2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Game loop for Inferno
34 #include <StandardFile.h>
35 #include <Quickdraw.h>
104 #include "cntrlcen.h"
108 #include "multibot.h"
114 int VGA_current_mode;
117 #include <profiler.h>
120 //#define TEST_TIMER 1 //if this is set, do checking on timer
122 #define SHOW_EXIT_PATH 1
125 #include "editor/editor.h"
130 #if __WATCOMC__ < 1000
131 #include <wsample.h> //should come after inferno.h to get mark setting
136 extern void ReadControls(void); // located in gamecntl.c
137 extern void do_final_boss_frame(void);
139 int Speedtest_on = 0;
142 int Mark_count = 0; // number of debugging marks set
143 int Speedtest_start_time;
144 int Speedtest_segnum;
145 int Speedtest_sidenum;
146 int Speedtest_frame_start;
147 int Speedtest_count=0; // number of times to do the debug test.
150 static fix last_timer_value=0;
153 #if defined(TIMER_TEST) && !defined(NDEBUG)
154 fix _timer_value,actual_last_timer_value,_last_frametime;
155 int stop_count,start_count;
156 int time_stopped,time_started;
159 int VR_screen_mode = 0;
161 ubyte VR_screen_flags = 0; //see values in screens.h
162 ubyte VR_current_page = 0;
163 fix VR_eye_width = F1_0;
164 int VR_render_mode = VR_NONE;
165 int VR_low_res = 3; // Default to low res
167 int VR_sensitivity = 1; // 0 - 2
170 int VR_eye_offset = 0;
171 int VR_eye_switch = 0;
172 int VR_eye_offset_changed = 0;
173 int VR_use_reg_code = 0;
175 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
176 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
177 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
178 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
179 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
181 //do menus work in 640x480 or 320x200?
182 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
183 int MenuHiresAvailable = 1; //can we do highres menus?
184 int MenuHires = 1; //are we currently in highres menus?
186 int Debug_pause=0; //John's debugging pause system
188 cvar_t Cockpit_mode = { "CockpitMode", "0", 1 }; // CM_FULL_COCKPIT, see game.h for values
190 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
191 int force_cockpit_redraw=0;
194 cvar_t r_framerate = {"show_fps", "0"};
195 cvar_t cg_fov = {"fov", "30"};
197 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
199 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
201 int *Toggle_var = &Dummy_var;
204 //flag for whether initial fade-in has been done
208 #ifndef NDEBUG //these only exist if debugging
210 int Game_double_buffer = 1; //double buffer by default
211 fix fixed_frametime=0; //if non-zero, set frametime to this
215 int Game_suspended=0; //if non-zero, nothing moves but player
218 fix Auto_fire_fusion_cannon_time = 0;
219 fix Fusion_charge = 0;
220 fix Fusion_next_sound_time = 0;
221 fix Fusion_last_sound_time = 0;
224 int Game_turbo_mode = 0;
226 int Game_mode = GM_GAME_OVER;
228 int Global_laser_firing_count = 0;
229 int Global_missile_firing_count = 0;
231 grs_bitmap background_bitmap;
235 #define BACKGROUND_NAME "statback.pcx"
237 // Function prototypes for GAME.C exclusively.
239 void GameLoop(int RenderFlag, int ReadControlsFlag);
240 void FireLaser(void);
241 void slide_textures(void);
242 void powerup_grab_cheat_all(void);
245 extern void multi_check_for_killgoal_winner();
246 extern void RestoreGameSurfaces();
250 void grow_window(void);
251 void shrink_window(void);
255 void fill_background();
258 void show_framerate(void);
259 void ftoa(char *string, fix f);
262 extern ubyte DefiningMarkerMessage;
263 extern char Marker_input[];
265 // ==============================================================================================
267 extern char john_head_on;
269 void load_background_bitmap()
274 if (background_bitmap.bm_data)
275 d_free(background_bitmap.bm_data);
277 background_bitmap.bm_data=NULL;
278 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
279 if (pcx_error != PCX_ERROR_NONE)
280 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
281 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
286 void game_cmd_player(int argc, char **argv)
288 if (argc < 2 || !stricmp(argv[1], "-h")) {
289 con_printf(CON_NORMAL, "%s <name>\n", argv[0]);
290 con_printf(CON_NORMAL, " use the player/pilot file <name>\n");
294 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
296 WriteConfigFile(); // Update lastplr
301 void game_cmd_map(int argc, char **argv)
305 if (argc < 2 || !stricmp(argv[1], "-h")) {
306 con_printf(CON_NORMAL, "%s <name> [num]\n", argv[0]);
307 con_printf(CON_NORMAL, " start level <num> of mission <name> (defaults to level 1)\n");
311 if (!strlen(Players[Player_num].callsign)) {
312 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
316 load_mission_by_name(argv[1]);
319 level_num = atoi(argv[2]);
323 if (level_num > Last_level)
324 level_num = Last_level;
325 if (level_num < Last_secret_level)
326 level_num = Last_secret_level;
328 StartNewGame(level_num);
332 /* send network message */
333 void game_cmd_say(int argc, char **argv)
339 if (argc < 2 || !stricmp(argv[1], "-h")) {
340 con_printf(CON_NORMAL, "%s <text>\n", argv[0]);
341 con_printf(CON_NORMAL, " send the message <text> to the network\n");
346 Network_message[0] = 0;
348 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
349 if (ret >= MAX_MESSAGE_LEN) {
350 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
354 for (i = 2; i < argc; i++) {
355 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
356 if (ret >= MAX_MESSAGE_LEN) {
357 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
362 multi_send_message_end();
367 /* increase window size */
368 void game_cmd_sizeup(int argc, char **argv)
371 con_printf(CON_NORMAL, "%s\n", argv[0]);
372 con_printf(CON_NORMAL, " increase the game window size\n");
380 /* decrease window size */
381 void game_cmd_sizedown(int argc, char **argv)
384 con_printf(CON_NORMAL, "%s\n", argv[0]);
385 con_printf(CON_NORMAL, " decrease the game window size\n");
393 //this is called once per game
396 atexit(close_game); //for cleanup
400 init_special_effects();
404 init_exploding_walls();
406 load_background_bitmap();
408 Clear_window = 2; // do portal only window clear.
410 set_detail_level_parameters(Detail_level);
413 cvar_registervariable(&r_framerate);
414 cvar_registervariable(&cg_fov);
415 cvar_registervariable(&Player_highest_level);
418 cmd_addcommand("player", game_cmd_player);
419 cmd_addcommand("map", game_cmd_map);
420 cmd_addcommand("say", game_cmd_say);
421 cmd_addcommand("sizeup", game_cmd_sizeup);
422 cmd_addcommand("sizedown", game_cmd_sizedown);
426 void reset_palette_add()
431 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
435 void game_show_warning(char *s)
438 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
441 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
443 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
448 //these should be in gr.h
449 #define cv_w cv_bitmap.bm_w
450 #define cv_h cv_bitmap.bm_h
452 //added 3/24/99 by Owen Evans for screen res changing
453 uint32_t Game_screen_mode = 0;
455 int Game_window_x = 0;
456 int Game_window_y = 0;
457 cvar_t Game_window_w = { "GameWidth", "0", 1 };
458 cvar_t Game_window_h = { "GameHeight", "0", 1 };
459 int max_window_w = 0;
460 int max_window_h = 0;
462 extern void newdemo_record_cockpit_change(int);
464 //initialize the various canvases on the game screen
465 //called every time the screen mode or cockpit changes
468 // int minx, maxx, miny, maxy;
470 //Initialize the on-screen canvases
472 if (Newdemo_state==ND_STATE_RECORDING) {
473 newdemo_record_cockpit_change(Cockpit_mode.intval);
476 if ( VR_render_mode != VR_NONE )
477 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
479 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) &&
480 (Cockpit_mode.intval == CM_FULL_COCKPIT ||
481 Cockpit_mode.intval == CM_STATUS_BAR ||
482 Cockpit_mode.intval == CM_REAR_VIEW) )
483 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
485 if ( Screen_mode == SCREEN_EDITOR )
486 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
488 gr_set_current_canvas(NULL);
489 gr_set_curfont( GAME_FONT );
491 switch( Cockpit_mode.intval ) {
492 case CM_FULL_COCKPIT:
495 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)].index];
497 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)]);
499 gr_set_current_canvas(VR_offscreen_buffer);
501 gr_bitmap( 0, 0, bm );
502 bm = &VR_offscreen_buffer->cv_bitmap;
503 bm->bm_flags = BM_FLAG_TRANSPARENT;
504 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
507 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
508 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
509 else if (Cockpit_mode.intval == CM_REAR_VIEW)
510 game_init_render_sub_buffers((16*grd_curscreen->sc_w)/640, (89*grd_curscreen->sc_h)/480, (604*grd_curscreen->sc_w)/640, (209*grd_curscreen->sc_h)/480);
516 max_window_h = grd_curscreen->sc_h;
518 if (Game_window_h.intval > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
519 cvar_setint(&Game_window_h, max_window_h);
521 if (Game_window_w.intval > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
522 cvar_setint(&Game_window_w, max_window_w);
524 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
525 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
527 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
532 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
534 if (Game_window_h.intval > max_window_h)
535 cvar_setint(&Game_window_h, max_window_h);
537 if (Game_window_w.intval > max_window_w)
538 cvar_setint(&Game_window_w, max_window_w);
540 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
541 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
543 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
549 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
550 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
551 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
553 game_init_render_sub_buffers( x, y, w, h );
559 gr_set_current_canvas(NULL);
562 //selects a given cockpit (or lack of one). See types in game.h
563 void select_cockpit(int mode)
565 if (mode != Cockpit_mode.intval) { //new mode
566 cvar_setint(&Cockpit_mode, mode);
571 extern int last_drawn_cockpit[2];
573 //force cockpit redraw next time. call this if you've trashed the screen
576 force_cockpit_redraw=1;
577 last_drawn_cockpit[0] = -1;
578 last_drawn_cockpit[1] = -1;
581 // void HUD_clear_messages(); //Already declared in gauges.h
584 void VR_reset_params()
586 VR_eye_width = VR_SEPARATION;
587 VR_eye_offset = VR_PIXEL_SHIFT;
588 VR_eye_offset_changed = 2;
591 void game_init_render_sub_buffers( int x, int y, int w, int h )
593 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
594 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
598 // Sets up the canvases we will be rendering to (NORMAL VERSION)
599 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
601 // if (vga_check_mode(screen_mode) != 0)
602 // Error("Cannot set requested video mode");
604 VR_screen_mode = screen_mode;
606 VR_screen_flags = flags;
610 VR_render_mode = render_method;
612 cvar_setint(&Game_window_w, render_w);
613 cvar_setint(&Game_window_h, render_h);
615 if (VR_offscreen_buffer) {
616 gr_free_canvas(VR_offscreen_buffer);
619 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
620 if ( render_h*2 < 200 ) {
621 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
624 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
627 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
628 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
631 if ( render_h < 200 ) {
632 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
635 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
639 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
642 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
643 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
646 game_init_render_sub_buffers( 0, 0, render_w, render_h );
649 //called to get the screen in a mode compatible with popup menus.
650 //if we can't have popups over the game screen, switch to menu mode.
651 void set_popup_screen(void)
653 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
655 #ifndef OGL // always have to switch to menu mode
656 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
659 set_screen_mode(SCREEN_MENU); //must switch to menu mode
664 //called to change the screen mode. Parameter sm is the new mode, one of
665 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
666 //mode if cannot init requested mode)
667 int set_screen_mode(int sm)
670 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
671 gr_set_current_canvas( Canv_editor );
676 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
677 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
682 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
683 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
684 ogl_set_screen_mode();
695 switch( Screen_mode )
701 MenuHires = MenuHiresAvailable; //do highres if we can
703 menu_mode = MenuHires?SM(640,480):SM(320,200);
705 if (VGA_current_mode != menu_mode) {
706 if (gr_set_mode(menu_mode))
707 Error("Cannot set screen mode for menu");
708 if (!gr_palette_faded_out)
709 gr_palette_load(gr_palette);
712 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
713 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
715 FontHires = FontHiresAvailable && MenuHires;
721 if (VGA_current_mode != VR_screen_mode) {
722 if (gr_set_mode(VR_screen_mode)) {
723 Error("Cannot set desired screen mode for game!");
724 //we probably should do something else here, like select a standard mode
727 if ( (Config_control_type.intval == CONTROL_JOYSTICK) && (Function_mode == FMODE_GAME) )
733 if ( VR_render_mode == VR_NONE )
735 max_window_w = grd_curscreen->sc_w;
736 max_window_h = grd_curscreen->sc_h;
738 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
739 if (Cockpit_mode.intval == CM_STATUS_BAR)
740 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
742 else if (Cockpit_mode.intval != CM_LETTERBOX)
743 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
745 if (Game_window_h.intval == 0 || Game_window_h.intval > max_window_h ||
746 Game_window_w.intval == 0 || Game_window_w.intval > max_window_w) {
747 cvar_setint(&Game_window_w, max_window_w);
748 cvar_setint(&Game_window_h, max_window_h);
753 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
755 // Define screen pages for game mode
756 // If we designate through screen_flags to use paging, then do so.
757 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
759 if ( VR_screen_flags&VRF_USE_PAGING )
760 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 );
762 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
766 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
768 if ( VR_render_mode != VR_NONE ) {
769 // for 640x480 or higher, use hires font.
770 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
776 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
781 if (grd_curscreen->sc_mode != SM(800,600)) {
783 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
784 Warning("Cannot init editor screen (error=%d)",gr_error);
788 gr_palette_load( gr_palette );
790 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
791 Canv_editor = &VR_editor_canvas;
792 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
793 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
794 gr_set_current_canvas( Canv_editor );
795 init_editor_screen(); //setup other editor stuff
799 Error("Invalid screen mode %d",sm);
804 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
806 if ( VR_screen_flags&VRF_USE_PAGING )
807 gr_show_canvas( &VR_screen_pages[VR_current_page] );
809 ogl_set_screen_mode();
815 int gr_toggle_fullscreen_game(void){
816 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
818 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
819 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
820 //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.
821 // generic_key_handler(KEY_PADENTER,0);
822 // generic_key_handler(KEY_ENTER, 0);
827 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
832 int arch_toggle_fullscreen_menu(void);
834 int gr_toggle_fullscreen_menu(void){
835 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
837 i=arch_toggle_fullscreen_menu();
839 // generic_key_handler(KEY_PADENTER,0);
840 // generic_key_handler(KEY_ENTER, 0);
849 static int timer_paused=0;
853 if (timer_paused==0) {
855 time = timer_get_fixed_seconds();
856 last_timer_value = time - last_timer_value;
857 if (last_timer_value < 0) {
858 #if defined(TIMER_TEST) && !defined(NDEBUG)
859 Int3(); //get Matt!!!!
861 last_timer_value = 0;
863 #if defined(TIMER_TEST) && !defined(NDEBUG)
869 #if defined(TIMER_TEST) && !defined(NDEBUG)
877 Assert(timer_paused >= 0);
878 if (timer_paused==0) {
880 time = timer_get_fixed_seconds();
881 #if defined(TIMER_TEST) && !defined(NDEBUG)
882 if (last_timer_value < 0)
883 Int3(); //get Matt!!!!
885 last_timer_value = time - last_timer_value;
886 #if defined(TIMER_TEST) && !defined(NDEBUG)
891 #if defined(TIMER_TEST) && !defined(NDEBUG)
896 MAC(extern ubyte joydefs_calibrating;)
898 void game_flush_inputs()
905 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
907 mouse_get_delta( &dx, &dy, &dz ); // Read mouse
908 memset(&Controls,0,sizeof(control_info));
913 last_timer_value = timer_get_fixed_seconds();
918 extern int Saving_movie_frames;
919 int Movie_fixed_frametime;
921 #define Saving_movie_frames 0
922 #define Movie_fixed_frametime 0
925 //added on 8/18/98 by Victor Rachels to add maximum framerate
926 int maxfps = MAX_FPS;
929 void calc_frame_time()
931 fix timer_value,last_frametime = FrameTime;
933 #if defined(TIMER_TEST) && !defined(NDEBUG)
934 _last_frametime = last_frametime;
937 timer_value = timer_get_fixed_seconds();
938 FrameTime = timer_value - last_timer_value;
940 while (FrameTime < f1_0 / maxfps)
942 timer_delay(f1_0 / maxfps - FrameTime);
943 timer_value = timer_get_fixed_seconds();
944 FrameTime = timer_value - last_timer_value;
947 #if defined(TIMER_TEST) && !defined(NDEBUG)
948 _timer_value = timer_value;
952 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
953 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
955 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
956 // if ( !dpmi_virtual_memory )
957 // Int3(); //Get MATT if hit this!
961 #if defined(TIMER_TEST) && !defined(NDEBUG)
962 actual_last_timer_value = last_timer_value;
965 if ( Game_turbo_mode )
968 // Limit frametime to be between 5 and 150 fps.
969 RealFrameTime = FrameTime;
970 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
971 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
973 last_timer_value = timer_value;
975 if (FrameTime < 0) //if bogus frametime...
976 FrameTime = last_frametime; //...then use time from last frame
979 if (fixed_frametime) FrameTime = fixed_frametime;
994 last_timer_value = timer_get_fixed_seconds();
1002 #if defined(TIMER_TEST) && !defined(NDEBUG)
1003 stop_count = start_count = 0;
1006 // Set value to determine whether homing missile can see target.
1007 // The lower frametime is, the more likely that it can see its target.
1008 if (FrameTime <= F1_0/64)
1009 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1010 else if (FrameTime < F1_0/32)
1011 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1012 else if (FrameTime < F1_0/4)
1013 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;
1015 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1019 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1021 void move_player_2_segment(segment *seg,int side)
1025 compute_segment_center(&ConsoleObject->pos,seg);
1026 compute_center_point_on_side(&vp,seg,side);
1027 vm_vec_sub2(&vp,&ConsoleObject->pos);
1028 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1030 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1035 void game_draw_time_left()
1037 char temp_string[30];
1041 gr_set_curfont( GAME_FONT ); //GAME_FONT
1042 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1044 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1045 i=f2i(timevar-ThisLevelTime);
1048 sprintf( temp_string, "Time left: %d secs", i );
1051 gr_string(0, 32, temp_string );
1056 extern int Game_pause;
1059 void level_with_floor();
1061 void modex_clear_box(int x,int y,int w,int h)
1063 grs_canvas *temp_canv,*save_canv;
1065 save_canv = grd_curcanv;
1066 temp_canv = gr_create_canvas(w,h);
1067 gr_set_current_canvas(temp_canv);
1068 gr_clear_canvas(BM_XRGB(0,0,0));
1069 gr_set_current_canvas(save_canv);
1070 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1071 gr_free_canvas(temp_canv);
1075 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1077 // mac routine to drop contents of screen to a pict file using copybits
1078 // save a PICT to a file
1081 void SavePictScreen(int multiplayer)
1084 int parid, i, count;
1085 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1088 PicHandle pict_handle;
1089 static int multi_count = 0;
1090 StandardFileReply sf_reply;
1092 // dump the contents of the GameWindow into a picture using copybits
1094 pict_handle = OpenPicture(&GameWindow->portRect);
1095 if (pict_handle == NULL)
1098 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1101 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1102 if (!getcwd(cwd, FILENAME_MAX))
1104 // create the fsspec
1106 sprintf(filename, "screen%d", multi_count++);
1107 pfilename = c2pstr(filename);
1110 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1111 if (!sf_reply.sfGood)
1113 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1114 if (sf_reply.sfReplacing)
1116 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1120 // parid = GetAppDirId();
1121 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1126 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1131 // write the PICT file
1132 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1134 memset(buf, 0, sizeof(buf));
1136 if ( FSWrite(fd, &count, buf) )
1138 count = GetHandleSize((Handle)pict_handle);
1139 HLock((Handle)pict_handle);
1140 if ( FSWrite(fd, &count, *pict_handle) ) {
1146 HUnlock((Handle)pict_handle);
1147 DisposeHandle((Handle)pict_handle);
1155 //automap_flag is now unused, since we just check if the screen we're
1156 //writing to is modex
1157 //if called from automap, current canvas is set to visible screen
1159 void save_screen_shot(int automap_flag)
1161 #if !defined(MACINTOSH)
1164 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1165 grs_font *save_font;
1166 static int savenum=0;
1167 static int stereo_savenum=0;
1168 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1169 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1177 // // Can't do screen shots in VR modes.
1178 // if ( VR_render_mode != VR_NONE )
1183 save_canv = grd_curcanv;
1185 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1189 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1190 gr_set_current_canvas(temp_canv);
1191 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1193 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1194 gr_set_current_canvas(temp_canv2);
1195 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1198 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1199 gr_set_current_canvas(temp_canv);
1200 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1203 gr_set_current_canvas(save_canv);
1205 if ( savenum > 99 ) savenum = 0;
1206 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1209 sprintf(savename,"left%02d.pcx",stereo_savenum);
1210 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1211 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1213 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1216 sprintf(savename,"screen%02d.pcx",savenum++);
1217 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1220 if (!automap_flag) //if from automap, curcanv is already visible canv
1221 gr_set_current_canvas(NULL);
1222 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1223 if (!automap_flag && modex_flag)
1224 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1226 save_font = grd_curcanv->cv_font;
1227 gr_set_curfont(GAME_FONT);
1228 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1229 gr_get_string_size(message,&w,&h,&aw);
1234 //I changed how these coords were calculated for the high-res automap. -MT
1235 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1236 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1237 x = (grd_curcanv->cv_w-w)/2;
1238 y = (grd_curcanv->cv_h-h)/2;
1241 modex_clear_box(x-2,y-2,w+4,h+4);
1242 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1244 gr_setcolor(gr_find_closest_color_current(0,0,0));
1245 gr_rect(x-2,y-2,x+w+2,y+h+2);
1246 gr_printf(x,y,message);
1247 gr_set_curfont(save_font);
1249 t1 = timer_get_fixed_seconds() + F1_0;
1251 gr_palette_read(pal); //get actual palette from the hardware
1252 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1254 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1256 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1258 gr_set_current_canvas(screen_canv);
1260 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1261 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1263 gr_free_canvas(temp_canv);
1265 gr_free_canvas(temp_canv2);
1267 gr_set_current_canvas(save_canv);
1273 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1274 grs_canvas *temp_canv, *save_canv;
1276 // Can't do screen shots in VR modes.
1277 if ( VR_render_mode != VR_NONE )
1282 save_canv = grd_curcanv;
1283 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1286 gr_set_current_canvas( temp_canv );
1287 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1288 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1292 if (Game_mode & GM_MULTI)
1299 gr_set_current_canvas(screen_canv);
1301 // if (!automap_flag)
1302 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1304 gr_free_canvas(temp_canv);
1306 gr_set_current_canvas(save_canv);
1315 void fly_init(object *obj)
1317 obj->control_type = CT_FLYING;
1318 obj->movement_type = MT_PHYSICS;
1320 vm_vec_zero(&obj->mtype.phys_info.velocity);
1321 vm_vec_zero(&obj->mtype.phys_info.thrust);
1322 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1323 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1326 //void morph_test(), morph_step();
1329 // ------------------------------------------------------------------------------------
1331 void test_anim_states();
1335 //put up the help message
1342 extern int been_in_editor;
1344 // ------------------------------------------------------------------------------------
1345 void do_cloak_stuff(void)
1348 for (i = 0; i < N_players; i++)
1349 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1350 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1351 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1352 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1353 if (i == Player_num) {
1354 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1356 if (Game_mode & GM_MULTI)
1357 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1358 maybe_drop_net_powerup(POW_CLOAK);
1359 multi_send_decloak(); // For demo recording
1361 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1369 // ------------------------------------------------------------------------------------
1370 void do_invulnerable_stuff(void)
1372 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1373 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1374 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1377 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1379 if (Game_mode & GM_MULTI)
1381 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1382 maybe_drop_net_powerup(POW_INVULNERABILITY);
1385 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1392 ubyte Last_afterburner_state = 0;
1393 fix Last_afterburner_charge = 0;
1395 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1396 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1400 //@@// ------------------------------------------------------------------------------------
1401 //@@void afterburner_shake(void)
1405 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1406 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1408 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1409 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1410 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1414 // ------------------------------------------------------------------------------------
1416 extern void multi_send_sound_function (char,char);
1419 void do_afterburner_stuff(void)
1421 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1422 Afterburner_charge=0;
1424 if (Endlevel_sequence || Player_is_dead)
1426 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1428 multi_send_sound_function (0,0);
1432 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1434 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1435 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1437 if (Game_mode & GM_MULTI)
1438 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1441 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1442 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1444 if (Game_mode & GM_MULTI)
1445 multi_send_sound_function (0,0);
1447 mprintf((0,"Killing afterburner sound\n"));
1451 //@@if (Controls.afterburner_state && Afterburner_charge)
1452 //@@ afterburner_shake();
1454 Last_afterburner_state = Controls.afterburner_state;
1455 Last_afterburner_charge = Afterburner_charge;
1458 // -- // ------------------------------------------------------------------------------------
1459 // -- // if energy < F1_0/2, recharge up to F1_0/2
1460 // -- void recharge_energy_frame(void)
1462 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1463 // -- Players[Player_num].energy += FrameTime/4;
1465 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1466 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1470 // Amount to diminish guns towards normal, per second.
1471 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1473 extern fix Flash_effect;
1475 //adds to rgb values for palette flash
1476 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1480 PaletteRedAdd += _dr;
1481 PaletteGreenAdd += _dg;
1482 PaletteBlueAdd += _db;
1484 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1489 maxval = MAX_PALETTE_ADD;
1491 if (PaletteRedAdd > maxval)
1492 PaletteRedAdd = maxval;
1494 if (PaletteGreenAdd > maxval)
1495 PaletteGreenAdd = maxval;
1497 if (PaletteBlueAdd > maxval)
1498 PaletteBlueAdd = maxval;
1500 if (PaletteRedAdd < -maxval)
1501 PaletteRedAdd = -maxval;
1503 if (PaletteGreenAdd < -maxval)
1504 PaletteGreenAdd = -maxval;
1506 if (PaletteBlueAdd < -maxval)
1507 PaletteBlueAdd = -maxval;
1510 fix Time_flash_last_played;
1513 void game_palette_step_up( int r, int g, int b );
1514 // ------------------------------------------------------------------------------------
1515 // Diminish palette effects towards normal.
1516 void diminish_palette_towards_normal(void)
1520 // Diminish at DIMINISH_RATE units/second.
1521 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1522 if (FrameTime < F1_0/DIMINISH_RATE) {
1523 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1526 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1527 if (dec_amount == 0)
1528 dec_amount++; // make sure we decrement by something
1534 // Part of hack system to force update of palette after exiting a menu.
1535 if (Time_flash_last_played) {
1537 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1540 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1541 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1542 Time_flash_last_played = GameTime;
1545 Flash_effect -= FrameTime;
1546 if (Flash_effect < 0)
1549 if (force_do || (d_rand() > 4096 )) {
1550 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1551 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1553 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1560 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1561 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1563 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1564 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1566 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1567 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1569 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1570 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1572 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1574 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1577 int Redsave, Bluesave, Greensave;
1579 void palette_save(void)
1581 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1584 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1586 void game_palette_step_up( int r, int g, int b )
1588 if ( VR_use_reg_code ) {
1589 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1591 gr_palette_step_up( r, g, b );
1595 void palette_restore(void)
1597 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1598 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1600 // Forces flash effect to fixup palette next frame.
1601 Time_flash_last_played = 0;
1604 extern void dead_player_frame(void);
1607 // --------------------------------------------------------------------------------------------------
1608 int allowed_to_fire_laser(void)
1610 if (Player_is_dead) {
1611 Global_missile_firing_count = 0;
1615 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1616 // be a long while before laser can be fired, then there must be some mistake!
1617 if (Next_laser_fire_time > GameTime)
1618 if (Next_laser_fire_time < GameTime + 2*F1_0)
1624 fix Next_flare_fire_time = 0;
1625 #define FLARE_BIG_DELAY (F1_0*2)
1627 int allowed_to_fire_flare(void)
1629 if (Next_flare_fire_time > GameTime)
1630 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1633 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1634 Next_flare_fire_time = GameTime + F1_0/4;
1636 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1641 int allowed_to_fire_missile(void)
1643 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1644 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1645 // be a long while before missile can be fired, then there must be some mistake!
1646 if (Next_missile_fire_time > GameTime)
1647 if (Next_missile_fire_time < GameTime + 5*F1_0)
1653 void full_palette_save(void)
1656 apply_modified_palette();
1657 reset_palette_add();
1658 gr_palette_load( gr_palette );
1661 extern int Death_sequence_aborted;
1662 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) );
1669 char pixel_double_help[64];
1672 char command_help[64], save_help[64], restore_help[64];
1675 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1677 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1678 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1680 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1681 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1682 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1683 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1685 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1686 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1687 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1688 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1689 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1691 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1693 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1695 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1697 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1699 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1701 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1702 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1703 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1704 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1705 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1707 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1709 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1711 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1712 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1713 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1714 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1716 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1717 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1720 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1721 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1722 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1725 full_palette_save();
1727 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1732 //temp function until Matt cleans up game sequencing
1733 extern void temp_reset_stuff_on_level();
1735 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1737 //deal with rear view - switch it on, or off, or whatever
1738 void check_rear_view()
1740 static int leave_mode;
1741 static fix entry_time;
1743 if ( Controls.rear_view_down_count ) { //key/button has gone down
1747 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1748 select_cockpit(Cockpit_mode_save);
1749 Cockpit_mode_save = -1;
1751 if (Newdemo_state == ND_STATE_RECORDING)
1752 newdemo_record_restore_rearview();
1756 if (Rear_view_leave_time <= 0)
1758 leave_mode = 1; // set leave mode on here otherwise we will always have to hold for at least 1 frame to get leave_mode on
1762 leave_mode = 0; // means wait for another key
1763 entry_time = timer_get_fixed_seconds();
1765 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1766 Cockpit_mode_save = Cockpit_mode.intval;
1767 select_cockpit(CM_REAR_VIEW);
1769 if (Newdemo_state == ND_STATE_RECORDING)
1770 newdemo_record_rearview();
1774 if (Controls.rear_view_down_state) {
1776 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1781 //@@if (leave_mode==1 && Cockpit_mode.intval == CM_REAR_VIEW) {
1783 if (leave_mode==1 && Rear_view) {
1785 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1786 select_cockpit(Cockpit_mode_save);
1787 Cockpit_mode_save = -1;
1789 if (Newdemo_state == ND_STATE_RECORDING)
1790 newdemo_record_restore_rearview();
1795 void reset_rear_view(void)
1798 if (Newdemo_state == ND_STATE_RECORDING)
1799 newdemo_record_restore_rearview();
1804 if (!(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)) {
1805 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1806 Cockpit_mode_save = CM_FULL_COCKPIT;
1807 select_cockpit(Cockpit_mode_save);
1808 Cockpit_mode_save = -1;
1814 int Config_menu_flag;
1818 int gr_renderstats = 0;
1819 // need to define "cheat" for renderstats
1820 int gr_badtexture = 0;
1821 // need to define "cheat" for badtexture
1823 int Cheats_enabled=0;
1825 extern int Laser_rapid_fire;
1826 extern void do_lunacy_on(), do_lunacy_off();
1828 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1829 extern char BounceCheat,HomingCheat,OldHomingState[20];
1830 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1831 extern int Buddy_dude_cheat;
1833 //turns off active cheats
1834 void turn_cheats_off()
1840 Weapon_info[i].homing_flag=OldHomingState[i];
1845 Interpolation_method=old_IntMethod;
1848 Buddy_dude_cheat = 0;
1852 Laser_rapid_fire = 0;
1853 Physics_cheat_flag = 0;
1855 Robots_kill_robots_cheat=0;
1856 Robot_firing_enabled = 1;
1859 //turns off all cheats & resets cheater flag
1860 void game_disable_cheats()
1868 // ----------------------------------------------------------------------------
1870 void game_setup(void)
1872 //@@int demo_playing=0;
1873 //@@int multi_game=0;
1875 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1876 do_lunacy_off(); // Restore true insane mode.
1879 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1880 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1881 Endlevel_sequence = 0;
1883 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1884 //@@ demo_playing = 1;
1885 //@@if ( Game_mode & GM_MULTI )
1886 //@@ multi_game = 1;
1888 set_screen_mode(SCREEN_GAME);
1889 reset_palette_add();
1891 set_warn_func(game_show_warning);
1895 //digi_init_sounds();
1897 //keyd_repeat = 0; // Don't allow repeat in game
1898 keyd_repeat = 1; // Do allow repeat in game
1901 //_MARK_("start of game");
1905 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1906 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1908 if (!check_obj_seg(ConsoleObject))
1909 move_player_2_segment(Cursegp,Curside);
1912 Viewer = ConsoleObject;
1913 fly_init(ConsoleObject);
1918 FrameTime = 0; //make first frame zero
1921 if (Current_level_num == 0) { //not a real level
1922 init_player_stats_game();
1929 game_flush_inputs();
1935 extern char IWasKicked;
1939 // ------------------------------------------------------------------------------------
1940 //this function is the game. called when game mode selected. runs until
1941 //editor mode or exit selected
1944 game_setup(); // Replaces what was here earlier.
1945 // Good for Windows Sake.
1948 ProfilerSetStatus(1);
1951 if ( setjmp(LeaveGame)==0 ) {
1957 Config_menu_flag = 0;
1959 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1961 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1962 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1965 player_shields = Players[Player_num].shields;
1967 ExtGameStatus=GAMESTAT_RUNNING;
1968 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1970 if (oldfov != cg_fov.value)
1972 oldfov = cg_fov.value;
1973 if (cg_fov.value < 1)
1974 cvar_set("fov", "1");
1975 if (cg_fov.value > 170)
1976 cvar_set("fov", "170");
1977 Render_zoom = fl2f(cg_fov.value * M_PI / 180); // convert to radians
1978 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", cg_fov.value, Render_zoom);
1981 //if the player is taking damage, give up guided missile control
1982 if (Players[Player_num].shields != player_shields)
1983 release_guided_missile(Player_num);
1985 //see if redbook song needs to be restarted
1986 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1988 if (Config_menu_flag) {
1989 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1991 if (!(Game_mode&GM_MULTI)) palette_restore();
1995 int save_w = Game_window_w.intval, save_h = Game_window_h.intval;
1997 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1998 cvar_setint(&Game_window_w, save_w);
1999 cvar_setint(&Game_window_h, save_h);
2001 last_drawn_cockpit[0] = -1;
2002 last_drawn_cockpit[1] = -1;
2005 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2007 fmode = Function_mode;
2008 Function_mode = FMODE_GAME;
2010 apply_modified_palette();
2011 reset_palette_add();
2012 gr_palette_load( gr_palette );
2013 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2015 Function_mode = fmode;
2018 newdemo_stop_playback();
2019 Function_mode = FMODE_MENU;
2021 Function_mode = FMODE_GAME;
2025 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2031 fmode = Function_mode;
2032 Function_mode = FMODE_GAME;
2034 apply_modified_palette();
2035 reset_palette_add();
2036 gr_palette_load( gr_palette );
2037 ExtGameStatus=GAMESTAT_ABORT_GAME;
2038 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2040 Function_mode = fmode;
2042 Function_mode = FMODE_GAME;
2048 if (Function_mode != FMODE_GAME)
2049 longjmp(LeaveGame,0);
2052 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2053 longjmp(LeaveGame,0);
2059 ProfilerSetStatus(0);
2064 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2065 newdemo_stop_recording();
2071 if ( Newdemo_state == ND_STATE_PLAYBACK )
2072 newdemo_stop_playback();
2074 if (Cockpit_mode_save!=-1)
2076 cvar_setint(&Cockpit_mode, Cockpit_mode_save);
2077 Cockpit_mode_save=-1;
2080 if (Function_mode != FMODE_EDITOR)
2081 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2083 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2084 //@@ scores_maybe_add_player(Game_aborted);
2088 //_MARK_("end of game");
2091 clear_warn_func(game_show_warning); //don't use this func anymore
2093 game_disable_cheats();
2096 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2100 //called at the end of the program
2103 if (VR_offscreen_buffer) {
2104 gr_free_canvas(VR_offscreen_buffer);
2105 VR_offscreen_buffer = NULL;
2108 close_gauge_canvases();
2110 restore_effect_bitmap_icons();
2112 if (background_bitmap.bm_data)
2113 d_free(background_bitmap.bm_data);
2115 clear_warn_func(game_show_warning); //don't use this func anymore
2118 grs_canvas * get_current_game_screen()
2120 return &VR_screen_pages[VR_current_page];
2124 extern void kconfig_center_headset();
2128 void speedtest_frame(void);
2129 int Debug_slowdown=0;
2133 extern void player_follow_path(object *objp);
2134 extern void check_create_player_path(void);
2138 extern int Do_appearance_effect;
2140 object *Missile_viewer=NULL;
2142 cvar_t Missile_view_enabled = { "MissileView", "1", 1 };
2144 int Marker_viewer_num[2]={-1,-1};
2145 int Coop_view_player[2]={-1,-1};
2146 cvar_t Cockpit_3d_view[2] = {
2147 { "CockpitViewLeft", "0", 1 },
2148 { "CockpitViewRight", "0", 1 },
2151 //returns ptr to escort robot, or NULL
2152 object *find_escort()
2156 for (i=0; i<=Highest_object_index; i++)
2157 if (Objects[i].type == OBJ_ROBOT)
2158 if (Robot_info[Objects[i].id].companion)
2164 extern void process_super_mines_frame(void);
2165 extern void do_seismic_stuff(void);
2168 int Saving_movie_frames=0;
2169 int __Movie_frame_num=0;
2171 #define MAX_MOVIE_BUFFER_FRAMES 250
2172 #define MOVIE_FRAME_SIZE (320 * 200)
2174 ubyte *Movie_frame_buffer;
2175 int Movie_frame_counter;
2176 ubyte Movie_pal[768];
2177 char movie_path[50] = ".\\";
2179 grs_bitmap Movie_bm;
2181 void flush_movie_buffer()
2188 mprintf((0,"Flushing movie buffer..."));
2190 Movie_bm.bm_data = Movie_frame_buffer;
2192 for (f=0;f<Movie_frame_counter;f++) {
2193 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2194 __Movie_frame_num++;
2195 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2196 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2199 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2202 Movie_frame_counter=0;
2204 mprintf((0,"done \n"));
2209 void toggle_movie_saving()
2213 Saving_movie_frames = !Saving_movie_frames;
2215 if (Saving_movie_frames) {
2218 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2219 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2222 Saving_movie_frames = 0;
2226 while (isspace(movie_path[strlen(movie_path)-1]))
2227 movie_path[strlen(movie_path)-1] = 0;
2228 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2229 strcat(movie_path,"\\");
2232 if (!Movie_frame_buffer) {
2233 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2234 if (!Movie_frame_buffer) {
2236 Saving_movie_frames=0;
2239 Movie_frame_counter=0;
2241 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2242 Movie_bm.bm_w = 320;
2243 Movie_bm.bm_h = 200;
2244 Movie_bm.bm_type = BM_LINEAR;
2245 Movie_bm.bm_flags = 0;
2246 Movie_bm.bm_rowsize = 320;
2247 Movie_bm.bm_handle = 0;
2249 gr_palette_read(Movie_pal); //get actual palette from the hardware
2251 if (Newdemo_state == ND_STATE_PLAYBACK)
2252 Newdemo_do_interpolate = 0;
2256 flush_movie_buffer();
2258 if (Newdemo_state == ND_STATE_PLAYBACK)
2259 Newdemo_do_interpolate = 1;
2264 void save_movie_frame()
2266 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2268 Movie_frame_counter++;
2270 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2271 flush_movie_buffer();
2277 extern int Level_shake_duration;
2279 //if water or fire level, make occasional sound
2280 void do_ambient_sounds()
2282 int has_water,has_lava;
2285 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2286 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2288 if (has_lava) { //has lava
2289 sound = SOUND_AMBIENT_LAVA;
2290 if (has_water && (d_rand() & 1)) //both, pick one
2291 sound = SOUND_AMBIENT_WATER;
2293 else if (has_water) //just water
2294 sound = SOUND_AMBIENT_WATER;
2298 if (((d_rand() << 3) < FrameTime)) { //play the sound
2299 fix volume = d_rand() + f1_0/2;
2300 digi_play_sample(sound,volume);
2304 // -- extern void lightning_frame(void);
2306 void game_render_frame();
2307 extern void omega_charge_frame(void);
2309 extern time_t t_current_time, t_saved_time;
2311 void flicker_lights();
2313 void GameLoop(int RenderFlag, int ReadControlsFlag )
2316 // Used to slow down frame rate for testing things.
2317 // RenderFlag = 1; // DEBUG
2318 if (Debug_slowdown) {
2321 for (h=0; h<Debug_slowdown; h++)
2322 for (i=0; i<1000; i++)
2327 cmd_queue_process();
2330 if (FindArg("-invulnerability"))
2331 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2335 update_player_stats();
2336 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2337 do_afterburner_stuff();
2339 do_invulnerable_stuff();
2340 remove_obsolete_stuck_objects();
2342 do_final_boss_frame();
2343 // -- lightning_frame();
2344 // -- recharge_energy_frame();
2346 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2347 static int turned_off=0;
2348 Players[Player_num].energy -= (FrameTime*3/8);
2349 if (Players[Player_num].energy < i2f(10)) {
2351 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2354 if (Game_mode & GM_MULTI)
2355 multi_send_flags(Player_num);
2362 if (Players[Player_num].energy <= 0) {
2363 Players[Player_num].energy = 0;
2364 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2366 if (Game_mode & GM_MULTI)
2367 multi_send_flags(Player_num);
2374 check_create_player_path();
2375 player_follow_path(ConsoleObject);
2379 if (Game_mode & GM_MULTI)
2382 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2383 multi_check_for_killgoal_winner();
2389 if (force_cockpit_redraw) { //screen need redrawing?
2391 force_cockpit_redraw=0;
2393 game_render_frame();
2394 //show_extra_views(); //missile view, buddy bot, etc.
2397 if (Saving_movie_frames)
2404 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2408 dead_player_frame();
2409 if (Newdemo_state != ND_STATE_PLAYBACK)
2410 do_controlcen_dead_frame();
2412 process_super_mines_frame();
2414 do_ambient_sounds();
2421 if (ReadControlsFlag)
2424 memset(&Controls, 0, sizeof(Controls));
2426 GameTime += FrameTime;
2428 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2429 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2431 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2432 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2433 mprintf((0,"GameTime reset to 0\n"));
2437 if (FindArg("-checktime") != 0)
2438 if (GameTime >= i2f(600)) //wrap after 10 minutes
2439 GameTime = FrameTime;
2443 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2444 ThisLevelTime +=FrameTime;
2449 if (Endlevel_sequence) {
2450 do_endlevel_frame();
2451 powerup_grab_cheat_all();
2452 do_special_effects();
2453 return; //skip everything else
2456 if (Newdemo_state != ND_STATE_PLAYBACK)
2457 do_exploding_wall_frame();
2458 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2459 do_special_effects();
2460 wall_frame_process();
2461 triggers_frame_process();
2465 if (Control_center_destroyed) {
2466 if (Newdemo_state==ND_STATE_RECORDING )
2467 newdemo_record_control_center_destroyed();
2472 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2473 newdemo_playback_one_frame();
2474 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2475 longjmp( LeaveGame, 0 ); // Go back to menu
2478 { // Note the link to above!
2480 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2483 powerup_grab_cheat_all();
2485 if (Endlevel_sequence) //might have been started during move
2488 fuelcen_update_all();
2492 if (allowed_to_fire_laser())
2493 FireLaser(); // Fire Laser!
2495 if (Auto_fire_fusion_cannon_time) {
2496 if (Primary_weapon != FUSION_INDEX)
2497 Auto_fire_fusion_cannon_time = 0;
2498 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2499 Auto_fire_fusion_cannon_time = 0;
2500 Global_laser_firing_count = 1;
2502 vms_vector rand_vec;
2505 Global_laser_firing_count = 0;
2507 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2508 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2509 make_random_vector(&rand_vec);
2511 bump_amount = F1_0*4;
2513 if (Fusion_charge > F1_0*2)
2514 bump_amount = Fusion_charge*4;
2516 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2520 if (Global_laser_firing_count) {
2521 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2522 // if (Fusion_charge > F1_0*2)
2523 // Fusion_charge = F1_0*2;
2524 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2527 if (Global_laser_firing_count < 0)
2528 Global_laser_firing_count = 0;
2531 if (Do_appearance_effect) {
2532 create_player_appearance_effect(ConsoleObject);
2533 Do_appearance_effect = 0;
2535 if ((Game_mode & GM_MULTI) && Netgame.invul)
2537 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2538 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2545 omega_charge_frame();
2549 //!!hoard_light_pulse(); //do cool hoard light pulsing
2553 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2554 //!!extern int Hoard_goal_eclip;
2556 //!!//do cool pulsing lights in hoard goals
2557 //!!hoard_light_pulse()
2559 //!! if (Game_mode & GM_HOARD) {
2563 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2567 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2570 //!! light = abs(frame - 5) * f1_0 / 5;
2572 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2577 ubyte Slide_segs[MAX_SEGMENTS];
2578 int Slide_segs_computed;
2580 void compute_slide_segs(void)
2582 int segnum, sidenum;
2584 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2585 Slide_segs[segnum] = 0;
2586 for (sidenum=0;sidenum<6;sidenum++) {
2587 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2588 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2589 Slide_segs[segnum] |= 1 << sidenum;
2593 Slide_segs_computed = 1;
2596 // -----------------------------------------------------------------------------
2597 void slide_textures(void)
2599 int segnum,sidenum,i;
2601 if (!Slide_segs_computed)
2602 compute_slide_segs();
2604 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2605 if (Slide_segs[segnum]) {
2606 for (sidenum=0;sidenum<6;sidenum++) {
2607 if (Slide_segs[segnum] & (1 << sidenum)) {
2608 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2609 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2611 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2612 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2613 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2616 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2618 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2621 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2623 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2626 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2628 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2631 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2641 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2643 int Num_flickering_lights=0;
2645 void flicker_lights()
2648 flickering_light *f;
2650 f = Flickering_lights;
2652 for (l=0;l<Num_flickering_lights;l++,f++) {
2653 segment *segp = &Segments[f->segnum];
2655 //make sure this is actually a light
2656 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2658 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2661 if (f->timer == 0x80000000) //disabled
2664 if ((f->timer -= FrameTime) < 0) {
2666 while (f->timer < 0)
2667 f->timer += f->delay;
2669 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2672 add_light(f->segnum,f->sidenum);
2674 subtract_light(f->segnum,f->sidenum);
2679 //returns ptr to flickering light structure, or NULL if can't find
2680 flickering_light *find_flicker(int segnum,int sidenum)
2683 flickering_light *f;
2685 //see if there's already an entry for this seg/side
2687 f = Flickering_lights;
2689 for (l=0;l<Num_flickering_lights;l++,f++)
2690 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2696 //turn flickering off (because light has been turned off)
2697 void disable_flicker(int segnum,int sidenum)
2699 flickering_light *f;
2701 if ((f=find_flicker(segnum,sidenum)) != NULL)
2702 f->timer = 0x80000000;
2705 //turn flickering off (because light has been turned on)
2706 void enable_flicker(int segnum,int sidenum)
2708 flickering_light *f;
2710 if ((f=find_flicker(segnum,sidenum)) != NULL)
2717 //returns 1 if ok, 0 if error
2718 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2721 flickering_light *f;
2723 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2725 //see if there's already an entry for this seg/side
2727 f = Flickering_lights;
2729 for (l=0;l<Num_flickering_lights;l++,f++)
2730 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2733 if (mask==0) { //clearing entry
2734 if (l == Num_flickering_lights)
2738 for (i=l;i<Num_flickering_lights-1;i++)
2739 Flickering_lights[i] = Flickering_lights[i+1];
2740 Num_flickering_lights--;
2745 if (l == Num_flickering_lights) {
2746 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2749 Num_flickering_lights++;
2753 f->sidenum = sidenum;
2754 f->delay = f->timer = delay;
2762 // -----------------------------------------------------------------------------
2763 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2768 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2770 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2771 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2772 Global_laser_firing_count = 0;
2774 if (Fusion_charge == 0)
2775 Players[Player_num].energy -= F1_0*2;
2777 Fusion_charge += FrameTime;
2778 Players[Player_num].energy -= FrameTime;
2780 if (Players[Player_num].energy <= 0) {
2781 Players[Player_num].energy = 0;
2782 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2784 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2785 // Fire the fusion cannon at this time in the future.
2787 if (Fusion_charge < F1_0*2)
2788 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2790 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2792 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2793 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2795 if (Fusion_next_sound_time < GameTime) {
2796 if (Fusion_charge > F1_0*2) {
2797 digi_play_sample( 11, F1_0 );
2798 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2800 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2801 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2803 if (Game_mode & GM_MULTI)
2804 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2807 Fusion_last_sound_time = GameTime;
2808 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2816 // -------------------------------------------------------------------------------------------------------
2817 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2818 // This could easily be made difficulty level dependent.
2819 void powerup_grab_cheat(object *player, int objnum)
2825 Assert(Objects[objnum].type == OBJ_POWERUP);
2827 powerup_size = Objects[objnum].size;
2828 player_size = player->size;
2830 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2832 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2833 vms_vector collision_point;
2835 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2836 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2840 // -------------------------------------------------------------------------------------------------------
2841 // Make it easier to pick up powerups.
2842 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2843 // from player to powerup and player's forward vector.
2844 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2845 // way before the player gets there.
2846 void powerup_grab_cheat_all(void)
2851 segp = &Segments[ConsoleObject->segnum];
2852 objnum = segp->objects;
2854 while (objnum != -1) {
2855 if (Objects[objnum].type == OBJ_POWERUP)
2856 powerup_grab_cheat(ConsoleObject, objnum);
2857 objnum = Objects[objnum].next;
2862 int Last_level_path_created = -1;
2864 #ifdef SHOW_EXIT_PATH
2866 // ------------------------------------------------------------------------------------------------------------------
2867 // Create path for player from current segment to goal segment.
2868 // Return true if path created, else return false.
2869 int mark_player_path_to_segment(int segnum)
2872 object *objp = ConsoleObject;
2873 short player_path_length=0;
2874 int player_hide_index=-1;
2876 if (Last_level_path_created == Current_level_num) {
2880 Last_level_path_created = Current_level_num;
2882 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2883 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2887 player_hide_index = Point_segs_free_ptr - Point_segs;
2888 Point_segs_free_ptr += player_path_length;
2890 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2891 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2892 ai_reset_all_paths();
2896 for (i=1; i<player_path_length; i++) {
2898 vms_vector seg_center;
2901 segnum = Point_segs[player_hide_index+i].segnum;
2902 mprintf((0, "%3i ", segnum));
2903 seg_center = Point_segs[player_hide_index+i].point;
2905 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2907 Int3(); // Unable to drop energy powerup for path
2911 obj = &Objects[objnum];
2912 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2913 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2914 obj->rtype.vclip_info.framenum = 0;
2915 obj->lifeleft = F1_0*100 + d_rand() * 4;
2922 // Return true if it happened, else return false.
2923 int create_special_path(void)
2927 // ---------- Find exit doors ----------
2928 for (i=0; i<=Highest_segment_index; i++)
2929 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2930 if (Segments[i].children[j] == -2) {
2931 mprintf((0, "Exit at segment %i\n", i));
2932 return mark_player_path_to_segment(i);
2942 int Max_obj_count_mike = 0;
2944 // Shows current number of used objects.
2945 void show_free_objects(void)
2947 if (!(FrameCount & 8)) {
2951 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2953 for (i=0; i<=Highest_object_index; i++)
2954 if (Objects[i].type != OBJ_NONE)
2957 mprintf((0, "%3i", count));
2959 if (count > Max_obj_count_mike) {
2960 Max_obj_count_mike = count;
2961 mprintf((0, " ***"));
2972 * reads a flickering_light structure from a CFILE
2974 void flickering_light_read(flickering_light *fl, CFILE *fp)
2976 fl->segnum = cfile_read_short(fp);
2977 fl->sidenum = cfile_read_short(fp);
2978 fl->mask = cfile_read_int(fp);
2979 fl->timer = cfile_read_fix(fp);
2980 fl->delay = cfile_read_fix(fp);
2983 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2985 PHYSFS_writeSLE16(fp, fl->segnum);
2986 PHYSFS_writeSLE16(fp, fl->sidenum);
2987 PHYSFS_writeULE32(fp, fl->mask);
2988 PHYSFSX_writeFix(fp, fl->timer);
2989 PHYSFSX_writeFix(fp, fl->delay);