2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
19 char game_rcsid[] = "$Id: game.c,v 1.10 2002-02-14 10:18:23 bradleyb Exp $";
35 #include <StandardFile.h>
36 #include <Quickdraw.h>
47 #include "pa_enabl.h" //$$POLY_ACC
100 #include "controls.h"
104 #if defined(POLY_ACC)
105 #include "poly_acc.h"
110 #include "cntrlcen.h"
114 #include "multibot.h"
117 #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); // This also loads mission 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)
470 newdemo_record_cockpit_change(Cockpit_mode);
473 if ( VR_render_mode != VR_NONE )
474 Cockpit_mode = CM_FULL_SCREEN;
476 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
477 Cockpit_mode = CM_FULL_SCREEN;
479 if ( Screen_mode == SCREEN_EDITOR )
480 Cockpit_mode = CM_FULL_SCREEN;
483 dd_gr_set_current_canvas(NULL),
484 gr_set_current_canvas(NULL)
486 gr_set_curfont( GAME_FONT );
488 #if !defined(MACINTOSH) && !defined(WINDOWS)
489 if (Game_cockpit_copy_code)
490 d_free(Game_cockpit_copy_code);
491 Game_cockpit_copy_code = NULL;
493 if (Game_cockpit_copy_code)
494 Game_cockpit_copy_code = 0;
498 //@@ if (_lpDDSMask) { DDFreeSurface(_lpDDSMask); _lpDDSMask = NULL; }
502 game_win_init_cockpit_mask(0);
505 switch( Cockpit_mode )
507 case CM_FULL_COCKPIT:
509 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
511 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
514 dd_gr_set_current_canvas(NULL);
515 game_win_init_cockpit_mask(1);
516 dd_gr_set_current_canvas(dd_VR_offscreen_buffer);
518 gr_set_current_canvas(VR_offscreen_buffer)
521 WIN(DDGRLOCK(dd_grd_curcanv));
522 gr_bitmap( 0, 0, bm );
523 bm = &VR_offscreen_buffer->cv_bitmap;
524 bm->bm_flags = BM_FLAG_TRANSPARENT;
525 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
526 WIN( win_get_span_list(bm, miny, maxy);
527 DDGRUNLOCK(dd_grd_curcanv)
531 #if 1 // def MACINTOSH
532 gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize);
534 if ( Current_display_mode )
536 #if defined(POLY_ACC)
537 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 );
538 pa_clear_buffer(1, 0); // clear offscreen to reduce white flash.
540 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 );
543 Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
545 bm->bm_flags = 0; // Clear all flags for offscreen canvas
547 Game_cockpit_copy_code = (ubyte *)(1);
548 bm->bm_flags = 0; // Clear all flags for offscreen canvas
550 game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
556 max_window_h = grd_curscreen->sc_h;
558 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
559 Game_window_h = max_window_h;
561 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
562 Game_window_w = max_window_w;
564 Game_window_x = (max_window_w - Game_window_w)/2;
565 Game_window_y = (max_window_h - Game_window_h)/2;
567 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
572 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
574 if (Game_window_h > max_window_h)
575 Game_window_h = max_window_h;
577 if (Game_window_w > max_window_w)
578 Game_window_w = max_window_w;
580 Game_window_x = (max_window_w - Game_window_w)/2;
581 Game_window_y = (max_window_h - Game_window_h)/2;
583 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
589 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
590 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
591 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
593 game_init_render_sub_buffers( x, y, w, h );
600 dd_gr_set_current_canvas(NULL),
601 gr_set_current_canvas(NULL)
605 //selects a given cockpit (or lack of one). See types in game.h
606 void select_cockpit(int mode)
608 if (mode != Cockpit_mode) { //new mode
614 extern int last_drawn_cockpit[2];
616 //force cockpit redraw next time. call this if you've trashed the screen
619 force_cockpit_redraw=1;
620 last_drawn_cockpit[0] = -1;
621 last_drawn_cockpit[1] = -1;
624 // void HUD_clear_messages(); //Already declared in gauges.h
627 void VR_reset_params()
629 VR_eye_width = VR_SEPARATION;
630 VR_eye_offset = VR_PIXEL_SHIFT;
631 VR_eye_offset_changed = 2;
634 void game_init_render_sub_buffers( int x, int y, int w, int h )
637 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[0], &dd_VR_render_buffer[0], x, y, w, h );
638 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[1], &dd_VR_render_buffer[1], x, y, w, h );
640 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_x = 0;
641 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_y = 0;
642 dd_VR_render_sub_buffer[0].xoff = x;
643 dd_VR_render_sub_buffer[0].yoff = y;
644 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_x = 0;
645 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_y = 0;
646 dd_VR_render_sub_buffer[1].xoff = x;
647 dd_VR_render_sub_buffer[1].yoff = y;
650 if (Scanline_double) {
654 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w/2, (h/2)+1);
655 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w/2, (h/2)+1);
658 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
659 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
669 newBounds.right = x + w;
671 newBounds.bottom = y + h;
673 pa_set_context(kGamePlayDrawContextID, &newBounds); // must resize/create new context
679 VR_render_sub_buffer[0].cv_bitmap.bm_x = 0;
680 VR_render_sub_buffer[0].cv_bitmap.bm_y = 0;
681 VR_render_sub_buffer[1].cv_bitmap.bm_x = 0;
682 VR_render_sub_buffer[1].cv_bitmap.bm_y = 0;
688 // Sets up the canvases we will be rendering to (WIN95)
689 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
691 // Hack for switching to higher that 640x480 modes (DDraw doesn't allow
692 // creating surfaces greater than the current resolution
694 if (GRMODEINFO(rw) < render_w || GRMODEINFO(rh) < render_h) {
695 render_w = GRMODEINFO(rw);
696 render_h = GRMODEINFO(rh);
699 VR_screen_mode = screen_mode;
701 VR_screen_flags = flags;
704 VR_render_mode = render_method;
706 Game_window_w = render_w;
707 Game_window_h = render_h;
709 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
710 dd_gr_free_canvas(dd_VR_offscreen_buffer);
713 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
714 if ( render_h*2 < 200 ) {
715 Int3(); // Not Supported yet!!!
716 // VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
719 Int3(); // Not Supported yet!!!
720 // VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
723 Int3(); // Not Supported yet!!!
724 // gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
725 // gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
727 else if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
728 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
729 // we can just flip it, saving a blt.
731 dd_VR_offscreen_buffer = dd_grd_backcanv;
732 VR_offscreen_buffer = & dd_grd_backcanv->canvas;
734 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
735 // The offscreen buffer will be created. We will just blt this
736 // to the screen (which may be blted to the primary surface)
737 if ( render_h < 200 ) {
738 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, 200);
739 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
742 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, render_h);
743 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
747 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
748 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
749 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
750 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
752 game_init_render_sub_buffers( 0, 0, render_w, render_h );
757 // Sets up the canvases we will be rendering to (NORMAL VERSION)
758 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
760 // if (vga_check_mode(screen_mode) != 0)
761 // Error("Cannot set requested video mode");
763 VR_screen_mode = screen_mode;
765 VR_screen_flags = flags;
769 VR_render_mode = render_method;
771 Game_window_w = render_w;
772 Game_window_h = render_h;
774 if (VR_offscreen_buffer) {
775 gr_free_canvas(VR_offscreen_buffer);
778 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
779 if ( render_h*2 < 200 ) {
780 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
783 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
786 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
787 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
790 if ( render_h < 200 ) {
791 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
794 #if defined(POLY_ACC)
796 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
797 d_free(VR_offscreen_buffer->cv_bitmap.bm_data);
798 gr_init_canvas(VR_offscreen_buffer, pa_get_buffer_address(1), BM_LINEAR15, render_w, render_h);
800 if ( PAEnabled || gConfigInfo.mAcceleration ) {
801 Cockpit_mode=CM_FULL_SCREEN; // HACK HACK HACK HACK HACK!!!!
802 VR_offscreen_buffer = gr_create_canvas2(render_w, render_h, BM_LINEAR15);
804 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
807 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
812 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
815 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
816 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
819 game_init_render_sub_buffers( 0, 0, render_w, render_h );
823 //called to get the screen in a mode compatible with popup menus.
824 //if we can't have popups over the game screen, switch to menu mode.
825 void set_popup_screen(void)
827 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
829 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
830 set_screen_mode(SCREEN_MENU); //must switch to menu mode
834 //called to change the screen mode. Parameter sm is the new mode, one of
835 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
836 //mode if cannot init requested mode)
837 int set_screen_mode(int sm)
839 WIN(static int force_mode_change=0);
840 WIN(static int saved_window_w);
841 WIN(static int saved_window_h);
844 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
845 gr_set_current_canvas( Canv_editor );
851 if ( Screen_mode == sm && W95DisplayMode == VR_screen_mode) {
852 dd_gr_set_current_canvas( &dd_VR_screen_pages[VR_current_page] );
856 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
857 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
863 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
865 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
866 ogl_set_screen_mode();
877 switch( Screen_mode )
883 if (!(VR_screen_flags & VRF_COMPATIBLE_MENUS)) {
884 // HACK!!! Meant to save window size when switching from
885 // non-compat menu mode to menu mode.
886 saved_window_w = Game_window_w;
887 saved_window_h = Game_window_h;
888 force_mode_change = 1;
890 if (W95DisplayMode != SM95_640x480x8) {
891 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
892 DDSETDISPLAYMODE(SM95_640x480x8);
894 if (!gr_palette_faded_out) gr_palette_load(gr_palette);
897 dd_gr_init_sub_canvas(&dd_VR_screen_pages[0], dd_grd_screencanv,
899 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
900 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
901 dd_gr_init_sub_canvas(&dd_VR_screen_pages[1], dd_grd_screencanv,
903 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
904 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
912 MenuHires = MenuHiresAvailable; //do highres if we can
914 #if defined(POLY_ACC)
916 menu_mode = MenuHires?SM(640,480):SM(320,200);
918 menu_mode = PAEnabled?SM_640x480x15xPA:SM_640x480V;
921 menu_mode = MenuHires?SM(640,480):SM(320,200);
924 if (VGA_current_mode != menu_mode) {
925 if (gr_set_mode(menu_mode))
926 Error("Cannot set screen mode for menu");
927 if (!gr_palette_faded_out)
928 gr_palette_load(gr_palette);
931 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
932 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
934 FontHires = MenuHires;
944 if (force_mode_change || (W95DisplayMode != VR_screen_mode)) {
946 DDSETDISPLAYMODE(VR_screen_mode);
947 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
949 mprintf((0, "Reinitializing render buffers due to display mode change.\n"));
950 game_init_render_buffers(W95DisplayMode,
951 GRMODEINFO(rw), GRMODEINFO(rh),
952 VR_render_mode, VR_screen_flags);
957 if (VGA_current_mode != VR_screen_mode) {
958 if (gr_set_mode(VR_screen_mode)) {
959 Error("Cannot set desired screen mode for game!");
960 //we probably should do something else here, like select a standard mode
963 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
970 if ( VR_render_mode == VR_NONE )
972 max_window_w = grd_curscreen->sc_w;
973 max_window_h = grd_curscreen->sc_h;
975 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
976 if (Cockpit_mode == CM_STATUS_BAR)
977 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
979 else if (Cockpit_mode != CM_LETTERBOX)
980 Cockpit_mode = CM_FULL_SCREEN;
982 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
983 Game_window_w = max_window_w;
984 Game_window_h = max_window_h;
989 Cockpit_mode = CM_FULL_SCREEN;
992 // Super hack. If we are switching from a 320x200 game to 640x480.
993 // and we were in a menumode when switching, we don't
994 // restore Game_window vals
995 if (force_mode_change && (W95DisplayMode == SM95_320x200x8X)) {
996 Game_window_w = saved_window_w;
997 Game_window_h = saved_window_h;
998 force_mode_change = 0;
1003 // Define screen pages for game mode
1004 // If we designate through screen_flags to use paging, then do so.
1006 dd_gr_init_sub_canvas( &dd_VR_screen_pages[0], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1007 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1010 if ( VR_screen_flags&VRF_USE_PAGING ) {
1012 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_backcanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1013 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 )
1018 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1019 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1026 FontHires = (Current_display_mode != 0);
1029 FontHires = MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2));
1032 if ( VR_render_mode != VR_NONE ) {
1033 // for 640x480 or higher, use hires font.
1034 if ( grd_curscreen->sc_h > 400 )
1043 if (grd_curscreen->sc_mode != SM(800,600)) {
1045 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
1046 Warning("Cannot init editor screen (error=%d)",gr_error);
1050 gr_palette_load( gr_palette );
1052 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
1053 Canv_editor = &VR_editor_canvas;
1054 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1055 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1056 gr_set_current_canvas( Canv_editor );
1057 init_editor_screen(); //setup other editor stuff
1061 Error("Invalid screen mode %d",sm);
1064 VR_current_page = 0;
1067 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
1068 gr_set_current_canvas( &VR_screen_pages[VR_current_page] )
1071 if ( VR_screen_flags&VRF_USE_PAGING ) {
1074 gr_show_canvas( &VR_screen_pages[VR_current_page] )
1078 ogl_set_screen_mode();
1084 int gr_toggle_fullscreen_game(void){
1085 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
1087 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
1088 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
1089 //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.
1090 // generic_key_handler(KEY_PADENTER,0);
1095 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
1100 int arch_toggle_fullscreen_menu(void);
1102 int gr_toggle_fullscreen_menu(void){
1103 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
1105 i=arch_toggle_fullscreen_menu();
1107 // generic_key_handler(KEY_PADENTER,0);
1116 static int timer_paused=0;
1120 if (timer_paused==0) {
1122 time = timer_get_fixed_seconds();
1123 last_timer_value = time - last_timer_value;
1124 if (last_timer_value < 0) {
1125 #if defined(TIMER_TEST) && !defined(NDEBUG)
1126 Int3(); //get Matt!!!!
1128 last_timer_value = 0;
1130 #if defined(TIMER_TEST) && !defined(NDEBUG)
1131 time_stopped = time;
1136 #if defined(TIMER_TEST) && !defined(NDEBUG)
1144 Assert(timer_paused >= 0);
1145 if (timer_paused==0) {
1147 time = timer_get_fixed_seconds();
1148 #if defined(TIMER_TEST) && !defined(NDEBUG)
1149 if (last_timer_value < 0)
1150 Int3(); //get Matt!!!!
1153 last_timer_value = time - last_timer_value;
1154 #if defined(TIMER_TEST) && !defined(NDEBUG)
1155 time_started = time;
1159 #if defined(TIMER_TEST) && !defined(NDEBUG)
1164 MAC(extern ubyte joydefs_calibrating;)
1166 void game_flush_inputs()
1173 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
1175 mouse_get_delta( &dx, &dy ); // Read mouse
1176 memset(&Controls,0,sizeof(control_info));
1181 last_timer_value = timer_get_fixed_seconds();
1186 extern int Saving_movie_frames;
1187 int Movie_fixed_frametime;
1189 #define Saving_movie_frames 0
1190 #define Movie_fixed_frametime 0
1193 static const int max_fps = 80;
1195 void calc_frame_time()
1197 fix timer_value,last_frametime = FrameTime;
1199 #if defined(TIMER_TEST) && !defined(NDEBUG)
1200 _last_frametime = last_frametime;
1203 timer_value = timer_get_fixed_seconds();
1204 FrameTime = timer_value - last_timer_value;
1207 timer_value = timer_get_fixed_seconds();
1208 FrameTime = timer_value - last_timer_value;
1209 if (FrameTime < f1_0/max_fps);
1213 } while (FrameTime < f1_0/max_fps);
1215 #if defined(TIMER_TEST) && !defined(NDEBUG)
1216 _timer_value = timer_value;
1220 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
1221 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
1223 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
1224 // if ( !dpmi_virtual_memory )
1225 // Int3(); //Get MATT if hit this!
1229 #if defined(TIMER_TEST) && !defined(NDEBUG)
1230 actual_last_timer_value = last_timer_value;
1233 if ( Game_turbo_mode )
1236 // Limit frametime to be between 5 and 150 fps.
1237 RealFrameTime = FrameTime;
1238 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
1239 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
1241 last_timer_value = timer_value;
1243 if (FrameTime < 0) //if bogus frametime...
1244 FrameTime = last_frametime; //...then use time from last frame
1247 if (fixed_frametime) FrameTime = fixed_frametime;
1252 if ( Debug_pause ) {
1262 last_timer_value = timer_get_fixed_seconds();
1270 #if defined(TIMER_TEST) && !defined(NDEBUG)
1271 stop_count = start_count = 0;
1274 // Set value to determine whether homing missile can see target.
1275 // The lower frametime is, the more likely that it can see its target.
1276 if (FrameTime <= F1_0/64)
1277 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1278 else if (FrameTime < F1_0/32)
1279 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1280 else if (FrameTime < F1_0/4)
1281 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;
1283 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1287 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1289 void move_player_2_segment(segment *seg,int side)
1293 compute_segment_center(&ConsoleObject->pos,seg);
1294 compute_center_point_on_side(&vp,seg,side);
1295 vm_vec_sub2(&vp,&ConsoleObject->pos);
1296 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1298 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
1303 void game_draw_time_left()
1305 char temp_string[30];
1309 gr_set_curfont( GAME_FONT ); //GAME_FONT
1310 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1312 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1313 i=f2i(timevar-ThisLevelTime);
1316 sprintf( temp_string, "Time left: %d secs", i );
1319 gr_string(0, 32, temp_string );
1324 extern int Game_pause;
1327 void level_with_floor();
1329 void modex_clear_box(int x,int y,int w,int h)
1331 grs_canvas *temp_canv,*save_canv;
1333 save_canv = grd_curcanv;
1334 temp_canv = gr_create_canvas(w,h);
1335 gr_set_current_canvas(temp_canv);
1336 gr_clear_canvas(BM_XRGB(0,0,0));
1337 gr_set_current_canvas(save_canv);
1338 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1339 gr_free_canvas(temp_canv);
1343 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1345 // mac routine to drop contents of screen to a pict file using copybits
1346 // save a PICT to a file
1349 void SavePictScreen(int multiplayer)
1352 int parid, i, count;
1353 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1356 PicHandle pict_handle;
1357 static int multi_count = 0;
1358 StandardFileReply sf_reply;
1360 // dump the contents of the GameWindow into a picture using copybits
1362 pict_handle = OpenPicture(&GameWindow->portRect);
1363 if (pict_handle == NULL)
1366 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1369 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1370 if (!getcwd(cwd, FILENAME_MAX))
1372 // create the fsspec
1374 sprintf(filename, "screen%d", multi_count++);
1375 pfilename = c2pstr(filename);
1378 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1379 if (!sf_reply.sfGood)
1381 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1382 if (sf_reply.sfReplacing)
1384 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1388 // parid = GetAppDirId();
1389 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1394 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1399 // write the PICT file
1400 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1402 memset(buf, 0, sizeof(buf));
1404 if ( FSWrite(fd, &count, buf) )
1406 count = GetHandleSize((Handle)pict_handle);
1407 HLock((Handle)pict_handle);
1408 if ( FSWrite(fd, &count, *pict_handle) ) {
1414 HUnlock((Handle)pict_handle);
1415 DisposeHandle((Handle)pict_handle);
1423 //automap_flag is now unused, since we just check if the screen we're
1424 //writing to is modex
1425 //if called from automap, current canvas is set to visible screen
1427 void save_screen_shot(int automap_flag)
1429 #if defined(WINDOWS)
1430 mprintf((0, "Doing screen shot thing.\n"));
1431 win95_save_pcx_shot();
1433 #elif !defined(MACINTOSH)
1436 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1437 grs_font *save_font;
1438 static int savenum=0;
1439 static int stereo_savenum=0;
1440 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1441 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1449 // // Can't do screen shots in VR modes.
1450 // if ( VR_render_mode != VR_NONE )
1455 save_canv = grd_curcanv;
1457 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1461 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1462 gr_set_current_canvas(temp_canv);
1463 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1465 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1466 gr_set_current_canvas(temp_canv2);
1467 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1470 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1471 gr_set_current_canvas(temp_canv);
1472 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1475 gr_set_current_canvas(save_canv);
1477 if ( savenum > 99 ) savenum = 0;
1478 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1481 sprintf(savename,"left%02d.pcx",stereo_savenum);
1482 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1483 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1485 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1488 sprintf(savename,"screen%02d.pcx",savenum++);
1489 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1492 if (!automap_flag) //if from automap, curcanv is already visible canv
1493 gr_set_current_canvas(NULL);
1494 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1495 if (!automap_flag && modex_flag)
1496 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1498 save_font = grd_curcanv->cv_font;
1499 gr_set_curfont(GAME_FONT);
1500 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1501 gr_get_string_size(message,&w,&h,&aw);
1506 //I changed how these coords were calculated for the high-res automap. -MT
1507 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1508 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1509 x = (grd_curcanv->cv_w-w)/2;
1510 y = (grd_curcanv->cv_h-h)/2;
1513 modex_clear_box(x-2,y-2,w+4,h+4);
1514 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1516 gr_setcolor(gr_find_closest_color_current(0,0,0));
1517 gr_rect(x-2,y-2,x+w+2,y+h+2);
1518 gr_printf(x,y,message);
1519 gr_set_curfont(save_font);
1521 t1 = timer_get_fixed_seconds() + F1_0;
1523 gr_palette_read(pal); //get actual palette from the hardware
1524 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1526 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1528 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1530 gr_set_current_canvas(screen_canv);
1532 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1533 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1535 gr_free_canvas(temp_canv);
1537 gr_free_canvas(temp_canv2);
1539 gr_set_current_canvas(save_canv);
1545 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1546 grs_canvas *temp_canv, *save_canv;
1548 // Can't do screen shots in VR modes.
1549 if ( VR_render_mode != VR_NONE )
1554 save_canv = grd_curcanv;
1555 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1558 gr_set_current_canvas( temp_canv );
1559 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1560 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1564 if (Game_mode & GM_MULTI)
1571 gr_set_current_canvas(screen_canv);
1573 // if (!automap_flag)
1574 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1576 gr_free_canvas(temp_canv);
1578 gr_set_current_canvas(save_canv);
1587 void fly_init(object *obj)
1589 obj->control_type = CT_FLYING;
1590 obj->movement_type = MT_PHYSICS;
1592 vm_vec_zero(&obj->mtype.phys_info.velocity);
1593 vm_vec_zero(&obj->mtype.phys_info.thrust);
1594 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1595 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1598 //void morph_test(), morph_step();
1601 // ------------------------------------------------------------------------------------
1603 void test_anim_states();
1607 //put up the help message
1614 extern int been_in_editor;
1616 // ------------------------------------------------------------------------------------
1617 void do_cloak_stuff(void)
1620 for (i = 0; i < N_players; i++)
1621 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1622 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1623 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1624 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1625 if (i == Player_num) {
1626 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1628 if (Game_mode & GM_MULTI)
1629 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1630 maybe_drop_net_powerup(POW_CLOAK);
1631 multi_send_decloak(); // For demo recording
1633 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1641 // ------------------------------------------------------------------------------------
1642 void do_invulnerable_stuff(void)
1644 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1645 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1646 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1649 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1651 if (Game_mode & GM_MULTI)
1653 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1654 maybe_drop_net_powerup(POW_INVULNERABILITY);
1657 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1664 ubyte Last_afterburner_state = 0;
1665 fix Last_afterburner_charge = 0;
1667 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1668 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1672 //@@// ------------------------------------------------------------------------------------
1673 //@@void afterburner_shake(void)
1677 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1678 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1680 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1681 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1682 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1686 // ------------------------------------------------------------------------------------
1688 extern void multi_send_sound_function (char,char);
1691 void do_afterburner_stuff(void)
1693 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1694 Afterburner_charge=0;
1696 if (Endlevel_sequence || Player_is_dead)
1698 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1700 multi_send_sound_function (0,0);
1704 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1706 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1707 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1709 if (Game_mode & GM_MULTI)
1710 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1713 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1714 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1716 if (Game_mode & GM_MULTI)
1717 multi_send_sound_function (0,0);
1719 mprintf((0,"Killing afterburner sound\n"));
1723 //@@if (Controls.afterburner_state && Afterburner_charge)
1724 //@@ afterburner_shake();
1726 Last_afterburner_state = Controls.afterburner_state;
1727 Last_afterburner_charge = Afterburner_charge;
1730 // -- // ------------------------------------------------------------------------------------
1731 // -- // if energy < F1_0/2, recharge up to F1_0/2
1732 // -- void recharge_energy_frame(void)
1734 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1735 // -- Players[Player_num].energy += FrameTime/4;
1737 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1738 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1742 // Amount to diminish guns towards normal, per second.
1743 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1745 extern fix Flash_effect;
1747 //adds to rgb values for palette flash
1748 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1752 PaletteRedAdd += _dr;
1753 PaletteGreenAdd += _dg;
1754 PaletteBlueAdd += _db;
1756 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1761 maxval = MAX_PALETTE_ADD;
1763 if (PaletteRedAdd > maxval)
1764 PaletteRedAdd = maxval;
1766 if (PaletteGreenAdd > maxval)
1767 PaletteGreenAdd = maxval;
1769 if (PaletteBlueAdd > maxval)
1770 PaletteBlueAdd = maxval;
1772 if (PaletteRedAdd < -maxval)
1773 PaletteRedAdd = -maxval;
1775 if (PaletteGreenAdd < -maxval)
1776 PaletteGreenAdd = -maxval;
1778 if (PaletteBlueAdd < -maxval)
1779 PaletteBlueAdd = -maxval;
1782 fix Time_flash_last_played;
1785 void game_palette_step_up( int r, int g, int b );
1786 // ------------------------------------------------------------------------------------
1787 // Diminish palette effects towards normal.
1788 void diminish_palette_towards_normal(void)
1792 // Diminish at DIMINISH_RATE units/second.
1793 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1794 if (FrameTime < F1_0/DIMINISH_RATE) {
1795 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1798 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1799 if (dec_amount == 0)
1800 dec_amount++; // make sure we decrement by something
1806 // Part of hack system to force update of palette after exiting a menu.
1807 if (Time_flash_last_played) {
1809 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1812 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1813 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1814 Time_flash_last_played = GameTime;
1817 Flash_effect -= FrameTime;
1818 if (Flash_effect < 0)
1821 if (force_do || (d_rand() > 4096 )) {
1822 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1823 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1825 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1832 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1833 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1835 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1836 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1838 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1839 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1841 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1842 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1844 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1846 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1849 int Redsave, Bluesave, Greensave;
1851 void palette_save(void)
1853 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1856 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1858 void game_palette_step_up( int r, int g, int b )
1860 if ( VR_use_reg_code ) {
1862 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1865 gr_palette_step_up( r, g, b );
1869 void palette_restore(void)
1871 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1872 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1874 // Forces flash effect to fixup palette next frame.
1875 Time_flash_last_played = 0;
1878 extern void dead_player_frame(void);
1881 // --------------------------------------------------------------------------------------------------
1882 int allowed_to_fire_laser(void)
1884 if (Player_is_dead) {
1885 Global_missile_firing_count = 0;
1889 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1890 // be a long while before laser can be fired, then there must be some mistake!
1891 if (Next_laser_fire_time > GameTime)
1892 if (Next_laser_fire_time < GameTime + 2*F1_0)
1898 fix Next_flare_fire_time = 0;
1899 #define FLARE_BIG_DELAY (F1_0*2)
1901 int allowed_to_fire_flare(void)
1903 if (Next_flare_fire_time > GameTime)
1904 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1907 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1908 Next_flare_fire_time = GameTime + F1_0/4;
1910 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1915 int allowed_to_fire_missile(void)
1917 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1918 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1919 // be a long while before missile can be fired, then there must be some mistake!
1920 if (Next_missile_fire_time > GameTime)
1921 if (Next_missile_fire_time < GameTime + 5*F1_0)
1927 void full_palette_save(void)
1930 apply_modified_palette();
1931 reset_palette_add();
1932 gr_palette_load( gr_palette );
1935 extern int Death_sequence_aborted;
1936 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) );
1943 char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1946 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC;
1948 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2;
1949 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3;
1951 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1952 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1953 m[ 1].type = NM_TYPE_TEXT; m[1].text = save_help;
1954 m[ 2].type = NM_TYPE_TEXT; m[2].text = restore_help;
1956 m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2;
1957 m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3;
1958 m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4;
1959 m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5;
1961 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE;
1963 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = "Pause (F15)\t Pause";
1965 m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS;
1967 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN;
1969 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = "printscrn (F13)\t save screen shot";
1971 m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5;
1972 m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10;
1973 m[12].type = NM_TYPE_TEXT; m[12].text = "Shift-F1\t Cycle left window";
1974 m[13].type = NM_TYPE_TEXT; m[13].text = "Shift-F2\t Cycle right window";
1975 m[14].type = NM_TYPE_TEXT; m[14].text = "Shift-F4\t GuideBot menu";
1977 m[15].type = NM_TYPE_TEXT; m[15].text = "Alt-Shift-F4\t Rename GuideBot";
1979 m[15].type = NM_TYPE_TEXT; m[15].text = "Opt-Shift-F4\t Rename GuideBot";
1981 m[16].type = NM_TYPE_TEXT; m[16].text = "Shift-F5\t Drop primary";
1982 m[17].type = NM_TYPE_TEXT; m[17].text = "Shift-F6\t Drop secondary";
1983 m[18].type = NM_TYPE_TEXT; m[18].text = "Shift-F7\t Calibrate joystick";
1984 m[19].type = NM_TYPE_TEXT; m[19].text = "Shift-number\t GuideBot commands";
1987 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1988 m[20].type = NM_TYPE_TEXT; m[20].text = pixel_double_help;
1989 m[21].type = NM_TYPE_TEXT; m[21].text = "";
1990 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1991 m[22].type = NM_TYPE_TEXT; m[22].text = command_help;
1995 full_palette_save();
1997 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
2002 //temp function until Matt cleans up game sequencing
2003 extern void temp_reset_stuff_on_level();
2005 //deal with rear view - switch it on, or off, or whatever
2006 void check_rear_view()
2009 #define LEAVE_TIME 0x1000 //how long until we decide key is down (Used to be 0x4000)
2011 static int leave_mode;
2012 static fix entry_time;
2014 if ( Controls.rear_view_down_count ) { //key/button has gone down
2018 if (Cockpit_mode==CM_REAR_VIEW) {
2019 select_cockpit(Cockpit_mode_save);
2020 Cockpit_mode_save = -1;
2022 if (Newdemo_state == ND_STATE_RECORDING)
2023 newdemo_record_restore_rearview();
2027 leave_mode = 0; //means wait for another key
2028 entry_time = timer_get_fixed_seconds();
2029 if (Cockpit_mode == CM_FULL_COCKPIT) {
2030 Cockpit_mode_save = Cockpit_mode;
2031 select_cockpit(CM_REAR_VIEW);
2033 if (Newdemo_state == ND_STATE_RECORDING)
2034 newdemo_record_rearview();
2038 if (Controls.rear_view_down_state) {
2040 if (leave_mode==0 && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
2045 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
2047 if (leave_mode==1 && Rear_view) {
2049 if (Cockpit_mode==CM_REAR_VIEW) {
2050 select_cockpit(Cockpit_mode_save);
2051 Cockpit_mode_save = -1;
2053 if (Newdemo_state == ND_STATE_RECORDING)
2054 newdemo_record_restore_rearview();
2059 void reset_rear_view(void)
2062 if (Newdemo_state == ND_STATE_RECORDING)
2063 newdemo_record_restore_rearview();
2068 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
2069 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
2070 Cockpit_mode_save = CM_FULL_COCKPIT;
2071 select_cockpit(Cockpit_mode_save);
2072 Cockpit_mode_save = -1;
2078 int Config_menu_flag;
2082 int Cheats_enabled=0;
2084 extern int Laser_rapid_fire;
2085 extern void do_lunacy_on(), do_lunacy_off();
2087 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
2088 extern char BounceCheat,HomingCheat,OldHomingState[20];
2089 extern char AcidCheatOn,old_IntMethod, Monster_mode;
2090 extern int Buddy_dude_cheat;
2092 //turns off active cheats
2093 void turn_cheats_off()
2099 Weapon_info[i].homing_flag=OldHomingState[i];
2104 Interpolation_method=old_IntMethod;
2107 Buddy_dude_cheat = 0;
2111 Laser_rapid_fire = 0;
2112 Physics_cheat_flag = 0;
2114 Robots_kill_robots_cheat=0;
2115 Robot_firing_enabled = 1;
2118 //turns off all cheats & resets cheater flag
2119 void game_disable_cheats()
2127 // ----------------------------------------------------------------------------
2129 void game_setup(void)
2131 //@@int demo_playing=0;
2132 //@@int multi_game=0;
2134 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
2135 do_lunacy_off(); // Restore true insane mode.
2138 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
2139 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
2140 Endlevel_sequence = 0;
2142 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
2143 //@@ demo_playing = 1;
2144 //@@if ( Game_mode & GM_MULTI )
2145 //@@ multi_game = 1;
2147 set_screen_mode(SCREEN_GAME);
2148 reset_palette_add();
2150 set_warn_func(game_show_warning);
2154 //digi_init_sounds();
2156 //keyd_repeat = 0; // Don't allow repeat in game
2157 keyd_repeat = 1; // Do allow repeat in game
2159 #if !defined(WINDOWS) && !defined(MACINTOSH)
2160 //_MARK_("start of game");
2164 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
2165 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
2167 if (!check_obj_seg(ConsoleObject))
2168 move_player_2_segment(Cursegp,Curside);
2171 Viewer = ConsoleObject;
2172 fly_init(ConsoleObject);
2177 FrameTime = 0; //make first frame zero
2180 if (Current_level_num == 0) { //not a real level
2181 init_player_stats_game();
2188 game_flush_inputs();
2194 extern char IWasKicked;
2198 // ------------------------------------------------------------------------------------
2199 //this function is the game. called when game mode selected. runs until
2200 //editor mode or exit selected
2203 game_setup(); // Replaces what was here earlier.
2204 // Good for Windows Sake.
2207 ProfilerSetStatus(1);
2210 if ( setjmp(LeaveGame)==0 ) {
2216 Config_menu_flag = 0;
2218 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
2220 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
2221 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2224 player_shields = Players[Player_num].shields;
2229 DoMessageStuff(&msg); // Do Windows event handling.
2230 if (_RedrawScreen) {
2231 _RedrawScreen = FALSE;
2232 load_palette(Current_level_palette,1,1);
2233 gr_palette_load(gr_palette);
2238 ExtGameStatus=GAMESTAT_RUNNING;
2239 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
2241 //if the player is taking damage, give up guided missile control
2242 if (Players[Player_num].shields != player_shields)
2243 release_guided_missile(Player_num);
2245 //see if redbook song needs to be restarted
2246 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
2248 if (Config_menu_flag) {
2249 int double_save = Scanline_double;
2251 //WIN(mouse_set_mode(0));
2252 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2254 if (Scanline_double != double_save) init_cockpit();
2255 if (!(Game_mode&GM_MULTI)) palette_restore();
2256 //WIN(mouse_set_mode(1));
2260 int save_w=Game_window_w,save_h=Game_window_h;
2262 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2263 Game_window_w=save_w; Game_window_h=save_h;
2265 last_drawn_cockpit[0] = -1;
2266 last_drawn_cockpit[1] = -1;
2269 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2271 fmode = Function_mode;
2272 Function_mode = FMODE_GAME;
2274 apply_modified_palette();
2275 reset_palette_add();
2276 gr_palette_load( gr_palette );
2277 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2279 Function_mode = fmode;
2282 newdemo_stop_playback();
2283 Function_mode = FMODE_MENU;
2285 Function_mode = FMODE_GAME;
2289 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2295 fmode = Function_mode;
2296 Function_mode = FMODE_GAME;
2298 apply_modified_palette();
2299 reset_palette_add();
2300 gr_palette_load( gr_palette );
2301 ExtGameStatus=GAMESTAT_ABORT_GAME;
2302 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2304 Function_mode = fmode;
2306 Function_mode = FMODE_GAME;
2312 if (Function_mode != FMODE_GAME)
2313 longjmp(LeaveGame,0);
2316 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2317 longjmp(LeaveGame,0);
2323 ProfilerSetStatus(0);
2328 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2329 newdemo_stop_recording();
2335 if ( Newdemo_state == ND_STATE_PLAYBACK )
2336 newdemo_stop_playback();
2338 if (Cockpit_mode_save!=-1)
2340 Cockpit_mode=Cockpit_mode_save;
2341 Cockpit_mode_save=-1;
2344 if (Function_mode != FMODE_EDITOR)
2345 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2347 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2348 //@@ scores_maybe_add_player(Game_aborted);
2351 #if !defined(WINDOWS) && !defined(MACINTOSH)
2352 //_MARK_("end of game");
2355 clear_warn_func(game_show_warning); //don't use this func anymore
2357 game_disable_cheats();
2360 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2364 //called at the end of the program
2368 if (dd_VR_offscreen_buffer) {
2369 if (dd_grd_backcanv != dd_VR_offscreen_buffer) {
2370 dd_gr_free_canvas(dd_VR_offscreen_buffer);
2372 dd_VR_offscreen_buffer = NULL;
2373 VR_offscreen_buffer = NULL;
2376 if (VR_offscreen_buffer) {
2377 gr_free_canvas(VR_offscreen_buffer);
2378 VR_offscreen_buffer = NULL;
2382 close_gauge_canvases();
2384 restore_effect_bitmap_icons();
2386 #if !defined(MACINTOSH) && !defined(WINDOWS)
2387 if (Game_cockpit_copy_code) {
2388 d_free(Game_cockpit_copy_code);
2389 Game_cockpit_copy_code = NULL;
2392 if (Game_cockpit_copy_code)
2393 Game_cockpit_copy_code = 0;
2396 if (background_bitmap.bm_data)
2397 d_free(background_bitmap.bm_data);
2399 clear_warn_func(game_show_warning); //don't use this func anymore
2403 dd_grs_canvas * get_current_game_screen()
2405 return &dd_VR_screen_pages[VR_current_page];
2410 grs_canvas * get_current_game_screen()
2412 return &VR_screen_pages[VR_current_page];
2417 extern void kconfig_center_headset();
2421 void speedtest_frame(void);
2422 int Debug_slowdown=0;
2426 extern void player_follow_path(object *objp);
2427 extern void check_create_player_path(void);
2431 extern int Do_appearance_effect;
2433 object *Missile_viewer=NULL;
2435 int Missile_view_enabled = 1;
2437 int Marker_viewer_num[2]={-1,-1};
2438 int Coop_view_player[2]={-1,-1};
2439 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2441 //returns ptr to escort robot, or NULL
2442 object *find_escort()
2446 for (i=0; i<=Highest_object_index; i++)
2447 if (Objects[i].type == OBJ_ROBOT)
2448 if (Robot_info[Objects[i].id].companion)
2454 extern void process_super_mines_frame(void);
2455 extern void do_seismic_stuff(void);
2458 int Saving_movie_frames=0;
2459 int __Movie_frame_num=0;
2461 #define MAX_MOVIE_BUFFER_FRAMES 250
2462 #define MOVIE_FRAME_SIZE (320 * 200)
2464 ubyte *Movie_frame_buffer;
2465 int Movie_frame_counter;
2466 ubyte Movie_pal[768];
2467 char movie_path[50] = ".\\";
2469 grs_bitmap Movie_bm;
2471 void flush_movie_buffer()
2478 mprintf((0,"Flushing movie buffer..."));
2480 Movie_bm.bm_data = Movie_frame_buffer;
2482 for (f=0;f<Movie_frame_counter;f++) {
2483 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2484 __Movie_frame_num++;
2485 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2486 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2489 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2492 Movie_frame_counter=0;
2494 mprintf((0,"done \n"));
2499 void toggle_movie_saving()
2503 Saving_movie_frames = !Saving_movie_frames;
2505 if (Saving_movie_frames) {
2508 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2509 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2512 Saving_movie_frames = 0;
2516 while (isspace(movie_path[strlen(movie_path)-1]))
2517 movie_path[strlen(movie_path)-1] = 0;
2518 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2519 strcat(movie_path,"\\");
2522 if (!Movie_frame_buffer) {
2523 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2524 if (!Movie_frame_buffer) {
2526 Saving_movie_frames=0;
2529 Movie_frame_counter=0;
2531 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2532 Movie_bm.bm_w = 320;
2533 Movie_bm.bm_h = 200;
2534 Movie_bm.bm_type = BM_LINEAR;
2535 Movie_bm.bm_flags = 0;
2536 Movie_bm.bm_rowsize = 320;
2537 Movie_bm.bm_handle = 0;
2539 gr_palette_read(Movie_pal); //get actual palette from the hardware
2541 if (Newdemo_state == ND_STATE_PLAYBACK)
2542 Newdemo_do_interpolate = 0;
2546 flush_movie_buffer();
2548 if (Newdemo_state == ND_STATE_PLAYBACK)
2549 Newdemo_do_interpolate = 1;
2554 void save_movie_frame()
2556 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2558 Movie_frame_counter++;
2560 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2561 flush_movie_buffer();
2567 extern int Level_shake_duration;
2569 //if water or fire level, make occasional sound
2570 void do_ambient_sounds()
2572 int has_water,has_lava;
2575 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2576 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2578 if (has_lava) { //has lava
2579 sound = SOUND_AMBIENT_LAVA;
2580 if (has_water && (d_rand() & 1)) //both, pick one
2581 sound = SOUND_AMBIENT_WATER;
2583 else if (has_water) //just water
2584 sound = SOUND_AMBIENT_WATER;
2588 if (((d_rand() << 3) < FrameTime)) { //play the sound
2589 fix volume = d_rand() + f1_0/2;
2590 digi_play_sample(sound,volume);
2594 // -- extern void lightning_frame(void);
2596 void game_render_frame();
2597 extern void omega_charge_frame(void);
2599 extern time_t t_current_time, t_saved_time;
2601 void flicker_lights();
2603 void GameLoop(int RenderFlag, int ReadControlsFlag )
2607 // Used to slow down frame rate for testing things.
2608 // RenderFlag = 1; // DEBUG
2609 if (Debug_slowdown) {
2612 for (h=0; h<Debug_slowdown; h++)
2613 for (i=0; i<1000; i++)
2620 static int desc_dead_countdown=100; /* used if player shouldn't be playing */
2622 if (desc_id_exit_num) { // are we supposed to be checking
2623 if (!(--desc_dead_countdown)) {// if so, at zero, then pull the plug
2624 char time_str[32], time_str2[32];
2626 _ctime(&t_saved_time, time_str);
2627 _ctime(&t_current_time, time_str2);
2629 Error ("EXPIRES %s. YOUR TIME %s.\n", time_str, time_str2);
2630 Error ("Loading overlay -- error number: %d\n", (int)desc_id_exit_num);
2637 if (FindArg("-invulnerability"))
2638 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2642 update_player_stats();
2643 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2644 do_afterburner_stuff();
2646 do_invulnerable_stuff();
2647 remove_obsolete_stuck_objects();
2649 do_final_boss_frame();
2650 // -- lightning_frame();
2651 // -- recharge_energy_frame();
2653 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2654 static int turned_off=0;
2655 Players[Player_num].energy -= (FrameTime*3/8);
2656 if (Players[Player_num].energy < i2f(10)) {
2658 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2661 if (Game_mode & GM_MULTI)
2662 multi_send_flags(Player_num);
2669 if (Players[Player_num].energy <= 0) {
2670 Players[Player_num].energy = 0;
2671 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2673 if (Game_mode & GM_MULTI)
2674 multi_send_flags(Player_num);
2681 check_create_player_path();
2682 player_follow_path(ConsoleObject);
2686 if (Game_mode & GM_MULTI)
2689 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2690 multi_check_for_killgoal_winner();
2696 if (force_cockpit_redraw) { //screen need redrawing?
2698 force_cockpit_redraw=0;
2700 game_render_frame();
2701 //show_extra_views(); //missile view, buddy bot, etc.
2704 if (Saving_movie_frames)
2711 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2715 dead_player_frame();
2716 if (Newdemo_state != ND_STATE_PLAYBACK)
2717 do_controlcen_dead_frame();
2719 process_super_mines_frame();
2721 do_ambient_sounds();
2728 if (ReadControlsFlag)
2731 memset(&Controls, 0, sizeof(Controls));
2733 GameTime += FrameTime;
2735 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2736 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2738 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2739 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2740 mprintf((0,"GameTime reset to 0\n"));
2744 if (FindArg("-checktime") != 0)
2745 if (GameTime >= i2f(600)) //wrap after 10 minutes
2746 GameTime = FrameTime;
2750 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2751 ThisLevelTime +=FrameTime;
2756 if (Endlevel_sequence) {
2757 do_endlevel_frame();
2758 powerup_grab_cheat_all();
2759 do_special_effects();
2760 return; //skip everything else
2763 if (Newdemo_state != ND_STATE_PLAYBACK)
2764 do_exploding_wall_frame();
2765 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2766 do_special_effects();
2767 wall_frame_process();
2768 triggers_frame_process();
2772 if (Control_center_destroyed) {
2773 if (Newdemo_state==ND_STATE_RECORDING )
2774 newdemo_record_control_center_destroyed();
2779 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2780 newdemo_playback_one_frame();
2781 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2782 longjmp( LeaveGame, 0 ); // Go back to menu
2785 { // Note the link to above!
2787 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2790 powerup_grab_cheat_all();
2792 if (Endlevel_sequence) //might have been started during move
2795 fuelcen_update_all();
2799 if (allowed_to_fire_laser())
2800 FireLaser(); // Fire Laser!
2802 if (Auto_fire_fusion_cannon_time) {
2803 if (Primary_weapon != FUSION_INDEX)
2804 Auto_fire_fusion_cannon_time = 0;
2805 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2806 Auto_fire_fusion_cannon_time = 0;
2807 Global_laser_firing_count = 1;
2809 vms_vector rand_vec;
2812 Global_laser_firing_count = 0;
2814 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2815 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2816 make_random_vector(&rand_vec);
2818 bump_amount = F1_0*4;
2820 if (Fusion_charge > F1_0*2)
2821 bump_amount = Fusion_charge*4;
2823 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2827 if (Global_laser_firing_count) {
2828 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2829 // if (Fusion_charge > F1_0*2)
2830 // Fusion_charge = F1_0*2;
2831 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2834 if (Global_laser_firing_count < 0)
2835 Global_laser_firing_count = 0;
2838 if (Do_appearance_effect) {
2839 create_player_appearance_effect(ConsoleObject);
2840 Do_appearance_effect = 0;
2842 if ((Game_mode & GM_MULTI) && Netgame.invul)
2844 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2845 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2852 omega_charge_frame();
2856 //!!hoard_light_pulse(); //do cool hoard light pulsing
2860 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2861 //!!extern int Hoard_goal_eclip;
2863 //!!//do cool pulsing lights in hoard goals
2864 //!!hoard_light_pulse()
2866 //!! if (Game_mode & GM_HOARD) {
2870 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2874 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2877 //!! light = abs(frame - 5) * f1_0 / 5;
2879 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2884 ubyte Slide_segs[MAX_SEGMENTS];
2885 int Slide_segs_computed;
2887 void compute_slide_segs(void)
2889 int segnum, sidenum;
2891 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2892 Slide_segs[segnum] = 0;
2893 for (sidenum=0;sidenum<6;sidenum++) {
2894 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2895 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2896 Slide_segs[segnum] |= 1 << sidenum;
2900 Slide_segs_computed = 1;
2903 // -----------------------------------------------------------------------------
2904 void slide_textures(void)
2906 int segnum,sidenum,i;
2908 if (!Slide_segs_computed)
2909 compute_slide_segs();
2911 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2912 if (Slide_segs[segnum]) {
2913 for (sidenum=0;sidenum<6;sidenum++) {
2914 if (Slide_segs[segnum] & (1 << sidenum)) {
2915 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2916 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2918 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2919 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2920 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2923 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2925 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2928 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2930 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2933 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2935 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2938 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2948 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2950 int Num_flickering_lights=0;
2952 void flicker_lights()
2955 flickering_light *f;
2957 f = Flickering_lights;
2959 for (l=0;l<Num_flickering_lights;l++,f++) {
2960 segment *segp = &Segments[f->segnum];
2962 //make sure this is actually a light
2963 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2965 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2968 if (f->timer == 0x80000000) //disabled
2971 if ((f->timer -= FrameTime) < 0) {
2973 while (f->timer < 0)
2974 f->timer += f->delay;
2976 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2979 add_light(f->segnum,f->sidenum);
2981 subtract_light(f->segnum,f->sidenum);
2986 //returns ptr to flickering light structure, or NULL if can't find
2987 flickering_light *find_flicker(int segnum,int sidenum)
2990 flickering_light *f;
2992 //see if there's already an entry for this seg/side
2994 f = Flickering_lights;
2996 for (l=0;l<Num_flickering_lights;l++,f++)
2997 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3003 //turn flickering off (because light has been turned off)
3004 void disable_flicker(int segnum,int sidenum)
3006 flickering_light *f;
3008 if ((f=find_flicker(segnum,sidenum)) != NULL)
3009 f->timer = 0x80000000;
3012 //turn flickering off (because light has been turned on)
3013 void enable_flicker(int segnum,int sidenum)
3015 flickering_light *f;
3017 if ((f=find_flicker(segnum,sidenum)) != NULL)
3024 //returns 1 if ok, 0 if error
3025 int add_flicker(int segnum,int sidenum,fix delay,ulong mask)
3028 flickering_light *f;
3030 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
3032 //see if there's already an entry for this seg/side
3034 f = Flickering_lights;
3036 for (l=0;l<Num_flickering_lights;l++,f++)
3037 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3040 if (mask==0) { //clearing entry
3041 if (l == Num_flickering_lights)
3045 for (i=l;i<Num_flickering_lights-1;i++)
3046 Flickering_lights[i] = Flickering_lights[i+1];
3047 Num_flickering_lights--;
3052 if (l == Num_flickering_lights) {
3053 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
3056 Num_flickering_lights++;
3060 f->sidenum = sidenum;
3061 f->delay = f->timer = delay;
3069 // -----------------------------------------------------------------------------
3070 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
3075 Global_laser_firing_count += Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
3077 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
3078 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
3079 Global_laser_firing_count = 0;
3081 if (Fusion_charge == 0)
3082 Players[Player_num].energy -= F1_0*2;
3084 Fusion_charge += FrameTime;
3085 Players[Player_num].energy -= FrameTime;
3087 if (Players[Player_num].energy <= 0) {
3088 Players[Player_num].energy = 0;
3089 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
3091 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
3092 // Fire the fusion cannon at this time in the future.
3094 if (Fusion_charge < F1_0*2)
3095 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
3097 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
3099 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
3100 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
3102 if (Fusion_next_sound_time < GameTime) {
3103 if (Fusion_charge > F1_0*2) {
3104 digi_play_sample( 11, F1_0 );
3105 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
3107 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
3108 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
3110 if (Game_mode & GM_MULTI)
3111 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
3114 Fusion_last_sound_time = GameTime;
3115 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
3123 // -------------------------------------------------------------------------------------------------------
3124 // If player is close enough to objnum, which ought to be a powerup, pick it up!
3125 // This could easily be made difficulty level dependent.
3126 void powerup_grab_cheat(object *player, int objnum)
3132 Assert(Objects[objnum].type == OBJ_POWERUP);
3134 powerup_size = Objects[objnum].size;
3135 player_size = player->size;
3137 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
3139 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
3140 vms_vector collision_point;
3142 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
3143 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
3147 // -------------------------------------------------------------------------------------------------------
3148 // Make it easier to pick up powerups.
3149 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
3150 // from player to powerup and player's forward vector.
3151 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
3152 // way before the player gets there.
3153 void powerup_grab_cheat_all(void)
3158 segp = &Segments[ConsoleObject->segnum];
3159 objnum = segp->objects;
3161 while (objnum != -1) {
3162 if (Objects[objnum].type == OBJ_POWERUP)
3163 powerup_grab_cheat(ConsoleObject, objnum);
3164 objnum = Objects[objnum].next;
3169 int Last_level_path_created = -1;
3171 #ifdef SHOW_EXIT_PATH
3173 // ------------------------------------------------------------------------------------------------------------------
3174 // Create path for player from current segment to goal segment.
3175 // Return true if path created, else return false.
3176 int mark_player_path_to_segment(int segnum)
3179 object *objp = ConsoleObject;
3180 short player_path_length=0;
3181 int player_hide_index=-1;
3183 if (Last_level_path_created == Current_level_num) {
3187 Last_level_path_created = Current_level_num;
3189 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
3190 mprintf((0, "Unable to form path of length %i for myself\n", 100));
3194 player_hide_index = Point_segs_free_ptr - Point_segs;
3195 Point_segs_free_ptr += player_path_length;
3197 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
3198 mprintf((1, "Can't create path. Not enough point_segs.\n"));
3199 ai_reset_all_paths();
3203 for (i=1; i<player_path_length; i++) {
3205 vms_vector seg_center;
3208 segnum = Point_segs[player_hide_index+i].segnum;
3209 mprintf((0, "%3i ", segnum));
3210 seg_center = Point_segs[player_hide_index+i].point;
3212 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
3214 Int3(); // Unable to drop energy powerup for path
3218 obj = &Objects[objnum];
3219 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
3220 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
3221 obj->rtype.vclip_info.framenum = 0;
3222 obj->lifeleft = F1_0*100 + d_rand() * 4;
3229 // Return true if it happened, else return false.
3230 int create_special_path(void)
3234 // ---------- Find exit doors ----------
3235 for (i=0; i<=Highest_segment_index; i++)
3236 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
3237 if (Segments[i].children[j] == -2) {
3238 mprintf((0, "Exit at segment %i\n", i));
3239 return mark_player_path_to_segment(i);
3249 int Max_obj_count_mike = 0;
3251 // Shows current number of used objects.
3252 void show_free_objects(void)
3254 if (!(FrameCount & 8)) {
3258 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
3260 for (i=0; i<=Highest_object_index; i++)
3261 if (Objects[i].type != OBJ_NONE)
3264 mprintf((0, "%3i", count));
3266 if (count > Max_obj_count_mike) {
3267 Max_obj_count_mike = count;
3268 mprintf((0, " ***"));
3279 void game_win_init_cockpit_mask(int sram)
3281 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
3282 dd_gr_free_canvas(dd_VR_offscreen_buffer);
3285 if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
3286 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
3287 // we can just flip it, saving a blt.
3290 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
3291 // The offscreen buffer will be created. We will just blt this
3292 // to the screen (which may be blted to the primary surface)
3293 if ( grd_curscreen->sc_h < 200 ) {
3294 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, 200);
3295 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3297 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3298 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, 200);
3299 dd_VR_offscreen_buffer->sram = 1;
3303 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, grd_curscreen->sc_h);
3304 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3306 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3307 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, grd_curscreen->sc_h);
3308 dd_VR_offscreen_buffer->sram = 1;
3313 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3314 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3315 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3316 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3318 game_init_render_sub_buffers( 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3321 //@@void game_win_init_cockpit_mask()
3323 //@@ char title_pal[768];
3324 //@@ dd_grs_canvas ccanv;
3326 //@@ LPDIRECTDRAWSURFACE dds;
3328 //@@ dds = DDCreateSurface(GRMODEINFO(w), GRMODEINFO(h), 1);
3329 //@@ Assert(dds != NULL);
3331 //@@ _lpDDSMask = dds;
3332 //@@ ccanv.lpdds = dds;
3333 //@@ dd_gr_reinit_canvas(&ccanv);
3335 //@@ dd_gr_set_current_canvas(&ccanv);
3336 //@@ DDGRLOCK(dd_grd_curcanv)
3338 //@@ if (W95DisplayMode == SM95_640x480x8) {
3339 //@@ pcx_error=pcx_read_bitmap( "MASKB.PCX", &grd_curcanv->cv_bitmap,
3340 //@@ grd_curcanv->cv_bitmap.bm_type,
3344 //@@ pcx_error=pcx_read_bitmap( "MASK.PCX", &grd_curcanv->cv_bitmap,
3345 //@@ grd_curcanv->cv_bitmap.bm_type,
3349 //@@ DDGRUNLOCK(dd_grd_curcanv);
3351 //@@ Assert(pcx_error == PCX_ERROR_NONE);
3352 //@@ Game_cockpit_copy_code = (ubyte *)(0xABADC0DE);