1 /* $Id: game.c,v 1.40 2005-07-30 09:16:25 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Game loop for Inferno
26 char game_rcsid[] = "$Id: game.c,v 1.40 2005-07-30 09:16:25 chris Exp $";
42 #include <StandardFile.h>
43 #include <Quickdraw.h>
100 #include "gamefont.h"
101 #include "endlevel.h"
106 #include "controls.h"
112 #include "cntrlcen.h"
116 #include "multibot.h"
119 #include "playsave.h"
123 int VGA_current_mode;
126 #include <profiler.h>
129 //#define TEST_TIMER 1 //if this is set, do checking on timer
131 #define SHOW_EXIT_PATH 1
134 #include "editor/editor.h"
139 #if __WATCOMC__ < 1000
140 #include <wsample.h> //should come after inferno.h to get mark setting
145 extern void ReadControls(void); // located in gamecntl.c
146 extern int Current_display_mode;
147 extern void do_final_boss_frame(void);
149 int Speedtest_on = 0;
152 int Mark_count = 0; // number of debugging marks set
153 int Speedtest_start_time;
154 int Speedtest_segnum;
155 int Speedtest_sidenum;
156 int Speedtest_frame_start;
157 int Speedtest_count=0; // number of times to do the debug test.
160 static fix last_timer_value=0;
163 #if defined(TIMER_TEST) && !defined(NDEBUG)
164 fix _timer_value,actual_last_timer_value,_last_frametime;
165 int stop_count,start_count;
166 int time_stopped,time_started;
169 ubyte * Game_cockpit_copy_code = NULL;
171 int VR_screen_mode = 0;
173 ubyte VR_screen_flags = 0; //see values in screens.h
174 ubyte VR_current_page = 0;
175 fix VR_eye_width = F1_0;
176 int VR_render_mode = VR_NONE;
177 int VR_low_res = 3; // Default to low res
179 int VR_sensitivity = 1; // 0 - 2
182 int VR_eye_offset = 0;
183 int VR_eye_switch = 0;
184 int VR_eye_offset_changed = 0;
185 int VR_use_reg_code = 0;
187 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
188 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
189 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
190 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
191 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
194 //@@ LPDIRECTDRAWSURFACE _lpDDSMask = NULL;
195 dd_grs_canvas *dd_VR_offscreen_buffer = NULL;
196 dd_grs_canvas dd_VR_screen_pages[2];
197 dd_grs_canvas dd_VR_render_buffer[2];
198 dd_grs_canvas dd_VR_render_sub_buffer[2];
200 void game_win_init_cockpit_mask(int sram);
203 //do menus work in 640x480 or 320x200?
204 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
205 int MenuHiresAvailable = 1; //can we do highres menus?
206 int MenuHires = 1; //are we currently in highres menus?
208 int Debug_pause=0; //John's debugging pause system
210 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
212 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
213 int force_cockpit_redraw=0;
215 cvar_t r_framerate = {"r_framerate","0"};
217 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
219 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
221 int *Toggle_var = &Dummy_var;
224 //flag for whether initial fade-in has been done
228 #ifndef NDEBUG //these only exist if debugging
230 int Game_double_buffer = 1; //double buffer by default
231 fix fixed_frametime=0; //if non-zero, set frametime to this
235 int Game_suspended=0; //if non-zero, nothing moves but player
238 fix Auto_fire_fusion_cannon_time = 0;
239 fix Fusion_charge = 0;
240 fix Fusion_next_sound_time = 0;
241 fix Fusion_last_sound_time = 0;
244 int Game_turbo_mode = 0;
246 int Game_mode = GM_GAME_OVER;
248 int Global_laser_firing_count = 0;
249 int Global_missile_firing_count = 0;
251 grs_bitmap background_bitmap;
255 #define BACKGROUND_NAME "statback.pcx"
257 // Function prototypes for GAME.C exclusively.
259 void GameLoop(int RenderFlag, int ReadControlsFlag);
260 void FireLaser(void);
261 void slide_textures(void);
262 void powerup_grab_cheat_all(void);
265 extern void multi_check_for_killgoal_winner();
266 extern void RestoreGameSurfaces();
270 void grow_window(void);
271 void shrink_window(void);
275 void fill_background();
278 void show_framerate(void);
279 void ftoa(char *string, fix f);
282 extern ubyte DefiningMarkerMessage;
283 extern char Marker_input[];
285 // ==============================================================================================
287 extern char john_head_on;
289 void load_background_bitmap()
294 if (background_bitmap.bm_data)
295 d_free(background_bitmap.bm_data);
297 background_bitmap.bm_data=NULL;
298 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
299 if (pcx_error != PCX_ERROR_NONE)
300 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
301 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
305 //this is called once per game
308 atexit(close_game); //for cleanup
312 init_special_effects();
316 init_gauge_canvases();
318 init_exploding_walls();
320 load_background_bitmap();
322 Clear_window = 2; // do portal only window clear.
324 set_detail_level_parameters(Detail_level);
327 cvar_registervariable(&r_framerate);
332 void reset_palette_add()
337 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
342 void win_get_span_list(grs_bitmap *bm, int miny, int maxy)
348 int lspan=0, rspan=0, span=0;
352 //@@ fp = fopen("cockspan.dat", "w");
354 for (y = 0; y < miny; y++)
355 win_cockpit_mask[y].num = 0;
357 for (y = miny; y <= maxy; y++)
360 //@@ fprintf(fp, "line %d: ", y);
361 for (x = 0; x < bm->bm_w; x++)
363 offset = y*bm->bm_rowsize + x;
365 if (data[offset] == 255) {
368 case 0: // Start Mode
370 win_cockpit_mask[y].span[span].xmin = x;
372 //@@ fprintf(fp, "<%d,", lspan);
375 case 1: // Transparency mode
377 win_cockpit_mask[y].span[span].xmax = x;
380 case 2: // Switch from Draw mode to transparent
382 win_cockpit_mask[y].span[span].xmin = x;
383 //@@ fprintf(fp, "<%d,", lspan);
391 case 0: // Start mode
395 case 1: // Switching from transparent to Draw
398 win_cockpit_mask[y].span[span].xmax = x;
400 //@@ fprintf(fp, "%d> ", rspan);
409 //@@ fprintf(fp, "%d> ", rspan);
410 win_cockpit_mask[y].span[span].xmax = rspan;
413 win_cockpit_mask[y].num = span;
414 //@@ fprintf(fp, "\n");
417 win_cockpit_mask[y].num = 255;
422 void game_show_warning(char *s)
425 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
428 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
430 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
435 //these should be in gr.h
436 #define cv_w cv_bitmap.bm_w
437 #define cv_h cv_bitmap.bm_h
439 //added 3/24/99 by Owen Evans for screen res changing
440 u_int32_t Game_screen_mode = 0;
442 int Game_window_x = 0;
443 int Game_window_y = 0;
444 int Game_window_w = 0;
445 int Game_window_h = 0;
446 int max_window_w = 0;
447 int max_window_h = 0;
449 extern void newdemo_record_cockpit_change(int);
451 //initialize the various canvases on the game screen
452 //called every time the screen mode or cockpit changes
455 int minx, maxx, miny, maxy;
457 //Initialize the on-screen canvases
459 if (Newdemo_state==ND_STATE_RECORDING) {
460 newdemo_record_cockpit_change(Cockpit_mode);
463 if ( VR_render_mode != VR_NONE )
464 Cockpit_mode = CM_FULL_SCREEN;
466 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
467 Cockpit_mode = CM_FULL_SCREEN;
469 if ( Screen_mode == SCREEN_EDITOR )
470 Cockpit_mode = CM_FULL_SCREEN;
473 if (Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_REAR_VIEW) {
474 hud_message(MSGC_GAME_FEEDBACK, "Cockpit not available in GL mode");
475 Cockpit_mode = CM_FULL_SCREEN;
480 dd_gr_set_current_canvas(NULL),
481 gr_set_current_canvas(NULL)
483 gr_set_curfont( GAME_FONT );
485 #if !defined(MACINTOSH) && !defined(WINDOWS)
486 if (Game_cockpit_copy_code)
487 d_free(Game_cockpit_copy_code);
488 Game_cockpit_copy_code = NULL;
490 if (Game_cockpit_copy_code)
491 Game_cockpit_copy_code = 0;
495 //@@ if (_lpDDSMask) { DDFreeSurface(_lpDDSMask); _lpDDSMask = NULL; }
499 game_win_init_cockpit_mask(0);
502 switch( Cockpit_mode ) {
503 case CM_FULL_COCKPIT:
505 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
507 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
510 dd_gr_set_current_canvas(NULL);
511 game_win_init_cockpit_mask(1);
512 dd_gr_set_current_canvas(dd_VR_offscreen_buffer);
514 gr_set_current_canvas(VR_offscreen_buffer);
517 WIN(DDGRLOCK(dd_grd_curcanv));
518 gr_bitmap( 0, 0, bm );
519 bm = &VR_offscreen_buffer->cv_bitmap;
520 bm->bm_flags = BM_FLAG_TRANSPARENT;
521 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
522 WIN( win_get_span_list(bm, miny, maxy);
523 DDGRUNLOCK(dd_grd_curcanv)
528 gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize);
530 if ( Current_display_mode ) {
531 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 );
533 Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
535 bm->bm_flags = 0; // Clear all flags for offscreen canvas
537 Game_cockpit_copy_code = (ubyte *)(1);
538 bm->bm_flags = 0; // Clear all flags for offscreen canvas
540 game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
546 max_window_h = grd_curscreen->sc_h;
548 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
549 Game_window_h = max_window_h;
551 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
552 Game_window_w = max_window_w;
554 Game_window_x = (max_window_w - Game_window_w)/2;
555 Game_window_y = (max_window_h - Game_window_h)/2;
557 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
562 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
564 if (Game_window_h > max_window_h)
565 Game_window_h = max_window_h;
567 if (Game_window_w > max_window_w)
568 Game_window_w = max_window_w;
570 Game_window_x = (max_window_w - Game_window_w)/2;
571 Game_window_y = (max_window_h - Game_window_h)/2;
573 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
579 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
580 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
581 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
583 game_init_render_sub_buffers( x, y, w, h );
590 dd_gr_set_current_canvas(NULL),
591 gr_set_current_canvas(NULL)
595 //selects a given cockpit (or lack of one). See types in game.h
596 void select_cockpit(int mode)
598 if (mode != Cockpit_mode) { //new mode
604 extern int last_drawn_cockpit[2];
606 //force cockpit redraw next time. call this if you've trashed the screen
609 force_cockpit_redraw=1;
610 last_drawn_cockpit[0] = -1;
611 last_drawn_cockpit[1] = -1;
614 // void HUD_clear_messages(); //Already declared in gauges.h
617 void VR_reset_params()
619 VR_eye_width = VR_SEPARATION;
620 VR_eye_offset = VR_PIXEL_SHIFT;
621 VR_eye_offset_changed = 2;
624 void game_init_render_sub_buffers( int x, int y, int w, int h )
627 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[0], &dd_VR_render_buffer[0], x, y, w, h );
628 dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[1], &dd_VR_render_buffer[1], x, y, w, h );
630 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_x = 0;
631 dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_y = 0;
632 dd_VR_render_sub_buffer[0].xoff = x;
633 dd_VR_render_sub_buffer[0].yoff = y;
634 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_x = 0;
635 dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_y = 0;
636 dd_VR_render_sub_buffer[1].xoff = x;
637 dd_VR_render_sub_buffer[1].yoff = y;
640 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
641 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
644 VR_render_sub_buffer[0].cv_bitmap.bm_x = 0;
645 VR_render_sub_buffer[0].cv_bitmap.bm_y = 0;
646 VR_render_sub_buffer[1].cv_bitmap.bm_x = 0;
647 VR_render_sub_buffer[1].cv_bitmap.bm_y = 0;
653 // Sets up the canvases we will be rendering to (WIN95)
654 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
656 // Hack for switching to higher that 640x480 modes (DDraw doesn't allow
657 // creating surfaces greater than the current resolution
659 if (GRMODEINFO(rw) < render_w || GRMODEINFO(rh) < render_h) {
660 render_w = GRMODEINFO(rw);
661 render_h = GRMODEINFO(rh);
664 VR_screen_mode = screen_mode;
666 VR_screen_flags = flags;
669 VR_render_mode = render_method;
671 Game_window_w = render_w;
672 Game_window_h = render_h;
674 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
675 dd_gr_free_canvas(dd_VR_offscreen_buffer);
678 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
679 if ( render_h*2 < 200 ) {
680 Int3(); // Not Supported yet!!!
681 // VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
684 Int3(); // Not Supported yet!!!
685 // VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
688 Int3(); // Not Supported yet!!!
689 // gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
690 // gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
692 else if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
693 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
694 // we can just flip it, saving a blt.
696 dd_VR_offscreen_buffer = dd_grd_backcanv;
697 VR_offscreen_buffer = & dd_grd_backcanv->canvas;
699 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
700 // The offscreen buffer will be created. We will just blt this
701 // to the screen (which may be blted to the primary surface)
702 if ( render_h < 200 ) {
703 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, 200);
704 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
707 dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, render_h);
708 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
712 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
713 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
714 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
715 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
717 game_init_render_sub_buffers( 0, 0, render_w, render_h );
722 // Sets up the canvases we will be rendering to (NORMAL VERSION)
723 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
725 // if (vga_check_mode(screen_mode) != 0)
726 // Error("Cannot set requested video mode");
728 VR_screen_mode = screen_mode;
730 VR_screen_flags = flags;
734 VR_render_mode = render_method;
736 Game_window_w = render_w;
737 Game_window_h = render_h;
739 if (VR_offscreen_buffer) {
740 gr_free_canvas(VR_offscreen_buffer);
743 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
744 if ( render_h*2 < 200 ) {
745 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
748 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
751 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
752 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
755 if ( render_h < 200 ) {
756 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
759 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
763 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
766 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
767 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
770 game_init_render_sub_buffers( 0, 0, render_w, render_h );
774 //called to get the screen in a mode compatible with popup menus.
775 //if we can't have popups over the game screen, switch to menu mode.
776 void set_popup_screen(void)
778 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
780 #ifndef OGL // always have to switch to menu mode
781 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
784 set_screen_mode(SCREEN_MENU); //must switch to menu mode
789 //called to change the screen mode. Parameter sm is the new mode, one of
790 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
791 //mode if cannot init requested mode)
792 int set_screen_mode(int sm)
794 WIN(static int force_mode_change=0);
795 WIN(static int saved_window_w);
796 WIN(static int saved_window_h);
799 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
800 gr_set_current_canvas( Canv_editor );
806 if ( Screen_mode == sm && W95DisplayMode == VR_screen_mode) {
807 dd_gr_set_current_canvas( &dd_VR_screen_pages[VR_current_page] );
811 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
812 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
818 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
819 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
820 ogl_set_screen_mode();
831 switch( Screen_mode )
837 if (!(VR_screen_flags & VRF_COMPATIBLE_MENUS)) {
838 // HACK!!! Meant to save window size when switching from
839 // non-compat menu mode to menu mode.
840 saved_window_w = Game_window_w;
841 saved_window_h = Game_window_h;
842 force_mode_change = 1;
844 if (W95DisplayMode != SM95_640x480x8) {
845 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
846 DDSETDISPLAYMODE(SM95_640x480x8);
848 if (!gr_palette_faded_out) gr_palette_load(gr_palette);
851 dd_gr_init_sub_canvas(&dd_VR_screen_pages[0], dd_grd_screencanv,
853 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
854 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
855 dd_gr_init_sub_canvas(&dd_VR_screen_pages[1], dd_grd_screencanv,
857 dd_grd_screencanv->canvas.cv_bitmap.bm_w,
858 dd_grd_screencanv->canvas.cv_bitmap.bm_h);
860 FontHires = FontHiresAvailable;
866 MenuHires = MenuHiresAvailable; //do highres if we can
868 menu_mode = MenuHires?SM(640,480):SM(320,200);
870 if (VGA_current_mode != menu_mode) {
871 if (gr_set_mode(menu_mode))
872 Error("Cannot set screen mode for menu");
873 if (!gr_palette_faded_out)
874 gr_palette_load(gr_palette);
877 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
878 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
880 FontHires = FontHiresAvailable && MenuHires;
890 if (force_mode_change || (W95DisplayMode != VR_screen_mode)) {
892 DDSETDISPLAYMODE(VR_screen_mode);
893 //@@ piggy_bitmap_page_out_all_w(); // 2D GFX Flush cache.
895 mprintf((0, "Reinitializing render buffers due to display mode change.\n"));
896 game_init_render_buffers(W95DisplayMode,
897 GRMODEINFO(rw), GRMODEINFO(rh),
898 VR_render_mode, VR_screen_flags);
903 if (VGA_current_mode != VR_screen_mode) {
904 if (gr_set_mode(VR_screen_mode)) {
905 Error("Cannot set desired screen mode for game!");
906 //we probably should do something else here, like select a standard mode
909 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
916 if ( VR_render_mode == VR_NONE )
918 max_window_w = grd_curscreen->sc_w;
919 max_window_h = grd_curscreen->sc_h;
921 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
922 if (Cockpit_mode == CM_STATUS_BAR)
923 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
925 else if (Cockpit_mode != CM_LETTERBOX)
926 Cockpit_mode = CM_FULL_SCREEN;
928 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
929 Game_window_w = max_window_w;
930 Game_window_h = max_window_h;
935 Cockpit_mode = CM_FULL_SCREEN;
938 // Super hack. If we are switching from a 320x200 game to 640x480.
939 // and we were in a menumode when switching, we don't
940 // restore Game_window vals
941 if (force_mode_change && (W95DisplayMode == SM95_320x200x8X)) {
942 Game_window_w = saved_window_w;
943 Game_window_h = saved_window_h;
944 force_mode_change = 0;
949 // Define screen pages for game mode
950 // If we designate through screen_flags to use paging, then do so.
952 dd_gr_init_sub_canvas( &dd_VR_screen_pages[0], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
953 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
956 if ( VR_screen_flags&VRF_USE_PAGING ) {
958 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_backcanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
959 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 )
964 dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
965 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
972 FontHires = FontHiresAvailable && (Current_display_mode != 0);
975 FontHires = FontHiresAvailable && (MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2)));
978 if ( VR_render_mode != VR_NONE ) {
979 // for 640x480 or higher, use hires font.
980 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
990 if (grd_curscreen->sc_mode != SM(800,600)) {
992 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
993 Warning("Cannot init editor screen (error=%d)",gr_error);
997 gr_palette_load( gr_palette );
999 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
1000 Canv_editor = &VR_editor_canvas;
1001 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1002 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1003 gr_set_current_canvas( Canv_editor );
1004 init_editor_screen(); //setup other editor stuff
1008 Error("Invalid screen mode %d",sm);
1011 VR_current_page = 0;
1014 dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
1015 gr_set_current_canvas( &VR_screen_pages[VR_current_page] )
1018 if ( VR_screen_flags&VRF_USE_PAGING ) {
1021 gr_show_canvas( &VR_screen_pages[VR_current_page] )
1025 ogl_set_screen_mode();
1031 int gr_toggle_fullscreen_game(void){
1032 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
1034 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
1035 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
1036 //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.
1037 // generic_key_handler(KEY_PADENTER,0);
1038 // generic_key_handler(KEY_ENTER, 0);
1043 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
1048 int arch_toggle_fullscreen_menu(void);
1050 int gr_toggle_fullscreen_menu(void){
1051 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
1053 i=arch_toggle_fullscreen_menu();
1055 // generic_key_handler(KEY_PADENTER,0);
1056 // generic_key_handler(KEY_ENTER, 0);
1065 static int timer_paused=0;
1069 if (timer_paused==0) {
1071 time = timer_get_fixed_seconds();
1072 last_timer_value = time - last_timer_value;
1073 if (last_timer_value < 0) {
1074 #if defined(TIMER_TEST) && !defined(NDEBUG)
1075 Int3(); //get Matt!!!!
1077 last_timer_value = 0;
1079 #if defined(TIMER_TEST) && !defined(NDEBUG)
1080 time_stopped = time;
1085 #if defined(TIMER_TEST) && !defined(NDEBUG)
1093 Assert(timer_paused >= 0);
1094 if (timer_paused==0) {
1096 time = timer_get_fixed_seconds();
1097 #if defined(TIMER_TEST) && !defined(NDEBUG)
1098 if (last_timer_value < 0)
1099 Int3(); //get Matt!!!!
1102 last_timer_value = time - last_timer_value;
1103 #if defined(TIMER_TEST) && !defined(NDEBUG)
1104 time_started = time;
1108 #if defined(TIMER_TEST) && !defined(NDEBUG)
1113 MAC(extern ubyte joydefs_calibrating;)
1115 void game_flush_inputs()
1122 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
1124 mouse_get_delta( &dx, &dy ); // Read mouse
1125 memset(&Controls,0,sizeof(control_info));
1130 last_timer_value = timer_get_fixed_seconds();
1135 extern int Saving_movie_frames;
1136 int Movie_fixed_frametime;
1138 #define Saving_movie_frames 0
1139 #define Movie_fixed_frametime 0
1142 //added on 8/18/98 by Victor Rachels to add maximum framerate
1143 int maxfps = MAX_FPS;
1146 void calc_frame_time()
1148 fix timer_value,last_frametime = FrameTime;
1150 #if defined(TIMER_TEST) && !defined(NDEBUG)
1151 _last_frametime = last_frametime;
1154 timer_value = timer_get_fixed_seconds();
1155 FrameTime = timer_value - last_timer_value;
1157 while (FrameTime < f1_0 / maxfps)
1159 timer_delay(f1_0 / maxfps - FrameTime);
1160 timer_value = timer_get_fixed_seconds();
1161 FrameTime = timer_value - last_timer_value;
1164 #if defined(TIMER_TEST) && !defined(NDEBUG)
1165 _timer_value = timer_value;
1169 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
1170 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
1172 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
1173 // if ( !dpmi_virtual_memory )
1174 // Int3(); //Get MATT if hit this!
1178 #if defined(TIMER_TEST) && !defined(NDEBUG)
1179 actual_last_timer_value = last_timer_value;
1182 if ( Game_turbo_mode )
1185 // Limit frametime to be between 5 and 150 fps.
1186 RealFrameTime = FrameTime;
1187 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
1188 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
1190 last_timer_value = timer_value;
1192 if (FrameTime < 0) //if bogus frametime...
1193 FrameTime = last_frametime; //...then use time from last frame
1196 if (fixed_frametime) FrameTime = fixed_frametime;
1201 if ( Debug_pause ) {
1211 last_timer_value = timer_get_fixed_seconds();
1219 #if defined(TIMER_TEST) && !defined(NDEBUG)
1220 stop_count = start_count = 0;
1223 // Set value to determine whether homing missile can see target.
1224 // The lower frametime is, the more likely that it can see its target.
1225 if (FrameTime <= F1_0/64)
1226 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1227 else if (FrameTime < F1_0/32)
1228 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1229 else if (FrameTime < F1_0/4)
1230 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;
1232 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1236 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1238 void move_player_2_segment(segment *seg,int side)
1242 compute_segment_center(&ConsoleObject->pos,seg);
1243 compute_center_point_on_side(&vp,seg,side);
1244 vm_vec_sub2(&vp,&ConsoleObject->pos);
1245 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1247 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
1252 void game_draw_time_left()
1254 char temp_string[30];
1258 gr_set_curfont( GAME_FONT ); //GAME_FONT
1259 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1261 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1262 i=f2i(timevar-ThisLevelTime);
1265 sprintf( temp_string, "Time left: %d secs", i );
1268 gr_string(0, 32, temp_string );
1273 extern int Game_pause;
1276 void level_with_floor();
1278 void modex_clear_box(int x,int y,int w,int h)
1280 grs_canvas *temp_canv,*save_canv;
1282 save_canv = grd_curcanv;
1283 temp_canv = gr_create_canvas(w,h);
1284 gr_set_current_canvas(temp_canv);
1285 gr_clear_canvas(BM_XRGB(0,0,0));
1286 gr_set_current_canvas(save_canv);
1287 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1288 gr_free_canvas(temp_canv);
1292 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1294 // mac routine to drop contents of screen to a pict file using copybits
1295 // save a PICT to a file
1298 void SavePictScreen(int multiplayer)
1301 int parid, i, count;
1302 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1305 PicHandle pict_handle;
1306 static int multi_count = 0;
1307 StandardFileReply sf_reply;
1309 // dump the contents of the GameWindow into a picture using copybits
1311 pict_handle = OpenPicture(&GameWindow->portRect);
1312 if (pict_handle == NULL)
1315 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1318 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1319 if (!getcwd(cwd, FILENAME_MAX))
1321 // create the fsspec
1323 sprintf(filename, "screen%d", multi_count++);
1324 pfilename = c2pstr(filename);
1327 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1328 if (!sf_reply.sfGood)
1330 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1331 if (sf_reply.sfReplacing)
1333 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1337 // parid = GetAppDirId();
1338 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1343 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1348 // write the PICT file
1349 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1351 memset(buf, 0, sizeof(buf));
1353 if ( FSWrite(fd, &count, buf) )
1355 count = GetHandleSize((Handle)pict_handle);
1356 HLock((Handle)pict_handle);
1357 if ( FSWrite(fd, &count, *pict_handle) ) {
1363 HUnlock((Handle)pict_handle);
1364 DisposeHandle((Handle)pict_handle);
1372 //automap_flag is now unused, since we just check if the screen we're
1373 //writing to is modex
1374 //if called from automap, current canvas is set to visible screen
1376 void save_screen_shot(int automap_flag)
1378 #if defined(WINDOWS)
1379 mprintf((0, "Doing screen shot thing.\n"));
1380 win95_save_pcx_shot();
1382 #elif !defined(MACINTOSH)
1385 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1386 grs_font *save_font;
1387 static int savenum=0;
1388 static int stereo_savenum=0;
1389 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1390 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1398 // // Can't do screen shots in VR modes.
1399 // if ( VR_render_mode != VR_NONE )
1404 save_canv = grd_curcanv;
1406 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1410 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1411 gr_set_current_canvas(temp_canv);
1412 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1414 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1415 gr_set_current_canvas(temp_canv2);
1416 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1419 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1420 gr_set_current_canvas(temp_canv);
1421 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1424 gr_set_current_canvas(save_canv);
1426 if ( savenum > 99 ) savenum = 0;
1427 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1430 sprintf(savename,"left%02d.pcx",stereo_savenum);
1431 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1432 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1434 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1437 sprintf(savename,"screen%02d.pcx",savenum++);
1438 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1441 if (!automap_flag) //if from automap, curcanv is already visible canv
1442 gr_set_current_canvas(NULL);
1443 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1444 if (!automap_flag && modex_flag)
1445 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1447 save_font = grd_curcanv->cv_font;
1448 gr_set_curfont(GAME_FONT);
1449 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1450 gr_get_string_size(message,&w,&h,&aw);
1455 //I changed how these coords were calculated for the high-res automap. -MT
1456 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1457 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1458 x = (grd_curcanv->cv_w-w)/2;
1459 y = (grd_curcanv->cv_h-h)/2;
1462 modex_clear_box(x-2,y-2,w+4,h+4);
1463 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1465 gr_setcolor(gr_find_closest_color_current(0,0,0));
1466 gr_rect(x-2,y-2,x+w+2,y+h+2);
1467 gr_printf(x,y,message);
1468 gr_set_curfont(save_font);
1470 t1 = timer_get_fixed_seconds() + F1_0;
1472 gr_palette_read(pal); //get actual palette from the hardware
1473 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1475 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1477 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1479 gr_set_current_canvas(screen_canv);
1481 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1482 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1484 gr_free_canvas(temp_canv);
1486 gr_free_canvas(temp_canv2);
1488 gr_set_current_canvas(save_canv);
1494 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1495 grs_canvas *temp_canv, *save_canv;
1497 // Can't do screen shots in VR modes.
1498 if ( VR_render_mode != VR_NONE )
1503 save_canv = grd_curcanv;
1504 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1507 gr_set_current_canvas( temp_canv );
1508 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1509 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1513 if (Game_mode & GM_MULTI)
1520 gr_set_current_canvas(screen_canv);
1522 // if (!automap_flag)
1523 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1525 gr_free_canvas(temp_canv);
1527 gr_set_current_canvas(save_canv);
1536 void fly_init(object *obj)
1538 obj->control_type = CT_FLYING;
1539 obj->movement_type = MT_PHYSICS;
1541 vm_vec_zero(&obj->mtype.phys_info.velocity);
1542 vm_vec_zero(&obj->mtype.phys_info.thrust);
1543 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1544 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1547 //void morph_test(), morph_step();
1550 // ------------------------------------------------------------------------------------
1552 void test_anim_states();
1556 //put up the help message
1563 extern int been_in_editor;
1565 // ------------------------------------------------------------------------------------
1566 void do_cloak_stuff(void)
1569 for (i = 0; i < N_players; i++)
1570 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1571 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1572 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1573 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1574 if (i == Player_num) {
1575 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1577 if (Game_mode & GM_MULTI)
1578 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1579 maybe_drop_net_powerup(POW_CLOAK);
1580 multi_send_decloak(); // For demo recording
1582 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1590 // ------------------------------------------------------------------------------------
1591 void do_invulnerable_stuff(void)
1593 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1594 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1595 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1598 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1600 if (Game_mode & GM_MULTI)
1602 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1603 maybe_drop_net_powerup(POW_INVULNERABILITY);
1606 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1613 ubyte Last_afterburner_state = 0;
1614 fix Last_afterburner_charge = 0;
1616 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1617 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1621 //@@// ------------------------------------------------------------------------------------
1622 //@@void afterburner_shake(void)
1626 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1627 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1629 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1630 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1631 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1635 // ------------------------------------------------------------------------------------
1637 extern void multi_send_sound_function (char,char);
1640 void do_afterburner_stuff(void)
1642 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1643 Afterburner_charge=0;
1645 if (Endlevel_sequence || Player_is_dead)
1647 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1649 multi_send_sound_function (0,0);
1653 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1655 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1656 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1658 if (Game_mode & GM_MULTI)
1659 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1662 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1663 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1665 if (Game_mode & GM_MULTI)
1666 multi_send_sound_function (0,0);
1668 mprintf((0,"Killing afterburner sound\n"));
1672 //@@if (Controls.afterburner_state && Afterburner_charge)
1673 //@@ afterburner_shake();
1675 Last_afterburner_state = Controls.afterburner_state;
1676 Last_afterburner_charge = Afterburner_charge;
1679 // -- // ------------------------------------------------------------------------------------
1680 // -- // if energy < F1_0/2, recharge up to F1_0/2
1681 // -- void recharge_energy_frame(void)
1683 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1684 // -- Players[Player_num].energy += FrameTime/4;
1686 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1687 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1691 // Amount to diminish guns towards normal, per second.
1692 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1694 extern fix Flash_effect;
1696 //adds to rgb values for palette flash
1697 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1701 PaletteRedAdd += _dr;
1702 PaletteGreenAdd += _dg;
1703 PaletteBlueAdd += _db;
1705 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1710 maxval = MAX_PALETTE_ADD;
1712 if (PaletteRedAdd > maxval)
1713 PaletteRedAdd = maxval;
1715 if (PaletteGreenAdd > maxval)
1716 PaletteGreenAdd = maxval;
1718 if (PaletteBlueAdd > maxval)
1719 PaletteBlueAdd = maxval;
1721 if (PaletteRedAdd < -maxval)
1722 PaletteRedAdd = -maxval;
1724 if (PaletteGreenAdd < -maxval)
1725 PaletteGreenAdd = -maxval;
1727 if (PaletteBlueAdd < -maxval)
1728 PaletteBlueAdd = -maxval;
1731 fix Time_flash_last_played;
1734 void game_palette_step_up( int r, int g, int b );
1735 // ------------------------------------------------------------------------------------
1736 // Diminish palette effects towards normal.
1737 void diminish_palette_towards_normal(void)
1741 // Diminish at DIMINISH_RATE units/second.
1742 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1743 if (FrameTime < F1_0/DIMINISH_RATE) {
1744 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1747 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1748 if (dec_amount == 0)
1749 dec_amount++; // make sure we decrement by something
1755 // Part of hack system to force update of palette after exiting a menu.
1756 if (Time_flash_last_played) {
1758 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1761 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1762 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1763 Time_flash_last_played = GameTime;
1766 Flash_effect -= FrameTime;
1767 if (Flash_effect < 0)
1770 if (force_do || (d_rand() > 4096 )) {
1771 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1772 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1774 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1781 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1782 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1784 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1785 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1787 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1788 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1790 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1791 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1793 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1795 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1798 int Redsave, Bluesave, Greensave;
1800 void palette_save(void)
1802 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1805 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1807 void game_palette_step_up( int r, int g, int b )
1809 if ( VR_use_reg_code ) {
1811 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1814 gr_palette_step_up( r, g, b );
1818 void palette_restore(void)
1820 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1821 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1823 // Forces flash effect to fixup palette next frame.
1824 Time_flash_last_played = 0;
1827 extern void dead_player_frame(void);
1830 // --------------------------------------------------------------------------------------------------
1831 int allowed_to_fire_laser(void)
1833 if (Player_is_dead) {
1834 Global_missile_firing_count = 0;
1838 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1839 // be a long while before laser can be fired, then there must be some mistake!
1840 if (Next_laser_fire_time > GameTime)
1841 if (Next_laser_fire_time < GameTime + 2*F1_0)
1847 fix Next_flare_fire_time = 0;
1848 #define FLARE_BIG_DELAY (F1_0*2)
1850 int allowed_to_fire_flare(void)
1852 if (Next_flare_fire_time > GameTime)
1853 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1856 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1857 Next_flare_fire_time = GameTime + F1_0/4;
1859 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1864 int allowed_to_fire_missile(void)
1866 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1867 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1868 // be a long while before missile can be fired, then there must be some mistake!
1869 if (Next_missile_fire_time > GameTime)
1870 if (Next_missile_fire_time < GameTime + 5*F1_0)
1876 void full_palette_save(void)
1879 apply_modified_palette();
1880 reset_palette_add();
1881 gr_palette_load( gr_palette );
1884 extern int Death_sequence_aborted;
1885 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) );
1892 char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1895 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1897 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1898 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1900 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1901 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1902 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1903 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1905 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1906 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1907 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1908 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1909 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1911 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1913 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1915 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1917 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1919 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1921 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1922 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1923 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1924 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1925 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1927 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1929 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1931 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1932 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1933 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1934 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1936 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1937 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1938 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1939 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1940 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1943 full_palette_save();
1945 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1950 //temp function until Matt cleans up game sequencing
1951 extern void temp_reset_stuff_on_level();
1953 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1955 //deal with rear view - switch it on, or off, or whatever
1956 void check_rear_view()
1958 static int leave_mode;
1959 static fix entry_time;
1961 if ( Controls.rear_view_down_count ) { //key/button has gone down
1965 if (Cockpit_mode==CM_REAR_VIEW) {
1966 select_cockpit(Cockpit_mode_save);
1967 Cockpit_mode_save = -1;
1969 if (Newdemo_state == ND_STATE_RECORDING)
1970 newdemo_record_restore_rearview();
1974 if (Rear_view_leave_time <= 0)
1976 leave_mode = 1; // set leave mode on here otherwise we will always have to hold for at least 1 frame to get leave_mode on
1980 leave_mode = 0; // means wait for another key
1981 entry_time = timer_get_fixed_seconds();
1983 if (Cockpit_mode == CM_FULL_COCKPIT) {
1984 Cockpit_mode_save = Cockpit_mode;
1985 select_cockpit(CM_REAR_VIEW);
1987 if (Newdemo_state == ND_STATE_RECORDING)
1988 newdemo_record_rearview();
1992 if (Controls.rear_view_down_state) {
1994 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1999 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
2001 if (leave_mode==1 && Rear_view) {
2003 if (Cockpit_mode==CM_REAR_VIEW) {
2004 select_cockpit(Cockpit_mode_save);
2005 Cockpit_mode_save = -1;
2007 if (Newdemo_state == ND_STATE_RECORDING)
2008 newdemo_record_restore_rearview();
2013 void reset_rear_view(void)
2016 if (Newdemo_state == ND_STATE_RECORDING)
2017 newdemo_record_restore_rearview();
2022 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
2023 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
2024 Cockpit_mode_save = CM_FULL_COCKPIT;
2025 select_cockpit(Cockpit_mode_save);
2026 Cockpit_mode_save = -1;
2032 int Config_menu_flag;
2036 int gr_renderstats = 0;
2037 // need to define "cheat" for renderstats
2038 int gr_badtexture = 0;
2039 // need to define "cheat" for badtexture
2041 int Cheats_enabled=0;
2043 extern int Laser_rapid_fire;
2044 extern void do_lunacy_on(), do_lunacy_off();
2046 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
2047 extern char BounceCheat,HomingCheat,OldHomingState[20];
2048 extern char AcidCheatOn,old_IntMethod, Monster_mode;
2049 extern int Buddy_dude_cheat;
2051 //turns off active cheats
2052 void turn_cheats_off()
2058 Weapon_info[i].homing_flag=OldHomingState[i];
2063 Interpolation_method=old_IntMethod;
2066 Buddy_dude_cheat = 0;
2070 Laser_rapid_fire = 0;
2071 Physics_cheat_flag = 0;
2073 Robots_kill_robots_cheat=0;
2074 Robot_firing_enabled = 1;
2077 //turns off all cheats & resets cheater flag
2078 void game_disable_cheats()
2086 // ----------------------------------------------------------------------------
2088 void game_setup(void)
2090 //@@int demo_playing=0;
2091 //@@int multi_game=0;
2093 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
2094 do_lunacy_off(); // Restore true insane mode.
2097 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
2098 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
2099 Endlevel_sequence = 0;
2101 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
2102 //@@ demo_playing = 1;
2103 //@@if ( Game_mode & GM_MULTI )
2104 //@@ multi_game = 1;
2106 set_screen_mode(SCREEN_GAME);
2107 reset_palette_add();
2109 set_warn_func(game_show_warning);
2113 //digi_init_sounds();
2115 //keyd_repeat = 0; // Don't allow repeat in game
2116 keyd_repeat = 1; // Do allow repeat in game
2118 #if !defined(WINDOWS) && !defined(MACINTOSH)
2119 //_MARK_("start of game");
2123 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
2124 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
2126 if (!check_obj_seg(ConsoleObject))
2127 move_player_2_segment(Cursegp,Curside);
2130 Viewer = ConsoleObject;
2131 fly_init(ConsoleObject);
2136 FrameTime = 0; //make first frame zero
2139 if (Current_level_num == 0) { //not a real level
2140 init_player_stats_game();
2147 game_flush_inputs();
2153 extern char IWasKicked;
2157 // ------------------------------------------------------------------------------------
2158 //this function is the game. called when game mode selected. runs until
2159 //editor mode or exit selected
2162 game_setup(); // Replaces what was here earlier.
2163 // Good for Windows Sake.
2166 ProfilerSetStatus(1);
2169 if ( setjmp(LeaveGame)==0 ) {
2175 Config_menu_flag = 0;
2177 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
2179 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
2180 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2183 player_shields = Players[Player_num].shields;
2188 DoMessageStuff(&msg); // Do Windows event handling.
2189 if (_RedrawScreen) {
2190 _RedrawScreen = FALSE;
2191 load_palette(Current_level_palette,1,1);
2192 gr_palette_load(gr_palette);
2197 ExtGameStatus=GAMESTAT_RUNNING;
2198 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
2200 //if the player is taking damage, give up guided missile control
2201 if (Players[Player_num].shields != player_shields)
2202 release_guided_missile(Player_num);
2204 //see if redbook song needs to be restarted
2205 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
2207 if (Config_menu_flag) {
2208 //WIN(mouse_set_mode(0));
2209 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2211 if (!(Game_mode&GM_MULTI)) palette_restore();
2212 //WIN(mouse_set_mode(1));
2216 int save_w=Game_window_w,save_h=Game_window_h;
2218 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2219 Game_window_w=save_w; Game_window_h=save_h;
2221 last_drawn_cockpit[0] = -1;
2222 last_drawn_cockpit[1] = -1;
2225 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2227 fmode = Function_mode;
2228 Function_mode = FMODE_GAME;
2230 apply_modified_palette();
2231 reset_palette_add();
2232 gr_palette_load( gr_palette );
2233 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2235 Function_mode = fmode;
2238 newdemo_stop_playback();
2239 Function_mode = FMODE_MENU;
2241 Function_mode = FMODE_GAME;
2245 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2251 fmode = Function_mode;
2252 Function_mode = FMODE_GAME;
2254 apply_modified_palette();
2255 reset_palette_add();
2256 gr_palette_load( gr_palette );
2257 ExtGameStatus=GAMESTAT_ABORT_GAME;
2258 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2260 Function_mode = fmode;
2262 Function_mode = FMODE_GAME;
2268 if (Function_mode != FMODE_GAME)
2269 longjmp(LeaveGame,0);
2272 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2273 longjmp(LeaveGame,0);
2279 ProfilerSetStatus(0);
2284 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2285 newdemo_stop_recording();
2291 if ( Newdemo_state == ND_STATE_PLAYBACK )
2292 newdemo_stop_playback();
2294 if (Cockpit_mode_save!=-1)
2296 Cockpit_mode=Cockpit_mode_save;
2297 Cockpit_mode_save=-1;
2300 if (Function_mode != FMODE_EDITOR)
2301 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2303 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2304 //@@ scores_maybe_add_player(Game_aborted);
2307 #if !defined(WINDOWS) && !defined(MACINTOSH)
2308 //_MARK_("end of game");
2311 clear_warn_func(game_show_warning); //don't use this func anymore
2313 game_disable_cheats();
2316 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2320 //called at the end of the program
2324 if (dd_VR_offscreen_buffer) {
2325 if (dd_grd_backcanv != dd_VR_offscreen_buffer) {
2326 dd_gr_free_canvas(dd_VR_offscreen_buffer);
2328 dd_VR_offscreen_buffer = NULL;
2329 VR_offscreen_buffer = NULL;
2332 if (VR_offscreen_buffer) {
2333 gr_free_canvas(VR_offscreen_buffer);
2334 VR_offscreen_buffer = NULL;
2338 close_gauge_canvases();
2340 restore_effect_bitmap_icons();
2342 #if !defined(MACINTOSH) && !defined(WINDOWS)
2343 if (Game_cockpit_copy_code) {
2344 d_free(Game_cockpit_copy_code);
2345 Game_cockpit_copy_code = NULL;
2348 if (Game_cockpit_copy_code)
2349 Game_cockpit_copy_code = 0;
2352 if (background_bitmap.bm_data)
2353 d_free(background_bitmap.bm_data);
2355 clear_warn_func(game_show_warning); //don't use this func anymore
2359 dd_grs_canvas * get_current_game_screen()
2361 return &dd_VR_screen_pages[VR_current_page];
2366 grs_canvas * get_current_game_screen()
2368 return &VR_screen_pages[VR_current_page];
2373 extern void kconfig_center_headset();
2377 void speedtest_frame(void);
2378 int Debug_slowdown=0;
2382 extern void player_follow_path(object *objp);
2383 extern void check_create_player_path(void);
2387 extern int Do_appearance_effect;
2389 object *Missile_viewer=NULL;
2391 int Missile_view_enabled = 1;
2393 int Marker_viewer_num[2]={-1,-1};
2394 int Coop_view_player[2]={-1,-1};
2395 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2397 //returns ptr to escort robot, or NULL
2398 object *find_escort()
2402 for (i=0; i<=Highest_object_index; i++)
2403 if (Objects[i].type == OBJ_ROBOT)
2404 if (Robot_info[Objects[i].id].companion)
2410 extern void process_super_mines_frame(void);
2411 extern void do_seismic_stuff(void);
2414 int Saving_movie_frames=0;
2415 int __Movie_frame_num=0;
2417 #define MAX_MOVIE_BUFFER_FRAMES 250
2418 #define MOVIE_FRAME_SIZE (320 * 200)
2420 ubyte *Movie_frame_buffer;
2421 int Movie_frame_counter;
2422 ubyte Movie_pal[768];
2423 char movie_path[50] = ".\\";
2425 grs_bitmap Movie_bm;
2427 void flush_movie_buffer()
2434 mprintf((0,"Flushing movie buffer..."));
2436 Movie_bm.bm_data = Movie_frame_buffer;
2438 for (f=0;f<Movie_frame_counter;f++) {
2439 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2440 __Movie_frame_num++;
2441 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2442 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2445 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2448 Movie_frame_counter=0;
2450 mprintf((0,"done \n"));
2455 void toggle_movie_saving()
2459 Saving_movie_frames = !Saving_movie_frames;
2461 if (Saving_movie_frames) {
2464 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2465 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2468 Saving_movie_frames = 0;
2472 while (isspace(movie_path[strlen(movie_path)-1]))
2473 movie_path[strlen(movie_path)-1] = 0;
2474 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2475 strcat(movie_path,"\\");
2478 if (!Movie_frame_buffer) {
2479 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2480 if (!Movie_frame_buffer) {
2482 Saving_movie_frames=0;
2485 Movie_frame_counter=0;
2487 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2488 Movie_bm.bm_w = 320;
2489 Movie_bm.bm_h = 200;
2490 Movie_bm.bm_type = BM_LINEAR;
2491 Movie_bm.bm_flags = 0;
2492 Movie_bm.bm_rowsize = 320;
2493 Movie_bm.bm_handle = 0;
2495 gr_palette_read(Movie_pal); //get actual palette from the hardware
2497 if (Newdemo_state == ND_STATE_PLAYBACK)
2498 Newdemo_do_interpolate = 0;
2502 flush_movie_buffer();
2504 if (Newdemo_state == ND_STATE_PLAYBACK)
2505 Newdemo_do_interpolate = 1;
2510 void save_movie_frame()
2512 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2514 Movie_frame_counter++;
2516 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2517 flush_movie_buffer();
2523 extern int Level_shake_duration;
2525 //if water or fire level, make occasional sound
2526 void do_ambient_sounds()
2528 int has_water,has_lava;
2531 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2532 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2534 if (has_lava) { //has lava
2535 sound = SOUND_AMBIENT_LAVA;
2536 if (has_water && (d_rand() & 1)) //both, pick one
2537 sound = SOUND_AMBIENT_WATER;
2539 else if (has_water) //just water
2540 sound = SOUND_AMBIENT_WATER;
2544 if (((d_rand() << 3) < FrameTime)) { //play the sound
2545 fix volume = d_rand() + f1_0/2;
2546 digi_play_sample(sound,volume);
2550 // -- extern void lightning_frame(void);
2552 void game_render_frame();
2553 extern void omega_charge_frame(void);
2555 extern time_t t_current_time, t_saved_time;
2557 void flicker_lights();
2559 void GameLoop(int RenderFlag, int ReadControlsFlag )
2562 // Used to slow down frame rate for testing things.
2563 // RenderFlag = 1; // DEBUG
2564 if (Debug_slowdown) {
2567 for (h=0; h<Debug_slowdown; h++)
2568 for (i=0; i<1000; i++)
2575 static int desc_dead_countdown=100; /* used if player shouldn't be playing */
2577 if (desc_id_exit_num) { // are we supposed to be checking
2578 if (!(--desc_dead_countdown)) {// if so, at zero, then pull the plug
2579 char time_str[32], time_str2[32];
2581 _ctime(&t_saved_time, time_str);
2582 _ctime(&t_current_time, time_str2);
2584 Error ("EXPIRES %s. YOUR TIME %s.\n", time_str, time_str2);
2585 Error ("Loading overlay -- error number: %d\n", (int)desc_id_exit_num);
2592 if (FindArg("-invulnerability"))
2593 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2597 update_player_stats();
2598 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2599 do_afterburner_stuff();
2601 do_invulnerable_stuff();
2602 remove_obsolete_stuck_objects();
2604 do_final_boss_frame();
2605 // -- lightning_frame();
2606 // -- recharge_energy_frame();
2608 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2609 static int turned_off=0;
2610 Players[Player_num].energy -= (FrameTime*3/8);
2611 if (Players[Player_num].energy < i2f(10)) {
2613 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2616 if (Game_mode & GM_MULTI)
2617 multi_send_flags(Player_num);
2624 if (Players[Player_num].energy <= 0) {
2625 Players[Player_num].energy = 0;
2626 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2628 if (Game_mode & GM_MULTI)
2629 multi_send_flags(Player_num);
2636 check_create_player_path();
2637 player_follow_path(ConsoleObject);
2641 if (Game_mode & GM_MULTI)
2644 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2645 multi_check_for_killgoal_winner();
2651 if (force_cockpit_redraw) { //screen need redrawing?
2653 force_cockpit_redraw=0;
2655 game_render_frame();
2656 //show_extra_views(); //missile view, buddy bot, etc.
2659 if (Saving_movie_frames)
2666 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2670 dead_player_frame();
2671 if (Newdemo_state != ND_STATE_PLAYBACK)
2672 do_controlcen_dead_frame();
2674 process_super_mines_frame();
2676 do_ambient_sounds();
2683 if (ReadControlsFlag)
2686 memset(&Controls, 0, sizeof(Controls));
2688 GameTime += FrameTime;
2690 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2691 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2693 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2694 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2695 mprintf((0,"GameTime reset to 0\n"));
2699 if (FindArg("-checktime") != 0)
2700 if (GameTime >= i2f(600)) //wrap after 10 minutes
2701 GameTime = FrameTime;
2705 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2706 ThisLevelTime +=FrameTime;
2711 if (Endlevel_sequence) {
2712 do_endlevel_frame();
2713 powerup_grab_cheat_all();
2714 do_special_effects();
2715 return; //skip everything else
2718 if (Newdemo_state != ND_STATE_PLAYBACK)
2719 do_exploding_wall_frame();
2720 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2721 do_special_effects();
2722 wall_frame_process();
2723 triggers_frame_process();
2727 if (Control_center_destroyed) {
2728 if (Newdemo_state==ND_STATE_RECORDING )
2729 newdemo_record_control_center_destroyed();
2734 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2735 newdemo_playback_one_frame();
2736 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2737 longjmp( LeaveGame, 0 ); // Go back to menu
2740 { // Note the link to above!
2742 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2745 powerup_grab_cheat_all();
2747 if (Endlevel_sequence) //might have been started during move
2750 fuelcen_update_all();
2754 if (allowed_to_fire_laser())
2755 FireLaser(); // Fire Laser!
2757 if (Auto_fire_fusion_cannon_time) {
2758 if (Primary_weapon != FUSION_INDEX)
2759 Auto_fire_fusion_cannon_time = 0;
2760 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2761 Auto_fire_fusion_cannon_time = 0;
2762 Global_laser_firing_count = 1;
2764 vms_vector rand_vec;
2767 Global_laser_firing_count = 0;
2769 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2770 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2771 make_random_vector(&rand_vec);
2773 bump_amount = F1_0*4;
2775 if (Fusion_charge > F1_0*2)
2776 bump_amount = Fusion_charge*4;
2778 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2782 if (Global_laser_firing_count) {
2783 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2784 // if (Fusion_charge > F1_0*2)
2785 // Fusion_charge = F1_0*2;
2786 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2789 if (Global_laser_firing_count < 0)
2790 Global_laser_firing_count = 0;
2793 if (Do_appearance_effect) {
2794 create_player_appearance_effect(ConsoleObject);
2795 Do_appearance_effect = 0;
2797 if ((Game_mode & GM_MULTI) && Netgame.invul)
2799 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2800 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2807 omega_charge_frame();
2811 //!!hoard_light_pulse(); //do cool hoard light pulsing
2815 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2816 //!!extern int Hoard_goal_eclip;
2818 //!!//do cool pulsing lights in hoard goals
2819 //!!hoard_light_pulse()
2821 //!! if (Game_mode & GM_HOARD) {
2825 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2829 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2832 //!! light = abs(frame - 5) * f1_0 / 5;
2834 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2839 ubyte Slide_segs[MAX_SEGMENTS];
2840 int Slide_segs_computed;
2842 void compute_slide_segs(void)
2844 int segnum, sidenum;
2846 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2847 Slide_segs[segnum] = 0;
2848 for (sidenum=0;sidenum<6;sidenum++) {
2849 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2850 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2851 Slide_segs[segnum] |= 1 << sidenum;
2855 Slide_segs_computed = 1;
2858 // -----------------------------------------------------------------------------
2859 void slide_textures(void)
2861 int segnum,sidenum,i;
2863 if (!Slide_segs_computed)
2864 compute_slide_segs();
2866 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2867 if (Slide_segs[segnum]) {
2868 for (sidenum=0;sidenum<6;sidenum++) {
2869 if (Slide_segs[segnum] & (1 << sidenum)) {
2870 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2871 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2873 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2874 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2875 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2878 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2880 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2883 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2885 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2888 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2890 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2893 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2903 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2905 int Num_flickering_lights=0;
2907 void flicker_lights()
2910 flickering_light *f;
2912 f = Flickering_lights;
2914 for (l=0;l<Num_flickering_lights;l++,f++) {
2915 segment *segp = &Segments[f->segnum];
2917 //make sure this is actually a light
2918 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2920 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2923 if (f->timer == 0x80000000) //disabled
2926 if ((f->timer -= FrameTime) < 0) {
2928 while (f->timer < 0)
2929 f->timer += f->delay;
2931 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2934 add_light(f->segnum,f->sidenum);
2936 subtract_light(f->segnum,f->sidenum);
2941 //returns ptr to flickering light structure, or NULL if can't find
2942 flickering_light *find_flicker(int segnum,int sidenum)
2945 flickering_light *f;
2947 //see if there's already an entry for this seg/side
2949 f = Flickering_lights;
2951 for (l=0;l<Num_flickering_lights;l++,f++)
2952 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2958 //turn flickering off (because light has been turned off)
2959 void disable_flicker(int segnum,int sidenum)
2961 flickering_light *f;
2963 if ((f=find_flicker(segnum,sidenum)) != NULL)
2964 f->timer = 0x80000000;
2967 //turn flickering off (because light has been turned on)
2968 void enable_flicker(int segnum,int sidenum)
2970 flickering_light *f;
2972 if ((f=find_flicker(segnum,sidenum)) != NULL)
2979 //returns 1 if ok, 0 if error
2980 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2983 flickering_light *f;
2985 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2987 //see if there's already an entry for this seg/side
2989 f = Flickering_lights;
2991 for (l=0;l<Num_flickering_lights;l++,f++)
2992 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2995 if (mask==0) { //clearing entry
2996 if (l == Num_flickering_lights)
3000 for (i=l;i<Num_flickering_lights-1;i++)
3001 Flickering_lights[i] = Flickering_lights[i+1];
3002 Num_flickering_lights--;
3007 if (l == Num_flickering_lights) {
3008 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
3011 Num_flickering_lights++;
3015 f->sidenum = sidenum;
3016 f->delay = f->timer = delay;
3024 // -----------------------------------------------------------------------------
3025 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
3030 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
3032 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
3033 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
3034 Global_laser_firing_count = 0;
3036 if (Fusion_charge == 0)
3037 Players[Player_num].energy -= F1_0*2;
3039 Fusion_charge += FrameTime;
3040 Players[Player_num].energy -= FrameTime;
3042 if (Players[Player_num].energy <= 0) {
3043 Players[Player_num].energy = 0;
3044 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
3046 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
3047 // Fire the fusion cannon at this time in the future.
3049 if (Fusion_charge < F1_0*2)
3050 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
3052 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
3054 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
3055 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
3057 if (Fusion_next_sound_time < GameTime) {
3058 if (Fusion_charge > F1_0*2) {
3059 digi_play_sample( 11, F1_0 );
3060 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
3062 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
3063 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
3065 if (Game_mode & GM_MULTI)
3066 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
3069 Fusion_last_sound_time = GameTime;
3070 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
3078 // -------------------------------------------------------------------------------------------------------
3079 // If player is close enough to objnum, which ought to be a powerup, pick it up!
3080 // This could easily be made difficulty level dependent.
3081 void powerup_grab_cheat(object *player, int objnum)
3087 Assert(Objects[objnum].type == OBJ_POWERUP);
3089 powerup_size = Objects[objnum].size;
3090 player_size = player->size;
3092 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
3094 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
3095 vms_vector collision_point;
3097 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
3098 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
3102 // -------------------------------------------------------------------------------------------------------
3103 // Make it easier to pick up powerups.
3104 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
3105 // from player to powerup and player's forward vector.
3106 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
3107 // way before the player gets there.
3108 void powerup_grab_cheat_all(void)
3113 segp = &Segments[ConsoleObject->segnum];
3114 objnum = segp->objects;
3116 while (objnum != -1) {
3117 if (Objects[objnum].type == OBJ_POWERUP)
3118 powerup_grab_cheat(ConsoleObject, objnum);
3119 objnum = Objects[objnum].next;
3124 int Last_level_path_created = -1;
3126 #ifdef SHOW_EXIT_PATH
3128 // ------------------------------------------------------------------------------------------------------------------
3129 // Create path for player from current segment to goal segment.
3130 // Return true if path created, else return false.
3131 int mark_player_path_to_segment(int segnum)
3134 object *objp = ConsoleObject;
3135 short player_path_length=0;
3136 int player_hide_index=-1;
3138 if (Last_level_path_created == Current_level_num) {
3142 Last_level_path_created = Current_level_num;
3144 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
3145 mprintf((0, "Unable to form path of length %i for myself\n", 100));
3149 player_hide_index = Point_segs_free_ptr - Point_segs;
3150 Point_segs_free_ptr += player_path_length;
3152 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
3153 mprintf((1, "Can't create path. Not enough point_segs.\n"));
3154 ai_reset_all_paths();
3158 for (i=1; i<player_path_length; i++) {
3160 vms_vector seg_center;
3163 segnum = Point_segs[player_hide_index+i].segnum;
3164 mprintf((0, "%3i ", segnum));
3165 seg_center = Point_segs[player_hide_index+i].point;
3167 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
3169 Int3(); // Unable to drop energy powerup for path
3173 obj = &Objects[objnum];
3174 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
3175 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
3176 obj->rtype.vclip_info.framenum = 0;
3177 obj->lifeleft = F1_0*100 + d_rand() * 4;
3184 // Return true if it happened, else return false.
3185 int create_special_path(void)
3189 // ---------- Find exit doors ----------
3190 for (i=0; i<=Highest_segment_index; i++)
3191 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
3192 if (Segments[i].children[j] == -2) {
3193 mprintf((0, "Exit at segment %i\n", i));
3194 return mark_player_path_to_segment(i);
3204 int Max_obj_count_mike = 0;
3206 // Shows current number of used objects.
3207 void show_free_objects(void)
3209 if (!(FrameCount & 8)) {
3213 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
3215 for (i=0; i<=Highest_object_index; i++)
3216 if (Objects[i].type != OBJ_NONE)
3219 mprintf((0, "%3i", count));
3221 if (count > Max_obj_count_mike) {
3222 Max_obj_count_mike = count;
3223 mprintf((0, " ***"));
3234 void game_win_init_cockpit_mask(int sram)
3236 if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
3237 dd_gr_free_canvas(dd_VR_offscreen_buffer);
3240 if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
3241 // Here we will make the VR_offscreen_buffer the 2nd page and hopefully
3242 // we can just flip it, saving a blt.
3245 else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
3246 // The offscreen buffer will be created. We will just blt this
3247 // to the screen (which may be blted to the primary surface)
3248 if ( grd_curscreen->sc_h < 200 ) {
3249 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, 200);
3250 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3252 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3253 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, 200);
3254 dd_VR_offscreen_buffer->sram = 1;
3258 dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, grd_curscreen->sc_h);
3259 VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3261 DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3262 dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, grd_curscreen->sc_h);
3263 dd_VR_offscreen_buffer->sram = 1;
3268 dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3269 dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3270 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3271 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3273 game_init_render_sub_buffers( 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3276 //@@void game_win_init_cockpit_mask()
3278 //@@ char title_pal[768];
3279 //@@ dd_grs_canvas ccanv;
3281 //@@ LPDIRECTDRAWSURFACE dds;
3283 //@@ dds = DDCreateSurface(GRMODEINFO(w), GRMODEINFO(h), 1);
3284 //@@ Assert(dds != NULL);
3286 //@@ _lpDDSMask = dds;
3287 //@@ ccanv.lpdds = dds;
3288 //@@ dd_gr_reinit_canvas(&ccanv);
3290 //@@ dd_gr_set_current_canvas(&ccanv);
3291 //@@ DDGRLOCK(dd_grd_curcanv)
3293 //@@ if (W95DisplayMode == SM95_640x480x8) {
3294 //@@ pcx_error=pcx_read_bitmap( "MASKB.PCX", &grd_curcanv->cv_bitmap,
3295 //@@ grd_curcanv->cv_bitmap.bm_type,
3299 //@@ pcx_error=pcx_read_bitmap( "MASK.PCX", &grd_curcanv->cv_bitmap,
3300 //@@ grd_curcanv->cv_bitmap.bm_type,
3304 //@@ DDGRUNLOCK(dd_grd_curcanv);
3306 //@@ Assert(pcx_error == PCX_ERROR_NONE);
3307 //@@ Game_cockpit_copy_code = (ubyte *)(0xABADC0DE);
3313 * reads a flickering_light structure from a CFILE
3315 void flickering_light_read(flickering_light *fl, CFILE *fp)
3317 fl->segnum = cfile_read_short(fp);
3318 fl->sidenum = cfile_read_short(fp);
3319 fl->mask = cfile_read_int(fp);
3320 fl->timer = cfile_read_fix(fp);
3321 fl->delay = cfile_read_fix(fp);
3324 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
3326 PHYSFS_writeSLE16(fp, fl->segnum);
3327 PHYSFS_writeSLE16(fp, fl->sidenum);
3328 PHYSFS_writeULE32(fp, fl->mask);
3329 PHYSFSX_writeFix(fp, fl->timer);
3330 PHYSFSX_writeFix(fp, fl->delay);