1 /* $Id: game.c,v 1.20 2003/03/17 09:33:49 btb Exp $ */
2 /*
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.
13 */
14 
15 #ifdef HAVE_CONFIG_H
16 #include <conf.h>
17 #endif
18 
19 #ifdef RCS
20 char game_rcsid[] = "$Id: game.c,v 1.20 2003/03/17 09:33:49 btb Exp $";
21 #endif
22 
23 #ifdef WINDOWS
24 #include "desw.h"
25 #endif
26 
27 #include <stdio.h>
28 #include <stdlib.h>
29 #include <string.h>
30 #include <stdarg.h>
31 #include <ctype.h>
32 #include <time.h>
33 
34 #ifdef MACINTOSH
35 #include <Files.h>
36 #include <StandardFile.h>
37 #include <Quickdraw.h>
38 #include <Script.h>
39 #include <Strings.h>
40 #endif
41 
42 #ifdef OGL
43 #include "ogl_init.h"
44 #endif
45 
46 #include "pstypes.h"
47 #include "console.h"
48 #include "pa_enabl.h"       //$$POLY_ACC
49 #include "gr.h"
50 #include "inferno.h"
51 #include "game.h"
52 #include "key.h"
53 #include "object.h"
54 #include "physics.h"
55 #include "error.h"
56 #include "joy.h"
57 #include "mono.h"
58 #include "iff.h"
59 #include "pcx.h"
60 #include "timer.h"
61 #include "render.h"
62 #include "laser.h"
63 #include "screens.h"
64 #include "textures.h"
65 #include "slew.h"
66 #include "gauges.h"
67 #include "texmap.h"
68 #include "3d.h"
69 #include "effects.h"
70 #include "menu.h"
71 #include "gameseg.h"
72 #include "wall.h"
73 #include "ai.h"
74 #include "fuelcen.h"
75 #include "digi.h"
76 #include "ibitblt.h"
77 #include "u_mem.h"
78 #include "palette.h"
79 #include "morph.h"
80 #include "lighting.h"
81 #include "newdemo.h"
82 #include "collide.h"
83 #include "weapon.h"
84 #include "sounds.h"
85 #include "args.h"
86 #include "gameseq.h"
87 #include "automap.h"
88 #include "text.h"
89 #include "powerup.h"
90 #include "fireball.h"
91 #include "newmenu.h"
92 #ifdef NETWORK
93 #include "network.h"
94 #endif
95 #include "gamefont.h"
96 #include "endlevel.h"
97 #include "joydefs.h"
98 #include "kconfig.h"
99 #include "mouse.h"
100 #include "switch.h"
101 #include "controls.h"
102 #include "songs.h"
103 #include "gamepal.h"
104 
105 #if defined(POLY_ACC)
106 #include "poly_acc.h"
107 #endif
108 
109 #include "multi.h"
110 #include "desc_id.h"
111 #include "cntrlcen.h"
112 #include "pcx.h"
113 #include "state.h"
114 #include "piggy.h"
115 #include "multibot.h"
116 #include "ai.h"
117 #include "robot.h"
118 #include "playsave.h"
119 #include "fix.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 
load_background_bitmap()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
init_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);
331 
332 	/* Register cvars */
333 	cvar_registervariable(&r_framerate);
334 
335 }
336 
337 
reset_palette_add()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
win_get_span_list(grs_bitmap * bm,int miny,int maxy)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 
game_show_warning(char * s)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
init_cockpit()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 		newdemo_record_cockpit_change(Cockpit_mode);
469 	}
470 
471 	if ( VR_render_mode != VR_NONE )
472 		Cockpit_mode = CM_FULL_SCREEN;
473 
474 	if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
475 		Cockpit_mode = CM_FULL_SCREEN;
476 
477 	if ( Screen_mode == SCREEN_EDITOR )
478 		Cockpit_mode = CM_FULL_SCREEN;
479 
480 #ifdef OGL
481 	if (Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_REAR_VIEW) {
482 		hud_message(MSGC_GAME_FEEDBACK, "Cockpit not available in GL mode");
483 		Cockpit_mode = CM_FULL_SCREEN;
484 	}
485 #endif
486 
487 	WINDOS(
488 		dd_gr_set_current_canvas(NULL),
489 		gr_set_current_canvas(NULL)
490 		);
491 	gr_set_curfont( GAME_FONT );
492 
493 #if !defined(MACINTOSH) && !defined(WINDOWS)
494 	if (Game_cockpit_copy_code)
495 		d_free(Game_cockpit_copy_code);
496 	Game_cockpit_copy_code  = NULL;
497 #else
498 	if (Game_cockpit_copy_code)
499 		Game_cockpit_copy_code = 0;
500 #endif
501 
502 //@@	#ifdef WINDOWS
503 //@@		if (_lpDDSMask) { DDFreeSurface(_lpDDSMask); _lpDDSMask = NULL; }
504 //@@	#endif
505 
506 #ifdef WINDOWS
507 	game_win_init_cockpit_mask(0);
508 #endif
509 
510 	switch( Cockpit_mode ) {
511 	case CM_FULL_COCKPIT:
512 	case CM_REAR_VIEW: {
513 		grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
514 
515 		PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
516 
517 #ifdef WINDOWS
518 		dd_gr_set_current_canvas(NULL);
519 		game_win_init_cockpit_mask(1);
520 		dd_gr_set_current_canvas(dd_VR_offscreen_buffer);
521 #else
522 		gr_set_current_canvas(VR_offscreen_buffer);
523 #endif
524 
525 		WIN(DDGRLOCK(dd_grd_curcanv));
526 		gr_bitmap( 0, 0, bm );
527 		bm = &VR_offscreen_buffer->cv_bitmap;
528 		bm->bm_flags = BM_FLAG_TRANSPARENT;
529 		gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
530 		WIN(	win_get_span_list(bm, miny, maxy);
531 				DDGRUNLOCK(dd_grd_curcanv)
532 			);
533 
534 #ifndef WINDOWS
535 #ifndef __MSDOS__
536 		gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize);
537 #else
538 		if ( Current_display_mode ) {
539 #if defined(POLY_ACC)
540 			Game_cockpit_copy_code  = gr_ibitblt_create_mask_pa( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
541 			pa_clear_buffer(1, 0);      // clear offscreen to reduce white flash.
542 #else
543 			Game_cockpit_copy_code  = gr_ibitblt_create_mask_svga( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
544 #endif
545 		} else
546 			Game_cockpit_copy_code  = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
547 #endif
548 		bm->bm_flags = 0;		// Clear all flags for offscreen canvas
549 #else
550 		Game_cockpit_copy_code  = (ubyte *)(1);
551 		bm->bm_flags = 0;		// Clear all flags for offscreen canvas
552 #endif
553 		game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
554 		break;
555 	}
556 
557 	case CM_FULL_SCREEN:
558 
559 		max_window_h = grd_curscreen->sc_h;
560 
561 		if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
562 			Game_window_h = max_window_h;
563 
564 		if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
565 			Game_window_w = max_window_w;
566 
567 		Game_window_x = (max_window_w - Game_window_w)/2;
568 		Game_window_y = (max_window_h - Game_window_h)/2;
569 
570 		game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
571 		break;
572 
573 	case CM_STATUS_BAR:
574 
575      	max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
576 
577 		if (Game_window_h > max_window_h)
578 			Game_window_h = max_window_h;
579 
580 		if (Game_window_w > max_window_w)
581 			Game_window_w = max_window_w;
582 
583 		Game_window_x = (max_window_w - Game_window_w)/2;
584 		Game_window_y = (max_window_h - Game_window_h)/2;
585 
586 		game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
587 		break;
588 
589 	case CM_LETTERBOX:	{
590 		int x,y,w,h;
591 
592 		x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w;		//VR_render_width;
593 		h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
594 		y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
595 
596 		game_init_render_sub_buffers( x, y, w, h );
597 		break;
598 		}
599 
600 	}
601 
602 WINDOS(
603 	dd_gr_set_current_canvas(NULL),
604 	gr_set_current_canvas(NULL)
605 );
606 }
607 
608 //selects a given cockpit (or lack of one).  See types in game.h
select_cockpit(int mode)609 void select_cockpit(int mode)
610 {
611 	if (mode != Cockpit_mode) {		//new mode
612 		Cockpit_mode=mode;
613 		init_cockpit();
614 	}
615 }
616 
617 extern int last_drawn_cockpit[2];
618 
619 //force cockpit redraw next time. call this if you've trashed the screen
reset_cockpit()620 void reset_cockpit()
621 {
622 	force_cockpit_redraw=1;
623 	last_drawn_cockpit[0] = -1;
624 	last_drawn_cockpit[1] = -1;
625 }
626 
627 // void HUD_clear_messages();				//Already declared in gauges.h
628 
629 //NEWVR
VR_reset_params()630 void VR_reset_params()
631 {
632 	VR_eye_width = VR_SEPARATION;
633 	VR_eye_offset = VR_PIXEL_SHIFT;
634 	VR_eye_offset_changed = 2;
635 }
636 
game_init_render_sub_buffers(int x,int y,int w,int h)637 void game_init_render_sub_buffers( int x, int y, int w, int h )
638 {
639 #ifdef WINDOWS
640 	dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[0], &dd_VR_render_buffer[0], x, y, w, h );
641 	dd_gr_init_sub_canvas( &dd_VR_render_sub_buffer[1], &dd_VR_render_buffer[1], x, y, w, h );
642 
643 	dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_x = 0;
644 	dd_VR_render_sub_buffer[0].canvas.cv_bitmap.bm_y = 0;
645 	dd_VR_render_sub_buffer[0].xoff = x;
646 	dd_VR_render_sub_buffer[0].yoff = y;
647 	dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_x = 0;
648 	dd_VR_render_sub_buffer[1].canvas.cv_bitmap.bm_y = 0;
649 	dd_VR_render_sub_buffer[1].xoff = x;
650 	dd_VR_render_sub_buffer[1].yoff = y;
651 
652 #endif
653 	if (Scanline_double) {
654 		#ifdef MACINTOSH
655 		if ( w & 0x3 )
656 			w &= ~0x3;
657 		gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w/2, (h/2)+1);
658 		gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w/2, (h/2)+1);
659 		#endif
660 	} else {
661 		gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
662 		gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
663 	}
664 
665 	#ifdef MACINTOSH
666 		#ifdef POLY_ACC
667 			if ( PAEnabled )
668 			{
669 				TQARect	newBounds;
670 
671 				newBounds.left = x;
672 				newBounds.right = x + w;
673 				newBounds.top = y;
674 				newBounds.bottom = y + h;
675 
676 				pa_set_context(kGamePlayDrawContextID, &newBounds);		// must resize/create new context
677 			}
678 		#endif
679 	#endif
680 
681 #ifdef WINDOWS
682 	VR_render_sub_buffer[0].cv_bitmap.bm_x = 0;
683 	VR_render_sub_buffer[0].cv_bitmap.bm_y = 0;
684 	VR_render_sub_buffer[1].cv_bitmap.bm_x = 0;
685 	VR_render_sub_buffer[1].cv_bitmap.bm_y = 0;
686 #endif
687 }
688 
689 
690 #ifdef WINDOWS
691 // Sets up the canvases we will be rendering to (WIN95)
game_init_render_buffers(int screen_mode,int render_w,int render_h,int render_method,int flags)692 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
693 {
694 //	Hack for switching to higher that 640x480 modes (DDraw doesn't allow
695 //	 creating surfaces greater than the current resolution
696 
697 	if (GRMODEINFO(rw) < render_w || GRMODEINFO(rh) < render_h) {
698 		render_w = GRMODEINFO(rw);
699 		render_h = GRMODEINFO(rh);
700 	}
701 
702 	VR_screen_mode		= screen_mode;
703 
704 	VR_screen_flags	=  flags;
705 
706 	VR_reset_params();
707 	VR_render_mode 	= render_method;
708 
709 	Game_window_w 		= render_w;
710 	Game_window_h		= render_h;
711 
712 	if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
713 		dd_gr_free_canvas(dd_VR_offscreen_buffer);
714 	}
715 
716 	if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) )	{
717 		if ( render_h*2 < 200 )	{
718 		 	Int3();		// Not Supported yet!!!
719 //			VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
720 		}
721 		else {
722 			Int3();		// Not Supported yet!!!
723 //			VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
724 		}
725 
726 		Int3();			// Not Supported yet!!!
727 //		gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
728 //		gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
729 	}
730 	else if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
731 	//	Here we will make the VR_offscreen_buffer the 2nd page and hopefully
732 	//	we can just flip it, saving a blt.
733 
734 		dd_VR_offscreen_buffer = dd_grd_backcanv;
735 		VR_offscreen_buffer = & dd_grd_backcanv->canvas;
736 	}
737 	else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
738 	//	The offscreen buffer will be created.  We will just blt this
739 	//	to the screen (which may be blted to the primary surface)
740 		if ( render_h < 200 ) {
741 			dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, 200);
742 			VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
743 		}
744 		else {
745 			dd_VR_offscreen_buffer = dd_gr_create_canvas(render_w, render_h);
746 			VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
747 		}
748 	}
749 
750 	dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
751 	dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, render_w, render_h );
752 	gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
753 	gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
754 
755 	game_init_render_sub_buffers( 0, 0, render_w, render_h );
756 }
757 
758 #else
759 
760 // Sets up the canvases we will be rendering to (NORMAL VERSION)
game_init_render_buffers(int screen_mode,int render_w,int render_h,int render_method,int flags)761 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
762 {
763 //	if (vga_check_mode(screen_mode) != 0)
764 //		Error("Cannot set requested video mode");
765 
766 	VR_screen_mode		=	screen_mode;
767 
768 	VR_screen_flags	=  flags;
769 
770 //NEWVR
771 	VR_reset_params();
772 	VR_render_mode 	= render_method;
773 
774 	Game_window_w 		= render_w;
775 	Game_window_h		= render_h;
776 
777 	if (VR_offscreen_buffer) {
778 		gr_free_canvas(VR_offscreen_buffer);
779 	}
780 
781 	if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) )	{
782 		if ( render_h*2 < 200 )	{
783 			VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
784 		}
785 		else {
786 			VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
787 		}
788 
789 		gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
790 		gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
791 	}
792 	else {
793 		if ( render_h < 200 ) {
794 			VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
795 		}
796 		else {
797 #if defined(POLY_ACC)
798 			#ifndef MACINTOSH
799             VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
800             d_free(VR_offscreen_buffer->cv_bitmap.bm_data);
801             gr_init_canvas(VR_offscreen_buffer, pa_get_buffer_address(1), BM_LINEAR15, render_w, render_h);
802 			#else
803 				if ( PAEnabled || gConfigInfo.mAcceleration ) {
804 					Cockpit_mode=CM_FULL_SCREEN;		// HACK HACK HACK HACK HACK!!!!
805 					VR_offscreen_buffer = gr_create_canvas2(render_w, render_h, BM_LINEAR15);
806 				} else
807 	            VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
808 			#endif
809 #else
810             VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
811 #endif
812         }
813 
814 #ifdef OGL
815 		VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
816 #endif
817 
818 		gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
819 		gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
820 	}
821 
822 	game_init_render_sub_buffers( 0, 0, render_w, render_h );
823 }
824 #endif
825 
826 //called to get the screen in a mode compatible with popup menus.
827 //if we can't have popups over the game screen, switch to menu mode.
set_popup_screen(void)828 void set_popup_screen(void)
829 {
830 	//WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
831 
832 	if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
833 		set_screen_mode(SCREEN_MENU);		//must switch to menu mode
834 }
835 
836 
837 //called to change the screen mode. Parameter sm is the new mode, one of
838 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
839 //mode if cannot init requested mode)
set_screen_mode(int sm)840 int set_screen_mode(int sm)
841 {
842 WIN(static int force_mode_change=0);
843 WIN(static int saved_window_w);
844 WIN(static int saved_window_h);
845 
846 #ifdef EDITOR
847 	if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) )	{
848 		gr_set_current_canvas( Canv_editor );
849 		return 1;
850 	}
851 #endif
852 
853 #ifdef WINDOWS
854 	if ( Screen_mode == sm && W95DisplayMode == VR_screen_mode) {
855 		dd_gr_set_current_canvas( &dd_VR_screen_pages[VR_current_page] );
856 		return 1;
857 	}
858 #else
859 	if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
860 		gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
861 		return 1;
862 	}
863 #endif
864 
865 #ifdef OGL
866 	if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
867 
868 		gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
869 		ogl_set_screen_mode();
870 		return 1;
871 	}
872 #endif
873 
874 #ifdef EDITOR
875 	Canv_editor = NULL;
876 #endif
877 
878 	Screen_mode = sm;
879 
880 	switch( Screen_mode )
881 	{
882 		case SCREEN_MENU:
883 		#ifdef WINDOWS
884 			//mouse_set_mode(0);
885 			//ShowCursorW();
886 			if (!(VR_screen_flags & VRF_COMPATIBLE_MENUS)) {
887 			// HACK!!!  Meant to save window size when switching from
888 			// non-compat menu mode to menu mode.
889 				saved_window_w = Game_window_w;
890 				saved_window_h = Game_window_h;
891 				force_mode_change = 1;
892 			}
893 			if (W95DisplayMode != SM95_640x480x8) {
894 //@@				piggy_bitmap_page_out_all_w();		// 2D GFX Flush cache.
895 				DDSETDISPLAYMODE(SM95_640x480x8);
896 				dd_gr_init_screen();
897 				if (!gr_palette_faded_out) gr_palette_load(gr_palette);
898 			}
899 
900 			dd_gr_init_sub_canvas(&dd_VR_screen_pages[0], dd_grd_screencanv,
901 									0,0,
902 									dd_grd_screencanv->canvas.cv_bitmap.bm_w,
903 									dd_grd_screencanv->canvas.cv_bitmap.bm_h);
904 			dd_gr_init_sub_canvas(&dd_VR_screen_pages[1], dd_grd_screencanv,
905 									0,0,
906 									dd_grd_screencanv->canvas.cv_bitmap.bm_w,
907 									dd_grd_screencanv->canvas.cv_bitmap.bm_h);
908 			MenuHires = 1;
909 			FontHires = FontHiresAvailable;
910 
911 		#else
912 		{
913 			int menu_mode;
914 
915 			MenuHires = MenuHiresAvailable;		//do highres if we can
916 
917 #if defined(POLY_ACC)
918 				#ifndef MACINTOSH
919 	            menu_mode = MenuHires?SM(640,480):SM(320,200);
920 				#else
921 					menu_mode = PAEnabled?SM_640x480x15xPA:SM_640x480V;
922 				#endif
923 #else
924             menu_mode = MenuHires?SM(640,480):SM(320,200);
925 #endif
926 
927 			if (VGA_current_mode != menu_mode) {
928 				if (gr_set_mode(menu_mode))
929 					Error("Cannot set screen mode for menu");
930 				if (!gr_palette_faded_out)
931 					gr_palette_load(gr_palette);
932 			}
933 
934 			gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
935 			gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
936 
937 			FontHires = FontHiresAvailable && MenuHires;
938 
939 		}
940 		#endif
941 		break;
942 
943 	case SCREEN_GAME:
944 	#ifdef WINDOWS
945 		//mouse_set_mode(1);
946 		HideCursorW();
947 		if (force_mode_change || (W95DisplayMode != VR_screen_mode)) {
948 
949 			DDSETDISPLAYMODE(VR_screen_mode);
950 //@@			piggy_bitmap_page_out_all_w();		// 2D GFX Flush cache.
951 			dd_gr_init_screen();
952 			mprintf((0, "Reinitializing render buffers due to display mode change.\n"));
953 			game_init_render_buffers(W95DisplayMode,
954 					GRMODEINFO(rw), GRMODEINFO(rh),
955 					VR_render_mode, VR_screen_flags);
956 
957 			reset_cockpit();
958 		}
959 	#else
960 		if (VGA_current_mode != VR_screen_mode) {
961 			if (gr_set_mode(VR_screen_mode))	{
962 				Error("Cannot set desired screen mode for game!");
963 				//we probably should do something else here, like select a standard mode
964 			}
965 			#ifdef MACINTOSH
966 			if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
967 				joydefs_calibrate();
968 			#endif
969 			reset_cockpit();
970 		}
971 	#endif
972 
973 		if ( VR_render_mode == VR_NONE )
974 		{
975 			max_window_w = grd_curscreen->sc_w;
976 			max_window_h = grd_curscreen->sc_h;
977 
978 			if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
979 				if (Cockpit_mode == CM_STATUS_BAR)
980 		      	max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
981 			}
982 			else if (Cockpit_mode != CM_LETTERBOX)
983 				Cockpit_mode = CM_FULL_SCREEN;
984 
985 	      if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
986 				Game_window_w = max_window_w;
987 				Game_window_h = max_window_h;
988 	      }
989 
990 		}
991 		else
992 			Cockpit_mode = CM_FULL_SCREEN;
993 
994 		#ifdef WINDOWS
995 		//	Super hack.   If we are switching from a 320x200 game to 640x480.
996 		//						and we were in a menumode when switching, we don't
997 		//						restore Game_window vals
998 			if (force_mode_change && (W95DisplayMode == SM95_320x200x8X)) {
999 				Game_window_w = saved_window_w;
1000 				Game_window_h = saved_window_h;
1001 				force_mode_change = 0;
1002 			}
1003 		#endif
1004 
1005 
1006 	//	Define screen pages for game mode
1007 	// If we designate through screen_flags to use paging, then do so.
1008 		WINDOS(
1009 			dd_gr_init_sub_canvas( &dd_VR_screen_pages[0], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1010 			gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1011 		);
1012 
1013 		if ( VR_screen_flags&VRF_USE_PAGING ) {
1014 		WINDOS(
1015 			dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_backcanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1016 			gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, grd_curscreen->sc_h, grd_curscreen->sc_w, grd_curscreen->sc_h )
1017 		);
1018 		}
1019 		else {
1020 		WINDOS (
1021 			dd_gr_init_sub_canvas( &dd_VR_screen_pages[1], dd_grd_screencanv, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ),
1022 			gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h )
1023 		);
1024 		}
1025 
1026 		init_cockpit();
1027 
1028 	#ifdef WINDOWS
1029 		FontHires = FontHiresAvailable && (Current_display_mode != 0);
1030 		MenuHires = 1;
1031 	#else
1032 		FontHires = FontHiresAvailable && (MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2)));
1033 	#endif
1034 
1035 		if ( VR_render_mode != VR_NONE )	{
1036 			// for 640x480 or higher, use hires font.
1037 			if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
1038 				FontHires = 1;
1039 			else
1040 				FontHires = 0;
1041 		}
1042 
1043 		break;
1044 	#ifdef EDITOR
1045 	case SCREEN_EDITOR:
1046 		if (grd_curscreen->sc_mode != SM(800,600))	{
1047 			int gr_error;
1048 			if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
1049 				Warning("Cannot init editor screen (error=%d)",gr_error);
1050 				return 0;
1051 			}
1052 		}
1053 		gr_palette_load( gr_palette );
1054 
1055 		gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
1056 		Canv_editor = &VR_editor_canvas;
1057 		gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1058 		gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
1059 		gr_set_current_canvas( Canv_editor );
1060 		init_editor_screen();   //setup other editor stuff
1061 		break;
1062 	#endif
1063 	default:
1064 		Error("Invalid screen mode %d",sm);
1065 	}
1066 
1067 	VR_current_page = 0;
1068 
1069 	WINDOS(
1070 		dd_gr_set_current_canvas(&dd_VR_screen_pages[VR_current_page]),
1071 		gr_set_current_canvas( &VR_screen_pages[VR_current_page] )
1072 	);
1073 
1074 	if ( VR_screen_flags&VRF_USE_PAGING )	{
1075 	WINDOS(
1076 		dd_gr_flip(),
1077 		gr_show_canvas( &VR_screen_pages[VR_current_page] )
1078 	);
1079 	}
1080 #ifdef OGL
1081 	ogl_set_screen_mode();
1082 #endif
1083 
1084 	return 1;
1085 }
1086 
gr_toggle_fullscreen_game(void)1087 int gr_toggle_fullscreen_game(void){
1088 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
1089 	int i;
1090 	hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
1091 	//added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
1092 	//it seems to be that the screen mode change takes long enough that the key has already sent repeat codes, or that its unpress event gets dropped, etc.  This is a somewhat ugly fix, but it works.
1093 //	generic_key_handler(KEY_PADENTER,0);
1094 	key_flush();
1095 	//end addition -MM
1096 	return i;
1097 #else
1098 	hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
1099 	return -1;
1100 #endif
1101 }
1102 
1103 int arch_toggle_fullscreen_menu(void);
1104 
gr_toggle_fullscreen_menu(void)1105 int gr_toggle_fullscreen_menu(void){
1106 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
1107 	int i;
1108 	i=arch_toggle_fullscreen_menu();
1109 
1110 //	generic_key_handler(KEY_PADENTER,0);
1111 	key_flush();
1112 
1113 	return i;
1114 #else
1115 	return -1;
1116 #endif
1117 }
1118 
1119 static int timer_paused=0;
1120 
stop_time()1121 void stop_time()
1122 {
1123 	if (timer_paused==0) {
1124 		fix time;
1125 		time = timer_get_fixed_seconds();
1126 		last_timer_value = time - last_timer_value;
1127 		if (last_timer_value < 0) {
1128 			#if defined(TIMER_TEST) && !defined(NDEBUG)
1129 			Int3();		//get Matt!!!!
1130 			#endif
1131 			last_timer_value = 0;
1132 		}
1133 		#if defined(TIMER_TEST) && !defined(NDEBUG)
1134 		time_stopped = time;
1135 		#endif
1136 	}
1137 	timer_paused++;
1138 
1139 	#if defined(TIMER_TEST) && !defined(NDEBUG)
1140 	stop_count++;
1141 	#endif
1142 }
1143 
start_time()1144 void start_time()
1145 {
1146 	timer_paused--;
1147 	Assert(timer_paused >= 0);
1148 	if (timer_paused==0) {
1149 		fix time;
1150 		time = timer_get_fixed_seconds();
1151 		#if defined(TIMER_TEST) && !defined(NDEBUG)
1152 		if (last_timer_value < 0)
1153 			Int3();		//get Matt!!!!
1154 		}
1155 		#endif
1156 		last_timer_value = time - last_timer_value;
1157 		#if defined(TIMER_TEST) && !defined(NDEBUG)
1158 		time_started = time;
1159 		#endif
1160 	}
1161 
1162 	#if defined(TIMER_TEST) && !defined(NDEBUG)
1163 	start_count++;
1164 	#endif
1165 }
1166 
1167 MAC(extern ubyte joydefs_calibrating;)
1168 
1169 void game_flush_inputs()
1170 {
1171 	int dx,dy;
1172 	key_flush();
1173 	joy_flush();
1174 	mouse_flush();
1175 	#ifdef MACINTOSH
1176 	if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating )		// only reset mouse when not in menu or not calibrating
1177 	#endif
1178 		mouse_get_delta( &dx, &dy );	// Read mouse
1179 	memset(&Controls,0,sizeof(control_info));
1180 }
1181 
1182 void reset_time()
1183 {
1184 	last_timer_value = timer_get_fixed_seconds();
1185 
1186 }
1187 
1188 #ifndef RELEASE
1189 extern int Saving_movie_frames;
1190 int Movie_fixed_frametime;
1191 #else
1192 #define Saving_movie_frames	0
1193 #define Movie_fixed_frametime	0
1194 #endif
1195 
1196 //added on 8/18/98 by Victor Rachels to add maximum framerate
1197 int maxfps = 80;
1198 //end this section
1199 
1200 void calc_frame_time()
1201 {
1202 	fix timer_value,last_frametime = FrameTime;
1203 
1204 	#if defined(TIMER_TEST) && !defined(NDEBUG)
1205 	_last_frametime = last_frametime;
1206 	#endif
1207 
1208 	timer_value = timer_get_fixed_seconds();
1209 	FrameTime = timer_value - last_timer_value;
1210 
1211 	do {
1212 	    timer_value = timer_get_fixed_seconds();
1213 	    FrameTime = timer_value - last_timer_value;
1214 	    if (FrameTime < f1_0/maxfps);
1215 			timer_delay(1);
1216 	} while (FrameTime < f1_0/maxfps);
1217 
1218 	#if defined(TIMER_TEST) && !defined(NDEBUG)
1219 	_timer_value = timer_value;
1220 	#endif
1221 
1222 	#ifndef NDEBUG
1223 	if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
1224 		mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
1225 		if (FrameTime == 0)
1226 			Int3();	//	Call Mike or Matt or John!  Your interrupts are probably trashed!
1227 //		if ( !dpmi_virtual_memory )
1228 //			Int3();		//Get MATT if hit this!
1229 	}
1230 	#endif
1231 
1232 	#if defined(TIMER_TEST) && !defined(NDEBUG)
1233 	actual_last_timer_value = last_timer_value;
1234 	#endif
1235 
1236 	if ( Game_turbo_mode )
1237 		FrameTime *= 2;
1238 
1239 	// Limit frametime to be between 5 and 150 fps.
1240 	RealFrameTime = FrameTime;
1241 	if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
1242 	if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
1243 
1244 	last_timer_value = timer_value;
1245 
1246 	if (FrameTime < 0)						//if bogus frametime...
1247 		FrameTime = last_frametime;		//...then use time from last frame
1248 
1249 	#ifndef NDEBUG
1250 	if (fixed_frametime) FrameTime = fixed_frametime;
1251 	#endif
1252 
1253 	#ifndef NDEBUG
1254 	// Pause here!!!
1255 	if ( Debug_pause )      {
1256 		int c;
1257 		c = 0;
1258 		while( c==0 )
1259 			c = key_peekkey();
1260 
1261 		if ( c == KEY_P )       {
1262 			Debug_pause = 0;
1263 			c = key_inkey();
1264 		}
1265 		last_timer_value = timer_get_fixed_seconds();
1266 	}
1267 	#endif
1268 
1269 	#if Arcade_mode
1270 		FrameTime /= 2;
1271 	#endif
1272 
1273 	#if defined(TIMER_TEST) && !defined(NDEBUG)
1274 	stop_count = start_count = 0;
1275 	#endif
1276 
1277 	//	Set value to determine whether homing missile can see target.
1278 	//	The lower frametime is, the more likely that it can see its target.
1279 	if (FrameTime <= F1_0/64)
1280 		Min_trackable_dot = MIN_TRACKABLE_DOT;	// -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1281 	else if (FrameTime < F1_0/32)
1282 		Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime;	// -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1283 	else if (FrameTime < F1_0/4)
1284 		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;
1285 	else
1286 		Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1287 
1288 }
1289 
1290 //--unused-- int Auto_flythrough=0;  //if set, start flythough automatically
1291 
1292 void move_player_2_segment(segment *seg,int side)
1293 {
1294 	vms_vector vp;
1295 
1296 	compute_segment_center(&ConsoleObject->pos,seg);
1297 	compute_center_point_on_side(&vp,seg,side);
1298 	vm_vec_sub2(&vp,&ConsoleObject->pos);
1299 	vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1300 
1301 	obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
1302 
1303 }
1304 
1305 #ifdef NETWORK
1306 void game_draw_time_left()
1307 {
1308         char temp_string[30];
1309         fix timevar;
1310         int i;
1311 
1312         gr_set_curfont( GAME_FONT );    //GAME_FONT
1313         gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1314 
1315         timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1316         i=f2i(timevar-ThisLevelTime);
1317         i++;
1318 
1319         sprintf( temp_string, "Time left: %d secs", i );
1320 
1321         if (i>=0)
1322          gr_string(0, 32, temp_string );
1323 }
1324 #endif
1325 
1326 
1327 extern int Game_pause;
1328 
1329 void do_photos();
1330 void level_with_floor();
1331 
1332 void modex_clear_box(int x,int y,int w,int h)
1333 {
1334 	grs_canvas *temp_canv,*save_canv;
1335 
1336 	save_canv = grd_curcanv;
1337 	temp_canv = gr_create_canvas(w,h);
1338 	gr_set_current_canvas(temp_canv);
1339 	gr_clear_canvas(BM_XRGB(0,0,0));
1340 	gr_set_current_canvas(save_canv);
1341 	gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1342 	gr_free_canvas(temp_canv);
1343 
1344 }
1345 
1346 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1347 
1348 // mac routine to drop contents of screen to a pict file using copybits
1349 // save a PICT to a file
1350 #ifdef MACINTOSH
1351 
1352 void SavePictScreen(int multiplayer)
1353 {
1354 	OSErr err;
1355 	int parid, i, count;
1356 	char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1357 	short fd;
1358 	FSSpec spec;
1359 	PicHandle pict_handle;
1360 	static int multi_count = 0;
1361 	StandardFileReply sf_reply;
1362 
1363 // dump the contents of the GameWindow into a picture using copybits
1364 
1365 	pict_handle = OpenPicture(&GameWindow->portRect);
1366 	if (pict_handle == NULL)
1367 		return;
1368 
1369 	CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1370 	ClosePicture();
1371 
1372 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1373 	if (!getcwd(cwd, FILENAME_MAX))
1374 		Int3();
1375 // create the fsspec
1376 
1377 	sprintf(filename, "screen%d", multi_count++);
1378 	pfilename = c2pstr(filename);
1379 	if (!multiplayer) {
1380 		show_cursor();
1381 		StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1382 		if (!sf_reply.sfGood)
1383 			goto end;
1384 		memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1385 		if (sf_reply.sfReplacing)
1386 			FSpDelete(&spec);
1387 		err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1388 		if (err)
1389 			goto end;
1390 	} else {
1391 //		parid = GetAppDirId();
1392 		err = FSMakeFSSpec(0, 0, pfilename, &spec);
1393 		if (err == nsvErr)
1394 			goto end;
1395 		if (err != fnfErr)
1396 			FSpDelete(&spec);
1397 		err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1398 		if (err != 0)
1399 			goto end;
1400 	}
1401 
1402 // write the PICT file
1403 	if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1404 		goto end;
1405 	memset(buf, 0, sizeof(buf));
1406 	count = 512;
1407 	if ( FSWrite(fd, &count, buf) )
1408 		goto end;
1409 	count = GetHandleSize((Handle)pict_handle);
1410 	HLock((Handle)pict_handle);
1411 	if ( FSWrite(fd, &count, *pict_handle) ) {
1412 		FSClose(fd);
1413 		FSpDelete(&spec);
1414 	}
1415 
1416 end:
1417 	HUnlock((Handle)pict_handle);
1418 	DisposeHandle((Handle)pict_handle);
1419 	FSClose(fd);
1420 	hide_cursor();
1421 	chdir(cwd);
1422 }
1423 
1424 #endif
1425 
1426 //automap_flag is now unused, since we just check if the screen we're
1427 //writing to is modex
1428 //if called from automap, current canvas is set to visible screen
1429 #ifndef OGL
1430 void save_screen_shot(int automap_flag)
1431 {
1432 #if defined(WINDOWS)
1433 	mprintf((0, "Doing screen shot thing.\n"));
1434 	win95_save_pcx_shot();
1435 
1436 #elif !defined(MACINTOSH)
1437 	fix t1;
1438 	char message[100];
1439 	grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1440 	grs_font *save_font;
1441 	static int savenum=0;
1442 	static int stereo_savenum=0;
1443 	grs_canvas *temp_canv,*temp_canv2,*save_canv;
1444         char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1445 	ubyte pal[768];
1446 	int w,h,aw,x,y;
1447 	int modex_flag;
1448 	int stereo=0;
1449 
1450 	temp_canv2=NULL;
1451 
1452 //	// Can't do screen shots in VR modes.
1453 //	if ( VR_render_mode != VR_NONE )
1454 //		return;
1455 
1456 	stop_time();
1457 
1458 	save_canv = grd_curcanv;
1459 
1460 	if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1461 		stereo = 1;
1462 
1463 	if ( stereo ) {
1464 		temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1465 		gr_set_current_canvas(temp_canv);
1466 		gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1467 
1468 		temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1469 		gr_set_current_canvas(temp_canv2);
1470 		gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1471 	}
1472 	else {
1473 		temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1474 		gr_set_current_canvas(temp_canv);
1475 		gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1476 	}
1477 
1478 	gr_set_current_canvas(save_canv);
1479 
1480 	if ( savenum > 99 ) savenum = 0;
1481 	if ( stereo_savenum > 99 ) stereo_savenum = 0;
1482 
1483 	if ( stereo ) {
1484 		sprintf(savename,"left%02d.pcx",stereo_savenum);
1485 		sprintf(savename2,"right%02d.pcx",stereo_savenum);
1486 		if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1487 		stereo_savenum++;
1488 		sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1489 	}
1490 	else {
1491 		sprintf(savename,"screen%02d.pcx",savenum++);
1492 		sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1493 	}
1494 
1495 	if (!automap_flag)		//if from automap, curcanv is already visible canv
1496 		gr_set_current_canvas(NULL);
1497 	modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1498 	if (!automap_flag && modex_flag)
1499 		gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1500 
1501 	save_font = grd_curcanv->cv_font;
1502 	gr_set_curfont(GAME_FONT);
1503 	gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1504 	gr_get_string_size(message,&w,&h,&aw);
1505 
1506 	if (modex_flag)
1507 		h *= 2;
1508 
1509 	//I changed how these coords were calculated for the high-res automap. -MT
1510 	//x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1511 	//y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1512 	x = (grd_curcanv->cv_w-w)/2;
1513 	y = (grd_curcanv->cv_h-h)/2;
1514 
1515 	if (modex_flag) {
1516 		modex_clear_box(x-2,y-2,w+4,h+4);
1517 		modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1518 	} else {
1519 		gr_setcolor(gr_find_closest_color_current(0,0,0));
1520 		gr_rect(x-2,y-2,x+w+2,y+h+2);
1521 		gr_printf(x,y,message);
1522 		gr_set_curfont(save_font);
1523 	}
1524 	t1 = timer_get_fixed_seconds() + F1_0;
1525 
1526 	gr_palette_read(pal);		//get actual palette from the hardware
1527 	pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1528 	if ( stereo )
1529 		pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1530 
1531 	while ( timer_get_fixed_seconds() < t1 );		// Wait so that messag stays up at least 1 second.
1532 
1533 	gr_set_current_canvas(screen_canv);
1534 
1535 	if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1536 		gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1537 
1538 	gr_free_canvas(temp_canv);
1539 	if ( stereo )
1540 		gr_free_canvas(temp_canv2);
1541 
1542 	gr_set_current_canvas(save_canv);
1543 	key_flush();
1544 	start_time();
1545 
1546 #else
1547 
1548 	grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1549 	grs_canvas *temp_canv, *save_canv;
1550 
1551 	// Can't do screen shots in VR modes.
1552 	if ( VR_render_mode != VR_NONE )
1553 		return;
1554 
1555 	stop_time();
1556 
1557 	save_canv = grd_curcanv;
1558 	temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1559 	if (!temp_canv)
1560 		goto shot_done;
1561 	gr_set_current_canvas( temp_canv );
1562 	gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1563 	gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1564 
1565 	show_cursor();
1566 	key_close();
1567 	if (Game_mode & GM_MULTI)
1568 		SavePictScreen(1);
1569 	else
1570 		SavePictScreen(0);
1571 	key_init();
1572 	hide_cursor();
1573 
1574 	gr_set_current_canvas(screen_canv);
1575 
1576 //	if (!automap_flag)
1577 		gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1578 
1579 	gr_free_canvas(temp_canv);
1580 shot_done:
1581 	gr_set_current_canvas(save_canv);
1582 	key_flush();
1583 	start_time();
1584 	#endif
1585 }
1586 
1587 #endif
1588 
1589 //initialize flying
1590 void fly_init(object *obj)
1591 {
1592 	obj->control_type = CT_FLYING;
1593 	obj->movement_type = MT_PHYSICS;
1594 
1595 	vm_vec_zero(&obj->mtype.phys_info.velocity);
1596 	vm_vec_zero(&obj->mtype.phys_info.thrust);
1597 	vm_vec_zero(&obj->mtype.phys_info.rotvel);
1598 	vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1599 }
1600 
1601 //void morph_test(), morph_step();
1602 
1603 
1604 //	------------------------------------------------------------------------------------
1605 
1606 void test_anim_states();
1607 
1608 #include "fvi.h"
1609 
1610 //put up the help message
1611 void do_show_help()
1612 {
1613 	show_help();
1614 }
1615 
1616 
1617 extern int been_in_editor;
1618 
1619 //	------------------------------------------------------------------------------------
1620 void do_cloak_stuff(void)
1621 {
1622 	int i;
1623 	for (i = 0; i < N_players; i++)
1624 		if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1625 			// mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1626 			if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1627 				Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1628 				if (i == Player_num) {
1629 					digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1630 					#ifdef NETWORK
1631 					if (Game_mode & GM_MULTI)
1632 						multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1633 					maybe_drop_net_powerup(POW_CLOAK);
1634 					multi_send_decloak(); // For demo recording
1635 					#endif
1636 //					mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1637 				}
1638 			}
1639 		}
1640 }
1641 
1642 int FakingInvul=0;
1643 
1644 //	------------------------------------------------------------------------------------
1645 void do_invulnerable_stuff(void)
1646 {
1647 	if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1648 		if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1649 			Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1650 			if (FakingInvul==0)
1651 			{
1652 				digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1653 				#ifdef NETWORK
1654 				if (Game_mode & GM_MULTI)
1655 				{
1656 					multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1657 					maybe_drop_net_powerup(POW_INVULNERABILITY);
1658 				}
1659 				#endif
1660 				mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1661 			}
1662 			FakingInvul=0;
1663 		}
1664 	}
1665 }
1666 
1667 ubyte	Last_afterburner_state = 0;
1668 fix Last_afterburner_charge = 0;
1669 
1670 #define AFTERBURNER_LOOP_START	((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2))		//20098
1671 #define AFTERBURNER_LOOP_END		((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2))		//25776
1672 
1673 int	Ab_scale = 4;
1674 
1675 //@@//	------------------------------------------------------------------------------------
1676 //@@void afterburner_shake(void)
1677 //@@{
1678 //@@	int	rx, rz;
1679 //@@
1680 //@@	rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1681 //@@	rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1682 //@@
1683 //@@	// -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1684 //@@	ConsoleObject->mtype.phys_info.rotvel.x += rx;
1685 //@@	ConsoleObject->mtype.phys_info.rotvel.z += rz;
1686 //@@
1687 //@@}
1688 
1689 //	------------------------------------------------------------------------------------
1690 #ifdef NETWORK
1691 extern void multi_send_sound_function (char,char);
1692 #endif
1693 
1694 void do_afterburner_stuff(void)
1695 {
1696    if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1697 		Afterburner_charge=0;
1698 
1699 	if (Endlevel_sequence || Player_is_dead)
1700 		{
1701 		 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1702 #ifdef NETWORK
1703 		 multi_send_sound_function (0,0);
1704 #endif
1705 		}
1706 
1707 	if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1708 
1709 		if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1710 			digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1711 #ifdef NETWORK
1712 			if (Game_mode & GM_MULTI)
1713 				multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1714 #endif
1715 		} else {
1716 			digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1717 			digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1718 #ifdef NETWORK
1719 			if (Game_mode & GM_MULTI)
1720 			 	multi_send_sound_function (0,0);
1721 #endif
1722 			mprintf((0,"Killing afterburner sound\n"));
1723 		}
1724 	}
1725 
1726 	//@@if (Controls.afterburner_state && Afterburner_charge)
1727 	//@@	afterburner_shake();
1728 
1729 	Last_afterburner_state = Controls.afterburner_state;
1730 	Last_afterburner_charge = Afterburner_charge;
1731 }
1732 
1733 // -- //	------------------------------------------------------------------------------------
1734 // -- //	if energy < F1_0/2, recharge up to F1_0/2
1735 // -- void recharge_energy_frame(void)
1736 // -- {
1737 // -- 	if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1738 // -- 		Players[Player_num].energy += FrameTime/4;
1739 // --
1740 // -- 		if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1741 // -- 			Players[Player_num].energy = Weapon_info[0].energy_usage;
1742 // -- 	}
1743 // -- }
1744 
1745 //	Amount to diminish guns towards normal, per second.
1746 #define	DIMINISH_RATE	16		//	gots to be a power of 2, else change the code in diminish_palette_towards_normal
1747 
1748 extern fix Flash_effect;
1749 
1750  //adds to rgb values for palette flash
1751 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1752 {
1753 	int	maxval;
1754 
1755 	PaletteRedAdd += _dr;
1756 	PaletteGreenAdd += _dg;
1757 	PaletteBlueAdd += _db;
1758 
1759 	// -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1760 
1761 	if (Flash_effect)
1762 		maxval = 60;
1763 	else
1764 		maxval = MAX_PALETTE_ADD;
1765 
1766 	if (PaletteRedAdd > maxval)
1767 		PaletteRedAdd = maxval;
1768 
1769 	if (PaletteGreenAdd > maxval)
1770 		PaletteGreenAdd = maxval;
1771 
1772 	if (PaletteBlueAdd > maxval)
1773 		PaletteBlueAdd = maxval;
1774 
1775 	if (PaletteRedAdd < -maxval)
1776 		PaletteRedAdd = -maxval;
1777 
1778 	if (PaletteGreenAdd < -maxval)
1779 		PaletteGreenAdd = -maxval;
1780 
1781 	if (PaletteBlueAdd < -maxval)
1782 		PaletteBlueAdd = -maxval;
1783 }
1784 
1785 fix	Time_flash_last_played;
1786 
1787 
1788 void game_palette_step_up( int r, int g, int b );
1789 //	------------------------------------------------------------------------------------
1790 //	Diminish palette effects towards normal.
1791 void diminish_palette_towards_normal(void)
1792 {
1793 	int	dec_amount = 0;
1794 
1795 	//	Diminish at DIMINISH_RATE units/second.
1796 	//	For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1797 	if (FrameTime < F1_0/DIMINISH_RATE) {
1798 		if (d_rand() < FrameTime*DIMINISH_RATE/2)	//	Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1799 			dec_amount = 1;
1800 	} else {
1801 		dec_amount = f2i(FrameTime*DIMINISH_RATE);		// one second = DIMINISH_RATE counts
1802 		if (dec_amount == 0)
1803 			dec_amount++;						// make sure we decrement by something
1804 	}
1805 
1806 	if (Flash_effect) {
1807 		int	force_do = 0;
1808 
1809 		//	Part of hack system to force update of palette after exiting a menu.
1810 		if (Time_flash_last_played) {
1811 			force_do = 1;
1812 			PaletteRedAdd ^= 1;	//	Very Tricky!  In gr_palette_step_up, if all stepups same as last time, won't do anything!
1813 		}
1814 
1815 		if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1816 			digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1817 			Time_flash_last_played = GameTime;
1818 		}
1819 
1820 		Flash_effect -= FrameTime;
1821 		if (Flash_effect < 0)
1822 			Flash_effect = 0;
1823 
1824 		if (force_do || (d_rand() > 4096 )) {
1825       	if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1826 	      	newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1827 
1828 			game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1829 
1830 			return;
1831 		}
1832 
1833 	}
1834 
1835 	if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1836 	if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1837 
1838 	if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1839 	if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1840 
1841 	if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1842 	if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1843 
1844 	if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1845 		newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1846 
1847 	game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1848 
1849 	//mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1850 }
1851 
1852 int	Redsave, Bluesave, Greensave;
1853 
1854 void palette_save(void)
1855 {
1856 	Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1857 }
1858 
1859 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1860 
1861 void game_palette_step_up( int r, int g, int b )
1862 {
1863 	if ( VR_use_reg_code )	{
1864 	#ifndef WINDOWS
1865 //		gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1866 	#endif
1867 	} else {
1868 		gr_palette_step_up( r, g, b );
1869 	}
1870 }
1871 
1872 void palette_restore(void)
1873 {
1874 	PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1875 	game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1876 
1877 	//	Forces flash effect to fixup palette next frame.
1878 	Time_flash_last_played = 0;
1879 }
1880 
1881 extern void dead_player_frame(void);
1882 
1883 
1884 //	--------------------------------------------------------------------------------------------------
1885 int allowed_to_fire_laser(void)
1886 {
1887 	if (Player_is_dead) {
1888 		Global_missile_firing_count = 0;
1889 		return 0;
1890 	}
1891 
1892 	//	Make sure enough time has elapsed to fire laser, but if it looks like it will
1893 	//	be a long while before laser can be fired, then there must be some mistake!
1894 	if (Next_laser_fire_time > GameTime)
1895 		if (Next_laser_fire_time < GameTime + 2*F1_0)
1896 			return 0;
1897 
1898 	return 1;
1899 }
1900 
1901 fix	Next_flare_fire_time = 0;
1902 #define	FLARE_BIG_DELAY	(F1_0*2)
1903 
1904 int allowed_to_fire_flare(void)
1905 {
1906 	if (Next_flare_fire_time > GameTime)
1907 		if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY)	//	In case time is bogus, never wait > 1 second.
1908 			return 0;
1909 
1910 	if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1911 		Next_flare_fire_time = GameTime + F1_0/4;
1912 	else
1913 		Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1914 
1915 	return 1;
1916 }
1917 
1918 int allowed_to_fire_missile(void)
1919 {
1920 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1921 	//	Make sure enough time has elapsed to fire missile, but if it looks like it will
1922 	//	be a long while before missile can be fired, then there must be some mistake!
1923 	if (Next_missile_fire_time > GameTime)
1924 		if (Next_missile_fire_time < GameTime + 5*F1_0)
1925 			return 0;
1926 
1927 	return 1;
1928 }
1929 
1930 void full_palette_save(void)
1931 {
1932 	palette_save();
1933 	apply_modified_palette();
1934 	reset_palette_add();
1935 	gr_palette_load( gr_palette );
1936 }
1937 
1938 extern int Death_sequence_aborted;
1939 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) );
1940 
1941 void show_help()
1942 {
1943 	int nitems;
1944 	newmenu_item m[25];
1945 	#ifdef MACINTOSH
1946 	char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1947 	#endif
1948 
1949 	m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC;
1950 	#ifndef MACINTOSH
1951 	m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2;
1952 	m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3;
1953 	#else
1954 	sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1955 	sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1956 	m[ 1].type = NM_TYPE_TEXT; m[1].text = save_help;
1957 	m[ 2].type = NM_TYPE_TEXT; m[2].text = restore_help;
1958 	#endif
1959 	m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2;
1960 	m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3;
1961 	m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4;
1962 	m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5;
1963 	#ifndef MACINTOSH
1964 	m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE;
1965 	#else
1966 	m[ 7].type = NM_TYPE_TEXT; m[ 7].text = "Pause (F15)\t  Pause";
1967 	#endif
1968 	m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_MINUSPLUS;
1969 	#ifndef MACINTOSH
1970 	m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN;
1971 	#else
1972 	m[ 9].type = NM_TYPE_TEXT; m[ 9].text = "printscrn (F13)\t  save screen shot";
1973 	#endif
1974 	m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5;
1975 	m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10;
1976 	m[12].type = NM_TYPE_TEXT; m[12].text = "Shift-F1\t  Cycle left window";
1977 	m[13].type = NM_TYPE_TEXT; m[13].text = "Shift-F2\t  Cycle right window";
1978 	m[14].type = NM_TYPE_TEXT; m[14].text = "Shift-F4\t  GuideBot menu";
1979 	#ifndef MACINTOSH
1980 	m[15].type = NM_TYPE_TEXT; m[15].text = "Alt-Shift-F4\t  Rename GuideBot";
1981 	#else
1982 	m[15].type = NM_TYPE_TEXT; m[15].text = "Opt-Shift-F4\t  Rename GuideBot";
1983 	#endif
1984 	m[16].type = NM_TYPE_TEXT; m[16].text = "Shift-F5\t  Drop primary";
1985 	m[17].type = NM_TYPE_TEXT; m[17].text = "Shift-F6\t  Drop secondary";
1986 	m[18].type = NM_TYPE_TEXT; m[18].text = "Shift-F7\t  Calibrate joystick";
1987 	m[19].type = NM_TYPE_TEXT; m[19].text = "Shift-number\t  GuideBot commands";
1988 	nitems = 20;
1989 	#ifdef MACINTOSH
1990 	sprintf(pixel_double_help, "%c-D\t  Toggle Pixel Double Mode", 133);
1991 	m[20].type = NM_TYPE_TEXT; m[20].text = pixel_double_help;
1992 	m[21].type = NM_TYPE_TEXT; m[21].text = "";
1993 	sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1994 	m[22].type = NM_TYPE_TEXT; m[22].text = command_help;
1995 	nitems = 23;
1996 	#endif
1997 
1998 	full_palette_save();
1999 
2000 	newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
2001 
2002 	palette_restore();
2003 }
2004 
2005 //temp function until Matt cleans up game sequencing
2006 extern void temp_reset_stuff_on_level();
2007 
2008 //deal with rear view - switch it on, or off, or whatever
2009 void check_rear_view()
2010 {
2011 
2012 	#define LEAVE_TIME 0x1000		//how long until we decide key is down	(Used to be 0x4000)
2013 
2014 	static int leave_mode;
2015 	static fix entry_time;
2016 
2017 	if ( Controls.rear_view_down_count )	{		//key/button has gone down
2018 
2019 		if (Rear_view) {
2020 			Rear_view = 0;
2021 			if (Cockpit_mode==CM_REAR_VIEW) {
2022 				select_cockpit(Cockpit_mode_save);
2023 				Cockpit_mode_save = -1;
2024 			}
2025 			if (Newdemo_state == ND_STATE_RECORDING)
2026 				newdemo_record_restore_rearview();
2027 		}
2028 		else {
2029 			Rear_view = 1;
2030 			leave_mode = 0;		//means wait for another key
2031 			entry_time = timer_get_fixed_seconds();
2032 			if (Cockpit_mode == CM_FULL_COCKPIT) {
2033 				Cockpit_mode_save = Cockpit_mode;
2034 				select_cockpit(CM_REAR_VIEW);
2035 			}
2036 			if (Newdemo_state == ND_STATE_RECORDING)
2037 				newdemo_record_rearview();
2038 		}
2039 	}
2040 	else
2041 		if (Controls.rear_view_down_state) {
2042 
2043 			if (leave_mode==0 && (timer_get_fixed_seconds()-entry_time)>LEAVE_TIME)
2044 				leave_mode = 1;
2045 		}
2046 		else {
2047 
2048 			//@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
2049 
2050 			if (leave_mode==1 && Rear_view) {
2051 				Rear_view = 0;
2052 				if (Cockpit_mode==CM_REAR_VIEW) {
2053 					select_cockpit(Cockpit_mode_save);
2054 					Cockpit_mode_save = -1;
2055 				}
2056 				if (Newdemo_state == ND_STATE_RECORDING)
2057 					newdemo_record_restore_rearview();
2058 			}
2059 		}
2060 }
2061 
2062 void reset_rear_view(void)
2063 {
2064 	if (Rear_view) {
2065 		if (Newdemo_state == ND_STATE_RECORDING)
2066 			newdemo_record_restore_rearview();
2067 	}
2068 
2069 	Rear_view = 0;
2070 
2071 	if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
2072 		if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
2073 			Cockpit_mode_save = CM_FULL_COCKPIT;
2074 		select_cockpit(Cockpit_mode_save);
2075 		Cockpit_mode_save	= -1;
2076 	}
2077 
2078 }
2079 
2080 int Automap_flag;
2081 int Config_menu_flag;
2082 
2083 jmp_buf LeaveGame;
2084 
2085 int Cheats_enabled=0;
2086 
2087 extern int Laser_rapid_fire;
2088 extern void do_lunacy_on(), do_lunacy_off();
2089 
2090 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
2091 extern char BounceCheat,HomingCheat,OldHomingState[20];
2092 extern char AcidCheatOn,old_IntMethod, Monster_mode;
2093 extern int Buddy_dude_cheat;
2094 
2095 //turns off active cheats
2096 void turn_cheats_off()
2097 {
2098 	int i;
2099 
2100 	if (HomingCheat)
2101 		for (i=0;i<20;i++)
2102 			Weapon_info[i].homing_flag=OldHomingState[i];
2103 
2104 	if (AcidCheatOn)
2105 	{
2106 		AcidCheatOn=0;
2107 		Interpolation_method=old_IntMethod;
2108 	}
2109 
2110 	Buddy_dude_cheat = 0;
2111 	BounceCheat=0;
2112    HomingCheat=0;
2113 	do_lunacy_off();
2114 	Laser_rapid_fire = 0;
2115 	Physics_cheat_flag = 0;
2116 	Monster_mode = 0;
2117 	Robots_kill_robots_cheat=0;
2118 	Robot_firing_enabled = 1;
2119 }
2120 
2121 //turns off all cheats & resets cheater flag
2122 void game_disable_cheats()
2123 {
2124 	turn_cheats_off();
2125 	Cheats_enabled=0;
2126 }
2127 
2128 
2129 //	game_setup()
2130 // ----------------------------------------------------------------------------
2131 
2132 void game_setup(void)
2133 {
2134 	//@@int demo_playing=0;
2135 	//@@int multi_game=0;
2136 
2137 	do_lunacy_on();		//	Copy values for insane into copy buffer in ai.c
2138 	do_lunacy_off();		//	Restore true insane mode.
2139 
2140 	Game_aborted = 0;
2141 	last_drawn_cockpit[0] = -1;				// Force cockpit to redraw next time a frame renders.
2142 	last_drawn_cockpit[1] = -1;				// Force cockpit to redraw next time a frame renders.
2143 	Endlevel_sequence = 0;
2144 
2145 	//@@if ( Newdemo_state == ND_STATE_PLAYBACK )
2146 	//@@	demo_playing = 1;
2147 	//@@if ( Game_mode & GM_MULTI )
2148 	//@@	multi_game = 1;
2149 
2150 	set_screen_mode(SCREEN_GAME);
2151 	reset_palette_add();
2152 
2153 	set_warn_func(game_show_warning);
2154 
2155 	init_cockpit();
2156 	init_gauges();
2157 	//digi_init_sounds();
2158 
2159 	//keyd_repeat = 0;                // Don't allow repeat in game
2160 	keyd_repeat = 1;                // Do allow repeat in game
2161 
2162 #if !defined(WINDOWS) && !defined(MACINTOSH)
2163 	//_MARK_("start of game");
2164 #endif
2165 
2166 	#ifdef EDITOR
2167 		if (Segments[ConsoleObject->segnum].segnum == -1)      //segment no longer exists
2168 			obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
2169 
2170 		if (!check_obj_seg(ConsoleObject))
2171 			move_player_2_segment(Cursegp,Curside);
2172 	#endif
2173 
2174 	Viewer = ConsoleObject;
2175 	fly_init(ConsoleObject);
2176 
2177 	Game_suspended = 0;
2178 
2179 	reset_time();
2180 	FrameTime = 0;			//make first frame zero
2181 
2182 	#ifdef EDITOR
2183 	if (Current_level_num == 0) {			//not a real level
2184 		init_player_stats_game();
2185 		init_ai_objects();
2186 	}
2187 	#endif
2188 
2189 	fix_object_segs();
2190 
2191 	game_flush_inputs();
2192 
2193 }
2194 
2195 
2196 #ifdef NETWORK
2197 extern char IWasKicked;
2198 #endif
2199 
2200 
2201 //	------------------------------------------------------------------------------------
2202 //this function is the game.  called when game mode selected.  runs until
2203 //editor mode or exit selected
2204 void game()
2205 {
2206 	game_setup();								// Replaces what was here earlier.
2207 													// Good for Windows Sake.
2208 
2209 #ifdef MWPROFILE
2210 	ProfilerSetStatus(1);
2211 #endif
2212 
2213 	if ( setjmp(LeaveGame)==0 )	{
2214 		while (1) {
2215 			int player_shields;
2216 
2217 			// GAME LOOP!
2218 			Automap_flag = 0;
2219 			Config_menu_flag = 0;
2220 
2221 			if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
2222 			  {
2223 			    mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
2224 			    //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2225 			  }
2226 
2227 			player_shields = Players[Player_num].shields;
2228 
2229 		#ifdef WINDOWS
2230 		{
2231 			MSG msg;
2232 			DoMessageStuff(&msg);		// Do Windows event handling.
2233 			if (_RedrawScreen) {
2234 				_RedrawScreen = FALSE;
2235 				load_palette(Current_level_palette,1,1);
2236 				gr_palette_load(gr_palette);
2237 			}
2238 		}
2239 		#endif
2240 
2241 			ExtGameStatus=GAMESTAT_RUNNING;
2242 			GameLoop( 1, 1 );		// Do game loop with rendering and reading controls.
2243 
2244 			//if the player is taking damage, give up guided missile control
2245 			if (Players[Player_num].shields != player_shields)
2246 				release_guided_missile(Player_num);
2247 
2248 			//see if redbook song needs to be restarted
2249 			songs_check_redbook_repeat();	// Handle RedBook Audio Repeating.
2250 
2251 			if (Config_menu_flag) 	{
2252 				int double_save = Scanline_double;
2253 
2254 				//WIN(mouse_set_mode(0));
2255 				if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add();	apply_modified_palette(); gr_palette_load( gr_palette ); }
2256 				do_options_menu();
2257 				if (Scanline_double != double_save)	init_cockpit();
2258 				if (!(Game_mode&GM_MULTI)) palette_restore();
2259 				//WIN(mouse_set_mode(1));
2260 			}
2261 
2262 			if (Automap_flag) {
2263 				int save_w=Game_window_w,save_h=Game_window_h;
2264 				do_automap(0);
2265 				Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2266 				Game_window_w=save_w; Game_window_h=save_h;
2267 				init_cockpit();
2268 				last_drawn_cockpit[0] = -1;
2269 				last_drawn_cockpit[1] = -1;
2270 			}
2271 
2272 			if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) )	{
2273 				int choice, fmode;
2274 				fmode = Function_mode;
2275 				Function_mode = FMODE_GAME;
2276 				palette_save();
2277 				apply_modified_palette();
2278 				reset_palette_add();
2279 				gr_palette_load( gr_palette );
2280 				choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2281 				palette_restore();
2282 				Function_mode = fmode;
2283 				if (choice==0)	{
2284 					Auto_demo = 0;
2285 					newdemo_stop_playback();
2286 					Function_mode = FMODE_MENU;
2287 				} else {
2288 					Function_mode = FMODE_GAME;
2289 				}
2290 			}
2291 
2292 			if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2293 #ifdef NETWORK
2294 				       	&& !IWasKicked
2295 #endif
2296 			   )		{
2297 				int choice, fmode;
2298 				fmode = Function_mode;
2299 				Function_mode = FMODE_GAME;
2300 				palette_save();
2301 				apply_modified_palette();
2302 				reset_palette_add();
2303 				gr_palette_load( gr_palette );
2304 				ExtGameStatus=GAMESTAT_ABORT_GAME;
2305 				choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2306 				palette_restore();
2307 				Function_mode = fmode;
2308 				if (choice != 0)
2309 					Function_mode = FMODE_GAME;
2310 			}
2311 
2312 #ifdef NETWORK
2313 			IWasKicked=0;
2314 #endif
2315 			if (Function_mode != FMODE_GAME)
2316 				longjmp(LeaveGame,0);
2317 
2318 			#ifdef APPLE_DEMO
2319 			if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() )		// idle in game for 1 minutes means exit
2320 				longjmp(LeaveGame,0);
2321 			#endif
2322 		}
2323 	}
2324 
2325 #ifdef MWPROFILE
2326 	ProfilerSetStatus(0);
2327 #endif
2328 
2329 	digi_stop_all();
2330 
2331 	if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2332 		newdemo_stop_recording();
2333 
2334 	#ifdef NETWORK
2335 	multi_leave_game();
2336 	#endif
2337 
2338 	if ( Newdemo_state == ND_STATE_PLAYBACK )
2339  		newdemo_stop_playback();
2340 
2341    if (Cockpit_mode_save!=-1)
2342 	 {
2343 		Cockpit_mode=Cockpit_mode_save;
2344 		Cockpit_mode_save=-1;
2345 	 }
2346 
2347 	if (Function_mode != FMODE_EDITOR)
2348 		gr_palette_fade_out(gr_palette,32,0);			// Fade out before going to menu
2349 
2350 //@@	if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR))	{
2351 //@@		scores_maybe_add_player(Game_aborted);
2352 //@@	}
2353 
2354 #if !defined(WINDOWS) && !defined(MACINTOSH)
2355 	//_MARK_("end of game");
2356 #endif
2357 
2358 	clear_warn_func(game_show_warning);     //don't use this func anymore
2359 
2360 	game_disable_cheats();
2361 
2362 	#ifdef APPLE_DEMO
2363 	Function_mode = FMODE_EXIT;		// get out of game in Apple OEM version
2364 	#endif
2365 }
2366 
2367 //called at the end of the program
2368 void close_game()
2369 {
2370 #ifdef WINDOWS
2371 	if (dd_VR_offscreen_buffer) {
2372 		if (dd_grd_backcanv != dd_VR_offscreen_buffer) {
2373 			dd_gr_free_canvas(dd_VR_offscreen_buffer);
2374 		}
2375 		dd_VR_offscreen_buffer = NULL;
2376 		VR_offscreen_buffer = NULL;
2377 	}
2378 #else
2379 	if (VR_offscreen_buffer)	{
2380 		gr_free_canvas(VR_offscreen_buffer);
2381 		VR_offscreen_buffer = NULL;
2382 	}
2383 #endif
2384 
2385 	close_gauge_canvases();
2386 
2387 	restore_effect_bitmap_icons();
2388 
2389 #if !defined(MACINTOSH) && !defined(WINDOWS)
2390 	if (Game_cockpit_copy_code)	{
2391 		d_free(Game_cockpit_copy_code);
2392 		Game_cockpit_copy_code = NULL;
2393 	}
2394 #else
2395 	if (Game_cockpit_copy_code)
2396 		Game_cockpit_copy_code = 0;
2397 #endif
2398 
2399 	if (background_bitmap.bm_data)
2400 		d_free(background_bitmap.bm_data);
2401 
2402 	clear_warn_func(game_show_warning);     //don't use this func anymore
2403 }
2404 
2405 #ifdef WINDOWS
2406 dd_grs_canvas * get_current_game_screen()
2407 {
2408 	return &dd_VR_screen_pages[VR_current_page];
2409 }
2410 
2411 #else
2412 
2413 grs_canvas * get_current_game_screen()
2414 {
2415 	return &VR_screen_pages[VR_current_page];
2416 }
2417 #endif
2418 
2419 
2420 extern void kconfig_center_headset();
2421 
2422 
2423 #ifndef	NDEBUG
2424 void	speedtest_frame(void);
2425 int	Debug_slowdown=0;
2426 #endif
2427 
2428 #ifdef EDITOR
2429 extern void player_follow_path(object *objp);
2430 extern void check_create_player_path(void);
2431 
2432 #endif
2433 
2434 extern	int	Do_appearance_effect;
2435 
2436 object *Missile_viewer=NULL;
2437 
2438 int Missile_view_enabled = 1;
2439 
2440 int Marker_viewer_num[2]={-1,-1};
2441 int Coop_view_player[2]={-1,-1};
2442 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2443 
2444 //returns ptr to escort robot, or NULL
2445 object *find_escort()
2446 {
2447 	int i;
2448 
2449 	for (i=0; i<=Highest_object_index; i++)
2450 		if (Objects[i].type == OBJ_ROBOT)
2451 			if (Robot_info[Objects[i].id].companion)
2452 				return &Objects[i];
2453 
2454 	return NULL;
2455 }
2456 
2457 extern void process_super_mines_frame(void);
2458 extern void do_seismic_stuff(void);
2459 
2460 #ifndef RELEASE
2461 int Saving_movie_frames=0;
2462 int __Movie_frame_num=0;
2463 
2464 #define MAX_MOVIE_BUFFER_FRAMES 250
2465 #define MOVIE_FRAME_SIZE	(320 * 200)
2466 
2467 ubyte *Movie_frame_buffer;
2468 int Movie_frame_counter;
2469 ubyte Movie_pal[768];
2470 char movie_path[50] = ".\\";
2471 
2472 grs_bitmap Movie_bm;
2473 
2474 void flush_movie_buffer()
2475 {
2476 	char savename[128];
2477 	int f;
2478 
2479 	stop_time();
2480 
2481 	mprintf((0,"Flushing movie buffer..."));
2482 
2483 	Movie_bm.bm_data = Movie_frame_buffer;
2484 
2485 	for (f=0;f<Movie_frame_counter;f++) {
2486 		sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2487 		__Movie_frame_num++;
2488 		pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2489 		Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2490 
2491 		if (f % 5 == 0)
2492 			mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2493 	}
2494 
2495 	Movie_frame_counter=0;
2496 
2497 	mprintf((0,"done   \n"));
2498 
2499 	start_time();
2500 }
2501 
2502 void toggle_movie_saving()
2503 {
2504 	int exit;
2505 
2506 	Saving_movie_frames = !Saving_movie_frames;
2507 
2508 	if (Saving_movie_frames) {
2509 		newmenu_item m[1];
2510 
2511 		m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2512 		exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2513 
2514 		if (exit==-1) {
2515 			Saving_movie_frames = 0;
2516 			return;
2517 		}
2518 
2519 		while (isspace(movie_path[strlen(movie_path)-1]))
2520 			movie_path[strlen(movie_path)-1] = 0;
2521 		if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2522 			strcat(movie_path,"\\");
2523 
2524 
2525 		if (!Movie_frame_buffer) {
2526 			Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2527 			if (!Movie_frame_buffer) {
2528 				Int3();
2529 				Saving_movie_frames=0;
2530 			}
2531 
2532 			Movie_frame_counter=0;
2533 
2534 			Movie_bm.bm_x = Movie_bm.bm_y = 0;
2535 			Movie_bm.bm_w = 320;
2536 			Movie_bm.bm_h = 200;
2537 			Movie_bm.bm_type = BM_LINEAR;
2538 			Movie_bm.bm_flags = 0;
2539 			Movie_bm.bm_rowsize = 320;
2540 			Movie_bm.bm_handle = 0;
2541 
2542 			gr_palette_read(Movie_pal);		//get actual palette from the hardware
2543 
2544 			if (Newdemo_state == ND_STATE_PLAYBACK)
2545 				Newdemo_do_interpolate = 0;
2546 		}
2547 	}
2548 	else {
2549 		flush_movie_buffer();
2550 
2551 		if (Newdemo_state == ND_STATE_PLAYBACK)
2552 			Newdemo_do_interpolate = 1;
2553 	}
2554 
2555 }
2556 
2557 void save_movie_frame()
2558 {
2559 	memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2560 
2561 	Movie_frame_counter++;
2562 
2563 	if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2564 		flush_movie_buffer();
2565 
2566 }
2567 
2568 #endif
2569 
2570 extern int Level_shake_duration;
2571 
2572 //if water or fire level, make occasional sound
2573 void do_ambient_sounds()
2574 {
2575 	int has_water,has_lava;
2576 	int sound;
2577 
2578 	has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2579 	has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2580 
2581 	if (has_lava) {							//has lava
2582 		sound = SOUND_AMBIENT_LAVA;
2583 		if (has_water && (d_rand() & 1))	//both, pick one
2584 			sound = SOUND_AMBIENT_WATER;
2585 	}
2586 	else if (has_water)						//just water
2587 		sound = SOUND_AMBIENT_WATER;
2588 	else
2589 		return;
2590 
2591 	if (((d_rand() << 3) < FrameTime)) {						//play the sound
2592 		fix volume = d_rand() + f1_0/2;
2593 		digi_play_sample(sound,volume);
2594 	}
2595 }
2596 
2597 // -- extern void lightning_frame(void);
2598 
2599 void game_render_frame();
2600 extern void omega_charge_frame(void);
2601 
2602 extern time_t t_current_time, t_saved_time;
2603 
2604 void flicker_lights();
2605 
2606 void GameLoop(int RenderFlag, int ReadControlsFlag )
2607 {
2608 #ifdef CONSOLE
2609 	con_update();
2610 #endif
2611 	#ifndef	NDEBUG
2612 	//	Used to slow down frame rate for testing things.
2613 	//	RenderFlag = 1; // DEBUG
2614 	if (Debug_slowdown) {
2615 		int	h, i, j=0;
2616 
2617 		for (h=0; h<Debug_slowdown; h++)
2618 			for (i=0; i<1000; i++)
2619 				j += i;
2620 	}
2621 	#endif
2622 
2623 	#ifdef WINDOWS
2624 	{
2625 		static int desc_dead_countdown=100;   /*  used if player shouldn't be playing */
2626 
2627 		if (desc_id_exit_num) {				 // are we supposed to be checking
2628 			if (!(--desc_dead_countdown)) {// if so, at zero, then pull the plug
2629 				char time_str[32], time_str2[32];
2630 
2631 				_ctime(&t_saved_time, time_str);
2632 				_ctime(&t_current_time, time_str2);
2633 
2634 				Error ("EXPIRES %s.  YOUR TIME %s.\n", time_str, time_str2);
2635 				Error ("Loading overlay -- error number: %d\n", (int)desc_id_exit_num);
2636 			}
2637 		}
2638 	}
2639 	#endif
2640 
2641 		#ifndef RELEASE
2642 		if (FindArg("-invulnerability"))
2643 			Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2644 		#endif
2645 
2646 
2647 		update_player_stats();
2648 		diminish_palette_towards_normal();		//	Should leave palette effect up for as long as possible by putting right before render.
2649 		do_afterburner_stuff();
2650 		do_cloak_stuff();
2651 		do_invulnerable_stuff();
2652 		remove_obsolete_stuck_objects();
2653 		init_ai_frame();
2654 		do_final_boss_frame();
2655 		// -- lightning_frame();
2656 		// -- recharge_energy_frame();
2657 
2658 		if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2659 			static int turned_off=0;
2660 			Players[Player_num].energy -= (FrameTime*3/8);
2661 			if (Players[Player_num].energy < i2f(10)) {
2662 				if (!turned_off) {
2663 					Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2664 					turned_off = 1;
2665 #ifdef NETWORK
2666 					if (Game_mode & GM_MULTI)
2667 						multi_send_flags(Player_num);
2668 #endif
2669 				}
2670 			}
2671 			else
2672 				turned_off = 0;
2673 
2674 			if (Players[Player_num].energy <= 0) {
2675 				Players[Player_num].energy = 0;
2676 				Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2677 #ifdef NETWORK
2678 				if (Game_mode & GM_MULTI)
2679 					multi_send_flags(Player_num);
2680 #endif
2681 			}
2682 		}
2683 
2684 
2685 		#ifdef EDITOR
2686 		check_create_player_path();
2687 		player_follow_path(ConsoleObject);
2688 		#endif
2689 
2690 		#ifdef NETWORK
2691 		if (Game_mode & GM_MULTI)
2692         {
2693          multi_do_frame();
2694          if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2695              multi_check_for_killgoal_winner();
2696         }
2697 
2698 		#endif
2699 
2700 		if (RenderFlag) {
2701 			if (force_cockpit_redraw) {			//screen need redrawing?
2702 				init_cockpit();
2703 				force_cockpit_redraw=0;
2704 			}
2705 			game_render_frame();
2706 			//show_extra_views();		//missile view, buddy bot, etc.
2707 
2708 			#ifndef RELEASE
2709 			if (Saving_movie_frames)
2710 				save_movie_frame();
2711 			#endif
2712 
2713 		}
2714 
2715 
2716 		//mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2717 
2718 		calc_frame_time();
2719 
2720 		dead_player_frame();
2721 		if (Newdemo_state != ND_STATE_PLAYBACK)
2722 			do_controlcen_dead_frame();
2723 
2724 		process_super_mines_frame();
2725 		do_seismic_stuff();
2726 		do_ambient_sounds();
2727 
2728 		#ifndef NDEBUG
2729 		if (Speedtest_on)
2730 			speedtest_frame();
2731 		#endif
2732 
2733 		if (ReadControlsFlag)
2734 			ReadControls();
2735 		else
2736 			memset(&Controls, 0, sizeof(Controls));
2737 
2738 		GameTime += FrameTime;
2739 
2740 		if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2741 			mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2742 
2743 		if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2744 			GameTime = FrameTime;	//wrap when goes negative, or gets within 10 minutes
2745 			mprintf((0,"GameTime reset to 0\n"));
2746 		}
2747 
2748 		#ifndef NDEBUG
2749 		if (FindArg("-checktime") != 0)
2750 			if (GameTime >= i2f(600))		//wrap after 10 minutes
2751 				GameTime = FrameTime;
2752 		#endif
2753 
2754 #ifdef NETWORK
2755       if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2756           ThisLevelTime +=FrameTime;
2757 #endif
2758 
2759 		digi_sync_sounds();
2760 
2761 		if (Endlevel_sequence) {
2762 			do_endlevel_frame();
2763 			powerup_grab_cheat_all();
2764 			do_special_effects();
2765 			return;					//skip everything else
2766 		}
2767 
2768 		if (Newdemo_state != ND_STATE_PLAYBACK)
2769 			do_exploding_wall_frame();
2770 		if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2771 			do_special_effects();
2772 			wall_frame_process();
2773 			triggers_frame_process();
2774 		}
2775 
2776 
2777 		if (Control_center_destroyed)	{
2778 			if (Newdemo_state==ND_STATE_RECORDING )
2779 				newdemo_record_control_center_destroyed();
2780 		}
2781 
2782 		flash_frame();
2783 
2784 		if ( Newdemo_state == ND_STATE_PLAYBACK )	{
2785 			newdemo_playback_one_frame();
2786 			if ( Newdemo_state != ND_STATE_PLAYBACK )		{
2787 				longjmp( LeaveGame, 0 );		// Go back to menu
2788 			}
2789 		} else
2790 		{ // Note the link to above!
2791 
2792 			Players[Player_num].homing_object_dist = -1;		//	Assume not being tracked.  Laser_do_weapon_sequence modifies this.
2793 
2794 			object_move_all();
2795 			powerup_grab_cheat_all();
2796 
2797 			if (Endlevel_sequence)	//might have been started during move
2798 				return;
2799 
2800 			fuelcen_update_all();
2801 
2802 			do_ai_frame_all();
2803 
2804 			if (allowed_to_fire_laser())
2805 				FireLaser();				// Fire Laser!
2806 
2807 			if (Auto_fire_fusion_cannon_time) {
2808 				if (Primary_weapon != FUSION_INDEX)
2809 					Auto_fire_fusion_cannon_time = 0;
2810 				else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2811 					Auto_fire_fusion_cannon_time = 0;
2812 					Global_laser_firing_count = 1;
2813 				} else {
2814 					vms_vector	rand_vec;
2815 					fix			bump_amount;
2816 
2817 					Global_laser_firing_count = 0;
2818 
2819 					ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2820 					ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2821 					make_random_vector(&rand_vec);
2822 
2823 					bump_amount = F1_0*4;
2824 
2825 					if (Fusion_charge > F1_0*2)
2826 						bump_amount = Fusion_charge*4;
2827 
2828 					bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2829 				}
2830 			}
2831 
2832 			if (Global_laser_firing_count) {
2833 				//	Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2834 				// if (Fusion_charge > F1_0*2)
2835 				// 	Fusion_charge = F1_0*2;
2836 				Global_laser_firing_count -= do_laser_firing_player();	//do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2837 			}
2838 
2839 			if (Global_laser_firing_count < 0)
2840 				Global_laser_firing_count = 0;
2841 		}
2842 
2843 	if (Do_appearance_effect) {
2844 		create_player_appearance_effect(ConsoleObject);
2845 		Do_appearance_effect = 0;
2846 #ifdef NETWORK
2847 		if ((Game_mode & GM_MULTI) && Netgame.invul)
2848 		{
2849 			Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2850 			Players[Player_num].invulnerable_time = GameTime-i2f(27);
2851 			FakingInvul=1;
2852 		}
2853 #endif
2854 
2855 	}
2856 
2857 	omega_charge_frame();
2858 	slide_textures();
2859 	flicker_lights();
2860 
2861 	//!!hoard_light_pulse();		//do cool hoard light pulsing
2862 
2863 }
2864 
2865 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2866 //!!extern int Hoard_goal_eclip;
2867 //!!
2868 //!!//do cool pulsing lights in hoard goals
2869 //!!hoard_light_pulse()
2870 //!!{
2871 //!!	if (Game_mode & GM_HOARD) {
2872 //!!		fix light;
2873 //!!		int frame;
2874 //!!
2875 //!!		frame = Effects[Hoard_goal_eclip].frame_count;
2876 //!!
2877 //!!		frame++;
2878 //!!
2879 //!!		if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2880 //!!			frame = 0;
2881 //!!
2882 //!!		light = abs(frame - 5) * f1_0 / 5;
2883 //!!
2884 //!!		Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2885 //!!	}
2886 //!!}
2887 
2888 
2889 ubyte	Slide_segs[MAX_SEGMENTS];
2890 int	Slide_segs_computed;
2891 
2892 void compute_slide_segs(void)
2893 {
2894 	int	segnum, sidenum;
2895 
2896 	for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2897 		Slide_segs[segnum] = 0;
2898 		for (sidenum=0;sidenum<6;sidenum++) {
2899 			int tmn = Segments[segnum].sides[sidenum].tmap_num;
2900 			if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2901 				Slide_segs[segnum] |= 1 << sidenum;
2902 		}
2903 	}
2904 
2905 	Slide_segs_computed = 1;
2906 }
2907 
2908 //	-----------------------------------------------------------------------------
2909 void slide_textures(void)
2910 {
2911 	int segnum,sidenum,i;
2912 
2913 	if (!Slide_segs_computed)
2914 		compute_slide_segs();
2915 
2916 	for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2917 		if (Slide_segs[segnum]) {
2918 			for (sidenum=0;sidenum<6;sidenum++) {
2919 				if (Slide_segs[segnum] & (1 << sidenum)) {
2920 					int tmn = Segments[segnum].sides[sidenum].tmap_num;
2921 					if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2922 						for (i=0;i<4;i++) {
2923 							Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2924 							Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2925 							if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2926 								int j;
2927 								for (j=0;j<4;j++)
2928 									Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2929 							}
2930 							if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2931 								int j;
2932 								for (j=0;j<4;j++)
2933 									Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2934 							}
2935 							if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2936 								int j;
2937 								for (j=0;j<4;j++)
2938 									Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2939 							}
2940 							if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2941 								int j;
2942 								for (j=0;j<4;j++)
2943 									Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2944 							}
2945 						}
2946 					}
2947 				}
2948 			}
2949 		}
2950 	}
2951 }
2952 
2953 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2954 
2955 int Num_flickering_lights=0;
2956 
2957 void flicker_lights()
2958 {
2959 	int l;
2960 	flickering_light *f;
2961 
2962 	f = Flickering_lights;
2963 
2964 	for (l=0;l<Num_flickering_lights;l++,f++) {
2965 		segment *segp = &Segments[f->segnum];
2966 
2967 		//make sure this is actually a light
2968 		if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2969 			continue;
2970 		if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2971 			continue;
2972 
2973 		if (f->timer == 0x80000000)		//disabled
2974 			continue;
2975 
2976 		if ((f->timer -= FrameTime) < 0) {
2977 
2978 			while (f->timer < 0)
2979 				f->timer += f->delay;
2980 
2981 			f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2982 
2983 			if (f->mask & 1)
2984 				add_light(f->segnum,f->sidenum);
2985 			else
2986 				subtract_light(f->segnum,f->sidenum);
2987 		}
2988 	}
2989 }
2990 
2991 //returns ptr to flickering light structure, or NULL if can't find
2992 flickering_light *find_flicker(int segnum,int sidenum)
2993 {
2994 	int l;
2995 	flickering_light *f;
2996 
2997 	//see if there's already an entry for this seg/side
2998 
2999 	f = Flickering_lights;
3000 
3001 	for (l=0;l<Num_flickering_lights;l++,f++)
3002 		if (f->segnum == segnum && f->sidenum == sidenum)	//found it!
3003 			return f;
3004 
3005 	return NULL;
3006 }
3007 
3008 //turn flickering off (because light has been turned off)
3009 void disable_flicker(int segnum,int sidenum)
3010 {
3011 	flickering_light *f;
3012 
3013 	if ((f=find_flicker(segnum,sidenum)) != NULL)
3014 		f->timer = 0x80000000;
3015 }
3016 
3017 //turn flickering off (because light has been turned on)
3018 void enable_flicker(int segnum,int sidenum)
3019 {
3020 	flickering_light *f;
3021 
3022 	if ((f=find_flicker(segnum,sidenum)) != NULL)
3023 		f->timer = 0;
3024 }
3025 
3026 
3027 #ifdef EDITOR
3028 
3029 //returns 1 if ok, 0 if error
3030 int add_flicker(int segnum,int sidenum,fix delay,ulong mask)
3031 {
3032 	int l;
3033 	flickering_light *f;
3034 
3035 	mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
3036 
3037 	//see if there's already an entry for this seg/side
3038 
3039 	f = Flickering_lights;
3040 
3041 	for (l=0;l<Num_flickering_lights;l++,f++)
3042 		if (f->segnum == segnum && f->sidenum == sidenum)	//found it!
3043 			break;
3044 
3045 	if (mask==0) {		//clearing entry
3046 		if (l == Num_flickering_lights)
3047 			return 0;
3048 		else {
3049 			int i;
3050 			for (i=l;i<Num_flickering_lights-1;i++)
3051 				Flickering_lights[i] = Flickering_lights[i+1];
3052 			Num_flickering_lights--;
3053 			return 1;
3054 		}
3055 	}
3056 
3057 	if (l == Num_flickering_lights) {
3058 		if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
3059 			return 0;
3060 		else
3061 			Num_flickering_lights++;
3062 	}
3063 
3064 	f->segnum = segnum;
3065 	f->sidenum = sidenum;
3066 	f->delay = f->timer = delay;
3067 	f->mask = mask;
3068 
3069 	return 1;
3070 }
3071 
3072 #endif
3073 
3074 //	-----------------------------------------------------------------------------
3075 //	Fire Laser:  Registers a laser fire, and performs special stuff for the fusion
3076 //				    cannon.
3077 void FireLaser()
3078 {
3079 
3080 	Global_laser_firing_count += Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
3081 
3082 	if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
3083 		if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
3084 			Global_laser_firing_count = 0;
3085 		} else {
3086 			if (Fusion_charge == 0)
3087 				Players[Player_num].energy -= F1_0*2;
3088 
3089 			Fusion_charge += FrameTime;
3090 			Players[Player_num].energy -= FrameTime;
3091 
3092 			if (Players[Player_num].energy <= 0) {
3093 				Players[Player_num].energy = 0;
3094 				Auto_fire_fusion_cannon_time = GameTime -1;	//	Fire now!
3095 			} else
3096 				Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
3097 												//	Fire the fusion cannon at this time in the future.
3098 
3099 			if (Fusion_charge < F1_0*2)
3100 				PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
3101 			else
3102 				PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
3103 
3104 			if (GameTime < Fusion_last_sound_time)		//gametime has wrapped
3105 				Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
3106 
3107 			if (Fusion_next_sound_time < GameTime) {
3108 				if (Fusion_charge > F1_0*2) {
3109 					digi_play_sample( 11, F1_0 );
3110 					apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
3111 				} else {
3112 					create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
3113 					digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
3114 					#ifdef NETWORK
3115 					if (Game_mode & GM_MULTI)
3116 						multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
3117 					#endif
3118 				}
3119 				Fusion_last_sound_time = GameTime;
3120 				Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
3121 			}
3122 		}
3123 	}
3124 
3125 }
3126 
3127 
3128 //	-------------------------------------------------------------------------------------------------------
3129 //	If player is close enough to objnum, which ought to be a powerup, pick it up!
3130 //	This could easily be made difficulty level dependent.
3131 void powerup_grab_cheat(object *player, int objnum)
3132 {
3133 	fix	powerup_size;
3134 	fix	player_size;
3135 	fix	dist;
3136 
3137 	Assert(Objects[objnum].type == OBJ_POWERUP);
3138 
3139 	powerup_size = Objects[objnum].size;
3140 	player_size = player->size;
3141 
3142 	dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
3143 
3144 	if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
3145 		vms_vector	collision_point;
3146 
3147 		vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
3148 		collide_player_and_powerup(player, &Objects[objnum], &collision_point);
3149 	}
3150 }
3151 
3152 //	-------------------------------------------------------------------------------------------------------
3153 //	Make it easier to pick up powerups.
3154 //	For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
3155 //	from player to powerup and player's forward vector.
3156 //	This has the effect of picking them up more easily left/right and up/down, but not making them disappear
3157 //	way before the player gets there.
3158 void powerup_grab_cheat_all(void)
3159 {
3160 	segment	*segp;
3161 	int		objnum;
3162 
3163 	segp = &Segments[ConsoleObject->segnum];
3164 	objnum = segp->objects;
3165 
3166 	while (objnum != -1) {
3167 		if (Objects[objnum].type == OBJ_POWERUP)
3168 			powerup_grab_cheat(ConsoleObject, objnum);
3169 		objnum = Objects[objnum].next;
3170 	}
3171 
3172 }
3173 
3174 int	Last_level_path_created = -1;
3175 
3176 #ifdef SHOW_EXIT_PATH
3177 
3178 //	------------------------------------------------------------------------------------------------------------------
3179 //	Create path for player from current segment to goal segment.
3180 //	Return true if path created, else return false.
3181 int mark_player_path_to_segment(int segnum)
3182 {
3183 	int		i;
3184 	object	*objp = ConsoleObject;
3185 	short		player_path_length=0;
3186 	int		player_hide_index=-1;
3187 
3188 	if (Last_level_path_created == Current_level_num) {
3189 		return 0;
3190 	}
3191 
3192 	Last_level_path_created = Current_level_num;
3193 
3194 	if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
3195 		mprintf((0, "Unable to form path of length %i for myself\n", 100));
3196 		return 0;
3197 	}
3198 
3199 	player_hide_index = Point_segs_free_ptr - Point_segs;
3200 	Point_segs_free_ptr += player_path_length;
3201 
3202 	if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
3203 		mprintf((1, "Can't create path.  Not enough point_segs.\n"));
3204 		ai_reset_all_paths();
3205 		return 0;
3206 	}
3207 
3208 	for (i=1; i<player_path_length; i++) {
3209 		int			segnum, objnum;
3210 		vms_vector	seg_center;
3211 		object		*obj;
3212 
3213 		segnum = Point_segs[player_hide_index+i].segnum;
3214 		mprintf((0, "%3i ", segnum));
3215 		seg_center = Point_segs[player_hide_index+i].point;
3216 
3217 		objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
3218 		if (objnum == -1) {
3219 			Int3();		//	Unable to drop energy powerup for path
3220 			return 1;
3221 		}
3222 
3223 		obj = &Objects[objnum];
3224 		obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
3225 		obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
3226 		obj->rtype.vclip_info.framenum = 0;
3227 		obj->lifeleft = F1_0*100 + d_rand() * 4;
3228 	}
3229 
3230 	mprintf((0, "\n"));
3231 	return 1;
3232 }
3233 
3234 //	Return true if it happened, else return false.
3235 int create_special_path(void)
3236 {
3237 	int	i,j;
3238 
3239 	//	---------- Find exit doors ----------
3240 	for (i=0; i<=Highest_segment_index; i++)
3241 		for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
3242 			if (Segments[i].children[j] == -2) {
3243 				mprintf((0, "Exit at segment %i\n", i));
3244 				return mark_player_path_to_segment(i);
3245 			}
3246 
3247 	return 0;
3248 }
3249 
3250 #endif
3251 
3252 
3253 #ifndef RELEASE
3254 int	Max_obj_count_mike = 0;
3255 
3256 //	Shows current number of used objects.
3257 void show_free_objects(void)
3258 {
3259 	if (!(FrameCount & 8)) {
3260 		int	i;
3261 		int	count=0;
3262 
3263 		mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
3264 
3265 		for (i=0; i<=Highest_object_index; i++)
3266 			if (Objects[i].type != OBJ_NONE)
3267 				count++;
3268 
3269 		mprintf((0, "%3i", count));
3270 
3271 		if (count > Max_obj_count_mike) {
3272 			Max_obj_count_mike = count;
3273 			mprintf((0, " ***"));
3274 		}
3275 
3276 		mprintf((0, "\n"));
3277 	}
3278 
3279 }
3280 
3281 #endif
3282 
3283 #ifdef WINDOWS
3284 void game_win_init_cockpit_mask(int sram)
3285 {
3286 	if (dd_VR_offscreen_buffer && dd_VR_offscreen_buffer != dd_grd_backcanv) {
3287 		dd_gr_free_canvas(dd_VR_offscreen_buffer);
3288 	}
3289 
3290 	if (GRMODEINFO(paged) && !GRMODEINFO(dbuf)) {
3291 	//	Here we will make the VR_offscreen_buffer the 2nd page and hopefully
3292 	//	we can just flip it, saving a blt.
3293 		Int3();
3294 	}
3295 	else if (GRMODEINFO(dbuf)||GRMODEINFO(emul)) {
3296 	//	The offscreen buffer will be created.  We will just blt this
3297 	//	to the screen (which may be blted to the primary surface)
3298 		if ( grd_curscreen->sc_h < 200 ) {
3299 			dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, 200);
3300 			VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3301 			if (sram) {
3302 				DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3303 				dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, 200);
3304 				dd_VR_offscreen_buffer->sram = 1;
3305 			}
3306 		}
3307 		else {
3308 			dd_VR_offscreen_buffer = dd_gr_create_canvas(grd_curscreen->sc_w, grd_curscreen->sc_h);
3309 			VR_offscreen_buffer = &dd_VR_offscreen_buffer->canvas;
3310 			if (sram) {
3311 				DDFreeSurface(dd_VR_offscreen_buffer->lpdds);
3312 				dd_VR_offscreen_buffer->lpdds = DDCreateSysMemSurface(grd_curscreen->sc_w, grd_curscreen->sc_h);
3313 				dd_VR_offscreen_buffer->sram = 1;
3314 			}
3315 		}
3316 	}
3317 
3318 	dd_gr_init_sub_canvas( &dd_VR_render_buffer[0], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3319 	dd_gr_init_sub_canvas( &dd_VR_render_buffer[1], dd_VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3320 	gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3321 	gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3322 
3323 	game_init_render_sub_buffers( 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
3324 }
3325 
3326 //@@void game_win_init_cockpit_mask()
3327 //@@{
3328 //@@	char title_pal[768];
3329 //@@	dd_grs_canvas ccanv;
3330 //@@	int pcx_error;
3331 //@@	LPDIRECTDRAWSURFACE dds;
3332 //@@
3333 //@@	dds = DDCreateSurface(GRMODEINFO(w), GRMODEINFO(h), 1);
3334 //@@	Assert(dds != NULL);
3335 //@@
3336 //@@	_lpDDSMask = dds;
3337 //@@	ccanv.lpdds = dds;
3338 //@@	dd_gr_reinit_canvas(&ccanv);
3339 //@@
3340 //@@	dd_gr_set_current_canvas(&ccanv);
3341 //@@	DDGRLOCK(dd_grd_curcanv)
3342 //@@	{
3343 //@@		if (W95DisplayMode == SM95_640x480x8) {
3344 //@@			pcx_error=pcx_read_bitmap( "MASKB.PCX", &grd_curcanv->cv_bitmap,
3345 //@@				grd_curcanv->cv_bitmap.bm_type,
3346 //@@				title_pal );
3347 //@@		}
3348 //@@		else {
3349 //@@			pcx_error=pcx_read_bitmap( "MASK.PCX", &grd_curcanv->cv_bitmap,
3350 //@@				grd_curcanv->cv_bitmap.bm_type,
3351 //@@				title_pal );
3352 //@@		}
3353 //@@	}
3354 //@@	DDGRUNLOCK(dd_grd_curcanv);
3355 //@@
3356 //@@	Assert(pcx_error == PCX_ERROR_NONE);
3357 //@@	Game_cockpit_copy_code = (ubyte *)(0xABADC0DE);
3358 //@@}
3359 
3360 #endif
3361 
3362 /*
3363  * reads a flickering_light structure from a CFILE
3364  */
3365 void flickering_light_read(flickering_light *fl, CFILE *fp)
3366 {
3367 	fl->segnum = cfile_read_short(fp);
3368 	fl->sidenum = cfile_read_short(fp);
3369 	fl->mask = cfile_read_int(fp);
3370 	fl->timer = cfile_read_fix(fp);
3371 	fl->delay = cfile_read_fix(fp);
3372 }
3373