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enable udp debug messages
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1 /*
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.
12 */
13
14 #ifdef HAVE_CONFIG_H
15 #include <conf.h>
16 #endif
17
18 #ifdef RCS
19 char game_rcsid[] = "$Id: game.c,v 1.10 2002-02-14 10:18:23 bradleyb Exp $";
20 #endif
21
22 #ifdef WINDOWS
23 #include "desw.h"
24 #endif
25
26 #include <stdio.h>
27 #include <stdlib.h>
28 #include <string.h>
29 #include <stdarg.h>
30 #include <ctype.h>
31 #include <time.h>
32
33 #ifdef MACINTOSH
34 #include <Files.h>
35 #include <StandardFile.h>
36 #include <Quickdraw.h>
37 #include <Script.h>
38 #include <Strings.h>
39 #endif
40
41 #ifdef OGL
42 #include "ogl_init.h"
43 #endif
44
45 #include "pstypes.h"
46 #include "console.h"
47 #include "pa_enabl.h"       //$$POLY_ACC
48 #include "gr.h"
49 #include "inferno.h"
50 #include "game.h"
51 #include "key.h"
52 #include "object.h"
53 #include "physics.h"
54 #include "error.h"
55 #include "joy.h"
56 #include "mono.h"
57 #include "iff.h"
58 #include "pcx.h"
59 #include "timer.h"
60 #include "render.h"
61 #include "laser.h"
62 #include "screens.h"
63 #include "textures.h"
64 #include "slew.h"
65 #include "gauges.h"
66 #include "texmap.h"
67 #include "3d.h"
68 #include "effects.h"
69 #include "menu.h"
70 #include "gameseg.h"
71 #include "wall.h"
72 #include "ai.h"
73 #include "fuelcen.h"
74 #include "digi.h"
75 #include "ibitblt.h"
76 #include "u_mem.h"
77 #include "palette.h"
78 #include "morph.h"
79 #include "lighting.h"
80 #include "newdemo.h"
81 #include "collide.h"
82 #include "weapon.h"
83 #include "sounds.h"
84 #include "args.h"
85 #include "gameseq.h"
86 #include "automap.h"
87 #include "text.h"
88 #include "powerup.h"
89 #include "fireball.h"
90 #include "newmenu.h"
91 #ifdef NETWORK
92 #include "network.h"
93 #endif
94 #include "gamefont.h"
95 #include "endlevel.h"
96 #include "joydefs.h"
97 #include "kconfig.h"
98 #include "mouse.h"
99 #include "switch.h"
100 #include "controls.h"
101 #include "songs.h"
102 #include "gamepal.h"
103
104 #if defined(POLY_ACC)
105 #include "poly_acc.h"
106 #endif
107
108 #include "multi.h"
109 #include "desc_id.h"
110 #include "cntrlcen.h"
111 #include "pcx.h"
112 #include "state.h"
113 #include "piggy.h"
114 #include "multibot.h"
115 #include "ai.h"
116 #include "robot.h"
117 #include "playsave.h"
118 #include "fix.h"
119 #include "d_delay.h"
120 #include "hudmsg.h"
121
122 int VGA_current_mode;
123
124 #ifdef MWPROFILER
125 #include <profiler.h>
126 #endif
127
128 //#define TEST_TIMER    1               //if this is set, do checking on timer
129
130 #define SHOW_EXIT_PATH  1
131
132 #ifdef EDITOR
133 #include "editor/editor.h"
134 #endif
135
136 //#define _MARK_ON 1
137 #ifdef __WATCOMC__
138 #if __WATCOMC__ < 1000
139 #include <wsample.h>            //should come after inferno.h to get mark setting
140 #endif
141 #endif
142
143
144 extern void ReadControls(void);         // located in gamecntl.c
145 extern int Current_display_mode;
146 extern void do_final_boss_frame(void);
147
148 int     Speedtest_on = 0;
149
150 #ifndef NDEBUG
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.
157 #endif
158
159 static fix last_timer_value=0;
160 fix ThisLevelTime=0;
161
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;
166 #endif
167
168 #ifndef MACINTOSH
169 ubyte * Game_cockpit_copy_code = NULL;
170 #else
171 ubyte Game_cockpit_copy_code = 0;
172 ubyte Scanline_double = 1;
173 #endif
174
175 int                     VR_screen_mode                  = 0;
176
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
182 int                     VR_show_hud = 1;
183 int                     VR_sensitivity     = 1;         // 0 - 2
184
185 //NEWVR
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;
190
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.
196
197 #ifdef WINDOWS
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];
203
204 void game_win_init_cockpit_mask(int sram);
205 #endif
206
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?
211
212 int Debug_pause=0;                              //John's debugging pause system
213
214 int Cockpit_mode=CM_FULL_COCKPIT;               //set game.h for values
215
216 int Cockpit_mode_save=-1;                                       //set while in letterbox or rear view, or -1
217 int force_cockpit_redraw=0;
218
219 cvar_t r_framerate = {"r_framerate","0"};
220
221 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
222
223 //      Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
224 int     Dummy_var;
225 int     *Toggle_var = &Dummy_var;
226
227 #ifdef EDITOR
228 //flag for whether initial fade-in has been done
229 char faded_in;
230 #endif
231
232 #ifndef NDEBUG                          //these only exist if debugging
233
234 int Game_double_buffer = 1;     //double buffer by default
235 fix fixed_frametime=0;          //if non-zero, set frametime to this
236
237 #endif
238
239 int Game_suspended=0;           //if non-zero, nothing moves but player
240
241 fix     RealFrameTime;
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;
246
247 int Debug_spew = 1;
248 int Game_turbo_mode = 0;
249
250 int Game_mode = GM_GAME_OVER;
251
252 int     Global_laser_firing_count = 0;
253 int     Global_missile_firing_count = 0;
254
255 grs_bitmap background_bitmap;
256
257 int Game_aborted;
258
259 #define BACKGROUND_NAME "statback.pcx"
260
261 //      Function prototypes for GAME.C exclusively.
262
263 void GameLoop(int RenderFlag, int ReadControlsFlag);
264 void FireLaser(void);
265 void slide_textures(void);
266 void powerup_grab_cheat_all(void);
267
268 //      Other functions
269 extern void multi_check_for_killgoal_winner();
270 extern void RestoreGameSurfaces();
271
272 // window functions
273
274 void grow_window(void);
275 void shrink_window(void);
276
277 // text functions
278
279 void fill_background();
280
281 #ifndef RELEASE
282 void show_framerate(void);
283 void ftoa(char *string, fix f);
284 #endif
285
286 extern ubyte DefiningMarkerMessage;
287 extern char Marker_input[];
288
289 //      ==============================================================================================
290
291 extern char john_head_on;
292
293 void load_background_bitmap()
294 {
295         ubyte pal[256*3];
296         int pcx_error;
297
298         if (background_bitmap.bm_data)
299                 d_free(background_bitmap.bm_data);
300
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 );
306 }
307
308
309 //this is called once per game
310 void init_game()
311 {
312         atexit(close_game);             //for cleanup
313
314         init_objects();
315
316         init_special_effects();
317
318         init_ai_system();
319
320         init_gauge_canvases();
321
322         init_exploding_walls();
323
324         load_background_bitmap();
325
326         Clear_window = 2;               //      do portal only window clear.
327
328         set_detail_level_parameters(Detail_level);
329
330         build_mission_list(0);          // This also loads mission 0.
331
332         /* Register cvars */
333         cvar_registervariable(&r_framerate);
334
335 }
336
337
338 void reset_palette_add()
339 {
340         PaletteRedAdd           = 0;
341         PaletteGreenAdd = 0;
342         PaletteBlueAdd          = 0;
343         //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
344 }
345
346
347 #ifdef WINDOWS
348 void win_get_span_list(grs_bitmap *bm, int miny, int maxy)
349 {
350         int x,y;
351         int mode = 0;
352         ubyte *data;
353         int offset;
354         int lspan=0, rspan=0, span=0;
355 //@@FILE *fp;
356
357         data = bm->bm_data;
358 //@@    fp = fopen("cockspan.dat", "w");
359
360         for (y = 0; y < miny; y++)
361                 win_cockpit_mask[y].num = 0;
362
363         for (y = miny; y <= maxy; y++) 
364         {
365                 span = 0;
366                 //@@ fprintf(fp, "line %d: ", y);               
367                 for (x = 0; x < bm->bm_w; x++)
368                 {
369                         offset = y*bm->bm_rowsize + x;
370
371                         if (data[offset] == 255) {
372                                 switch (mode)
373                                 {
374                                         case 0:                         // Start Mode
375                                                 lspan   = x;
376                                                 win_cockpit_mask[y].span[span].xmin = x;
377                                                 mode = 1;
378                                         //@@    fprintf(fp, "<%d,", lspan);
379                                                 break;
380
381                                         case 1:                         // Transparency mode
382                                                 rspan = x;
383                                                 win_cockpit_mask[y].span[span].xmax = x;
384                                                 break;
385
386                                         case 2:                         // Switch from Draw mode to transparent
387                                                 lspan = x;
388                                                 win_cockpit_mask[y].span[span].xmin = x;
389                                         //@@    fprintf(fp, "<%d,", lspan);
390                                                 mode = 1;
391                                                 break;
392                                 }
393                         }
394                         else {
395                                 switch(mode) 
396                                 {
397                                         case 0:                         // Start mode
398                                                 mode = 2;
399                                                 break;
400                                         
401                                         case 1:                         // Switching from transparent to Draw
402                                                 rspan = x;
403                                                 mode = 2;
404                                                 win_cockpit_mask[y].span[span].xmax = x;
405                                                 span++;
406                                         //@@    fprintf(fp, "%d> ", rspan);
407                                                 break;
408
409                                         case 2:
410                                                 break;
411                                 }
412                         }
413                 }
414                 if (mode == 1) {
415                 //@@    fprintf(fp, "%d> ", rspan);
416                         win_cockpit_mask[y].span[span].xmax = rspan;
417                         span++;
418                 }
419                 win_cockpit_mask[y].num = span;
420         //@@    fprintf(fp, "\n");
421                 mode = 0;
422         }
423         win_cockpit_mask[y].num = 255;
424 }
425 #endif //WINDOWS
426         
427
428 void game_show_warning(char *s)
429 {
430
431         if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
432                 stop_time();
433
434         nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
435
436         if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
437                 start_time();
438 }
439
440
441 //these should be in gr.h
442 #define cv_w  cv_bitmap.bm_w
443 #define cv_h  cv_bitmap.bm_h
444
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;
451
452 extern void newdemo_record_cockpit_change(int);
453
454 //initialize the various canvases on the game screen
455 //called every time the screen mode or cockpit changes
456 void init_cockpit()
457 {
458         int minx, maxx, miny, maxy;
459
460 #if defined(POLY_ACC)
461     pa_flush();                 // get rid of undrawn polys.
462     pa_clear_buffer(1, 0);
463 #endif
464
465         //Initialize the on-screen canvases
466
467    if (Newdemo_state==ND_STATE_RECORDING)
468          {
469
470                 newdemo_record_cockpit_change(Cockpit_mode);
471          }
472
473         if ( VR_render_mode != VR_NONE )
474                 Cockpit_mode = CM_FULL_SCREEN;
475
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;
478
479         if ( Screen_mode == SCREEN_EDITOR )
480                 Cockpit_mode = CM_FULL_SCREEN;
481
482  WINDOS(
483         dd_gr_set_current_canvas(NULL),
484         gr_set_current_canvas(NULL)
485  );
486         gr_set_curfont( GAME_FONT );
487
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;
492 #else
493         if (Game_cockpit_copy_code)
494                 Game_cockpit_copy_code = 0;
495 #endif
496
497 //@@    #ifdef WINDOWS
498 //@@            if (_lpDDSMask) { DDFreeSurface(_lpDDSMask); _lpDDSMask = NULL; }
499 //@@    #endif
500
501 #ifdef WINDOWS
502         game_win_init_cockpit_mask(0);
503 #endif
504
505         switch( Cockpit_mode )  
506         {
507         case CM_FULL_COCKPIT:
508         case CM_REAR_VIEW:              {
509                 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
510
511                 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
512
513         #ifdef WINDOWS
514                 dd_gr_set_current_canvas(NULL);
515                 game_win_init_cockpit_mask(1);
516                 dd_gr_set_current_canvas(dd_VR_offscreen_buffer);
517         #else
518                 gr_set_current_canvas(VR_offscreen_buffer)
519         #endif          
520
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)
528         );
529
530 #ifndef WINDOWS
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);
533         #else
534                 if ( Current_display_mode )
535       {
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.
539                 #else
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 );
541                 #endif
542                 } else
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 );
544         #endif
545                 bm->bm_flags = 0;               // Clear all flags for offscreen canvas
546 #else
547                 Game_cockpit_copy_code  = (ubyte *)(1); 
548                 bm->bm_flags = 0;               // Clear all flags for offscreen canvas
549 #endif
550                 game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
551                 break;
552                 }
553
554         case CM_FULL_SCREEN:
555
556                 max_window_h = grd_curscreen->sc_h;
557
558                 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
559                         Game_window_h = max_window_h;
560
561                 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
562                         Game_window_w = max_window_w;
563
564                 Game_window_x = (max_window_w - Game_window_w)/2;
565                 Game_window_y = (max_window_h - Game_window_h)/2;
566
567                 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
568                 break;
569
570         case CM_STATUS_BAR:
571
572         max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
573
574                 if (Game_window_h > max_window_h)
575                         Game_window_h = max_window_h;
576
577                 if (Game_window_w > max_window_w)
578                         Game_window_w = max_window_w;
579
580                 Game_window_x = (max_window_w - Game_window_w)/2;
581                 Game_window_y = (max_window_h - Game_window_h)/2;
582
583                 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
584                 break;
585
586         case CM_LETTERBOX:      {
587                 int x,y,w,h;
588
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;
592
593                 game_init_render_sub_buffers( x, y, w, h );
594                 break;
595                 }
596
597         }
598
599 WINDOS(
600         dd_gr_set_current_canvas(NULL),
601         gr_set_current_canvas(NULL)
602 );
603 }
604
605 //selects a given cockpit (or lack of one).  See types in game.h
606 void select_cockpit(int mode)
607 {
608         if (mode != Cockpit_mode) {             //new mode
609                 Cockpit_mode=mode;
610                 init_cockpit();
611         }
612 }
613
614 extern int last_drawn_cockpit[2];
615
616 //force cockpit redraw next time. call this if you've trashed the screen
617 void reset_cockpit()
618 {
619         force_cockpit_redraw=1;
620         last_drawn_cockpit[0] = -1;
621         last_drawn_cockpit[1] = -1;
622 }
623
624 // void HUD_clear_messages();                           //Already declared in gauges.h
625
626 //NEWVR
627 void VR_reset_params()
628 {
629         VR_eye_width = VR_SEPARATION;
630         VR_eye_offset = VR_PIXEL_SHIFT;
631         VR_eye_offset_changed = 2;
632 }
633
634 void game_init_render_sub_buffers( int x, int y, int w, int h )
635 {
636 #ifdef WINDOWS
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 );
639
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;
648
649 #endif
650         if (Scanline_double) {
651                 #ifdef MACINTOSH
652                 if ( w & 0x3 )
653                         w &= ~0x3;
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);
656                 #endif
657         } else {
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 );
660         }
661
662         #ifdef MACINTOSH
663                 #ifdef POLY_ACC
664                         if ( PAEnabled )
665                         {
666                                 TQARect newBounds;
667                                 
668                                 newBounds.left = x;
669                                 newBounds.right = x + w;
670                                 newBounds.top = y;
671                                 newBounds.bottom = y + h;
672                                 
673                                 pa_set_context(kGamePlayDrawContextID, &newBounds);             // must resize/create new context
674                         }
675                 #endif
676         #endif
677
678 #ifdef WINDOWS
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;
683 #endif
684 }
685
686
687 #ifdef WINDOWS
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 )
690 {
691 //      Hack for switching to higher that 640x480 modes (DDraw doesn't allow
692 //       creating surfaces greater than the current resolution
693
694         if (GRMODEINFO(rw) < render_w || GRMODEINFO(rh) < render_h) {
695                 render_w = GRMODEINFO(rw);
696                 render_h = GRMODEINFO(rh);
697         }
698
699         VR_screen_mode          = screen_mode;
700
701         VR_screen_flags =  flags;
702
703         VR_reset_params();
704         VR_render_mode  = render_method;
705
706         Game_window_w           = render_w;
707         Game_window_h           = render_h;
708
709         if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
710                 dd_gr_free_canvas(dd_VR_offscreen_buffer);
711         }
712
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 );
717                 }
718                 else {
719                         Int3();         // Not Supported yet!!!
720 //                      VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
721                 }
722
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 );
726         }
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.  
730
731                 dd_VR_offscreen_buffer = dd_grd_backcanv;
732                 VR_offscreen_buffer = & dd_grd_backcanv->canvas;
733         }
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;
740                 }
741                 else {
742                         dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, render_h);
743                         VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
744                 }
745         }
746
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 );
751
752         game_init_render_sub_buffers( 0, 0, render_w, render_h );
753 }
754
755 #else
756
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 )
759 {
760 //      if (vga_check_mode(screen_mode) != 0) 
761 //              Error("Cannot set requested video mode");
762
763         VR_screen_mode          =       screen_mode;
764
765         VR_screen_flags =  flags;
766
767 //NEWVR
768         VR_reset_params();
769         VR_render_mode  = render_method;
770
771         Game_window_w           = render_w;
772         Game_window_h           = render_h;
773
774         if (VR_offscreen_buffer) {
775                 gr_free_canvas(VR_offscreen_buffer);
776         }
777
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 );
781                 }
782                 else {
783                         VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
784                 }
785
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 );
788         }
789         else {
790                 if ( render_h < 200 ) {
791                         VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
792                 }
793                 else {
794 #if defined(POLY_ACC)
795                         #ifndef MACINTOSH
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);
799                         #else
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);
803                                 } else
804                     VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
805                         #endif
806 #else
807             VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
808 #endif
809         }
810
811 #ifdef OGL
812                 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
813 #endif
814
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 );
817         }
818
819         game_init_render_sub_buffers( 0, 0, render_w, render_h );
820 }
821 #endif
822
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)
826 {
827         //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
828
829         if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
830                 set_screen_mode(SCREEN_MENU);           //must switch to menu mode
831 }
832
833
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)
838 {
839 WIN(static int force_mode_change=0);
840 WIN(static int saved_window_w);
841 WIN(static int saved_window_h);
842
843 #ifdef EDITOR
844         if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) )        {
845                 gr_set_current_canvas( Canv_editor );
846                 return 1;
847         }
848 #endif
849
850 #ifdef WINDOWS
851         if ( Screen_mode == sm && W95DisplayMode == VR_screen_mode) {
852                 dd_gr_set_current_canvas( &dd_VR_screen_pages[VR_current_page] );
853                 return 1;
854         }
855 #else
856         if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
857                 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
858                 return 1;
859         }
860 #endif
861
862 #ifdef OGL
863         if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
864              
865                 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
866                 ogl_set_screen_mode();
867                 return 1;
868         }
869 #endif
870
871 #ifdef EDITOR
872         Canv_editor = NULL;
873 #endif
874
875         Screen_mode = sm;
876
877         switch( Screen_mode )
878         {
879                 case SCREEN_MENU:
880                 #ifdef WINDOWS
881                         //mouse_set_mode(0);
882                         //ShowCursorW();
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;
889                         }
890                         if (W95DisplayMode != SM95_640x480x8) {
891 //@@                            piggy_bitmap_page_out_all_w();          // 2D GFX Flush cache.
892                                 DDSETDISPLAYMODE(SM95_640x480x8);
893                                 dd_gr_init_screen();
894                                 if (!gr_palette_faded_out) gr_palette_load(gr_palette);
895                         }
896
897                         dd_gr_init_sub_canvas(&dd_VR_screen_pages[0], dd_grd_screencanv,
898                                                                         0,0,
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,
902                                                                         0,0,
903                                                                         dd_grd_screencanv->canvas.cv_bitmap.bm_w,
904                                                                         dd_grd_screencanv->canvas.cv_bitmap.bm_h);
905                         MenuHires = 1;
906                         FontHires = 1;
907
908                 #else
909                 {
910                         int menu_mode;
911
912                         MenuHires = MenuHiresAvailable;         //do highres if we can
913
914 #if defined(POLY_ACC)
915                                 #ifndef MACINTOSH
916                     menu_mode = MenuHires?SM(640,480):SM(320,200);
917                                 #else
918                                         menu_mode = PAEnabled?SM_640x480x15xPA:SM_640x480V;
919                                 #endif
920 #else
921             menu_mode = MenuHires?SM(640,480):SM(320,200);
922 #endif
923
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);
929                         }
930
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 );
933
934                         FontHires = MenuHires;
935
936                 }
937                 #endif
938                 break;
939
940         case SCREEN_GAME:
941         #ifdef WINDOWS
942                 //mouse_set_mode(1);
943                 HideCursorW();
944                 if (force_mode_change || (W95DisplayMode != VR_screen_mode)) {
945
946                         DDSETDISPLAYMODE(VR_screen_mode);
947 //@@                    piggy_bitmap_page_out_all_w();          // 2D GFX Flush cache.
948                         dd_gr_init_screen();
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);
953
954                         reset_cockpit();
955                 }
956         #else
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
961                         }
962                         #ifdef MACINTOSH
963                         if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
964                                 joydefs_calibrate();
965                         #endif
966                         reset_cockpit();
967                 }
968         #endif
969
970                 if ( VR_render_mode == VR_NONE )
971                 {
972                         max_window_w = grd_curscreen->sc_w;
973                         max_window_h = grd_curscreen->sc_h;
974
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;
978                         }
979                         else if (Cockpit_mode != CM_LETTERBOX) 
980                                 Cockpit_mode = CM_FULL_SCREEN;
981
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;
985               }
986
987                 }
988                 else
989                         Cockpit_mode = CM_FULL_SCREEN;
990
991                 #ifdef WINDOWS
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;
999                         }
1000                 #endif
1001
1002
1003         //      Define screen pages for game mode
1004         // If we designate through screen_flags to use paging, then do so.
1005                 WINDOS(
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 )
1008                 );
1009
1010                 if ( VR_screen_flags&VRF_USE_PAGING ) {
1011                 WINDOS(
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 )
1014                 );
1015                 }
1016                 else {
1017                 WINDOS (
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 )
1020                 );
1021                 }
1022
1023                 init_cockpit();
1024
1025         #ifdef WINDOWS
1026                 FontHires = (Current_display_mode != 0);
1027                 MenuHires = 1;
1028         #else
1029                 FontHires = MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2));
1030         #endif
1031
1032                 if ( VR_render_mode != VR_NONE )        {
1033                         // for 640x480 or higher, use hires font.
1034                         if ( grd_curscreen->sc_h > 400 )
1035                                 FontHires = 1;
1036                         else
1037                                 FontHires = 0;
1038                 }
1039
1040                 break;
1041         #ifdef EDITOR
1042         case SCREEN_EDITOR:
1043                 if (grd_curscreen->sc_mode != SM(800,600))      {
1044                         int gr_error;
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);
1047                                 return 0;
1048                         }
1049                 }
1050                 gr_palette_load( gr_palette );
1051
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
1058                 break;
1059         #endif
1060         default:
1061                 Error("Invalid screen mode %d",sm);
1062         }
1063
1064         VR_current_page = 0;
1065
1066         WINDOS(
1067                 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
1068                 gr_set_current_canvas( &VR_screen_pages[VR_current_page] )
1069         );
1070
1071         if ( VR_screen_flags&VRF_USE_PAGING )   {
1072         WINDOS(
1073                 dd_gr_flip(),
1074                 gr_show_canvas( &VR_screen_pages[VR_current_page] )
1075         );
1076         }
1077 #ifdef OGL
1078         ogl_set_screen_mode();
1079 #endif
1080
1081         return 1;
1082 }
1083
1084 int gr_toggle_fullscreen_game(void){
1085 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
1086         int i;
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);
1091         key_flush();
1092         //end addition -MM
1093         return i;
1094 #else
1095         hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
1096         return -1;
1097 #endif
1098 }
1099
1100 int arch_toggle_fullscreen_menu(void);
1101
1102 int gr_toggle_fullscreen_menu(void){
1103 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
1104         int i;
1105         i=arch_toggle_fullscreen_menu();
1106
1107 //      generic_key_handler(KEY_PADENTER,0);
1108         key_flush();
1109
1110         return i;
1111 #else
1112         return -1;
1113 #endif
1114 }
1115
1116 static int timer_paused=0;
1117
1118 void stop_time()
1119 {
1120         if (timer_paused==0) {
1121                 fix time;
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!!!!
1127                         #endif
1128                         last_timer_value = 0;
1129                 }
1130                 #if defined(TIMER_TEST) && !defined(NDEBUG)
1131                 time_stopped = time;
1132                 #endif
1133         }
1134         timer_paused++;
1135
1136         #if defined(TIMER_TEST) && !defined(NDEBUG)
1137         stop_count++;
1138         #endif
1139 }
1140
1141 void start_time()
1142 {
1143         timer_paused--;
1144         Assert(timer_paused >= 0);
1145         if (timer_paused==0) {
1146                 fix time;
1147                 time = timer_get_fixed_seconds();
1148                 #if defined(TIMER_TEST) && !defined(NDEBUG)
1149                 if (last_timer_value < 0)
1150                         Int3();         //get Matt!!!!
1151                 }
1152                 #endif
1153                 last_timer_value = time - last_timer_value;
1154                 #if defined(TIMER_TEST) && !defined(NDEBUG)
1155                 time_started = time;
1156                 #endif
1157         }
1158
1159         #if defined(TIMER_TEST) && !defined(NDEBUG)
1160         start_count++;
1161         #endif
1162 }
1163
1164 MAC(extern ubyte joydefs_calibrating;)
1165
1166 void game_flush_inputs()
1167 {
1168         int dx,dy;
1169         key_flush();
1170         joy_flush();
1171         mouse_flush();
1172         #ifdef MACINTOSH
1173         if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating )            // only reset mouse when not in menu or not calibrating
1174         #endif
1175                 mouse_get_delta( &dx, &dy );    // Read mouse
1176         memset(&Controls,0,sizeof(control_info));
1177 }
1178
1179 void reset_time()
1180 {
1181         last_timer_value = timer_get_fixed_seconds();
1182
1183 }
1184
1185 #ifndef RELEASE
1186 extern int Saving_movie_frames;
1187 int Movie_fixed_frametime;
1188 #else
1189 #define Saving_movie_frames     0
1190 #define Movie_fixed_frametime   0
1191 #endif
1192
1193 static const int max_fps = 80;
1194
1195 void calc_frame_time()
1196 {
1197         fix timer_value,last_frametime = FrameTime;
1198
1199         #if defined(TIMER_TEST) && !defined(NDEBUG)
1200         _last_frametime = last_frametime;
1201         #endif
1202
1203         timer_value = timer_get_fixed_seconds();
1204         FrameTime = timer_value - last_timer_value;
1205
1206         do {
1207             timer_value = timer_get_fixed_seconds();
1208             FrameTime = timer_value - last_timer_value;
1209             if (FrameTime < f1_0/max_fps);
1210             {
1211                 d_delay(1);
1212             }
1213         } while (FrameTime < f1_0/max_fps);
1214
1215         #if defined(TIMER_TEST) && !defined(NDEBUG)
1216         _timer_value = timer_value;
1217         #endif
1218
1219         #ifndef NDEBUG
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));
1222                 if (FrameTime == 0)
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!
1226         }
1227         #endif
1228
1229         #if defined(TIMER_TEST) && !defined(NDEBUG)
1230         actual_last_timer_value = last_timer_value;
1231         #endif
1232
1233         if ( Game_turbo_mode )
1234                 FrameTime *= 2;
1235
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;
1240
1241         last_timer_value = timer_value;
1242
1243         if (FrameTime < 0)                                              //if bogus frametime...
1244                 FrameTime = last_frametime;             //...then use time from last frame
1245
1246         #ifndef NDEBUG
1247         if (fixed_frametime) FrameTime = fixed_frametime;
1248         #endif
1249
1250         #ifndef NDEBUG
1251         // Pause here!!!
1252         if ( Debug_pause )      {
1253                 int c;
1254                 c = 0;
1255                 while( c==0 )
1256                         c = key_peekkey();
1257
1258                 if ( c == KEY_P )       {
1259                         Debug_pause = 0;
1260                         c = key_inkey();
1261                 }
1262                 last_timer_value = timer_get_fixed_seconds();
1263         }
1264         #endif
1265
1266         #if Arcade_mode
1267                 FrameTime /= 2;
1268         #endif
1269
1270         #if defined(TIMER_TEST) && !defined(NDEBUG)
1271         stop_count = start_count = 0;
1272         #endif
1273
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;
1282         else
1283                 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1284
1285 }
1286
1287 //--unused-- int Auto_flythrough=0;  //if set, start flythough automatically
1288
1289 void move_player_2_segment(segment *seg,int side)
1290 {
1291         vms_vector vp;
1292
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);
1297
1298         obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
1299
1300 }
1301
1302 #ifdef NETWORK
1303 void game_draw_time_left()
1304 {
1305         char temp_string[30];
1306         fix timevar;
1307         int i;
1308
1309         gr_set_curfont( GAME_FONT );    //GAME_FONT
1310         gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1311
1312         timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1313         i=f2i(timevar-ThisLevelTime);
1314         i++;
1315
1316         sprintf( temp_string, "Time left: %d secs", i );
1317
1318         if (i>=0)
1319          gr_string(0, 32, temp_string );
1320 }
1321 #endif
1322
1323
1324 extern int Game_pause;
1325
1326 void do_photos();
1327 void level_with_floor();
1328
1329 void modex_clear_box(int x,int y,int w,int h)
1330 {
1331         grs_canvas *temp_canv,*save_canv;
1332
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);
1340
1341 }
1342
1343 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1344
1345 // mac routine to drop contents of screen to a pict file using copybits
1346 // save a PICT to a file
1347 #ifdef MACINTOSH
1348
1349 void SavePictScreen(int multiplayer)
1350 {
1351         OSErr err;
1352         int parid, i, count;
1353         char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1354         short fd;
1355         FSSpec spec;
1356         PicHandle pict_handle;
1357         static int multi_count = 0;
1358         StandardFileReply sf_reply;
1359         
1360 // dump the contents of the GameWindow into a picture using copybits
1361
1362         pict_handle = OpenPicture(&GameWindow->portRect);
1363         if (pict_handle == NULL)
1364                 return;
1365                 
1366         CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1367         ClosePicture();
1368
1369 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1370         if (!getcwd(cwd, FILENAME_MAX))
1371                 Int3();
1372 // create the fsspec
1373
1374         sprintf(filename, "screen%d", multi_count++);
1375         pfilename = c2pstr(filename);
1376         if (!multiplayer) {
1377                 show_cursor();
1378                 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1379                 if (!sf_reply.sfGood) 
1380                         goto end;
1381                 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1382                 if (sf_reply.sfReplacing)
1383                         FSpDelete(&spec);
1384                 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1385                 if (err)
1386                         goto end;
1387         } else {
1388 //              parid = GetAppDirId();
1389                 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1390                 if (err == nsvErr)
1391                         goto end;
1392                 if (err != fnfErr)
1393                         FSpDelete(&spec);
1394                 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1395                 if (err != 0)
1396                         goto end;
1397         }
1398
1399 // write the PICT file
1400         if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1401                 goto end;
1402         memset(buf, 0, sizeof(buf));
1403         count = 512;
1404         if ( FSWrite(fd, &count, buf) )
1405                 goto end;
1406         count = GetHandleSize((Handle)pict_handle);
1407         HLock((Handle)pict_handle);
1408         if ( FSWrite(fd, &count, *pict_handle) ) {
1409                 FSClose(fd);
1410                 FSpDelete(&spec);
1411         }
1412
1413 end:
1414         HUnlock((Handle)pict_handle);
1415         DisposeHandle((Handle)pict_handle);
1416         FSClose(fd);
1417         hide_cursor();
1418         chdir(cwd);
1419 }
1420
1421 #endif
1422
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
1426 #ifndef OGL
1427 void save_screen_shot(int automap_flag)
1428 {
1429 #if defined(WINDOWS)
1430         mprintf((0, "Doing screen shot thing.\n"));
1431         win95_save_pcx_shot();
1432
1433 #elif !defined(MACINTOSH)
1434         fix t1;
1435         char message[100];
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];
1442         ubyte pal[768];
1443         int w,h,aw,x,y;
1444         int modex_flag;
1445         int stereo=0;
1446
1447         temp_canv2=NULL;
1448
1449 //      // Can't do screen shots in VR modes.
1450 //      if ( VR_render_mode != VR_NONE )
1451 //              return;
1452
1453         stop_time();
1454
1455         save_canv = grd_curcanv;
1456
1457         if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1458                 stereo = 1;
1459
1460         if ( stereo ) {
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);
1464
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);
1468         }
1469         else {
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);
1473         }
1474
1475         gr_set_current_canvas(save_canv);
1476
1477         if ( savenum > 99 ) savenum = 0;
1478         if ( stereo_savenum > 99 ) stereo_savenum = 0;
1479
1480         if ( stereo ) {
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);}
1484                 stereo_savenum++;
1485                 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1486         }
1487         else {
1488                 sprintf(savename,"screen%02d.pcx",savenum++);
1489                 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1490         }
1491
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]);
1497
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);
1502
1503         if (modex_flag)
1504                 h *= 2;
1505
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;
1511
1512         if (modex_flag) {
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));
1515         } else {
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);
1520         }
1521         t1 = timer_get_fixed_seconds() + F1_0;
1522
1523         gr_palette_read(pal);           //get actual palette from the hardware
1524         pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1525         if ( stereo )
1526                 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1527
1528         while ( timer_get_fixed_seconds() < t1 );               // Wait so that messag stays up at least 1 second.
1529
1530         gr_set_current_canvas(screen_canv);
1531
1532         if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1533                 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1534
1535         gr_free_canvas(temp_canv);
1536         if ( stereo )
1537                 gr_free_canvas(temp_canv2);
1538
1539         gr_set_current_canvas(save_canv);
1540         key_flush();
1541         start_time();
1542         
1543 #else
1544
1545         grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1546         grs_canvas *temp_canv, *save_canv;
1547         
1548         // Can't do screen shots in VR modes.
1549         if ( VR_render_mode != VR_NONE )
1550                 return;
1551
1552         stop_time();
1553
1554         save_canv = grd_curcanv;        
1555         temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1556         if (!temp_canv)
1557                 goto shot_done;
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] );
1561
1562         show_cursor();
1563         key_close();
1564         if (Game_mode & GM_MULTI)
1565                 SavePictScreen(1);
1566         else
1567                 SavePictScreen(0);
1568         key_init();
1569         hide_cursor();
1570
1571         gr_set_current_canvas(screen_canv);
1572         
1573 //      if (!automap_flag)
1574                 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1575
1576         gr_free_canvas(temp_canv);
1577 shot_done:
1578         gr_set_current_canvas(save_canv);
1579         key_flush();
1580         start_time();
1581         #endif
1582 }
1583
1584 #endif
1585
1586 //initialize flying
1587 void fly_init(object *obj)
1588 {
1589         obj->control_type = CT_FLYING;
1590         obj->movement_type = MT_PHYSICS;
1591
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);
1596 }
1597
1598 //void morph_test(), morph_step();
1599
1600
1601 //      ------------------------------------------------------------------------------------
1602
1603 void test_anim_states();
1604
1605 #include "fvi.h"
1606
1607 //put up the help message
1608 void do_show_help()
1609 {
1610         show_help();
1611 }
1612
1613
1614 extern int been_in_editor;
1615
1616 //      ------------------------------------------------------------------------------------
1617 void do_cloak_stuff(void)
1618 {
1619         int i;
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);
1627                                         #ifdef NETWORK
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
1632                                         #endif
1633 //                                      mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1634                                 }
1635                         }
1636                 }
1637 }
1638
1639 int FakingInvul=0;
1640
1641 //      ------------------------------------------------------------------------------------
1642 void do_invulnerable_stuff(void)
1643 {
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;
1647                         if (FakingInvul==0)
1648                         {
1649                                 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1650                                 #ifdef NETWORK
1651                                 if (Game_mode & GM_MULTI)
1652                                 {
1653                                         multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1654                                         maybe_drop_net_powerup(POW_INVULNERABILITY);
1655                                 }
1656                                 #endif
1657                                 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1658                         }
1659                         FakingInvul=0;
1660                 }
1661         }
1662 }
1663
1664 ubyte   Last_afterburner_state = 0;
1665 fix Last_afterburner_charge = 0;
1666
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
1669
1670 int     Ab_scale = 4;
1671
1672 //@@//  ------------------------------------------------------------------------------------
1673 //@@void afterburner_shake(void)
1674 //@@{
1675 //@@    int     rx, rz;
1676 //@@
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;
1679 //@@
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;
1683 //@@
1684 //@@}
1685
1686 //      ------------------------------------------------------------------------------------
1687 #ifdef NETWORK
1688 extern void multi_send_sound_function (char,char);
1689 #endif
1690
1691 void do_afterburner_stuff(void)
1692 {
1693    if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1694                 Afterburner_charge=0;
1695
1696         if (Endlevel_sequence || Player_is_dead)
1697                 {
1698                  digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1699 #ifdef NETWORK
1700                  multi_send_sound_function (0,0);  
1701 #endif
1702                 }
1703
1704         if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1705
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 );
1708 #ifdef NETWORK
1709                         if (Game_mode & GM_MULTI)
1710                                 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1711 #endif
1712                 } else {
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));
1715 #ifdef NETWORK
1716                         if (Game_mode & GM_MULTI)
1717                                 multi_send_sound_function (0,0);  
1718 #endif
1719                         mprintf((0,"Killing afterburner sound\n"));
1720                 }
1721         }
1722
1723         //@@if (Controls.afterburner_state && Afterburner_charge)
1724         //@@    afterburner_shake();
1725
1726         Last_afterburner_state = Controls.afterburner_state;
1727         Last_afterburner_charge = Afterburner_charge;
1728 }
1729
1730 // -- //        ------------------------------------------------------------------------------------
1731 // -- //        if energy < F1_0/2, recharge up to F1_0/2
1732 // -- void recharge_energy_frame(void)
1733 // -- {
1734 // --   if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1735 // --           Players[Player_num].energy += FrameTime/4;
1736 // --
1737 // --           if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1738 // --                   Players[Player_num].energy = Weapon_info[0].energy_usage;
1739 // --   }
1740 // -- }
1741
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
1744
1745 extern fix Flash_effect;
1746
1747  //adds to rgb values for palette flash
1748 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1749 {
1750         int     maxval;
1751
1752         PaletteRedAdd += _dr;
1753         PaletteGreenAdd += _dg;
1754         PaletteBlueAdd += _db;
1755
1756         // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1757
1758         if (Flash_effect)
1759                 maxval = 60;
1760         else
1761                 maxval = MAX_PALETTE_ADD;
1762
1763         if (PaletteRedAdd > maxval)
1764                 PaletteRedAdd = maxval;
1765
1766         if (PaletteGreenAdd > maxval)
1767                 PaletteGreenAdd = maxval;
1768
1769         if (PaletteBlueAdd > maxval)
1770                 PaletteBlueAdd = maxval;
1771
1772         if (PaletteRedAdd < -maxval)
1773                 PaletteRedAdd = -maxval;
1774
1775         if (PaletteGreenAdd < -maxval)
1776                 PaletteGreenAdd = -maxval;
1777
1778         if (PaletteBlueAdd < -maxval)
1779                 PaletteBlueAdd = -maxval;
1780 }
1781
1782 fix     Time_flash_last_played;
1783
1784
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)
1789 {
1790         int     dec_amount = 0;
1791
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
1796                         dec_amount = 1;
1797         } else {
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
1801         }
1802
1803         if (Flash_effect) {
1804                 int     force_do = 0;
1805
1806                 //      Part of hack system to force update of palette after exiting a menu.
1807                 if (Time_flash_last_played) {
1808                         force_do = 1;
1809                         PaletteRedAdd ^= 1;     //      Very Tricky!  In gr_palette_step_up, if all stepups same as last time, won't do anything!
1810                 }
1811
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;
1815                 }
1816
1817                 Flash_effect -= FrameTime;
1818                 if (Flash_effect < 0)
1819                         Flash_effect = 0;
1820
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);
1824
1825                         game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1826
1827                         return;
1828                 }
1829
1830         }
1831
1832         if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1833         if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1834
1835         if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1836         if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1837
1838         if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1839         if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1840
1841         if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1842                 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1843
1844         game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1845
1846         //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1847 }
1848
1849 int     Redsave, Bluesave, Greensave;
1850
1851 void palette_save(void)
1852 {
1853         Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1854 }
1855
1856 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1857
1858 void game_palette_step_up( int r, int g, int b )
1859 {
1860         if ( VR_use_reg_code )  {
1861         #ifndef WINDOWS
1862 //              gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1863         #endif
1864         } else {
1865                 gr_palette_step_up( r, g, b );
1866         }
1867 }
1868
1869 void palette_restore(void)
1870 {
1871         PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1872         game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1873
1874         //      Forces flash effect to fixup palette next frame.
1875         Time_flash_last_played = 0;
1876 }
1877
1878 extern void dead_player_frame(void);
1879
1880
1881 //      --------------------------------------------------------------------------------------------------
1882 int allowed_to_fire_laser(void)
1883 {
1884         if (Player_is_dead) {
1885                 Global_missile_firing_count = 0;
1886                 return 0;
1887         }
1888
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)
1893                         return 0;
1894
1895         return 1;
1896 }
1897
1898 fix     Next_flare_fire_time = 0;
1899 #define FLARE_BIG_DELAY (F1_0*2)
1900
1901 int allowed_to_fire_flare(void)
1902 {
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.
1905                         return 0;
1906
1907         if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1908                 Next_flare_fire_time = GameTime + F1_0/4;
1909         else
1910                 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1911
1912         return 1;
1913 }
1914
1915 int allowed_to_fire_missile(void)
1916 {
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)
1922                         return 0;
1923
1924         return 1;
1925 }
1926
1927 void full_palette_save(void)
1928 {
1929         palette_save();
1930         apply_modified_palette();
1931         reset_palette_add();
1932         gr_palette_load( gr_palette );
1933 }
1934
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) );
1937
1938 void show_help()
1939 {
1940         int nitems;
1941         newmenu_item m[25];
1942         #ifdef MACINTOSH
1943         char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1944         #endif
1945
1946         m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC;
1947         #ifndef MACINTOSH
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;
1950         #else
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;
1955         #endif
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;
1960         #ifndef MACINTOSH
1961         m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE;
1962         #else
1963         m[ 7].type = NM_TYPE_TEXT; m[ 7].text = "Pause (F15)\t  Pause";
1964         #endif
1965         m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS;
1966         #ifndef MACINTOSH
1967         m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN;
1968         #else
1969         m[ 9].type = NM_TYPE_TEXT; m[ 9].text = "printscrn (F13)\t  save screen shot";
1970         #endif
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";
1976         #ifndef MACINTOSH
1977         m[15].type = NM_TYPE_TEXT; m[15].text = "Alt-Shift-F4\t  Rename GuideBot";
1978         #else
1979         m[15].type = NM_TYPE_TEXT; m[15].text = "Opt-Shift-F4\t  Rename GuideBot";
1980         #endif
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";
1985         nitems = 20;
1986         #ifdef MACINTOSH
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;
1992         nitems = 23;
1993         #endif
1994
1995         full_palette_save();
1996
1997         newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1998
1999         palette_restore();
2000 }
2001
2002 //temp function until Matt cleans up game sequencing
2003 extern void temp_reset_stuff_on_level();
2004
2005 //deal with rear view - switch it on, or off, or whatever
2006 void check_rear_view()
2007 {
2008
2009         #define LEAVE_TIME 0x1000               //how long until we decide key is down  (Used to be 0x4000)
2010
2011         static int leave_mode;
2012         static fix entry_time;
2013
2014         if ( Controls.rear_view_down_count )    {               //key/button has gone down
2015
2016                 if (Rear_view) {
2017                         Rear_view = 0;
2018                         if (Cockpit_mode==CM_REAR_VIEW) {
2019                                 select_cockpit(Cockpit_mode_save);
2020                                 Cockpit_mode_save = -1;
2021                         }
2022                         if (Newdemo_state == ND_STATE_RECORDING)
2023                                 newdemo_record_restore_rearview();
2024                 }
2025                 else {
2026                         Rear_view = 1;
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);
2032                         }
2033                         if (Newdemo_state == ND_STATE_RECORDING)
2034                                 newdemo_record_rearview();
2035                 }
2036         }
2037         else
2038                 if (Controls.rear_view_down_state) {
2039
2040                         if (leave_mode==0 && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
2041                                 leave_mode = 1;
2042                 }
2043                 else {
2044
2045                         //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
2046
2047                         if (leave_mode==1 && Rear_view) {
2048                                 Rear_view = 0;
2049                                 if (Cockpit_mode==CM_REAR_VIEW) {
2050                                         select_cockpit(Cockpit_mode_save);
2051                                         Cockpit_mode_save = -1;
2052                                 }
2053                                 if (Newdemo_state == ND_STATE_RECORDING)
2054                                         newdemo_record_restore_rearview();
2055                         }
2056                 }
2057 }
2058
2059 void reset_rear_view(void)
2060 {
2061         if (Rear_view) {
2062                 if (Newdemo_state == ND_STATE_RECORDING)
2063                         newdemo_record_restore_rearview();
2064         }
2065
2066         Rear_view = 0;
2067
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;
2073         }
2074
2075 }
2076
2077 int Automap_flag;
2078 int Config_menu_flag;
2079
2080 jmp_buf LeaveGame;
2081
2082 int Cheats_enabled=0;
2083
2084 extern int Laser_rapid_fire;
2085 extern void do_lunacy_on(), do_lunacy_off();
2086
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;
2091
2092 //turns off active cheats
2093 void turn_cheats_off()
2094 {
2095         int i;
2096
2097         if (HomingCheat)
2098                 for (i=0;i<20;i++)
2099                         Weapon_info[i].homing_flag=OldHomingState[i];
2100
2101         if (AcidCheatOn)
2102         {
2103                 AcidCheatOn=0;
2104                 Interpolation_method=old_IntMethod;
2105         }
2106
2107         Buddy_dude_cheat = 0;
2108         BounceCheat=0;
2109    HomingCheat=0;
2110         do_lunacy_off();
2111         Laser_rapid_fire = 0;
2112         Physics_cheat_flag = 0;
2113         Monster_mode = 0;
2114         Robots_kill_robots_cheat=0;
2115         Robot_firing_enabled = 1;
2116 }
2117
2118 //turns off all cheats & resets cheater flag    
2119 void game_disable_cheats()
2120 {
2121         turn_cheats_off();
2122         Cheats_enabled=0;
2123 }
2124
2125
2126 //      game_setup()
2127 // ----------------------------------------------------------------------------
2128
2129 void game_setup(void)
2130 {
2131         //@@int demo_playing=0;
2132         //@@int multi_game=0;
2133
2134         do_lunacy_on();         //      Copy values for insane into copy buffer in ai.c
2135         do_lunacy_off();                //      Restore true insane mode.
2136
2137         Game_aborted = 0;
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;
2141
2142         //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
2143         //@@    demo_playing = 1;
2144         //@@if ( Game_mode & GM_MULTI )
2145         //@@    multi_game = 1;
2146
2147         set_screen_mode(SCREEN_GAME);
2148         reset_palette_add();
2149
2150         set_warn_func(game_show_warning);
2151
2152         init_cockpit();
2153         init_gauges();
2154         //digi_init_sounds();
2155
2156         //keyd_repeat = 0;                // Don't allow repeat in game
2157         keyd_repeat = 1;                // Do allow repeat in game
2158
2159 #if !defined(WINDOWS) && !defined(MACINTOSH)
2160         //_MARK_("start of game");
2161 #endif
2162
2163         #ifdef EDITOR
2164                 if (Segments[ConsoleObject->segnum].segnum == -1)      //segment no longer exists
2165                         obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
2166
2167                 if (!check_obj_seg(ConsoleObject))
2168                         move_player_2_segment(Cursegp,Curside);
2169         #endif
2170
2171         Viewer = ConsoleObject;
2172         fly_init(ConsoleObject);
2173
2174         Game_suspended = 0;
2175
2176         reset_time();
2177         FrameTime = 0;                  //make first frame zero
2178
2179         #ifdef EDITOR
2180         if (Current_level_num == 0) {                   //not a real level
2181                 init_player_stats_game();
2182                 init_ai_objects();
2183         }
2184         #endif
2185
2186         fix_object_segs();
2187
2188         game_flush_inputs();
2189
2190 }
2191
2192
2193 #ifdef NETWORK
2194 extern char IWasKicked;
2195 #endif
2196
2197
2198 //      ------------------------------------------------------------------------------------
2199 //this function is the game.  called when game mode selected.  runs until
2200 //editor mode or exit selected
2201 void game()
2202 {
2203         game_setup();                                                           // Replaces what was here earlier.
2204                                                                                                         // Good for Windows Sake.  
2205
2206 #ifdef MWPROFILE
2207         ProfilerSetStatus(1);
2208 #endif
2209
2210         if ( setjmp(LeaveGame)==0 )     {
2211                 while (1) {
2212                         int player_shields;
2213
2214                         // GAME LOOP!
2215                         Automap_flag = 0;
2216                         Config_menu_flag = 0;
2217
2218                         if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
2219                           {
2220                             mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
2221                             //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2222                           }
2223
2224                         player_shields = Players[Player_num].shields;
2225
2226                 #ifdef WINDOWS
2227                 {
2228                         MSG msg;
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);
2234                         }
2235                 }
2236                 #endif          
2237
2238                         ExtGameStatus=GAMESTAT_RUNNING;
2239                         GameLoop( 1, 1 );               // Do game loop with rendering and reading controls.
2240
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);
2244
2245                         //see if redbook song needs to be restarted
2246                         songs_check_redbook_repeat();   // Handle RedBook Audio Repeating.
2247
2248                         if (Config_menu_flag)   {
2249                                 int double_save = Scanline_double;
2250
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 ); }
2253                                 do_options_menu();
2254                                 if (Scanline_double != double_save)     init_cockpit();
2255                                 if (!(Game_mode&GM_MULTI)) palette_restore();
2256                                 //WIN(mouse_set_mode(1));
2257                         }
2258
2259                         if (Automap_flag) {
2260                                 int save_w=Game_window_w,save_h=Game_window_h;
2261                                 do_automap(0);
2262                                 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2263                                 Game_window_w=save_w; Game_window_h=save_h;
2264                                 init_cockpit();
2265                                 last_drawn_cockpit[0] = -1;
2266                                 last_drawn_cockpit[1] = -1;
2267                         }
2268
2269                         if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2270                                 int choice, fmode;
2271                                 fmode = Function_mode;
2272                                 Function_mode = FMODE_GAME;
2273                                 palette_save();
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 );
2278                                 palette_restore();
2279                                 Function_mode = fmode;
2280                                 if (choice==0)  {
2281                                         Auto_demo = 0;
2282                                         newdemo_stop_playback();
2283                                         Function_mode = FMODE_MENU;
2284                                 } else {
2285                                         Function_mode = FMODE_GAME;
2286                                 }
2287                         }
2288
2289                         if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2290 #ifdef NETWORK
2291                                         && !IWasKicked
2292 #endif
2293                            )            {
2294                                 int choice, fmode;
2295                                 fmode = Function_mode;
2296                                 Function_mode = FMODE_GAME;
2297                                 palette_save();
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 );
2303                                 palette_restore();
2304                                 Function_mode = fmode;
2305                                 if (choice != 0)
2306                                         Function_mode = FMODE_GAME;
2307                         }
2308
2309 #ifdef NETWORK
2310                         IWasKicked=0;
2311 #endif
2312                         if (Function_mode != FMODE_GAME)
2313                                 longjmp(LeaveGame,0);
2314
2315                         #ifdef APPLE_DEMO
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);
2318                         #endif
2319                 }
2320         }
2321
2322 #ifdef MWPROFILE
2323         ProfilerSetStatus(0);
2324 #endif
2325
2326         digi_stop_all();
2327
2328         if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2329                 newdemo_stop_recording();
2330
2331         #ifdef NETWORK
2332         multi_leave_game();
2333         #endif
2334
2335         if ( Newdemo_state == ND_STATE_PLAYBACK )
2336                 newdemo_stop_playback();
2337
2338    if (Cockpit_mode_save!=-1)
2339          {
2340                 Cockpit_mode=Cockpit_mode_save;
2341                 Cockpit_mode_save=-1;           
2342          }
2343
2344         if (Function_mode != FMODE_EDITOR)
2345                 gr_palette_fade_out(gr_palette,32,0);                   // Fade out before going to menu
2346
2347 //@@    if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR))       {
2348 //@@            scores_maybe_add_player(Game_aborted);
2349 //@@    }
2350
2351 #if !defined(WINDOWS) && !defined(MACINTOSH)
2352         //_MARK_("end of game");
2353 #endif
2354
2355         clear_warn_func(game_show_warning);     //don't use this func anymore
2356
2357         game_disable_cheats();
2358
2359         #ifdef APPLE_DEMO
2360         Function_mode = FMODE_EXIT;             // get out of game in Apple OEM version
2361         #endif
2362 }
2363
2364 //called at the end of the program
2365 void close_game()
2366 {
2367 #ifdef WINDOWS
2368         if (dd_VR_offscreen_buffer) {
2369                 if (dd_grd_backcanv != dd_VR_offscreen_buffer) {
2370                         dd_gr_free_canvas(dd_VR_offscreen_buffer);
2371                 }
2372                 dd_VR_offscreen_buffer = NULL;
2373                 VR_offscreen_buffer = NULL;
2374         }
2375 #else
2376         if (VR_offscreen_buffer)        {
2377                 gr_free_canvas(VR_offscreen_buffer);
2378                 VR_offscreen_buffer = NULL;
2379         }
2380 #endif
2381
2382         close_gauge_canvases();
2383
2384         restore_effect_bitmap_icons();
2385
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;
2390         }
2391 #else
2392         if (Game_cockpit_copy_code)
2393                 Game_cockpit_copy_code = 0;
2394 #endif
2395
2396         if (background_bitmap.bm_data)
2397                 d_free(background_bitmap.bm_data);
2398
2399         clear_warn_func(game_show_warning);     //don't use this func anymore
2400 }
2401
2402 #ifdef WINDOWS
2403 dd_grs_canvas * get_current_game_screen()
2404 {
2405         return &dd_VR_screen_pages[VR_current_page];
2406 }
2407
2408 #else
2409
2410 grs_canvas * get_current_game_screen()
2411 {
2412         return &VR_screen_pages[VR_current_page];
2413 }
2414 #endif
2415
2416
2417 extern void kconfig_center_headset();
2418
2419
2420 #ifndef NDEBUG
2421 void    speedtest_frame(void);
2422 int     Debug_slowdown=0;
2423 #endif
2424
2425 #ifdef EDITOR
2426 extern void player_follow_path(object *objp);
2427 extern void check_create_player_path(void);
2428
2429 #endif
2430
2431 extern  int     Do_appearance_effect;
2432
2433 object *Missile_viewer=NULL;
2434
2435 int Missile_view_enabled = 1;
2436
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};
2440
2441 //returns ptr to escort robot, or NULL
2442 object *find_escort()
2443 {
2444         int i;
2445
2446         for (i=0; i<=Highest_object_index; i++)
2447                 if (Objects[i].type == OBJ_ROBOT)
2448                         if (Robot_info[Objects[i].id].companion)
2449                                 return &Objects[i];
2450
2451         return NULL;
2452 }
2453
2454 extern void process_super_mines_frame(void);
2455 extern void do_seismic_stuff(void);
2456
2457 #ifndef RELEASE
2458 int Saving_movie_frames=0;
2459 int __Movie_frame_num=0;
2460
2461 #define MAX_MOVIE_BUFFER_FRAMES 250
2462 #define MOVIE_FRAME_SIZE        (320 * 200)
2463
2464 ubyte *Movie_frame_buffer;
2465 int Movie_frame_counter;
2466 ubyte Movie_pal[768];
2467 char movie_path[50] = ".\\";
2468
2469 grs_bitmap Movie_bm;
2470
2471 void flush_movie_buffer()
2472 {
2473         char savename[128];
2474         int f;
2475
2476         stop_time();
2477
2478         mprintf((0,"Flushing movie buffer..."));
2479
2480         Movie_bm.bm_data = Movie_frame_buffer;
2481
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;
2487
2488                 if (f % 5 == 0)
2489                         mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2490         }
2491
2492         Movie_frame_counter=0;
2493
2494         mprintf((0,"done   \n"));
2495
2496         start_time();
2497 }
2498
2499 void toggle_movie_saving()
2500 {
2501         int exit;
2502
2503         Saving_movie_frames = !Saving_movie_frames;
2504
2505         if (Saving_movie_frames) {
2506                 newmenu_item m[1];
2507
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 );
2510
2511                 if (exit==-1) {
2512                         Saving_movie_frames = 0;
2513                         return;
2514                 }
2515
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,"\\");
2520
2521
2522                 if (!Movie_frame_buffer) {
2523                         Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2524                         if (!Movie_frame_buffer) {
2525                                 Int3();
2526                                 Saving_movie_frames=0;
2527                         }
2528
2529                         Movie_frame_counter=0;
2530
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;
2538
2539                         gr_palette_read(Movie_pal);             //get actual palette from the hardware
2540
2541                         if (Newdemo_state == ND_STATE_PLAYBACK)
2542                                 Newdemo_do_interpolate = 0;
2543                 }
2544         }
2545         else {
2546                 flush_movie_buffer();
2547
2548                 if (Newdemo_state == ND_STATE_PLAYBACK)
2549                         Newdemo_do_interpolate = 1;
2550         }
2551
2552 }
2553
2554 void save_movie_frame()
2555 {
2556         memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2557
2558         Movie_frame_counter++;
2559
2560         if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2561                 flush_movie_buffer();
2562
2563 }
2564
2565 #endif
2566
2567 extern int Level_shake_duration;
2568
2569 //if water or fire level, make occasional sound
2570 void do_ambient_sounds()
2571 {
2572         int has_water,has_lava;
2573         int sound;
2574
2575         has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2576         has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2577
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;
2582         }
2583         else if (has_water)                                             //just water
2584                 sound = SOUND_AMBIENT_WATER;
2585         else
2586                 return;
2587
2588         if (((d_rand() << 3) < FrameTime)) {                                            //play the sound
2589                 fix volume = d_rand() + f1_0/2;
2590                 digi_play_sample(sound,volume);
2591         }
2592 }
2593
2594 // -- extern void lightning_frame(void);
2595
2596 void game_render_frame();
2597 extern void omega_charge_frame(void);
2598
2599 extern time_t t_current_time, t_saved_time;
2600
2601 void flicker_lights();
2602
2603 void GameLoop(int RenderFlag, int ReadControlsFlag )
2604 {
2605         con_update();
2606         #ifndef NDEBUG
2607         //      Used to slow down frame rate for testing things.
2608         //      RenderFlag = 1; // DEBUG
2609         if (Debug_slowdown) {
2610                 int     h, i, j=0;
2611
2612                 for (h=0; h<Debug_slowdown; h++)
2613                         for (i=0; i<1000; i++)
2614                                 j += i;
2615         }
2616         #endif
2617
2618         #ifdef WINDOWS
2619         {
2620                 static int desc_dead_countdown=100;   /*  used if player shouldn't be playing */
2621
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];
2625                         
2626                                 _ctime(&t_saved_time, time_str);
2627                                 _ctime(&t_current_time, time_str2);
2628
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);
2631                         }
2632                 }
2633         }
2634         #endif
2635
2636                 #ifndef RELEASE
2637                 if (FindArg("-invulnerability"))
2638                         Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2639                 #endif
2640
2641       
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();
2645                 do_cloak_stuff();
2646                 do_invulnerable_stuff();
2647                 remove_obsolete_stuck_objects();
2648                 init_ai_frame();
2649                 do_final_boss_frame();
2650                 // -- lightning_frame();
2651                 // -- recharge_energy_frame();
2652
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)) {
2657                                 if (!turned_off) {
2658                                         Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2659                                         turned_off = 1;
2660 #ifdef NETWORK
2661                                         if (Game_mode & GM_MULTI)
2662                                                 multi_send_flags(Player_num);           
2663 #endif
2664                                 }
2665                         }
2666                         else
2667                                 turned_off = 0;
2668
2669                         if (Players[Player_num].energy <= 0) {
2670                                 Players[Player_num].energy = 0;
2671                                 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2672 #ifdef NETWORK
2673                                 if (Game_mode & GM_MULTI)
2674                                         multi_send_flags(Player_num);           
2675 #endif
2676                         }
2677                 }
2678
2679
2680                 #ifdef EDITOR
2681                 check_create_player_path();
2682                 player_follow_path(ConsoleObject);
2683                 #endif
2684
2685                 #ifdef NETWORK
2686                 if (Game_mode & GM_MULTI)
2687         {
2688          multi_do_frame();
2689          if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2690              multi_check_for_killgoal_winner();
2691         }
2692
2693                 #endif
2694
2695                 if (RenderFlag) {
2696                         if (force_cockpit_redraw) {                     //screen need redrawing?
2697                                 init_cockpit();
2698                                 force_cockpit_redraw=0;
2699                         }
2700                         game_render_frame();
2701                         //show_extra_views();           //missile view, buddy bot, etc.
2702
2703                         #ifndef RELEASE
2704                         if (Saving_movie_frames)
2705                                 save_movie_frame();
2706                         #endif
2707
2708                 }
2709
2710
2711                 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2712
2713                 calc_frame_time();
2714
2715                 dead_player_frame();
2716                 if (Newdemo_state != ND_STATE_PLAYBACK)
2717                         do_controlcen_dead_frame();
2718
2719                 process_super_mines_frame();
2720                 do_seismic_stuff();
2721                 do_ambient_sounds();
2722
2723                 #ifndef NDEBUG
2724                 if (Speedtest_on)
2725                         speedtest_frame();
2726                 #endif
2727
2728                 if (ReadControlsFlag)
2729                         ReadControls();
2730                 else
2731                         memset(&Controls, 0, sizeof(Controls));
2732
2733                 GameTime += FrameTime;
2734
2735                 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2736                         mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2737
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"));
2741                 }
2742
2743                 #ifndef NDEBUG
2744                 if (FindArg("-checktime") != 0)
2745                         if (GameTime >= i2f(600))               //wrap after 10 minutes
2746                                 GameTime = FrameTime;
2747                 #endif
2748
2749 #ifdef NETWORK
2750       if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2751           ThisLevelTime +=FrameTime;
2752 #endif
2753
2754                 digi_sync_sounds();
2755
2756                 if (Endlevel_sequence) {
2757                         do_endlevel_frame();
2758                         powerup_grab_cheat_all();
2759                         do_special_effects();
2760                         return;                                 //skip everything else
2761                 }
2762
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();
2769                 }
2770
2771
2772                 if (Control_center_destroyed)   {
2773                         if (Newdemo_state==ND_STATE_RECORDING )
2774                                 newdemo_record_control_center_destroyed();
2775                 }
2776
2777                 flash_frame();
2778
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
2783                         }
2784                 } else
2785                 { // Note the link to above!
2786
2787                         Players[Player_num].homing_object_dist = -1;            //      Assume not being tracked.  Laser_do_weapon_sequence modifies this.
2788
2789                         object_move_all();
2790                         powerup_grab_cheat_all();
2791
2792                         if (Endlevel_sequence)  //might have been started during move
2793                                 return;
2794
2795                         fuelcen_update_all();
2796
2797                         do_ai_frame_all();
2798
2799                         if (allowed_to_fire_laser())
2800                                 FireLaser();                            // Fire Laser!
2801
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;
2808                                 } else {
2809                                         vms_vector      rand_vec;
2810                                         fix                     bump_amount;
2811
2812                                         Global_laser_firing_count = 0;
2813
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);
2817
2818                                         bump_amount = F1_0*4;
2819
2820                                         if (Fusion_charge > F1_0*2)
2821                                                 bump_amount = Fusion_charge*4;
2822
2823                                         bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2824                                 }
2825                         }
2826
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);
2832                         }
2833
2834                         if (Global_laser_firing_count < 0)
2835                                 Global_laser_firing_count = 0;
2836                 }
2837
2838         if (Do_appearance_effect) {
2839                 create_player_appearance_effect(ConsoleObject);
2840                 Do_appearance_effect = 0;
2841 #ifdef NETWORK
2842                 if ((Game_mode & GM_MULTI) && Netgame.invul)
2843                 {
2844                         Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2845                         Players[Player_num].invulnerable_time = GameTime-i2f(27);
2846                         FakingInvul=1;
2847                 }
2848 #endif
2849                         
2850         }
2851
2852         omega_charge_frame();
2853         slide_textures();
2854         flicker_lights();
2855
2856         //!!hoard_light_pulse();                //do cool hoard light pulsing
2857
2858 }
2859
2860 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2861 //!!extern int Hoard_goal_eclip;
2862 //!!
2863 //!!//do cool pulsing lights in hoard goals
2864 //!!hoard_light_pulse()
2865 //!!{
2866 //!!    if (Game_mode & GM_HOARD) {
2867 //!!            fix light;
2868 //!!            int frame;
2869 //!!
2870 //!!            frame = Effects[Hoard_goal_eclip].frame_count;
2871 //!!
2872 //!!            frame++;
2873 //!!
2874 //!!            if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2875 //!!                    frame = 0;
2876 //!!
2877 //!!            light = abs(frame - 5) * f1_0 / 5;
2878 //!!
2879 //!!            Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2880 //!!    }
2881 //!!}
2882
2883
2884 ubyte   Slide_segs[MAX_SEGMENTS];
2885 int     Slide_segs_computed;
2886
2887 void compute_slide_segs(void)
2888 {
2889         int     segnum, sidenum;
2890
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;
2897                 }
2898         }
2899
2900         Slide_segs_computed = 1;
2901 }
2902
2903 //      -----------------------------------------------------------------------------
2904 void slide_textures(void)
2905 {
2906         int segnum,sidenum,i;
2907
2908         if (!Slide_segs_computed)
2909                 compute_slide_segs();
2910
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) {
2917                                                 for (i=0;i<4;i++) {
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) {
2921                                                                 int j;
2922                                                                 for (j=0;j<4;j++)
2923                                                                         Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2924                                                         }
2925                                                         if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2926                                                                 int j;
2927                                                                 for (j=0;j<4;j++)
2928                                                                         Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2929                                                         }
2930                                                         if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2931                                                                 int j;
2932                                                                 for (j=0;j<4;j++)
2933                                                                         Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2934                                                         }
2935                                                         if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2936                                                                 int j;
2937                                                                 for (j=0;j<4;j++)
2938                                                                         Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2939                                                         }
2940                                                 }
2941                                         }
2942                                 }
2943                         }
2944                 }
2945         }
2946 }
2947
2948 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2949
2950 int Num_flickering_lights=0;
2951
2952 void flicker_lights()
2953 {
2954         int l;
2955         flickering_light *f;
2956
2957         f = Flickering_lights;
2958
2959         for (l=0;l<Num_flickering_lights;l++,f++) {
2960                 segment *segp = &Segments[f->segnum];
2961
2962                 //make sure this is actually a light
2963                 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2964                         continue;
2965                 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2966                         continue;
2967
2968                 if (f->timer == 0x80000000)             //disabled
2969                         continue;
2970
2971                 if ((f->timer -= FrameTime) < 0) {
2972
2973                         while (f->timer < 0)
2974                                 f->timer += f->delay;
2975
2976                         f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2977
2978                         if (f->mask & 1)
2979                                 add_light(f->segnum,f->sidenum);
2980                         else
2981                                 subtract_light(f->segnum,f->sidenum);
2982                 }
2983         }
2984 }
2985
2986 //returns ptr to flickering light structure, or NULL if can't find
2987 flickering_light *find_flicker(int segnum,int sidenum)
2988 {
2989         int l;
2990         flickering_light *f;
2991
2992         //see if there's already an entry for this seg/side
2993
2994         f = Flickering_lights;
2995
2996         for (l=0;l<Num_flickering_lights;l++,f++)
2997                 if (f->segnum == segnum && f->sidenum == sidenum)       //found it!
2998                         return f;
2999
3000         return NULL;
3001 }
3002
3003 //turn flickering off (because light has been turned off)
3004 void disable_flicker(int segnum,int sidenum)
3005 {
3006         flickering_light *f;
3007
3008         if ((f=find_flicker(segnum,sidenum)) != NULL)
3009                 f->timer = 0x80000000;
3010 }
3011
3012 //turn flickering off (because light has been turned on)
3013 void enable_flicker(int segnum,int sidenum)
3014 {
3015         flickering_light *f;
3016
3017         if ((f=find_flicker(segnum,sidenum)) != NULL)
3018                 f->timer = 0;
3019 }
3020
3021
3022 #ifdef EDITOR
3023
3024 //returns 1 if ok, 0 if error
3025 int add_flicker(int segnum,int sidenum,fix delay,ulong mask)
3026 {
3027         int l;
3028         flickering_light *f;
3029
3030         mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
3031
3032         //see if there's already an entry for this seg/side
3033
3034         f = Flickering_lights;
3035
3036         for (l=0;l<Num_flickering_lights;l++,f++)
3037                 if (f->segnum == segnum && f->sidenum == sidenum)       //found it!
3038                         break;
3039
3040         if (mask==0) {          //clearing entry
3041                 if (l == Num_flickering_lights)
3042                         return 0;
3043                 else {
3044                         int i;
3045                         for (i=l;i<Num_flickering_lights-1;i++)
3046                                 Flickering_lights[i] = Flickering_lights[i+1];
3047                         Num_flickering_lights--;
3048                         return 1;
3049                 }
3050         }
3051
3052         if (l == Num_flickering_lights) {
3053                 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
3054                         return 0;
3055                 else
3056                         Num_flickering_lights++;
3057         }
3058
3059         f->segnum = segnum;
3060         f->sidenum = sidenum;
3061         f->delay = f->timer = delay;
3062         f->mask = mask;
3063
3064         return 1;
3065 }
3066
3067 #endif
3068
3069 //      -----------------------------------------------------------------------------
3070 //      Fire Laser:  Registers a laser fire, and performs special stuff for the fusion
3071 //                                  cannon.
3072 void FireLaser()
3073 {
3074
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);
3076
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;
3080                 } else {
3081                         if (Fusion_charge == 0)
3082                                 Players[Player_num].energy -= F1_0*2;
3083
3084                         Fusion_charge += FrameTime;
3085                         Players[Player_num].energy -= FrameTime;
3086
3087                         if (Players[Player_num].energy <= 0) {
3088                                 Players[Player_num].energy = 0;
3089                                 Auto_fire_fusion_cannon_time = GameTime -1;     //      Fire now!
3090                         } else
3091                                 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
3092                                                                                                 //      Fire the fusion cannon at this time in the future.
3093
3094                         if (Fusion_charge < F1_0*2)
3095                                 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
3096                         else
3097                                 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
3098
3099                         if (GameTime < Fusion_last_sound_time)          //gametime has wrapped
3100                                 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
3101
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);
3106                                 } else {
3107                                         create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
3108                                         digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
3109                                         #ifdef NETWORK
3110                                         if (Game_mode & GM_MULTI)
3111                                                 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
3112                                         #endif
3113                                 }
3114                                 Fusion_last_sound_time = GameTime;
3115                                 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
3116                         }
3117                 }
3118         }
3119
3120 }
3121
3122
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)
3127 {
3128         fix     powerup_size;
3129         fix     player_size;
3130         fix     dist;
3131
3132         Assert(Objects[objnum].type == OBJ_POWERUP);
3133
3134         powerup_size = Objects[objnum].size;
3135         player_size = player->size;
3136
3137         dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
3138
3139         if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
3140                 vms_vector      collision_point;
3141
3142                 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
3143                 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
3144         }
3145 }
3146
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)
3154 {
3155         segment *segp;
3156         int             objnum;
3157
3158         segp = &Segments[ConsoleObject->segnum];
3159         objnum = segp->objects;
3160
3161         while (objnum != -1) {
3162                 if (Objects[objnum].type == OBJ_POWERUP)
3163                         powerup_grab_cheat(ConsoleObject, objnum);
3164                 objnum = Objects[objnum].next;
3165         }
3166
3167 }
3168
3169 int     Last_level_path_created = -1;
3170
3171 #ifdef SHOW_EXIT_PATH
3172
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)
3177 {
3178         int             i;
3179         object  *objp = ConsoleObject;
3180         short           player_path_length=0;
3181         int             player_hide_index=-1;
3182
3183         if (Last_level_path_created == Current_level_num) {
3184                 return 0;
3185         }
3186
3187         Last_level_path_created = Current_level_num;
3188
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));
3191                 return 0;
3192         }
3193
3194         player_hide_index = Point_segs_free_ptr - Point_segs;
3195         Point_segs_free_ptr += player_path_length;
3196
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();
3200                 return 0;
3201         }
3202
3203         for (i=1; i<player_path_length; i++) {
3204                 int                     segnum, objnum;
3205                 vms_vector      seg_center;
3206                 object          *obj;
3207
3208                 segnum = Point_segs[player_hide_index+i].segnum;
3209                 mprintf((0, "%3i ", segnum));
3210                 seg_center = Point_segs[player_hide_index+i].point;
3211
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);
3213                 if (objnum == -1) {
3214                         Int3();         //      Unable to drop energy powerup for path
3215                         return 1;
3216                 }
3217
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;
3223         }
3224
3225         mprintf((0, "\n"));
3226         return 1;
3227 }
3228
3229 //      Return true if it happened, else return false.
3230 int create_special_path(void)
3231 {
3232         int     i,j;
3233
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);
3240                         }
3241
3242         return 0;
3243 }
3244
3245 #endif
3246
3247
3248 #ifndef RELEASE
3249 int     Max_obj_count_mike = 0;
3250
3251 //      Shows current number of used objects.
3252 void show_free_objects(void)
3253 {
3254         if (!(FrameCount & 8)) {
3255                 int     i;
3256                 int     count=0;
3257
3258                 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
3259
3260                 for (i=0; i<=Highest_object_index; i++)
3261                         if (Objects[i].type != OBJ_NONE)
3262                                 count++;
3263
3264                 mprintf((0, "%3i", count));
3265
3266                 if (count > Max_obj_count_mike) {
3267                         Max_obj_count_mike = count;
3268                         mprintf((0, " ***"));
3269                 }
3270
3271                 mprintf((0, "\n"));
3272         }
3273
3274 }
3275
3276 #endif
3277
3278 #ifdef WINDOWS
3279 void game_win_init_cockpit_mask(int sram)
3280 {
3281         if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
3282                 dd_gr_free_canvas(dd_VR_offscreen_buffer);
3283         }
3284
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.  
3288                 Int3();
3289         }
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;
3296                         if (sram) {
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;
3300                         }
3301                 }
3302                 else {
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;
3305                         if (sram) {
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;
3309                         }
3310                 }
3311         }
3312
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 );
3317
3318         game_init_render_sub_buffers( 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3319 }
3320
3321 //@@void game_win_init_cockpit_mask()
3322 //@@{
3323 //@@    char title_pal[768];
3324 //@@    dd_grs_canvas ccanv;
3325 //@@    int pcx_error;
3326 //@@    LPDIRECTDRAWSURFACE dds;
3327 //@@
3328 //@@    dds = DDCreateSurface(GRMODEINFO(w), GRMODEINFO(h), 1);
3329 //@@    Assert(dds != NULL);
3330 //@@    
3331 //@@    _lpDDSMask = dds;
3332 //@@    ccanv.lpdds = dds;
3333 //@@    dd_gr_reinit_canvas(&ccanv);
3334 //@@
3335 //@@    dd_gr_set_current_canvas(&ccanv);
3336 //@@    DDGRLOCK(dd_grd_curcanv)
3337 //@@    {
3338 //@@            if (W95DisplayMode == SM95_640x480x8) {
3339 //@@                    pcx_error=pcx_read_bitmap( "MASKB.PCX", &grd_curcanv->cv_bitmap, 
3340 //@@                            grd_curcanv->cv_bitmap.bm_type, 
3341 //@@                            title_pal );
3342 //@@            }
3343 //@@            else {
3344 //@@                    pcx_error=pcx_read_bitmap( "MASK.PCX", &grd_curcanv->cv_bitmap, 
3345 //@@                            grd_curcanv->cv_bitmap.bm_type, 
3346 //@@                            title_pal );
3347 //@@            }
3348 //@@    }
3349 //@@    DDGRUNLOCK(dd_grd_curcanv);
3350 //@@
3351 //@@    Assert(pcx_error == PCX_ERROR_NONE);
3352 //@@    Game_cockpit_copy_code = (ubyte *)(0xABADC0DE);
3353 //@@}
3354
3355 #endif