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 /* start recording demo */
393 void game_cmd_recorddemo(int argc, char **argv)
395 if ( Newdemo_state != ND_STATE_NORMAL )
398 if (Game_paused) // can't start demo while paused
401 newdemo_start_recording();
405 /* stop recording demo */
406 void game_cmd_stoprecording(int argc, char **argv)
408 if ( Newdemo_state != ND_STATE_RECORDING )
411 newdemo_stop_recording();
415 //this is called once per game
418 atexit(close_game); //for cleanup
422 init_special_effects();
426 init_exploding_walls();
428 load_background_bitmap();
430 Clear_window = 2; // do portal only window clear.
432 set_detail_level_parameters(Detail_level);
435 cvar_registervariable(&r_framerate);
436 cvar_registervariable(&cg_fov);
437 cvar_registervariable(&Player_highest_level);
440 cmd_addcommand("player", game_cmd_player);
441 cmd_addcommand("map", game_cmd_map);
442 cmd_addcommand("say", game_cmd_say);
443 cmd_addcommand("sizeup", game_cmd_sizeup);
444 cmd_addcommand("sizedown", game_cmd_sizedown);
445 cmd_addcommand("recorddemo", game_cmd_recorddemo);
446 cmd_addcommand("stoprecording", game_cmd_stoprecording);
450 void reset_palette_add()
455 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
459 void game_show_warning(char *s)
462 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
465 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
467 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
472 //these should be in gr.h
473 #define cv_w cv_bitmap.bm_w
474 #define cv_h cv_bitmap.bm_h
476 //added 3/24/99 by Owen Evans for screen res changing
477 uint32_t Game_screen_mode = 0;
479 int Game_window_x = 0;
480 int Game_window_y = 0;
481 cvar_t Game_window_w = { "GameWidth", "0", 1 };
482 cvar_t Game_window_h = { "GameHeight", "0", 1 };
483 int max_window_w = 0;
484 int max_window_h = 0;
486 extern void newdemo_record_cockpit_change(int);
488 //initialize the various canvases on the game screen
489 //called every time the screen mode or cockpit changes
492 // int minx, maxx, miny, maxy;
494 //Initialize the on-screen canvases
496 if (Newdemo_state==ND_STATE_RECORDING) {
497 newdemo_record_cockpit_change(Cockpit_mode.intval);
500 if ( VR_render_mode != VR_NONE )
501 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
503 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) &&
504 (Cockpit_mode.intval == CM_FULL_COCKPIT ||
505 Cockpit_mode.intval == CM_STATUS_BAR ||
506 Cockpit_mode.intval == CM_REAR_VIEW) )
507 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
509 if ( Screen_mode == SCREEN_EDITOR )
510 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
512 gr_set_current_canvas(NULL);
513 gr_set_curfont( GAME_FONT );
515 switch( Cockpit_mode.intval ) {
516 case CM_FULL_COCKPIT:
519 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)].index];
521 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)]);
523 gr_set_current_canvas(VR_offscreen_buffer);
525 gr_bitmap( 0, 0, bm );
526 bm = &VR_offscreen_buffer->cv_bitmap;
527 bm->bm_flags = BM_FLAG_TRANSPARENT;
528 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
531 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
532 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
533 else if (Cockpit_mode.intval == CM_REAR_VIEW)
534 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);
540 max_window_h = grd_curscreen->sc_h;
542 if (Game_window_h.intval > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
543 cvar_setint(&Game_window_h, max_window_h);
545 if (Game_window_w.intval > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
546 cvar_setint(&Game_window_w, max_window_w);
548 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
549 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
551 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
556 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
558 if (Game_window_h.intval > max_window_h)
559 cvar_setint(&Game_window_h, max_window_h);
561 if (Game_window_w.intval > max_window_w)
562 cvar_setint(&Game_window_w, max_window_w);
564 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
565 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
567 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
573 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
574 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
575 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
577 game_init_render_sub_buffers( x, y, w, h );
583 gr_set_current_canvas(NULL);
586 //selects a given cockpit (or lack of one). See types in game.h
587 void select_cockpit(int mode)
589 if (mode != Cockpit_mode.intval) { //new mode
590 cvar_setint(&Cockpit_mode, mode);
595 extern int last_drawn_cockpit[2];
597 //force cockpit redraw next time. call this if you've trashed the screen
600 force_cockpit_redraw=1;
601 last_drawn_cockpit[0] = -1;
602 last_drawn_cockpit[1] = -1;
605 // void HUD_clear_messages(); //Already declared in gauges.h
608 void VR_reset_params()
610 VR_eye_width = VR_SEPARATION;
611 VR_eye_offset = VR_PIXEL_SHIFT;
612 VR_eye_offset_changed = 2;
615 void game_init_render_sub_buffers( int x, int y, int w, int h )
617 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
618 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
622 // Sets up the canvases we will be rendering to (NORMAL VERSION)
623 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
625 // if (vga_check_mode(screen_mode) != 0)
626 // Error("Cannot set requested video mode");
628 VR_screen_mode = screen_mode;
630 VR_screen_flags = flags;
634 VR_render_mode = render_method;
636 cvar_setint(&Game_window_w, render_w);
637 cvar_setint(&Game_window_h, render_h);
639 if (VR_offscreen_buffer) {
640 gr_free_canvas(VR_offscreen_buffer);
643 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
644 if ( render_h*2 < 200 ) {
645 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
648 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
651 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
652 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
655 if ( render_h < 200 ) {
656 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
659 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
663 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
666 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
667 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
670 game_init_render_sub_buffers( 0, 0, render_w, render_h );
673 //called to get the screen in a mode compatible with popup menus.
674 //if we can't have popups over the game screen, switch to menu mode.
675 void set_popup_screen(void)
678 newmenu_show_cursor();
679 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
681 #ifndef OGL // always have to switch to menu mode
682 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
685 set_screen_mode(SCREEN_MENU); //must switch to menu mode
690 //called to change the screen mode. Parameter sm is the new mode, one of
691 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
692 //mode if cannot init requested mode)
693 int set_screen_mode(int sm)
696 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
697 gr_set_current_canvas( Canv_editor );
702 if ( Screen_mode == sm && Vid_current_mode == VR_screen_mode) {
703 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
708 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
709 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
710 ogl_set_screen_mode();
721 switch( Screen_mode )
727 MenuHires = MenuHiresAvailable; //do highres if we can
729 menu_mode = MenuHires?SM(640,480):SM(320,200);
731 if (Vid_current_mode != menu_mode) {
732 if (vid_set_mode(menu_mode))
733 Error("Cannot set screen mode for menu");
734 if (!gr_palette_faded_out)
735 gr_palette_load(gr_palette);
738 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
739 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
741 FontHires = FontHiresAvailable && MenuHires;
745 newmenu_show_cursor();
750 if (Vid_current_mode != VR_screen_mode) {
751 if (vid_set_mode(VR_screen_mode)) {
752 Error("Cannot set desired screen mode for game!");
753 //we probably should do something else here, like select a standard mode
756 if ( Config_control_joystick.intval && (Function_mode == FMODE_GAME) )
762 if ( VR_render_mode == VR_NONE )
764 max_window_w = grd_curscreen->sc_w;
765 max_window_h = grd_curscreen->sc_h;
767 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
768 if (Cockpit_mode.intval == CM_STATUS_BAR)
769 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
771 else if (Cockpit_mode.intval != CM_LETTERBOX)
772 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
774 if (Game_window_h.intval == 0 || Game_window_h.intval > max_window_h ||
775 Game_window_w.intval == 0 || Game_window_w.intval > max_window_w) {
776 cvar_setint(&Game_window_w, max_window_w);
777 cvar_setint(&Game_window_h, max_window_h);
782 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
784 // Define screen pages for game mode
785 // If we designate through screen_flags to use paging, then do so.
786 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
788 if ( VR_screen_flags&VRF_USE_PAGING )
789 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 );
791 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
795 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
797 if ( VR_render_mode != VR_NONE ) {
798 // for 640x480 or higher, use hires font.
799 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
805 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
808 newmenu_hide_cursor();
813 if (grd_curscreen->sc_mode != SM(800,600)) {
815 if ((gr_error = vid_set_mode(SM(800,600))) != 0) { // force into game scrren
816 Warning("Cannot init editor screen (error=%d)",gr_error);
820 gr_palette_load( gr_palette );
822 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
823 Canv_editor = &VR_editor_canvas;
824 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
825 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
826 gr_set_current_canvas( Canv_editor );
827 init_editor_screen(); //setup other editor stuff
831 Error("Invalid screen mode %d",sm);
836 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
838 if ( VR_screen_flags&VRF_USE_PAGING )
839 gr_show_canvas( &VR_screen_pages[VR_current_page] );
841 ogl_set_screen_mode();
848 int game_toggle_fullscreen(void)
850 #ifdef VID_SUPPORTS_FULLSCREEN_TOGGLE
852 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s", (i = vid_toggle_fullscreen())?"on":"off" );
853 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
854 //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.
855 // generic_key_handler(KEY_PADENTER,0);
856 // generic_key_handler(KEY_ENTER, 0);
861 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
867 int game_toggle_fullscreen_menu(void){
868 #ifdef VID_SUPPORTS_FULLSCREEN_MENU_TOGGLE
871 i = vid_toggle_fullscreen_menu();
873 // generic_key_handler(KEY_PADENTER,0);
874 // generic_key_handler(KEY_ENTER, 0);
883 static int timer_paused=0;
887 if (timer_paused==0) {
889 time = timer_get_fixed_seconds();
890 last_timer_value = time - last_timer_value;
891 if (last_timer_value < 0) {
892 #if defined(TIMER_TEST) && !defined(NDEBUG)
893 Int3(); //get Matt!!!!
895 last_timer_value = 0;
897 #if defined(TIMER_TEST) && !defined(NDEBUG)
903 #if defined(TIMER_TEST) && !defined(NDEBUG)
911 Assert(timer_paused >= 0);
912 if (timer_paused==0) {
914 time = timer_get_fixed_seconds();
915 #if defined(TIMER_TEST) && !defined(NDEBUG)
916 if (last_timer_value < 0)
917 Int3(); //get Matt!!!!
919 last_timer_value = time - last_timer_value;
920 #if defined(TIMER_TEST) && !defined(NDEBUG)
925 #if defined(TIMER_TEST) && !defined(NDEBUG)
930 MAC(extern ubyte joydefs_calibrating;)
932 void game_flush_inputs()
939 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
941 mouse_get_delta( &dx, &dy, &dz ); // Read mouse
943 memset(&Controls,0,sizeof(control_info));
948 last_timer_value = timer_get_fixed_seconds();
953 extern int Saving_movie_frames;
954 int Movie_fixed_frametime;
956 #define Saving_movie_frames 0
957 #define Movie_fixed_frametime 0
960 //added on 8/18/98 by Victor Rachels to add maximum framerate
961 int maxfps = MAX_FPS;
964 void calc_frame_time()
966 fix timer_value,last_frametime = FrameTime;
968 #if defined(TIMER_TEST) && !defined(NDEBUG)
969 _last_frametime = last_frametime;
972 timer_value = timer_get_fixed_seconds();
973 FrameTime = timer_value - last_timer_value;
975 while (FrameTime < f1_0 / maxfps)
977 timer_delay(f1_0 / maxfps - FrameTime);
978 timer_value = timer_get_fixed_seconds();
979 FrameTime = timer_value - last_timer_value;
982 #if defined(TIMER_TEST) && !defined(NDEBUG)
983 _timer_value = timer_value;
987 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
988 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
990 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
991 // if ( !dpmi_virtual_memory )
992 // Int3(); //Get MATT if hit this!
996 #if defined(TIMER_TEST) && !defined(NDEBUG)
997 actual_last_timer_value = last_timer_value;
1000 if ( Game_turbo_mode )
1003 // Limit frametime to be between 5 and 150 fps.
1004 RealFrameTime = FrameTime;
1005 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
1006 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
1008 last_timer_value = timer_value;
1010 if (FrameTime < 0) //if bogus frametime...
1011 FrameTime = last_frametime; //...then use time from last frame
1014 if (fixed_frametime) FrameTime = fixed_frametime;
1019 if ( Debug_pause ) {
1029 last_timer_value = timer_get_fixed_seconds();
1037 #if defined(TIMER_TEST) && !defined(NDEBUG)
1038 stop_count = start_count = 0;
1041 // Set value to determine whether homing missile can see target.
1042 // The lower frametime is, the more likely that it can see its target.
1043 if (FrameTime <= F1_0/64)
1044 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1045 else if (FrameTime < F1_0/32)
1046 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1047 else if (FrameTime < F1_0/4)
1048 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;
1050 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1054 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1056 void move_player_2_segment(segment *seg,int side)
1060 compute_segment_center(&ConsoleObject->pos,seg);
1061 compute_center_point_on_side(&vp,seg,side);
1062 vm_vec_sub2(&vp,&ConsoleObject->pos);
1063 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1065 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1070 void game_draw_time_left()
1072 char temp_string[30];
1076 gr_set_curfont( GAME_FONT ); //GAME_FONT
1077 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1079 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1080 i=f2i(timevar-ThisLevelTime);
1083 sprintf( temp_string, "Time left: %d secs", i );
1086 gr_string(0, 32, temp_string );
1091 extern int Game_pause;
1094 void level_with_floor();
1096 void modex_clear_box(int x,int y,int w,int h)
1098 grs_canvas *temp_canv,*save_canv;
1100 save_canv = grd_curcanv;
1101 temp_canv = gr_create_canvas(w,h);
1102 gr_set_current_canvas(temp_canv);
1103 gr_clear_canvas(BM_XRGB(0,0,0));
1104 gr_set_current_canvas(save_canv);
1105 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1106 gr_free_canvas(temp_canv);
1110 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1112 // mac routine to drop contents of screen to a pict file using copybits
1113 // save a PICT to a file
1116 void SavePictScreen(int multiplayer)
1119 int parid, i, count;
1120 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1123 PicHandle pict_handle;
1124 static int multi_count = 0;
1125 StandardFileReply sf_reply;
1127 // dump the contents of the GameWindow into a picture using copybits
1129 pict_handle = OpenPicture(&GameWindow->portRect);
1130 if (pict_handle == NULL)
1133 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1136 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1137 if (!getcwd(cwd, FILENAME_MAX))
1139 // create the fsspec
1141 sprintf(filename, "screen%d", multi_count++);
1142 pfilename = c2pstr(filename);
1145 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1146 if (!sf_reply.sfGood)
1148 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1149 if (sf_reply.sfReplacing)
1151 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1155 // parid = GetAppDirId();
1156 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1161 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1166 // write the PICT file
1167 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1169 memset(buf, 0, sizeof(buf));
1171 if ( FSWrite(fd, &count, buf) )
1173 count = GetHandleSize((Handle)pict_handle);
1174 HLock((Handle)pict_handle);
1175 if ( FSWrite(fd, &count, *pict_handle) ) {
1181 HUnlock((Handle)pict_handle);
1182 DisposeHandle((Handle)pict_handle);
1190 //automap_flag is now unused, since we just check if the screen we're
1191 //writing to is modex
1192 //if called from automap, current canvas is set to visible screen
1194 void save_screen_shot(int automap_flag)
1196 #if !defined(MACINTOSH)
1199 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1200 grs_font *save_font;
1201 static int savenum=0;
1202 static int stereo_savenum=0;
1203 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1204 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1212 // // Can't do screen shots in VR modes.
1213 // if ( VR_render_mode != VR_NONE )
1218 save_canv = grd_curcanv;
1220 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1224 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1225 gr_set_current_canvas(temp_canv);
1226 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1228 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1229 gr_set_current_canvas(temp_canv2);
1230 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1233 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1234 gr_set_current_canvas(temp_canv);
1235 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1238 gr_set_current_canvas(save_canv);
1240 if ( savenum > 99 ) savenum = 0;
1241 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1244 sprintf(savename,"left%02d.pcx",stereo_savenum);
1245 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1246 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1248 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1251 sprintf(savename,"screen%02d.pcx",savenum++);
1252 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1255 if (!automap_flag) //if from automap, curcanv is already visible canv
1256 gr_set_current_canvas(NULL);
1257 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1258 if (!automap_flag && modex_flag)
1259 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1261 save_font = grd_curcanv->cv_font;
1262 gr_set_curfont(GAME_FONT);
1263 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1264 gr_get_string_size(message,&w,&h,&aw);
1269 //I changed how these coords were calculated for the high-res automap. -MT
1270 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1271 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1272 x = (grd_curcanv->cv_w-w)/2;
1273 y = (grd_curcanv->cv_h-h)/2;
1276 modex_clear_box(x-2,y-2,w+4,h+4);
1277 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1279 gr_setcolor(gr_find_closest_color_current(0,0,0));
1280 gr_rect(x-2,y-2,x+w+2,y+h+2);
1281 gr_printf(x,y,message);
1282 gr_set_curfont(save_font);
1284 t1 = timer_get_fixed_seconds() + F1_0;
1286 gr_palette_read(pal); //get actual palette from the hardware
1287 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1289 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1291 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1293 gr_set_current_canvas(screen_canv);
1295 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1296 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1298 gr_free_canvas(temp_canv);
1300 gr_free_canvas(temp_canv2);
1302 gr_set_current_canvas(save_canv);
1308 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1309 grs_canvas *temp_canv, *save_canv;
1311 // Can't do screen shots in VR modes.
1312 if ( VR_render_mode != VR_NONE )
1317 save_canv = grd_curcanv;
1318 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1321 gr_set_current_canvas( temp_canv );
1322 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1323 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1327 if (Game_mode & GM_MULTI)
1334 gr_set_current_canvas(screen_canv);
1336 // if (!automap_flag)
1337 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1339 gr_free_canvas(temp_canv);
1341 gr_set_current_canvas(save_canv);
1350 void fly_init(object *obj)
1352 obj->control_type = CT_FLYING;
1353 obj->movement_type = MT_PHYSICS;
1355 vm_vec_zero(&obj->mtype.phys_info.velocity);
1356 vm_vec_zero(&obj->mtype.phys_info.thrust);
1357 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1358 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1361 //void morph_test(), morph_step();
1364 // ------------------------------------------------------------------------------------
1366 void test_anim_states();
1370 //put up the help message
1377 extern int been_in_editor;
1379 // ------------------------------------------------------------------------------------
1380 void do_cloak_stuff(void)
1383 for (i = 0; i < N_players; i++)
1384 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1385 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1386 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1387 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1388 if (i == Player_num) {
1389 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1391 if (Game_mode & GM_MULTI)
1392 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1393 maybe_drop_net_powerup(POW_CLOAK);
1394 multi_send_decloak(); // For demo recording
1396 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1404 // ------------------------------------------------------------------------------------
1405 void do_invulnerable_stuff(void)
1407 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1408 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1409 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1412 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1414 if (Game_mode & GM_MULTI)
1416 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1417 maybe_drop_net_powerup(POW_INVULNERABILITY);
1420 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1427 ubyte Last_afterburner_state = 0;
1428 fix Last_afterburner_charge = 0;
1430 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1431 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1435 //@@// ------------------------------------------------------------------------------------
1436 //@@void afterburner_shake(void)
1440 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1441 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1443 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1444 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1445 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1449 // ------------------------------------------------------------------------------------
1451 extern void multi_send_sound_function (char,char);
1454 void do_afterburner_stuff(void)
1456 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1457 Afterburner_charge=0;
1459 if (Endlevel_sequence || Player_is_dead)
1461 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1463 multi_send_sound_function (0,0);
1467 if ((Controls.state[afterburner] != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1469 if (Afterburner_charge && Controls.state[afterburner] && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1470 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1472 if (Game_mode & GM_MULTI)
1473 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1476 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1477 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1479 if (Game_mode & GM_MULTI)
1480 multi_send_sound_function (0,0);
1482 mprintf((0,"Killing afterburner sound\n"));
1486 //@@if (Controls.state[afterburner] && Afterburner_charge)
1487 //@@ afterburner_shake();
1489 Last_afterburner_state = Controls.state[afterburner];
1490 Last_afterburner_charge = Afterburner_charge;
1493 // -- // ------------------------------------------------------------------------------------
1494 // -- // if energy < F1_0/2, recharge up to F1_0/2
1495 // -- void recharge_energy_frame(void)
1497 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1498 // -- Players[Player_num].energy += FrameTime/4;
1500 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1501 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1505 // Amount to diminish guns towards normal, per second.
1506 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1508 extern fix Flash_effect;
1510 //adds to rgb values for palette flash
1511 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1515 PaletteRedAdd += _dr;
1516 PaletteGreenAdd += _dg;
1517 PaletteBlueAdd += _db;
1519 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1524 maxval = MAX_PALETTE_ADD;
1526 if (PaletteRedAdd > maxval)
1527 PaletteRedAdd = maxval;
1529 if (PaletteGreenAdd > maxval)
1530 PaletteGreenAdd = maxval;
1532 if (PaletteBlueAdd > maxval)
1533 PaletteBlueAdd = maxval;
1535 if (PaletteRedAdd < -maxval)
1536 PaletteRedAdd = -maxval;
1538 if (PaletteGreenAdd < -maxval)
1539 PaletteGreenAdd = -maxval;
1541 if (PaletteBlueAdd < -maxval)
1542 PaletteBlueAdd = -maxval;
1545 fix Time_flash_last_played;
1548 void game_palette_step_up( int r, int g, int b );
1549 // ------------------------------------------------------------------------------------
1550 // Diminish palette effects towards normal.
1551 void diminish_palette_towards_normal(void)
1555 // Diminish at DIMINISH_RATE units/second.
1556 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1557 if (FrameTime < F1_0/DIMINISH_RATE) {
1558 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1561 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1562 if (dec_amount == 0)
1563 dec_amount++; // make sure we decrement by something
1569 // Part of hack system to force update of palette after exiting a menu.
1570 if (Time_flash_last_played) {
1572 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1575 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1576 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1577 Time_flash_last_played = GameTime;
1580 Flash_effect -= FrameTime;
1581 if (Flash_effect < 0)
1584 if (force_do || (d_rand() > 4096 )) {
1585 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1586 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1588 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1595 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1596 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1598 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1599 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1601 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1602 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1604 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1605 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1607 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1609 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1612 int Redsave, Bluesave, Greensave;
1614 void palette_save(void)
1616 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1619 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1621 void game_palette_step_up( int r, int g, int b )
1623 if ( VR_use_reg_code ) {
1624 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1626 gr_palette_step_up( r, g, b );
1630 void palette_restore(void)
1632 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1633 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1635 // Forces flash effect to fixup palette next frame.
1636 Time_flash_last_played = 0;
1639 extern void dead_player_frame(void);
1642 // --------------------------------------------------------------------------------------------------
1643 int allowed_to_fire_laser(void)
1645 if (Player_is_dead) {
1646 Global_missile_firing_count = 0;
1650 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1651 // be a long while before laser can be fired, then there must be some mistake!
1652 if (Next_laser_fire_time > GameTime)
1653 if (Next_laser_fire_time < GameTime + 2*F1_0)
1659 fix Next_flare_fire_time = 0;
1660 #define FLARE_BIG_DELAY (F1_0*2)
1662 int allowed_to_fire_flare(void)
1664 if (Next_flare_fire_time > GameTime)
1665 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1668 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1669 Next_flare_fire_time = GameTime + F1_0/4;
1671 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1676 int allowed_to_fire_missile(void)
1678 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1679 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1680 // be a long while before missile can be fired, then there must be some mistake!
1681 if (Next_missile_fire_time > GameTime)
1682 if (Next_missile_fire_time < GameTime + 5*F1_0)
1688 void full_palette_save(void)
1691 apply_modified_palette();
1692 reset_palette_add();
1693 gr_palette_load( gr_palette );
1696 extern int Death_sequence_aborted;
1697 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) );
1704 char pixel_double_help[64];
1707 char command_help[64], save_help[64], restore_help[64];
1710 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1712 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1713 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1715 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1716 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1717 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1718 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1720 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1721 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1722 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1723 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1724 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1726 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1728 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1730 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1732 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1734 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1736 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1737 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1738 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1739 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1740 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1742 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1744 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1746 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1747 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1748 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1749 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1751 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1752 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1755 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1756 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1757 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1760 full_palette_save();
1762 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1767 //temp function until Matt cleans up game sequencing
1768 extern void temp_reset_stuff_on_level();
1770 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1772 //deal with rear view - switch it on, or off, or whatever
1773 void check_rear_view()
1775 static int leave_mode;
1776 static fix entry_time;
1778 if ( Controls.count[rear_view] ) { // key/button has gone down
1782 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1783 select_cockpit(Cockpit_mode_save);
1784 Cockpit_mode_save = -1;
1786 if (Newdemo_state == ND_STATE_RECORDING)
1787 newdemo_record_restore_rearview();
1791 if (Rear_view_leave_time <= 0)
1793 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
1797 leave_mode = 0; // means wait for another key
1798 entry_time = timer_get_fixed_seconds();
1800 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1801 Cockpit_mode_save = Cockpit_mode.intval;
1802 select_cockpit(CM_REAR_VIEW);
1804 if (Newdemo_state == ND_STATE_RECORDING)
1805 newdemo_record_rearview();
1809 if (Controls.state[rear_view]) {
1811 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1816 //@@if (leave_mode==1 && Cockpit_mode.intval == CM_REAR_VIEW) {
1818 if (leave_mode==1 && Rear_view) {
1820 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1821 select_cockpit(Cockpit_mode_save);
1822 Cockpit_mode_save = -1;
1824 if (Newdemo_state == ND_STATE_RECORDING)
1825 newdemo_record_restore_rearview();
1830 void reset_rear_view(void)
1833 if (Newdemo_state == ND_STATE_RECORDING)
1834 newdemo_record_restore_rearview();
1839 if (!(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)) {
1840 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1841 Cockpit_mode_save = CM_FULL_COCKPIT;
1842 select_cockpit(Cockpit_mode_save);
1843 Cockpit_mode_save = -1;
1849 int Config_menu_flag;
1853 int gr_renderstats = 0;
1854 // need to define "cheat" for renderstats
1855 int gr_badtexture = 0;
1856 // need to define "cheat" for badtexture
1858 int Cheats_enabled=0;
1860 extern int Laser_rapid_fire;
1861 extern void do_lunacy_on(), do_lunacy_off();
1863 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1864 extern char BounceCheat,HomingCheat,OldHomingState[20];
1865 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1866 extern int Buddy_dude_cheat;
1868 //turns off active cheats
1869 void turn_cheats_off()
1875 Weapon_info[i].homing_flag=OldHomingState[i];
1880 Interpolation_method=old_IntMethod;
1883 Buddy_dude_cheat = 0;
1887 Laser_rapid_fire = 0;
1888 Physics_cheat_flag = 0;
1890 Robots_kill_robots_cheat=0;
1891 Robot_firing_enabled = 1;
1894 //turns off all cheats & resets cheater flag
1895 void game_disable_cheats()
1903 // ----------------------------------------------------------------------------
1905 void game_setup(void)
1907 //@@int demo_playing=0;
1908 //@@int multi_game=0;
1910 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1911 do_lunacy_off(); // Restore true insane mode.
1914 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1915 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1916 Endlevel_sequence = 0;
1918 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1919 //@@ demo_playing = 1;
1920 //@@if ( Game_mode & GM_MULTI )
1921 //@@ multi_game = 1;
1923 set_screen_mode(SCREEN_GAME);
1924 reset_palette_add();
1926 set_warn_func(game_show_warning);
1930 //digi_init_sounds();
1932 //keyd_repeat = 0; // Don't allow repeat in game
1933 keyd_repeat = 1; // Do allow repeat in game
1936 //_MARK_("start of game");
1940 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1941 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1943 if (!check_obj_seg(ConsoleObject))
1944 move_player_2_segment(Cursegp,Curside);
1947 Viewer = ConsoleObject;
1948 fly_init(ConsoleObject);
1953 FrameTime = 0; //make first frame zero
1956 if (Current_level_num == 0) { //not a real level
1957 init_player_stats_game();
1964 game_flush_inputs();
1970 extern char IWasKicked;
1974 // ------------------------------------------------------------------------------------
1975 //this function is the game. called when game mode selected. runs until
1976 //editor mode or exit selected
1979 game_setup(); // Replaces what was here earlier.
1980 // Good for Windows Sake.
1983 ProfilerSetStatus(1);
1986 if ( setjmp(LeaveGame)==0 ) {
1992 Config_menu_flag = 0;
1994 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1996 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1997 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
2000 player_shields = Players[Player_num].shields;
2002 ExtGameStatus=GAMESTAT_RUNNING;
2003 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
2005 if (oldfov != cg_fov.value)
2007 oldfov = cg_fov.value;
2008 if (cg_fov.value < F1_0)
2009 cvar_setint(&cg_fov, 1);
2010 if (cg_fov.value > 170 * F1_0)
2011 cvar_setint(&cg_fov, 170);
2012 Render_zoom = cg_fov.value * M_PI / 180; // convert to radians
2013 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", f2fl(cg_fov.value), Render_zoom);
2016 //if the player is taking damage, give up guided missile control
2017 if (Players[Player_num].shields != player_shields)
2018 release_guided_missile(Player_num);
2020 //see if redbook song needs to be restarted
2021 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
2023 if (Config_menu_flag) {
2024 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2026 if (!(Game_mode&GM_MULTI)) palette_restore();
2030 int save_w = Game_window_w.intval, save_h = Game_window_h.intval;
2032 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2033 cvar_setint(&Game_window_w, save_w);
2034 cvar_setint(&Game_window_h, save_h);
2036 last_drawn_cockpit[0] = -1;
2037 last_drawn_cockpit[1] = -1;
2040 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2042 fmode = Function_mode;
2043 Function_mode = FMODE_GAME;
2045 apply_modified_palette();
2046 reset_palette_add();
2047 gr_palette_load( gr_palette );
2048 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2050 Function_mode = fmode;
2053 newdemo_stop_playback();
2054 Function_mode = FMODE_MENU;
2056 Function_mode = FMODE_GAME;
2060 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2066 fmode = Function_mode;
2067 Function_mode = FMODE_GAME;
2069 apply_modified_palette();
2070 reset_palette_add();
2071 gr_palette_load( gr_palette );
2072 ExtGameStatus=GAMESTAT_ABORT_GAME;
2073 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2075 Function_mode = fmode;
2077 Function_mode = FMODE_GAME;
2083 if (Function_mode != FMODE_GAME)
2084 longjmp(LeaveGame,0);
2087 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2088 longjmp(LeaveGame,0);
2091 if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
2093 newmenu_hide_cursor();
2099 ProfilerSetStatus(0);
2104 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2105 newdemo_stop_recording();
2111 if ( Newdemo_state == ND_STATE_PLAYBACK )
2112 newdemo_stop_playback();
2114 if (Cockpit_mode_save!=-1)
2116 cvar_setint(&Cockpit_mode, Cockpit_mode_save);
2117 Cockpit_mode_save=-1;
2120 if (Function_mode != FMODE_EDITOR)
2121 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2123 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2124 //@@ scores_maybe_add_player(Game_aborted);
2128 //_MARK_("end of game");
2131 clear_warn_func(game_show_warning); //don't use this func anymore
2133 game_disable_cheats();
2136 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2140 //called at the end of the program
2143 if (VR_offscreen_buffer) {
2144 gr_free_canvas(VR_offscreen_buffer);
2145 VR_offscreen_buffer = NULL;
2148 close_gauge_canvases();
2150 restore_effect_bitmap_icons();
2152 if (background_bitmap.bm_data)
2153 d_free(background_bitmap.bm_data);
2155 clear_warn_func(game_show_warning); //don't use this func anymore
2158 grs_canvas * get_current_game_screen()
2160 return &VR_screen_pages[VR_current_page];
2164 extern void kconfig_center_headset();
2168 void speedtest_frame(void);
2169 int Debug_slowdown=0;
2173 extern void player_follow_path(object *objp);
2174 extern void check_create_player_path(void);
2178 extern int Do_appearance_effect;
2180 object *Missile_viewer=NULL;
2182 cvar_t Missile_view_enabled = { "MissileView", "1", 1 };
2184 int Marker_viewer_num[2]={-1,-1};
2185 int Coop_view_player[2]={-1,-1};
2186 cvar_t Cockpit_3d_view[2] = {
2187 { "CockpitViewLeft", "0", 1 },
2188 { "CockpitViewRight", "0", 1 },
2191 //returns ptr to escort robot, or NULL
2192 object *find_escort()
2196 for (i=0; i<=Highest_object_index; i++)
2197 if (Objects[i].type == OBJ_ROBOT)
2198 if (Robot_info[Objects[i].id].companion)
2204 extern void process_super_mines_frame(void);
2205 extern void do_seismic_stuff(void);
2208 int Saving_movie_frames=0;
2209 int __Movie_frame_num=0;
2211 #define MAX_MOVIE_BUFFER_FRAMES 250
2212 #define MOVIE_FRAME_SIZE (320 * 200)
2214 ubyte *Movie_frame_buffer;
2215 int Movie_frame_counter;
2216 ubyte Movie_pal[768];
2217 char movie_path[50] = ".\\";
2219 grs_bitmap Movie_bm;
2221 void flush_movie_buffer()
2228 mprintf((0,"Flushing movie buffer..."));
2230 Movie_bm.bm_data = Movie_frame_buffer;
2232 for (f=0;f<Movie_frame_counter;f++) {
2233 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2234 __Movie_frame_num++;
2235 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2236 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2239 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2242 Movie_frame_counter=0;
2244 mprintf((0,"done \n"));
2249 void toggle_movie_saving()
2253 Saving_movie_frames = !Saving_movie_frames;
2255 if (Saving_movie_frames) {
2258 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2259 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2262 Saving_movie_frames = 0;
2266 while (isspace(movie_path[strlen(movie_path)-1]))
2267 movie_path[strlen(movie_path)-1] = 0;
2268 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2269 strcat(movie_path,"\\");
2272 if (!Movie_frame_buffer) {
2273 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2274 if (!Movie_frame_buffer) {
2276 Saving_movie_frames=0;
2279 Movie_frame_counter=0;
2281 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2282 Movie_bm.bm_w = 320;
2283 Movie_bm.bm_h = 200;
2284 Movie_bm.bm_type = BM_LINEAR;
2285 Movie_bm.bm_flags = 0;
2286 Movie_bm.bm_rowsize = 320;
2287 Movie_bm.bm_handle = 0;
2289 gr_palette_read(Movie_pal); //get actual palette from the hardware
2291 if (Newdemo_state == ND_STATE_PLAYBACK)
2292 Newdemo_do_interpolate = 0;
2296 flush_movie_buffer();
2298 if (Newdemo_state == ND_STATE_PLAYBACK)
2299 Newdemo_do_interpolate = 1;
2304 void save_movie_frame()
2306 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2308 Movie_frame_counter++;
2310 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2311 flush_movie_buffer();
2317 extern int Level_shake_duration;
2319 //if water or fire level, make occasional sound
2320 void do_ambient_sounds()
2322 int has_water,has_lava;
2325 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2326 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2328 if (has_lava) { //has lava
2329 sound = SOUND_AMBIENT_LAVA;
2330 if (has_water && (d_rand() & 1)) //both, pick one
2331 sound = SOUND_AMBIENT_WATER;
2333 else if (has_water) //just water
2334 sound = SOUND_AMBIENT_WATER;
2338 if (((d_rand() << 3) < FrameTime)) { //play the sound
2339 fix volume = d_rand() + f1_0/2;
2340 digi_play_sample(sound,volume);
2344 // -- extern void lightning_frame(void);
2346 void game_render_frame();
2347 extern void omega_charge_frame(void);
2349 extern time_t t_current_time, t_saved_time;
2351 void flicker_lights();
2353 void GameLoop(int RenderFlag, int ReadControlsFlag )
2356 // Used to slow down frame rate for testing things.
2357 // RenderFlag = 1; // DEBUG
2358 if (Debug_slowdown) {
2361 for (h=0; h<Debug_slowdown; h++)
2362 for (i=0; i<1000; i++)
2368 if (FindArg("-invulnerability"))
2369 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2373 update_player_stats();
2374 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2375 do_afterburner_stuff();
2377 do_invulnerable_stuff();
2378 remove_obsolete_stuck_objects();
2380 do_final_boss_frame();
2381 // -- lightning_frame();
2382 // -- recharge_energy_frame();
2384 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2385 static int turned_off=0;
2386 Players[Player_num].energy -= (FrameTime*3/8);
2387 if (Players[Player_num].energy < i2f(10)) {
2389 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2392 if (Game_mode & GM_MULTI)
2393 multi_send_flags(Player_num);
2400 if (Players[Player_num].energy <= 0) {
2401 Players[Player_num].energy = 0;
2402 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2404 if (Game_mode & GM_MULTI)
2405 multi_send_flags(Player_num);
2412 check_create_player_path();
2413 player_follow_path(ConsoleObject);
2417 if (Game_mode & GM_MULTI)
2420 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2421 multi_check_for_killgoal_winner();
2427 if (force_cockpit_redraw) { //screen need redrawing?
2429 force_cockpit_redraw=0;
2431 game_render_frame();
2432 //show_extra_views(); //missile view, buddy bot, etc.
2435 if (Saving_movie_frames)
2442 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2446 dead_player_frame();
2447 if (Newdemo_state != ND_STATE_PLAYBACK)
2448 do_controlcen_dead_frame();
2450 process_super_mines_frame();
2452 do_ambient_sounds();
2459 if (ReadControlsFlag)
2462 memset(&Controls, 0, sizeof(Controls));
2464 GameTime += FrameTime;
2466 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2467 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2469 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2470 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2471 mprintf((0,"GameTime reset to 0\n"));
2475 if (FindArg("-checktime") != 0)
2476 if (GameTime >= i2f(600)) //wrap after 10 minutes
2477 GameTime = FrameTime;
2481 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2482 ThisLevelTime +=FrameTime;
2487 if (Endlevel_sequence) {
2488 do_endlevel_frame();
2489 powerup_grab_cheat_all();
2490 do_special_effects();
2491 return; //skip everything else
2494 if (Newdemo_state != ND_STATE_PLAYBACK)
2495 do_exploding_wall_frame();
2496 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2497 do_special_effects();
2498 wall_frame_process();
2499 triggers_frame_process();
2503 if (Control_center_destroyed) {
2504 if (Newdemo_state==ND_STATE_RECORDING )
2505 newdemo_record_control_center_destroyed();
2510 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2511 newdemo_playback_one_frame();
2512 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2513 longjmp( LeaveGame, 0 ); // Go back to menu
2516 { // Note the link to above!
2518 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2521 powerup_grab_cheat_all();
2523 if (Endlevel_sequence) //might have been started during move
2526 fuelcen_update_all();
2530 if (allowed_to_fire_laser())
2531 FireLaser(); // Fire Laser!
2533 if (Auto_fire_fusion_cannon_time) {
2534 if (Primary_weapon != FUSION_INDEX)
2535 Auto_fire_fusion_cannon_time = 0;
2536 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2537 Auto_fire_fusion_cannon_time = 0;
2538 Global_laser_firing_count = 1;
2540 vms_vector rand_vec;
2543 Global_laser_firing_count = 0;
2545 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2546 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2547 make_random_vector(&rand_vec);
2549 bump_amount = F1_0*4;
2551 if (Fusion_charge > F1_0*2)
2552 bump_amount = Fusion_charge*4;
2554 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2558 if (Global_laser_firing_count) {
2559 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2560 // if (Fusion_charge > F1_0*2)
2561 // Fusion_charge = F1_0*2;
2562 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2565 if (Global_laser_firing_count < 0)
2566 Global_laser_firing_count = 0;
2569 if (Do_appearance_effect) {
2570 create_player_appearance_effect(ConsoleObject);
2571 Do_appearance_effect = 0;
2573 if ((Game_mode & GM_MULTI) && Netgame.invul)
2575 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2576 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2583 omega_charge_frame();
2587 //!!hoard_light_pulse(); //do cool hoard light pulsing
2591 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2592 //!!extern int Hoard_goal_eclip;
2594 //!!//do cool pulsing lights in hoard goals
2595 //!!hoard_light_pulse()
2597 //!! if (Game_mode & GM_HOARD) {
2601 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2605 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2608 //!! light = abs(frame - 5) * f1_0 / 5;
2610 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2615 ubyte Slide_segs[MAX_SEGMENTS];
2616 int Slide_segs_computed;
2618 void compute_slide_segs(void)
2620 int segnum, sidenum;
2622 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2623 Slide_segs[segnum] = 0;
2624 for (sidenum=0;sidenum<6;sidenum++) {
2625 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2626 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2627 Slide_segs[segnum] |= 1 << sidenum;
2631 Slide_segs_computed = 1;
2634 // -----------------------------------------------------------------------------
2635 void slide_textures(void)
2637 int segnum,sidenum,i;
2639 if (!Slide_segs_computed)
2640 compute_slide_segs();
2642 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2643 if (Slide_segs[segnum]) {
2644 for (sidenum=0;sidenum<6;sidenum++) {
2645 if (Slide_segs[segnum] & (1 << sidenum)) {
2646 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2647 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2649 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2650 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2651 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2654 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2656 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2659 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2661 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2664 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2666 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2669 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2679 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2681 int Num_flickering_lights=0;
2683 void flicker_lights()
2686 flickering_light *f;
2688 f = Flickering_lights;
2690 for (l=0;l<Num_flickering_lights;l++,f++) {
2691 segment *segp = &Segments[f->segnum];
2693 //make sure this is actually a light
2694 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2696 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2699 if (f->timer == 0x80000000) //disabled
2702 if ((f->timer -= FrameTime) < 0) {
2704 while (f->timer < 0)
2705 f->timer += f->delay;
2707 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2710 add_light(f->segnum,f->sidenum);
2712 subtract_light(f->segnum,f->sidenum);
2717 //returns ptr to flickering light structure, or NULL if can't find
2718 flickering_light *find_flicker(int segnum,int sidenum)
2721 flickering_light *f;
2723 //see if there's already an entry for this seg/side
2725 f = Flickering_lights;
2727 for (l=0;l<Num_flickering_lights;l++,f++)
2728 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2734 //turn flickering off (because light has been turned off)
2735 void disable_flicker(int segnum,int sidenum)
2737 flickering_light *f;
2739 if ((f=find_flicker(segnum,sidenum)) != NULL)
2740 f->timer = 0x80000000;
2743 //turn flickering off (because light has been turned on)
2744 void enable_flicker(int segnum,int sidenum)
2746 flickering_light *f;
2748 if ((f=find_flicker(segnum,sidenum)) != NULL)
2755 //returns 1 if ok, 0 if error
2756 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2759 flickering_light *f;
2761 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2763 //see if there's already an entry for this seg/side
2765 f = Flickering_lights;
2767 for (l=0;l<Num_flickering_lights;l++,f++)
2768 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2771 if (mask==0) { //clearing entry
2772 if (l == Num_flickering_lights)
2776 for (i=l;i<Num_flickering_lights-1;i++)
2777 Flickering_lights[i] = Flickering_lights[i+1];
2778 Num_flickering_lights--;
2783 if (l == Num_flickering_lights) {
2784 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2787 Num_flickering_lights++;
2791 f->sidenum = sidenum;
2792 f->delay = f->timer = delay;
2800 // -----------------------------------------------------------------------------
2801 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2806 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.state[fire_primary] || Controls.count[fire_primary]);
2808 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2809 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2810 Global_laser_firing_count = 0;
2812 if (Fusion_charge == 0)
2813 Players[Player_num].energy -= F1_0*2;
2815 Fusion_charge += FrameTime;
2816 Players[Player_num].energy -= FrameTime;
2818 if (Players[Player_num].energy <= 0) {
2819 Players[Player_num].energy = 0;
2820 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2822 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2823 // Fire the fusion cannon at this time in the future.
2825 if (Fusion_charge < F1_0*2)
2826 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2828 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2830 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2831 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2833 if (Fusion_next_sound_time < GameTime) {
2834 if (Fusion_charge > F1_0*2) {
2835 digi_play_sample( 11, F1_0 );
2836 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2838 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2839 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2841 if (Game_mode & GM_MULTI)
2842 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2845 Fusion_last_sound_time = GameTime;
2846 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2854 // -------------------------------------------------------------------------------------------------------
2855 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2856 // This could easily be made difficulty level dependent.
2857 void powerup_grab_cheat(object *player, int objnum)
2863 Assert(Objects[objnum].type == OBJ_POWERUP);
2865 powerup_size = Objects[objnum].size;
2866 player_size = player->size;
2868 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2870 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2871 vms_vector collision_point;
2873 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2874 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2878 // -------------------------------------------------------------------------------------------------------
2879 // Make it easier to pick up powerups.
2880 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2881 // from player to powerup and player's forward vector.
2882 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2883 // way before the player gets there.
2884 void powerup_grab_cheat_all(void)
2889 segp = &Segments[ConsoleObject->segnum];
2890 objnum = segp->objects;
2892 while (objnum != -1) {
2893 if (Objects[objnum].type == OBJ_POWERUP)
2894 powerup_grab_cheat(ConsoleObject, objnum);
2895 objnum = Objects[objnum].next;
2900 int Last_level_path_created = -1;
2902 #ifdef SHOW_EXIT_PATH
2904 // ------------------------------------------------------------------------------------------------------------------
2905 // Create path for player from current segment to goal segment.
2906 // Return true if path created, else return false.
2907 int mark_player_path_to_segment(int segnum)
2910 object *objp = ConsoleObject;
2911 short player_path_length=0;
2912 int player_hide_index=-1;
2914 if (Last_level_path_created == Current_level_num) {
2918 Last_level_path_created = Current_level_num;
2920 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2921 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2925 player_hide_index = (int)(Point_segs_free_ptr - Point_segs);
2926 Point_segs_free_ptr += player_path_length;
2928 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2929 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2930 ai_reset_all_paths();
2934 for (i=1; i<player_path_length; i++) {
2936 vms_vector seg_center;
2939 segnum = Point_segs[player_hide_index+i].segnum;
2940 mprintf((0, "%3i ", segnum));
2941 seg_center = Point_segs[player_hide_index+i].point;
2943 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2945 Int3(); // Unable to drop energy powerup for path
2949 obj = &Objects[objnum];
2950 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2951 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2952 obj->rtype.vclip_info.framenum = 0;
2953 obj->lifeleft = F1_0*100 + d_rand() * 4;
2960 // Return true if it happened, else return false.
2961 int create_special_path(void)
2965 // ---------- Find exit doors ----------
2966 for (i=0; i<=Highest_segment_index; i++)
2967 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2968 if (Segments[i].children[j] == -2) {
2969 mprintf((0, "Exit at segment %i\n", i));
2970 return mark_player_path_to_segment(i);
2980 int Max_obj_count_mike = 0;
2982 // Shows current number of used objects.
2983 void show_free_objects(void)
2985 if (!(FrameCount & 8)) {
2989 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2991 for (i=0; i<=Highest_object_index; i++)
2992 if (Objects[i].type != OBJ_NONE)
2995 mprintf((0, "%3i", count));
2997 if (count > Max_obj_count_mike) {
2998 Max_obj_count_mike = count;
2999 mprintf((0, " ***"));
3010 * reads a flickering_light structure from a CFILE
3012 void flickering_light_read(flickering_light *fl, CFILE *fp)
3014 fl->segnum = cfile_read_short(fp);
3015 fl->sidenum = cfile_read_short(fp);
3016 fl->mask = cfile_read_int(fp);
3017 fl->timer = cfile_read_fix(fp);
3018 fl->delay = cfile_read_fix(fp);
3021 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
3023 PHYSFS_writeSLE16(fp, fl->segnum);
3024 PHYSFS_writeSLE16(fp, fl->sidenum);
3025 PHYSFS_writeULE32(fp, (uint32_t)fl->mask);
3026 PHYSFSX_writeFix(fp, fl->timer);
3027 PHYSFSX_writeFix(fp, fl->delay);