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
33 #include <StandardFile.h>
34 #include <Quickdraw.h>
58 #include "editor/editor.h"
65 //#define TEST_TIMER 1 //if this is set, do checking on timer
67 #define SHOW_EXIT_PATH 1
71 #if __WATCOMC__ < 1000
72 #include <wsample.h> //should come after inferno.h to get mark setting
77 extern void ReadControls(void); // located in gamecntl.c
78 extern void do_final_boss_frame(void);
83 int Mark_count = 0; // number of debugging marks set
84 int Speedtest_start_time;
86 int Speedtest_sidenum;
87 int Speedtest_frame_start;
88 int Speedtest_count=0; // number of times to do the debug test.
91 static fix last_timer_value=0;
94 #if defined(TIMER_TEST) && !defined(NDEBUG)
95 fix _timer_value,actual_last_timer_value,_last_frametime;
96 int stop_count,start_count;
97 int time_stopped,time_started;
100 int VR_screen_mode = 0;
102 ubyte VR_screen_flags = 0; //see values in screens.h
103 ubyte VR_current_page = 0;
104 fix VR_eye_width = F1_0;
105 int VR_render_mode = VR_NONE;
106 int VR_low_res = 3; // Default to low res
108 int VR_sensitivity = 1; // 0 - 2
111 int VR_eye_offset = 0;
112 int VR_eye_switch = 0;
113 int VR_eye_offset_changed = 0;
114 int VR_use_reg_code = 0;
116 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
117 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
118 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
119 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
120 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
122 //do menus work in 640x480 or 320x200?
123 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
124 int MenuHiresAvailable = 1; //can we do highres menus?
125 int MenuHires = 1; //are we currently in highres menus?
126 cvar_t menu_use_game_res = { "MenuGameres", "0", 0 };
128 int Debug_pause=0; //John's debugging pause system
130 cvar_t Cockpit_mode = { "CockpitMode", "0", 1 }; // CM_FULL_COCKPIT, see game.h for values
132 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
133 int force_cockpit_redraw=0;
136 cvar_t r_framerate = {"show_fps", "0"};
137 cvar_t cg_fov = {"fov", "30"};
139 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
141 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
143 int *Toggle_var = &Dummy_var;
146 //flag for whether initial fade-in has been done
150 #ifndef NDEBUG //these only exist if debugging
152 int Game_double_buffer = 1; //double buffer by default
153 fix fixed_frametime=0; //if non-zero, set frametime to this
157 int Game_suspended=0; //if non-zero, nothing moves but player
160 fix Auto_fire_fusion_cannon_time = 0;
161 fix Fusion_charge = 0;
162 fix Fusion_next_sound_time = 0;
163 fix Fusion_last_sound_time = 0;
166 int Game_turbo_mode = 0;
168 int Game_mode = GM_GAME_OVER;
170 int Global_laser_firing_count = 0;
171 int Global_missile_firing_count = 0;
173 grs_bitmap background_bitmap;
177 #define BACKGROUND_NAME "statback.pcx"
179 // Function prototypes for GAME.C exclusively.
181 void GameLoop(int RenderFlag, int ReadControlsFlag);
182 void FireLaser(void);
183 void slide_textures(void);
184 void powerup_grab_cheat_all(void);
187 extern void multi_check_for_killgoal_winner();
188 extern void RestoreGameSurfaces();
192 void grow_window(void);
193 void shrink_window(void);
197 void fill_background();
200 void show_framerate(void);
201 void ftoa(char *string, fix f);
204 extern ubyte DefiningMarkerMessage;
205 extern char Marker_input[];
207 // ==============================================================================================
209 extern char john_head_on;
211 void load_background_bitmap()
216 if (background_bitmap.bm_data)
217 d_free(background_bitmap.bm_data);
219 background_bitmap.bm_data=NULL;
220 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
221 if (pcx_error != PCX_ERROR_NONE)
222 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
223 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
228 void game_cmd_player(int argc, char **argv)
230 if (argc < 2 || !stricmp(argv[1], "-h")) {
231 con_printf(CON_NORMAL, "%s <name>\n", argv[0]);
232 con_printf(CON_NORMAL, " use the player/pilot file <name>\n");
236 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
238 WriteConfigFile(); // Update lastplr
243 void game_cmd_map(int argc, char **argv)
247 if (argc < 2 || !stricmp(argv[1], "-h")) {
248 con_printf(CON_NORMAL, "%s <name> [num]\n", argv[0]);
249 con_printf(CON_NORMAL, " start level <num> of mission <name> (defaults to level 1)\n");
253 if (!strlen(Players[Player_num].callsign)) {
254 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
258 load_mission_by_name(argv[1]);
261 level_num = atoi(argv[2]);
265 if (level_num > Last_level)
266 level_num = Last_level;
267 if (level_num < Last_secret_level)
268 level_num = Last_secret_level;
270 StartNewGame(level_num);
274 /* send network message */
275 void game_cmd_say(int argc, char **argv)
281 if (argc < 2 || !stricmp(argv[1], "-h")) {
282 con_printf(CON_NORMAL, "%s <text>\n", argv[0]);
283 con_printf(CON_NORMAL, " send the message <text> to the network\n");
288 Network_message[0] = 0;
290 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
291 if (ret >= MAX_MESSAGE_LEN) {
292 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
296 for (i = 2; i < argc; i++) {
297 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
298 if (ret >= MAX_MESSAGE_LEN) {
299 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
304 multi_send_message_end();
309 /* increase window size */
310 void game_cmd_sizeup(int argc, char **argv)
313 con_printf(CON_NORMAL, "%s\n", argv[0]);
314 con_printf(CON_NORMAL, " increase the game window size\n");
322 /* decrease window size */
323 void game_cmd_sizedown(int argc, char **argv)
326 con_printf(CON_NORMAL, "%s\n", argv[0]);
327 con_printf(CON_NORMAL, " decrease the game window size\n");
335 /* start recording demo */
336 void game_cmd_recorddemo(int argc, char **argv)
338 if ( Newdemo_state != ND_STATE_NORMAL )
341 if (Game_paused) // can't start demo while paused
344 newdemo_start_recording();
348 /* stop recording demo */
349 void game_cmd_stoprecording(int argc, char **argv)
351 if ( Newdemo_state != ND_STATE_RECORDING )
354 newdemo_stop_recording();
358 //this is called once per game
361 atexit(close_game); //for cleanup
365 init_special_effects();
369 init_exploding_walls();
371 load_background_bitmap();
373 Clear_window = 2; // do portal only window clear.
375 set_detail_level_parameters(Detail_level);
378 cvar_registervariable(&r_framerate);
379 cvar_registervariable(&cg_fov);
380 cvar_registervariable(&Player_highest_level);
383 cmd_addcommand("player", game_cmd_player);
384 cmd_addcommand("map", game_cmd_map);
385 cmd_addcommand("say", game_cmd_say);
386 cmd_addcommand("sizeup", game_cmd_sizeup);
387 cmd_addcommand("sizedown", game_cmd_sizedown);
388 cmd_addcommand("recorddemo", game_cmd_recorddemo);
389 cmd_addcommand("stoprecording", game_cmd_stoprecording);
393 void reset_palette_add()
398 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
402 void game_show_warning(char *s)
405 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
408 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
410 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
415 //these should be in gr.h
416 #define cv_w cv_bitmap.bm_w
417 #define cv_h cv_bitmap.bm_h
419 //added 3/24/99 by Owen Evans for screen res changing
420 uint32_t Game_screen_mode = 0;
422 int Game_window_x = 0;
423 int Game_window_y = 0;
424 cvar_t Game_window_w = { "GameWidth", "0", 1 };
425 cvar_t Game_window_h = { "GameHeight", "0", 1 };
426 int max_window_w = 0;
427 int max_window_h = 0;
429 extern void newdemo_record_cockpit_change(int);
431 //initialize the various canvases on the game screen
432 //called every time the screen mode or cockpit changes
435 // int minx, maxx, miny, maxy;
437 //Initialize the on-screen canvases
439 if (Newdemo_state==ND_STATE_RECORDING) {
440 newdemo_record_cockpit_change(Cockpit_mode.intval);
443 if ( VR_render_mode != VR_NONE )
444 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
446 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) &&
447 (Cockpit_mode.intval == CM_FULL_COCKPIT ||
448 Cockpit_mode.intval == CM_STATUS_BAR ||
449 Cockpit_mode.intval == CM_REAR_VIEW) )
450 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
452 if ( Screen_mode == SCREEN_EDITOR )
453 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
455 gr_set_current_canvas(NULL);
456 gr_set_curfont( GAME_FONT );
458 switch( Cockpit_mode.intval ) {
459 case CM_FULL_COCKPIT:
462 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)].index];
464 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)]);
466 gr_set_current_canvas(VR_offscreen_buffer);
468 gr_bitmap( 0, 0, bm );
469 bm = &VR_offscreen_buffer->cv_bitmap;
470 bm->bm_flags = BM_FLAG_TRANSPARENT;
471 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
474 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
475 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
476 else if (Cockpit_mode.intval == CM_REAR_VIEW)
477 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);
483 max_window_h = grd_curscreen->sc_h;
485 if (Game_window_h.intval > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
486 cvar_setint(&Game_window_h, max_window_h);
488 if (Game_window_w.intval > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
489 cvar_setint(&Game_window_w, max_window_w);
491 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
492 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
494 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
499 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
501 if (Game_window_h.intval > max_window_h)
502 cvar_setint(&Game_window_h, max_window_h);
504 if (Game_window_w.intval > max_window_w)
505 cvar_setint(&Game_window_w, max_window_w);
507 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
508 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
510 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
516 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
517 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
518 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
520 game_init_render_sub_buffers( x, y, w, h );
526 gr_set_current_canvas(NULL);
529 //selects a given cockpit (or lack of one). See types in game.h
530 void select_cockpit(int mode)
532 if (mode != Cockpit_mode.intval) { //new mode
533 cvar_setint(&Cockpit_mode, mode);
538 extern int last_drawn_cockpit[2];
540 //force cockpit redraw next time. call this if you've trashed the screen
543 force_cockpit_redraw=1;
544 last_drawn_cockpit[0] = -1;
545 last_drawn_cockpit[1] = -1;
548 // void HUD_clear_messages(); //Already declared in gauges.h
551 void VR_reset_params()
553 VR_eye_width = VR_SEPARATION;
554 VR_eye_offset = VR_PIXEL_SHIFT;
555 VR_eye_offset_changed = 2;
558 void game_init_render_sub_buffers( int x, int y, int w, int h )
560 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
561 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
565 // Sets up the canvases we will be rendering to (NORMAL VERSION)
566 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
568 // if (vga_check_mode(screen_mode) != 0)
569 // Error("Cannot set requested video mode");
571 VR_screen_mode = screen_mode;
573 VR_screen_flags = flags;
577 VR_render_mode = render_method;
579 cvar_setint(&Game_window_w, render_w);
580 cvar_setint(&Game_window_h, render_h);
582 if (VR_offscreen_buffer) {
583 gr_free_canvas(VR_offscreen_buffer);
586 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
587 if ( render_h*2 < 200 ) {
588 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
591 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
594 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
595 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
598 if ( render_h < 200 ) {
599 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
602 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
606 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
609 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
610 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
613 game_init_render_sub_buffers( 0, 0, render_w, render_h );
616 //called to get the screen in a mode compatible with popup menus.
617 //if we can't have popups over the game screen, switch to menu mode.
618 void set_popup_screen(void)
621 newmenu_show_cursor();
622 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
624 #ifndef OGL // always have to switch to menu mode
625 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
628 set_screen_mode(SCREEN_MENU); //must switch to menu mode
633 //called to change the screen mode. Parameter sm is the new mode, one of
634 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
635 //mode if cannot init requested mode)
636 int set_screen_mode(int sm)
639 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
640 gr_set_current_canvas( Canv_editor );
645 if ( Screen_mode == sm && Vid_current_mode == VR_screen_mode) {
646 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
651 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
652 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
653 ogl_set_screen_mode();
664 switch( Screen_mode )
668 MenuHires = MenuHiresAvailable; //do highres if we can
669 if (Vid_current_mode != MENU_SCREEN_MODE) {
670 if (vid_set_mode(MENU_SCREEN_MODE))
671 Error("Cannot set screen mode for menu");
672 if (!gr_palette_faded_out)
673 gr_palette_load(gr_palette);
676 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
677 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
679 FontHires = FontHiresAvailable && MenuHires;
683 newmenu_show_cursor();
688 if (Vid_current_mode != VR_screen_mode) {
689 if (vid_set_mode(VR_screen_mode)) {
690 Error("Cannot set desired screen mode for game!");
691 //we probably should do something else here, like select a standard mode
694 if ( Config_control_joystick.intval && (Function_mode == FMODE_GAME) )
700 if ( VR_render_mode == VR_NONE )
702 max_window_w = grd_curscreen->sc_w;
703 max_window_h = grd_curscreen->sc_h;
705 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
706 if (Cockpit_mode.intval == CM_STATUS_BAR)
707 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
709 else if (Cockpit_mode.intval != CM_LETTERBOX)
710 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
712 if (Game_window_h.intval == 0 || Game_window_h.intval > max_window_h ||
713 Game_window_w.intval == 0 || Game_window_w.intval > max_window_w) {
714 cvar_setint(&Game_window_w, max_window_w);
715 cvar_setint(&Game_window_h, max_window_h);
720 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
722 // Define screen pages for game mode
723 // If we designate through screen_flags to use paging, then do so.
724 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
726 if ( VR_screen_flags&VRF_USE_PAGING )
727 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 );
729 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
733 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
735 if ( VR_render_mode != VR_NONE ) {
736 // for 640x480 or higher, use hires font.
737 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
743 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
745 mouse_set_mode(Config_control_mouse.intval);
746 newmenu_hide_cursor();
751 if (grd_curscreen->sc_mode != SM(800,600)) {
753 if ((gr_error = vid_set_mode(SM(800,600))) != 0) { // force into game scrren
754 Warning("Cannot init editor screen (error=%d)",gr_error);
758 gr_palette_load( gr_palette );
760 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
761 Canv_editor = &VR_editor_canvas;
762 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
763 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
764 gr_set_current_canvas( Canv_editor );
765 init_editor_screen(); //setup other editor stuff
769 Error("Invalid screen mode %d",sm);
774 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
776 if ( VR_screen_flags&VRF_USE_PAGING )
777 gr_show_canvas( &VR_screen_pages[VR_current_page] );
779 ogl_set_screen_mode();
786 int game_toggle_fullscreen(void)
788 #ifdef VID_SUPPORTS_FULLSCREEN_TOGGLE
790 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s", (i = vid_toggle_fullscreen())?"on":"off" );
791 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
792 //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.
793 // generic_key_handler(KEY_PADENTER,0);
794 // generic_key_handler(KEY_ENTER, 0);
799 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
805 int game_toggle_fullscreen_menu(void){
806 #ifdef VID_SUPPORTS_FULLSCREEN_MENU_TOGGLE
809 i = vid_toggle_fullscreen_menu();
811 // generic_key_handler(KEY_PADENTER,0);
812 // generic_key_handler(KEY_ENTER, 0);
821 static int timer_paused=0;
825 if (timer_paused==0) {
827 time = timer_get_fixed_seconds();
828 last_timer_value = time - last_timer_value;
829 if (last_timer_value < 0) {
830 #if defined(TIMER_TEST) && !defined(NDEBUG)
831 Int3(); //get Matt!!!!
833 last_timer_value = 0;
835 #if defined(TIMER_TEST) && !defined(NDEBUG)
841 #if defined(TIMER_TEST) && !defined(NDEBUG)
849 Assert(timer_paused >= 0);
850 if (timer_paused==0) {
852 time = timer_get_fixed_seconds();
853 #if defined(TIMER_TEST) && !defined(NDEBUG)
854 if (last_timer_value < 0)
855 Int3(); //get Matt!!!!
857 last_timer_value = time - last_timer_value;
858 #if defined(TIMER_TEST) && !defined(NDEBUG)
863 #if defined(TIMER_TEST) && !defined(NDEBUG)
868 MAC(extern ubyte joydefs_calibrating;)
870 void game_flush_inputs()
877 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
879 mouse_get_delta( &dx, &dy, &dz ); // Read mouse
881 memset(&Controls,0,sizeof(control_info));
886 last_timer_value = timer_get_fixed_seconds();
891 extern int Saving_movie_frames;
892 int Movie_fixed_frametime;
894 #define Saving_movie_frames 0
895 #define Movie_fixed_frametime 0
898 //added on 8/18/98 by Victor Rachels to add maximum framerate
899 int maxfps = MAX_FPS;
902 void calc_frame_time()
904 fix timer_value,last_frametime = FrameTime;
906 #if defined(TIMER_TEST) && !defined(NDEBUG)
907 _last_frametime = last_frametime;
910 timer_value = timer_get_fixed_seconds();
911 FrameTime = timer_value - last_timer_value;
913 while (FrameTime < f1_0 / maxfps)
915 timer_delay(f1_0 / maxfps - FrameTime);
916 timer_value = timer_get_fixed_seconds();
917 FrameTime = timer_value - last_timer_value;
920 #if defined(TIMER_TEST) && !defined(NDEBUG)
921 _timer_value = timer_value;
925 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
926 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
928 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
929 // if ( !dpmi_virtual_memory )
930 // Int3(); //Get MATT if hit this!
934 #if defined(TIMER_TEST) && !defined(NDEBUG)
935 actual_last_timer_value = last_timer_value;
938 if ( Game_turbo_mode )
941 // Limit frametime to be between 5 and 150 fps.
942 RealFrameTime = FrameTime;
943 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
944 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
946 last_timer_value = timer_value;
948 if (FrameTime < 0) //if bogus frametime...
949 FrameTime = last_frametime; //...then use time from last frame
952 if (fixed_frametime) FrameTime = fixed_frametime;
967 last_timer_value = timer_get_fixed_seconds();
975 #if defined(TIMER_TEST) && !defined(NDEBUG)
976 stop_count = start_count = 0;
979 // Set value to determine whether homing missile can see target.
980 // The lower frametime is, the more likely that it can see its target.
981 if (FrameTime <= F1_0/64)
982 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
983 else if (FrameTime < F1_0/32)
984 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
985 else if (FrameTime < F1_0/4)
986 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;
988 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
992 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
994 void move_player_2_segment(segment *seg,int side)
998 compute_segment_center(&ConsoleObject->pos,seg);
999 compute_center_point_on_side(&vp,seg,side);
1000 vm_vec_sub2(&vp,&ConsoleObject->pos);
1001 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1003 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1008 void game_draw_time_left()
1010 char temp_string[30];
1014 gr_set_curfont( GAME_FONT ); //GAME_FONT
1015 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1017 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1018 i=f2i(timevar-ThisLevelTime);
1021 sprintf( temp_string, "Time left: %d secs", i );
1024 gr_string(0, 32, temp_string );
1029 extern int Game_pause;
1032 void level_with_floor();
1034 void modex_clear_box(int x,int y,int w,int h)
1036 grs_canvas *temp_canv,*save_canv;
1038 save_canv = grd_curcanv;
1039 temp_canv = gr_create_canvas(w,h);
1040 gr_set_current_canvas(temp_canv);
1041 gr_clear_canvas(BM_XRGB(0,0,0));
1042 gr_set_current_canvas(save_canv);
1043 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1044 gr_free_canvas(temp_canv);
1048 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1050 // mac routine to drop contents of screen to a pict file using copybits
1051 // save a PICT to a file
1054 void SavePictScreen(int multiplayer)
1057 int parid, i, count;
1058 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1061 PicHandle pict_handle;
1062 static int multi_count = 0;
1063 StandardFileReply sf_reply;
1065 // dump the contents of the GameWindow into a picture using copybits
1067 pict_handle = OpenPicture(&GameWindow->portRect);
1068 if (pict_handle == NULL)
1071 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1074 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1075 if (!getcwd(cwd, FILENAME_MAX))
1077 // create the fsspec
1079 sprintf(filename, "screen%d", multi_count++);
1080 pfilename = c2pstr(filename);
1083 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1084 if (!sf_reply.sfGood)
1086 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1087 if (sf_reply.sfReplacing)
1089 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1093 // parid = GetAppDirId();
1094 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1099 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1104 // write the PICT file
1105 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1107 memset(buf, 0, sizeof(buf));
1109 if ( FSWrite(fd, &count, buf) )
1111 count = GetHandleSize((Handle)pict_handle);
1112 HLock((Handle)pict_handle);
1113 if ( FSWrite(fd, &count, *pict_handle) ) {
1119 HUnlock((Handle)pict_handle);
1120 DisposeHandle((Handle)pict_handle);
1128 //automap_flag is now unused, since we just check if the screen we're
1129 //writing to is modex
1130 //if called from automap, current canvas is set to visible screen
1132 void save_screen_shot(int automap_flag)
1134 #if !defined(MACINTOSH)
1137 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1138 grs_font *save_font;
1139 static int savenum=0;
1140 static int stereo_savenum=0;
1141 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1142 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1150 // // Can't do screen shots in VR modes.
1151 // if ( VR_render_mode != VR_NONE )
1156 save_canv = grd_curcanv;
1158 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1162 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1163 gr_set_current_canvas(temp_canv);
1164 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1166 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1167 gr_set_current_canvas(temp_canv2);
1168 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1171 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1172 gr_set_current_canvas(temp_canv);
1173 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1176 gr_set_current_canvas(save_canv);
1178 if ( savenum > 99 ) savenum = 0;
1179 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1182 sprintf(savename,"left%02d.pcx",stereo_savenum);
1183 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1184 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1186 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1189 sprintf(savename,"screen%02d.pcx",savenum++);
1190 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1193 if (!automap_flag) //if from automap, curcanv is already visible canv
1194 gr_set_current_canvas(NULL);
1195 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1196 if (!automap_flag && modex_flag)
1197 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1199 save_font = grd_curcanv->cv_font;
1200 gr_set_curfont(GAME_FONT);
1201 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1202 gr_get_string_size(message,&w,&h,&aw);
1207 //I changed how these coords were calculated for the high-res automap. -MT
1208 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1209 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1210 x = (grd_curcanv->cv_w-w)/2;
1211 y = (grd_curcanv->cv_h-h)/2;
1214 modex_clear_box(x-2,y-2,w+4,h+4);
1215 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1217 gr_setcolor(gr_find_closest_color_current(0,0,0));
1218 gr_rect(x-2,y-2,x+w+2,y+h+2);
1219 gr_printf(x,y,message);
1220 gr_set_curfont(save_font);
1222 t1 = timer_get_fixed_seconds() + F1_0;
1224 gr_palette_read(pal); //get actual palette from the hardware
1225 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1227 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1229 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1231 gr_set_current_canvas(screen_canv);
1233 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1234 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1236 gr_free_canvas(temp_canv);
1238 gr_free_canvas(temp_canv2);
1240 gr_set_current_canvas(save_canv);
1246 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1247 grs_canvas *temp_canv, *save_canv;
1249 // Can't do screen shots in VR modes.
1250 if ( VR_render_mode != VR_NONE )
1255 save_canv = grd_curcanv;
1256 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1259 gr_set_current_canvas( temp_canv );
1260 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1261 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1265 if (Game_mode & GM_MULTI)
1272 gr_set_current_canvas(screen_canv);
1274 // if (!automap_flag)
1275 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1277 gr_free_canvas(temp_canv);
1279 gr_set_current_canvas(save_canv);
1288 void fly_init(object *obj)
1290 obj->control_type = CT_FLYING;
1291 obj->movement_type = MT_PHYSICS;
1293 vm_vec_zero(&obj->mtype.phys_info.velocity);
1294 vm_vec_zero(&obj->mtype.phys_info.thrust);
1295 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1296 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1299 //void morph_test(), morph_step();
1302 // ------------------------------------------------------------------------------------
1304 void test_anim_states();
1308 //put up the help message
1315 extern int been_in_editor;
1317 // ------------------------------------------------------------------------------------
1318 void do_cloak_stuff(void)
1321 for (i = 0; i < N_players; i++)
1322 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1323 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1324 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1325 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1326 if (i == Player_num) {
1327 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1329 if (Game_mode & GM_MULTI)
1330 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1331 maybe_drop_net_powerup(POW_CLOAK);
1332 multi_send_decloak(); // For demo recording
1334 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1342 // ------------------------------------------------------------------------------------
1343 void do_invulnerable_stuff(void)
1345 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1346 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1347 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1350 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1352 if (Game_mode & GM_MULTI)
1354 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1355 maybe_drop_net_powerup(POW_INVULNERABILITY);
1358 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1365 ubyte Last_afterburner_state = 0;
1366 fix Last_afterburner_charge = 0;
1368 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1369 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1373 //@@// ------------------------------------------------------------------------------------
1374 //@@void afterburner_shake(void)
1378 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1379 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1381 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1382 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1383 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1387 // ------------------------------------------------------------------------------------
1389 extern void multi_send_sound_function (char,char);
1392 void do_afterburner_stuff(void)
1394 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1395 Afterburner_charge=0;
1397 if (Endlevel_sequence || Player_is_dead)
1399 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1401 multi_send_sound_function (0,0);
1405 if ((Controls.state[afterburner] != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1407 if (Afterburner_charge && Controls.state[afterburner] && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1408 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1410 if (Game_mode & GM_MULTI)
1411 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1414 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1415 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1417 if (Game_mode & GM_MULTI)
1418 multi_send_sound_function (0,0);
1420 mprintf((0,"Killing afterburner sound\n"));
1424 //@@if (Controls.state[afterburner] && Afterburner_charge)
1425 //@@ afterburner_shake();
1427 Last_afterburner_state = Controls.state[afterburner];
1428 Last_afterburner_charge = Afterburner_charge;
1431 // -- // ------------------------------------------------------------------------------------
1432 // -- // if energy < F1_0/2, recharge up to F1_0/2
1433 // -- void recharge_energy_frame(void)
1435 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1436 // -- Players[Player_num].energy += FrameTime/4;
1438 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1439 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1443 // Amount to diminish guns towards normal, per second.
1444 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1446 extern fix Flash_effect;
1448 //adds to rgb values for palette flash
1449 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1453 PaletteRedAdd += _dr;
1454 PaletteGreenAdd += _dg;
1455 PaletteBlueAdd += _db;
1457 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1462 maxval = MAX_PALETTE_ADD;
1464 if (PaletteRedAdd > maxval)
1465 PaletteRedAdd = maxval;
1467 if (PaletteGreenAdd > maxval)
1468 PaletteGreenAdd = maxval;
1470 if (PaletteBlueAdd > maxval)
1471 PaletteBlueAdd = maxval;
1473 if (PaletteRedAdd < -maxval)
1474 PaletteRedAdd = -maxval;
1476 if (PaletteGreenAdd < -maxval)
1477 PaletteGreenAdd = -maxval;
1479 if (PaletteBlueAdd < -maxval)
1480 PaletteBlueAdd = -maxval;
1483 fix Time_flash_last_played;
1486 void game_palette_step_up( int r, int g, int b );
1487 // ------------------------------------------------------------------------------------
1488 // Diminish palette effects towards normal.
1489 void diminish_palette_towards_normal(void)
1493 // Diminish at DIMINISH_RATE units/second.
1494 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1495 if (FrameTime < F1_0/DIMINISH_RATE) {
1496 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1499 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1500 if (dec_amount == 0)
1501 dec_amount++; // make sure we decrement by something
1507 // Part of hack system to force update of palette after exiting a menu.
1508 if (Time_flash_last_played) {
1510 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1513 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1514 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1515 Time_flash_last_played = GameTime;
1518 Flash_effect -= FrameTime;
1519 if (Flash_effect < 0)
1522 if (force_do || (d_rand() > 4096 )) {
1523 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1524 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1526 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1533 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1534 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1536 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1537 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1539 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1540 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1542 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1543 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1545 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1547 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1550 int Redsave, Bluesave, Greensave;
1552 void palette_save(void)
1554 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1557 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1559 void game_palette_step_up( int r, int g, int b )
1561 if ( VR_use_reg_code ) {
1562 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1564 gr_palette_step_up( r, g, b );
1568 void palette_restore(void)
1570 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1571 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1573 // Forces flash effect to fixup palette next frame.
1574 Time_flash_last_played = 0;
1577 extern void dead_player_frame(void);
1580 // --------------------------------------------------------------------------------------------------
1581 int allowed_to_fire_laser(void)
1583 if (Player_is_dead) {
1584 Global_missile_firing_count = 0;
1588 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1589 // be a long while before laser can be fired, then there must be some mistake!
1590 if (Next_laser_fire_time > GameTime)
1591 if (Next_laser_fire_time < GameTime + 2*F1_0)
1597 fix Next_flare_fire_time = 0;
1598 #define FLARE_BIG_DELAY (F1_0*2)
1600 int allowed_to_fire_flare(void)
1602 if (Next_flare_fire_time > GameTime)
1603 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1606 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1607 Next_flare_fire_time = GameTime + F1_0/4;
1609 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1614 int allowed_to_fire_missile(void)
1616 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1617 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1618 // be a long while before missile can be fired, then there must be some mistake!
1619 if (Next_missile_fire_time > GameTime)
1620 if (Next_missile_fire_time < GameTime + 5*F1_0)
1626 void full_palette_save(void)
1629 apply_modified_palette();
1630 reset_palette_add();
1631 gr_palette_load( gr_palette );
1634 extern int Death_sequence_aborted;
1635 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) );
1642 char pixel_double_help[64];
1645 char command_help[64], save_help[64], restore_help[64];
1648 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1650 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1651 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1653 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1654 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1655 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1656 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1658 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1659 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1660 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1661 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1662 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1664 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1666 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1668 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1670 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1672 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1674 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1675 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1676 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1677 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1678 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1680 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1682 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1684 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1685 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1686 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1687 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1689 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1690 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1693 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1694 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1695 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1698 full_palette_save();
1700 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1705 //temp function until Matt cleans up game sequencing
1706 extern void temp_reset_stuff_on_level();
1708 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1710 //deal with rear view - switch it on, or off, or whatever
1711 void check_rear_view()
1713 static int leave_mode;
1714 static fix entry_time;
1716 if ( Controls.count[rear_view] ) { // key/button has gone down
1720 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1721 select_cockpit(Cockpit_mode_save);
1722 Cockpit_mode_save = -1;
1724 if (Newdemo_state == ND_STATE_RECORDING)
1725 newdemo_record_restore_rearview();
1729 if (Rear_view_leave_time <= 0)
1731 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
1735 leave_mode = 0; // means wait for another key
1736 entry_time = timer_get_fixed_seconds();
1738 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1739 Cockpit_mode_save = Cockpit_mode.intval;
1740 select_cockpit(CM_REAR_VIEW);
1742 if (Newdemo_state == ND_STATE_RECORDING)
1743 newdemo_record_rearview();
1747 if (Controls.state[rear_view]) {
1749 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1754 //@@if (leave_mode==1 && Cockpit_mode.intval == CM_REAR_VIEW) {
1756 if (leave_mode==1 && Rear_view) {
1758 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1759 select_cockpit(Cockpit_mode_save);
1760 Cockpit_mode_save = -1;
1762 if (Newdemo_state == ND_STATE_RECORDING)
1763 newdemo_record_restore_rearview();
1768 void reset_rear_view(void)
1771 if (Newdemo_state == ND_STATE_RECORDING)
1772 newdemo_record_restore_rearview();
1777 if (!(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)) {
1778 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1779 Cockpit_mode_save = CM_FULL_COCKPIT;
1780 select_cockpit(Cockpit_mode_save);
1781 Cockpit_mode_save = -1;
1787 int Config_menu_flag;
1791 int gr_renderstats = 0;
1792 // need to define "cheat" for renderstats
1793 int gr_badtexture = 0;
1794 // need to define "cheat" for badtexture
1796 int Cheats_enabled=0;
1798 extern int Laser_rapid_fire;
1799 extern void do_lunacy_on(), do_lunacy_off();
1801 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1802 extern char BounceCheat,HomingCheat,OldHomingState[20];
1803 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1804 extern int Buddy_dude_cheat;
1806 //turns off active cheats
1807 void turn_cheats_off()
1813 Weapon_info[i].homing_flag=OldHomingState[i];
1818 Interpolation_method=old_IntMethod;
1821 Buddy_dude_cheat = 0;
1825 Laser_rapid_fire = 0;
1826 Physics_cheat_flag = 0;
1828 Robots_kill_robots_cheat=0;
1829 Robot_firing_enabled = 1;
1832 //turns off all cheats & resets cheater flag
1833 void game_disable_cheats()
1841 // ----------------------------------------------------------------------------
1843 void game_setup(void)
1845 //@@int demo_playing=0;
1846 //@@int multi_game=0;
1848 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1849 do_lunacy_off(); // Restore true insane mode.
1852 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1853 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1854 Endlevel_sequence = 0;
1856 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1857 //@@ demo_playing = 1;
1858 //@@if ( Game_mode & GM_MULTI )
1859 //@@ multi_game = 1;
1861 set_screen_mode(SCREEN_GAME);
1862 reset_palette_add();
1864 set_warn_func(game_show_warning);
1868 //digi_init_sounds();
1870 //keyd_repeat = 0; // Don't allow repeat in game
1871 keyd_repeat = 1; // Do allow repeat in game
1874 //_MARK_("start of game");
1878 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1879 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1881 if (!check_obj_seg(ConsoleObject))
1882 move_player_2_segment(Cursegp,Curside);
1885 Viewer = ConsoleObject;
1886 fly_init(ConsoleObject);
1891 FrameTime = 0; //make first frame zero
1894 if (Current_level_num == 0) { //not a real level
1895 init_player_stats_game();
1902 game_flush_inputs();
1908 extern char IWasKicked;
1912 // ------------------------------------------------------------------------------------
1913 //this function is the game. called when game mode selected. runs until
1914 //editor mode or exit selected
1917 game_setup(); // Replaces what was here earlier.
1918 // Good for Windows Sake.
1921 ProfilerSetStatus(1);
1924 if ( setjmp(LeaveGame)==0 ) {
1930 Config_menu_flag = 0;
1932 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1934 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1935 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1938 player_shields = Players[Player_num].shields;
1940 ExtGameStatus=GAMESTAT_RUNNING;
1941 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1943 if (oldfov != cg_fov.value)
1945 oldfov = cg_fov.value;
1946 if (cg_fov.value < F1_0)
1947 cvar_setint(&cg_fov, 1);
1948 if (cg_fov.value > 170 * F1_0)
1949 cvar_setint(&cg_fov, 170);
1950 Render_zoom = cg_fov.value * M_PI / 180; // convert to radians
1951 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", f2fl(cg_fov.value), Render_zoom);
1954 //if the player is taking damage, give up guided missile control
1955 if (Players[Player_num].shields != player_shields)
1956 release_guided_missile(Player_num);
1958 //see if redbook song needs to be restarted
1959 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1961 if (Config_menu_flag) {
1962 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1964 if (!(Game_mode&GM_MULTI)) palette_restore();
1968 int save_w = Game_window_w.intval, save_h = Game_window_h.intval;
1970 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1971 cvar_setint(&Game_window_w, save_w);
1972 cvar_setint(&Game_window_h, save_h);
1974 last_drawn_cockpit[0] = -1;
1975 last_drawn_cockpit[1] = -1;
1978 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1980 fmode = Function_mode;
1981 Function_mode = FMODE_GAME;
1983 apply_modified_palette();
1984 reset_palette_add();
1985 gr_palette_load( gr_palette );
1986 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1988 Function_mode = fmode;
1991 newdemo_stop_playback();
1992 Function_mode = FMODE_MENU;
1994 Function_mode = FMODE_GAME;
1998 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2004 fmode = Function_mode;
2005 Function_mode = FMODE_GAME;
2007 apply_modified_palette();
2008 reset_palette_add();
2009 gr_palette_load( gr_palette );
2010 ExtGameStatus=GAMESTAT_ABORT_GAME;
2011 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2013 Function_mode = fmode;
2015 Function_mode = FMODE_GAME;
2021 if (Function_mode != FMODE_GAME)
2022 longjmp(LeaveGame,0);
2025 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2026 longjmp(LeaveGame,0);
2029 if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
2030 mouse_set_mode(Config_control_mouse.intval);
2031 newmenu_hide_cursor();
2037 ProfilerSetStatus(0);
2042 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2043 newdemo_stop_recording();
2049 if ( Newdemo_state == ND_STATE_PLAYBACK )
2050 newdemo_stop_playback();
2052 if (Cockpit_mode_save!=-1)
2054 cvar_setint(&Cockpit_mode, Cockpit_mode_save);
2055 Cockpit_mode_save=-1;
2058 if (Function_mode != FMODE_EDITOR)
2059 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2061 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2062 //@@ scores_maybe_add_player(Game_aborted);
2066 //_MARK_("end of game");
2069 clear_warn_func(game_show_warning); //don't use this func anymore
2071 game_disable_cheats();
2074 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2078 //called at the end of the program
2081 if (VR_offscreen_buffer) {
2082 gr_free_canvas(VR_offscreen_buffer);
2083 VR_offscreen_buffer = NULL;
2086 close_gauge_canvases();
2088 restore_effect_bitmap_icons();
2090 if (background_bitmap.bm_data)
2091 d_free(background_bitmap.bm_data);
2093 clear_warn_func(game_show_warning); //don't use this func anymore
2096 grs_canvas * get_current_game_screen()
2098 return &VR_screen_pages[VR_current_page];
2102 extern void kconfig_center_headset();
2106 void speedtest_frame(void);
2107 int Debug_slowdown=0;
2111 extern void player_follow_path(object *objp);
2112 extern void check_create_player_path(void);
2116 extern int Do_appearance_effect;
2118 object *Missile_viewer=NULL;
2120 cvar_t Missile_view_enabled = { "MissileView", "1", 1 };
2122 int Marker_viewer_num[2]={-1,-1};
2123 int Coop_view_player[2]={-1,-1};
2124 cvar_t Cockpit_3d_view[2] = {
2125 { "CockpitViewLeft", "0", 1 },
2126 { "CockpitViewRight", "0", 1 },
2129 //returns ptr to escort robot, or NULL
2130 object *find_escort()
2134 for (i=0; i<=Highest_object_index; i++)
2135 if (Objects[i].type == OBJ_ROBOT)
2136 if (Robot_info[Objects[i].id].companion)
2142 extern void process_super_mines_frame(void);
2143 extern void do_seismic_stuff(void);
2146 int Saving_movie_frames=0;
2147 int __Movie_frame_num=0;
2149 #define MAX_MOVIE_BUFFER_FRAMES 250
2150 #define MOVIE_FRAME_SIZE (320 * 200)
2152 ubyte *Movie_frame_buffer;
2153 int Movie_frame_counter;
2154 ubyte Movie_pal[768];
2155 char movie_path[50] = ".\\";
2157 grs_bitmap Movie_bm;
2159 void flush_movie_buffer()
2166 mprintf((0,"Flushing movie buffer..."));
2168 Movie_bm.bm_data = Movie_frame_buffer;
2170 for (f=0;f<Movie_frame_counter;f++) {
2171 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2172 __Movie_frame_num++;
2173 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2174 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2177 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2180 Movie_frame_counter=0;
2182 mprintf((0,"done \n"));
2187 void toggle_movie_saving()
2191 Saving_movie_frames = !Saving_movie_frames;
2193 if (Saving_movie_frames) {
2196 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2197 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2200 Saving_movie_frames = 0;
2204 while (isspace(movie_path[strlen(movie_path)-1]))
2205 movie_path[strlen(movie_path)-1] = 0;
2206 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2207 strcat(movie_path,"\\");
2210 if (!Movie_frame_buffer) {
2211 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2212 if (!Movie_frame_buffer) {
2214 Saving_movie_frames=0;
2217 Movie_frame_counter=0;
2219 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2220 Movie_bm.bm_w = 320;
2221 Movie_bm.bm_h = 200;
2222 Movie_bm.bm_type = BM_LINEAR;
2223 Movie_bm.bm_flags = 0;
2224 Movie_bm.bm_rowsize = 320;
2225 Movie_bm.bm_handle = 0;
2227 gr_palette_read(Movie_pal); //get actual palette from the hardware
2229 if (Newdemo_state == ND_STATE_PLAYBACK)
2230 Newdemo_do_interpolate = 0;
2234 flush_movie_buffer();
2236 if (Newdemo_state == ND_STATE_PLAYBACK)
2237 Newdemo_do_interpolate = 1;
2242 void save_movie_frame()
2244 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2246 Movie_frame_counter++;
2248 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2249 flush_movie_buffer();
2255 extern int Level_shake_duration;
2257 //if water or fire level, make occasional sound
2258 void do_ambient_sounds()
2260 int has_water,has_lava;
2263 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2264 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2266 if (has_lava) { //has lava
2267 sound = SOUND_AMBIENT_LAVA;
2268 if (has_water && (d_rand() & 1)) //both, pick one
2269 sound = SOUND_AMBIENT_WATER;
2271 else if (has_water) //just water
2272 sound = SOUND_AMBIENT_WATER;
2276 if (((d_rand() << 3) < FrameTime)) { //play the sound
2277 fix volume = d_rand() + f1_0/2;
2278 digi_play_sample(sound,volume);
2282 // -- extern void lightning_frame(void);
2284 void game_render_frame();
2285 extern void omega_charge_frame(void);
2287 extern time_t t_current_time, t_saved_time;
2289 void flicker_lights();
2291 void GameLoop(int RenderFlag, int ReadControlsFlag )
2294 // Used to slow down frame rate for testing things.
2295 // RenderFlag = 1; // DEBUG
2296 if (Debug_slowdown) {
2299 for (h=0; h<Debug_slowdown; h++)
2300 for (i=0; i<1000; i++)
2306 if (FindArg("-invulnerability"))
2307 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2311 update_player_stats();
2312 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2313 do_afterburner_stuff();
2315 do_invulnerable_stuff();
2316 remove_obsolete_stuck_objects();
2318 do_final_boss_frame();
2319 // -- lightning_frame();
2320 // -- recharge_energy_frame();
2322 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2323 static int turned_off=0;
2324 Players[Player_num].energy -= (FrameTime*3/8);
2325 if (Players[Player_num].energy < i2f(10)) {
2327 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2330 if (Game_mode & GM_MULTI)
2331 multi_send_flags(Player_num);
2338 if (Players[Player_num].energy <= 0) {
2339 Players[Player_num].energy = 0;
2340 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2342 if (Game_mode & GM_MULTI)
2343 multi_send_flags(Player_num);
2350 check_create_player_path();
2351 player_follow_path(ConsoleObject);
2355 if (Game_mode & GM_MULTI)
2358 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2359 multi_check_for_killgoal_winner();
2365 if (force_cockpit_redraw) { //screen need redrawing?
2367 force_cockpit_redraw=0;
2369 game_render_frame();
2370 //show_extra_views(); //missile view, buddy bot, etc.
2373 if (Saving_movie_frames)
2380 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2384 dead_player_frame();
2385 if (Newdemo_state != ND_STATE_PLAYBACK)
2386 do_controlcen_dead_frame();
2388 process_super_mines_frame();
2390 do_ambient_sounds();
2397 if (ReadControlsFlag)
2400 memset(&Controls, 0, sizeof(Controls));
2402 GameTime += FrameTime;
2404 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2405 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2407 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2408 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2409 mprintf((0,"GameTime reset to 0\n"));
2413 if (FindArg("-checktime") != 0)
2414 if (GameTime >= i2f(600)) //wrap after 10 minutes
2415 GameTime = FrameTime;
2419 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2420 ThisLevelTime +=FrameTime;
2425 if (Endlevel_sequence) {
2426 do_endlevel_frame();
2427 powerup_grab_cheat_all();
2428 do_special_effects();
2429 return; //skip everything else
2432 if (Newdemo_state != ND_STATE_PLAYBACK)
2433 do_exploding_wall_frame();
2434 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2435 do_special_effects();
2436 wall_frame_process();
2437 triggers_frame_process();
2441 if (Control_center_destroyed) {
2442 if (Newdemo_state==ND_STATE_RECORDING )
2443 newdemo_record_control_center_destroyed();
2448 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2449 newdemo_playback_one_frame();
2450 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2451 longjmp( LeaveGame, 0 ); // Go back to menu
2454 { // Note the link to above!
2456 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2459 powerup_grab_cheat_all();
2461 if (Endlevel_sequence) //might have been started during move
2464 fuelcen_update_all();
2468 if (allowed_to_fire_laser())
2469 FireLaser(); // Fire Laser!
2471 if (Auto_fire_fusion_cannon_time) {
2472 if (Primary_weapon != FUSION_INDEX)
2473 Auto_fire_fusion_cannon_time = 0;
2474 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2475 Auto_fire_fusion_cannon_time = 0;
2476 Global_laser_firing_count = 1;
2478 vms_vector rand_vec;
2481 Global_laser_firing_count = 0;
2483 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2484 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2485 make_random_vector(&rand_vec);
2487 bump_amount = F1_0*4;
2489 if (Fusion_charge > F1_0*2)
2490 bump_amount = Fusion_charge*4;
2492 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2496 if (Global_laser_firing_count) {
2497 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2498 // if (Fusion_charge > F1_0*2)
2499 // Fusion_charge = F1_0*2;
2500 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2503 if (Global_laser_firing_count < 0)
2504 Global_laser_firing_count = 0;
2507 if (Do_appearance_effect) {
2508 create_player_appearance_effect(ConsoleObject);
2509 Do_appearance_effect = 0;
2511 if ((Game_mode & GM_MULTI) && Netgame.invul)
2513 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2514 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2521 omega_charge_frame();
2525 //!!hoard_light_pulse(); //do cool hoard light pulsing
2529 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2530 //!!extern int Hoard_goal_eclip;
2532 //!!//do cool pulsing lights in hoard goals
2533 //!!hoard_light_pulse()
2535 //!! if (Game_mode & GM_HOARD) {
2539 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2543 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2546 //!! light = abs(frame - 5) * f1_0 / 5;
2548 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2553 ubyte Slide_segs[MAX_SEGMENTS];
2554 int Slide_segs_computed;
2556 void compute_slide_segs(void)
2558 int segnum, sidenum;
2560 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2561 Slide_segs[segnum] = 0;
2562 for (sidenum=0;sidenum<6;sidenum++) {
2563 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2564 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2565 Slide_segs[segnum] |= 1 << sidenum;
2569 Slide_segs_computed = 1;
2572 // -----------------------------------------------------------------------------
2573 void slide_textures(void)
2575 int segnum,sidenum,i;
2577 if (!Slide_segs_computed)
2578 compute_slide_segs();
2580 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2581 if (Slide_segs[segnum]) {
2582 for (sidenum=0;sidenum<6;sidenum++) {
2583 if (Slide_segs[segnum] & (1 << sidenum)) {
2584 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2585 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2587 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2588 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2589 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2592 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2594 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2597 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2599 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2602 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2604 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2607 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2617 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2619 int Num_flickering_lights=0;
2621 void flicker_lights()
2624 flickering_light *f;
2626 f = Flickering_lights;
2628 for (l=0;l<Num_flickering_lights;l++,f++) {
2629 segment *segp = &Segments[f->segnum];
2631 //make sure this is actually a light
2632 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2634 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2637 if (f->timer == 0x80000000) //disabled
2640 if ((f->timer -= FrameTime) < 0) {
2642 while (f->timer < 0)
2643 f->timer += f->delay;
2645 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2648 add_light(f->segnum,f->sidenum);
2650 subtract_light(f->segnum,f->sidenum);
2655 //returns ptr to flickering light structure, or NULL if can't find
2656 flickering_light *find_flicker(int segnum,int sidenum)
2659 flickering_light *f;
2661 //see if there's already an entry for this seg/side
2663 f = Flickering_lights;
2665 for (l=0;l<Num_flickering_lights;l++,f++)
2666 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2672 //turn flickering off (because light has been turned off)
2673 void disable_flicker(int segnum,int sidenum)
2675 flickering_light *f;
2677 if ((f=find_flicker(segnum,sidenum)) != NULL)
2678 f->timer = 0x80000000;
2681 //turn flickering off (because light has been turned on)
2682 void enable_flicker(int segnum,int sidenum)
2684 flickering_light *f;
2686 if ((f=find_flicker(segnum,sidenum)) != NULL)
2693 //returns 1 if ok, 0 if error
2694 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2697 flickering_light *f;
2699 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2701 //see if there's already an entry for this seg/side
2703 f = Flickering_lights;
2705 for (l=0;l<Num_flickering_lights;l++,f++)
2706 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2709 if (mask==0) { //clearing entry
2710 if (l == Num_flickering_lights)
2714 for (i=l;i<Num_flickering_lights-1;i++)
2715 Flickering_lights[i] = Flickering_lights[i+1];
2716 Num_flickering_lights--;
2721 if (l == Num_flickering_lights) {
2722 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2725 Num_flickering_lights++;
2729 f->sidenum = sidenum;
2730 f->delay = f->timer = delay;
2738 // -----------------------------------------------------------------------------
2739 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2744 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.state[fire_primary] || Controls.count[fire_primary]);
2746 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2747 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2748 Global_laser_firing_count = 0;
2750 if (Fusion_charge == 0)
2751 Players[Player_num].energy -= F1_0*2;
2753 Fusion_charge += FrameTime;
2754 Players[Player_num].energy -= FrameTime;
2756 if (Players[Player_num].energy <= 0) {
2757 Players[Player_num].energy = 0;
2758 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2760 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2761 // Fire the fusion cannon at this time in the future.
2763 if (Fusion_charge < F1_0*2)
2764 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2766 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2768 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2769 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2771 if (Fusion_next_sound_time < GameTime) {
2772 if (Fusion_charge > F1_0*2) {
2773 digi_play_sample( 11, F1_0 );
2774 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2776 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2777 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2779 if (Game_mode & GM_MULTI)
2780 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2783 Fusion_last_sound_time = GameTime;
2784 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2792 // -------------------------------------------------------------------------------------------------------
2793 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2794 // This could easily be made difficulty level dependent.
2795 void powerup_grab_cheat(object *player, int objnum)
2801 Assert(Objects[objnum].type == OBJ_POWERUP);
2803 powerup_size = Objects[objnum].size;
2804 player_size = player->size;
2806 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2808 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2809 vms_vector collision_point;
2811 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2812 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2816 // -------------------------------------------------------------------------------------------------------
2817 // Make it easier to pick up powerups.
2818 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2819 // from player to powerup and player's forward vector.
2820 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2821 // way before the player gets there.
2822 void powerup_grab_cheat_all(void)
2827 segp = &Segments[ConsoleObject->segnum];
2828 objnum = segp->objects;
2830 while (objnum != -1) {
2831 if (Objects[objnum].type == OBJ_POWERUP)
2832 powerup_grab_cheat(ConsoleObject, objnum);
2833 objnum = Objects[objnum].next;
2838 int Last_level_path_created = -1;
2840 #ifdef SHOW_EXIT_PATH
2842 // ------------------------------------------------------------------------------------------------------------------
2843 // Create path for player from current segment to goal segment.
2844 // Return true if path created, else return false.
2845 int mark_player_path_to_segment(int segnum)
2848 object *objp = ConsoleObject;
2849 short player_path_length=0;
2850 int player_hide_index=-1;
2852 if (Last_level_path_created == Current_level_num) {
2856 Last_level_path_created = Current_level_num;
2858 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2859 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2863 player_hide_index = (int)(Point_segs_free_ptr - Point_segs);
2864 Point_segs_free_ptr += player_path_length;
2866 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2867 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2868 ai_reset_all_paths();
2872 for (i=1; i<player_path_length; i++) {
2874 vms_vector seg_center;
2877 segnum = Point_segs[player_hide_index+i].segnum;
2878 mprintf((0, "%3i ", segnum));
2879 seg_center = Point_segs[player_hide_index+i].point;
2881 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2883 Int3(); // Unable to drop energy powerup for path
2887 obj = &Objects[objnum];
2888 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2889 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2890 obj->rtype.vclip_info.framenum = 0;
2891 obj->lifeleft = F1_0*100 + d_rand() * 4;
2898 // Return true if it happened, else return false.
2899 int create_special_path(void)
2903 // ---------- Find exit doors ----------
2904 for (i=0; i<=Highest_segment_index; i++)
2905 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2906 if (Segments[i].children[j] == -2) {
2907 mprintf((0, "Exit at segment %i\n", i));
2908 return mark_player_path_to_segment(i);
2918 int Max_obj_count_mike = 0;
2920 // Shows current number of used objects.
2921 void show_free_objects(void)
2923 if (!(FrameCount & 8)) {
2927 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2929 for (i=0; i<=Highest_object_index; i++)
2930 if (Objects[i].type != OBJ_NONE)
2933 mprintf((0, "%3i", count));
2935 if (count > Max_obj_count_mike) {
2936 Max_obj_count_mike = count;
2937 mprintf((0, " ***"));
2948 * reads a flickering_light structure from a CFILE
2950 void flickering_light_read(flickering_light *fl, CFILE *fp)
2952 fl->segnum = cfile_read_short(fp);
2953 fl->sidenum = cfile_read_short(fp);
2954 fl->mask = cfile_read_int(fp);
2955 fl->timer = cfile_read_fix(fp);
2956 fl->delay = cfile_read_fix(fp);
2959 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2961 PHYSFS_writeSLE16(fp, fl->segnum);
2962 PHYSFS_writeSLE16(fp, fl->sidenum);
2963 PHYSFS_writeULE32(fp, (uint32_t)fl->mask);
2964 PHYSFSX_writeFix(fp, fl->timer);
2965 PHYSFSX_writeFix(fp, fl->delay);