 int force_cockpit_redraw=0;
219 cvar_t r_framerate = {"r_framerate","0"};
221 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
223 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
225 int *Toggle_var = &Dummy_var;
228 //flag for whether initial fade-in has been done
232 #ifndef NDEBUG //these only exist if debugging
234 int Game_double_buffer = 1; //double buffer by default
235 fix fixed_frametime=0; //if non-zero, set frametime to this
239 int Game_suspended=0; //if non-zero, nothing moves but player
242 fix Auto_fire_fusion_cannon_time = 0;
243 fix Fusion_charge = 0;
244 fix Fusion_next_sound_time = 0;
245 fix Fusion_last_sound_time = 0;
248 int Game_turbo_mode = 0;
250 int Game_mode = GM_GAME_OVER;
252 int Global_laser_firing_count = 0;
253 int Global_missile_firing_count = 0;
255 grs_bitmap background_bitmap;
259 #define BACKGROUND_NAME "statback.pcx"
261 // Function prototypes for GAME.C exclusively.
263 void GameLoop(int RenderFlag, int ReadControlsFlag);
264 void FireLaser(void);
265 void slide_textures(void);
266 void powerup_grab_cheat_all(void);
269 extern void multi_check_for_killgoal_winner();
270 extern void RestoreGameSurfaces();
274 void grow_window(void);
275 void shrink_window(void);
279 void fill_background();
282 void show_framerate(void);
283 void ftoa(char *string, fix f);
286 extern ubyte DefiningMarkerMessage;
287 extern char Marker_input[];
289 // ==============================================================================================
291 extern char john_head_on;
293 void load_background_bitmap()
298 if (background_bitmap.bm_data)
299 d_free(background_bitmap.bm_data);
301 background_bitmap.bm_data=NULL;
302 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
303 if (pcx_error != PCX_ERROR_NONE)
304 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
305 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
309 //this is called once per game
312 atexit(close_game); //for cleanup
316 init_special_effects();
320 init_gauge_canvases();
322 init_exploding_walls();
324 load_background_bitmap();
326 Clear_window = 2; // do portal only window clear.
328 set_detail_level_parameters(Detail_level);
330 build_mission_list(0);
333 cvar_registervariable(&r_framerate);
338 void reset_palette_add()
343 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
348 void win_get_span_list(grs_bitmap *bm, int miny, int maxy)
354 int lspan=0, rspan=0, span=0;
358 //@@ fp = fopen("cockspan.dat", "w");
360 for (y = 0; y < miny; y++)
361 win_cockpit_mask[y].num = 0;
363 for (y = miny; y <= maxy; y++)
366 //@@ fprintf(fp, "line %d: ", y);
367 for (x = 0; x < bm->bm_w; x++)
369 offset = y*bm->bm_rowsize + x;
371 if (data[offset] == 255) {
374 case 0: // Start Mode
376 win_cockpit_mask[y].span[span].xmin = x;
378 //@@ fprintf(fp, "<%d,", lspan);
381 case 1: // Transparency mode
383 win_cockpit_mask[y].span[span].xmax = x;
386 case 2: // Switch from Draw mode to transparent
388 win_cockpit_mask[y].span[span].xmin = x;
389 //@@ fprintf(fp, "<%d,", lspan);
397 case 0: // Start mode
401 case 1: // Switching from transparent to Draw
404 win_cockpit_mask[y].span[span].xmax = x;
406 //@@ fprintf(fp, "%d> ", rspan);
415 //@@ fprintf(fp, "%d> ", rspan);
416 win_cockpit_mask[y].span[span].xmax = rspan;
419 win_cockpit_mask[y].num = span;
420 //@@ fprintf(fp, "\n");
423 win_cockpit_mask[y].num = 255;
428 void game_show_warning(char *s)
431 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
434 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
436 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
441 //these should be in gr.h
442 #define cv_w cv_bitmap.bm_w
443 #define cv_h cv_bitmap.bm_h
445 int Game_window_x = 0;
446 int Game_window_y = 0;
447 int Game_window_w = 0;
448 int Game_window_h = 0;
449 int max_window_w = 0;
450 int max_window_h = 0;
452 extern void newdemo_record_cockpit_change(int);
454 //initialize the various canvases on the game screen
455 //called every time the screen mode or cockpit changes
458 int minx, maxx, miny, maxy;
460 #if defined(POLY_ACC)
461 pa_flush(); // get rid of undrawn polys.
462 pa_clear_buffer(1, 0);
465 //Initialize the on-screen canvases
467 if (Newdemo_state==ND_STATE_RECORDING) {
468 newdemo_record_cockpit_change(Cockpit_mode);
471 if ( VR_render_mode != VR_NONE )
472 Cockpit_mode = CM_FULL_SCREEN;
474 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
475 Cockpit_mode = CM_FULL_SCREEN;
477 if ( Screen_mode == SCREEN_EDITOR )
478 Cockpit_mode = CM_FULL_SCREEN;
481 if (Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_REAR_VIEW) {
482 hud_message(MSGC_GAME_FEEDBACK, "Cockpit not available in GL mode");
483 Cockpit_mode = CM_FULL_SCREEN;
488 dd_gr_set_current_canvas(NULL),
489 gr_set_current_canvas(NULL)
491 gr_set_curfont( GAME_FONT );
493 #if !defined(MACINTOSH) && !defined(WINDOWS)
494 if (Game_cockpit_copy_code)
495 d_free(Game_cockpit_copy_code);
496 Game_cockpit_copy_code = NULL;
498 if (Game_cockpit_copy_code)
499 Game_cockpit_copy_code = 0;
503 //@@ if (_lpDDSMask) { DDFreeSurface(_lpDDSMask); _lpDDSMask = NULL; }
507 game_win_init_cockpit_mask(0);
510 switch( Cockpit_mode ) {
511 case CM_FULL_COCKPIT:
513 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
515 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
518 dd_gr_set_current_canvas(NULL);
519 game_win_init_cockpit_mask(1);
520 dd_gr_set_current_canvas(dd_VR_offscreen_buffer);
522 gr_set_current_canvas(VR_offscreen_buffer);
525 WIN(DDGRLOCK(dd_grd_curcanv));
526 gr_bitmap( 0, 0, bm );
527 bm = &VR_offscreen_buffer->cv_bitmap;
528 bm->bm_flags = BM_FLAG_TRANSPARENT;
529 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
530 WIN( win_get_span_list(bm, miny, maxy);
531 DDGRUNLOCK(dd_grd_curcanv)
536 gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize);
538 if ( Current_display_mode ) {
539 #if defined(POLY_ACC)
540 Game_cockpit_copy_code = gr_ibitblt_create_mask_pa( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
541 pa_clear_buffer(1, 0); // clear offscreen to reduce white flash.
543 Game_cockpit_copy_code = gr_ibitblt_create_mask_svga( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
546 Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
548 bm->bm_flags = 0; // Clear all flags for offscreen canvas
550 Game_cockpit_copy_code = (ubyte *)(1);
551 bm->bm_flags = 0; // Clear all flags for offscreen canvas
553 game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
559 max_window_h = grd_curscreen->sc_h;
561 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
562 Game_window_h = max_window_h;
564 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
565 Game_window_w = max_window_w;
567 Game_window_x = (max_window_w - Game_window_w)/2;
568 Game_window_y = (max_window_h - Game_window_h)/2;
570 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
575 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
577 if (Game_window_h > max_window_h)
578 Game_window_h = max_window_h;
580 if (Game_window_w > max_window_w)
581 Game_window_w = max_window_w;
583 Game_window_x = (max_window_w - Game_window_w)/2;
584 Game_window_y = (max_window_h - Game_window_h)/2;
586 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
592 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
593 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
594 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
596 game_init_render_sub_buffers( x, y, w, h );
603 dd_gr_set_current_canvas(NULL),
604 gr_set_current_canvas(NULL)
608 //selects a given cockpit (or lack of one). See types in game.h
609 void select_cockpit(int mode)
611 if (mode != Cockpit_mode) { //new mode
617 extern int last_drawn_cockpit[2];
619 //force cockpit redraw next time. call this if you've trashed the screen
622 force_cockpit_redraw=1;
623 last_drawn_cockpit[0] = -1;
624 last_drawn_cockpit[1] = -1;
627 // void HUD_clear_messages(); //Already declared in gauges.h
630 void VR_reset_params()
632 VR_eye_width = VR_SEPARATION;
633 VR_eye_offset = VR_PIXEL_SHIFT;
634 VR_eye_offset_changed = 2;
637 void game_init_render_sub_buffers( int x, int y, int w, int h )
640 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[0], &dd_VR_render_buffer[0], x, y, w, h );
641 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[1], &dd_VR_render_buffer[1], x, y, w, h );
643 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_x = 0;
644 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_y = 0;
645 dd_VR_render_sub_buffer[0].xoff = x;
646 dd_VR_render_sub_buffer[0].yoff = y;
647 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_x = 0;
648 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_y = 0;
649 dd_VR_render_sub_buffer[1].xoff = x;
650 dd_VR_render_sub_buffer[1].yoff = y;
653 if (Scanline_double) {
657 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w/2, (h/2)+1);
658 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w/2, (h/2)+1);
661 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
662 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
672 newBounds.right = x + w;
674 newBounds.bottom = y + h;
676 pa_set_context(kGamePlayDrawContextID, &newBounds); // must resize/create new context
682 VR_render_sub_buffer[0].cv_bitmap.bm_x = 0;
683 VR_render_sub_buffer[0].cv_bitmap.bm_y = 0;
684 VR_render_sub_buffer[1].cv_bitmap.bm_x = 0;
685 VR_render_sub_buffer[1].cv_bitmap.bm_y = 0;
691 // Sets up the canvases we will be rendering to (WIN95)
692 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
694 // Hack for switching to higher that 640x480 modes (DDraw doesn't allow
695 // creating surfaces greater than the current resolution
697 if (GRMODEINFO(rw) < render_w || GRMODEINFO(rh) < render_h) {
698 render_w = GRMODEINFO(rw);
699 render_h = GRMODEINFO(rh);
702 VR_screen_mode = screen_mode;
704 VR_screen_flags = flags;
707 VR_render_mode = render_method;
709 Game_window_w = render_w;
710 Game_window_h = render_h;
712 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
713 dd_gr_free_canvas(dd_VR_offscreen_buffer);
716 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
717 if ( render_h*2 < 200 ) {
718 Int3(); // Not Supported yet!!!
719 // VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
722 Int3(); // Not Supported yet!!!
723 // VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
726 Int3(); // Not Supported yet!!!
727 // gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
728 // gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
730 else if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
731 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
732 // we can just flip it, saving a blt.
734 dd_VR_offscreen_buffer = dd_grd_backcanv;
735 VR_offscreen_buffer = & dd_grd_backcanv->canvas;
737 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
738 // The offscreen buffer will be created. We will just blt this
739 // to the screen (which may be blted to the primary surface)
740 if ( render_h < 200 ) {
741 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, 200);
742 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
745 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, render_h);
746 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
750 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
751 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
752 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
753 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
755 game_init_render_sub_buffers( 0, 0, render_w, render_h );
760 // Sets up the canvases we will be rendering to (NORMAL VERSION)
761 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
763 // if (vga_check_mode(screen_mode) != 0)
764 // Error("Cannot set requested video mode");
766 VR_screen_mode = screen_mode;
768 VR_screen_flags = flags;
772 VR_render_mode = render_method;
774 Game_window_w = render_w;
775 Game_window_h = render_h;
777 if (VR_offscreen_buffer) {
778 gr_free_canvas(VR_offscreen_buffer);
781 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
782 if ( render_h*2 < 200 ) {
783 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
786 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
789 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
790 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
793 if ( render_h < 200 ) {
794 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
797 #if defined(POLY_ACC)
799 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
800 d_free(VR_offscreen_buffer->cv_bitmap.bm_data);
801 gr_init_canvas(VR_offscreen_buffer, pa_get_buffer_address(1), BM_LINEAR15, render_w, render_h);
803 if ( PAEnabled || gConfigInfo.mAcceleration ) {
804 Cockpit_mode=CM_FULL_SCREEN; // HACK HACK HACK HACK HACK!!!!
805 VR_offscreen_buffer = gr_create_canvas2(render_w, render_h, BM_LINEAR15);
807 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
810 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
815 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
818 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
819 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
822 game_init_render_sub_buffers( 0, 0, render_w, render_h );
826 //called to get the screen in a mode compatible with popup menus.
827 //if we can't have popups over the game screen, switch to menu mode.
828 void set_popup_screen(void)
830 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
832 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
833 set_screen_mode(SCREEN_MENU); //must switch to menu mode
837 //called to change the screen mode. Parameter sm is the new mode, one of
838 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
839 //mode if cannot init requested mode)
840 int set_screen_mode(int sm)
842 WIN(static int force_mode_change=0);
843 WIN(static int saved_window_w);
844 WIN(static int saved_window_h);
847 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
848 gr_set_current_canvas( Canv_editor );
854 if ( Screen_mode == sm && W95DisplayMode == VR_screen_mode) {
855 dd_gr_set_current_canvas( &dd_VR_screen_pages[VR_current_page] );
859 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
860 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
866 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
868 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
869 ogl_set_screen_mode();
880 switch( Screen_mode )
886 if (!(VR_screen_flags & VRF_COMPATIBLE_MENUS)) {
887 // HACK!!! Meant to save window size when switching from
888 // non-compat menu mode to menu mode.
889 saved_window_w = Game_window_w;
890 saved_window_h = Game_window_h;
891 force_mode_change = 1;
893 if (W95DisplayMode != SM95_640x480x8) {
894 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
895 DDSETDISPLAYMODE(SM95_640x480x8);
897 if (!gr_palette_faded_out) gr_palette_load(gr_palette);
900 dd_gr_init_sub_canvas(&dd_VR_screen_pages[0], dd_grd_screencanv,
902 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
903 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
904 dd_gr_init_sub_canvas(&dd_VR_screen_pages[1], dd_grd_screencanv,
906 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
907 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
909 FontHires = FontHiresAvailable;
915 MenuHires = MenuHiresAvailable; //do highres if we can
917 #if defined(POLY_ACC)
919 menu_mode = MenuHires?SM(640,480):SM(320,200);
921 menu_mode = PAEnabled?SM_640x480x15xPA:SM_640x480V;
924 menu_mode = MenuHires?SM(640,480):SM(320,200);
927 if (VGA_current_mode != menu_mode) {
928 if (gr_set_mode(menu_mode))
929 Error("Cannot set screen mode for menu");
930 if (!gr_palette_faded_out)
931 gr_palette_load(gr_palette);
934 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
935 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
937 FontHires = FontHiresAvailable && MenuHires;
947 if (force_mode_change || (W95DisplayMode != VR_screen_mode)) {
949 DDSETDISPLAYMODE(VR_screen_mode);
950 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
952 mprintf((0, "Reinitializing render buffers due to display mode change.\n"));
953 game_init_render_buffers(W95DisplayMode,
954 GRMODEINFO(rw), GRMODEINFO(rh),
955 VR_render_mode, VR_screen_flags);
960 if (VGA_current_mode != VR_screen_mode) {
961 if (gr_set_mode(VR_screen_mode)) {
962 Error("Cannot set desired screen mode for game!");
963 //we probably should do something else here, like select a standard mode
966 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
973 if ( VR_render_mode == VR_NONE )
975 max_window_w = grd_curscreen->sc_w;
976 max_window_h = grd_curscreen->sc_h;
978 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
979 if (Cockpit_mode == CM_STATUS_BAR)
980 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
982 else if (Cockpit_mode != CM_LETTERBOX)
983 Cockpit_mode = CM_FULL_SCREEN;
985 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
986 Game_window_w = max_window_w;
987 Game_window_h = max_window_h;
992 Cockpit_mode = CM_FULL_SCREEN;
995 // Super hack. If we are switching from a 320x200 game to 640x480.
996 // and we were in a menumode when switching, we don't
997 // restore Game_window vals
998 if (force_mode_change && (W95DisplayMode == SM95_320x200x8X)) {
999 Game_window_w = saved_window_w;
1000 Game_window_h = saved_window_h;
1001 force_mode_change = 0;
1006 // Define screen pages for game mode
1007 // If we designate through screen_flags to use paging, then do so.
1009 dd_gr_init_sub_canvas( &dd_VR_screen_pages[0], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1010 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1013 if ( VR_screen_flags&VRF_USE_PAGING ) {
1015 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_backcanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1016 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, grd_curscreen->sc_h, grd_curscreen->sc_w, grd_curscreen->sc_h )
1021 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1022 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1029 FontHires = FontHiresAvailable && (Current_display_mode != 0);
1032 FontHires = FontHiresAvailable && (MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2)));
1035 if ( VR_render_mode != VR_NONE ) {
1036 // for 640x480 or higher, use hires font.
1037 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
1046 if (grd_curscreen->sc_mode != SM(800,600)) {
1048 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
1049 Warning("Cannot init editor screen (error=%d)",gr_error);
1053 gr_palette_load( gr_palette );
1055 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
1056 Canv_editor = &VR_editor_canvas;
1057 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1058 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1059 gr_set_current_canvas( Canv_editor );
1060 init_editor_screen(); //setup other editor stuff
1064 Error("Invalid screen mode %d",sm);
1067 VR_current_page = 0;
1070 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
1071 gr_set_current_canvas( &VR_screen_pages[VR_current_page] )
1074 if ( VR_screen_flags&VRF_USE_PAGING ) {
1077 gr_show_canvas( &VR_screen_pages[VR_current_page] )
1081 ogl_set_screen_mode();
1087 int gr_toggle_fullscreen_game(void){
1088 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
1090 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
1091 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
1092 //it seems to be that the screen mode change takes long enough that the key has already sent repeat codes, or that its unpress event gets dropped, etc. This is a somewhat ugly fix, but it works.
1093 // generic_key_handler(KEY_PADENTER,0);
1098 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
1103 int arch_toggle_fullscreen_menu(void);
1105 int gr_toggle_fullscreen_menu(void){
1106 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
1108 i=arch_toggle_fullscreen_menu();
1110 // generic_key_handler(KEY_PADENTER,0);
1119 static int timer_paused=0;
1123 if (timer_paused==0) {
1125 time = timer_get_fixed_seconds();
1126 last_timer_value = time - last_timer_value;
1127 if (last_timer_value < 0) {
1128 #if defined(TIMER_TEST) && !defined(NDEBUG)
1129 Int3(); //get Matt!!!!
1131 last_timer_value = 0;
1133 #if defined(TIMER_TEST) && !defined(NDEBUG)
1134 time_stopped = time;
1139 #if defined(TIMER_TEST) && !defined(NDEBUG)
1147 Assert(timer_paused >= 0);
1148 if (timer_paused==0) {
1150 time = timer_get_fixed_seconds();
1151 #if defined(TIMER_TEST) && !defined(NDEBUG)
1152 if (last_timer_value < 0)
1153 Int3(); //get Matt!!!!
1156 last_timer_value = time - last_timer_value;
1157 #if defined(TIMER_TEST) && !defined(NDEBUG)
1158 time_started = time;
1162 #if defined(TIMER_TEST) && !defined(NDEBUG)
1167 MAC(extern ubyte joydefs_calibrating;)
1169 void game_flush_inputs()
1176 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
1178 mouse_get_delta( &dx, &dy ); // Read mouse
1179 memset(&Controls,0,sizeof(control_info));
1184 last_timer_value = timer_get_fixed_seconds();
1189 extern int Saving_movie_frames;
1190 int Movie_fixed_frametime;
1192 #define Saving_movie_frames 0
1193 #define Movie_fixed_frametime 0
1196 static const int max_fps = 80;
1198 void calc_frame_time()
1200 fix timer_value,last_frametime = FrameTime;
1202 #if defined(TIMER_TEST) && !defined(NDEBUG)
1203 _last_frametime = last_frametime;
1206 timer_value = timer_get_fixed_seconds();
1207 FrameTime = timer_value - last_timer_value;
1210 timer_value = timer_get_fixed_seconds();
1211 FrameTime = timer_value - last_timer_value;
1212 if (FrameTime < f1_0/max_fps);
1214 } while (FrameTime < f1_0/max_fps);
1216 #if defined(TIMER_TEST) && !defined(NDEBUG)
1217 _timer_value = timer_value;
1221 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
1222 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
1224 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
1225 // if ( !dpmi_virtual_memory )
1226 // Int3(); //Get MATT if hit this!
1230 #if defined(TIMER_TEST) && !defined(NDEBUG)
1231 actual_last_timer_value = last_timer_value;
1234 if ( Game_turbo_mode )
1237 // Limit frametime to be between 5 and 150 fps.
1238 RealFrameTime = FrameTime;
1239 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
1240 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
1242 last_timer_value = timer_value;
1244 if (FrameTime < 0) //if bogus frametime...
1245 FrameTime = last_frametime; //...then use time from last frame
1248 if (fixed_frametime) FrameTime = fixed_frametime;
1253 if ( Debug_pause ) {
1263 last_timer_value = timer_get_fixed_seconds();
1271 #if defined(TIMER_TEST) && !defined(NDEBUG)
1272 stop_count = start_count = 0;
1275 // Set value to determine whether homing missile can see target.
1276 // The lower frametime is, the more likely that it can see its target.
1277 if (FrameTime <= F1_0/64)
1278 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1279 else if (FrameTime < F1_0/32)
1280 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1281 else if (FrameTime < F1_0/4)
1282 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/16 - FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1284 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1288 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1290 void move_player_2_segment(segment *seg,int side)
1294 compute_segment_center(&ConsoleObject->pos,seg);
1295 compute_center_point_on_side(&vp,seg,side);
1296 vm_vec_sub2(&vp,&ConsoleObject->pos);
1297 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1299 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
1304 void game_draw_time_left()
1306 char temp_string[30];
1310 gr_set_curfont( GAME_FONT ); //GAME_FONT
1311 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1313 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1314 i=f2i(timevar-ThisLevelTime);
1317 sprintf( temp_string, "Time left: %d secs", i );
1320 gr_string(0, 32, temp_string );
1325 extern int Game_pause;
1328 void level_with_floor();
1330 void modex_clear_box(int x,int y,int w,int h)
1332 grs_canvas *temp_canv,*save_canv;
1334 save_canv = grd_curcanv;
1335 temp_canv = gr_create_canvas(w,h);
1336 gr_set_current_canvas(temp_canv);
1337 gr_clear_canvas(BM_XRGB(0,0,0));
1338 gr_set_current_canvas(save_canv);
1339 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1340 gr_free_canvas(temp_canv);
1344 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1346 // mac routine to drop contents of screen to a pict file using copybits
1347 // save a PICT to a file
1350 void SavePictScreen(int multiplayer)
1353 int parid, i, count;
1354 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1357 PicHandle pict_handle;
1358 static int multi_count = 0;
1359 StandardFileReply sf_reply;
1361 // dump the contents of the GameWindow into a picture using copybits
1363 pict_handle = OpenPicture(&GameWindow->portRect);
1364 if (pict_handle == NULL)
1367 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1370 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1371 if (!getcwd(cwd, FILENAME_MAX))
1373 // create the fsspec
1375 sprintf(filename, "screen%d", multi_count++);
1376 pfilename = c2pstr(filename);
1379 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1380 if (!sf_reply.sfGood)
1382 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1383 if (sf_reply.sfReplacing)
1385 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1389 // parid = GetAppDirId();
1390 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1395 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1400 // write the PICT file
1401 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1403 memset(buf, 0, sizeof(buf));
1405 if ( FSWrite(fd, &count, buf) )
1407 count = GetHandleSize((Handle)pict_handle);
1408 HLock((Handle)pict_handle);
1409 if ( FSWrite(fd, &count, *pict_handle) ) {
1415 HUnlock((Handle)pict_handle);
1416 DisposeHandle((Handle)pict_handle);
1424 //automap_flag is now unused, since we just check if the screen we're
1425 //writing to is modex
1426 //if called from automap, current canvas is set to visible screen
1428 void save_screen_shot(int automap_flag)
1430 #if defined(WINDOWS)
1431 mprintf((0, "Doing screen shot thing.\n"));
1432 win95_save_pcx_shot();
1434 #elif !defined(MACINTOSH)
1437 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1438 grs_font *save_font;
1439 static int savenum=0;
1440 static int stereo_savenum=0;
1441 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1442 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1450 // // Can't do screen shots in VR modes.
1451 // if ( VR_render_mode != VR_NONE )
1456 save_canv = grd_curcanv;
1458 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1462 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1463 gr_set_current_canvas(temp_canv);
1464 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1466 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1467 gr_set_current_canvas(temp_canv2);
1468 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1471 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1472 gr_set_current_canvas(temp_canv);
1473 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1476 gr_set_current_canvas(save_canv);
1478 if ( savenum > 99 ) savenum = 0;
1479 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1482 sprintf(savename,"left%02d.pcx",stereo_savenum);
1483 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1484 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1486 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1489 sprintf(savename,"screen%02d.pcx",savenum++);
1490 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1493 if (!automap_flag) //if from automap, curcanv is already visible canv
1494 gr_set_current_canvas(NULL);
1495 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1496 if (!automap_flag && modex_flag)
1497 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1499 save_font = grd_curcanv->cv_font;
1500 gr_set_curfont(GAME_FONT);
1501 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1502 gr_get_string_size(message,&w,&h,&aw);
1507 //I changed how these coords were calculated for the high-res automap. -MT
1508 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1509 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1510 x = (grd_curcanv->cv_w-w)/2;
1511 y = (grd_curcanv->cv_h-h)/2;
1514 modex_clear_box(x-2,y-2,w+4,h+4);
1515 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1517 gr_setcolor(gr_find_closest_color_current(0,0,0));
1518 gr_rect(x-2,y-2,x+w+2,y+h+2);
1519 gr_printf(x,y,message);
1520 gr_set_curfont(save_font);
1522 t1 = timer_get_fixed_seconds() + F1_0;
1524 gr_palette_read(pal); //get actual palette from the hardware
1525 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1527 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1529 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1531 gr_set_current_canvas(screen_canv);
1533 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1534 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1536 gr_free_canvas(temp_canv);
1538 gr_free_canvas(temp_canv2);
1540 gr_set_current_canvas(save_canv);
1546 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1547 grs_canvas *temp_canv, *save_canv;
1549 // Can't do screen shots in VR modes.
1550 if ( VR_render_mode != VR_NONE )
1555 save_canv = grd_curcanv;
1556 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1559 gr_set_current_canvas( temp_canv );
1560 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1561 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1565 if (Game_mode & GM_MULTI)
1572 gr_set_current_canvas(screen_canv);
1574 // if (!automap_flag)
1575 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1577 gr_free_canvas(temp_canv);
1579 gr_set_current_canvas(save_canv);
1588 void fly_init(object *obj)
1590 obj->control_type = CT_FLYING;
1591 obj->movement_type = MT_PHYSICS;
1593 vm_vec_zero(&obj->mtype.phys_info.velocity);
1594 vm_vec_zero(&obj->mtype.phys_info.thrust);
1595 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1596 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1599 //void morph_test(), morph_step();
1602 // ------------------------------------------------------------------------------------
1604 void test_anim_states();
1608 //put up the help message
1615 extern int been_in_editor;
1617 // ------------------------------------------------------------------------------------
1618 void do_cloak_stuff(void)
1621 for (i = 0; i < N_players; i++)
1622 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1623 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1624 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1625 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1626 if (i == Player_num) {
1627 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1629 if (Game_mode & GM_MULTI)
1630 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1631 maybe_drop_net_powerup(POW_CLOAK);
1632 multi_send_decloak(); // For demo recording
1634 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1642 // ------------------------------------------------------------------------------------
1643 void do_invulnerable_stuff(void)
1645 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1646 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1647 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1650 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1652 if (Game_mode & GM_MULTI)
1654 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1655 maybe_drop_net_powerup(POW_INVULNERABILITY);
1658 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1665 ubyte Last_afterburner_state = 0;
1666 fix Last_afterburner_charge = 0;
1668 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1669 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1673 //@@// ------------------------------------------------------------------------------------
1674 //@@void afterburner_shake(void)
1678 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1679 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1681 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1682 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1683 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1687 // ------------------------------------------------------------------------------------
1689 extern void multi_send_sound_function (char,char);
1692 void do_afterburner_stuff(void)
1694 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1695 Afterburner_charge=0;
1697 if (Endlevel_sequence || Player_is_dead)
1699 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1701 multi_send_sound_function (0,0);
1705 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1707 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1708 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1710 if (Game_mode & GM_MULTI)
1711 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1714 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1715 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1717 if (Game_mode & GM_MULTI)
1718 multi_send_sound_function (0,0);
1720 mprintf((0,"Killing afterburner sound\n"));
1724 //@@if (Controls.afterburner_state && Afterburner_charge)
1725 //@@ afterburner_shake();
1727 Last_afterburner_state = Controls.afterburner_state;
1728 Last_afterburner_charge = Afterburner_charge;
1731 // -- // ------------------------------------------------------------------------------------
1732 // -- // if energy < F1_0/2, recharge up to F1_0/2
1733 // -- void recharge_energy_frame(void)
1735 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1736 // -- Players[Player_num].energy += FrameTime/4;
1738 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1739 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1743 // Amount to diminish guns towards normal, per second.
1744 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1746 extern fix Flash_effect;
1748 //adds to rgb values for palette flash
1749 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1753 PaletteRedAdd += _dr;
1754 PaletteGreenAdd += _dg;
1755 PaletteBlueAdd += _db;
1757 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1762 maxval = MAX_PALETTE_ADD;
1764 if (PaletteRedAdd > maxval)
1765 PaletteRedAdd = maxval;
1767 if (PaletteGreenAdd > maxval)
1768 PaletteGreenAdd = maxval;
1770 if (PaletteBlueAdd > maxval)
1771 PaletteBlueAdd = maxval;
1773 if (PaletteRedAdd < -maxval)
1774 PaletteRedAdd = -maxval;
1776 if (PaletteGreenAdd < -maxval)
1777 PaletteGreenAdd = -maxval;
1779 if (PaletteBlueAdd < -maxval)
1780 PaletteBlueAdd = -maxval;
1783 fix Time_flash_last_played;
1786 void game_palette_step_up( int r, int g, int b );
1787 // ------------------------------------------------------------------------------------
1788 // Diminish palette effects towards normal.
1789 void diminish_palette_towards_normal(void)
1793 // Diminish at DIMINISH_RATE units/second.
1794 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1795 if (FrameTime < F1_0/DIMINISH_RATE) {
1796 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1799 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1800 if (dec_amount == 0)
1801 dec_amount++; // make sure we decrement by something
1807 // Part of hack system to force update of palette after exiting a menu.
1808 if (Time_flash_last_played) {
1810 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1813 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1814 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1815 Time_flash_last_played = GameTime;
1818 Flash_effect -= FrameTime;
1819 if (Flash_effect < 0)
1822 if (force_do || (d_rand() > 4096 )) {
1823 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1824 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1826 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1833 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1834 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1836 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1837 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1839 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1840 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1842 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1843 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1845 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1847 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1850 int Redsave, Bluesave, Greensave;
1852 void palette_save(void)
1854 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1857 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1859 void game_palette_step_up( int r, int g, int b )
1861 if ( VR_use_reg_code ) {
1863 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1866 gr_palette_step_up( r, g, b );
1870 void palette_restore(void)
1872 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1873 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1875 // Forces flash effect to fixup palette next frame.
1876 Time_flash_last_played = 0;
1879 extern void dead_player_frame(void);
1882 // --------------------------------------------------------------------------------------------------
1883 int allowed_to_fire_laser(void)
1885 if (Player_is_dead) {
1886 Global_missile_firing_count = 0;
1890 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1891 // be a long while before laser can be fired, then there must be some mistake!
1892 if (Next_laser_fire_time > GameTime)
1893 if (Next_laser_fire_time < GameTime + 2*F1_0)
1899 fix Next_flare_fire_time = 0;
1900 #define FLARE_BIG_DELAY (F1_0*2)
1902 int allowed_to_fire_flare(void)
1904 if (Next_flare_fire_time > GameTime)
1905 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1908 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1909 Next_flare_fire_time = GameTime + F1_0/4;
1911 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1916 int allowed_to_fire_missile(void)
1918 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1919 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1920 // be a long while before missile can be fired, then there must be some mistake!
1921 if (Next_missile_fire_time > GameTime)
1922 if (Next_missile_fire_time < GameTime + 5*F1_0)
1928 void full_palette_save(void)
1931 apply_modified_palette();
1932 reset_palette_add();
1933 gr_palette_load( gr_palette );
1936 extern int Death_sequence_aborted;
1937 extern int newmenu_dotiny2( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem) );
1944 char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1947 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC;
1949 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2;
1950 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3;
1952 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1953 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1954 m[ 1].type = NM_TYPE_TEXT; m[1].text = save_help;
1955 m[ 2].type = NM_TYPE_TEXT; m[2].text = restore_help;
1957 m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2;
1958 m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3;
1959 m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4;
1960 m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5;
1962 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE;
1964 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = "Pause (F15)\t Pause";
1966 m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS;
1968 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN;
1970 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = "printscrn (F13)\t save screen shot";
1972 m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5;
1973 m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10;
1974 m[12].type = NM_TYPE_TEXT; m[12].text = "Shift-F1\t Cycle left window";
1975 m[13].type = NM_TYPE_TEXT; m[13].text = "Shift-F2\t Cycle right window";
1976 m[14].type = NM_TYPE_TEXT; m[14].text = "Shift-F4\t GuideBot menu";
1978 m[15].type = NM_TYPE_TEXT; m[15].text = "Alt-Shift-F4\t Rename GuideBot";
1980 m[15].type = NM_TYPE_TEXT; m[15].text = "Opt-Shift-F4\t Rename GuideBot";
1982 m[16].type = NM_TYPE_TEXT; m[16].text = "Shift-F5\t Drop primary";
1983 m[17].type = NM_TYPE_TEXT; m[17].text = "Shift-F6\t Drop secondary";
1984 m[18].type = NM_TYPE_TEXT; m[18].text = "Shift-F7\t Calibrate joystick";
1985 m[19].type = NM_TYPE_TEXT; m[19].text = "Shift-number\t GuideBot commands";
1988 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1989 m[20].type = NM_TYPE_TEXT; m[20].text = pixel_double_help;
1990 m[21].type = NM_TYPE_TEXT; m[21].text = "";
1991 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1992 m[22].type = NM_TYPE_TEXT; m[22].text = command_help;
1996 full_palette_save();
1998 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
2003 //temp function until Matt cleans up game sequencing
2004 extern void temp_reset_stuff_on_level();
2006 //deal with rear view - switch it on, or off, or whatever
2007 void check_rear_view()
2010 #define LEAVE_TIME 0x1000 //how long until we decide key is down (Used to be 0x4000)
2012 static int leave_mode;
2013 static fix entry_time;
2015 if ( Controls.rear_view_down_count ) { //key/button has gone down
2019 if (Cockpit_mode==CM_REAR_VIEW) {
2020 select_cockpit(Cockpit_mode_save);
2021 Cockpit_mode_save = -1;
2023 if (Newdemo_state == ND_STATE_RECORDING)
2024 newdemo_record_restore_rearview();
2028 leave_mode = 0; //means wait for another key
2029 entry_time = timer_get_fixed_seconds();
2030 if (Cockpit_mode == CM_FULL_COCKPIT) {
2031 Cockpit_mode_save = Cockpit_mode;
2032 select_cockpit(CM_REAR_VIEW);
2034 if (Newdemo_state == ND_STATE_RECORDING)
2035 newdemo_record_rearview();
2039 if (Controls.rear_view_down_state) {
2041 if (leave_mode==0 && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
2046 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
2048 if (leave_mode==1 && Rear_view) {
2050 if (Cockpit_mode==CM_REAR_VIEW) {
2051 select_cockpit(Cockpit_mode_save);
2052 Cockpit_mode_save = -1;
2054 if (Newdemo_state == ND_STATE_RECORDING)
2055 newdemo_record_restore_rearview();
2060 void reset_rear_view(void)
2063 if (Newdemo_state == ND_STATE_RECORDING)
2064 newdemo_record_restore_rearview();
2069 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
2070 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
2071 Cockpit_mode_save = CM_FULL_COCKPIT;
2072 select_cockpit(Cockpit_mode_save);
2073 Cockpit_mode_save = -1;
2079 int Config_menu_flag;
2083 int Cheats_enabled=0;
2085 extern int Laser_rapid_fire;
2086 extern void do_lunacy_on(), do_lunacy_off();
2088 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
2089 extern char BounceCheat,HomingCheat,OldHomingState[20];
2090 extern char AcidCheatOn,old_IntMethod, Monster_mode;
2091 extern int Buddy_dude_cheat;
2093 //turns off active cheats
2094 void turn_cheats_off()
2100 Weapon_info[i].homing_flag=OldHomingState[i];
2105 Interpolation_method=old_IntMethod;
2108 Buddy_dude_cheat = 0;
2112 Laser_rapid_fire = 0;
2113 Physics_cheat_flag = 0;
2115 Robots_kill_robots_cheat=0;
2116 Robot_firing_enabled = 1;
2119 //turns off all cheats & resets cheater flag
2120 void game_disable_cheats()
2128 // ----------------------------------------------------------------------------
2130 void game_setup(void)
2132 //@@int demo_playing=0;
2133 //@@int multi_game=0;
2135 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
2136 do_lunacy_off(); // Restore true insane mode.
2139 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
2140 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
2141 Endlevel_sequence = 0;
2143 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
2144 //@@ demo_playing = 1;
2145 //@@if ( Game_mode & GM_MULTI )
2146 //@@ multi_game = 1;
2148 set_screen_mode(SCREEN_GAME);
2149 reset_palette_add();
2151 set_warn_func(game_show_warning);
2155 //digi_init_sounds();
2157 //keyd_repeat = 0; // Don't allow repeat in game
2158 keyd_repeat = 1; // Do allow repeat in game
2160 #if !defined(WINDOWS) && !defined(MACINTOSH)
2161 //_MARK_("start of game");
2165 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
2166 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
2168 if (!check_obj_seg(ConsoleObject))
2169 move_player_2_segment(Cursegp,Curside);
2172 Viewer = ConsoleObject;
2173 fly_init(ConsoleObject);
2178 FrameTime = 0; //make first frame zero
2181 if (Current_level_num == 0) { //not a real level
2182 init_player_stats_game();
2189 game_flush_inputs();
2195 extern char IWasKicked;
2199 // ------------------------------------------------------------------------------------
2200 //this function is the game. called when game mode selected. runs until
2201 //editor mode or exit selected
2204 game_setup(); // Replaces what was here earlier.
2205 // Good for Windows Sake.
2208 ProfilerSetStatus(1);
2211 if ( setjmp(LeaveGame)==0 ) {
2217 Config_menu_flag = 0;
2219 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
2221 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
2222 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2225 player_shields = Players[Player_num].shields;
2230 DoMessageStuff(&msg); // Do Windows event handling.
2231 if (_RedrawScreen) {
2232 _RedrawScreen = FALSE;
2233 load_palette(Current_level_palette,1,1);
2234 gr_palette_load(gr_palette);
2239 ExtGameStatus=GAMESTAT_RUNNING;
2240 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
2242 //if the player is taking damage, give up guided missile control
2243 if (Players[Player_num].shields != player_shields)
2244 release_guided_missile(Player_num);
2246 //see if redbook song needs to be restarted
2247 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
2249 if (Config_menu_flag) {
2250 int double_save = Scanline_double;
2252 //WIN(mouse_set_mode(0));
2253 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2255 if (Scanline_double != double_save) init_cockpit();
2256 if (!(Game_mode&GM_MULTI)) palette_restore();
2257 //WIN(mouse_set_mode(1));
2261 int save_w=Game_window_w,save_h=Game_window_h;
2263 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2264 Game_window_w=save_w; Game_window_h=save_h;
2266 last_drawn_cockpit[0] = -1;
2267 last_drawn_cockpit[1] = -1;
2270 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2272 fmode = Function_mode;
2273 Function_mode = FMODE_GAME;
2275 apply_modified_palette();
2276 reset_palette_add();
2277 gr_palette_load( gr_palette );
2278 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2280 Function_mode = fmode;
2283 newdemo_stop_playback();
2284 Function_mode = FMODE_MENU;
2286 Function_mode = FMODE_GAME;
2290 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2296 fmode = Function_mode;
2297 Function_mode = FMODE_GAME;
2299 apply_modified_palette();
2300 reset_palette_add();
2301 gr_palette_load( gr_palette );
2302 ExtGameStatus=GAMESTAT_ABORT_GAME;
2303 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2305 Function_mode = fmode;
2307 Function_mode = FMODE_GAME;
2313 if (Function_mode != FMODE_GAME)
2314 longjmp(LeaveGame,0);
2317 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2318 longjmp(LeaveGame,0);
2324 ProfilerSetStatus(0);
2329 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2330 newdemo_stop_recording();
2336 if ( Newdemo_state == ND_STATE_PLAYBACK )
2337 newdemo_stop_playback();
2339 if (Cockpit_mode_save!=-1)
2341 Cockpit_mode=Cockpit_mode_save;
2342 Cockpit_mode_save=-1;
2345 if (Function_mode != FMODE_EDITOR)
2346 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2348 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2349 //@@ scores_maybe_add_player(Game_aborted);
2352 #if !defined(WINDOWS) && !defined(MACINTOSH)
2353 //_MARK_("end of game");
2356 clear_warn_func(game_show_warning); //don't use this func anymore
2358 game_disable_cheats();
2361 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2365 //called at the end of the program
2369 if (dd_VR_offscreen_buffer) {
2370 if (dd_grd_backcanv != dd_VR_offscreen_buffer) {
2371 dd_gr_free_canvas(dd_VR_offscreen_buffer);
2373 dd_VR_offscreen_buffer = NULL;
2374 VR_offscreen_buffer = NULL;
2377 if (VR_offscreen_buffer) {
2378 gr_free_canvas(VR_offscreen_buffer);
2379 VR_offscreen_buffer = NULL;
2383 close_gauge_canvases();
2385 restore_effect_bitmap_icons();
2387 #if !defined(MACINTOSH) && !defined(WINDOWS)
2388 if (Game_cockpit_copy_code) {
2389 d_free(Game_cockpit_copy_code);
2390 Game_cockpit_copy_code = NULL;
2393 if (Game_cockpit_copy_code)
2394 Game_cockpit_copy_code = 0;
2397 if (background_bitmap.bm_data)
2398 d_free(background_bitmap.bm_data);
2400 clear_warn_func(game_show_warning); //don't use this func anymore
2404 dd_grs_canvas * get_current_game_screen()
2406 return &dd_VR_screen_pages[VR_current_page];
2411 grs_canvas * get_current_game_screen()
2413 return &VR_screen_pages[VR_current_page];
2418 extern void kconfig_center_headset();
2422 void speedtest_frame(void);
2423 int Debug_slowdown=0;
2427 extern void player_follow_path(object *objp);
2428 extern void check_create_player_path(void);
2432 extern int Do_appearance_effect;
2434 object *Missile_viewer=NULL;
2436 int Missile_view_enabled = 1;
2438 int Marker_viewer_num[2]={-1,-1};
2439 int Coop_view_player[2]={-1,-1};
2440 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2442 //returns ptr to escort robot, or NULL
2443 object *find_escort()
2447 for (i=0; i<=Highest_object_index; i++)
2448 if (Objects[i].type == OBJ_ROBOT)
2449 if (Robot_info[Objects[i].id].companion)
2455 extern void process_super_mines_frame(void);
2456 extern void do_seismic_stuff(void);
2459 int Saving_movie_frames=0;
2460 int __Movie_frame_num=0;
2462 #define MAX_MOVIE_BUFFER_FRAMES 250
2463 #define MOVIE_FRAME_SIZE (320 * 200)
2465 ubyte *Movie_frame_buffer;
2466 int Movie_frame_counter;
2467 ubyte Movie_pal[768];
2468 char movie_path[50] = ".\\";
2470 grs_bitmap Movie_bm;
2472 void flush_movie_buffer()
2479 mprintf((0,"Flushing movie buffer..."));
2481 Movie_bm.bm_data = Movie_frame_buffer;
2483 for (f=0;f<Movie_frame_counter;f++) {
2484 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2485 __Movie_frame_num++;
2486 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2487 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2490 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2493 Movie_frame_counter=0;
2495 mprintf((0,"done \n"));
2500 void toggle_movie_saving()
2504 Saving_movie_frames = !Saving_movie_frames;
2506 if (Saving_movie_frames) {
2509 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2510 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2513 Saving_movie_frames = 0;
2517 while (isspace(movie_path[strlen(movie_path)-1]))
2518 movie_path[strlen(movie_path)-1] = 0;
2519 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2520 strcat(movie_path,"\\");
2523 if (!Movie_frame_buffer) {
2524 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2525 if (!Movie_frame_buffer) {
2527 Saving_movie_frames=0;
2530 Movie_frame_counter=0;
2532 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2533 Movie_bm.bm_w = 320;
2534 Movie_bm.bm_h = 200;
2535 Movie_bm.bm_type = BM_LINEAR;
2536 Movie_bm.bm_flags = 0;
2537 Movie_bm.bm_rowsize = 320;
2538 Movie_bm.bm_handle = 0;
2540 gr_palette_read(Movie_pal); //get actual palette from the hardware
2542 if (Newdemo_state == ND_STATE_PLAYBACK)
2543 Newdemo_do_interpolate = 0;
2547 flush_movie_buffer();
2549 if (Newdemo_state == ND_STATE_PLAYBACK)
2550 Newdemo_do_interpolate = 1;
2555 void save_movie_frame()
2557 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2559 Movie_frame_counter++;
2561 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2562 flush_movie_buffer();
2568 extern int Level_shake_duration;
2570 //if water or fire level, make occasional sound
2571 void do_ambient_sounds()
2573 int has_water,has_lava;
2576 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2577 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2579 if (has_lava) { //has lava
2580 sound = SOUND_AMBIENT_LAVA;
2581 if (has_water && (d_rand() & 1)) //both, pick one
2582 sound = SOUND_AMBIENT_WATER;
2584 else if (has_water) //just water
2585 sound = SOUND_AMBIENT_WATER;
2589 if (((d_rand() << 3) < FrameTime)) { //play the sound
2590 fix volume = d_rand() + f1_0/2;
2591 digi_play_sample(sound,volume);
2595 // -- extern void lightning_frame(void);
2597 void game_render_frame();
2598 extern void omega_charge_frame(void);
2600 extern time_t t_current_time, t_saved_time;
2602 void flicker_lights();
2604 void GameLoop(int RenderFlag, int ReadControlsFlag )
2608 // Used to slow down frame rate for testing things.
2609 // RenderFlag = 1; // DEBUG
2610 if (Debug_slowdown) {
2613 for (h=0; h<Debug_slowdown; h++)
2614 for (i=0; i<1000; i++)
2621 static int desc_dead_countdown=100; /* used if player shouldn't be playing */
2623 if (desc_id_exit_num) { // are we supposed to be checking
2624 if (!(--desc_dead_countdown)) {// if so, at zero, then pull the plug
2625 char time_str[32], time_str2[32];
2627 _ctime(&t_saved_time, time_str);
2628 _ctime(&t_current_time, time_str2);
2630 Error ("EXPIRES %s. YOUR TIME %s.\n", time_str, time_str2);
2631 Error ("Loading overlay -- error number: %d\n", (int)desc_id_exit_num);
2638 if (FindArg("-invulnerability"))
2639 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2643 update_player_stats();
2644 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2645 do_afterburner_stuff();
2647 do_invulnerable_stuff();
2648 remove_obsolete_stuck_objects();
2650 do_final_boss_frame();
2651 // -- lightning_frame();
2652 // -- recharge_energy_frame();
2654 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2655 static int turned_off=0;
2656 Players[Player_num].energy -= (FrameTime*3/8);
2657 if (Players[Player_num].energy < i2f(10)) {
2659 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2662 if (Game_mode & GM_MULTI)
2663 multi_send_flags(Player_num);
2670 if (Players[Player_num].energy <= 0) {
2671 Players[Player_num].energy = 0;
2672 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2674 if (Game_mode & GM_MULTI)
2675 multi_send_flags(Player_num);
2682 check_create_player_path();
2683 player_follow_path(ConsoleObject);
2687 if (Game_mode & GM_MULTI)
2690 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2691 multi_check_for_killgoal_winner();
2697 if (force_cockpit_redraw) { //screen need redrawing?
2699 force_cockpit_redraw=0;
2701 game_render_frame();
2702 //show_extra_views(); //missile view, buddy bot, etc.
2705 if (Saving_movie_frames)
2712 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2716 dead_player_frame();
2717 if (Newdemo_state != ND_STATE_PLAYBACK)
2718 do_controlcen_dead_frame();
2720 process_super_mines_frame();
2722 do_ambient_sounds();
2729 if (ReadControlsFlag)
2732 memset(&Controls, 0, sizeof(Controls));
2734 GameTime += FrameTime;
2736 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2737 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2739 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2740 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2741 mprintf((0,"GameTime reset to 0\n"));
2745 if (FindArg("-checktime") != 0)
2746 if (GameTime >= i2f(600)) //wrap after 10 minutes
2747 GameTime = FrameTime;
2751 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2752 ThisLevelTime +=FrameTime;
2757 if (Endlevel_sequence) {
2758 do_endlevel_frame();
2759 powerup_grab_cheat_all();
2760 do_special_effects();
2761 return; //skip everything else
2764 if (Newdemo_state != ND_STATE_PLAYBACK)
2765 do_exploding_wall_frame();
2766 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2767 do_special_effects();
2768 wall_frame_process();
2769 triggers_frame_process();
2773 if (Control_center_destroyed) {
2774 if (Newdemo_state==ND_STATE_RECORDING )
2775 newdemo_record_control_center_destroyed();
2780 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2781 newdemo_playback_one_frame();
2782 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2783 longjmp( LeaveGame, 0 ); // Go back to menu
2786 { // Note the link to above!
2788 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2791 powerup_grab_cheat_all();
2793 if (Endlevel_sequence) //might have been started during move
2796 fuelcen_update_all();
2800 if (allowed_to_fire_laser())
2801 FireLaser(); // Fire Laser!
2803 if (Auto_fire_fusion_cannon_time) {
2804 if (Primary_weapon != FUSION_INDEX)
2805 Auto_fire_fusion_cannon_time = 0;
2806 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2807 Auto_fire_fusion_cannon_time = 0;
2808 Global_laser_firing_count = 1;
2810 vms_vector rand_vec;
2813 Global_laser_firing_count = 0;
2815 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2816 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2817 make_random_vector(&rand_vec);
2819 bump_amount = F1_0*4;
2821 if (Fusion_charge > F1_0*2)
2822 bump_amount = Fusion_charge*4;
2824 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2828 if (Global_laser_firing_count) {
2829 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2830 // if (Fusion_charge > F1_0*2)
2831 // Fusion_charge = F1_0*2;
2832 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2835 if (Global_laser_firing_count < 0)
2836 Global_laser_firing_count = 0;
2839 if (Do_appearance_effect) {
2840 create_player_appearance_effect(ConsoleObject);
2841 Do_appearance_effect = 0;
2843 if ((Game_mode & GM_MULTI) && Netgame.invul)
2845 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2846 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2853 omega_charge_frame();
2857 //!!hoard_light_pulse(); //do cool hoard light pulsing
2861 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2862 //!!extern int Hoard_goal_eclip;
2864 //!!//do cool pulsing lights in hoard goals
2865 //!!hoard_light_pulse()
2867 //!! if (Game_mode & GM_HOARD) {
2871 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2875 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2878 //!! light = abs(frame - 5) * f1_0 / 5;
2880 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2885 ubyte Slide_segs[MAX_SEGMENTS];
2886 int Slide_segs_computed;
2888 void compute_slide_segs(void)
2890 int segnum, sidenum;
2892 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2893 Slide_segs[segnum] = 0;
2894 for (sidenum=0;sidenum<6;sidenum++) {
2895 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2896 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2897 Slide_segs[segnum] |= 1 << sidenum;
2901 Slide_segs_computed = 1;
2904 // -----------------------------------------------------------------------------
2905 void slide_textures(void)
2907 int segnum,sidenum,i;
2909 if (!Slide_segs_computed)
2910 compute_slide_segs();
2912 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2913 if (Slide_segs[segnum]) {
2914 for (sidenum=0;sidenum<6;sidenum++) {
2915 if (Slide_segs[segnum] & (1 << sidenum)) {
2916 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2917 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2919 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2920 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2921 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2924 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2926 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2929 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2931 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2934 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2936 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2939 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2949 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2951 int Num_flickering_lights=0;
2953 void flicker_lights()
2956 flickering_light *f;
2958 f = Flickering_lights;
2960 for (l=0;l<Num_flickering_lights;l++,f++) {
2961 segment *segp = &Segments[f->segnum];
2963 //make sure this is actually a light
2964 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2966 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2969 if (f->timer == 0x80000000) //disabled
2972 if ((f->timer -= FrameTime) < 0) {
2974 while (f->timer < 0)
2975 f->timer += f->delay;
2977 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2980 add_light(f->segnum,f->sidenum);
2982 subtract_light(f->segnum,f->sidenum);
2987 //returns ptr to flickering light structure, or NULL if can't find
2988 flickering_light *find_flicker(int segnum,int sidenum)
2991 flickering_light *f;
2993 //see if there's already an entry for this seg/side
2995 f = Flickering_lights;
2997 for (l=0;l<Num_flickering_lights;l++,f++)
2998 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3004 //turn flickering off (because light has been turned off)
3005 void disable_flicker(int segnum,int sidenum)
3007 flickering_light *f;
3009 if ((f=find_flicker(segnum,sidenum)) != NULL)
3010 f->timer = 0x80000000;
3013 //turn flickering off (because light has been turned on)
3014 void enable_flicker(int segnum,int sidenum)
3016 flickering_light *f;
3018 if ((f=find_flicker(segnum,sidenum)) != NULL)
3025 //returns 1 if ok, 0 if error
3026 int add_flicker(int segnum,int sidenum,fix delay,ulong mask)
3029 flickering_light *f;
3031 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
3033 //see if there's already an entry for this seg/side
3035 f = Flickering_lights;
3037 for (l=0;l<Num_flickering_lights;l++,f++)
3038 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3041 if (mask==0) { //clearing entry
3042 if (l == Num_flickering_lights)
3046 for (i=l;i<Num_flickering_lights-1;i++)
3047 Flickering_lights[i] = Flickering_lights[i+1];
3048 Num_flickering_lights--;
3053 if (l == Num_flickering_lights) {
3054 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
3057 Num_flickering_lights++;
3061 f->sidenum = sidenum;
3062 f->delay = f->timer = delay;
3070 // -----------------------------------------------------------------------------
3071 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
3076 Global_laser_firing_count += Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
3078 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
3079 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
3080 Global_laser_firing_count = 0;
3082 if (Fusion_charge == 0)
3083 Players[Player_num].energy -= F1_0*2;
3085 Fusion_charge += FrameTime;
3086 Players[Player_num].energy -= FrameTime;
3088 if (Players[Player_num].energy <= 0) {
3089 Players[Player_num].energy = 0;
3090 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
3092 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
3093 // Fire the fusion cannon at this time in the future.
3095 if (Fusion_charge < F1_0*2)
3096 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
3098 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
3100 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
3101 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
3103 if (Fusion_next_sound_time < GameTime) {
3104 if (Fusion_charge > F1_0*2) {
3105 digi_play_sample( 11, F1_0 );
3106 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
3108 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
3109 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
3111 if (Game_mode & GM_MULTI)
3112 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
3115 Fusion_last_sound_time = GameTime;
3116 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
3124 // -------------------------------------------------------------------------------------------------------
3125 // If player is close enough to objnum, which ought to be a powerup, pick it up!
3126 // This could easily be made difficulty level dependent.
3127 void powerup_grab_cheat(object *player, int objnum)
3133 Assert(Objects[objnum].type == OBJ_POWERUP);
3135 powerup_size = Objects[objnum].size;
3136 player_size = player->size;
3138 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
3140 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
3141 vms_vector collision_point;
3143 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
3144 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
3148 // -------------------------------------------------------------------------------------------------------
3149 // Make it easier to pick up powerups.
3150 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
3151 // from player to powerup and player's forward vector.
3152 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
3153 // way before the player gets there.
3154 void powerup_grab_cheat_all(void)
3159 segp = &Segments[ConsoleObject->segnum];
3160 objnum = segp->objects;
3162 while (objnum != -1) {
3163 if (Objects[objnum].type == OBJ_POWERUP)
3164 powerup_grab_cheat(ConsoleObject, objnum);
3165 objnum = Objects[objnum].next;
3170 int Last_level_path_created = -1;
3172 #ifdef SHOW_EXIT_PATH
3174 // ------------------------------------------------------------------------------------------------------------------
3175 // Create path for player from current segment to goal segment.
3176 // Return true if path created, else return false.
3177 int mark_player_path_to_segment(int segnum)
3180 object *objp = ConsoleObject;
3181 short player_path_length=0;
3182 int player_hide_index=-1;
3184 if (Last_level_path_created == Current_level_num) {
3188 Last_level_path_created = Current_level_num;
3190 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
3191 mprintf((0, "Unable to form path of length %i for myself\n", 100));
3195 player_hide_index = Point_segs_free_ptr - Point_segs;
3196 Point_segs_free_ptr += player_path_length;
3198 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
3199 mprintf((1, "Can't create path. Not enough point_segs.\n"));
3200 ai_reset_all_paths();
3204 for (i=1; i<player_path_length; i++) {
3206 vms_vector seg_center;
3209 segnum = Point_segs[player_hide_index+i].segnum;
3210 mprintf((0, "%3i ", segnum));
3211 seg_center = Point_segs[player_hide_index+i].point;
3213 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
3215 Int3(); // Unable to drop energy powerup for path
3219 obj = &Objects[objnum];
3220 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
3221 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
3222 obj->rtype.vclip_info.framenum = 0;
3223 obj->lifeleft = F1_0*100 + d_rand() * 4;
3230 // Return true if it happened, else return false.
3231 int create_special_path(void)
3235 // ---------- Find exit doors ----------
3236 for (i=0; i<=Highest_segment_index; i++)
3237 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
3238 if (Segments[i].children[j] == -2) {
3239 mprintf((0, "Exit at segment %i\n", i));
3240 return mark_player_path_to_segment(i);
3250 int Max_obj_count_mike = 0;
3252 // Shows current number of used objects.
3253 void show_free_objects(void)
3255 if (!(FrameCount & 8)) {
3259 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
3261 for (i=0; i<=Highest_object_index; i++)
3262 if (Objects[i].type != OBJ_NONE)
3265 mprintf((0, "%3i", count));
3267 if (count > Max_obj_count_mike) {
3268 Max_obj_count_mike = count;
3269 mprintf((0, " ***"));
3280 void game_win_init_cockpit_mask(int sram)
3282 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
3283 dd_gr_free_canvas(dd_VR_offscreen_buffer);
3286 if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
3287 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
3288 // we can just flip it, saving a blt.
3291 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
3292 // The offscreen buffer will be created. We will just blt this
3293 // to the screen (which may be blted to the primary surface)
3294 if ( grd_curscreen->sc_h < 200 ) {
3295 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, 200);
3296 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3298 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3299 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, 200);
3300 dd_VR_offscreen_buffer->sram = 1;
3304 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, grd_curscreen->sc_h);
3305 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3307 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3308 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, grd_curscreen->sc_h);
3309 dd_VR_offscreen_buffer->sram = 1;
3314 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3315 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3316 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3317 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3319 game_init_render_sub_buffers( 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3322 //@@void game_win_init_cockpit_mask()
3324 //@@ char title_pal[768];
3325 //@@ dd_grs_canvas ccanv;
3327 //@@ LPDIRECTDRAWSURFACE dds;
3329 //@@ dds = DDCreateSurface(GRMODEINFO(w), GRMODEINFO(h), 1);
3330 //@@ Assert(dds != NULL);
3332 //@@ _lpDDSMask = dds;
3333 //@@ ccanv.lpdds = dds;
3334 //@@ dd_gr_reinit_canvas(&ccanv);
3336 //@@ dd_gr_set_current_canvas(&ccanv);
3337 //@@ DDGRLOCK(dd_grd_curcanv)
3339 //@@ if (W95DisplayMode == SM95_640x480x8) {
3340 //@@ pcx_error=pcx_read_bitmap( "MASKB.PCX", &grd_curcanv->cv_bitmap,
3341 //@@ grd_curcanv->cv_bitmap.bm_type,
3345 //@@ pcx_error=pcx_read_bitmap( "MASK.PCX", &grd_curcanv->cv_bitmap,
3346 //@@ grd_curcanv->cv_bitmap.bm_type,
3350 //@@ DDGRUNLOCK(dd_grd_curcanv);
3352 //@@ Assert(pcx_error == PCX_ERROR_NONE);
3353 //@@ Game_cockpit_copy_code = (ubyte *)(0xABADC0DE);
3359 * reads a flickering_light structure from a CFILE
3361 void flickering_light_read(flickering_light *fl, CFILE *fp)
3363 fl->segnum = cfile_read_short(fp);
3364 fl->sidenum = cfile_read_short(fp);
3365 fl->mask = cfile_read_int(fp);
3366 fl->timer = cfile_read_fix(fp);
3367 fl->delay = cfile_read_fix(fp);