More compiling.
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14 changed files with 109 additions and 201 deletions
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@ -1,4 +1,5 @@
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#include "advwin32.h"
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#include "fixer.h"
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#ifndef DB_LEVEL
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#define DB_LEVEL 4
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#endif
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@ -19,10 +20,8 @@
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#include <stdarg.h>
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#include <limits.h>
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#include "awTexLd.h"
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#pragma warning(disable: 4701)
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#include "awTexLd.hpp"
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#pragma warning(default: 4701)
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#include "awtexld.h"
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#include "awtexld.hpp"
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#ifdef _CPPRTTI
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#include <typeinfo.h>
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@ -53,7 +53,7 @@ LPDIRECTDRAW lpDD; // DirectDraw object
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LPDIRECTDRAWSURFACE lpDDSPrimary; // DirectDraw primary surface
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LPDIRECTDRAWSURFACE lpDDSBack; // DirectDraw back surface
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LPDIRECTDRAWSURFACE lpDDSHiddenBack; // for system memory rendering target, stable configuration
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LPDIRECTDRAWPALETTE lpDDPal[MaxPalettes]; // DirectDraw palette
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LPDIRECTDRAWPALETTE lpDDPal[1]; // DirectDraw palette
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#if debug || PreBeta
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LPDIRECTDRAWSURFACE lpDDDbgFont; // Debugging font, specific to current video mode
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#endif
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@ -35,25 +35,6 @@
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/* As specified by Roxby */
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#define ClearScreenColour 1000
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/*
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To filter frame rate values from
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Windows timer to provide a smoother
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ride. This may make some AI systems
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etc behave better, though it will take
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some time to catch up if there is a genuine
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abrupt transition in the frame rate.
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There may also be some sort of convergence
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instability here!!!! IMPORTANT
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FIXME!!!! (possibly)
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Although this code was derived from
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some of Jamie's filter algorithms, I have
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mangled it hideously, so _don't blame him_!
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*/
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#define KalmanTimer No
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/*
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Experiment to try and fix mystery driver problems
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Don't set with ForceWindowsPalette on!!!
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@ -59,24 +59,6 @@ typedef enum {
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} PROCESSORTYPES;
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/*
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VGA Palette Entry
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*/
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typedef struct vgapaletteentry {
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unsigned char vga_r;
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unsigned char vga_g;
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unsigned char vga_b;
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} VGAPALETTEENTRY;
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extern void LoadAndChangeToPalette(char*);
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/*
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Video mode decsription (to be filled
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in by DirectDraw callback).
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@ -377,15 +359,6 @@ typedef enum {
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#define MaxScreenWidth 1600 /* Don't get this wrong! */
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/*
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Max no of palettes -- at present there is NO
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code for palette switching and ALL palette
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calls within the DirectDraw interface system
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run on palette 0
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*/
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#define MaxPalettes 4
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/*
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Video Mode Types
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@ -447,21 +420,6 @@ typedef enum {
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} VIDEORESTARTMODES;
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/*
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Load modes for putting an image
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in a DirectDraw surface --- either
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do or do not deallocate the
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system memory image, but always
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keep the DirectDraw one
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*/
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typedef enum {
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LoadModeDirectDrawOnly,
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LoadModeFull
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} IMAGELOADMODES;
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/*
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Direct3D driver modes
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@ -562,42 +520,6 @@ typedef enum {
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} DXMEMORYMODES;
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/*
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.BMP File header
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*/
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/*
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Pack the header to 1 byte alignment so that the
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loader works (John's code, still under test).
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*/
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typedef struct bmpheader {
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unsigned short BMP_ID; /* Contains 'BM' */
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int BMP_Size;
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short BMP_Null1;
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short BMP_Null2;
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int BMP_Image; /* Byte offset of image start relative to offset 14 */
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int BMP_HeadSize; /* Size of header (40 for Windows, 12 for OS/2) */
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int BMP_Width; /* Width of image in pixels */
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int BMP_Height; /* Height of image in pixels */
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short BMP_Planes; /* Number of image planes (must be 1) */
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short BMP_Bits; /* Number of bits per pixel (1,4,8 or 24) */
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int BMP_Comp; /* Compression type */
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int BMP_CSize; /* Size in bytes of compressed image */
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int BMP_Hres; /* Horizontal resolution in pixels/meter */
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int BMP_Vres; /* Vertical resolution in pixels/meter */
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int BMP_Colours; /* Number of colours used, below (N) */
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int BMP_ImpCols; /* Number of important colours */
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} PACKED BMPHEADER;
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/*
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Types of texture files that can be
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requested from the main D3D texture
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//#endif
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void MakePaletteShades(VGAPALETTEENTRY *vga_palptr, int hue, int pal_shades_per_hue);
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void ConvertToDDPalette(unsigned char* src, unsigned char* dst, int length, int flags);
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int textprintXY(int x, int y, const char* t, ...);
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void LoadSystemFonts(char* fname);
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