1 /* $Id: game.c,v 1.41 2005-08-02 06:13:56 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Game loop for Inferno
26 char game_rcsid[] = "$Id: game.c,v 1.41 2005-08-02 06:13:56 chris Exp $";
38 #include <StandardFile.h>
39 #include <Quickdraw.h>
102 #include "controls.h"
108 #include "cntrlcen.h"
112 #include "multibot.h"
115 #include "playsave.h"
119 int VGA_current_mode;
122 #include <profiler.h>
125 //#define TEST_TIMER 1 //if this is set, do checking on timer
127 #define SHOW_EXIT_PATH 1
130 #include "editor/editor.h"
135 #if __WATCOMC__ < 1000
136 #include <wsample.h> //should come after inferno.h to get mark setting
141 extern void ReadControls(void); // located in gamecntl.c
142 extern int Current_display_mode;
143 extern void do_final_boss_frame(void);
145 int Speedtest_on = 0;
148 int Mark_count = 0; // number of debugging marks set
149 int Speedtest_start_time;
150 int Speedtest_segnum;
151 int Speedtest_sidenum;
152 int Speedtest_frame_start;
153 int Speedtest_count=0; // number of times to do the debug test.
156 static fix last_timer_value=0;
159 #if defined(TIMER_TEST) && !defined(NDEBUG)
160 fix _timer_value,actual_last_timer_value,_last_frametime;
161 int stop_count,start_count;
162 int time_stopped,time_started;
165 ubyte * Game_cockpit_copy_code = NULL;
167 int VR_screen_mode = 0;
169 ubyte VR_screen_flags = 0; //see values in screens.h
170 ubyte VR_current_page = 0;
171 fix VR_eye_width = F1_0;
172 int VR_render_mode = VR_NONE;
173 int VR_low_res = 3; // Default to low res
175 int VR_sensitivity = 1; // 0 - 2
178 int VR_eye_offset = 0;
179 int VR_eye_switch = 0;
180 int VR_eye_offset_changed = 0;
181 int VR_use_reg_code = 0;
183 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
184 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
185 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
186 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
187 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
189 //do menus work in 640x480 or 320x200?
190 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
191 int MenuHiresAvailable = 1; //can we do highres menus?
192 int MenuHires = 1; //are we currently in highres menus?
194 int Debug_pause=0; //John's debugging pause system
196 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
198 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
199 int force_cockpit_redraw=0;
201 cvar_t r_framerate = {"r_framerate","0"};
203 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
205 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
207 int *Toggle_var = &Dummy_var;
210 //flag for whether initial fade-in has been done
214 #ifndef NDEBUG //these only exist if debugging
216 int Game_double_buffer = 1; //double buffer by default
217 fix fixed_frametime=0; //if non-zero, set frametime to this
221 int Game_suspended=0; //if non-zero, nothing moves but player
224 fix Auto_fire_fusion_cannon_time = 0;
225 fix Fusion_charge = 0;
226 fix Fusion_next_sound_time = 0;
227 fix Fusion_last_sound_time = 0;
230 int Game_turbo_mode = 0;
232 int Game_mode = GM_GAME_OVER;
234 int Global_laser_firing_count = 0;
235 int Global_missile_firing_count = 0;
237 grs_bitmap background_bitmap;
241 #define BACKGROUND_NAME "statback.pcx"
243 // Function prototypes for GAME.C exclusively.
245 void GameLoop(int RenderFlag, int ReadControlsFlag);
246 void FireLaser(void);
247 void slide_textures(void);
248 void powerup_grab_cheat_all(void);
251 extern void multi_check_for_killgoal_winner();
252 extern void RestoreGameSurfaces();
256 void grow_window(void);
257 void shrink_window(void);
261 void fill_background();
264 void show_framerate(void);
265 void ftoa(char *string, fix f);
268 extern ubyte DefiningMarkerMessage;
269 extern char Marker_input[];
271 // ==============================================================================================
273 extern char john_head_on;
275 void load_background_bitmap()
280 if (background_bitmap.bm_data)
281 d_free(background_bitmap.bm_data);
283 background_bitmap.bm_data=NULL;
284 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
285 if (pcx_error != PCX_ERROR_NONE)
286 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
287 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
291 //this is called once per game
294 atexit(close_game); //for cleanup
298 init_special_effects();
302 init_gauge_canvases();
304 init_exploding_walls();
306 load_background_bitmap();
308 Clear_window = 2; // do portal only window clear.
310 set_detail_level_parameters(Detail_level);
313 cvar_registervariable(&r_framerate);
318 void reset_palette_add()
323 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
327 void game_show_warning(char *s)
330 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
333 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
335 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
340 //these should be in gr.h
341 #define cv_w cv_bitmap.bm_w
342 #define cv_h cv_bitmap.bm_h
344 //added 3/24/99 by Owen Evans for screen res changing
345 u_int32_t Game_screen_mode = 0;
347 int Game_window_x = 0;
348 int Game_window_y = 0;
349 int Game_window_w = 0;
350 int Game_window_h = 0;
351 int max_window_w = 0;
352 int max_window_h = 0;
354 extern void newdemo_record_cockpit_change(int);
356 //initialize the various canvases on the game screen
357 //called every time the screen mode or cockpit changes
360 int minx, maxx, miny, maxy;
362 //Initialize the on-screen canvases
364 if (Newdemo_state==ND_STATE_RECORDING) {
365 newdemo_record_cockpit_change(Cockpit_mode);
368 if ( VR_render_mode != VR_NONE )
369 Cockpit_mode = CM_FULL_SCREEN;
371 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
372 Cockpit_mode = CM_FULL_SCREEN;
374 if ( Screen_mode == SCREEN_EDITOR )
375 Cockpit_mode = CM_FULL_SCREEN;
378 if (Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_REAR_VIEW) {
379 hud_message(MSGC_GAME_FEEDBACK, "Cockpit not available in GL mode");
380 Cockpit_mode = CM_FULL_SCREEN;
384 gr_set_current_canvas(NULL);
385 gr_set_curfont( GAME_FONT );
388 if (Game_cockpit_copy_code)
389 d_free(Game_cockpit_copy_code);
390 Game_cockpit_copy_code = NULL;
392 if (Game_cockpit_copy_code)
393 Game_cockpit_copy_code = 0;
396 switch( Cockpit_mode ) {
397 case CM_FULL_COCKPIT:
399 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
401 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
403 gr_set_current_canvas(VR_offscreen_buffer);
405 gr_bitmap( 0, 0, bm );
406 bm = &VR_offscreen_buffer->cv_bitmap;
407 bm->bm_flags = BM_FLAG_TRANSPARENT;
408 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
411 gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize);
412 Game_cockpit_copy_code = (ubyte *)(1);
414 if ( Current_display_mode ) {
415 Game_cockpit_copy_code = gr_ibitblt_create_mask_svga( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
417 Game_cockpit_copy_code = gr_ibitblt_create_mask( bm, minx, miny, maxx-minx+1, maxy-miny+1, VR_offscreen_buffer->cv_bitmap.bm_rowsize );
419 bm->bm_flags = 0; // Clear all flags for offscreen canvas
420 game_init_render_sub_buffers( 0, 0, maxx-minx+1, maxy-miny+1 );
426 max_window_h = grd_curscreen->sc_h;
428 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
429 Game_window_h = max_window_h;
431 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
432 Game_window_w = max_window_w;
434 Game_window_x = (max_window_w - Game_window_w)/2;
435 Game_window_y = (max_window_h - Game_window_h)/2;
437 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
442 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
444 if (Game_window_h > max_window_h)
445 Game_window_h = max_window_h;
447 if (Game_window_w > max_window_w)
448 Game_window_w = max_window_w;
450 Game_window_x = (max_window_w - Game_window_w)/2;
451 Game_window_y = (max_window_h - Game_window_h)/2;
453 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
459 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
460 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
461 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
463 game_init_render_sub_buffers( x, y, w, h );
469 gr_set_current_canvas(NULL);
472 //selects a given cockpit (or lack of one). See types in game.h
473 void select_cockpit(int mode)
475 if (mode != Cockpit_mode) { //new mode
481 extern int last_drawn_cockpit[2];
483 //force cockpit redraw next time. call this if you've trashed the screen
486 force_cockpit_redraw=1;
487 last_drawn_cockpit[0] = -1;
488 last_drawn_cockpit[1] = -1;
491 // void HUD_clear_messages(); //Already declared in gauges.h
494 void VR_reset_params()
496 VR_eye_width = VR_SEPARATION;
497 VR_eye_offset = VR_PIXEL_SHIFT;
498 VR_eye_offset_changed = 2;
501 void game_init_render_sub_buffers( int x, int y, int w, int h )
503 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
504 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
508 // Sets up the canvases we will be rendering to (NORMAL VERSION)
509 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
511 // if (vga_check_mode(screen_mode) != 0)
512 // Error("Cannot set requested video mode");
514 VR_screen_mode = screen_mode;
516 VR_screen_flags = flags;
520 VR_render_mode = render_method;
522 Game_window_w = render_w;
523 Game_window_h = render_h;
525 if (VR_offscreen_buffer) {
526 gr_free_canvas(VR_offscreen_buffer);
529 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
530 if ( render_h*2 < 200 ) {
531 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
534 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
537 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
538 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
541 if ( render_h < 200 ) {
542 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
545 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
549 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
552 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
553 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
556 game_init_render_sub_buffers( 0, 0, render_w, render_h );
559 //called to get the screen in a mode compatible with popup menus.
560 //if we can't have popups over the game screen, switch to menu mode.
561 void set_popup_screen(void)
563 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
565 #ifndef OGL // always have to switch to menu mode
566 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
569 set_screen_mode(SCREEN_MENU); //must switch to menu mode
574 //called to change the screen mode. Parameter sm is the new mode, one of
575 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
576 //mode if cannot init requested mode)
577 int set_screen_mode(int sm)
580 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
581 gr_set_current_canvas( Canv_editor );
586 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
587 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
592 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
593 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
594 ogl_set_screen_mode();
605 switch( Screen_mode )
611 MenuHires = MenuHiresAvailable; //do highres if we can
613 menu_mode = MenuHires?SM(640,480):SM(320,200);
615 if (VGA_current_mode != menu_mode) {
616 if (gr_set_mode(menu_mode))
617 Error("Cannot set screen mode for menu");
618 if (!gr_palette_faded_out)
619 gr_palette_load(gr_palette);
622 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
623 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
625 FontHires = FontHiresAvailable && MenuHires;
631 if (VGA_current_mode != VR_screen_mode) {
632 if (gr_set_mode(VR_screen_mode)) {
633 Error("Cannot set desired screen mode for game!");
634 //we probably should do something else here, like select a standard mode
637 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
643 if ( VR_render_mode == VR_NONE )
645 max_window_w = grd_curscreen->sc_w;
646 max_window_h = grd_curscreen->sc_h;
648 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
649 if (Cockpit_mode == CM_STATUS_BAR)
650 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
652 else if (Cockpit_mode != CM_LETTERBOX)
653 Cockpit_mode = CM_FULL_SCREEN;
655 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
656 Game_window_w = max_window_w;
657 Game_window_h = max_window_h;
662 Cockpit_mode = CM_FULL_SCREEN;
664 // Define screen pages for game mode
665 // If we designate through screen_flags to use paging, then do so.
666 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
668 if ( VR_screen_flags&VRF_USE_PAGING )
669 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 );
671 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
675 FontHires = FontHiresAvailable && (MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2)));
677 if ( VR_render_mode != VR_NONE ) {
678 // for 640x480 or higher, use hires font.
679 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
689 if (grd_curscreen->sc_mode != SM(800,600)) {
691 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
692 Warning("Cannot init editor screen (error=%d)",gr_error);
696 gr_palette_load( gr_palette );
698 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
699 Canv_editor = &VR_editor_canvas;
700 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
701 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
702 gr_set_current_canvas( Canv_editor );
703 init_editor_screen(); //setup other editor stuff
707 Error("Invalid screen mode %d",sm);
712 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
714 if ( VR_screen_flags&VRF_USE_PAGING )
715 gr_show_canvas( &VR_screen_pages[VR_current_page] );
717 ogl_set_screen_mode();
723 int gr_toggle_fullscreen_game(void){
724 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
726 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
727 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
728 //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.
729 // generic_key_handler(KEY_PADENTER,0);
730 // generic_key_handler(KEY_ENTER, 0);
735 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
740 int arch_toggle_fullscreen_menu(void);
742 int gr_toggle_fullscreen_menu(void){
743 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
745 i=arch_toggle_fullscreen_menu();
747 // generic_key_handler(KEY_PADENTER,0);
748 // generic_key_handler(KEY_ENTER, 0);
757 static int timer_paused=0;
761 if (timer_paused==0) {
763 time = timer_get_fixed_seconds();
764 last_timer_value = time - last_timer_value;
765 if (last_timer_value < 0) {
766 #if defined(TIMER_TEST) && !defined(NDEBUG)
767 Int3(); //get Matt!!!!
769 last_timer_value = 0;
771 #if defined(TIMER_TEST) && !defined(NDEBUG)
777 #if defined(TIMER_TEST) && !defined(NDEBUG)
785 Assert(timer_paused >= 0);
786 if (timer_paused==0) {
788 time = timer_get_fixed_seconds();
789 #if defined(TIMER_TEST) && !defined(NDEBUG)
790 if (last_timer_value < 0)
791 Int3(); //get Matt!!!!
794 last_timer_value = time - last_timer_value;
795 #if defined(TIMER_TEST) && !defined(NDEBUG)
800 #if defined(TIMER_TEST) && !defined(NDEBUG)
805 MAC(extern ubyte joydefs_calibrating;)
807 void game_flush_inputs()
814 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
816 mouse_get_delta( &dx, &dy ); // Read mouse
817 memset(&Controls,0,sizeof(control_info));
822 last_timer_value = timer_get_fixed_seconds();
827 extern int Saving_movie_frames;
828 int Movie_fixed_frametime;
830 #define Saving_movie_frames 0
831 #define Movie_fixed_frametime 0
834 //added on 8/18/98 by Victor Rachels to add maximum framerate
835 int maxfps = MAX_FPS;
838 void calc_frame_time()
840 fix timer_value,last_frametime = FrameTime;
842 #if defined(TIMER_TEST) && !defined(NDEBUG)
843 _last_frametime = last_frametime;
846 timer_value = timer_get_fixed_seconds();
847 FrameTime = timer_value - last_timer_value;
849 while (FrameTime < f1_0 / maxfps)
851 timer_delay(f1_0 / maxfps - FrameTime);
852 timer_value = timer_get_fixed_seconds();
853 FrameTime = timer_value - last_timer_value;
856 #if defined(TIMER_TEST) && !defined(NDEBUG)
857 _timer_value = timer_value;
861 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
862 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
864 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
865 // if ( !dpmi_virtual_memory )
866 // Int3(); //Get MATT if hit this!
870 #if defined(TIMER_TEST) && !defined(NDEBUG)
871 actual_last_timer_value = last_timer_value;
874 if ( Game_turbo_mode )
877 // Limit frametime to be between 5 and 150 fps.
878 RealFrameTime = FrameTime;
879 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
880 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
882 last_timer_value = timer_value;
884 if (FrameTime < 0) //if bogus frametime...
885 FrameTime = last_frametime; //...then use time from last frame
888 if (fixed_frametime) FrameTime = fixed_frametime;
903 last_timer_value = timer_get_fixed_seconds();
911 #if defined(TIMER_TEST) && !defined(NDEBUG)
912 stop_count = start_count = 0;
915 // Set value to determine whether homing missile can see target.
916 // The lower frametime is, the more likely that it can see its target.
917 if (FrameTime <= F1_0/64)
918 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
919 else if (FrameTime < F1_0/32)
920 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
921 else if (FrameTime < F1_0/4)
922 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;
924 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
928 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
930 void move_player_2_segment(segment *seg,int side)
934 compute_segment_center(&ConsoleObject->pos,seg);
935 compute_center_point_on_side(&vp,seg,side);
936 vm_vec_sub2(&vp,&ConsoleObject->pos);
937 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
939 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(seg) );
944 void game_draw_time_left()
946 char temp_string[30];
950 gr_set_curfont( GAME_FONT ); //GAME_FONT
951 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
953 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
954 i=f2i(timevar-ThisLevelTime);
957 sprintf( temp_string, "Time left: %d secs", i );
960 gr_string(0, 32, temp_string );
965 extern int Game_pause;
968 void level_with_floor();
970 void modex_clear_box(int x,int y,int w,int h)
972 grs_canvas *temp_canv,*save_canv;
974 save_canv = grd_curcanv;
975 temp_canv = gr_create_canvas(w,h);
976 gr_set_current_canvas(temp_canv);
977 gr_clear_canvas(BM_XRGB(0,0,0));
978 gr_set_current_canvas(save_canv);
979 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
980 gr_free_canvas(temp_canv);
984 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
986 // mac routine to drop contents of screen to a pict file using copybits
987 // save a PICT to a file
990 void SavePictScreen(int multiplayer)
994 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
997 PicHandle pict_handle;
998 static int multi_count = 0;
999 StandardFileReply sf_reply;
1001 // dump the contents of the GameWindow into a picture using copybits
1003 pict_handle = OpenPicture(&GameWindow->portRect);
1004 if (pict_handle == NULL)
1007 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1010 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1011 if (!getcwd(cwd, FILENAME_MAX))
1013 // create the fsspec
1015 sprintf(filename, "screen%d", multi_count++);
1016 pfilename = c2pstr(filename);
1019 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1020 if (!sf_reply.sfGood)
1022 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1023 if (sf_reply.sfReplacing)
1025 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1029 // parid = GetAppDirId();
1030 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1035 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1040 // write the PICT file
1041 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1043 memset(buf, 0, sizeof(buf));
1045 if ( FSWrite(fd, &count, buf) )
1047 count = GetHandleSize((Handle)pict_handle);
1048 HLock((Handle)pict_handle);
1049 if ( FSWrite(fd, &count, *pict_handle) ) {
1055 HUnlock((Handle)pict_handle);
1056 DisposeHandle((Handle)pict_handle);
1064 //automap_flag is now unused, since we just check if the screen we're
1065 //writing to is modex
1066 //if called from automap, current canvas is set to visible screen
1068 void save_screen_shot(int automap_flag)
1070 #if !defined(MACINTOSH)
1073 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1074 grs_font *save_font;
1075 static int savenum=0;
1076 static int stereo_savenum=0;
1077 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1078 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1086 // // Can't do screen shots in VR modes.
1087 // if ( VR_render_mode != VR_NONE )
1092 save_canv = grd_curcanv;
1094 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1098 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1099 gr_set_current_canvas(temp_canv);
1100 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1102 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1103 gr_set_current_canvas(temp_canv2);
1104 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1107 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1108 gr_set_current_canvas(temp_canv);
1109 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1112 gr_set_current_canvas(save_canv);
1114 if ( savenum > 99 ) savenum = 0;
1115 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1118 sprintf(savename,"left%02d.pcx",stereo_savenum);
1119 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1120 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1122 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1125 sprintf(savename,"screen%02d.pcx",savenum++);
1126 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1129 if (!automap_flag) //if from automap, curcanv is already visible canv
1130 gr_set_current_canvas(NULL);
1131 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1132 if (!automap_flag && modex_flag)
1133 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1135 save_font = grd_curcanv->cv_font;
1136 gr_set_curfont(GAME_FONT);
1137 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1138 gr_get_string_size(message,&w,&h,&aw);
1143 //I changed how these coords were calculated for the high-res automap. -MT
1144 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1145 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1146 x = (grd_curcanv->cv_w-w)/2;
1147 y = (grd_curcanv->cv_h-h)/2;
1150 modex_clear_box(x-2,y-2,w+4,h+4);
1151 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1153 gr_setcolor(gr_find_closest_color_current(0,0,0));
1154 gr_rect(x-2,y-2,x+w+2,y+h+2);
1155 gr_printf(x,y,message);
1156 gr_set_curfont(save_font);
1158 t1 = timer_get_fixed_seconds() + F1_0;
1160 gr_palette_read(pal); //get actual palette from the hardware
1161 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1163 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1165 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1167 gr_set_current_canvas(screen_canv);
1169 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1170 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1172 gr_free_canvas(temp_canv);
1174 gr_free_canvas(temp_canv2);
1176 gr_set_current_canvas(save_canv);
1182 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1183 grs_canvas *temp_canv, *save_canv;
1185 // Can't do screen shots in VR modes.
1186 if ( VR_render_mode != VR_NONE )
1191 save_canv = grd_curcanv;
1192 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1195 gr_set_current_canvas( temp_canv );
1196 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1197 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1201 if (Game_mode & GM_MULTI)
1208 gr_set_current_canvas(screen_canv);
1210 // if (!automap_flag)
1211 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1213 gr_free_canvas(temp_canv);
1215 gr_set_current_canvas(save_canv);
1224 void fly_init(object *obj)
1226 obj->control_type = CT_FLYING;
1227 obj->movement_type = MT_PHYSICS;
1229 vm_vec_zero(&obj->mtype.phys_info.velocity);
1230 vm_vec_zero(&obj->mtype.phys_info.thrust);
1231 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1232 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1235 //void morph_test(), morph_step();
1238 // ------------------------------------------------------------------------------------
1240 void test_anim_states();
1244 //put up the help message
1251 extern int been_in_editor;
1253 // ------------------------------------------------------------------------------------
1254 void do_cloak_stuff(void)
1257 for (i = 0; i < N_players; i++)
1258 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1259 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1260 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1261 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1262 if (i == Player_num) {
1263 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1265 if (Game_mode & GM_MULTI)
1266 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1267 maybe_drop_net_powerup(POW_CLOAK);
1268 multi_send_decloak(); // For demo recording
1270 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1278 // ------------------------------------------------------------------------------------
1279 void do_invulnerable_stuff(void)
1281 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1282 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1283 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1286 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1288 if (Game_mode & GM_MULTI)
1290 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1291 maybe_drop_net_powerup(POW_INVULNERABILITY);
1294 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1301 ubyte Last_afterburner_state = 0;
1302 fix Last_afterburner_charge = 0;
1304 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1305 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1309 //@@// ------------------------------------------------------------------------------------
1310 //@@void afterburner_shake(void)
1314 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1315 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1317 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1318 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1319 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1323 // ------------------------------------------------------------------------------------
1325 extern void multi_send_sound_function (char,char);
1328 void do_afterburner_stuff(void)
1330 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1331 Afterburner_charge=0;
1333 if (Endlevel_sequence || Player_is_dead)
1335 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1337 multi_send_sound_function (0,0);
1341 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1343 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1344 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1346 if (Game_mode & GM_MULTI)
1347 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1350 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1351 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1353 if (Game_mode & GM_MULTI)
1354 multi_send_sound_function (0,0);
1356 mprintf((0,"Killing afterburner sound\n"));
1360 //@@if (Controls.afterburner_state && Afterburner_charge)
1361 //@@ afterburner_shake();
1363 Last_afterburner_state = Controls.afterburner_state;
1364 Last_afterburner_charge = Afterburner_charge;
1367 // -- // ------------------------------------------------------------------------------------
1368 // -- // if energy < F1_0/2, recharge up to F1_0/2
1369 // -- void recharge_energy_frame(void)
1371 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1372 // -- Players[Player_num].energy += FrameTime/4;
1374 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1375 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1379 // Amount to diminish guns towards normal, per second.
1380 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1382 extern fix Flash_effect;
1384 //adds to rgb values for palette flash
1385 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1389 PaletteRedAdd += _dr;
1390 PaletteGreenAdd += _dg;
1391 PaletteBlueAdd += _db;
1393 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1398 maxval = MAX_PALETTE_ADD;
1400 if (PaletteRedAdd > maxval)
1401 PaletteRedAdd = maxval;
1403 if (PaletteGreenAdd > maxval)
1404 PaletteGreenAdd = maxval;
1406 if (PaletteBlueAdd > maxval)
1407 PaletteBlueAdd = maxval;
1409 if (PaletteRedAdd < -maxval)
1410 PaletteRedAdd = -maxval;
1412 if (PaletteGreenAdd < -maxval)
1413 PaletteGreenAdd = -maxval;
1415 if (PaletteBlueAdd < -maxval)
1416 PaletteBlueAdd = -maxval;
1419 fix Time_flash_last_played;
1422 void game_palette_step_up( int r, int g, int b );
1423 // ------------------------------------------------------------------------------------
1424 // Diminish palette effects towards normal.
1425 void diminish_palette_towards_normal(void)
1429 // Diminish at DIMINISH_RATE units/second.
1430 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1431 if (FrameTime < F1_0/DIMINISH_RATE) {
1432 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1435 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1436 if (dec_amount == 0)
1437 dec_amount++; // make sure we decrement by something
1443 // Part of hack system to force update of palette after exiting a menu.
1444 if (Time_flash_last_played) {
1446 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1449 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1450 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1451 Time_flash_last_played = GameTime;
1454 Flash_effect -= FrameTime;
1455 if (Flash_effect < 0)
1458 if (force_do || (d_rand() > 4096 )) {
1459 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1460 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1462 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1469 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1470 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1472 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1473 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1475 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1476 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1478 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1479 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1481 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1483 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1486 int Redsave, Bluesave, Greensave;
1488 void palette_save(void)
1490 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1493 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1495 void game_palette_step_up( int r, int g, int b )
1497 if ( VR_use_reg_code ) {
1498 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1500 gr_palette_step_up( r, g, b );
1504 void palette_restore(void)
1506 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1507 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1509 // Forces flash effect to fixup palette next frame.
1510 Time_flash_last_played = 0;
1513 extern void dead_player_frame(void);
1516 // --------------------------------------------------------------------------------------------------
1517 int allowed_to_fire_laser(void)
1519 if (Player_is_dead) {
1520 Global_missile_firing_count = 0;
1524 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1525 // be a long while before laser can be fired, then there must be some mistake!
1526 if (Next_laser_fire_time > GameTime)
1527 if (Next_laser_fire_time < GameTime + 2*F1_0)
1533 fix Next_flare_fire_time = 0;
1534 #define FLARE_BIG_DELAY (F1_0*2)
1536 int allowed_to_fire_flare(void)
1538 if (Next_flare_fire_time > GameTime)
1539 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1542 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1543 Next_flare_fire_time = GameTime + F1_0/4;
1545 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1550 int allowed_to_fire_missile(void)
1552 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1553 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1554 // be a long while before missile can be fired, then there must be some mistake!
1555 if (Next_missile_fire_time > GameTime)
1556 if (Next_missile_fire_time < GameTime + 5*F1_0)
1562 void full_palette_save(void)
1565 apply_modified_palette();
1566 reset_palette_add();
1567 gr_palette_load( gr_palette );
1570 extern int Death_sequence_aborted;
1571 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) );
1578 char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1581 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1583 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1584 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1586 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1587 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1588 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1589 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1591 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1592 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1593 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1594 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1595 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1597 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1599 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1601 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1603 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1605 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1607 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1608 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1609 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1610 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1611 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1613 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1615 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1617 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1618 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1619 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1620 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1622 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1623 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1624 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1625 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1626 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1629 full_palette_save();
1631 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1636 //temp function until Matt cleans up game sequencing
1637 extern void temp_reset_stuff_on_level();
1639 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1641 //deal with rear view - switch it on, or off, or whatever
1642 void check_rear_view()
1644 static int leave_mode;
1645 static fix entry_time;
1647 if ( Controls.rear_view_down_count ) { //key/button has gone down
1651 if (Cockpit_mode==CM_REAR_VIEW) {
1652 select_cockpit(Cockpit_mode_save);
1653 Cockpit_mode_save = -1;
1655 if (Newdemo_state == ND_STATE_RECORDING)
1656 newdemo_record_restore_rearview();
1660 if (Rear_view_leave_time <= 0)
1662 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
1666 leave_mode = 0; // means wait for another key
1667 entry_time = timer_get_fixed_seconds();
1669 if (Cockpit_mode == CM_FULL_COCKPIT) {
1670 Cockpit_mode_save = Cockpit_mode;
1671 select_cockpit(CM_REAR_VIEW);
1673 if (Newdemo_state == ND_STATE_RECORDING)
1674 newdemo_record_rearview();
1678 if (Controls.rear_view_down_state) {
1680 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1685 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1687 if (leave_mode==1 && Rear_view) {
1689 if (Cockpit_mode==CM_REAR_VIEW) {
1690 select_cockpit(Cockpit_mode_save);
1691 Cockpit_mode_save = -1;
1693 if (Newdemo_state == ND_STATE_RECORDING)
1694 newdemo_record_restore_rearview();
1699 void reset_rear_view(void)
1702 if (Newdemo_state == ND_STATE_RECORDING)
1703 newdemo_record_restore_rearview();
1708 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
1709 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1710 Cockpit_mode_save = CM_FULL_COCKPIT;
1711 select_cockpit(Cockpit_mode_save);
1712 Cockpit_mode_save = -1;
1718 int Config_menu_flag;
1722 int gr_renderstats = 0;
1723 // need to define "cheat" for renderstats
1724 int gr_badtexture = 0;
1725 // need to define "cheat" for badtexture
1727 int Cheats_enabled=0;
1729 extern int Laser_rapid_fire;
1730 extern void do_lunacy_on(), do_lunacy_off();
1732 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1733 extern char BounceCheat,HomingCheat,OldHomingState[20];
1734 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1735 extern int Buddy_dude_cheat;
1737 //turns off active cheats
1738 void turn_cheats_off()
1744 Weapon_info[i].homing_flag=OldHomingState[i];
1749 Interpolation_method=old_IntMethod;
1752 Buddy_dude_cheat = 0;
1756 Laser_rapid_fire = 0;
1757 Physics_cheat_flag = 0;
1759 Robots_kill_robots_cheat=0;
1760 Robot_firing_enabled = 1;
1763 //turns off all cheats & resets cheater flag
1764 void game_disable_cheats()
1772 // ----------------------------------------------------------------------------
1774 void game_setup(void)
1776 //@@int demo_playing=0;
1777 //@@int multi_game=0;
1779 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1780 do_lunacy_off(); // Restore true insane mode.
1783 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1784 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1785 Endlevel_sequence = 0;
1787 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1788 //@@ demo_playing = 1;
1789 //@@if ( Game_mode & GM_MULTI )
1790 //@@ multi_game = 1;
1792 set_screen_mode(SCREEN_GAME);
1793 reset_palette_add();
1795 set_warn_func(game_show_warning);
1799 //digi_init_sounds();
1801 //keyd_repeat = 0; // Don't allow repeat in game
1802 keyd_repeat = 1; // Do allow repeat in game
1805 //_MARK_("start of game");
1809 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1810 obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) );
1812 if (!check_obj_seg(ConsoleObject))
1813 move_player_2_segment(Cursegp,Curside);
1816 Viewer = ConsoleObject;
1817 fly_init(ConsoleObject);
1822 FrameTime = 0; //make first frame zero
1825 if (Current_level_num == 0) { //not a real level
1826 init_player_stats_game();
1833 game_flush_inputs();
1839 extern char IWasKicked;
1843 // ------------------------------------------------------------------------------------
1844 //this function is the game. called when game mode selected. runs until
1845 //editor mode or exit selected
1848 game_setup(); // Replaces what was here earlier.
1849 // Good for Windows Sake.
1852 ProfilerSetStatus(1);
1855 if ( setjmp(LeaveGame)==0 ) {
1861 Config_menu_flag = 0;
1863 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1865 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1866 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1869 player_shields = Players[Player_num].shields;
1871 ExtGameStatus=GAMESTAT_RUNNING;
1872 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1874 //if the player is taking damage, give up guided missile control
1875 if (Players[Player_num].shields != player_shields)
1876 release_guided_missile(Player_num);
1878 //see if redbook song needs to be restarted
1879 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1881 if (Config_menu_flag) {
1882 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1884 if (!(Game_mode&GM_MULTI)) palette_restore();
1888 int save_w=Game_window_w,save_h=Game_window_h;
1890 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1891 Game_window_w=save_w; Game_window_h=save_h;
1893 last_drawn_cockpit[0] = -1;
1894 last_drawn_cockpit[1] = -1;
1897 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1899 fmode = Function_mode;
1900 Function_mode = FMODE_GAME;
1902 apply_modified_palette();
1903 reset_palette_add();
1904 gr_palette_load( gr_palette );
1905 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1907 Function_mode = fmode;
1910 newdemo_stop_playback();
1911 Function_mode = FMODE_MENU;
1913 Function_mode = FMODE_GAME;
1917 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
1923 fmode = Function_mode;
1924 Function_mode = FMODE_GAME;
1926 apply_modified_palette();
1927 reset_palette_add();
1928 gr_palette_load( gr_palette );
1929 ExtGameStatus=GAMESTAT_ABORT_GAME;
1930 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
1932 Function_mode = fmode;
1934 Function_mode = FMODE_GAME;
1940 if (Function_mode != FMODE_GAME)
1941 longjmp(LeaveGame,0);
1944 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
1945 longjmp(LeaveGame,0);
1951 ProfilerSetStatus(0);
1956 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
1957 newdemo_stop_recording();
1963 if ( Newdemo_state == ND_STATE_PLAYBACK )
1964 newdemo_stop_playback();
1966 if (Cockpit_mode_save!=-1)
1968 Cockpit_mode=Cockpit_mode_save;
1969 Cockpit_mode_save=-1;
1972 if (Function_mode != FMODE_EDITOR)
1973 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
1975 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
1976 //@@ scores_maybe_add_player(Game_aborted);
1980 //_MARK_("end of game");
1983 clear_warn_func(game_show_warning); //don't use this func anymore
1985 game_disable_cheats();
1988 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
1992 //called at the end of the program
1995 if (VR_offscreen_buffer) {
1996 gr_free_canvas(VR_offscreen_buffer);
1997 VR_offscreen_buffer = NULL;
2000 close_gauge_canvases();
2002 restore_effect_bitmap_icons();
2005 if (Game_cockpit_copy_code) {
2006 d_free(Game_cockpit_copy_code);
2007 Game_cockpit_copy_code = NULL;
2010 if (Game_cockpit_copy_code)
2011 Game_cockpit_copy_code = 0;
2014 if (background_bitmap.bm_data)
2015 d_free(background_bitmap.bm_data);
2017 clear_warn_func(game_show_warning); //don't use this func anymore
2020 grs_canvas * get_current_game_screen()
2022 return &VR_screen_pages[VR_current_page];
2026 extern void kconfig_center_headset();
2030 void speedtest_frame(void);
2031 int Debug_slowdown=0;
2035 extern void player_follow_path(object *objp);
2036 extern void check_create_player_path(void);
2040 extern int Do_appearance_effect;
2042 object *Missile_viewer=NULL;
2044 int Missile_view_enabled = 1;
2046 int Marker_viewer_num[2]={-1,-1};
2047 int Coop_view_player[2]={-1,-1};
2048 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2050 //returns ptr to escort robot, or NULL
2051 object *find_escort()
2055 for (i=0; i<=Highest_object_index; i++)
2056 if (Objects[i].type == OBJ_ROBOT)
2057 if (Robot_info[Objects[i].id].companion)
2063 extern void process_super_mines_frame(void);
2064 extern void do_seismic_stuff(void);
2067 int Saving_movie_frames=0;
2068 int __Movie_frame_num=0;
2070 #define MAX_MOVIE_BUFFER_FRAMES 250
2071 #define MOVIE_FRAME_SIZE (320 * 200)
2073 ubyte *Movie_frame_buffer;
2074 int Movie_frame_counter;
2075 ubyte Movie_pal[768];
2076 char movie_path[50] = ".\\";
2078 grs_bitmap Movie_bm;
2080 void flush_movie_buffer()
2087 mprintf((0,"Flushing movie buffer..."));
2089 Movie_bm.bm_data = Movie_frame_buffer;
2091 for (f=0;f<Movie_frame_counter;f++) {
2092 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2093 __Movie_frame_num++;
2094 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2095 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2098 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2101 Movie_frame_counter=0;
2103 mprintf((0,"done \n"));
2108 void toggle_movie_saving()
2112 Saving_movie_frames = !Saving_movie_frames;
2114 if (Saving_movie_frames) {
2117 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2118 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2121 Saving_movie_frames = 0;
2125 while (isspace(movie_path[strlen(movie_path)-1]))
2126 movie_path[strlen(movie_path)-1] = 0;
2127 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2128 strcat(movie_path,"\\");
2131 if (!Movie_frame_buffer) {
2132 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2133 if (!Movie_frame_buffer) {
2135 Saving_movie_frames=0;
2138 Movie_frame_counter=0;
2140 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2141 Movie_bm.bm_w = 320;
2142 Movie_bm.bm_h = 200;
2143 Movie_bm.bm_type = BM_LINEAR;
2144 Movie_bm.bm_flags = 0;
2145 Movie_bm.bm_rowsize = 320;
2146 Movie_bm.bm_handle = 0;
2148 gr_palette_read(Movie_pal); //get actual palette from the hardware
2150 if (Newdemo_state == ND_STATE_PLAYBACK)
2151 Newdemo_do_interpolate = 0;
2155 flush_movie_buffer();
2157 if (Newdemo_state == ND_STATE_PLAYBACK)
2158 Newdemo_do_interpolate = 1;
2163 void save_movie_frame()
2165 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2167 Movie_frame_counter++;
2169 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2170 flush_movie_buffer();
2176 extern int Level_shake_duration;
2178 //if water or fire level, make occasional sound
2179 void do_ambient_sounds()
2181 int has_water,has_lava;
2184 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2185 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2187 if (has_lava) { //has lava
2188 sound = SOUND_AMBIENT_LAVA;
2189 if (has_water && (d_rand() & 1)) //both, pick one
2190 sound = SOUND_AMBIENT_WATER;
2192 else if (has_water) //just water
2193 sound = SOUND_AMBIENT_WATER;
2197 if (((d_rand() << 3) < FrameTime)) { //play the sound
2198 fix volume = d_rand() + f1_0/2;
2199 digi_play_sample(sound,volume);
2203 // -- extern void lightning_frame(void);
2205 void game_render_frame();
2206 extern void omega_charge_frame(void);
2208 extern time_t t_current_time, t_saved_time;
2210 void flicker_lights();
2212 void GameLoop(int RenderFlag, int ReadControlsFlag )
2215 // Used to slow down frame rate for testing things.
2216 // RenderFlag = 1; // DEBUG
2217 if (Debug_slowdown) {
2220 for (h=0; h<Debug_slowdown; h++)
2221 for (i=0; i<1000; i++)
2227 if (FindArg("-invulnerability"))
2228 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2232 update_player_stats();
2233 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2234 do_afterburner_stuff();
2236 do_invulnerable_stuff();
2237 remove_obsolete_stuck_objects();
2239 do_final_boss_frame();
2240 // -- lightning_frame();
2241 // -- recharge_energy_frame();
2243 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2244 static int turned_off=0;
2245 Players[Player_num].energy -= (FrameTime*3/8);
2246 if (Players[Player_num].energy < i2f(10)) {
2248 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2251 if (Game_mode & GM_MULTI)
2252 multi_send_flags(Player_num);
2259 if (Players[Player_num].energy <= 0) {
2260 Players[Player_num].energy = 0;
2261 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2263 if (Game_mode & GM_MULTI)
2264 multi_send_flags(Player_num);
2271 check_create_player_path();
2272 player_follow_path(ConsoleObject);
2276 if (Game_mode & GM_MULTI)
2279 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2280 multi_check_for_killgoal_winner();
2286 if (force_cockpit_redraw) { //screen need redrawing?
2288 force_cockpit_redraw=0;
2290 game_render_frame();
2291 //show_extra_views(); //missile view, buddy bot, etc.
2294 if (Saving_movie_frames)
2301 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2305 dead_player_frame();
2306 if (Newdemo_state != ND_STATE_PLAYBACK)
2307 do_controlcen_dead_frame();
2309 process_super_mines_frame();
2311 do_ambient_sounds();
2318 if (ReadControlsFlag)
2321 memset(&Controls, 0, sizeof(Controls));
2323 GameTime += FrameTime;
2325 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2326 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2328 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2329 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2330 mprintf((0,"GameTime reset to 0\n"));
2334 if (FindArg("-checktime") != 0)
2335 if (GameTime >= i2f(600)) //wrap after 10 minutes
2336 GameTime = FrameTime;
2340 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2341 ThisLevelTime +=FrameTime;
2346 if (Endlevel_sequence) {
2347 do_endlevel_frame();
2348 powerup_grab_cheat_all();
2349 do_special_effects();
2350 return; //skip everything else
2353 if (Newdemo_state != ND_STATE_PLAYBACK)
2354 do_exploding_wall_frame();
2355 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2356 do_special_effects();
2357 wall_frame_process();
2358 triggers_frame_process();
2362 if (Control_center_destroyed) {
2363 if (Newdemo_state==ND_STATE_RECORDING )
2364 newdemo_record_control_center_destroyed();
2369 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2370 newdemo_playback_one_frame();
2371 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2372 longjmp( LeaveGame, 0 ); // Go back to menu
2375 { // Note the link to above!
2377 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2380 powerup_grab_cheat_all();
2382 if (Endlevel_sequence) //might have been started during move
2385 fuelcen_update_all();
2389 if (allowed_to_fire_laser())
2390 FireLaser(); // Fire Laser!
2392 if (Auto_fire_fusion_cannon_time) {
2393 if (Primary_weapon != FUSION_INDEX)
2394 Auto_fire_fusion_cannon_time = 0;
2395 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2396 Auto_fire_fusion_cannon_time = 0;
2397 Global_laser_firing_count = 1;
2399 vms_vector rand_vec;
2402 Global_laser_firing_count = 0;
2404 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2405 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2406 make_random_vector(&rand_vec);
2408 bump_amount = F1_0*4;
2410 if (Fusion_charge > F1_0*2)
2411 bump_amount = Fusion_charge*4;
2413 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2417 if (Global_laser_firing_count) {
2418 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2419 // if (Fusion_charge > F1_0*2)
2420 // Fusion_charge = F1_0*2;
2421 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2424 if (Global_laser_firing_count < 0)
2425 Global_laser_firing_count = 0;
2428 if (Do_appearance_effect) {
2429 create_player_appearance_effect(ConsoleObject);
2430 Do_appearance_effect = 0;
2432 if ((Game_mode & GM_MULTI) && Netgame.invul)
2434 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2435 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2442 omega_charge_frame();
2446 //!!hoard_light_pulse(); //do cool hoard light pulsing
2450 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2451 //!!extern int Hoard_goal_eclip;
2453 //!!//do cool pulsing lights in hoard goals
2454 //!!hoard_light_pulse()
2456 //!! if (Game_mode & GM_HOARD) {
2460 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2464 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2467 //!! light = abs(frame - 5) * f1_0 / 5;
2469 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2474 ubyte Slide_segs[MAX_SEGMENTS];
2475 int Slide_segs_computed;
2477 void compute_slide_segs(void)
2479 int segnum, sidenum;
2481 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2482 Slide_segs[segnum] = 0;
2483 for (sidenum=0;sidenum<6;sidenum++) {
2484 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2485 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2486 Slide_segs[segnum] |= 1 << sidenum;
2490 Slide_segs_computed = 1;
2493 // -----------------------------------------------------------------------------
2494 void slide_textures(void)
2496 int segnum,sidenum,i;
2498 if (!Slide_segs_computed)
2499 compute_slide_segs();
2501 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2502 if (Slide_segs[segnum]) {
2503 for (sidenum=0;sidenum<6;sidenum++) {
2504 if (Slide_segs[segnum] & (1 << sidenum)) {
2505 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2506 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2508 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2509 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2510 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2513 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2515 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2518 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2520 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2523 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2525 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2528 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2538 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2540 int Num_flickering_lights=0;
2542 void flicker_lights()
2545 flickering_light *f;
2547 f = Flickering_lights;
2549 for (l=0;l<Num_flickering_lights;l++,f++) {
2550 segment *segp = &Segments[f->segnum];
2552 //make sure this is actually a light
2553 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2555 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2558 if (f->timer == 0x80000000) //disabled
2561 if ((f->timer -= FrameTime) < 0) {
2563 while (f->timer < 0)
2564 f->timer += f->delay;
2566 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2569 add_light(f->segnum,f->sidenum);
2571 subtract_light(f->segnum,f->sidenum);
2576 //returns ptr to flickering light structure, or NULL if can't find
2577 flickering_light *find_flicker(int segnum,int sidenum)
2580 flickering_light *f;
2582 //see if there's already an entry for this seg/side
2584 f = Flickering_lights;
2586 for (l=0;l<Num_flickering_lights;l++,f++)
2587 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2593 //turn flickering off (because light has been turned off)
2594 void disable_flicker(int segnum,int sidenum)
2596 flickering_light *f;
2598 if ((f=find_flicker(segnum,sidenum)) != NULL)
2599 f->timer = 0x80000000;
2602 //turn flickering off (because light has been turned on)
2603 void enable_flicker(int segnum,int sidenum)
2605 flickering_light *f;
2607 if ((f=find_flicker(segnum,sidenum)) != NULL)
2614 //returns 1 if ok, 0 if error
2615 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2618 flickering_light *f;
2620 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2622 //see if there's already an entry for this seg/side
2624 f = Flickering_lights;
2626 for (l=0;l<Num_flickering_lights;l++,f++)
2627 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2630 if (mask==0) { //clearing entry
2631 if (l == Num_flickering_lights)
2635 for (i=l;i<Num_flickering_lights-1;i++)
2636 Flickering_lights[i] = Flickering_lights[i+1];
2637 Num_flickering_lights--;
2642 if (l == Num_flickering_lights) {
2643 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2646 Num_flickering_lights++;
2650 f->sidenum = sidenum;
2651 f->delay = f->timer = delay;
2659 // -----------------------------------------------------------------------------
2660 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2665 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2667 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2668 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2669 Global_laser_firing_count = 0;
2671 if (Fusion_charge == 0)
2672 Players[Player_num].energy -= F1_0*2;
2674 Fusion_charge += FrameTime;
2675 Players[Player_num].energy -= FrameTime;
2677 if (Players[Player_num].energy <= 0) {
2678 Players[Player_num].energy = 0;
2679 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2681 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2682 // Fire the fusion cannon at this time in the future.
2684 if (Fusion_charge < F1_0*2)
2685 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2687 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2689 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2690 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2692 if (Fusion_next_sound_time < GameTime) {
2693 if (Fusion_charge > F1_0*2) {
2694 digi_play_sample( 11, F1_0 );
2695 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2697 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2698 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2700 if (Game_mode & GM_MULTI)
2701 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2704 Fusion_last_sound_time = GameTime;
2705 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2713 // -------------------------------------------------------------------------------------------------------
2714 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2715 // This could easily be made difficulty level dependent.
2716 void powerup_grab_cheat(object *player, int objnum)
2722 Assert(Objects[objnum].type == OBJ_POWERUP);
2724 powerup_size = Objects[objnum].size;
2725 player_size = player->size;
2727 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2729 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2730 vms_vector collision_point;
2732 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2733 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2737 // -------------------------------------------------------------------------------------------------------
2738 // Make it easier to pick up powerups.
2739 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2740 // from player to powerup and player's forward vector.
2741 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2742 // way before the player gets there.
2743 void powerup_grab_cheat_all(void)
2748 segp = &Segments[ConsoleObject->segnum];
2749 objnum = segp->objects;
2751 while (objnum != -1) {
2752 if (Objects[objnum].type == OBJ_POWERUP)
2753 powerup_grab_cheat(ConsoleObject, objnum);
2754 objnum = Objects[objnum].next;
2759 int Last_level_path_created = -1;
2761 #ifdef SHOW_EXIT_PATH
2763 // ------------------------------------------------------------------------------------------------------------------
2764 // Create path for player from current segment to goal segment.
2765 // Return true if path created, else return false.
2766 int mark_player_path_to_segment(int segnum)
2769 object *objp = ConsoleObject;
2770 short player_path_length=0;
2771 int player_hide_index=-1;
2773 if (Last_level_path_created == Current_level_num) {
2777 Last_level_path_created = Current_level_num;
2779 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2780 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2784 player_hide_index = Point_segs_free_ptr - Point_segs;
2785 Point_segs_free_ptr += player_path_length;
2787 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2788 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2789 ai_reset_all_paths();
2793 for (i=1; i<player_path_length; i++) {
2795 vms_vector seg_center;
2798 segnum = Point_segs[player_hide_index+i].segnum;
2799 mprintf((0, "%3i ", segnum));
2800 seg_center = Point_segs[player_hide_index+i].point;
2802 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2804 Int3(); // Unable to drop energy powerup for path
2808 obj = &Objects[objnum];
2809 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2810 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2811 obj->rtype.vclip_info.framenum = 0;
2812 obj->lifeleft = F1_0*100 + d_rand() * 4;
2819 // Return true if it happened, else return false.
2820 int create_special_path(void)
2824 // ---------- Find exit doors ----------
2825 for (i=0; i<=Highest_segment_index; i++)
2826 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2827 if (Segments[i].children[j] == -2) {
2828 mprintf((0, "Exit at segment %i\n", i));
2829 return mark_player_path_to_segment(i);
2839 int Max_obj_count_mike = 0;
2841 // Shows current number of used objects.
2842 void show_free_objects(void)
2844 if (!(FrameCount & 8)) {
2848 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2850 for (i=0; i<=Highest_object_index; i++)
2851 if (Objects[i].type != OBJ_NONE)
2854 mprintf((0, "%3i", count));
2856 if (count > Max_obj_count_mike) {
2857 Max_obj_count_mike = count;
2858 mprintf((0, " ***"));
2869 * reads a flickering_light structure from a CFILE
2871 void flickering_light_read(flickering_light *fl, CFILE *fp)
2873 fl->segnum = cfile_read_short(fp);
2874 fl->sidenum = cfile_read_short(fp);
2875 fl->mask = cfile_read_int(fp);
2876 fl->timer = cfile_read_fix(fp);
2877 fl->delay = cfile_read_fix(fp);
2880 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2882 PHYSFS_writeSLE16(fp, fl->segnum);
2883 PHYSFS_writeSLE16(fp, fl->sidenum);
2884 PHYSFS_writeULE32(fp, fl->mask);
2885 PHYSFSX_writeFix(fp, fl->timer);
2886 PHYSFSX_writeFix(fp, fl->delay);