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 int Game_window_x = 0;
420 int Game_window_y = 0;
421 cvar_t Game_window_w = { "GameWidth", "0", 1 };
422 cvar_t Game_window_h = { "GameHeight", "0", 1 };
423 int max_window_w = 0;
424 int max_window_h = 0;
426 extern void newdemo_record_cockpit_change(int);
428 //initialize the various canvases on the game screen
429 //called every time the screen mode or cockpit changes
432 // int minx, maxx, miny, maxy;
434 //Initialize the on-screen canvases
436 if (Newdemo_state==ND_STATE_RECORDING) {
437 newdemo_record_cockpit_change(Cockpit_mode.intval);
440 if ( VR_render_mode != VR_NONE )
441 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
443 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) &&
444 (Cockpit_mode.intval == CM_FULL_COCKPIT ||
445 Cockpit_mode.intval == CM_STATUS_BAR ||
446 Cockpit_mode.intval == CM_REAR_VIEW) )
447 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
449 if ( Screen_mode == SCREEN_EDITOR )
450 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
452 gr_set_current_canvas(NULL);
453 gr_set_curfont( GAME_FONT );
455 switch( Cockpit_mode.intval ) {
456 case CM_FULL_COCKPIT:
459 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)].index];
461 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)]);
463 gr_set_current_canvas(VR_offscreen_buffer);
465 gr_bitmap( 0, 0, bm );
466 bm = &VR_offscreen_buffer->cv_bitmap;
467 bm->bm_flags = BM_FLAG_TRANSPARENT;
468 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
471 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
472 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
473 else if (Cockpit_mode.intval == CM_REAR_VIEW)
474 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);
480 max_window_h = grd_curscreen->sc_h;
482 if (Game_window_h.intval > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
483 cvar_setint(&Game_window_h, max_window_h);
485 if (Game_window_w.intval > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
486 cvar_setint(&Game_window_w, max_window_w);
488 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
489 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
491 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
496 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
498 if (Game_window_h.intval > max_window_h)
499 cvar_setint(&Game_window_h, max_window_h);
501 if (Game_window_w.intval > max_window_w)
502 cvar_setint(&Game_window_w, max_window_w);
504 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
505 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
507 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
513 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
514 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
515 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
517 game_init_render_sub_buffers( x, y, w, h );
523 gr_set_current_canvas(NULL);
526 //selects a given cockpit (or lack of one). See types in game.h
527 void select_cockpit(int mode)
529 if (mode != Cockpit_mode.intval) { //new mode
530 cvar_setint(&Cockpit_mode, mode);
535 extern int last_drawn_cockpit[2];
537 //force cockpit redraw next time. call this if you've trashed the screen
540 force_cockpit_redraw=1;
541 last_drawn_cockpit[0] = -1;
542 last_drawn_cockpit[1] = -1;
545 // void HUD_clear_messages(); //Already declared in gauges.h
548 void VR_reset_params()
550 VR_eye_width = VR_SEPARATION;
551 VR_eye_offset = VR_PIXEL_SHIFT;
552 VR_eye_offset_changed = 2;
555 void game_init_render_sub_buffers( int x, int y, int w, int h )
557 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
558 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
562 // Sets up the canvases we will be rendering to (NORMAL VERSION)
563 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
565 // if (vga_check_mode(screen_mode) != 0)
566 // Error("Cannot set requested video mode");
568 VR_screen_mode = screen_mode;
570 VR_screen_flags = flags;
574 VR_render_mode = render_method;
576 cvar_setint(&Game_window_w, render_w);
577 cvar_setint(&Game_window_h, render_h);
579 if (VR_offscreen_buffer) {
580 gr_free_canvas(VR_offscreen_buffer);
583 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
584 if ( render_h*2 < 200 ) {
585 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
588 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
591 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
592 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
595 if ( render_h < 200 ) {
596 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
599 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
603 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
606 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
607 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
610 game_init_render_sub_buffers( 0, 0, render_w, render_h );
613 //called to get the screen in a mode compatible with popup menus.
614 //if we can't have popups over the game screen, switch to menu mode.
615 void set_popup_screen(void)
618 newmenu_show_cursor();
619 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
621 #ifndef OGL // always have to switch to menu mode
622 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
625 set_screen_mode(SCREEN_MENU); //must switch to menu mode
630 //called to change the screen mode. Parameter sm is the new mode, one of
631 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
632 //mode if cannot init requested mode)
633 int set_screen_mode(int sm)
636 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
637 gr_set_current_canvas( Canv_editor );
642 if ( Screen_mode == sm && Vid_current_mode == VR_screen_mode) {
643 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
648 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
649 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
650 ogl_set_screen_mode();
661 switch( Screen_mode )
665 MenuHires = MenuHiresAvailable; //do highres if we can
666 if (Vid_current_mode != MENU_SCREEN_MODE) {
667 if (vid_set_mode(MENU_SCREEN_MODE))
668 Error("Cannot set screen mode for menu");
669 if (!gr_palette_faded_out)
670 gr_palette_load(gr_palette);
673 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
674 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
676 FontHires = FontHiresAvailable && MenuHires;
680 newmenu_show_cursor();
685 if (Vid_current_mode != VR_screen_mode) {
686 if (vid_set_mode(VR_screen_mode)) {
687 Error("Cannot set desired screen mode for game!");
688 //we probably should do something else here, like select a standard mode
691 if ( Config_control_joystick.intval && (Function_mode == FMODE_GAME) )
697 if ( VR_render_mode == VR_NONE )
699 max_window_w = grd_curscreen->sc_w;
700 max_window_h = grd_curscreen->sc_h;
702 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
703 if (Cockpit_mode.intval == CM_STATUS_BAR)
704 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
706 else if (Cockpit_mode.intval != CM_LETTERBOX)
707 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
709 if (Game_window_h.intval == 0 || Game_window_h.intval > max_window_h ||
710 Game_window_w.intval == 0 || Game_window_w.intval > max_window_w) {
711 cvar_setint(&Game_window_w, max_window_w);
712 cvar_setint(&Game_window_h, max_window_h);
717 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
719 // Define screen pages for game mode
720 // If we designate through screen_flags to use paging, then do so.
721 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
723 if ( VR_screen_flags&VRF_USE_PAGING )
724 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 );
726 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
730 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
732 if ( VR_render_mode != VR_NONE ) {
733 // for 640x480 or higher, use hires font.
734 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
740 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
742 mouse_set_mode(Config_control_mouse.intval);
743 newmenu_hide_cursor();
748 if (grd_curscreen->sc_mode != SM(800,600)) {
750 if ((gr_error = vid_set_mode(SM(800,600))) != 0) { // force into game scrren
751 Warning("Cannot init editor screen (error=%d)",gr_error);
755 gr_palette_load( gr_palette );
757 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
758 Canv_editor = &VR_editor_canvas;
759 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
760 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
761 gr_set_current_canvas( Canv_editor );
762 init_editor_screen(); //setup other editor stuff
766 Error("Invalid screen mode %d",sm);
771 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
773 if ( VR_screen_flags&VRF_USE_PAGING )
774 gr_show_canvas( &VR_screen_pages[VR_current_page] );
776 ogl_set_screen_mode();
783 int game_toggle_fullscreen(void)
785 #ifdef VID_SUPPORTS_FULLSCREEN_TOGGLE
787 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s", (i = vid_toggle_fullscreen())?"on":"off" );
788 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
789 //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.
790 // generic_key_handler(KEY_PADENTER,0);
791 // generic_key_handler(KEY_ENTER, 0);
796 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
802 int game_toggle_fullscreen_menu(void){
803 #ifdef VID_SUPPORTS_FULLSCREEN_MENU_TOGGLE
806 i = vid_toggle_fullscreen_menu();
808 // generic_key_handler(KEY_PADENTER,0);
809 // generic_key_handler(KEY_ENTER, 0);
818 static int timer_paused=0;
822 if (timer_paused==0) {
824 time = timer_get_fixed_seconds();
825 last_timer_value = time - last_timer_value;
826 if (last_timer_value < 0) {
827 #if defined(TIMER_TEST) && !defined(NDEBUG)
828 Int3(); //get Matt!!!!
830 last_timer_value = 0;
832 #if defined(TIMER_TEST) && !defined(NDEBUG)
838 #if defined(TIMER_TEST) && !defined(NDEBUG)
846 Assert(timer_paused >= 0);
847 if (timer_paused==0) {
849 time = timer_get_fixed_seconds();
850 #if defined(TIMER_TEST) && !defined(NDEBUG)
851 if (last_timer_value < 0)
852 Int3(); //get Matt!!!!
854 last_timer_value = time - last_timer_value;
855 #if defined(TIMER_TEST) && !defined(NDEBUG)
860 #if defined(TIMER_TEST) && !defined(NDEBUG)
865 MAC(extern ubyte joydefs_calibrating;)
867 void game_flush_inputs()
874 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
876 mouse_get_delta( &dx, &dy, &dz ); // Read mouse
878 memset(&Controls,0,sizeof(control_info));
883 last_timer_value = timer_get_fixed_seconds();
888 extern int Saving_movie_frames;
889 int Movie_fixed_frametime;
891 #define Saving_movie_frames 0
892 #define Movie_fixed_frametime 0
895 //added on 8/18/98 by Victor Rachels to add maximum framerate
896 int maxfps = MAX_FPS;
899 void calc_frame_time()
901 fix timer_value,last_frametime = FrameTime;
903 #if defined(TIMER_TEST) && !defined(NDEBUG)
904 _last_frametime = last_frametime;
907 timer_value = timer_get_fixed_seconds();
908 FrameTime = timer_value - last_timer_value;
910 while (FrameTime < f1_0 / maxfps)
912 timer_delay(f1_0 / maxfps - FrameTime);
913 timer_value = timer_get_fixed_seconds();
914 FrameTime = timer_value - last_timer_value;
917 #if defined(TIMER_TEST) && !defined(NDEBUG)
918 _timer_value = timer_value;
922 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
923 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
925 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
926 // if ( !dpmi_virtual_memory )
927 // Int3(); //Get MATT if hit this!
931 #if defined(TIMER_TEST) && !defined(NDEBUG)
932 actual_last_timer_value = last_timer_value;
935 if ( Game_turbo_mode )
938 // Limit frametime to be between 5 and 150 fps.
939 RealFrameTime = FrameTime;
940 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
941 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
943 last_timer_value = timer_value;
945 if (FrameTime < 0) //if bogus frametime...
946 FrameTime = last_frametime; //...then use time from last frame
949 if (fixed_frametime) FrameTime = fixed_frametime;
964 last_timer_value = timer_get_fixed_seconds();
972 #if defined(TIMER_TEST) && !defined(NDEBUG)
973 stop_count = start_count = 0;
976 // Set value to determine whether homing missile can see target.
977 // The lower frametime is, the more likely that it can see its target.
978 if (FrameTime <= F1_0/64)
979 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
980 else if (FrameTime < F1_0/32)
981 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
982 else if (FrameTime < F1_0/4)
983 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;
985 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
989 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
991 void move_player_2_segment(segment *seg,int side)
995 compute_segment_center(&ConsoleObject->pos,seg);
996 compute_center_point_on_side(&vp,seg,side);
997 vm_vec_sub2(&vp,&ConsoleObject->pos);
998 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1000 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1005 void game_draw_time_left()
1007 char temp_string[30];
1011 gr_set_curfont( GAME_FONT ); //GAME_FONT
1012 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1014 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1015 i=f2i(timevar-ThisLevelTime);
1018 sprintf( temp_string, "Time left: %d secs", i );
1021 gr_string(0, 32, temp_string );
1026 extern int Game_pause;
1029 void level_with_floor();
1031 void modex_clear_box(int x,int y,int w,int h)
1033 grs_canvas *temp_canv,*save_canv;
1035 save_canv = grd_curcanv;
1036 temp_canv = gr_create_canvas(w,h);
1037 gr_set_current_canvas(temp_canv);
1038 gr_clear_canvas(BM_XRGB(0,0,0));
1039 gr_set_current_canvas(save_canv);
1040 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1041 gr_free_canvas(temp_canv);
1045 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1047 // mac routine to drop contents of screen to a pict file using copybits
1048 // save a PICT to a file
1051 void SavePictScreen(int multiplayer)
1054 int parid, i, count;
1055 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1058 PicHandle pict_handle;
1059 static int multi_count = 0;
1060 StandardFileReply sf_reply;
1062 // dump the contents of the GameWindow into a picture using copybits
1064 pict_handle = OpenPicture(&GameWindow->portRect);
1065 if (pict_handle == NULL)
1068 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1071 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1072 if (!getcwd(cwd, FILENAME_MAX))
1074 // create the fsspec
1076 sprintf(filename, "screen%d", multi_count++);
1077 pfilename = c2pstr(filename);
1080 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1081 if (!sf_reply.sfGood)
1083 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1084 if (sf_reply.sfReplacing)
1086 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1090 // parid = GetAppDirId();
1091 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1096 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1101 // write the PICT file
1102 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1104 memset(buf, 0, sizeof(buf));
1106 if ( FSWrite(fd, &count, buf) )
1108 count = GetHandleSize((Handle)pict_handle);
1109 HLock((Handle)pict_handle);
1110 if ( FSWrite(fd, &count, *pict_handle) ) {
1116 HUnlock((Handle)pict_handle);
1117 DisposeHandle((Handle)pict_handle);
1125 //automap_flag is now unused, since we just check if the screen we're
1126 //writing to is modex
1127 //if called from automap, current canvas is set to visible screen
1129 void save_screen_shot(int automap_flag)
1131 #if !defined(MACINTOSH)
1134 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1135 grs_font *save_font;
1136 static int savenum=0;
1137 static int stereo_savenum=0;
1138 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1139 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1147 // // Can't do screen shots in VR modes.
1148 // if ( VR_render_mode != VR_NONE )
1153 save_canv = grd_curcanv;
1155 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1159 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1160 gr_set_current_canvas(temp_canv);
1161 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1163 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1164 gr_set_current_canvas(temp_canv2);
1165 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1168 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1169 gr_set_current_canvas(temp_canv);
1170 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1173 gr_set_current_canvas(save_canv);
1175 if ( savenum > 99 ) savenum = 0;
1176 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1179 sprintf(savename,"left%02d.pcx",stereo_savenum);
1180 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1181 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1183 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1186 sprintf(savename,"screen%02d.pcx",savenum++);
1187 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1190 if (!automap_flag) //if from automap, curcanv is already visible canv
1191 gr_set_current_canvas(NULL);
1192 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1193 if (!automap_flag && modex_flag)
1194 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1196 save_font = grd_curcanv->cv_font;
1197 gr_set_curfont(GAME_FONT);
1198 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1199 gr_get_string_size(message,&w,&h,&aw);
1204 //I changed how these coords were calculated for the high-res automap. -MT
1205 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1206 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1207 x = (grd_curcanv->cv_w-w)/2;
1208 y = (grd_curcanv->cv_h-h)/2;
1211 modex_clear_box(x-2,y-2,w+4,h+4);
1212 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1214 gr_setcolor(gr_find_closest_color_current(0,0,0));
1215 gr_rect(x-2,y-2,x+w+2,y+h+2);
1216 gr_printf(x,y,message);
1217 gr_set_curfont(save_font);
1219 t1 = timer_get_fixed_seconds() + F1_0;
1221 gr_palette_read(pal); //get actual palette from the hardware
1222 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1224 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1226 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1228 gr_set_current_canvas(screen_canv);
1230 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1231 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1233 gr_free_canvas(temp_canv);
1235 gr_free_canvas(temp_canv2);
1237 gr_set_current_canvas(save_canv);
1243 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1244 grs_canvas *temp_canv, *save_canv;
1246 // Can't do screen shots in VR modes.
1247 if ( VR_render_mode != VR_NONE )
1252 save_canv = grd_curcanv;
1253 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1256 gr_set_current_canvas( temp_canv );
1257 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1258 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1262 if (Game_mode & GM_MULTI)
1269 gr_set_current_canvas(screen_canv);
1271 // if (!automap_flag)
1272 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1274 gr_free_canvas(temp_canv);
1276 gr_set_current_canvas(save_canv);
1285 void fly_init(object *obj)
1287 obj->control_type = CT_FLYING;
1288 obj->movement_type = MT_PHYSICS;
1290 vm_vec_zero(&obj->mtype.phys_info.velocity);
1291 vm_vec_zero(&obj->mtype.phys_info.thrust);
1292 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1293 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1296 //void morph_test(), morph_step();
1299 // ------------------------------------------------------------------------------------
1301 void test_anim_states();
1305 //put up the help message
1312 extern int been_in_editor;
1314 // ------------------------------------------------------------------------------------
1315 void do_cloak_stuff(void)
1318 for (i = 0; i < N_players; i++)
1319 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1320 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1321 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1322 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1323 if (i == Player_num) {
1324 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1326 if (Game_mode & GM_MULTI)
1327 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1328 maybe_drop_net_powerup(POW_CLOAK);
1329 multi_send_decloak(); // For demo recording
1331 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1339 // ------------------------------------------------------------------------------------
1340 void do_invulnerable_stuff(void)
1342 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1343 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1344 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1347 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1349 if (Game_mode & GM_MULTI)
1351 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1352 maybe_drop_net_powerup(POW_INVULNERABILITY);
1355 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1362 ubyte Last_afterburner_state = 0;
1363 fix Last_afterburner_charge = 0;
1365 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1366 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1370 //@@// ------------------------------------------------------------------------------------
1371 //@@void afterburner_shake(void)
1375 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1376 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1378 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1379 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1380 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1384 // ------------------------------------------------------------------------------------
1386 extern void multi_send_sound_function (char,char);
1389 void do_afterburner_stuff(void)
1391 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1392 Afterburner_charge=0;
1394 if (Endlevel_sequence || Player_is_dead)
1396 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1398 multi_send_sound_function (0,0);
1402 if ((Controls.state[afterburner] != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1404 if (Afterburner_charge && Controls.state[afterburner] && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1405 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1407 if (Game_mode & GM_MULTI)
1408 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1411 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1412 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1414 if (Game_mode & GM_MULTI)
1415 multi_send_sound_function (0,0);
1417 mprintf((0,"Killing afterburner sound\n"));
1421 //@@if (Controls.state[afterburner] && Afterburner_charge)
1422 //@@ afterburner_shake();
1424 Last_afterburner_state = Controls.state[afterburner];
1425 Last_afterburner_charge = Afterburner_charge;
1428 // -- // ------------------------------------------------------------------------------------
1429 // -- // if energy < F1_0/2, recharge up to F1_0/2
1430 // -- void recharge_energy_frame(void)
1432 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1433 // -- Players[Player_num].energy += FrameTime/4;
1435 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1436 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1440 // Amount to diminish guns towards normal, per second.
1441 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1443 extern fix Flash_effect;
1445 //adds to rgb values for palette flash
1446 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1450 PaletteRedAdd += _dr;
1451 PaletteGreenAdd += _dg;
1452 PaletteBlueAdd += _db;
1454 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1459 maxval = MAX_PALETTE_ADD;
1461 if (PaletteRedAdd > maxval)
1462 PaletteRedAdd = maxval;
1464 if (PaletteGreenAdd > maxval)
1465 PaletteGreenAdd = maxval;
1467 if (PaletteBlueAdd > maxval)
1468 PaletteBlueAdd = maxval;
1470 if (PaletteRedAdd < -maxval)
1471 PaletteRedAdd = -maxval;
1473 if (PaletteGreenAdd < -maxval)
1474 PaletteGreenAdd = -maxval;
1476 if (PaletteBlueAdd < -maxval)
1477 PaletteBlueAdd = -maxval;
1480 fix Time_flash_last_played;
1483 void game_palette_step_up( int r, int g, int b );
1484 // ------------------------------------------------------------------------------------
1485 // Diminish palette effects towards normal.
1486 void diminish_palette_towards_normal(void)
1490 // Diminish at DIMINISH_RATE units/second.
1491 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1492 if (FrameTime < F1_0/DIMINISH_RATE) {
1493 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1496 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1497 if (dec_amount == 0)
1498 dec_amount++; // make sure we decrement by something
1504 // Part of hack system to force update of palette after exiting a menu.
1505 if (Time_flash_last_played) {
1507 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1510 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1511 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1512 Time_flash_last_played = GameTime;
1515 Flash_effect -= FrameTime;
1516 if (Flash_effect < 0)
1519 if (force_do || (d_rand() > 4096 )) {
1520 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1521 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1523 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1530 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1531 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1533 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1534 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1536 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1537 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1539 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1540 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1542 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1544 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1547 int Redsave, Bluesave, Greensave;
1549 void palette_save(void)
1551 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1554 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1556 void game_palette_step_up( int r, int g, int b )
1558 if ( VR_use_reg_code ) {
1559 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1561 gr_palette_step_up( r, g, b );
1565 void palette_restore(void)
1567 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1568 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1570 // Forces flash effect to fixup palette next frame.
1571 Time_flash_last_played = 0;
1574 extern void dead_player_frame(void);
1577 // --------------------------------------------------------------------------------------------------
1578 int allowed_to_fire_laser(void)
1580 if (Player_is_dead) {
1581 Global_missile_firing_count = 0;
1585 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1586 // be a long while before laser can be fired, then there must be some mistake!
1587 if (Next_laser_fire_time > GameTime)
1588 if (Next_laser_fire_time < GameTime + 2*F1_0)
1594 fix Next_flare_fire_time = 0;
1595 #define FLARE_BIG_DELAY (F1_0*2)
1597 int allowed_to_fire_flare(void)
1599 if (Next_flare_fire_time > GameTime)
1600 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1603 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1604 Next_flare_fire_time = GameTime + F1_0/4;
1606 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1611 int allowed_to_fire_missile(void)
1613 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1614 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1615 // be a long while before missile can be fired, then there must be some mistake!
1616 if (Next_missile_fire_time > GameTime)
1617 if (Next_missile_fire_time < GameTime + 5*F1_0)
1623 void full_palette_save(void)
1626 apply_modified_palette();
1627 reset_palette_add();
1628 gr_palette_load( gr_palette );
1631 extern int Death_sequence_aborted;
1632 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) );
1639 char pixel_double_help[64];
1642 char command_help[64], save_help[64], restore_help[64];
1645 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1647 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1648 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1650 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1651 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1652 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1653 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1655 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1656 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1657 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1658 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1659 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1661 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1663 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1665 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1667 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1669 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1671 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1672 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1673 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1674 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1675 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1677 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1679 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1681 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1682 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1683 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1684 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1686 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1687 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1690 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1691 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1692 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1695 full_palette_save();
1697 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1702 //temp function until Matt cleans up game sequencing
1703 extern void temp_reset_stuff_on_level();
1705 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1707 //deal with rear view - switch it on, or off, or whatever
1708 void check_rear_view()
1710 static int leave_mode;
1711 static fix entry_time;
1713 if ( Controls.count[rear_view] ) { // key/button has gone down
1717 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1718 select_cockpit(Cockpit_mode_save);
1719 Cockpit_mode_save = -1;
1721 if (Newdemo_state == ND_STATE_RECORDING)
1722 newdemo_record_restore_rearview();
1726 if (Rear_view_leave_time <= 0)
1728 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
1732 leave_mode = 0; // means wait for another key
1733 entry_time = timer_get_fixed_seconds();
1735 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1736 Cockpit_mode_save = Cockpit_mode.intval;
1737 select_cockpit(CM_REAR_VIEW);
1739 if (Newdemo_state == ND_STATE_RECORDING)
1740 newdemo_record_rearview();
1744 if (Controls.state[rear_view]) {
1746 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1751 //@@if (leave_mode==1 && Cockpit_mode.intval == CM_REAR_VIEW) {
1753 if (leave_mode==1 && Rear_view) {
1755 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1756 select_cockpit(Cockpit_mode_save);
1757 Cockpit_mode_save = -1;
1759 if (Newdemo_state == ND_STATE_RECORDING)
1760 newdemo_record_restore_rearview();
1765 void reset_rear_view(void)
1768 if (Newdemo_state == ND_STATE_RECORDING)
1769 newdemo_record_restore_rearview();
1774 if (!(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)) {
1775 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1776 Cockpit_mode_save = CM_FULL_COCKPIT;
1777 select_cockpit(Cockpit_mode_save);
1778 Cockpit_mode_save = -1;
1784 int Config_menu_flag;
1788 int gr_renderstats = 0;
1789 // need to define "cheat" for renderstats
1790 int gr_badtexture = 0;
1791 // need to define "cheat" for badtexture
1793 int Cheats_enabled=0;
1795 extern int Laser_rapid_fire;
1796 extern void do_lunacy_on(), do_lunacy_off();
1798 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1799 extern char BounceCheat,HomingCheat,OldHomingState[20];
1800 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1801 extern int Buddy_dude_cheat;
1803 //turns off active cheats
1804 void turn_cheats_off()
1810 Weapon_info[i].homing_flag=OldHomingState[i];
1815 Interpolation_method=old_IntMethod;
1818 Buddy_dude_cheat = 0;
1822 Laser_rapid_fire = 0;
1823 Physics_cheat_flag = 0;
1825 Robots_kill_robots_cheat=0;
1826 Robot_firing_enabled = 1;
1829 //turns off all cheats & resets cheater flag
1830 void game_disable_cheats()
1838 // ----------------------------------------------------------------------------
1840 void game_setup(void)
1842 //@@int demo_playing=0;
1843 //@@int multi_game=0;
1845 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1846 do_lunacy_off(); // Restore true insane mode.
1849 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1850 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1851 Endlevel_sequence = 0;
1853 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1854 //@@ demo_playing = 1;
1855 //@@if ( Game_mode & GM_MULTI )
1856 //@@ multi_game = 1;
1858 set_screen_mode(SCREEN_GAME);
1859 reset_palette_add();
1861 set_warn_func(game_show_warning);
1865 //digi_init_sounds();
1867 //keyd_repeat = 0; // Don't allow repeat in game
1868 keyd_repeat = 1; // Do allow repeat in game
1871 //_MARK_("start of game");
1875 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1876 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1878 if (!check_obj_seg(ConsoleObject))
1879 move_player_2_segment(Cursegp,Curside);
1882 Viewer = ConsoleObject;
1883 fly_init(ConsoleObject);
1888 FrameTime = 0; //make first frame zero
1891 if (Current_level_num == 0) { //not a real level
1892 init_player_stats_game();
1899 game_flush_inputs();
1905 extern char IWasKicked;
1909 // ------------------------------------------------------------------------------------
1910 //this function is the game. called when game mode selected. runs until
1911 //editor mode or exit selected
1914 game_setup(); // Replaces what was here earlier.
1915 // Good for Windows Sake.
1918 ProfilerSetStatus(1);
1921 if ( setjmp(LeaveGame)==0 ) {
1927 Config_menu_flag = 0;
1929 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1931 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1932 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1935 player_shields = Players[Player_num].shields;
1937 ExtGameStatus=GAMESTAT_RUNNING;
1938 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1940 if (oldfov != cg_fov.value)
1942 oldfov = cg_fov.value;
1943 if (cg_fov.value < F1_0)
1944 cvar_setint(&cg_fov, 1);
1945 if (cg_fov.value > 170 * F1_0)
1946 cvar_setint(&cg_fov, 170);
1947 Render_zoom = cg_fov.value * M_PI / 180; // convert to radians
1948 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", f2fl(cg_fov.value), Render_zoom);
1951 //if the player is taking damage, give up guided missile control
1952 if (Players[Player_num].shields != player_shields)
1953 release_guided_missile(Player_num);
1955 //see if redbook song needs to be restarted
1956 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1958 if (Config_menu_flag) {
1959 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1961 if (!(Game_mode&GM_MULTI)) palette_restore();
1965 int save_w = Game_window_w.intval, save_h = Game_window_h.intval;
1967 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1968 cvar_setint(&Game_window_w, save_w);
1969 cvar_setint(&Game_window_h, save_h);
1971 last_drawn_cockpit[0] = -1;
1972 last_drawn_cockpit[1] = -1;
1975 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1977 fmode = Function_mode;
1978 Function_mode = FMODE_GAME;
1980 apply_modified_palette();
1981 reset_palette_add();
1982 gr_palette_load( gr_palette );
1983 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1985 Function_mode = fmode;
1988 newdemo_stop_playback();
1989 Function_mode = FMODE_MENU;
1991 Function_mode = FMODE_GAME;
1995 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2001 fmode = Function_mode;
2002 Function_mode = FMODE_GAME;
2004 apply_modified_palette();
2005 reset_palette_add();
2006 gr_palette_load( gr_palette );
2007 ExtGameStatus=GAMESTAT_ABORT_GAME;
2008 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2010 Function_mode = fmode;
2012 Function_mode = FMODE_GAME;
2018 if (Function_mode != FMODE_GAME)
2019 longjmp(LeaveGame,0);
2022 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2023 longjmp(LeaveGame,0);
2026 if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
2027 mouse_set_mode(Config_control_mouse.intval);
2028 newmenu_hide_cursor();
2034 ProfilerSetStatus(0);
2039 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2040 newdemo_stop_recording();
2046 if ( Newdemo_state == ND_STATE_PLAYBACK )
2047 newdemo_stop_playback();
2049 if (Cockpit_mode_save!=-1)
2051 cvar_setint(&Cockpit_mode, Cockpit_mode_save);
2052 Cockpit_mode_save=-1;
2055 if (Function_mode != FMODE_EDITOR)
2056 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2058 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2059 //@@ scores_maybe_add_player(Game_aborted);
2063 //_MARK_("end of game");
2066 clear_warn_func(game_show_warning); //don't use this func anymore
2068 game_disable_cheats();
2071 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2075 //called at the end of the program
2078 if (VR_offscreen_buffer) {
2079 gr_free_canvas(VR_offscreen_buffer);
2080 VR_offscreen_buffer = NULL;
2083 close_gauge_canvases();
2085 restore_effect_bitmap_icons();
2087 if (background_bitmap.bm_data)
2088 d_free(background_bitmap.bm_data);
2090 clear_warn_func(game_show_warning); //don't use this func anymore
2093 grs_canvas * get_current_game_screen()
2095 return &VR_screen_pages[VR_current_page];
2099 extern void kconfig_center_headset();
2103 void speedtest_frame(void);
2104 int Debug_slowdown=0;
2108 extern void player_follow_path(object *objp);
2109 extern void check_create_player_path(void);
2113 extern int Do_appearance_effect;
2115 object *Missile_viewer=NULL;
2117 cvar_t Missile_view_enabled = { "MissileView", "1", 1 };
2119 int Marker_viewer_num[2]={-1,-1};
2120 int Coop_view_player[2]={-1,-1};
2121 cvar_t Cockpit_3d_view[2] = {
2122 { "CockpitViewLeft", "0", 1 },
2123 { "CockpitViewRight", "0", 1 },
2126 //returns ptr to escort robot, or NULL
2127 object *find_escort()
2131 for (i=0; i<=Highest_object_index; i++)
2132 if (Objects[i].type == OBJ_ROBOT)
2133 if (Robot_info[Objects[i].id].companion)
2139 extern void process_super_mines_frame(void);
2140 extern void do_seismic_stuff(void);
2143 int Saving_movie_frames=0;
2144 int __Movie_frame_num=0;
2146 #define MAX_MOVIE_BUFFER_FRAMES 250
2147 #define MOVIE_FRAME_SIZE (320 * 200)
2149 ubyte *Movie_frame_buffer;
2150 int Movie_frame_counter;
2151 ubyte Movie_pal[768];
2152 char movie_path[50] = ".\\";
2154 grs_bitmap Movie_bm;
2156 void flush_movie_buffer()
2163 mprintf((0,"Flushing movie buffer..."));
2165 Movie_bm.bm_data = Movie_frame_buffer;
2167 for (f=0;f<Movie_frame_counter;f++) {
2168 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2169 __Movie_frame_num++;
2170 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2171 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2174 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2177 Movie_frame_counter=0;
2179 mprintf((0,"done \n"));
2184 void toggle_movie_saving()
2188 Saving_movie_frames = !Saving_movie_frames;
2190 if (Saving_movie_frames) {
2193 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2194 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2197 Saving_movie_frames = 0;
2201 while (isspace(movie_path[strlen(movie_path)-1]))
2202 movie_path[strlen(movie_path)-1] = 0;
2203 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2204 strcat(movie_path,"\\");
2207 if (!Movie_frame_buffer) {
2208 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2209 if (!Movie_frame_buffer) {
2211 Saving_movie_frames=0;
2214 Movie_frame_counter=0;
2216 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2217 Movie_bm.bm_w = 320;
2218 Movie_bm.bm_h = 200;
2219 Movie_bm.bm_type = BM_LINEAR;
2220 Movie_bm.bm_flags = 0;
2221 Movie_bm.bm_rowsize = 320;
2222 Movie_bm.bm_handle = 0;
2224 gr_palette_read(Movie_pal); //get actual palette from the hardware
2226 if (Newdemo_state == ND_STATE_PLAYBACK)
2227 Newdemo_do_interpolate = 0;
2231 flush_movie_buffer();
2233 if (Newdemo_state == ND_STATE_PLAYBACK)
2234 Newdemo_do_interpolate = 1;
2239 void save_movie_frame()
2241 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2243 Movie_frame_counter++;
2245 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2246 flush_movie_buffer();
2252 extern int Level_shake_duration;
2254 //if water or fire level, make occasional sound
2255 void do_ambient_sounds()
2257 int has_water,has_lava;
2260 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2261 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2263 if (has_lava) { //has lava
2264 sound = SOUND_AMBIENT_LAVA;
2265 if (has_water && (d_rand() & 1)) //both, pick one
2266 sound = SOUND_AMBIENT_WATER;
2268 else if (has_water) //just water
2269 sound = SOUND_AMBIENT_WATER;
2273 if (((d_rand() << 3) < FrameTime)) { //play the sound
2274 fix volume = d_rand() + f1_0/2;
2275 digi_play_sample(sound,volume);
2279 // -- extern void lightning_frame(void);
2281 void game_render_frame();
2282 extern void omega_charge_frame(void);
2284 extern time_t t_current_time, t_saved_time;
2286 void flicker_lights();
2288 void GameLoop(int RenderFlag, int ReadControlsFlag )
2291 // Used to slow down frame rate for testing things.
2292 // RenderFlag = 1; // DEBUG
2293 if (Debug_slowdown) {
2296 for (h=0; h<Debug_slowdown; h++)
2297 for (i=0; i<1000; i++)
2303 if (FindArg("-invulnerability"))
2304 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2308 update_player_stats();
2309 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2310 do_afterburner_stuff();
2312 do_invulnerable_stuff();
2313 remove_obsolete_stuck_objects();
2315 do_final_boss_frame();
2316 // -- lightning_frame();
2317 // -- recharge_energy_frame();
2319 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2320 static int turned_off=0;
2321 Players[Player_num].energy -= (FrameTime*3/8);
2322 if (Players[Player_num].energy < i2f(10)) {
2324 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2327 if (Game_mode & GM_MULTI)
2328 multi_send_flags(Player_num);
2335 if (Players[Player_num].energy <= 0) {
2336 Players[Player_num].energy = 0;
2337 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2339 if (Game_mode & GM_MULTI)
2340 multi_send_flags(Player_num);
2347 check_create_player_path();
2348 player_follow_path(ConsoleObject);
2352 if (Game_mode & GM_MULTI)
2355 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2356 multi_check_for_killgoal_winner();
2362 if (force_cockpit_redraw) { //screen need redrawing?
2364 force_cockpit_redraw=0;
2366 game_render_frame();
2367 //show_extra_views(); //missile view, buddy bot, etc.
2370 if (Saving_movie_frames)
2377 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2381 dead_player_frame();
2382 if (Newdemo_state != ND_STATE_PLAYBACK)
2383 do_controlcen_dead_frame();
2385 process_super_mines_frame();
2387 do_ambient_sounds();
2394 if (ReadControlsFlag)
2397 memset(&Controls, 0, sizeof(Controls));
2399 GameTime += FrameTime;
2401 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2402 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2404 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2405 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2406 mprintf((0,"GameTime reset to 0\n"));
2410 if (FindArg("-checktime") != 0)
2411 if (GameTime >= i2f(600)) //wrap after 10 minutes
2412 GameTime = FrameTime;
2416 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2417 ThisLevelTime +=FrameTime;
2422 if (Endlevel_sequence) {
2423 do_endlevel_frame();
2424 powerup_grab_cheat_all();
2425 do_special_effects();
2426 return; //skip everything else
2429 if (Newdemo_state != ND_STATE_PLAYBACK)
2430 do_exploding_wall_frame();
2431 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2432 do_special_effects();
2433 wall_frame_process();
2434 triggers_frame_process();
2438 if (Control_center_destroyed) {
2439 if (Newdemo_state==ND_STATE_RECORDING )
2440 newdemo_record_control_center_destroyed();
2445 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2446 newdemo_playback_one_frame();
2447 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2448 longjmp( LeaveGame, 0 ); // Go back to menu
2451 { // Note the link to above!
2453 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2456 powerup_grab_cheat_all();
2458 if (Endlevel_sequence) //might have been started during move
2461 fuelcen_update_all();
2465 if (allowed_to_fire_laser())
2466 FireLaser(); // Fire Laser!
2468 if (Auto_fire_fusion_cannon_time) {
2469 if (Primary_weapon != FUSION_INDEX)
2470 Auto_fire_fusion_cannon_time = 0;
2471 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2472 Auto_fire_fusion_cannon_time = 0;
2473 Global_laser_firing_count = 1;
2475 vms_vector rand_vec;
2478 Global_laser_firing_count = 0;
2480 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2481 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2482 make_random_vector(&rand_vec);
2484 bump_amount = F1_0*4;
2486 if (Fusion_charge > F1_0*2)
2487 bump_amount = Fusion_charge*4;
2489 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2493 if (Global_laser_firing_count) {
2494 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2495 // if (Fusion_charge > F1_0*2)
2496 // Fusion_charge = F1_0*2;
2497 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2500 if (Global_laser_firing_count < 0)
2501 Global_laser_firing_count = 0;
2504 if (Do_appearance_effect) {
2505 create_player_appearance_effect(ConsoleObject);
2506 Do_appearance_effect = 0;
2508 if ((Game_mode & GM_MULTI) && Netgame.invul)
2510 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2511 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2518 omega_charge_frame();
2522 //!!hoard_light_pulse(); //do cool hoard light pulsing
2526 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2527 //!!extern int Hoard_goal_eclip;
2529 //!!//do cool pulsing lights in hoard goals
2530 //!!hoard_light_pulse()
2532 //!! if (Game_mode & GM_HOARD) {
2536 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2540 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2543 //!! light = abs(frame - 5) * f1_0 / 5;
2545 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2550 ubyte Slide_segs[MAX_SEGMENTS];
2551 int Slide_segs_computed;
2553 void compute_slide_segs(void)
2555 int segnum, sidenum;
2557 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2558 Slide_segs[segnum] = 0;
2559 for (sidenum=0;sidenum<6;sidenum++) {
2560 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2561 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2562 Slide_segs[segnum] |= 1 << sidenum;
2566 Slide_segs_computed = 1;
2569 // -----------------------------------------------------------------------------
2570 void slide_textures(void)
2572 int segnum,sidenum,i;
2574 if (!Slide_segs_computed)
2575 compute_slide_segs();
2577 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2578 if (Slide_segs[segnum]) {
2579 for (sidenum=0;sidenum<6;sidenum++) {
2580 if (Slide_segs[segnum] & (1 << sidenum)) {
2581 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2582 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2584 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2585 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2586 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2589 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2591 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2594 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2596 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2599 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2601 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2604 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2614 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2616 int Num_flickering_lights=0;
2618 void flicker_lights()
2621 flickering_light *f;
2623 f = Flickering_lights;
2625 for (l=0;l<Num_flickering_lights;l++,f++) {
2626 segment *segp = &Segments[f->segnum];
2628 //make sure this is actually a light
2629 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2631 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2634 if (f->timer == 0x80000000) //disabled
2637 if ((f->timer -= FrameTime) < 0) {
2639 while (f->timer < 0)
2640 f->timer += f->delay;
2642 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2645 add_light(f->segnum,f->sidenum);
2647 subtract_light(f->segnum,f->sidenum);
2652 //returns ptr to flickering light structure, or NULL if can't find
2653 flickering_light *find_flicker(int segnum,int sidenum)
2656 flickering_light *f;
2658 //see if there's already an entry for this seg/side
2660 f = Flickering_lights;
2662 for (l=0;l<Num_flickering_lights;l++,f++)
2663 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2669 //turn flickering off (because light has been turned off)
2670 void disable_flicker(int segnum,int sidenum)
2672 flickering_light *f;
2674 if ((f=find_flicker(segnum,sidenum)) != NULL)
2675 f->timer = 0x80000000;
2678 //turn flickering off (because light has been turned on)
2679 void enable_flicker(int segnum,int sidenum)
2681 flickering_light *f;
2683 if ((f=find_flicker(segnum,sidenum)) != NULL)
2690 //returns 1 if ok, 0 if error
2691 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2694 flickering_light *f;
2696 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2698 //see if there's already an entry for this seg/side
2700 f = Flickering_lights;
2702 for (l=0;l<Num_flickering_lights;l++,f++)
2703 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2706 if (mask==0) { //clearing entry
2707 if (l == Num_flickering_lights)
2711 for (i=l;i<Num_flickering_lights-1;i++)
2712 Flickering_lights[i] = Flickering_lights[i+1];
2713 Num_flickering_lights--;
2718 if (l == Num_flickering_lights) {
2719 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2722 Num_flickering_lights++;
2726 f->sidenum = sidenum;
2727 f->delay = f->timer = delay;
2735 // -----------------------------------------------------------------------------
2736 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2741 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.state[fire_primary] || Controls.count[fire_primary]);
2743 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2744 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2745 Global_laser_firing_count = 0;
2747 if (Fusion_charge == 0)
2748 Players[Player_num].energy -= F1_0*2;
2750 Fusion_charge += FrameTime;
2751 Players[Player_num].energy -= FrameTime;
2753 if (Players[Player_num].energy <= 0) {
2754 Players[Player_num].energy = 0;
2755 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2757 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2758 // Fire the fusion cannon at this time in the future.
2760 if (Fusion_charge < F1_0*2)
2761 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2763 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2765 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2766 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2768 if (Fusion_next_sound_time < GameTime) {
2769 if (Fusion_charge > F1_0*2) {
2770 digi_play_sample( 11, F1_0 );
2771 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2773 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2774 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2776 if (Game_mode & GM_MULTI)
2777 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2780 Fusion_last_sound_time = GameTime;
2781 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2789 // -------------------------------------------------------------------------------------------------------
2790 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2791 // This could easily be made difficulty level dependent.
2792 void powerup_grab_cheat(object *player, int objnum)
2798 Assert(Objects[objnum].type == OBJ_POWERUP);
2800 powerup_size = Objects[objnum].size;
2801 player_size = player->size;
2803 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2805 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2806 vms_vector collision_point;
2808 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2809 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2813 // -------------------------------------------------------------------------------------------------------
2814 // Make it easier to pick up powerups.
2815 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2816 // from player to powerup and player's forward vector.
2817 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2818 // way before the player gets there.
2819 void powerup_grab_cheat_all(void)
2824 segp = &Segments[ConsoleObject->segnum];
2825 objnum = segp->objects;
2827 while (objnum != -1) {
2828 if (Objects[objnum].type == OBJ_POWERUP)
2829 powerup_grab_cheat(ConsoleObject, objnum);
2830 objnum = Objects[objnum].next;
2835 int Last_level_path_created = -1;
2837 #ifdef SHOW_EXIT_PATH
2839 // ------------------------------------------------------------------------------------------------------------------
2840 // Create path for player from current segment to goal segment.
2841 // Return true if path created, else return false.
2842 int mark_player_path_to_segment(int segnum)
2845 object *objp = ConsoleObject;
2846 short player_path_length=0;
2847 int player_hide_index=-1;
2849 if (Last_level_path_created == Current_level_num) {
2853 Last_level_path_created = Current_level_num;
2855 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2856 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2860 player_hide_index = (int)(Point_segs_free_ptr - Point_segs);
2861 Point_segs_free_ptr += player_path_length;
2863 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2864 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2865 ai_reset_all_paths();
2869 for (i=1; i<player_path_length; i++) {
2871 vms_vector seg_center;
2874 segnum = Point_segs[player_hide_index+i].segnum;
2875 mprintf((0, "%3i ", segnum));
2876 seg_center = Point_segs[player_hide_index+i].point;
2878 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2880 Int3(); // Unable to drop energy powerup for path
2884 obj = &Objects[objnum];
2885 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2886 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2887 obj->rtype.vclip_info.framenum = 0;
2888 obj->lifeleft = F1_0*100 + d_rand() * 4;
2895 // Return true if it happened, else return false.
2896 int create_special_path(void)
2900 // ---------- Find exit doors ----------
2901 for (i=0; i<=Highest_segment_index; i++)
2902 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2903 if (Segments[i].children[j] == -2) {
2904 mprintf((0, "Exit at segment %i\n", i));
2905 return mark_player_path_to_segment(i);
2915 int Max_obj_count_mike = 0;
2917 // Shows current number of used objects.
2918 void show_free_objects(void)
2920 if (!(FrameCount & 8)) {
2924 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2926 for (i=0; i<=Highest_object_index; i++)
2927 if (Objects[i].type != OBJ_NONE)
2930 mprintf((0, "%3i", count));
2932 if (count > Max_obj_count_mike) {
2933 Max_obj_count_mike = count;
2934 mprintf((0, " ***"));
2945 * reads a flickering_light structure from a CFILE
2947 void flickering_light_read(flickering_light *fl, CFILE *fp)
2949 fl->segnum = cfile_read_short(fp);
2950 fl->sidenum = cfile_read_short(fp);
2951 fl->mask = cfile_read_int(fp);
2952 fl->timer = cfile_read_fix(fp);
2953 fl->delay = cfile_read_fix(fp);
2956 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2958 PHYSFS_writeSLE16(fp, fl->segnum);
2959 PHYSFS_writeSLE16(fp, fl->sidenum);
2960 PHYSFS_writeULE32(fp, (uint32_t)fl->mask);
2961 PHYSFSX_writeFix(fp, fl->timer);
2962 PHYSFSX_writeFix(fp, fl->delay);