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"
116 #include <profiler.h>
119 //#define TEST_TIMER 1 //if this is set, do checking on timer
121 #define SHOW_EXIT_PATH 1
124 #include "editor/editor.h"
129 #if __WATCOMC__ < 1000
130 #include <wsample.h> //should come after inferno.h to get mark setting
135 extern void ReadControls(void); // located in gamecntl.c
136 extern void do_final_boss_frame(void);
138 int Speedtest_on = 0;
141 int Mark_count = 0; // number of debugging marks set
142 int Speedtest_start_time;
143 int Speedtest_segnum;
144 int Speedtest_sidenum;
145 int Speedtest_frame_start;
146 int Speedtest_count=0; // number of times to do the debug test.
149 static fix last_timer_value=0;
152 #if defined(TIMER_TEST) && !defined(NDEBUG)
153 fix _timer_value,actual_last_timer_value,_last_frametime;
154 int stop_count,start_count;
155 int time_stopped,time_started;
158 int VR_screen_mode = 0;
160 ubyte VR_screen_flags = 0; //see values in screens.h
161 ubyte VR_current_page = 0;
162 fix VR_eye_width = F1_0;
163 int VR_render_mode = VR_NONE;
164 int VR_low_res = 3; // Default to low res
166 int VR_sensitivity = 1; // 0 - 2
169 int VR_eye_offset = 0;
170 int VR_eye_switch = 0;
171 int VR_eye_offset_changed = 0;
172 int VR_use_reg_code = 0;
174 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
175 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
176 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
177 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
178 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
180 //do menus work in 640x480 or 320x200?
181 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
182 int MenuHiresAvailable = 1; //can we do highres menus?
183 int MenuHires = 1; //are we currently in highres menus?
185 int Debug_pause=0; //John's debugging pause system
187 cvar_t Cockpit_mode = { "CockpitMode", "0", 1 }; // CM_FULL_COCKPIT, see game.h for values
189 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
190 int force_cockpit_redraw=0;
193 cvar_t r_framerate = {"show_fps", "0"};
194 cvar_t cg_fov = {"fov", "30"};
196 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
198 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
200 int *Toggle_var = &Dummy_var;
203 //flag for whether initial fade-in has been done
207 #ifndef NDEBUG //these only exist if debugging
209 int Game_double_buffer = 1; //double buffer by default
210 fix fixed_frametime=0; //if non-zero, set frametime to this
214 int Game_suspended=0; //if non-zero, nothing moves but player
217 fix Auto_fire_fusion_cannon_time = 0;
218 fix Fusion_charge = 0;
219 fix Fusion_next_sound_time = 0;
220 fix Fusion_last_sound_time = 0;
223 int Game_turbo_mode = 0;
225 int Game_mode = GM_GAME_OVER;
227 int Global_laser_firing_count = 0;
228 int Global_missile_firing_count = 0;
230 grs_bitmap background_bitmap;
234 #define BACKGROUND_NAME "statback.pcx"
236 // Function prototypes for GAME.C exclusively.
238 void GameLoop(int RenderFlag, int ReadControlsFlag);
239 void FireLaser(void);
240 void slide_textures(void);
241 void powerup_grab_cheat_all(void);
244 extern void multi_check_for_killgoal_winner();
245 extern void RestoreGameSurfaces();
249 void grow_window(void);
250 void shrink_window(void);
254 void fill_background();
257 void show_framerate(void);
258 void ftoa(char *string, fix f);
261 extern ubyte DefiningMarkerMessage;
262 extern char Marker_input[];
264 // ==============================================================================================
266 extern char john_head_on;
268 void load_background_bitmap()
273 if (background_bitmap.bm_data)
274 d_free(background_bitmap.bm_data);
276 background_bitmap.bm_data=NULL;
277 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
278 if (pcx_error != PCX_ERROR_NONE)
279 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
280 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
285 void game_cmd_player(int argc, char **argv)
287 if (argc < 2 || !stricmp(argv[1], "-h")) {
288 con_printf(CON_NORMAL, "%s <name>\n", argv[0]);
289 con_printf(CON_NORMAL, " use the player/pilot file <name>\n");
293 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
295 WriteConfigFile(); // Update lastplr
300 void game_cmd_map(int argc, char **argv)
304 if (argc < 2 || !stricmp(argv[1], "-h")) {
305 con_printf(CON_NORMAL, "%s <name> [num]\n", argv[0]);
306 con_printf(CON_NORMAL, " start level <num> of mission <name> (defaults to level 1)\n");
310 if (!strlen(Players[Player_num].callsign)) {
311 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
315 load_mission_by_name(argv[1]);
318 level_num = atoi(argv[2]);
322 if (level_num > Last_level)
323 level_num = Last_level;
324 if (level_num < Last_secret_level)
325 level_num = Last_secret_level;
327 StartNewGame(level_num);
331 /* send network message */
332 void game_cmd_say(int argc, char **argv)
338 if (argc < 2 || !stricmp(argv[1], "-h")) {
339 con_printf(CON_NORMAL, "%s <text>\n", argv[0]);
340 con_printf(CON_NORMAL, " send the message <text> to the network\n");
345 Network_message[0] = 0;
347 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
348 if (ret >= MAX_MESSAGE_LEN) {
349 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
353 for (i = 2; i < argc; i++) {
354 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
355 if (ret >= MAX_MESSAGE_LEN) {
356 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
361 multi_send_message_end();
366 /* increase window size */
367 void game_cmd_sizeup(int argc, char **argv)
370 con_printf(CON_NORMAL, "%s\n", argv[0]);
371 con_printf(CON_NORMAL, " increase the game window size\n");
379 /* decrease window size */
380 void game_cmd_sizedown(int argc, char **argv)
383 con_printf(CON_NORMAL, "%s\n", argv[0]);
384 con_printf(CON_NORMAL, " decrease the game window size\n");
392 //this is called once per game
395 atexit(close_game); //for cleanup
399 init_special_effects();
403 init_exploding_walls();
405 load_background_bitmap();
407 Clear_window = 2; // do portal only window clear.
409 set_detail_level_parameters(Detail_level);
412 cvar_registervariable(&r_framerate);
413 cvar_registervariable(&cg_fov);
414 cvar_registervariable(&Player_highest_level);
417 cmd_addcommand("player", game_cmd_player);
418 cmd_addcommand("map", game_cmd_map);
419 cmd_addcommand("say", game_cmd_say);
420 cmd_addcommand("sizeup", game_cmd_sizeup);
421 cmd_addcommand("sizedown", game_cmd_sizedown);
425 void reset_palette_add()
430 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
434 void game_show_warning(char *s)
437 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
440 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
442 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
447 //these should be in gr.h
448 #define cv_w cv_bitmap.bm_w
449 #define cv_h cv_bitmap.bm_h
451 //added 3/24/99 by Owen Evans for screen res changing
452 uint32_t Game_screen_mode = 0;
454 int Game_window_x = 0;
455 int Game_window_y = 0;
456 cvar_t Game_window_w = { "GameWidth", "0", 1 };
457 cvar_t Game_window_h = { "GameHeight", "0", 1 };
458 int max_window_w = 0;
459 int max_window_h = 0;
461 extern void newdemo_record_cockpit_change(int);
463 //initialize the various canvases on the game screen
464 //called every time the screen mode or cockpit changes
467 // int minx, maxx, miny, maxy;
469 //Initialize the on-screen canvases
471 if (Newdemo_state==ND_STATE_RECORDING) {
472 newdemo_record_cockpit_change(Cockpit_mode.intval);
475 if ( VR_render_mode != VR_NONE )
476 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
478 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) &&
479 (Cockpit_mode.intval == CM_FULL_COCKPIT ||
480 Cockpit_mode.intval == CM_STATUS_BAR ||
481 Cockpit_mode.intval == CM_REAR_VIEW) )
482 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
484 if ( Screen_mode == SCREEN_EDITOR )
485 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
487 gr_set_current_canvas(NULL);
488 gr_set_curfont( GAME_FONT );
490 switch( Cockpit_mode.intval ) {
491 case CM_FULL_COCKPIT:
494 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)].index];
496 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)]);
498 gr_set_current_canvas(VR_offscreen_buffer);
500 gr_bitmap( 0, 0, bm );
501 bm = &VR_offscreen_buffer->cv_bitmap;
502 bm->bm_flags = BM_FLAG_TRANSPARENT;
503 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
506 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
507 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
508 else if (Cockpit_mode.intval == CM_REAR_VIEW)
509 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);
515 max_window_h = grd_curscreen->sc_h;
517 if (Game_window_h.intval > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
518 cvar_setint(&Game_window_h, max_window_h);
520 if (Game_window_w.intval > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
521 cvar_setint(&Game_window_w, max_window_w);
523 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
524 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
526 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
531 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
533 if (Game_window_h.intval > max_window_h)
534 cvar_setint(&Game_window_h, max_window_h);
536 if (Game_window_w.intval > max_window_w)
537 cvar_setint(&Game_window_w, max_window_w);
539 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
540 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
542 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
548 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
549 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
550 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
552 game_init_render_sub_buffers( x, y, w, h );
558 gr_set_current_canvas(NULL);
561 //selects a given cockpit (or lack of one). See types in game.h
562 void select_cockpit(int mode)
564 if (mode != Cockpit_mode.intval) { //new mode
565 cvar_setint(&Cockpit_mode, mode);
570 extern int last_drawn_cockpit[2];
572 //force cockpit redraw next time. call this if you've trashed the screen
575 force_cockpit_redraw=1;
576 last_drawn_cockpit[0] = -1;
577 last_drawn_cockpit[1] = -1;
580 // void HUD_clear_messages(); //Already declared in gauges.h
583 void VR_reset_params()
585 VR_eye_width = VR_SEPARATION;
586 VR_eye_offset = VR_PIXEL_SHIFT;
587 VR_eye_offset_changed = 2;
590 void game_init_render_sub_buffers( int x, int y, int w, int h )
592 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
593 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
597 // Sets up the canvases we will be rendering to (NORMAL VERSION)
598 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
600 // if (vga_check_mode(screen_mode) != 0)
601 // Error("Cannot set requested video mode");
603 VR_screen_mode = screen_mode;
605 VR_screen_flags = flags;
609 VR_render_mode = render_method;
611 cvar_setint(&Game_window_w, render_w);
612 cvar_setint(&Game_window_h, render_h);
614 if (VR_offscreen_buffer) {
615 gr_free_canvas(VR_offscreen_buffer);
618 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
619 if ( render_h*2 < 200 ) {
620 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
623 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
626 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
627 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
630 if ( render_h < 200 ) {
631 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
634 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
638 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
641 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
642 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
645 game_init_render_sub_buffers( 0, 0, render_w, render_h );
648 //called to get the screen in a mode compatible with popup menus.
649 //if we can't have popups over the game screen, switch to menu mode.
650 void set_popup_screen(void)
653 newmenu_show_cursor();
654 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
656 #ifndef OGL // always have to switch to menu mode
657 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
660 set_screen_mode(SCREEN_MENU); //must switch to menu mode
665 //called to change the screen mode. Parameter sm is the new mode, one of
666 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
667 //mode if cannot init requested mode)
668 int set_screen_mode(int sm)
671 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
672 gr_set_current_canvas( Canv_editor );
677 if ( Screen_mode == sm && Vid_current_mode == VR_screen_mode) {
678 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
683 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
684 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
685 ogl_set_screen_mode();
696 switch( Screen_mode )
702 MenuHires = MenuHiresAvailable; //do highres if we can
704 menu_mode = MenuHires?SM(640,480):SM(320,200);
706 if (Vid_current_mode != menu_mode) {
707 if (vid_set_mode(menu_mode))
708 Error("Cannot set screen mode for menu");
709 if (!gr_palette_faded_out)
710 gr_palette_load(gr_palette);
713 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
714 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
716 FontHires = FontHiresAvailable && MenuHires;
720 newmenu_show_cursor();
725 if (Vid_current_mode != VR_screen_mode) {
726 if (vid_set_mode(VR_screen_mode)) {
727 Error("Cannot set desired screen mode for game!");
728 //we probably should do something else here, like select a standard mode
731 if ( Config_control_joystick.intval && (Function_mode == FMODE_GAME) )
737 if ( VR_render_mode == VR_NONE )
739 max_window_w = grd_curscreen->sc_w;
740 max_window_h = grd_curscreen->sc_h;
742 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
743 if (Cockpit_mode.intval == CM_STATUS_BAR)
744 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
746 else if (Cockpit_mode.intval != CM_LETTERBOX)
747 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
749 if (Game_window_h.intval == 0 || Game_window_h.intval > max_window_h ||
750 Game_window_w.intval == 0 || Game_window_w.intval > max_window_w) {
751 cvar_setint(&Game_window_w, max_window_w);
752 cvar_setint(&Game_window_h, max_window_h);
757 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
759 // Define screen pages for game mode
760 // If we designate through screen_flags to use paging, then do so.
761 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
763 if ( VR_screen_flags&VRF_USE_PAGING )
764 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 );
766 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
770 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
772 if ( VR_render_mode != VR_NONE ) {
773 // for 640x480 or higher, use hires font.
774 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
780 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
783 newmenu_hide_cursor();
788 if (grd_curscreen->sc_mode != SM(800,600)) {
790 if ((gr_error = vid_set_mode(SM(800,600))) != 0) { // force into game scrren
791 Warning("Cannot init editor screen (error=%d)",gr_error);
795 gr_palette_load( gr_palette );
797 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
798 Canv_editor = &VR_editor_canvas;
799 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
800 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
801 gr_set_current_canvas( Canv_editor );
802 init_editor_screen(); //setup other editor stuff
806 Error("Invalid screen mode %d",sm);
811 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
813 if ( VR_screen_flags&VRF_USE_PAGING )
814 gr_show_canvas( &VR_screen_pages[VR_current_page] );
816 ogl_set_screen_mode();
823 int game_toggle_fullscreen(void)
825 #ifdef VID_SUPPORTS_FULLSCREEN_TOGGLE
827 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s", (i = vid_toggle_fullscreen())?"on":"off" );
828 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
829 //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.
830 // generic_key_handler(KEY_PADENTER,0);
831 // generic_key_handler(KEY_ENTER, 0);
836 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
842 int game_toggle_fullscreen_menu(void){
843 #ifdef VID_SUPPORTS_FULLSCREEN_MENU_TOGGLE
846 i = vid_toggle_fullscreen_menu();
848 // generic_key_handler(KEY_PADENTER,0);
849 // generic_key_handler(KEY_ENTER, 0);
858 static int timer_paused=0;
862 if (timer_paused==0) {
864 time = timer_get_fixed_seconds();
865 last_timer_value = time - last_timer_value;
866 if (last_timer_value < 0) {
867 #if defined(TIMER_TEST) && !defined(NDEBUG)
868 Int3(); //get Matt!!!!
870 last_timer_value = 0;
872 #if defined(TIMER_TEST) && !defined(NDEBUG)
878 #if defined(TIMER_TEST) && !defined(NDEBUG)
886 Assert(timer_paused >= 0);
887 if (timer_paused==0) {
889 time = timer_get_fixed_seconds();
890 #if defined(TIMER_TEST) && !defined(NDEBUG)
891 if (last_timer_value < 0)
892 Int3(); //get Matt!!!!
894 last_timer_value = time - last_timer_value;
895 #if defined(TIMER_TEST) && !defined(NDEBUG)
900 #if defined(TIMER_TEST) && !defined(NDEBUG)
905 MAC(extern ubyte joydefs_calibrating;)
907 void game_flush_inputs()
914 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
916 mouse_get_delta( &dx, &dy, &dz ); // Read mouse
918 memset(&Controls,0,sizeof(control_info));
923 last_timer_value = timer_get_fixed_seconds();
928 extern int Saving_movie_frames;
929 int Movie_fixed_frametime;
931 #define Saving_movie_frames 0
932 #define Movie_fixed_frametime 0
935 //added on 8/18/98 by Victor Rachels to add maximum framerate
936 int maxfps = MAX_FPS;
939 void calc_frame_time()
941 fix timer_value,last_frametime = FrameTime;
943 #if defined(TIMER_TEST) && !defined(NDEBUG)
944 _last_frametime = last_frametime;
947 timer_value = timer_get_fixed_seconds();
948 FrameTime = timer_value - last_timer_value;
950 while (FrameTime < f1_0 / maxfps)
952 timer_delay(f1_0 / maxfps - FrameTime);
953 timer_value = timer_get_fixed_seconds();
954 FrameTime = timer_value - last_timer_value;
957 #if defined(TIMER_TEST) && !defined(NDEBUG)
958 _timer_value = timer_value;
962 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
963 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
965 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
966 // if ( !dpmi_virtual_memory )
967 // Int3(); //Get MATT if hit this!
971 #if defined(TIMER_TEST) && !defined(NDEBUG)
972 actual_last_timer_value = last_timer_value;
975 if ( Game_turbo_mode )
978 // Limit frametime to be between 5 and 150 fps.
979 RealFrameTime = FrameTime;
980 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
981 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
983 last_timer_value = timer_value;
985 if (FrameTime < 0) //if bogus frametime...
986 FrameTime = last_frametime; //...then use time from last frame
989 if (fixed_frametime) FrameTime = fixed_frametime;
1004 last_timer_value = timer_get_fixed_seconds();
1012 #if defined(TIMER_TEST) && !defined(NDEBUG)
1013 stop_count = start_count = 0;
1016 // Set value to determine whether homing missile can see target.
1017 // The lower frametime is, the more likely that it can see its target.
1018 if (FrameTime <= F1_0/64)
1019 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1020 else if (FrameTime < F1_0/32)
1021 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1022 else if (FrameTime < F1_0/4)
1023 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;
1025 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1029 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1031 void move_player_2_segment(segment *seg,int side)
1035 compute_segment_center(&ConsoleObject->pos,seg);
1036 compute_center_point_on_side(&vp,seg,side);
1037 vm_vec_sub2(&vp,&ConsoleObject->pos);
1038 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1040 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1045 void game_draw_time_left()
1047 char temp_string[30];
1051 gr_set_curfont( GAME_FONT ); //GAME_FONT
1052 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1054 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1055 i=f2i(timevar-ThisLevelTime);
1058 sprintf( temp_string, "Time left: %d secs", i );
1061 gr_string(0, 32, temp_string );
1066 extern int Game_pause;
1069 void level_with_floor();
1071 void modex_clear_box(int x,int y,int w,int h)
1073 grs_canvas *temp_canv,*save_canv;
1075 save_canv = grd_curcanv;
1076 temp_canv = gr_create_canvas(w,h);
1077 gr_set_current_canvas(temp_canv);
1078 gr_clear_canvas(BM_XRGB(0,0,0));
1079 gr_set_current_canvas(save_canv);
1080 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1081 gr_free_canvas(temp_canv);
1085 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1087 // mac routine to drop contents of screen to a pict file using copybits
1088 // save a PICT to a file
1091 void SavePictScreen(int multiplayer)
1094 int parid, i, count;
1095 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1098 PicHandle pict_handle;
1099 static int multi_count = 0;
1100 StandardFileReply sf_reply;
1102 // dump the contents of the GameWindow into a picture using copybits
1104 pict_handle = OpenPicture(&GameWindow->portRect);
1105 if (pict_handle == NULL)
1108 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1111 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1112 if (!getcwd(cwd, FILENAME_MAX))
1114 // create the fsspec
1116 sprintf(filename, "screen%d", multi_count++);
1117 pfilename = c2pstr(filename);
1120 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1121 if (!sf_reply.sfGood)
1123 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1124 if (sf_reply.sfReplacing)
1126 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1130 // parid = GetAppDirId();
1131 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1136 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1141 // write the PICT file
1142 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1144 memset(buf, 0, sizeof(buf));
1146 if ( FSWrite(fd, &count, buf) )
1148 count = GetHandleSize((Handle)pict_handle);
1149 HLock((Handle)pict_handle);
1150 if ( FSWrite(fd, &count, *pict_handle) ) {
1156 HUnlock((Handle)pict_handle);
1157 DisposeHandle((Handle)pict_handle);
1165 //automap_flag is now unused, since we just check if the screen we're
1166 //writing to is modex
1167 //if called from automap, current canvas is set to visible screen
1169 void save_screen_shot(int automap_flag)
1171 #if !defined(MACINTOSH)
1174 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1175 grs_font *save_font;
1176 static int savenum=0;
1177 static int stereo_savenum=0;
1178 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1179 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1187 // // Can't do screen shots in VR modes.
1188 // if ( VR_render_mode != VR_NONE )
1193 save_canv = grd_curcanv;
1195 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1199 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1200 gr_set_current_canvas(temp_canv);
1201 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1203 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1204 gr_set_current_canvas(temp_canv2);
1205 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1208 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1209 gr_set_current_canvas(temp_canv);
1210 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1213 gr_set_current_canvas(save_canv);
1215 if ( savenum > 99 ) savenum = 0;
1216 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1219 sprintf(savename,"left%02d.pcx",stereo_savenum);
1220 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1221 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1223 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1226 sprintf(savename,"screen%02d.pcx",savenum++);
1227 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1230 if (!automap_flag) //if from automap, curcanv is already visible canv
1231 gr_set_current_canvas(NULL);
1232 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1233 if (!automap_flag && modex_flag)
1234 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1236 save_font = grd_curcanv->cv_font;
1237 gr_set_curfont(GAME_FONT);
1238 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1239 gr_get_string_size(message,&w,&h,&aw);
1244 //I changed how these coords were calculated for the high-res automap. -MT
1245 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1246 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1247 x = (grd_curcanv->cv_w-w)/2;
1248 y = (grd_curcanv->cv_h-h)/2;
1251 modex_clear_box(x-2,y-2,w+4,h+4);
1252 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1254 gr_setcolor(gr_find_closest_color_current(0,0,0));
1255 gr_rect(x-2,y-2,x+w+2,y+h+2);
1256 gr_printf(x,y,message);
1257 gr_set_curfont(save_font);
1259 t1 = timer_get_fixed_seconds() + F1_0;
1261 gr_palette_read(pal); //get actual palette from the hardware
1262 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1264 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1266 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1268 gr_set_current_canvas(screen_canv);
1270 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1271 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1273 gr_free_canvas(temp_canv);
1275 gr_free_canvas(temp_canv2);
1277 gr_set_current_canvas(save_canv);
1283 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1284 grs_canvas *temp_canv, *save_canv;
1286 // Can't do screen shots in VR modes.
1287 if ( VR_render_mode != VR_NONE )
1292 save_canv = grd_curcanv;
1293 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1296 gr_set_current_canvas( temp_canv );
1297 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1298 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1302 if (Game_mode & GM_MULTI)
1309 gr_set_current_canvas(screen_canv);
1311 // if (!automap_flag)
1312 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1314 gr_free_canvas(temp_canv);
1316 gr_set_current_canvas(save_canv);
1325 void fly_init(object *obj)
1327 obj->control_type = CT_FLYING;
1328 obj->movement_type = MT_PHYSICS;
1330 vm_vec_zero(&obj->mtype.phys_info.velocity);
1331 vm_vec_zero(&obj->mtype.phys_info.thrust);
1332 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1333 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1336 //void morph_test(), morph_step();
1339 // ------------------------------------------------------------------------------------
1341 void test_anim_states();
1345 //put up the help message
1352 extern int been_in_editor;
1354 // ------------------------------------------------------------------------------------
1355 void do_cloak_stuff(void)
1358 for (i = 0; i < N_players; i++)
1359 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1360 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1361 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1362 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1363 if (i == Player_num) {
1364 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1366 if (Game_mode & GM_MULTI)
1367 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1368 maybe_drop_net_powerup(POW_CLOAK);
1369 multi_send_decloak(); // For demo recording
1371 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1379 // ------------------------------------------------------------------------------------
1380 void do_invulnerable_stuff(void)
1382 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1383 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1384 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1387 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1389 if (Game_mode & GM_MULTI)
1391 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1392 maybe_drop_net_powerup(POW_INVULNERABILITY);
1395 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1402 ubyte Last_afterburner_state = 0;
1403 fix Last_afterburner_charge = 0;
1405 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1406 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1410 //@@// ------------------------------------------------------------------------------------
1411 //@@void afterburner_shake(void)
1415 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1416 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1418 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1419 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1420 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1424 // ------------------------------------------------------------------------------------
1426 extern void multi_send_sound_function (char,char);
1429 void do_afterburner_stuff(void)
1431 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1432 Afterburner_charge=0;
1434 if (Endlevel_sequence || Player_is_dead)
1436 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1438 multi_send_sound_function (0,0);
1442 if ((Controls.state[afterburner] != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1444 if (Afterburner_charge && Controls.state[afterburner] && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1445 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1447 if (Game_mode & GM_MULTI)
1448 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1451 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1452 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1454 if (Game_mode & GM_MULTI)
1455 multi_send_sound_function (0,0);
1457 mprintf((0,"Killing afterburner sound\n"));
1461 //@@if (Controls.state[afterburner] && Afterburner_charge)
1462 //@@ afterburner_shake();
1464 Last_afterburner_state = Controls.state[afterburner];
1465 Last_afterburner_charge = Afterburner_charge;
1468 // -- // ------------------------------------------------------------------------------------
1469 // -- // if energy < F1_0/2, recharge up to F1_0/2
1470 // -- void recharge_energy_frame(void)
1472 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1473 // -- Players[Player_num].energy += FrameTime/4;
1475 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1476 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1480 // Amount to diminish guns towards normal, per second.
1481 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1483 extern fix Flash_effect;
1485 //adds to rgb values for palette flash
1486 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1490 PaletteRedAdd += _dr;
1491 PaletteGreenAdd += _dg;
1492 PaletteBlueAdd += _db;
1494 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1499 maxval = MAX_PALETTE_ADD;
1501 if (PaletteRedAdd > maxval)
1502 PaletteRedAdd = maxval;
1504 if (PaletteGreenAdd > maxval)
1505 PaletteGreenAdd = maxval;
1507 if (PaletteBlueAdd > maxval)
1508 PaletteBlueAdd = maxval;
1510 if (PaletteRedAdd < -maxval)
1511 PaletteRedAdd = -maxval;
1513 if (PaletteGreenAdd < -maxval)
1514 PaletteGreenAdd = -maxval;
1516 if (PaletteBlueAdd < -maxval)
1517 PaletteBlueAdd = -maxval;
1520 fix Time_flash_last_played;
1523 void game_palette_step_up( int r, int g, int b );
1524 // ------------------------------------------------------------------------------------
1525 // Diminish palette effects towards normal.
1526 void diminish_palette_towards_normal(void)
1530 // Diminish at DIMINISH_RATE units/second.
1531 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1532 if (FrameTime < F1_0/DIMINISH_RATE) {
1533 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1536 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1537 if (dec_amount == 0)
1538 dec_amount++; // make sure we decrement by something
1544 // Part of hack system to force update of palette after exiting a menu.
1545 if (Time_flash_last_played) {
1547 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1550 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1551 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1552 Time_flash_last_played = GameTime;
1555 Flash_effect -= FrameTime;
1556 if (Flash_effect < 0)
1559 if (force_do || (d_rand() > 4096 )) {
1560 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1561 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1563 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1570 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1571 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1573 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1574 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1576 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1577 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1579 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1580 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1582 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1584 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1587 int Redsave, Bluesave, Greensave;
1589 void palette_save(void)
1591 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1594 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1596 void game_palette_step_up( int r, int g, int b )
1598 if ( VR_use_reg_code ) {
1599 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1601 gr_palette_step_up( r, g, b );
1605 void palette_restore(void)
1607 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1608 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1610 // Forces flash effect to fixup palette next frame.
1611 Time_flash_last_played = 0;
1614 extern void dead_player_frame(void);
1617 // --------------------------------------------------------------------------------------------------
1618 int allowed_to_fire_laser(void)
1620 if (Player_is_dead) {
1621 Global_missile_firing_count = 0;
1625 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1626 // be a long while before laser can be fired, then there must be some mistake!
1627 if (Next_laser_fire_time > GameTime)
1628 if (Next_laser_fire_time < GameTime + 2*F1_0)
1634 fix Next_flare_fire_time = 0;
1635 #define FLARE_BIG_DELAY (F1_0*2)
1637 int allowed_to_fire_flare(void)
1639 if (Next_flare_fire_time > GameTime)
1640 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1643 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1644 Next_flare_fire_time = GameTime + F1_0/4;
1646 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1651 int allowed_to_fire_missile(void)
1653 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1654 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1655 // be a long while before missile can be fired, then there must be some mistake!
1656 if (Next_missile_fire_time > GameTime)
1657 if (Next_missile_fire_time < GameTime + 5*F1_0)
1663 void full_palette_save(void)
1666 apply_modified_palette();
1667 reset_palette_add();
1668 gr_palette_load( gr_palette );
1671 extern int Death_sequence_aborted;
1672 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) );
1679 char pixel_double_help[64];
1682 char command_help[64], save_help[64], restore_help[64];
1685 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1687 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1688 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1690 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1691 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1692 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1693 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1695 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1696 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1697 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1698 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1699 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1701 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1703 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1705 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1707 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1709 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1711 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1712 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1713 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1714 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1715 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1717 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1719 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1721 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1722 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1723 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1724 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1726 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1727 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1730 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1731 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1732 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1735 full_palette_save();
1737 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1742 //temp function until Matt cleans up game sequencing
1743 extern void temp_reset_stuff_on_level();
1745 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1747 //deal with rear view - switch it on, or off, or whatever
1748 void check_rear_view()
1750 static int leave_mode;
1751 static fix entry_time;
1753 if ( Controls.count[rear_view] ) { // key/button has gone down
1757 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1758 select_cockpit(Cockpit_mode_save);
1759 Cockpit_mode_save = -1;
1761 if (Newdemo_state == ND_STATE_RECORDING)
1762 newdemo_record_restore_rearview();
1766 if (Rear_view_leave_time <= 0)
1768 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
1772 leave_mode = 0; // means wait for another key
1773 entry_time = timer_get_fixed_seconds();
1775 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1776 Cockpit_mode_save = Cockpit_mode.intval;
1777 select_cockpit(CM_REAR_VIEW);
1779 if (Newdemo_state == ND_STATE_RECORDING)
1780 newdemo_record_rearview();
1784 if (Controls.state[rear_view]) {
1786 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1791 //@@if (leave_mode==1 && Cockpit_mode.intval == CM_REAR_VIEW) {
1793 if (leave_mode==1 && Rear_view) {
1795 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1796 select_cockpit(Cockpit_mode_save);
1797 Cockpit_mode_save = -1;
1799 if (Newdemo_state == ND_STATE_RECORDING)
1800 newdemo_record_restore_rearview();
1805 void reset_rear_view(void)
1808 if (Newdemo_state == ND_STATE_RECORDING)
1809 newdemo_record_restore_rearview();
1814 if (!(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)) {
1815 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1816 Cockpit_mode_save = CM_FULL_COCKPIT;
1817 select_cockpit(Cockpit_mode_save);
1818 Cockpit_mode_save = -1;
1824 int Config_menu_flag;
1828 int gr_renderstats = 0;
1829 // need to define "cheat" for renderstats
1830 int gr_badtexture = 0;
1831 // need to define "cheat" for badtexture
1833 int Cheats_enabled=0;
1835 extern int Laser_rapid_fire;
1836 extern void do_lunacy_on(), do_lunacy_off();
1838 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1839 extern char BounceCheat,HomingCheat,OldHomingState[20];
1840 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1841 extern int Buddy_dude_cheat;
1843 //turns off active cheats
1844 void turn_cheats_off()
1850 Weapon_info[i].homing_flag=OldHomingState[i];
1855 Interpolation_method=old_IntMethod;
1858 Buddy_dude_cheat = 0;
1862 Laser_rapid_fire = 0;
1863 Physics_cheat_flag = 0;
1865 Robots_kill_robots_cheat=0;
1866 Robot_firing_enabled = 1;
1869 //turns off all cheats & resets cheater flag
1870 void game_disable_cheats()
1878 // ----------------------------------------------------------------------------
1880 void game_setup(void)
1882 //@@int demo_playing=0;
1883 //@@int multi_game=0;
1885 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1886 do_lunacy_off(); // Restore true insane mode.
1889 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1890 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1891 Endlevel_sequence = 0;
1893 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1894 //@@ demo_playing = 1;
1895 //@@if ( Game_mode & GM_MULTI )
1896 //@@ multi_game = 1;
1898 set_screen_mode(SCREEN_GAME);
1899 reset_palette_add();
1901 set_warn_func(game_show_warning);
1905 //digi_init_sounds();
1907 //keyd_repeat = 0; // Don't allow repeat in game
1908 keyd_repeat = 1; // Do allow repeat in game
1911 //_MARK_("start of game");
1915 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1916 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1918 if (!check_obj_seg(ConsoleObject))
1919 move_player_2_segment(Cursegp,Curside);
1922 Viewer = ConsoleObject;
1923 fly_init(ConsoleObject);
1928 FrameTime = 0; //make first frame zero
1931 if (Current_level_num == 0) { //not a real level
1932 init_player_stats_game();
1939 game_flush_inputs();
1945 extern char IWasKicked;
1949 // ------------------------------------------------------------------------------------
1950 //this function is the game. called when game mode selected. runs until
1951 //editor mode or exit selected
1954 game_setup(); // Replaces what was here earlier.
1955 // Good for Windows Sake.
1958 ProfilerSetStatus(1);
1961 if ( setjmp(LeaveGame)==0 ) {
1967 Config_menu_flag = 0;
1969 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1971 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1972 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1975 player_shields = Players[Player_num].shields;
1977 ExtGameStatus=GAMESTAT_RUNNING;
1978 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1980 if (oldfov != cg_fov.value)
1982 oldfov = cg_fov.value;
1983 if (cg_fov.value < F1_0)
1984 cvar_setint(&cg_fov, 1);
1985 if (cg_fov.value > 170 * F1_0)
1986 cvar_setint(&cg_fov, 170);
1987 Render_zoom = cg_fov.value * M_PI / 180; // convert to radians
1988 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", f2fl(cg_fov.value), Render_zoom);
1991 //if the player is taking damage, give up guided missile control
1992 if (Players[Player_num].shields != player_shields)
1993 release_guided_missile(Player_num);
1995 //see if redbook song needs to be restarted
1996 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1998 if (Config_menu_flag) {
1999 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2001 if (!(Game_mode&GM_MULTI)) palette_restore();
2005 int save_w = Game_window_w.intval, save_h = Game_window_h.intval;
2007 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2008 cvar_setint(&Game_window_w, save_w);
2009 cvar_setint(&Game_window_h, save_h);
2011 last_drawn_cockpit[0] = -1;
2012 last_drawn_cockpit[1] = -1;
2015 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2017 fmode = Function_mode;
2018 Function_mode = FMODE_GAME;
2020 apply_modified_palette();
2021 reset_palette_add();
2022 gr_palette_load( gr_palette );
2023 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2025 Function_mode = fmode;
2028 newdemo_stop_playback();
2029 Function_mode = FMODE_MENU;
2031 Function_mode = FMODE_GAME;
2035 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2041 fmode = Function_mode;
2042 Function_mode = FMODE_GAME;
2044 apply_modified_palette();
2045 reset_palette_add();
2046 gr_palette_load( gr_palette );
2047 ExtGameStatus=GAMESTAT_ABORT_GAME;
2048 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2050 Function_mode = fmode;
2052 Function_mode = FMODE_GAME;
2058 if (Function_mode != FMODE_GAME)
2059 longjmp(LeaveGame,0);
2062 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2063 longjmp(LeaveGame,0);
2066 if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
2068 newmenu_hide_cursor();
2074 ProfilerSetStatus(0);
2079 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2080 newdemo_stop_recording();
2086 if ( Newdemo_state == ND_STATE_PLAYBACK )
2087 newdemo_stop_playback();
2089 if (Cockpit_mode_save!=-1)
2091 cvar_setint(&Cockpit_mode, Cockpit_mode_save);
2092 Cockpit_mode_save=-1;
2095 if (Function_mode != FMODE_EDITOR)
2096 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2098 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2099 //@@ scores_maybe_add_player(Game_aborted);
2103 //_MARK_("end of game");
2106 clear_warn_func(game_show_warning); //don't use this func anymore
2108 game_disable_cheats();
2111 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2115 //called at the end of the program
2118 if (VR_offscreen_buffer) {
2119 gr_free_canvas(VR_offscreen_buffer);
2120 VR_offscreen_buffer = NULL;
2123 close_gauge_canvases();
2125 restore_effect_bitmap_icons();
2127 if (background_bitmap.bm_data)
2128 d_free(background_bitmap.bm_data);
2130 clear_warn_func(game_show_warning); //don't use this func anymore
2133 grs_canvas * get_current_game_screen()
2135 return &VR_screen_pages[VR_current_page];
2139 extern void kconfig_center_headset();
2143 void speedtest_frame(void);
2144 int Debug_slowdown=0;
2148 extern void player_follow_path(object *objp);
2149 extern void check_create_player_path(void);
2153 extern int Do_appearance_effect;
2155 object *Missile_viewer=NULL;
2157 cvar_t Missile_view_enabled = { "MissileView", "1", 1 };
2159 int Marker_viewer_num[2]={-1,-1};
2160 int Coop_view_player[2]={-1,-1};
2161 cvar_t Cockpit_3d_view[2] = {
2162 { "CockpitViewLeft", "0", 1 },
2163 { "CockpitViewRight", "0", 1 },
2166 //returns ptr to escort robot, or NULL
2167 object *find_escort()
2171 for (i=0; i<=Highest_object_index; i++)
2172 if (Objects[i].type == OBJ_ROBOT)
2173 if (Robot_info[Objects[i].id].companion)
2179 extern void process_super_mines_frame(void);
2180 extern void do_seismic_stuff(void);
2183 int Saving_movie_frames=0;
2184 int __Movie_frame_num=0;
2186 #define MAX_MOVIE_BUFFER_FRAMES 250
2187 #define MOVIE_FRAME_SIZE (320 * 200)
2189 ubyte *Movie_frame_buffer;
2190 int Movie_frame_counter;
2191 ubyte Movie_pal[768];
2192 char movie_path[50] = ".\\";
2194 grs_bitmap Movie_bm;
2196 void flush_movie_buffer()
2203 mprintf((0,"Flushing movie buffer..."));
2205 Movie_bm.bm_data = Movie_frame_buffer;
2207 for (f=0;f<Movie_frame_counter;f++) {
2208 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2209 __Movie_frame_num++;
2210 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2211 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2214 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2217 Movie_frame_counter=0;
2219 mprintf((0,"done \n"));
2224 void toggle_movie_saving()
2228 Saving_movie_frames = !Saving_movie_frames;
2230 if (Saving_movie_frames) {
2233 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2234 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2237 Saving_movie_frames = 0;
2241 while (isspace(movie_path[strlen(movie_path)-1]))
2242 movie_path[strlen(movie_path)-1] = 0;
2243 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2244 strcat(movie_path,"\\");
2247 if (!Movie_frame_buffer) {
2248 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2249 if (!Movie_frame_buffer) {
2251 Saving_movie_frames=0;
2254 Movie_frame_counter=0;
2256 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2257 Movie_bm.bm_w = 320;
2258 Movie_bm.bm_h = 200;
2259 Movie_bm.bm_type = BM_LINEAR;
2260 Movie_bm.bm_flags = 0;
2261 Movie_bm.bm_rowsize = 320;
2262 Movie_bm.bm_handle = 0;
2264 gr_palette_read(Movie_pal); //get actual palette from the hardware
2266 if (Newdemo_state == ND_STATE_PLAYBACK)
2267 Newdemo_do_interpolate = 0;
2271 flush_movie_buffer();
2273 if (Newdemo_state == ND_STATE_PLAYBACK)
2274 Newdemo_do_interpolate = 1;
2279 void save_movie_frame()
2281 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2283 Movie_frame_counter++;
2285 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2286 flush_movie_buffer();
2292 extern int Level_shake_duration;
2294 //if water or fire level, make occasional sound
2295 void do_ambient_sounds()
2297 int has_water,has_lava;
2300 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2301 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2303 if (has_lava) { //has lava
2304 sound = SOUND_AMBIENT_LAVA;
2305 if (has_water && (d_rand() & 1)) //both, pick one
2306 sound = SOUND_AMBIENT_WATER;
2308 else if (has_water) //just water
2309 sound = SOUND_AMBIENT_WATER;
2313 if (((d_rand() << 3) < FrameTime)) { //play the sound
2314 fix volume = d_rand() + f1_0/2;
2315 digi_play_sample(sound,volume);
2319 // -- extern void lightning_frame(void);
2321 void game_render_frame();
2322 extern void omega_charge_frame(void);
2324 extern time_t t_current_time, t_saved_time;
2326 void flicker_lights();
2328 void GameLoop(int RenderFlag, int ReadControlsFlag )
2331 // Used to slow down frame rate for testing things.
2332 // RenderFlag = 1; // DEBUG
2333 if (Debug_slowdown) {
2336 for (h=0; h<Debug_slowdown; h++)
2337 for (i=0; i<1000; i++)
2343 if (FindArg("-invulnerability"))
2344 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2348 update_player_stats();
2349 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2350 do_afterburner_stuff();
2352 do_invulnerable_stuff();
2353 remove_obsolete_stuck_objects();
2355 do_final_boss_frame();
2356 // -- lightning_frame();
2357 // -- recharge_energy_frame();
2359 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2360 static int turned_off=0;
2361 Players[Player_num].energy -= (FrameTime*3/8);
2362 if (Players[Player_num].energy < i2f(10)) {
2364 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2367 if (Game_mode & GM_MULTI)
2368 multi_send_flags(Player_num);
2375 if (Players[Player_num].energy <= 0) {
2376 Players[Player_num].energy = 0;
2377 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2379 if (Game_mode & GM_MULTI)
2380 multi_send_flags(Player_num);
2387 check_create_player_path();
2388 player_follow_path(ConsoleObject);
2392 if (Game_mode & GM_MULTI)
2395 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2396 multi_check_for_killgoal_winner();
2402 if (force_cockpit_redraw) { //screen need redrawing?
2404 force_cockpit_redraw=0;
2406 game_render_frame();
2407 //show_extra_views(); //missile view, buddy bot, etc.
2410 if (Saving_movie_frames)
2417 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2421 dead_player_frame();
2422 if (Newdemo_state != ND_STATE_PLAYBACK)
2423 do_controlcen_dead_frame();
2425 process_super_mines_frame();
2427 do_ambient_sounds();
2434 if (ReadControlsFlag)
2437 memset(&Controls, 0, sizeof(Controls));
2439 GameTime += FrameTime;
2441 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2442 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2444 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2445 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2446 mprintf((0,"GameTime reset to 0\n"));
2450 if (FindArg("-checktime") != 0)
2451 if (GameTime >= i2f(600)) //wrap after 10 minutes
2452 GameTime = FrameTime;
2456 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2457 ThisLevelTime +=FrameTime;
2462 if (Endlevel_sequence) {
2463 do_endlevel_frame();
2464 powerup_grab_cheat_all();
2465 do_special_effects();
2466 return; //skip everything else
2469 if (Newdemo_state != ND_STATE_PLAYBACK)
2470 do_exploding_wall_frame();
2471 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2472 do_special_effects();
2473 wall_frame_process();
2474 triggers_frame_process();
2478 if (Control_center_destroyed) {
2479 if (Newdemo_state==ND_STATE_RECORDING )
2480 newdemo_record_control_center_destroyed();
2485 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2486 newdemo_playback_one_frame();
2487 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2488 longjmp( LeaveGame, 0 ); // Go back to menu
2491 { // Note the link to above!
2493 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2496 powerup_grab_cheat_all();
2498 if (Endlevel_sequence) //might have been started during move
2501 fuelcen_update_all();
2505 if (allowed_to_fire_laser())
2506 FireLaser(); // Fire Laser!
2508 if (Auto_fire_fusion_cannon_time) {
2509 if (Primary_weapon != FUSION_INDEX)
2510 Auto_fire_fusion_cannon_time = 0;
2511 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2512 Auto_fire_fusion_cannon_time = 0;
2513 Global_laser_firing_count = 1;
2515 vms_vector rand_vec;
2518 Global_laser_firing_count = 0;
2520 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2521 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2522 make_random_vector(&rand_vec);
2524 bump_amount = F1_0*4;
2526 if (Fusion_charge > F1_0*2)
2527 bump_amount = Fusion_charge*4;
2529 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2533 if (Global_laser_firing_count) {
2534 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2535 // if (Fusion_charge > F1_0*2)
2536 // Fusion_charge = F1_0*2;
2537 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2540 if (Global_laser_firing_count < 0)
2541 Global_laser_firing_count = 0;
2544 if (Do_appearance_effect) {
2545 create_player_appearance_effect(ConsoleObject);
2546 Do_appearance_effect = 0;
2548 if ((Game_mode & GM_MULTI) && Netgame.invul)
2550 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2551 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2558 omega_charge_frame();
2562 //!!hoard_light_pulse(); //do cool hoard light pulsing
2566 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2567 //!!extern int Hoard_goal_eclip;
2569 //!!//do cool pulsing lights in hoard goals
2570 //!!hoard_light_pulse()
2572 //!! if (Game_mode & GM_HOARD) {
2576 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2580 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2583 //!! light = abs(frame - 5) * f1_0 / 5;
2585 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2590 ubyte Slide_segs[MAX_SEGMENTS];
2591 int Slide_segs_computed;
2593 void compute_slide_segs(void)
2595 int segnum, sidenum;
2597 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2598 Slide_segs[segnum] = 0;
2599 for (sidenum=0;sidenum<6;sidenum++) {
2600 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2601 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2602 Slide_segs[segnum] |= 1 << sidenum;
2606 Slide_segs_computed = 1;
2609 // -----------------------------------------------------------------------------
2610 void slide_textures(void)
2612 int segnum,sidenum,i;
2614 if (!Slide_segs_computed)
2615 compute_slide_segs();
2617 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2618 if (Slide_segs[segnum]) {
2619 for (sidenum=0;sidenum<6;sidenum++) {
2620 if (Slide_segs[segnum] & (1 << sidenum)) {
2621 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2622 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2624 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2625 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2626 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2629 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2631 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2634 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2636 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2639 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2641 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2644 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2654 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2656 int Num_flickering_lights=0;
2658 void flicker_lights()
2661 flickering_light *f;
2663 f = Flickering_lights;
2665 for (l=0;l<Num_flickering_lights;l++,f++) {
2666 segment *segp = &Segments[f->segnum];
2668 //make sure this is actually a light
2669 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2671 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2674 if (f->timer == 0x80000000) //disabled
2677 if ((f->timer -= FrameTime) < 0) {
2679 while (f->timer < 0)
2680 f->timer += f->delay;
2682 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2685 add_light(f->segnum,f->sidenum);
2687 subtract_light(f->segnum,f->sidenum);
2692 //returns ptr to flickering light structure, or NULL if can't find
2693 flickering_light *find_flicker(int segnum,int sidenum)
2696 flickering_light *f;
2698 //see if there's already an entry for this seg/side
2700 f = Flickering_lights;
2702 for (l=0;l<Num_flickering_lights;l++,f++)
2703 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2709 //turn flickering off (because light has been turned off)
2710 void disable_flicker(int segnum,int sidenum)
2712 flickering_light *f;
2714 if ((f=find_flicker(segnum,sidenum)) != NULL)
2715 f->timer = 0x80000000;
2718 //turn flickering off (because light has been turned on)
2719 void enable_flicker(int segnum,int sidenum)
2721 flickering_light *f;
2723 if ((f=find_flicker(segnum,sidenum)) != NULL)
2730 //returns 1 if ok, 0 if error
2731 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2734 flickering_light *f;
2736 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2738 //see if there's already an entry for this seg/side
2740 f = Flickering_lights;
2742 for (l=0;l<Num_flickering_lights;l++,f++)
2743 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2746 if (mask==0) { //clearing entry
2747 if (l == Num_flickering_lights)
2751 for (i=l;i<Num_flickering_lights-1;i++)
2752 Flickering_lights[i] = Flickering_lights[i+1];
2753 Num_flickering_lights--;
2758 if (l == Num_flickering_lights) {
2759 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2762 Num_flickering_lights++;
2766 f->sidenum = sidenum;
2767 f->delay = f->timer = delay;
2775 // -----------------------------------------------------------------------------
2776 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2781 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.state[fire_primary] || Controls.count[fire_primary]);
2783 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2784 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2785 Global_laser_firing_count = 0;
2787 if (Fusion_charge == 0)
2788 Players[Player_num].energy -= F1_0*2;
2790 Fusion_charge += FrameTime;
2791 Players[Player_num].energy -= FrameTime;
2793 if (Players[Player_num].energy <= 0) {
2794 Players[Player_num].energy = 0;
2795 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2797 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2798 // Fire the fusion cannon at this time in the future.
2800 if (Fusion_charge < F1_0*2)
2801 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2803 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2805 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2806 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2808 if (Fusion_next_sound_time < GameTime) {
2809 if (Fusion_charge > F1_0*2) {
2810 digi_play_sample( 11, F1_0 );
2811 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2813 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2814 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2816 if (Game_mode & GM_MULTI)
2817 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2820 Fusion_last_sound_time = GameTime;
2821 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2829 // -------------------------------------------------------------------------------------------------------
2830 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2831 // This could easily be made difficulty level dependent.
2832 void powerup_grab_cheat(object *player, int objnum)
2838 Assert(Objects[objnum].type == OBJ_POWERUP);
2840 powerup_size = Objects[objnum].size;
2841 player_size = player->size;
2843 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2845 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2846 vms_vector collision_point;
2848 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2849 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2853 // -------------------------------------------------------------------------------------------------------
2854 // Make it easier to pick up powerups.
2855 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2856 // from player to powerup and player's forward vector.
2857 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2858 // way before the player gets there.
2859 void powerup_grab_cheat_all(void)
2864 segp = &Segments[ConsoleObject->segnum];
2865 objnum = segp->objects;
2867 while (objnum != -1) {
2868 if (Objects[objnum].type == OBJ_POWERUP)
2869 powerup_grab_cheat(ConsoleObject, objnum);
2870 objnum = Objects[objnum].next;
2875 int Last_level_path_created = -1;
2877 #ifdef SHOW_EXIT_PATH
2879 // ------------------------------------------------------------------------------------------------------------------
2880 // Create path for player from current segment to goal segment.
2881 // Return true if path created, else return false.
2882 int mark_player_path_to_segment(int segnum)
2885 object *objp = ConsoleObject;
2886 short player_path_length=0;
2887 int player_hide_index=-1;
2889 if (Last_level_path_created == Current_level_num) {
2893 Last_level_path_created = Current_level_num;
2895 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2896 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2900 player_hide_index = (int)(Point_segs_free_ptr - Point_segs);
2901 Point_segs_free_ptr += player_path_length;
2903 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2904 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2905 ai_reset_all_paths();
2909 for (i=1; i<player_path_length; i++) {
2911 vms_vector seg_center;
2914 segnum = Point_segs[player_hide_index+i].segnum;
2915 mprintf((0, "%3i ", segnum));
2916 seg_center = Point_segs[player_hide_index+i].point;
2918 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2920 Int3(); // Unable to drop energy powerup for path
2924 obj = &Objects[objnum];
2925 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2926 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2927 obj->rtype.vclip_info.framenum = 0;
2928 obj->lifeleft = F1_0*100 + d_rand() * 4;
2935 // Return true if it happened, else return false.
2936 int create_special_path(void)
2940 // ---------- Find exit doors ----------
2941 for (i=0; i<=Highest_segment_index; i++)
2942 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2943 if (Segments[i].children[j] == -2) {
2944 mprintf((0, "Exit at segment %i\n", i));
2945 return mark_player_path_to_segment(i);
2955 int Max_obj_count_mike = 0;
2957 // Shows current number of used objects.
2958 void show_free_objects(void)
2960 if (!(FrameCount & 8)) {
2964 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2966 for (i=0; i<=Highest_object_index; i++)
2967 if (Objects[i].type != OBJ_NONE)
2970 mprintf((0, "%3i", count));
2972 if (count > Max_obj_count_mike) {
2973 Max_obj_count_mike = count;
2974 mprintf((0, " ***"));
2985 * reads a flickering_light structure from a CFILE
2987 void flickering_light_read(flickering_light *fl, CFILE *fp)
2989 fl->segnum = cfile_read_short(fp);
2990 fl->sidenum = cfile_read_short(fp);
2991 fl->mask = cfile_read_int(fp);
2992 fl->timer = cfile_read_fix(fp);
2993 fl->delay = cfile_read_fix(fp);
2996 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2998 PHYSFS_writeSLE16(fp, fl->segnum);
2999 PHYSFS_writeSLE16(fp, fl->sidenum);
3000 PHYSFS_writeULE32(fp, (uint32_t)fl->mask);
3001 PHYSFSX_writeFix(fp, fl->timer);
3002 PHYSFSX_writeFix(fp, fl->delay);