2014-03-15 16:59:03 +00:00
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// Emacs style mode select -*- C++ -*-
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//-----------------------------------------------------------------------------
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//
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// Copyright (C) 1993-1996 by id Software, Inc.
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// Portions Copyright (C) 1998-2000 by DooM Legacy Team.
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//-----------------------------------------------------------------------------
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/// \file
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/// \brief hardware and software level, screen and video i/o, refresh,
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/// setup ... a big mess. Got to clean that up!
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#include <stdlib.h>
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#include <unistd.h>
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#include <stdarg.h>
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#include <sys/time.h>
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#include <sys/types.h>
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//#include <sys/socket.h>
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#include <netinet/in.h>
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//#include <errnos.h>
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#include <signal.h>
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#include <go32.h>
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#include <pc.h>
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#include <dpmi.h>
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#include <dos.h>
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#include <sys/nearptr.h>
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#include "../doomdef.h"
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#include "../i_system.h"
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#include "../v_video.h"
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#include "../m_argv.h"
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#include "vid_vesa.h"
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#include "../i_video.h"
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//dosstuff -newly added
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static unsigned long dascreen;
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static int gfx_use_vesa1;
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boolean highcolor;
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#define SCREENDEPTH 1 // bytes per pixel, do NOT change.
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rendermode_t rendermode=render_soft;
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//
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// I_OsPolling
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//
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void I_OsPolling(void)
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{
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I_GetEvent();
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//i dont think i have to do anything else here
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}
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//
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// I_UpdateNoBlit
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//
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void I_UpdateNoBlit (void)
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{
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// what is this?
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}
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//profile stuff ---------------------------------------------------------
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//added:16-01-98:wanted to profile the VID_BlitLinearScreen() asm code.
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//#define TIMING //uncomment this to enable profiling
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#ifdef TIMING
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#include "../p5prof.h"
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static INT64 mycount;
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static INT64 mytotal = 0;
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static unsigned long nombre = NEWTICRATE*10;
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//static char runtest[10][80];
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#endif
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//profile stuff ---------------------------------------------------------
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//
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// I_FinishUpdate
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//
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static void I_BlitScreenVesa1(void); //see later
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void I_FinishUpdate (void)
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{
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// draw FPS if enabled
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if (cv_ticrate.value)
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SCR_DisplayTicRate();
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2019-02-23 00:13:22 +00:00
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if (cv_showping.value && netgame && consoleplayer != serverplayer)
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SCR_DisplayLocalPing();
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2014-03-15 16:59:03 +00:00
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//blast it to the screen
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// this code sucks
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//memcpy(dascreen,screens[0],screenwidth*screenheight);
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//added:03-01-98: I tried to I_WaitVBL(1) here, but it slows down
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// the game when the view becomes complicated, it looses ticks
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if (cv_vidwait.value)
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I_WaitVBL(1);
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//added:16-01-98:profile screen blit.
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#ifdef TIMING
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ProfZeroTimer();
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#endif
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//added:08-01-98: support vesa1 bank change, without Allegro's BITMAP screen.
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if ( gfx_use_vesa1 )
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{
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I_Error("Banked screen update not finished for dynamic res\n");
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I_BlitScreenVesa1(); //blast virtual to physical screen.
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}
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else
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{
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//added:16-01-98:use quickie asm routine, last 2 args are
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// src and dest rowbytes
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// (memcpy is as fast as this one...)
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VID_BlitLinearScreen(screens[0], vid.direct,
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vid.width*vid.bpp, vid.height,
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vid.width*vid.bpp, vid.rowbytes );
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}
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#ifdef TIMING
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RDMSR(0x10,&mycount);
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mytotal += mycount; //64bit add
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if (nombre--==0)
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I_Error("ScreenBlit CPU Spy reports: 0x%d %d\n", *((int *)&mytotal+1),
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(int)mytotal );
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#endif
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}
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//
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// I_UpdateNoVsync
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//
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void I_UpdateNoVsync(void)
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{
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int real_vidwait = cv_vidwait.value;
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cv_vidwait.value = 0;
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I_FinishUpdate();
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cv_vidwait.value = real_vidwait;
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}
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//
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// I_ReadScreen
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//
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void I_ReadScreen (UINT8 *scr)
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{
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VID_BlitLinearScreen(screens[0], scr,
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vid.width*vid.bpp, vid.height,
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vid.width*vid.bpp, vid.rowbytes );
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}
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void I_SetPalette (RGBA_t *palette)
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{
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int i;
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outportb(0x3c8,0);
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for (i=0;i<256;i++,palette++)
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{
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outportb(0x3c9,palette->s.red>>2);
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outportb(0x3c9,palette->s.green>>2);
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outportb(0x3c9,palette->s.blue>>2);
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}
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}
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//added 29-12-1997
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/*==========================================================================*/
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// I_BlastScreen : copy the virtual screen buffer to the physical screen mem
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// using bank switching if needed.
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/*==========================================================================*/
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static void I_BlitScreenVesa1(void)
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{
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#define VIDBANKSIZE (1<<16)
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#define VIDBANKSIZEMASK (VIDBANKSIZE-1) // defines ahoy!
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__dpmi_regs r;
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UINT8 *p_src;
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long i;
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long virtualsize;
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// virtual screen buffer size
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virtualsize = vid.rowbytes * vid.height * SCREENDEPTH;
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p_src = screens[0];
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for (i=0; virtualsize > 0; i++ )
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{
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r.x.ax = 0x4f05;
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r.x.bx = 0x0;
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r.x.cx = 0x0;
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r.x.dx = i;
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__dpmi_int(0x10,&r); //set bank
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M_Memcpy((UINT8 *)dascreen,p_src,(virtualsize < VIDBANKSIZE) ? virtualsize : VIDBANKSIZE );
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p_src += VIDBANKSIZE;
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virtualsize -= VIDBANKSIZE;
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}
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}
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//added:08-01-98: now we use Allegro's set_gfx_mode, but we want to
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// restore the exact text mode that was before.
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static INT16 myOldVideoMode;
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static inline void I_SaveOldVideoMode(void)
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{
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__dpmi_regs r;
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r.x.ax = 0x4f03; // Return current video mode
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__dpmi_int(0x10,&r);
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if ( r.x.ax != 0x4f )
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myOldVideoMode = -1;
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else
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myOldVideoMode = r.x.bx;
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}
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//
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// Close the screen, restore previous video mode.
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//
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void I_ShutdownGraphics (void)
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{
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__dpmi_regs r;
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rendermode = render_none;
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if ( !graphics_started )
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return;
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// free the last video mode screen buffers
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if (vid.buffer)
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free (vid.buffer);
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/* Restore old video mode */
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if (myOldVideoMode!=-1)
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{
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/* Restore old video mode */
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r.x.ax = 0x4f02; // Set Super VGA video mode
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r.x.bx = myOldVideoMode;
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__dpmi_int(0x10,&r);
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// Boris: my s3 don't do a cls because "win95" :<
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clrscr();
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}
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else // no vesa put the normal video mode
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{
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r.x.ax = 0x03;
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__dpmi_int(0x10,&r);
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}
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graphics_started = false;
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}
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//added:08-01-98:
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// Set VESA1 video mode, coz Allegro set_gfx_mode a larger screenwidth...
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//
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#if 0
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int set_vesa1_mode( int width, int height )
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{
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__dpmi_regs r;
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// setup video mode.
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r.x.ax = 0x4f02;
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if ( ( width==320 )&&( height==200 ) && ( SCREENDEPTH==1 ) )
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r.x.bx = 0x13; // 320x 200x1 (256 colors)
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else
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if ( ( width==320 )&&( height==240 ) && ( SCREENDEPTH==1 ) )
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r.x.bx = 0x154; // 320x 240x1 (256 colors)
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else
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if ( ( width==320 )&&( height==400 ) && ( SCREENDEPTH==1 ) )
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r.x.bx = 0x155; // 320x 400x1 (256 colors)
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else
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if ( ( width==640 )&&( height==400 ) && ( SCREENDEPTH==1 ) )
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r.x.bx = 0x100; // 640x 400x1 (256 colors)
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else
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if ( ( width==640 )&&( height==480 ) && ( SCREENDEPTH==1 ) )
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r.x.bx = 0x101; // 640x 480x1 (256 colors)
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else
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if ( ( width==800 )&&( height==600 ) && ( SCREENDEPTH==1 ) )
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r.x.bx = 0x103; // 800x 600x1 (256 colors)
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else
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if ( ( width==1024)&&( height==768 ) && ( SCREENDEPTH==1 ) )
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r.x.bx = 0x105; //1024x 768x1 (256 colors)
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else
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I_Error("I_SetVesa1Mode: video mode not supported.");
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// enter graphics mode.
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__dpmi_int(0x10,&r);
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if ( r.x.ax != 0x4f )
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I_Error("I_SetVesa1Mode: init video mode failed !");
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return 0;
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}
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#endif
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//added:08-01-98: now uses Allegro to setup Linear Frame Buffer video modes.
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//
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// Initialize video mode, setup dynamic screen size variables,
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// and allocate screens.
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//
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void I_StartupGraphics(void)
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{
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//added:26-01-98: VID_Init() must be done only once,
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// use VID_SetMode() to change vid mode while in the game.
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if ( graphics_started )
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return;
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// remember the exact screen mode we were...
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I_SaveOldVideoMode();
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CONS_Printf("Vid_Init...");
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// 0 for 256 color, else use highcolor modes
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highcolor = M_CheckParm ("-highcolor");
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VID_Init();
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//gfx_use_vesa1 = false;
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//added:03-01-98: register exit code for graphics
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I_AddExitFunc(I_ShutdownGraphics);
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graphics_started = true;
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}
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