1 /* $Id: game.c,v 1.16 2002-10-03 03:46:34 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 1.16 2002-10-03 03:46:34 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"
123 int VGA_current_mode;
126 #include <profiler.h>
129 //#define TEST_TIMER 1 //if this is set, do checking on timer
131 #define SHOW_EXIT_PATH 1
134 #include "editor/editor.h"
139 #if __WATCOMC__ < 1000
140 #include <wsample.h> //should come after inferno.h to get mark setting
145 extern void ReadControls(void); // located in gamecntl.c
146 extern int Current_display_mode;
147 extern void do_final_boss_frame(void);
149 int Speedtest_on = 0;
152 int Mark_count = 0; // number of debugging marks set
153 int Speedtest_start_time;
154 int Speedtest_segnum;
155 int Speedtest_sidenum;
156 int Speedtest_frame_start;
157 int Speedtest_count=0; // number of times to do the debug test.
160 static fix last_timer_value=0;
163 #if defined(TIMER_TEST) && !defined(NDEBUG)
164 fix _timer_value,actual_last_timer_value,_last_frametime;
165 int stop_count,start_count;
166 int time_stopped,time_started;
170 ubyte * Game_cockpit_copy_code = NULL;
172 ubyte Game_cockpit_copy_code = 0;
173 ubyte Scanline_double = 1;
176 int VR_screen_mode = 0;
178 ubyte VR_screen_flags = 0; //see values in screens.h
179 ubyte VR_current_page = 0;
180 fix VR_eye_width = F1_0;
181 int VR_render_mode = VR_NONE;
182 int VR_low_res = 3; // Default to low res
184 int VR_sensitivity = 1; // 0 - 2
187 int VR_eye_offset = 0;
188 int VR_eye_switch = 0;
189 int VR_eye_offset_changed = 0;
190 int VR_use_reg_code = 0;
192 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
193 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
194 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
195 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
196 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
199 //@@ LPDIRECTDRAWSURFACE _lpDDSMask = NULL;
200 dd_grs_canvas *dd_VR_offscreen_buffer = NULL;
201 dd_grs_canvas dd_VR_screen_pages[2];
202 dd_grs_canvas dd_VR_render_buffer[2];
203 dd_grs_canvas dd_VR_render_sub_buffer[2];
205 void game_win_init_cockpit_mask(int sram);
208 //do menus work in 640x480 or 320x200?
209 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
210 int MenuHiresAvailable = 1; //can we do highres menus?
211 int MenuHires = 1; //are we currently in highres menus?
213 int Debug_pause=0; //John's debugging pause system
215 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
217 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
218 int force_cockpit_redraw=0;
220 cvar_t r_framerate = {"r_framerate","0"};
222 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
224 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
226 int *Toggle_var = &Dummy_var;
229 //flag for whether initial fade-in has been done
233 #ifndef NDEBUG //these only exist if debugging
235 int Game_double_buffer = 1; //double buffer by default
236 fix fixed_frametime=0; //if non-zero, set frametime to this
240 int Game_suspended=0; //if non-zero, nothing moves but player
243 fix Auto_fire_fusion_cannon_time = 0;
244 fix Fusion_charge = 0;
245 fix Fusion_next_sound_time = 0;
246 fix Fusion_last_sound_time = 0;
249 int Game_turbo_mode = 0;
251 int Game_mode = GM_GAME_OVER;
253 int Global_laser_firing_count = 0;
254 int Global_missile_firing_count = 0;
256 grs_bitmap background_bitmap;
260 #define BACKGROUND_NAME "statback.pcx"
262 // Function prototypes for GAME.C exclusively.
264 void GameLoop(int RenderFlag, int ReadControlsFlag);
265 void FireLaser(void);
266 void slide_textures(void);
267 void powerup_grab_cheat_all(void);
270 extern void multi_check_for_killgoal_winner();
271 extern void RestoreGameSurfaces();
275 void grow_window(void);
276 void shrink_window(void);
280 void fill_background();
283 void show_framerate(void);
284 void ftoa(char *string, fix f);
287 extern ubyte DefiningMarkerMessage;
288 extern char Marker_input[];
290 // ==============================================================================================
292 extern char john_head_on;
294 void load_background_bitmap()
299 if (background_bitmap.bm_data)
300 d_free(background_bitmap.bm_data);
302 background_bitmap.bm_data=NULL;
303 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
304 if (pcx_error != PCX_ERROR_NONE)
305 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
306 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
310 //this is called once per game
313 atexit(close_game); //for cleanup
317 init_special_effects();
321 init_gauge_canvases();
323 init_exploding_walls();
325 load_background_bitmap();
327 Clear_window = 2; // do portal only window clear.
329 set_detail_level_parameters(Detail_level);
331 build_mission_list(0);
334 cvar_registervariable(&r_framerate);
339 void reset_palette_add()
344 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
349 void win_get_span_list(grs_bitmap *bm, int miny, int maxy)
355 int lspan=0, rspan=0, span=0;
359 //@@ fp = fopen("cockspan.dat", "w");
361 for (y = 0; y < miny; y++)
362 win_cockpit_mask[y].num = 0;
364 for (y = miny; y <= maxy; y++)
367 //@@ fprintf(fp, "line %d: ", y);
368 for (x = 0; x < bm->bm_w; x++)
370 offset = y*bm->bm_rowsize + x;
372 if (data[offset] == 255) {
375 case 0: // Start Mode
377 win_cockpit_mask[y].span[span].xmin = x;
379 //@@ fprintf(fp, "<%d,", lspan);
382 case 1: // Transparency mode
384 win_cockpit_mask[y].span[span].xmax = x;
387 case 2: // Switch from Draw mode to transparent
389 win_cockpit_mask[y].span[span].xmin = x;
390 //@@ fprintf(fp, "<%d,", lspan);
398 case 0: // Start mode
402 case 1: // Switching from transparent to Draw
405 win_cockpit_mask[y].span[span].xmax = x;
407 //@@ fprintf(fp, "%d> ", rspan);
416 //@@ fprintf(fp, "%d> ", rspan);
417 win_cockpit_mask[y].span[span].xmax = rspan;
420 win_cockpit_mask[y].num = span;
421 //@@ fprintf(fp, "\n");
424 win_cockpit_mask[y].num = 255;
429 void game_show_warning(char *s)
432 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
435 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
437 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
442 //these should be in gr.h
443 #define cv_w cv_bitmap.bm_w
444 #define cv_h cv_bitmap.bm_h
446 int Game_window_x = 0;
447 int Game_window_y = 0;
448 int Game_window_w = 0;
449 int Game_window_h = 0;
450 int max_window_w = 0;
451 int max_window_h = 0;
453 extern void newdemo_record_cockpit_change(int);
455 //initialize the various canvases on the game screen
456 //called every time the screen mode or cockpit changes
459 int minx, maxx, miny, maxy;
461 #if defined(POLY_ACC)
462 pa_flush(); // get rid of undrawn polys.
463 pa_clear_buffer(1, 0);
466 //Initialize the on-screen canvases
468 if (Newdemo_state==ND_STATE_RECORDING) {
469 newdemo_record_cockpit_change(Cockpit_mode);
472 if ( VR_render_mode != VR_NONE )
473 Cockpit_mode = CM_FULL_SCREEN;
475 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
476 Cockpit_mode = CM_FULL_SCREEN;
478 if ( Screen_mode == SCREEN_EDITOR )
479 Cockpit_mode = CM_FULL_SCREEN;
482 if (Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_REAR_VIEW) {
483 hud_message(MSGC_GAME_FEEDBACK, "Cockpit not available in GL mode");
484 Cockpit_mode = CM_FULL_SCREEN;
489 dd_gr_set_current_canvas(NULL),
490 gr_set_current_canvas(NULL)
492 gr_set_curfont( GAME_FONT );
494 #if !defined(MACINTOSH) && !defined(WINDOWS)
495 if (Game_cockpit_copy_code)
496 d_free(Game_cockpit_copy_code);
497 Game_cockpit_copy_code = NULL;
499 if (Game_cockpit_copy_code)
500 Game_cockpit_copy_code = 0;
504 //@@ if (_lpDDSMask) { DDFreeSurface(_lpDDSMask); _lpDDSMask = NULL; }
508 game_win_init_cockpit_mask(0);
511 switch( Cockpit_mode ) {
512 case CM_FULL_COCKPIT:
514 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
516 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
519 dd_gr_set_current_canvas(NULL);
520 game_win_init_cockpit_mask(1);
521 dd_gr_set_current_canvas(dd_VR_offscreen_buffer);
523 gr_set_current_canvas(VR_offscreen_buffer);
526 WIN(DDGRLOCK(dd_grd_curcanv));
527 gr_bitmap( 0, 0, bm );
528 bm = &VR_offscreen_buffer->cv_bitmap;
529 bm->bm_flags = BM_FLAG_TRANSPARENT;
530 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
531 WIN( win_get_span_list(bm, miny, maxy);
532 DDGRUNLOCK(dd_grd_curcanv)
537 gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize);
539 if ( Current_display_mode ) {
540 #if defined(POLY_ACC)
541 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 );
542 pa_clear_buffer(1, 0); // clear offscreen to reduce white flash.
544 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 );
547 Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
549 bm->bm_flags = 0; // Clear all flags for offscreen canvas
551 Game_cockpit_copy_code = (ubyte *)(1);
552 bm->bm_flags = 0; // Clear all flags for offscreen canvas
554 game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
560 max_window_h = grd_curscreen->sc_h;
562 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
563 Game_window_h = max_window_h;
565 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
566 Game_window_w = max_window_w;
568 Game_window_x = (max_window_w - Game_window_w)/2;
569 Game_window_y = (max_window_h - Game_window_h)/2;
571 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
576 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
578 if (Game_window_h > max_window_h)
579 Game_window_h = max_window_h;
581 if (Game_window_w > max_window_w)
582 Game_window_w = max_window_w;
584 Game_window_x = (max_window_w - Game_window_w)/2;
585 Game_window_y = (max_window_h - Game_window_h)/2;
587 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
593 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
594 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
595 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
597 game_init_render_sub_buffers( x, y, w, h );
604 dd_gr_set_current_canvas(NULL),
605 gr_set_current_canvas(NULL)
609 //selects a given cockpit (or lack of one). See types in game.h
610 void select_cockpit(int mode)
612 if (mode != Cockpit_mode) { //new mode
618 extern int last_drawn_cockpit[2];
620 //force cockpit redraw next time. call this if you've trashed the screen
623 force_cockpit_redraw=1;
624 last_drawn_cockpit[0] = -1;
625 last_drawn_cockpit[1] = -1;
628 // void HUD_clear_messages(); //Already declared in gauges.h
631 void VR_reset_params()
633 VR_eye_width = VR_SEPARATION;
634 VR_eye_offset = VR_PIXEL_SHIFT;
635 VR_eye_offset_changed = 2;
638 void game_init_render_sub_buffers( int x, int y, int w, int h )
641 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[0], &dd_VR_render_buffer[0], x, y, w, h );
642 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[1], &dd_VR_render_buffer[1], x, y, w, h );
644 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_x = 0;
645 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_y = 0;
646 dd_VR_render_sub_buffer[0].xoff = x;
647 dd_VR_render_sub_buffer[0].yoff = y;
648 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_x = 0;
649 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_y = 0;
650 dd_VR_render_sub_buffer[1].xoff = x;
651 dd_VR_render_sub_buffer[1].yoff = y;
654 if (Scanline_double) {
658 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w/2, (h/2)+1);
659 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w/2, (h/2)+1);
662 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
663 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
673 newBounds.right = x + w;
675 newBounds.bottom = y + h;
677 pa_set_context(kGamePlayDrawContextID, &newBounds); // must resize/create new context
683 VR_render_sub_buffer[0].cv_bitmap.bm_x = 0;
684 VR_render_sub_buffer[0].cv_bitmap.bm_y = 0;
685 VR_render_sub_buffer[1].cv_bitmap.bm_x = 0;
686 VR_render_sub_buffer[1].cv_bitmap.bm_y = 0;
692 // Sets up the canvases we will be rendering to (WIN95)
693 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
695 // Hack for switching to higher that 640x480 modes (DDraw doesn't allow
696 // creating surfaces greater than the current resolution
698 if (GRMODEINFO(rw) < render_w || GRMODEINFO(rh) < render_h) {
699 render_w = GRMODEINFO(rw);
700 render_h = GRMODEINFO(rh);
703 VR_screen_mode = screen_mode;
705 VR_screen_flags = flags;
708 VR_render_mode = render_method;
710 Game_window_w = render_w;
711 Game_window_h = render_h;
713 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
714 dd_gr_free_canvas(dd_VR_offscreen_buffer);
717 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
718 if ( render_h*2 < 200 ) {
719 Int3(); // Not Supported yet!!!
720 // VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
723 Int3(); // Not Supported yet!!!
724 // VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
727 Int3(); // Not Supported yet!!!
728 // gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
729 // gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
731 else if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
732 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
733 // we can just flip it, saving a blt.
735 dd_VR_offscreen_buffer = dd_grd_backcanv;
736 VR_offscreen_buffer = & dd_grd_backcanv->canvas;
738 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
739 // The offscreen buffer will be created. We will just blt this
740 // to the screen (which may be blted to the primary surface)
741 if ( render_h < 200 ) {
742 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, 200);
743 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
746 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, render_h);
747 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
751 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
752 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
753 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
754 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
756 game_init_render_sub_buffers( 0, 0, render_w, render_h );
761 // Sets up the canvases we will be rendering to (NORMAL VERSION)
762 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
764 // if (vga_check_mode(screen_mode) != 0)
765 // Error("Cannot set requested video mode");
767 VR_screen_mode = screen_mode;
769 VR_screen_flags = flags;
773 VR_render_mode = render_method;
775 Game_window_w = render_w;
776 Game_window_h = render_h;
778 if (VR_offscreen_buffer) {
779 gr_free_canvas(VR_offscreen_buffer);
782 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
783 if ( render_h*2 < 200 ) {
784 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
787 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
790 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
791 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
794 if ( render_h < 200 ) {
795 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
798 #if defined(POLY_ACC)
800 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
801 d_free(VR_offscreen_buffer->cv_bitmap.bm_data);
802 gr_init_canvas(VR_offscreen_buffer, pa_get_buffer_address(1), BM_LINEAR15, render_w, render_h);
804 if ( PAEnabled || gConfigInfo.mAcceleration ) {
805 Cockpit_mode=CM_FULL_SCREEN; // HACK HACK HACK HACK HACK!!!!
806 VR_offscreen_buffer = gr_create_canvas2(render_w, render_h, BM_LINEAR15);
808 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
811 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
816 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
819 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
820 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
823 game_init_render_sub_buffers( 0, 0, render_w, render_h );
827 //called to get the screen in a mode compatible with popup menus.
828 //if we can't have popups over the game screen, switch to menu mode.
829 void set_popup_screen(void)
831 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
833 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
834 set_screen_mode(SCREEN_MENU); //must switch to menu mode
838 //called to change the screen mode. Parameter sm is the new mode, one of
839 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
840 //mode if cannot init requested mode)
841 int set_screen_mode(int sm)
843 WIN(static int force_mode_change=0);
844 WIN(static int saved_window_w);
845 WIN(static int saved_window_h);
848 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
849 gr_set_current_canvas( Canv_editor );
855 if ( Screen_mode == sm && W95DisplayMode == VR_screen_mode) {
856 dd_gr_set_current_canvas( &dd_VR_screen_pages[VR_current_page] );
860 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
861 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
867 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
869 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
870 ogl_set_screen_mode();
881 switch( Screen_mode )
887 if (!(VR_screen_flags & VRF_COMPATIBLE_MENUS)) {
888 // HACK!!! Meant to save window size when switching from
889 // non-compat menu mode to menu mode.
890 saved_window_w = Game_window_w;
891 saved_window_h = Game_window_h;
892 force_mode_change = 1;
894 if (W95DisplayMode != SM95_640x480x8) {
895 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
896 DDSETDISPLAYMODE(SM95_640x480x8);
898 if (!gr_palette_faded_out) gr_palette_load(gr_palette);
901 dd_gr_init_sub_canvas(&dd_VR_screen_pages[0], dd_grd_screencanv,
903 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
904 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
905 dd_gr_init_sub_canvas(&dd_VR_screen_pages[1], dd_grd_screencanv,
907 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
908 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
910 FontHires = FontHiresAvailable;
916 MenuHires = MenuHiresAvailable; //do highres if we can
918 #if defined(POLY_ACC)
920 menu_mode = MenuHires?SM(640,480):SM(320,200);
922 menu_mode = PAEnabled?SM_640x480x15xPA:SM_640x480V;
925 menu_mode = MenuHires?SM(640,480):SM(320,200);
928 if (VGA_current_mode != menu_mode) {
929 if (gr_set_mode(menu_mode))
930 Error("Cannot set screen mode for menu");
931 if (!gr_palette_faded_out)
932 gr_palette_load(gr_palette);
935 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
936 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
938 FontHires = FontHiresAvailable && MenuHires;
948 if (force_mode_change || (W95DisplayMode != VR_screen_mode)) {
950 DDSETDISPLAYMODE(VR_screen_mode);
951 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
953 mprintf((0, "Reinitializing render buffers due to display mode change.\n"));
954 game_init_render_buffers(W95DisplayMode,
955 GRMODEINFO(rw), GRMODEINFO(rh),
956 VR_render_mode, VR_screen_flags);
961 if (VGA_current_mode != VR_screen_mode) {
962 if (gr_set_mode(VR_screen_mode)) {
963 Error("Cannot set desired screen mode for game!");
964 //we probably should do something else here, like select a standard mode
967 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
974 if ( VR_render_mode == VR_NONE )
976 max_window_w = grd_curscreen->sc_w;
977 max_window_h = grd_curscreen->sc_h;
979 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
980 if (Cockpit_mode == CM_STATUS_BAR)
981 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
983 else if (Cockpit_mode != CM_LETTERBOX)
984 Cockpit_mode = CM_FULL_SCREEN;
986 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
987 Game_window_w = max_window_w;
988 Game_window_h = max_window_h;
993 Cockpit_mode = CM_FULL_SCREEN;
996 // Super hack. If we are switching from a 320x200 game to 640x480.
997 // and we were in a menumode when switching, we don't
998 // restore Game_window vals
999 if (force_mode_change && (W95DisplayMode == SM95_320x200x8X)) {
1000 Game_window_w = saved_window_w;
1001 Game_window_h = saved_window_h;
1002 force_mode_change = 0;
1007 // Define screen pages for game mode
1008 // If we designate through screen_flags to use paging, then do so.
1010 dd_gr_init_sub_canvas( &dd_VR_screen_pages[0], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1011 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1014 if ( VR_screen_flags&VRF_USE_PAGING ) {
1016 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_backcanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1017 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 )
1022 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1023 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1030 FontHires = FontHiresAvailable && (Current_display_mode != 0);
1033 FontHires = FontHiresAvailable && (MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2)));
1036 if ( VR_render_mode != VR_NONE ) {
1037 // for 640x480 or higher, use hires font.
1038 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
1047 if (grd_curscreen->sc_mode != SM(800,600)) {
1049 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
1050 Warning("Cannot init editor screen (error=%d)",gr_error);
1054 gr_palette_load( gr_palette );
1056 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
1057 Canv_editor = &VR_editor_canvas;
1058 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1059 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1060 gr_set_current_canvas( Canv_editor );
1061 init_editor_screen(); //setup other editor stuff
1065 Error("Invalid screen mode %d",sm);
1068 VR_current_page = 0;
1071 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
1072 gr_set_current_canvas( &VR_screen_pages[VR_current_page] )
1075 if ( VR_screen_flags&VRF_USE_PAGING ) {
1078 gr_show_canvas( &VR_screen_pages[VR_current_page] )
1082 ogl_set_screen_mode();
1088 int gr_toggle_fullscreen_game(void){
1089 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
1091 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
1092 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
1093 //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.
1094 // generic_key_handler(KEY_PADENTER,0);
1099 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
1104 int arch_toggle_fullscreen_menu(void);
1106 int gr_toggle_fullscreen_menu(void){
1107 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
1109 i=arch_toggle_fullscreen_menu();
1111 // generic_key_handler(KEY_PADENTER,0);
1120 static int timer_paused=0;
1124 if (timer_paused==0) {
1126 time = timer_get_fixed_seconds();
1127 last_timer_value = time - last_timer_value;
1128 if (last_timer_value < 0) {
1129 #if defined(TIMER_TEST) && !defined(NDEBUG)
1130 Int3(); //get Matt!!!!
1132 last_timer_value = 0;
1134 #if defined(TIMER_TEST) && !defined(NDEBUG)
1135 time_stopped = time;
1140 #if defined(TIMER_TEST) && !defined(NDEBUG)
1148 Assert(timer_paused >= 0);
1149 if (timer_paused==0) {
1151 time = timer_get_fixed_seconds();
1152 #if defined(TIMER_TEST) && !defined(NDEBUG)
1153 if (last_timer_value < 0)
1154 Int3(); //get Matt!!!!
1157 last_timer_value = time - last_timer_value;
1158 #if defined(TIMER_TEST) && !defined(NDEBUG)
1159 time_started = time;
1163 #if defined(TIMER_TEST) && !defined(NDEBUG)
1168 MAC(extern ubyte joydefs_calibrating;)
1170 void game_flush_inputs()
1177 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
1179 mouse_get_delta( &dx, &dy ); // Read mouse
1180 memset(&Controls,0,sizeof(control_info));
1185 last_timer_value = timer_get_fixed_seconds();
1190 extern int Saving_movie_frames;
1191 int Movie_fixed_frametime;
1193 #define Saving_movie_frames 0
1194 #define Movie_fixed_frametime 0
1197 static const int max_fps = 80;
1199 void calc_frame_time()
1201 fix timer_value,last_frametime = FrameTime;
1203 #if defined(TIMER_TEST) && !defined(NDEBUG)
1204 _last_frametime = last_frametime;
1207 timer_value = timer_get_fixed_seconds();
1208 FrameTime = timer_value - last_timer_value;
1211 timer_value = timer_get_fixed_seconds();
1212 FrameTime = timer_value - last_timer_value;
1213 if (FrameTime < f1_0/max_fps);
1217 } while (FrameTime < f1_0/max_fps);
1219 #if defined(TIMER_TEST) && !defined(NDEBUG)
1220 _timer_value = timer_value;
1224 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
1225 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
1227 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
1228 // if ( !dpmi_virtual_memory )
1229 // Int3(); //Get MATT if hit this!
1233 #if defined(TIMER_TEST) && !defined(NDEBUG)
1234 actual_last_timer_value = last_timer_value;
1237 if ( Game_turbo_mode )
1240 // Limit frametime to be between 5 and 150 fps.
1241 RealFrameTime = FrameTime;
1242 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
1243 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
1245 last_timer_value = timer_value;
1247 if (FrameTime < 0) //if bogus frametime...
1248 FrameTime = last_frametime; //...then use time from last frame
1251 if (fixed_frametime) FrameTime = fixed_frametime;
1256 if ( Debug_pause ) {
1266 last_timer_value = timer_get_fixed_seconds();
1274 #if defined(TIMER_TEST) && !defined(NDEBUG)
1275 stop_count = start_count = 0;
1278 // Set value to determine whether homing missile can see target.
1279 // The lower frametime is, the more likely that it can see its target.
1280 if (FrameTime <= F1_0/64)
1281 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1282 else if (FrameTime < F1_0/32)
1283 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1284 else if (FrameTime < F1_0/4)
1285 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;
1287 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1291 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1293 void move_player_2_segment(segment *seg,int side)
1297 compute_segment_center(&ConsoleObject->pos,seg);
1298 compute_center_point_on_side(&vp,seg,side);
1299 vm_vec_sub2(&vp,&ConsoleObject->pos);
1300 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1302 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
1307 void game_draw_time_left()
1309 char temp_string[30];
1313 gr_set_curfont( GAME_FONT ); //GAME_FONT
1314 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1316 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1317 i=f2i(timevar-ThisLevelTime);
1320 sprintf( temp_string, "Time left: %d secs", i );
1323 gr_string(0, 32, temp_string );
1328 extern int Game_pause;
1331 void level_with_floor();
1333 void modex_clear_box(int x,int y,int w,int h)
1335 grs_canvas *temp_canv,*save_canv;
1337 save_canv = grd_curcanv;
1338 temp_canv = gr_create_canvas(w,h);
1339 gr_set_current_canvas(temp_canv);
1340 gr_clear_canvas(BM_XRGB(0,0,0));
1341 gr_set_current_canvas(save_canv);
1342 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1343 gr_free_canvas(temp_canv);
1347 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1349 // mac routine to drop contents of screen to a pict file using copybits
1350 // save a PICT to a file
1353 void SavePictScreen(int multiplayer)
1356 int parid, i, count;
1357 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1360 PicHandle pict_handle;
1361 static int multi_count = 0;
1362 StandardFileReply sf_reply;
1364 // dump the contents of the GameWindow into a picture using copybits
1366 pict_handle = OpenPicture(&GameWindow->portRect);
1367 if (pict_handle == NULL)
1370 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1373 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1374 if (!getcwd(cwd, FILENAME_MAX))
1376 // create the fsspec
1378 sprintf(filename, "screen%d", multi_count++);
1379 pfilename = c2pstr(filename);
1382 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1383 if (!sf_reply.sfGood)
1385 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1386 if (sf_reply.sfReplacing)
1388 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1392 // parid = GetAppDirId();
1393 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1398 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1403 // write the PICT file
1404 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1406 memset(buf, 0, sizeof(buf));
1408 if ( FSWrite(fd, &count, buf) )
1410 count = GetHandleSize((Handle)pict_handle);
1411 HLock((Handle)pict_handle);
1412 if ( FSWrite(fd, &count, *pict_handle) ) {
1418 HUnlock((Handle)pict_handle);
1419 DisposeHandle((Handle)pict_handle);
1427 //automap_flag is now unused, since we just check if the screen we're
1428 //writing to is modex
1429 //if called from automap, current canvas is set to visible screen
1431 void save_screen_shot(int automap_flag)
1433 #if defined(WINDOWS)
1434 mprintf((0, "Doing screen shot thing.\n"));
1435 win95_save_pcx_shot();
1437 #elif !defined(MACINTOSH)
1440 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1441 grs_font *save_font;
1442 static int savenum=0;
1443 static int stereo_savenum=0;
1444 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1445 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1453 // // Can't do screen shots in VR modes.
1454 // if ( VR_render_mode != VR_NONE )
1459 save_canv = grd_curcanv;
1461 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1465 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1466 gr_set_current_canvas(temp_canv);
1467 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1469 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1470 gr_set_current_canvas(temp_canv2);
1471 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1474 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1475 gr_set_current_canvas(temp_canv);
1476 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1479 gr_set_current_canvas(save_canv);
1481 if ( savenum > 99 ) savenum = 0;
1482 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1485 sprintf(savename,"left%02d.pcx",stereo_savenum);
1486 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1487 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1489 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1492 sprintf(savename,"screen%02d.pcx",savenum++);
1493 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1496 if (!automap_flag) //if from automap, curcanv is already visible canv
1497 gr_set_current_canvas(NULL);
1498 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1499 if (!automap_flag && modex_flag)
1500 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1502 save_font = grd_curcanv->cv_font;
1503 gr_set_curfont(GAME_FONT);
1504 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1505 gr_get_string_size(message,&w,&h,&aw);
1510 //I changed how these coords were calculated for the high-res automap. -MT
1511 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1512 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1513 x = (grd_curcanv->cv_w-w)/2;
1514 y = (grd_curcanv->cv_h-h)/2;
1517 modex_clear_box(x-2,y-2,w+4,h+4);
1518 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1520 gr_setcolor(gr_find_closest_color_current(0,0,0));
1521 gr_rect(x-2,y-2,x+w+2,y+h+2);
1522 gr_printf(x,y,message);
1523 gr_set_curfont(save_font);
1525 t1 = timer_get_fixed_seconds() + F1_0;
1527 gr_palette_read(pal); //get actual palette from the hardware
1528 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1530 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1532 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1534 gr_set_current_canvas(screen_canv);
1536 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1537 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1539 gr_free_canvas(temp_canv);
1541 gr_free_canvas(temp_canv2);
1543 gr_set_current_canvas(save_canv);
1549 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1550 grs_canvas *temp_canv, *save_canv;
1552 // Can't do screen shots in VR modes.
1553 if ( VR_render_mode != VR_NONE )
1558 save_canv = grd_curcanv;
1559 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1562 gr_set_current_canvas( temp_canv );
1563 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1564 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1568 if (Game_mode & GM_MULTI)
1575 gr_set_current_canvas(screen_canv);
1577 // if (!automap_flag)
1578 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1580 gr_free_canvas(temp_canv);
1582 gr_set_current_canvas(save_canv);
1591 void fly_init(object *obj)
1593 obj->control_type = CT_FLYING;
1594 obj->movement_type = MT_PHYSICS;
1596 vm_vec_zero(&obj->mtype.phys_info.velocity);
1597 vm_vec_zero(&obj->mtype.phys_info.thrust);
1598 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1599 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1602 //void morph_test(), morph_step();
1605 // ------------------------------------------------------------------------------------
1607 void test_anim_states();
1611 //put up the help message
1618 extern int been_in_editor;
1620 // ------------------------------------------------------------------------------------
1621 void do_cloak_stuff(void)
1624 for (i = 0; i < N_players; i++)
1625 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1626 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1627 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1628 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1629 if (i == Player_num) {
1630 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1632 if (Game_mode & GM_MULTI)
1633 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1634 maybe_drop_net_powerup(POW_CLOAK);
1635 multi_send_decloak(); // For demo recording
1637 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1645 // ------------------------------------------------------------------------------------
1646 void do_invulnerable_stuff(void)
1648 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1649 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1650 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1653 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1655 if (Game_mode & GM_MULTI)
1657 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1658 maybe_drop_net_powerup(POW_INVULNERABILITY);
1661 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1668 ubyte Last_afterburner_state = 0;
1669 fix Last_afterburner_charge = 0;
1671 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1672 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1676 //@@// ------------------------------------------------------------------------------------
1677 //@@void afterburner_shake(void)
1681 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1682 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1684 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1685 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1686 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1690 // ------------------------------------------------------------------------------------
1692 extern void multi_send_sound_function (char,char);
1695 void do_afterburner_stuff(void)
1697 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1698 Afterburner_charge=0;
1700 if (Endlevel_sequence || Player_is_dead)
1702 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1704 multi_send_sound_function (0,0);
1708 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1710 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1711 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1713 if (Game_mode & GM_MULTI)
1714 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1717 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1718 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1720 if (Game_mode & GM_MULTI)
1721 multi_send_sound_function (0,0);
1723 mprintf((0,"Killing afterburner sound\n"));
1727 //@@if (Controls.afterburner_state && Afterburner_charge)
1728 //@@ afterburner_shake();
1730 Last_afterburner_state = Controls.afterburner_state;
1731 Last_afterburner_charge = Afterburner_charge;
1734 // -- // ------------------------------------------------------------------------------------
1735 // -- // if energy < F1_0/2, recharge up to F1_0/2
1736 // -- void recharge_energy_frame(void)
1738 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1739 // -- Players[Player_num].energy += FrameTime/4;
1741 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1742 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1746 // Amount to diminish guns towards normal, per second.
1747 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1749 extern fix Flash_effect;
1751 //adds to rgb values for palette flash
1752 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1756 PaletteRedAdd += _dr;
1757 PaletteGreenAdd += _dg;
1758 PaletteBlueAdd += _db;
1760 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1765 maxval = MAX_PALETTE_ADD;
1767 if (PaletteRedAdd > maxval)
1768 PaletteRedAdd = maxval;
1770 if (PaletteGreenAdd > maxval)
1771 PaletteGreenAdd = maxval;
1773 if (PaletteBlueAdd > maxval)
1774 PaletteBlueAdd = maxval;
1776 if (PaletteRedAdd < -maxval)
1777 PaletteRedAdd = -maxval;
1779 if (PaletteGreenAdd < -maxval)
1780 PaletteGreenAdd = -maxval;
1782 if (PaletteBlueAdd < -maxval)
1783 PaletteBlueAdd = -maxval;
1786 fix Time_flash_last_played;
1789 void game_palette_step_up( int r, int g, int b );
1790 // ------------------------------------------------------------------------------------
1791 // Diminish palette effects towards normal.
1792 void diminish_palette_towards_normal(void)
1796 // Diminish at DIMINISH_RATE units/second.
1797 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1798 if (FrameTime < F1_0/DIMINISH_RATE) {
1799 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1802 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1803 if (dec_amount == 0)
1804 dec_amount++; // make sure we decrement by something
1810 // Part of hack system to force update of palette after exiting a menu.
1811 if (Time_flash_last_played) {
1813 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1816 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1817 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1818 Time_flash_last_played = GameTime;
1821 Flash_effect -= FrameTime;
1822 if (Flash_effect < 0)
1825 if (force_do || (d_rand() > 4096 )) {
1826 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1827 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1829 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1836 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1837 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1839 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1840 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1842 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1843 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1845 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1846 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1848 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1850 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1853 int Redsave, Bluesave, Greensave;
1855 void palette_save(void)
1857 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1860 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1862 void game_palette_step_up( int r, int g, int b )
1864 if ( VR_use_reg_code ) {
1866 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1869 gr_palette_step_up( r, g, b );
1873 void palette_restore(void)
1875 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1876 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1878 // Forces flash effect to fixup palette next frame.
1879 Time_flash_last_played = 0;
1882 extern void dead_player_frame(void);
1885 // --------------------------------------------------------------------------------------------------
1886 int allowed_to_fire_laser(void)
1888 if (Player_is_dead) {
1889 Global_missile_firing_count = 0;
1893 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1894 // be a long while before laser can be fired, then there must be some mistake!
1895 if (Next_laser_fire_time > GameTime)
1896 if (Next_laser_fire_time < GameTime + 2*F1_0)
1902 fix Next_flare_fire_time = 0;
1903 #define FLARE_BIG_DELAY (F1_0*2)
1905 int allowed_to_fire_flare(void)
1907 if (Next_flare_fire_time > GameTime)
1908 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1911 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1912 Next_flare_fire_time = GameTime + F1_0/4;
1914 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1919 int allowed_to_fire_missile(void)
1921 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1922 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1923 // be a long while before missile can be fired, then there must be some mistake!
1924 if (Next_missile_fire_time > GameTime)
1925 if (Next_missile_fire_time < GameTime + 5*F1_0)
1931 void full_palette_save(void)
1934 apply_modified_palette();
1935 reset_palette_add();
1936 gr_palette_load( gr_palette );
1939 extern int Death_sequence_aborted;
1940 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) );
1947 char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1950 m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC;
1952 m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2;
1953 m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3;
1955 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1956 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1957 m[ 1].type = NM_TYPE_TEXT; m[1].text = save_help;
1958 m[ 2].type = NM_TYPE_TEXT; m[2].text = restore_help;
1960 m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2;
1961 m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3;
1962 m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4;
1963 m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5;
1965 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE;
1967 m[ 7].type = NM_TYPE_TEXT; m[ 7].text = "Pause (F15)\t Pause";
1969 m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS;
1971 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN;
1973 m[ 9].type = NM_TYPE_TEXT; m[ 9].text = "printscrn (F13)\t save screen shot";
1975 m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5;
1976 m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10;
1977 m[12].type = NM_TYPE_TEXT; m[12].text = "Shift-F1\t Cycle left window";
1978 m[13].type = NM_TYPE_TEXT; m[13].text = "Shift-F2\t Cycle right window";
1979 m[14].type = NM_TYPE_TEXT; m[14].text = "Shift-F4\t GuideBot menu";
1981 m[15].type = NM_TYPE_TEXT; m[15].text = "Alt-Shift-F4\t Rename GuideBot";
1983 m[15].type = NM_TYPE_TEXT; m[15].text = "Opt-Shift-F4\t Rename GuideBot";
1985 m[16].type = NM_TYPE_TEXT; m[16].text = "Shift-F5\t Drop primary";
1986 m[17].type = NM_TYPE_TEXT; m[17].text = "Shift-F6\t Drop secondary";
1987 m[18].type = NM_TYPE_TEXT; m[18].text = "Shift-F7\t Calibrate joystick";
1988 m[19].type = NM_TYPE_TEXT; m[19].text = "Shift-number\t GuideBot commands";
1991 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1992 m[20].type = NM_TYPE_TEXT; m[20].text = pixel_double_help;
1993 m[21].type = NM_TYPE_TEXT; m[21].text = "";
1994 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1995 m[22].type = NM_TYPE_TEXT; m[22].text = command_help;
1999 full_palette_save();
2001 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
2006 //temp function until Matt cleans up game sequencing
2007 extern void temp_reset_stuff_on_level();
2009 //deal with rear view - switch it on, or off, or whatever
2010 void check_rear_view()
2013 #define LEAVE_TIME 0x1000 //how long until we decide key is down (Used to be 0x4000)
2015 static int leave_mode;
2016 static fix entry_time;
2018 if ( Controls.rear_view_down_count ) { //key/button has gone down
2022 if (Cockpit_mode==CM_REAR_VIEW) {
2023 select_cockpit(Cockpit_mode_save);
2024 Cockpit_mode_save = -1;
2026 if (Newdemo_state == ND_STATE_RECORDING)
2027 newdemo_record_restore_rearview();
2031 leave_mode = 0; //means wait for another key
2032 entry_time = timer_get_fixed_seconds();
2033 if (Cockpit_mode == CM_FULL_COCKPIT) {
2034 Cockpit_mode_save = Cockpit_mode;
2035 select_cockpit(CM_REAR_VIEW);
2037 if (Newdemo_state == ND_STATE_RECORDING)
2038 newdemo_record_rearview();
2042 if (Controls.rear_view_down_state) {
2044 if (leave_mode==0 && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
2049 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
2051 if (leave_mode==1 && Rear_view) {
2053 if (Cockpit_mode==CM_REAR_VIEW) {
2054 select_cockpit(Cockpit_mode_save);
2055 Cockpit_mode_save = -1;
2057 if (Newdemo_state == ND_STATE_RECORDING)
2058 newdemo_record_restore_rearview();
2063 void reset_rear_view(void)
2066 if (Newdemo_state == ND_STATE_RECORDING)
2067 newdemo_record_restore_rearview();
2072 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
2073 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
2074 Cockpit_mode_save = CM_FULL_COCKPIT;
2075 select_cockpit(Cockpit_mode_save);
2076 Cockpit_mode_save = -1;
2082 int Config_menu_flag;
2086 int Cheats_enabled=0;
2088 extern int Laser_rapid_fire;
2089 extern void do_lunacy_on(), do_lunacy_off();
2091 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
2092 extern char BounceCheat,HomingCheat,OldHomingState[20];
2093 extern char AcidCheatOn,old_IntMethod, Monster_mode;
2094 extern int Buddy_dude_cheat;
2096 //turns off active cheats
2097 void turn_cheats_off()
2103 Weapon_info[i].homing_flag=OldHomingState[i];
2108 Interpolation_method=old_IntMethod;
2111 Buddy_dude_cheat = 0;
2115 Laser_rapid_fire = 0;
2116 Physics_cheat_flag = 0;
2118 Robots_kill_robots_cheat=0;
2119 Robot_firing_enabled = 1;
2122 //turns off all cheats & resets cheater flag
2123 void game_disable_cheats()
2131 // ----------------------------------------------------------------------------
2133 void game_setup(void)
2135 //@@int demo_playing=0;
2136 //@@int multi_game=0;
2138 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
2139 do_lunacy_off(); // Restore true insane mode.
2142 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
2143 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
2144 Endlevel_sequence = 0;
2146 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
2147 //@@ demo_playing = 1;
2148 //@@if ( Game_mode & GM_MULTI )
2149 //@@ multi_game = 1;
2151 set_screen_mode(SCREEN_GAME);
2152 reset_palette_add();
2154 set_warn_func(game_show_warning);
2158 //digi_init_sounds();
2160 //keyd_repeat = 0; // Don't allow repeat in game
2161 keyd_repeat = 1; // Do allow repeat in game
2163 #if !defined(WINDOWS) && !defined(MACINTOSH)
2164 //_MARK_("start of game");
2168 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
2169 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
2171 if (!check_obj_seg(ConsoleObject))
2172 move_player_2_segment(Cursegp,Curside);
2175 Viewer = ConsoleObject;
2176 fly_init(ConsoleObject);
2181 FrameTime = 0; //make first frame zero
2184 if (Current_level_num == 0) { //not a real level
2185 init_player_stats_game();
2192 game_flush_inputs();
2198 extern char IWasKicked;
2202 // ------------------------------------------------------------------------------------
2203 //this function is the game. called when game mode selected. runs until
2204 //editor mode or exit selected
2207 game_setup(); // Replaces what was here earlier.
2208 // Good for Windows Sake.
2211 ProfilerSetStatus(1);
2214 if ( setjmp(LeaveGame)==0 ) {
2220 Config_menu_flag = 0;
2222 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
2224 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
2225 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2228 player_shields = Players[Player_num].shields;
2233 DoMessageStuff(&msg); // Do Windows event handling.
2234 if (_RedrawScreen) {
2235 _RedrawScreen = FALSE;
2236 load_palette(Current_level_palette,1,1);
2237 gr_palette_load(gr_palette);
2242 ExtGameStatus=GAMESTAT_RUNNING;
2243 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
2245 //if the player is taking damage, give up guided missile control
2246 if (Players[Player_num].shields != player_shields)
2247 release_guided_missile(Player_num);
2249 //see if redbook song needs to be restarted
2250 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
2252 if (Config_menu_flag) {
2253 int double_save = Scanline_double;
2255 //WIN(mouse_set_mode(0));
2256 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2258 if (Scanline_double != double_save) init_cockpit();
2259 if (!(Game_mode&GM_MULTI)) palette_restore();
2260 //WIN(mouse_set_mode(1));
2264 int save_w=Game_window_w,save_h=Game_window_h;
2266 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2267 Game_window_w=save_w; Game_window_h=save_h;
2269 last_drawn_cockpit[0] = -1;
2270 last_drawn_cockpit[1] = -1;
2273 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2275 fmode = Function_mode;
2276 Function_mode = FMODE_GAME;
2278 apply_modified_palette();
2279 reset_palette_add();
2280 gr_palette_load( gr_palette );
2281 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2283 Function_mode = fmode;
2286 newdemo_stop_playback();
2287 Function_mode = FMODE_MENU;
2289 Function_mode = FMODE_GAME;
2293 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2299 fmode = Function_mode;
2300 Function_mode = FMODE_GAME;
2302 apply_modified_palette();
2303 reset_palette_add();
2304 gr_palette_load( gr_palette );
2305 ExtGameStatus=GAMESTAT_ABORT_GAME;
2306 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2308 Function_mode = fmode;
2310 Function_mode = FMODE_GAME;
2316 if (Function_mode != FMODE_GAME)
2317 longjmp(LeaveGame,0);
2320 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2321 longjmp(LeaveGame,0);
2327 ProfilerSetStatus(0);
2332 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2333 newdemo_stop_recording();
2339 if ( Newdemo_state == ND_STATE_PLAYBACK )
2340 newdemo_stop_playback();
2342 if (Cockpit_mode_save!=-1)
2344 Cockpit_mode=Cockpit_mode_save;
2345 Cockpit_mode_save=-1;
2348 if (Function_mode != FMODE_EDITOR)
2349 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2351 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2352 //@@ scores_maybe_add_player(Game_aborted);
2355 #if !defined(WINDOWS) && !defined(MACINTOSH)
2356 //_MARK_("end of game");
2359 clear_warn_func(game_show_warning); //don't use this func anymore
2361 game_disable_cheats();
2364 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2368 //called at the end of the program
2372 if (dd_VR_offscreen_buffer) {
2373 if (dd_grd_backcanv != dd_VR_offscreen_buffer) {
2374 dd_gr_free_canvas(dd_VR_offscreen_buffer);
2376 dd_VR_offscreen_buffer = NULL;
2377 VR_offscreen_buffer = NULL;
2380 if (VR_offscreen_buffer) {
2381 gr_free_canvas(VR_offscreen_buffer);
2382 VR_offscreen_buffer = NULL;
2386 close_gauge_canvases();
2388 restore_effect_bitmap_icons();
2390 #if !defined(MACINTOSH) && !defined(WINDOWS)
2391 if (Game_cockpit_copy_code) {
2392 d_free(Game_cockpit_copy_code);
2393 Game_cockpit_copy_code = NULL;
2396 if (Game_cockpit_copy_code)
2397 Game_cockpit_copy_code = 0;
2400 if (background_bitmap.bm_data)
2401 d_free(background_bitmap.bm_data);
2403 clear_warn_func(game_show_warning); //don't use this func anymore
2407 dd_grs_canvas * get_current_game_screen()
2409 return &dd_VR_screen_pages[VR_current_page];
2414 grs_canvas * get_current_game_screen()
2416 return &VR_screen_pages[VR_current_page];
2421 extern void kconfig_center_headset();
2425 void speedtest_frame(void);
2426 int Debug_slowdown=0;
2430 extern void player_follow_path(object *objp);
2431 extern void check_create_player_path(void);
2435 extern int Do_appearance_effect;
2437 object *Missile_viewer=NULL;
2439 int Missile_view_enabled = 1;
2441 int Marker_viewer_num[2]={-1,-1};
2442 int Coop_view_player[2]={-1,-1};
2443 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2445 //returns ptr to escort robot, or NULL
2446 object *find_escort()
2450 for (i=0; i<=Highest_object_index; i++)
2451 if (Objects[i].type == OBJ_ROBOT)
2452 if (Robot_info[Objects[i].id].companion)
2458 extern void process_super_mines_frame(void);
2459 extern void do_seismic_stuff(void);
2462 int Saving_movie_frames=0;
2463 int __Movie_frame_num=0;
2465 #define MAX_MOVIE_BUFFER_FRAMES 250
2466 #define MOVIE_FRAME_SIZE (320 * 200)
2468 ubyte *Movie_frame_buffer;
2469 int Movie_frame_counter;
2470 ubyte Movie_pal[768];
2471 char movie_path[50] = ".\\";
2473 grs_bitmap Movie_bm;
2475 void flush_movie_buffer()
2482 mprintf((0,"Flushing movie buffer..."));
2484 Movie_bm.bm_data = Movie_frame_buffer;
2486 for (f=0;f<Movie_frame_counter;f++) {
2487 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2488 __Movie_frame_num++;
2489 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2490 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2493 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2496 Movie_frame_counter=0;
2498 mprintf((0,"done \n"));
2503 void toggle_movie_saving()
2507 Saving_movie_frames = !Saving_movie_frames;
2509 if (Saving_movie_frames) {
2512 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2513 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2516 Saving_movie_frames = 0;
2520 while (isspace(movie_path[strlen(movie_path)-1]))
2521 movie_path[strlen(movie_path)-1] = 0;
2522 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2523 strcat(movie_path,"\\");
2526 if (!Movie_frame_buffer) {
2527 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2528 if (!Movie_frame_buffer) {
2530 Saving_movie_frames=0;
2533 Movie_frame_counter=0;
2535 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2536 Movie_bm.bm_w = 320;
2537 Movie_bm.bm_h = 200;
2538 Movie_bm.bm_type = BM_LINEAR;
2539 Movie_bm.bm_flags = 0;
2540 Movie_bm.bm_rowsize = 320;
2541 Movie_bm.bm_handle = 0;
2543 gr_palette_read(Movie_pal); //get actual palette from the hardware
2545 if (Newdemo_state == ND_STATE_PLAYBACK)
2546 Newdemo_do_interpolate = 0;
2550 flush_movie_buffer();
2552 if (Newdemo_state == ND_STATE_PLAYBACK)
2553 Newdemo_do_interpolate = 1;
2558 void save_movie_frame()
2560 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2562 Movie_frame_counter++;
2564 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2565 flush_movie_buffer();
2571 extern int Level_shake_duration;
2573 //if water or fire level, make occasional sound
2574 void do_ambient_sounds()
2576 int has_water,has_lava;
2579 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2580 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2582 if (has_lava) { //has lava
2583 sound = SOUND_AMBIENT_LAVA;
2584 if (has_water && (d_rand() & 1)) //both, pick one
2585 sound = SOUND_AMBIENT_WATER;
2587 else if (has_water) //just water
2588 sound = SOUND_AMBIENT_WATER;
2592 if (((d_rand() << 3) < FrameTime)) { //play the sound
2593 fix volume = d_rand() + f1_0/2;
2594 digi_play_sample(sound,volume);
2598 // -- extern void lightning_frame(void);
2600 void game_render_frame();
2601 extern void omega_charge_frame(void);
2603 extern time_t t_current_time, t_saved_time;
2605 void flicker_lights();
2607 void GameLoop(int RenderFlag, int ReadControlsFlag )
2611 // Used to slow down frame rate for testing things.
2612 // RenderFlag = 1; // DEBUG
2613 if (Debug_slowdown) {
2616 for (h=0; h<Debug_slowdown; h++)
2617 for (i=0; i<1000; i++)
2624 static int desc_dead_countdown=100; /* used if player shouldn't be playing */
2626 if (desc_id_exit_num) { // are we supposed to be checking
2627 if (!(--desc_dead_countdown)) {// if so, at zero, then pull the plug
2628 char time_str[32], time_str2[32];
2630 _ctime(&t_saved_time, time_str);
2631 _ctime(&t_current_time, time_str2);
2633 Error ("EXPIRES %s. YOUR TIME %s.\n", time_str, time_str2);
2634 Error ("Loading overlay -- error number: %d\n", (int)desc_id_exit_num);
2641 if (FindArg("-invulnerability"))
2642 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2646 update_player_stats();
2647 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2648 do_afterburner_stuff();
2650 do_invulnerable_stuff();
2651 remove_obsolete_stuck_objects();
2653 do_final_boss_frame();
2654 // -- lightning_frame();
2655 // -- recharge_energy_frame();
2657 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2658 static int turned_off=0;
2659 Players[Player_num].energy -= (FrameTime*3/8);
2660 if (Players[Player_num].energy < i2f(10)) {
2662 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2665 if (Game_mode & GM_MULTI)
2666 multi_send_flags(Player_num);
2673 if (Players[Player_num].energy <= 0) {
2674 Players[Player_num].energy = 0;
2675 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2677 if (Game_mode & GM_MULTI)
2678 multi_send_flags(Player_num);
2685 check_create_player_path();
2686 player_follow_path(ConsoleObject);
2690 if (Game_mode & GM_MULTI)
2693 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2694 multi_check_for_killgoal_winner();
2700 if (force_cockpit_redraw) { //screen need redrawing?
2702 force_cockpit_redraw=0;
2704 game_render_frame();
2705 //show_extra_views(); //missile view, buddy bot, etc.
2708 if (Saving_movie_frames)
2715 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2719 dead_player_frame();
2720 if (Newdemo_state != ND_STATE_PLAYBACK)
2721 do_controlcen_dead_frame();
2723 process_super_mines_frame();
2725 do_ambient_sounds();
2732 if (ReadControlsFlag)
2735 memset(&Controls, 0, sizeof(Controls));
2737 GameTime += FrameTime;
2739 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2740 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2742 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2743 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2744 mprintf((0,"GameTime reset to 0\n"));
2748 if (FindArg("-checktime") != 0)
2749 if (GameTime >= i2f(600)) //wrap after 10 minutes
2750 GameTime = FrameTime;
2754 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2755 ThisLevelTime +=FrameTime;
2760 if (Endlevel_sequence) {
2761 do_endlevel_frame();
2762 powerup_grab_cheat_all();
2763 do_special_effects();
2764 return; //skip everything else
2767 if (Newdemo_state != ND_STATE_PLAYBACK)
2768 do_exploding_wall_frame();
2769 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2770 do_special_effects();
2771 wall_frame_process();
2772 triggers_frame_process();
2776 if (Control_center_destroyed) {
2777 if (Newdemo_state==ND_STATE_RECORDING )
2778 newdemo_record_control_center_destroyed();
2783 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2784 newdemo_playback_one_frame();
2785 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2786 longjmp( LeaveGame, 0 ); // Go back to menu
2789 { // Note the link to above!
2791 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2794 powerup_grab_cheat_all();
2796 if (Endlevel_sequence) //might have been started during move
2799 fuelcen_update_all();
2803 if (allowed_to_fire_laser())
2804 FireLaser(); // Fire Laser!
2806 if (Auto_fire_fusion_cannon_time) {
2807 if (Primary_weapon != FUSION_INDEX)
2808 Auto_fire_fusion_cannon_time = 0;
2809 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2810 Auto_fire_fusion_cannon_time = 0;
2811 Global_laser_firing_count = 1;
2813 vms_vector rand_vec;
2816 Global_laser_firing_count = 0;
2818 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2819 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2820 make_random_vector(&rand_vec);
2822 bump_amount = F1_0*4;
2824 if (Fusion_charge > F1_0*2)
2825 bump_amount = Fusion_charge*4;
2827 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2831 if (Global_laser_firing_count) {
2832 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2833 // if (Fusion_charge > F1_0*2)
2834 // Fusion_charge = F1_0*2;
2835 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2838 if (Global_laser_firing_count < 0)
2839 Global_laser_firing_count = 0;
2842 if (Do_appearance_effect) {
2843 create_player_appearance_effect(ConsoleObject);
2844 Do_appearance_effect = 0;
2846 if ((Game_mode & GM_MULTI) && Netgame.invul)
2848 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2849 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2856 omega_charge_frame();
2860 //!!hoard_light_pulse(); //do cool hoard light pulsing
2864 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2865 //!!extern int Hoard_goal_eclip;
2867 //!!//do cool pulsing lights in hoard goals
2868 //!!hoard_light_pulse()
2870 //!! if (Game_mode & GM_HOARD) {
2874 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2878 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2881 //!! light = abs(frame - 5) * f1_0 / 5;
2883 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2888 ubyte Slide_segs[MAX_SEGMENTS];
2889 int Slide_segs_computed;
2891 void compute_slide_segs(void)
2893 int segnum, sidenum;
2895 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2896 Slide_segs[segnum] = 0;
2897 for (sidenum=0;sidenum<6;sidenum++) {
2898 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2899 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2900 Slide_segs[segnum] |= 1 << sidenum;
2904 Slide_segs_computed = 1;
2907 // -----------------------------------------------------------------------------
2908 void slide_textures(void)
2910 int segnum,sidenum,i;
2912 if (!Slide_segs_computed)
2913 compute_slide_segs();
2915 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2916 if (Slide_segs[segnum]) {
2917 for (sidenum=0;sidenum<6;sidenum++) {
2918 if (Slide_segs[segnum] & (1 << sidenum)) {
2919 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2920 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2922 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2923 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2924 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2927 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2929 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2932 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2934 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2937 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2939 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2942 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2952 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2954 int Num_flickering_lights=0;
2956 void flicker_lights()
2959 flickering_light *f;
2961 f = Flickering_lights;
2963 for (l=0;l<Num_flickering_lights;l++,f++) {
2964 segment *segp = &Segments[f->segnum];
2966 //make sure this is actually a light
2967 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2969 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2972 if (f->timer == 0x80000000) //disabled
2975 if ((f->timer -= FrameTime) < 0) {
2977 while (f->timer < 0)
2978 f->timer += f->delay;
2980 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2983 add_light(f->segnum,f->sidenum);
2985 subtract_light(f->segnum,f->sidenum);
2990 //returns ptr to flickering light structure, or NULL if can't find
2991 flickering_light *find_flicker(int segnum,int sidenum)
2994 flickering_light *f;
2996 //see if there's already an entry for this seg/side
2998 f = Flickering_lights;
3000 for (l=0;l<Num_flickering_lights;l++,f++)
3001 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3007 //turn flickering off (because light has been turned off)
3008 void disable_flicker(int segnum,int sidenum)
3010 flickering_light *f;
3012 if ((f=find_flicker(segnum,sidenum)) != NULL)
3013 f->timer = 0x80000000;
3016 //turn flickering off (because light has been turned on)
3017 void enable_flicker(int segnum,int sidenum)
3019 flickering_light *f;
3021 if ((f=find_flicker(segnum,sidenum)) != NULL)
3028 //returns 1 if ok, 0 if error
3029 int add_flicker(int segnum,int sidenum,fix delay,ulong mask)
3032 flickering_light *f;
3034 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
3036 //see if there's already an entry for this seg/side
3038 f = Flickering_lights;
3040 for (l=0;l<Num_flickering_lights;l++,f++)
3041 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
3044 if (mask==0) { //clearing entry
3045 if (l == Num_flickering_lights)
3049 for (i=l;i<Num_flickering_lights-1;i++)
3050 Flickering_lights[i] = Flickering_lights[i+1];
3051 Num_flickering_lights--;
3056 if (l == Num_flickering_lights) {
3057 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
3060 Num_flickering_lights++;
3064 f->sidenum = sidenum;
3065 f->delay = f->timer = delay;
3073 // -----------------------------------------------------------------------------
3074 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
3079 Global_laser_firing_count += Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
3081 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
3082 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
3083 Global_laser_firing_count = 0;
3085 if (Fusion_charge == 0)
3086 Players[Player_num].energy -= F1_0*2;
3088 Fusion_charge += FrameTime;
3089 Players[Player_num].energy -= FrameTime;
3091 if (Players[Player_num].energy <= 0) {
3092 Players[Player_num].energy = 0;
3093 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
3095 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
3096 // Fire the fusion cannon at this time in the future.
3098 if (Fusion_charge < F1_0*2)
3099 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
3101 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
3103 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
3104 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
3106 if (Fusion_next_sound_time < GameTime) {
3107 if (Fusion_charge > F1_0*2) {
3108 digi_play_sample( 11, F1_0 );
3109 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
3111 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
3112 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
3114 if (Game_mode & GM_MULTI)
3115 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
3118 Fusion_last_sound_time = GameTime;
3119 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
3127 // -------------------------------------------------------------------------------------------------------
3128 // If player is close enough to objnum, which ought to be a powerup, pick it up!
3129 // This could easily be made difficulty level dependent.
3130 void powerup_grab_cheat(object *player, int objnum)
3136 Assert(Objects[objnum].type == OBJ_POWERUP);
3138 powerup_size = Objects[objnum].size;
3139 player_size = player->size;
3141 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
3143 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
3144 vms_vector collision_point;
3146 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
3147 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
3151 // -------------------------------------------------------------------------------------------------------
3152 // Make it easier to pick up powerups.
3153 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
3154 // from player to powerup and player's forward vector.
3155 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
3156 // way before the player gets there.
3157 void powerup_grab_cheat_all(void)
3162 segp = &Segments[ConsoleObject->segnum];
3163 objnum = segp->objects;
3165 while (objnum != -1) {
3166 if (Objects[objnum].type == OBJ_POWERUP)
3167 powerup_grab_cheat(ConsoleObject, objnum);
3168 objnum = Objects[objnum].next;
3173 int Last_level_path_created = -1;
3175 #ifdef SHOW_EXIT_PATH
3177 // ------------------------------------------------------------------------------------------------------------------
3178 // Create path for player from current segment to goal segment.
3179 // Return true if path created, else return false.
3180 int mark_player_path_to_segment(int segnum)
3183 object *objp = ConsoleObject;
3184 short player_path_length=0;
3185 int player_hide_index=-1;
3187 if (Last_level_path_created == Current_level_num) {
3191 Last_level_path_created = Current_level_num;
3193 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
3194 mprintf((0, "Unable to form path of length %i for myself\n", 100));
3198 player_hide_index = Point_segs_free_ptr - Point_segs;
3199 Point_segs_free_ptr += player_path_length;
3201 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
3202 mprintf((1, "Can't create path. Not enough point_segs.\n"));
3203 ai_reset_all_paths();
3207 for (i=1; i<player_path_length; i++) {
3209 vms_vector seg_center;
3212 segnum = Point_segs[player_hide_index+i].segnum;
3213 mprintf((0, "%3i ", segnum));
3214 seg_center = Point_segs[player_hide_index+i].point;
3216 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
3218 Int3(); // Unable to drop energy powerup for path
3222 obj = &Objects[objnum];
3223 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
3224 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
3225 obj->rtype.vclip_info.framenum = 0;
3226 obj->lifeleft = F1_0*100 + d_rand() * 4;
3233 // Return true if it happened, else return false.
3234 int create_special_path(void)
3238 // ---------- Find exit doors ----------
3239 for (i=0; i<=Highest_segment_index; i++)
3240 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
3241 if (Segments[i].children[j] == -2) {
3242 mprintf((0, "Exit at segment %i\n", i));
3243 return mark_player_path_to_segment(i);
3253 int Max_obj_count_mike = 0;
3255 // Shows current number of used objects.
3256 void show_free_objects(void)
3258 if (!(FrameCount & 8)) {
3262 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
3264 for (i=0; i<=Highest_object_index; i++)
3265 if (Objects[i].type != OBJ_NONE)
3268 mprintf((0, "%3i", count));
3270 if (count > Max_obj_count_mike) {
3271 Max_obj_count_mike = count;
3272 mprintf((0, " ***"));
3283 void game_win_init_cockpit_mask(int sram)
3285 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
3286 dd_gr_free_canvas(dd_VR_offscreen_buffer);
3289 if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
3290 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
3291 // we can just flip it, saving a blt.
3294 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
3295 // The offscreen buffer will be created. We will just blt this
3296 // to the screen (which may be blted to the primary surface)
3297 if ( grd_curscreen->sc_h < 200 ) {
3298 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, 200);
3299 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3301 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3302 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, 200);
3303 dd_VR_offscreen_buffer->sram = 1;
3307 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, grd_curscreen->sc_h);
3308 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3310 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3311 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, grd_curscreen->sc_h);
3312 dd_VR_offscreen_buffer->sram = 1;
3317 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3318 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3319 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3320 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3322 game_init_render_sub_buffers( 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3325 //@@void game_win_init_cockpit_mask()
3327 //@@ char title_pal[768];
3328 //@@ dd_grs_canvas ccanv;
3330 //@@ LPDIRECTDRAWSURFACE dds;
3332 //@@ dds = DDCreateSurface(GRMODEINFO(w), GRMODEINFO(h), 1);
3333 //@@ Assert(dds != NULL);
3335 //@@ _lpDDSMask = dds;
3336 //@@ ccanv.lpdds = dds;
3337 //@@ dd_gr_reinit_canvas(&ccanv);
3339 //@@ dd_gr_set_current_canvas(&ccanv);
3340 //@@ DDGRLOCK(dd_grd_curcanv)
3342 //@@ if (W95DisplayMode == SM95_640x480x8) {
3343 //@@ pcx_error=pcx_read_bitmap( "MASKB.PCX", &grd_curcanv->cv_bitmap,
3344 //@@ grd_curcanv->cv_bitmap.bm_type,
3348 //@@ pcx_error=pcx_read_bitmap( "MASK.PCX", &grd_curcanv->cv_bitmap,
3349 //@@ grd_curcanv->cv_bitmap.bm_type,
3353 //@@ DDGRUNLOCK(dd_grd_curcanv);
3355 //@@ Assert(pcx_error == PCX_ERROR_NONE);
3356 //@@ Game_cockpit_copy_code = (ubyte *)(0xABADC0DE);
3362 * reads a flickering_light structure from a CFILE
3364 void flickering_light_read(flickering_light *fl, CFILE *fp)
3366 fl->segnum = cfile_read_short(fp);
3367 fl->sidenum = cfile_read_short(fp);
3368 fl->mask = cfile_read_int(fp);
3369 fl->timer = cfile_read_fix(fp);
3370 fl->delay = cfile_read_fix(fp);