#include "engine.h" #include #include #include // static int globhiz, globloz, globhihit, globlohit; void overwritesprite(int thex, int they, short tilenum, signed char shade, char stat, char dapalnum) { #if 0 rotatesprite(thex << 16, they << 16, 0x10000, (short)((flags & 8) << 7), tilenum, shade, dapalnum, (char)(((flags & 1 ^ 1) << 4) + (flags & 2) + ((flags & 4) >> 2) + ((flags & 16) >> 2) ^ ((flags & 8) >> 1)), windowx1, windowy1, windowx2, windowy2); #endif rotatesprite(thex << 16, they << 16, 65536L, (stat & 8) << 7, tilenum, shade, dapalnum, (((stat & 1) ^ 1) << 4) + (stat & 2) + ((stat & 4) >> 2) + (((stat & 16) >> 2) ^ ((stat & 8) >> 1)), windowxy1.x, windowxy1.y, windowxy2.x, windowxy2.y); } void permanentwritesprite(int thex, int they, short tilenum, signed char shade, int cx1, int cy1, int cx2, int cy2, char dapalnum) { rotatesprite(thex << 16, they << 16, 65536L, 0, tilenum, shade, dapalnum, 8 + 16, cx1, cy1, cx2, cy2); } void resettiming() { numframes = 0L; totalclock = 0L; // TODO totalclocklock = 0L; } void kensetpalette(unsigned char *vgapal) { //setbrightness(0, (char*)vgapal, 4 | 2); // TODO Bmemcpy(palette, vgapal, 768); videoSetPalette(0, 0, /*4 | */2); #if 0 char vesapal[1024]; for(int i = 0; i < 256; i++) { vesapal[i*4+0] = vgapal[i*3+2]; vesapal[i*4+1] = vgapal[i*3+1]; vesapal[i*4+2] = vgapal[i*3+0]; vesapal[i*4+3] = 0; } #ifndef __WATCOMC__ (0L, 256L, vesapal); #endif #endif } void printext(int x, int y, const char *buffer, short tilenum, char invisiblecol) { int i; unsigned char ch; for (i = 0; buffer[i] != 0; i++) { ch = (unsigned char)buffer[i]; rotatesprite((x - ((ch & 15) << 3)) << 16, (y - ((ch >> 4) << 3)) << 16, 65536L, 0, tilenum, 0, 0, 8 + 16 + 128, x, y, x + 7, y + 7); x += 8; } #if 0 int i; char ch; for(i=0;buffer[i]!=0;i++) { ch = buffer[i]; rotatesprite((x-((8&15)<<3))<<16,(y-((8>>4)<<3))<<16,65536L,0,tilenum,0,0,8+16+64+128,x,y,x+7,y+7); rotatesprite((x-((ch&15)<<3))<<16,(y-((ch>>4)<<3))<<16,65536L,0,tilenum,0,0,8+16+128,x,y,x+7,y+7); x += 8; } #endif } void precache() { int i; for (i = 0; i < numsectors; i++) { short j = sector[i].ceilingpicnum; if (waloff[j] == 0) tileLoad(j); j = sector[i].floorpicnum; if (waloff[j] == 0) tileLoad(j); } for (i = 0; i < numwalls; i++) { short j = wall[i].picnum; if (waloff[j] == 0) tileLoad(j); } for (i = 0; i < kMaxSprites; i++) { if (sprite[i].statnum < kMaxStatus) { short j = sprite[i].picnum; if (waloff[j] == 0) tileLoad(j); } } }