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 uint32_t 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 cvar_t menu_use_game_res = { "MenuGameres", "0", 0 };
127 int Debug_pause=0; //John's debugging pause system
129 cvar_t Cockpit_mode = { "CockpitMode", "0", 1 }; // CM_FULL_COCKPIT, see game.h for values
131 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
132 int force_cockpit_redraw=0;
135 cvar_t r_framerate = {"show_fps", "0"};
136 cvar_t cg_fov = {"fov", "30"};
138 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
140 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
142 int *Toggle_var = &Dummy_var;
145 //flag for whether initial fade-in has been done
149 #ifndef NDEBUG //these only exist if debugging
151 int Game_double_buffer = 1; //double buffer by default
152 fix fixed_frametime=0; //if non-zero, set frametime to this
156 int Game_suspended=0; //if non-zero, nothing moves but player
159 fix Auto_fire_fusion_cannon_time = 0;
160 fix Fusion_charge = 0;
161 fix Fusion_next_sound_time = 0;
162 fix Fusion_last_sound_time = 0;
165 int Game_turbo_mode = 0;
167 int Game_mode = GM_GAME_OVER;
169 int Global_laser_firing_count = 0;
170 int Global_missile_firing_count = 0;
172 grs_bitmap background_bitmap;
176 #define BACKGROUND_NAME "statback.pcx"
178 // Function prototypes for GAME.C exclusively.
180 void GameLoop(int RenderFlag, int ReadControlsFlag);
181 void FireLaser(void);
182 void slide_textures(void);
183 void powerup_grab_cheat_all(void);
186 extern void multi_check_for_killgoal_winner();
187 extern void RestoreGameSurfaces();
191 void grow_window(void);
192 void shrink_window(void);
196 void fill_background();
199 void show_framerate(void);
200 void ftoa(char *string, fix f);
203 extern ubyte DefiningMarkerMessage;
204 extern char Marker_input[];
206 // ==============================================================================================
208 extern char john_head_on;
210 void load_background_bitmap()
215 if (background_bitmap.bm_data)
216 d_free(background_bitmap.bm_data);
218 background_bitmap.bm_data=NULL;
219 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
220 if (pcx_error != PCX_ERROR_NONE)
221 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
222 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
227 void game_cmd_player(int argc, char **argv)
229 if (argc < 2 || !stricmp(argv[1], "-h")) {
230 con_printf(CON_NORMAL, "%s <name>\n", argv[0]);
231 con_printf(CON_NORMAL, " use the player/pilot file <name>\n");
235 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
237 WriteConfigFile(); // Update lastplr
242 void game_cmd_map(int argc, char **argv)
246 if (argc < 2 || !stricmp(argv[1], "-h")) {
247 con_printf(CON_NORMAL, "%s <name> [num]\n", argv[0]);
248 con_printf(CON_NORMAL, " start level <num> of mission <name> (defaults to level 1)\n");
252 if (!strlen(Players[Player_num].callsign)) {
253 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
257 load_mission_by_name(argv[1]);
260 level_num = atoi(argv[2]);
264 if (level_num > Last_level)
265 level_num = Last_level;
266 if (level_num < Last_secret_level)
267 level_num = Last_secret_level;
269 StartNewGame(level_num);
273 /* send network message */
274 void game_cmd_say(int argc, char **argv)
280 if (argc < 2 || !stricmp(argv[1], "-h")) {
281 con_printf(CON_NORMAL, "%s <text>\n", argv[0]);
282 con_printf(CON_NORMAL, " send the message <text> to the network\n");
287 Network_message[0] = 0;
289 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
290 if (ret >= MAX_MESSAGE_LEN) {
291 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
295 for (i = 2; i < argc; i++) {
296 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
297 if (ret >= MAX_MESSAGE_LEN) {
298 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
303 multi_send_message_end();
308 /* increase window size */
309 void game_cmd_sizeup(int argc, char **argv)
312 con_printf(CON_NORMAL, "%s\n", argv[0]);
313 con_printf(CON_NORMAL, " increase the game window size\n");
321 /* decrease window size */
322 void game_cmd_sizedown(int argc, char **argv)
325 con_printf(CON_NORMAL, "%s\n", argv[0]);
326 con_printf(CON_NORMAL, " decrease the game window size\n");
334 /* start recording demo */
335 void game_cmd_recorddemo(int argc, char **argv)
337 if ( Newdemo_state != ND_STATE_NORMAL )
340 if (Game_paused) // can't start demo while paused
343 newdemo_start_recording();
347 /* stop recording demo */
348 void game_cmd_stoprecording(int argc, char **argv)
350 if ( Newdemo_state != ND_STATE_RECORDING )
353 newdemo_stop_recording();
357 //this is called once per game
360 atexit(close_game); //for cleanup
364 init_special_effects();
368 init_exploding_walls();
370 load_background_bitmap();
372 Clear_window = 2; // do portal only window clear.
374 set_detail_level_parameters(Detail_level);
377 cvar_registervariable(&r_framerate);
378 cvar_registervariable(&cg_fov);
379 cvar_registervariable(&Player_highest_level);
382 cmd_addcommand("player", game_cmd_player);
383 cmd_addcommand("map", game_cmd_map);
384 cmd_addcommand("say", game_cmd_say);
385 cmd_addcommand("sizeup", game_cmd_sizeup);
386 cmd_addcommand("sizedown", game_cmd_sizedown);
387 cmd_addcommand("recorddemo", game_cmd_recorddemo);
388 cmd_addcommand("stoprecording", game_cmd_stoprecording);
392 void reset_palette_add()
397 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
401 void game_show_warning(char *s)
404 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
407 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
409 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
414 //these should be in gr.h
415 #define cv_w cv_bitmap.bm_w
416 #define cv_h cv_bitmap.bm_h
418 int Game_window_x = 0;
419 int Game_window_y = 0;
420 cvar_t Game_window_w = { "GameWidth", "0", 1 };
421 cvar_t Game_window_h = { "GameHeight", "0", 1 };
422 int max_window_w = 0;
423 int max_window_h = 0;
425 extern void newdemo_record_cockpit_change(int);
427 //initialize the various canvases on the game screen
428 //called every time the screen mode or cockpit changes
431 // int minx, maxx, miny, maxy;
433 //Initialize the on-screen canvases
435 if (Newdemo_state==ND_STATE_RECORDING) {
436 newdemo_record_cockpit_change(Cockpit_mode.intval);
439 if ( VR_render_mode != VR_NONE )
440 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
442 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) &&
443 (Cockpit_mode.intval == CM_FULL_COCKPIT ||
444 Cockpit_mode.intval == CM_STATUS_BAR ||
445 Cockpit_mode.intval == CM_REAR_VIEW) )
446 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
448 if ( Screen_mode == SCREEN_EDITOR )
449 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
451 gr_set_current_canvas(NULL);
452 gr_set_curfont( GAME_FONT );
454 switch( Cockpit_mode.intval ) {
455 case CM_FULL_COCKPIT:
458 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)].index];
460 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)]);
462 gr_set_current_canvas(VR_offscreen_buffer);
464 gr_bitmap( 0, 0, bm );
465 bm = &VR_offscreen_buffer->cv_bitmap;
466 bm->bm_flags = BM_FLAG_TRANSPARENT;
467 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
470 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
471 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
472 else if (Cockpit_mode.intval == CM_REAR_VIEW)
473 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);
479 max_window_h = grd_curscreen->sc_h;
481 if (Game_window_h.intval > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
482 cvar_setint(&Game_window_h, max_window_h);
484 if (Game_window_w.intval > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
485 cvar_setint(&Game_window_w, max_window_w);
487 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
488 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
490 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
495 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
497 if (Game_window_h.intval > max_window_h)
498 cvar_setint(&Game_window_h, max_window_h);
500 if (Game_window_w.intval > max_window_w)
501 cvar_setint(&Game_window_w, max_window_w);
503 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
504 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
506 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
512 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
513 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
514 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
516 game_init_render_sub_buffers( x, y, w, h );
522 gr_set_current_canvas(NULL);
525 //selects a given cockpit (or lack of one). See types in game.h
526 void select_cockpit(int mode)
528 if (mode != Cockpit_mode.intval) { //new mode
529 cvar_setint(&Cockpit_mode, mode);
534 extern int last_drawn_cockpit[2];
536 //force cockpit redraw next time. call this if you've trashed the screen
539 force_cockpit_redraw=1;
540 last_drawn_cockpit[0] = -1;
541 last_drawn_cockpit[1] = -1;
544 // void HUD_clear_messages(); //Already declared in gauges.h
547 void VR_reset_params()
549 VR_eye_width = VR_SEPARATION;
550 VR_eye_offset = VR_PIXEL_SHIFT;
551 VR_eye_offset_changed = 2;
554 void game_init_render_sub_buffers( int x, int y, int w, int h )
556 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
557 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
561 // Sets up the canvases we will be rendering to (NORMAL VERSION)
562 void game_init_render_buffers(uint32_t screen_mode, int render_w, int render_h, int render_method, int flags )
564 // if (vga_check_mode(screen_mode) != 0)
565 // Error("Cannot set requested video mode");
567 VR_screen_mode = screen_mode;
569 VR_screen_flags = flags;
573 VR_render_mode = render_method;
575 cvar_setint(&Game_window_w, render_w);
576 cvar_setint(&Game_window_h, render_h);
578 if (VR_offscreen_buffer) {
579 gr_free_canvas(VR_offscreen_buffer);
582 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
583 if ( render_h*2 < 200 ) {
584 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
587 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
590 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
591 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
594 if ( render_h < 200 ) {
595 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
598 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
602 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
605 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
606 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
609 game_init_render_sub_buffers( 0, 0, render_w, render_h );
612 //called to get the screen in a mode compatible with popup menus.
613 //if we can't have popups over the game screen, switch to menu mode.
614 void set_popup_screen(void)
617 newmenu_show_cursor();
618 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
620 #ifndef OGL // always have to switch to menu mode
621 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
624 set_screen_mode(SCREEN_MENU); //must switch to menu mode
629 //called to change the screen mode. Parameter sm is the new mode, one of
630 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
631 //mode if cannot init requested mode)
632 int set_screen_mode(int sm)
635 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
636 gr_set_current_canvas( Canv_editor );
641 if ( Screen_mode == sm && Vid_current_mode == VR_screen_mode) {
642 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
647 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
648 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
649 ogl_set_screen_mode();
660 switch( Screen_mode )
664 if (Vid_current_mode != MENU_SCREEN_MODE) {
665 if (vid_set_mode(MENU_SCREEN_MODE))
666 Error("Cannot set screen mode for menu");
667 if (!gr_palette_faded_out)
668 gr_palette_load(gr_palette);
671 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
672 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
674 FontHires = FontHiresAvailable && MenuHires;
678 newmenu_show_cursor();
683 if (Vid_current_mode != VR_screen_mode) {
684 if (vid_set_mode(VR_screen_mode)) {
685 Error("Cannot set desired screen mode for game!");
686 //we probably should do something else here, like select a standard mode
689 if ( Config_control_joystick.intval && (Function_mode == FMODE_GAME) )
695 if ( VR_render_mode == VR_NONE )
697 max_window_w = grd_curscreen->sc_w;
698 max_window_h = grd_curscreen->sc_h;
700 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
701 if (Cockpit_mode.intval == CM_STATUS_BAR)
702 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
704 else if (Cockpit_mode.intval != CM_LETTERBOX)
705 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
707 if (Game_window_h.intval == 0 || Game_window_h.intval > max_window_h ||
708 Game_window_w.intval == 0 || Game_window_w.intval > max_window_w) {
709 cvar_setint(&Game_window_w, max_window_w);
710 cvar_setint(&Game_window_h, max_window_h);
715 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
717 // Define screen pages for game mode
718 // If we designate through screen_flags to use paging, then do so.
719 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
721 if ( VR_screen_flags&VRF_USE_PAGING )
722 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 );
724 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
728 FontHires = FontHiresAvailable && MenuHires;
730 if ( VR_render_mode != VR_NONE ) {
731 // for 640x480 or higher, use hires font.
732 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
738 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
740 mouse_set_mode(Config_control_mouse.intval);
741 newmenu_hide_cursor();
746 if (grd_curscreen->sc_mode != SM(800,600)) {
748 if ((gr_error = vid_set_mode(SM(800,600))) != 0) { // force into game scrren
749 Warning("Cannot init editor screen (error=%d)",gr_error);
753 gr_palette_load( gr_palette );
755 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
756 Canv_editor = &VR_editor_canvas;
757 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
758 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
759 gr_set_current_canvas( Canv_editor );
760 init_editor_screen(); //setup other editor stuff
764 Error("Invalid screen mode %d",sm);
769 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
771 if ( VR_screen_flags&VRF_USE_PAGING )
772 gr_show_canvas( &VR_screen_pages[VR_current_page] );
774 ogl_set_screen_mode();
781 int game_toggle_fullscreen(void)
783 #ifdef VID_SUPPORTS_FULLSCREEN_TOGGLE
785 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s", (i = vid_toggle_fullscreen())?"on":"off" );
786 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
787 //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.
788 // generic_key_handler(KEY_PADENTER,0);
789 // generic_key_handler(KEY_ENTER, 0);
794 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
800 int game_toggle_fullscreen_menu(void){
801 #ifdef VID_SUPPORTS_FULLSCREEN_MENU_TOGGLE
804 i = vid_toggle_fullscreen_menu();
806 // generic_key_handler(KEY_PADENTER,0);
807 // generic_key_handler(KEY_ENTER, 0);
816 static int timer_paused=0;
820 if (timer_paused==0) {
822 time = timer_get_fixed_seconds();
823 last_timer_value = time - last_timer_value;
824 if (last_timer_value < 0) {
825 #if defined(TIMER_TEST) && !defined(NDEBUG)
826 Int3(); //get Matt!!!!
828 last_timer_value = 0;
830 #if defined(TIMER_TEST) && !defined(NDEBUG)
836 #if defined(TIMER_TEST) && !defined(NDEBUG)
844 Assert(timer_paused >= 0);
845 if (timer_paused==0) {
847 time = timer_get_fixed_seconds();
848 #if defined(TIMER_TEST) && !defined(NDEBUG)
849 if (last_timer_value < 0)
850 Int3(); //get Matt!!!!
852 last_timer_value = time - last_timer_value;
853 #if defined(TIMER_TEST) && !defined(NDEBUG)
858 #if defined(TIMER_TEST) && !defined(NDEBUG)
863 MAC(extern ubyte joydefs_calibrating;)
865 void game_flush_inputs()
872 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
874 mouse_get_delta( &dx, &dy, &dz ); // Read mouse
876 memset(&Controls,0,sizeof(control_info));
881 last_timer_value = timer_get_fixed_seconds();
886 extern int Saving_movie_frames;
887 int Movie_fixed_frametime;
889 #define Saving_movie_frames 0
890 #define Movie_fixed_frametime 0
893 //added on 8/18/98 by Victor Rachels to add maximum framerate
894 int maxfps = MAX_FPS;
897 void calc_frame_time()
899 fix timer_value,last_frametime = FrameTime;
901 #if defined(TIMER_TEST) && !defined(NDEBUG)
902 _last_frametime = last_frametime;
905 timer_value = timer_get_fixed_seconds();
906 FrameTime = timer_value - last_timer_value;
908 while (FrameTime < f1_0 / maxfps)
910 timer_delay(f1_0 / maxfps - FrameTime);
911 timer_value = timer_get_fixed_seconds();
912 FrameTime = timer_value - last_timer_value;
915 #if defined(TIMER_TEST) && !defined(NDEBUG)
916 _timer_value = timer_value;
920 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
921 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
923 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
924 // if ( !dpmi_virtual_memory )
925 // Int3(); //Get MATT if hit this!
929 #if defined(TIMER_TEST) && !defined(NDEBUG)
930 actual_last_timer_value = last_timer_value;
933 if ( Game_turbo_mode )
936 // Limit frametime to be between 5 and 150 fps.
937 RealFrameTime = FrameTime;
938 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
939 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
941 last_timer_value = timer_value;
943 if (FrameTime < 0) //if bogus frametime...
944 FrameTime = last_frametime; //...then use time from last frame
947 if (fixed_frametime) FrameTime = fixed_frametime;
962 last_timer_value = timer_get_fixed_seconds();
970 #if defined(TIMER_TEST) && !defined(NDEBUG)
971 stop_count = start_count = 0;
974 // Set value to determine whether homing missile can see target.
975 // The lower frametime is, the more likely that it can see its target.
976 if (FrameTime <= F1_0/64)
977 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
978 else if (FrameTime < F1_0/32)
979 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
980 else if (FrameTime < F1_0/4)
981 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;
983 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
987 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
989 void move_player_2_segment(segment *seg,int side)
993 compute_segment_center(&ConsoleObject->pos,seg);
994 compute_center_point_on_side(&vp,seg,side);
995 vm_vec_sub2(&vp,&ConsoleObject->pos);
996 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
998 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1003 void game_draw_time_left()
1005 char temp_string[30];
1009 gr_set_curfont( GAME_FONT ); //GAME_FONT
1010 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1012 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1013 i=f2i(timevar-ThisLevelTime);
1016 sprintf( temp_string, "Time left: %d secs", i );
1019 gr_string(0, 32, temp_string );
1024 extern int Game_pause;
1027 void level_with_floor();
1029 void modex_clear_box(int x,int y,int w,int h)
1031 grs_canvas *temp_canv,*save_canv;
1033 save_canv = grd_curcanv;
1034 temp_canv = gr_create_canvas(w,h);
1035 gr_set_current_canvas(temp_canv);
1036 gr_clear_canvas(BM_XRGB(0,0,0));
1037 gr_set_current_canvas(save_canv);
1038 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1039 gr_free_canvas(temp_canv);
1043 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1045 // mac routine to drop contents of screen to a pict file using copybits
1046 // save a PICT to a file
1049 void SavePictScreen(int multiplayer)
1052 int parid, i, count;
1053 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1056 PicHandle pict_handle;
1057 static int multi_count = 0;
1058 StandardFileReply sf_reply;
1060 // dump the contents of the GameWindow into a picture using copybits
1062 pict_handle = OpenPicture(&GameWindow->portRect);
1063 if (pict_handle == NULL)
1066 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1069 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1070 if (!getcwd(cwd, FILENAME_MAX))
1072 // create the fsspec
1074 sprintf(filename, "screen%d", multi_count++);
1075 pfilename = c2pstr(filename);
1078 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1079 if (!sf_reply.sfGood)
1081 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1082 if (sf_reply.sfReplacing)
1084 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1088 // parid = GetAppDirId();
1089 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1094 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1099 // write the PICT file
1100 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1102 memset(buf, 0, sizeof(buf));
1104 if ( FSWrite(fd, &count, buf) )
1106 count = GetHandleSize((Handle)pict_handle);
1107 HLock((Handle)pict_handle);
1108 if ( FSWrite(fd, &count, *pict_handle) ) {
1114 HUnlock((Handle)pict_handle);
1115 DisposeHandle((Handle)pict_handle);
1123 //automap_flag is now unused, since we just check if the screen we're
1124 //writing to is modex
1125 //if called from automap, current canvas is set to visible screen
1127 void save_screen_shot(int automap_flag)
1129 #if !defined(MACINTOSH)
1132 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1133 grs_font *save_font;
1134 static int savenum=0;
1135 static int stereo_savenum=0;
1136 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1137 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1145 // // Can't do screen shots in VR modes.
1146 // if ( VR_render_mode != VR_NONE )
1151 save_canv = grd_curcanv;
1153 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1157 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1158 gr_set_current_canvas(temp_canv);
1159 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1161 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1162 gr_set_current_canvas(temp_canv2);
1163 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1166 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1167 gr_set_current_canvas(temp_canv);
1168 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1171 gr_set_current_canvas(save_canv);
1173 if ( savenum > 99 ) savenum = 0;
1174 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1177 sprintf(savename,"left%02d.pcx",stereo_savenum);
1178 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1179 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1181 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1184 sprintf(savename,"screen%02d.pcx",savenum++);
1185 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1188 if (!automap_flag) //if from automap, curcanv is already visible canv
1189 gr_set_current_canvas(NULL);
1190 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1191 if (!automap_flag && modex_flag)
1192 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1194 save_font = grd_curcanv->cv_font;
1195 gr_set_curfont(GAME_FONT);
1196 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1197 gr_get_string_size(message,&w,&h,&aw);
1202 //I changed how these coords were calculated for the high-res automap. -MT
1203 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1204 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1205 x = (grd_curcanv->cv_w-w)/2;
1206 y = (grd_curcanv->cv_h-h)/2;
1209 modex_clear_box(x-2,y-2,w+4,h+4);
1210 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1212 gr_setcolor(gr_find_closest_color_current(0,0,0));
1213 gr_rect(x-2,y-2,x+w+2,y+h+2);
1214 gr_printf(x,y,message);
1215 gr_set_curfont(save_font);
1217 t1 = timer_get_fixed_seconds() + F1_0;
1219 gr_palette_read(pal); //get actual palette from the hardware
1220 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1222 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1224 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1226 gr_set_current_canvas(screen_canv);
1228 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1229 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1231 gr_free_canvas(temp_canv);
1233 gr_free_canvas(temp_canv2);
1235 gr_set_current_canvas(save_canv);
1241 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1242 grs_canvas *temp_canv, *save_canv;
1244 // Can't do screen shots in VR modes.
1245 if ( VR_render_mode != VR_NONE )
1250 save_canv = grd_curcanv;
1251 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1254 gr_set_current_canvas( temp_canv );
1255 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1256 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1260 if (Game_mode & GM_MULTI)
1267 gr_set_current_canvas(screen_canv);
1269 // if (!automap_flag)
1270 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1272 gr_free_canvas(temp_canv);
1274 gr_set_current_canvas(save_canv);
1283 void fly_init(object *obj)
1285 obj->control_type = CT_FLYING;
1286 obj->movement_type = MT_PHYSICS;
1288 vm_vec_zero(&obj->mtype.phys_info.velocity);
1289 vm_vec_zero(&obj->mtype.phys_info.thrust);
1290 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1291 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1294 //void morph_test(), morph_step();
1297 // ------------------------------------------------------------------------------------
1299 void test_anim_states();
1303 //put up the help message
1310 extern int been_in_editor;
1312 // ------------------------------------------------------------------------------------
1313 void do_cloak_stuff(void)
1316 for (i = 0; i < N_players; i++)
1317 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1318 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1319 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1320 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1321 if (i == Player_num) {
1322 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1324 if (Game_mode & GM_MULTI)
1325 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1326 maybe_drop_net_powerup(POW_CLOAK);
1327 multi_send_decloak(); // For demo recording
1329 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1337 // ------------------------------------------------------------------------------------
1338 void do_invulnerable_stuff(void)
1340 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1341 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1342 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1345 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1347 if (Game_mode & GM_MULTI)
1349 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1350 maybe_drop_net_powerup(POW_INVULNERABILITY);
1353 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1360 ubyte Last_afterburner_state = 0;
1361 fix Last_afterburner_charge = 0;
1363 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1364 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1368 //@@// ------------------------------------------------------------------------------------
1369 //@@void afterburner_shake(void)
1373 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1374 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1376 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1377 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1378 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1382 // ------------------------------------------------------------------------------------
1384 extern void multi_send_sound_function (char,char);
1387 void do_afterburner_stuff(void)
1389 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1390 Afterburner_charge=0;
1392 if (Endlevel_sequence || Player_is_dead)
1394 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1396 multi_send_sound_function (0,0);
1400 if ((Controls.state[afterburner] != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1402 if (Afterburner_charge && Controls.state[afterburner] && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1403 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1405 if (Game_mode & GM_MULTI)
1406 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1409 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1410 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1412 if (Game_mode & GM_MULTI)
1413 multi_send_sound_function (0,0);
1415 mprintf((0,"Killing afterburner sound\n"));
1419 //@@if (Controls.state[afterburner] && Afterburner_charge)
1420 //@@ afterburner_shake();
1422 Last_afterburner_state = Controls.state[afterburner];
1423 Last_afterburner_charge = Afterburner_charge;
1426 // -- // ------------------------------------------------------------------------------------
1427 // -- // if energy < F1_0/2, recharge up to F1_0/2
1428 // -- void recharge_energy_frame(void)
1430 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1431 // -- Players[Player_num].energy += FrameTime/4;
1433 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1434 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1438 // Amount to diminish guns towards normal, per second.
1439 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1441 extern fix Flash_effect;
1443 //adds to rgb values for palette flash
1444 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1448 PaletteRedAdd += _dr;
1449 PaletteGreenAdd += _dg;
1450 PaletteBlueAdd += _db;
1452 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1457 maxval = MAX_PALETTE_ADD;
1459 if (PaletteRedAdd > maxval)
1460 PaletteRedAdd = maxval;
1462 if (PaletteGreenAdd > maxval)
1463 PaletteGreenAdd = maxval;
1465 if (PaletteBlueAdd > maxval)
1466 PaletteBlueAdd = maxval;
1468 if (PaletteRedAdd < -maxval)
1469 PaletteRedAdd = -maxval;
1471 if (PaletteGreenAdd < -maxval)
1472 PaletteGreenAdd = -maxval;
1474 if (PaletteBlueAdd < -maxval)
1475 PaletteBlueAdd = -maxval;
1478 fix Time_flash_last_played;
1481 void game_palette_step_up( int r, int g, int b );
1482 // ------------------------------------------------------------------------------------
1483 // Diminish palette effects towards normal.
1484 void diminish_palette_towards_normal(void)
1488 // Diminish at DIMINISH_RATE units/second.
1489 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1490 if (FrameTime < F1_0/DIMINISH_RATE) {
1491 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1494 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1495 if (dec_amount == 0)
1496 dec_amount++; // make sure we decrement by something
1502 // Part of hack system to force update of palette after exiting a menu.
1503 if (Time_flash_last_played) {
1505 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1508 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1509 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1510 Time_flash_last_played = GameTime;
1513 Flash_effect -= FrameTime;
1514 if (Flash_effect < 0)
1517 if (force_do || (d_rand() > 4096 )) {
1518 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1519 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1521 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1528 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1529 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1531 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1532 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1534 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1535 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1537 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1538 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1540 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1542 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1545 int Redsave, Bluesave, Greensave;
1547 void palette_save(void)
1549 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1552 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1554 void game_palette_step_up( int r, int g, int b )
1556 if ( VR_use_reg_code ) {
1557 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1559 gr_palette_step_up( r, g, b );
1563 void palette_restore(void)
1565 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1566 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1568 // Forces flash effect to fixup palette next frame.
1569 Time_flash_last_played = 0;
1572 extern void dead_player_frame(void);
1575 // --------------------------------------------------------------------------------------------------
1576 int allowed_to_fire_laser(void)
1578 if (Player_is_dead) {
1579 Global_missile_firing_count = 0;
1583 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1584 // be a long while before laser can be fired, then there must be some mistake!
1585 if (Next_laser_fire_time > GameTime)
1586 if (Next_laser_fire_time < GameTime + 2*F1_0)
1592 fix Next_flare_fire_time = 0;
1593 #define FLARE_BIG_DELAY (F1_0*2)
1595 int allowed_to_fire_flare(void)
1597 if (Next_flare_fire_time > GameTime)
1598 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1601 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1602 Next_flare_fire_time = GameTime + F1_0/4;
1604 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1609 int allowed_to_fire_missile(void)
1611 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1612 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1613 // be a long while before missile can be fired, then there must be some mistake!
1614 if (Next_missile_fire_time > GameTime)
1615 if (Next_missile_fire_time < GameTime + 5*F1_0)
1621 void full_palette_save(void)
1624 apply_modified_palette();
1625 reset_palette_add();
1626 gr_palette_load( gr_palette );
1629 extern int Death_sequence_aborted;
1630 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) );
1637 char pixel_double_help[64];
1640 char command_help[64], save_help[64], restore_help[64];
1643 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1645 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1646 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1648 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1649 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1650 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1651 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1653 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1654 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1655 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1656 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1657 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1659 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1661 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1663 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1665 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1667 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1669 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1670 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1671 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1672 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1673 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1675 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1677 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1679 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1680 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1681 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1682 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1684 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1685 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1688 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1689 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1690 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1693 full_palette_save();
1695 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1700 //temp function until Matt cleans up game sequencing
1701 extern void temp_reset_stuff_on_level();
1703 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1705 //deal with rear view - switch it on, or off, or whatever
1706 void check_rear_view()
1708 static int leave_mode;
1709 static fix entry_time;
1711 if ( Controls.count[rear_view] ) { // key/button has gone down
1715 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1716 select_cockpit(Cockpit_mode_save);
1717 Cockpit_mode_save = -1;
1719 if (Newdemo_state == ND_STATE_RECORDING)
1720 newdemo_record_restore_rearview();
1724 if (Rear_view_leave_time <= 0)
1726 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
1730 leave_mode = 0; // means wait for another key
1731 entry_time = timer_get_fixed_seconds();
1733 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1734 Cockpit_mode_save = Cockpit_mode.intval;
1735 select_cockpit(CM_REAR_VIEW);
1737 if (Newdemo_state == ND_STATE_RECORDING)
1738 newdemo_record_rearview();
1742 if (Controls.state[rear_view]) {
1744 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1749 //@@if (leave_mode==1 && Cockpit_mode.intval == CM_REAR_VIEW) {
1751 if (leave_mode==1 && Rear_view) {
1753 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1754 select_cockpit(Cockpit_mode_save);
1755 Cockpit_mode_save = -1;
1757 if (Newdemo_state == ND_STATE_RECORDING)
1758 newdemo_record_restore_rearview();
1763 void reset_rear_view(void)
1766 if (Newdemo_state == ND_STATE_RECORDING)
1767 newdemo_record_restore_rearview();
1772 if (!(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)) {
1773 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1774 Cockpit_mode_save = CM_FULL_COCKPIT;
1775 select_cockpit(Cockpit_mode_save);
1776 Cockpit_mode_save = -1;
1782 int Config_menu_flag;
1786 int gr_renderstats = 0;
1787 // need to define "cheat" for renderstats
1788 int gr_badtexture = 0;
1789 // need to define "cheat" for badtexture
1791 int Cheats_enabled=0;
1793 extern int Laser_rapid_fire;
1794 extern void do_lunacy_on(), do_lunacy_off();
1796 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1797 extern char BounceCheat,HomingCheat,OldHomingState[20];
1798 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1799 extern int Buddy_dude_cheat;
1801 //turns off active cheats
1802 void turn_cheats_off()
1808 Weapon_info[i].homing_flag=OldHomingState[i];
1813 Interpolation_method=old_IntMethod;
1816 Buddy_dude_cheat = 0;
1820 Laser_rapid_fire = 0;
1821 Physics_cheat_flag = 0;
1823 Robots_kill_robots_cheat=0;
1824 Robot_firing_enabled = 1;
1827 //turns off all cheats & resets cheater flag
1828 void game_disable_cheats()
1836 // ----------------------------------------------------------------------------
1838 void game_setup(void)
1840 //@@int demo_playing=0;
1841 //@@int multi_game=0;
1843 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1844 do_lunacy_off(); // Restore true insane mode.
1847 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1848 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1849 Endlevel_sequence = 0;
1851 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1852 //@@ demo_playing = 1;
1853 //@@if ( Game_mode & GM_MULTI )
1854 //@@ multi_game = 1;
1856 set_screen_mode(SCREEN_GAME);
1857 reset_palette_add();
1859 set_warn_func(game_show_warning);
1863 //digi_init_sounds();
1865 //keyd_repeat = 0; // Don't allow repeat in game
1866 keyd_repeat = 1; // Do allow repeat in game
1869 //_MARK_("start of game");
1873 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1874 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1876 if (!check_obj_seg(ConsoleObject))
1877 move_player_2_segment(Cursegp,Curside);
1880 Viewer = ConsoleObject;
1881 fly_init(ConsoleObject);
1886 FrameTime = 0; //make first frame zero
1889 if (Current_level_num == 0) { //not a real level
1890 init_player_stats_game();
1897 game_flush_inputs();
1903 extern char IWasKicked;
1907 // ------------------------------------------------------------------------------------
1908 //this function is the game. called when game mode selected. runs until
1909 //editor mode or exit selected
1912 game_setup(); // Replaces what was here earlier.
1913 // Good for Windows Sake.
1916 ProfilerSetStatus(1);
1919 if ( setjmp(LeaveGame)==0 ) {
1925 Config_menu_flag = 0;
1927 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1929 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1930 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1933 player_shields = Players[Player_num].shields;
1935 ExtGameStatus=GAMESTAT_RUNNING;
1936 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1938 if (oldfov != cg_fov.value)
1940 oldfov = cg_fov.value;
1941 if (cg_fov.value < F1_0)
1942 cvar_setint(&cg_fov, 1);
1943 if (cg_fov.value > 170 * F1_0)
1944 cvar_setint(&cg_fov, 170);
1945 Render_zoom = cg_fov.value * M_PI / 180; // convert to radians
1946 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", f2fl(cg_fov.value), Render_zoom);
1949 //if the player is taking damage, give up guided missile control
1950 if (Players[Player_num].shields != player_shields)
1951 release_guided_missile(Player_num);
1953 //see if redbook song needs to be restarted
1954 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1956 if (Config_menu_flag) {
1957 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1959 if (!(Game_mode&GM_MULTI)) palette_restore();
1963 int save_w = Game_window_w.intval, save_h = Game_window_h.intval;
1965 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1966 cvar_setint(&Game_window_w, save_w);
1967 cvar_setint(&Game_window_h, save_h);
1969 last_drawn_cockpit[0] = -1;
1970 last_drawn_cockpit[1] = -1;
1973 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1975 fmode = Function_mode;
1976 Function_mode = FMODE_GAME;
1978 apply_modified_palette();
1979 reset_palette_add();
1980 gr_palette_load( gr_palette );
1981 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1983 Function_mode = fmode;
1986 newdemo_stop_playback();
1987 Function_mode = FMODE_MENU;
1989 Function_mode = FMODE_GAME;
1993 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
1999 fmode = Function_mode;
2000 Function_mode = FMODE_GAME;
2002 apply_modified_palette();
2003 reset_palette_add();
2004 gr_palette_load( gr_palette );
2005 ExtGameStatus=GAMESTAT_ABORT_GAME;
2006 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2008 Function_mode = fmode;
2010 Function_mode = FMODE_GAME;
2016 if (Function_mode != FMODE_GAME)
2017 longjmp(LeaveGame,0);
2020 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2021 longjmp(LeaveGame,0);
2024 if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
2025 mouse_set_mode(Config_control_mouse.intval);
2026 newmenu_hide_cursor();
2032 ProfilerSetStatus(0);
2037 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2038 newdemo_stop_recording();
2044 if ( Newdemo_state == ND_STATE_PLAYBACK )
2045 newdemo_stop_playback();
2047 if (Cockpit_mode_save!=-1)
2049 cvar_setint(&Cockpit_mode, Cockpit_mode_save);
2050 Cockpit_mode_save=-1;
2053 if (Function_mode != FMODE_EDITOR)
2054 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2056 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2057 //@@ scores_maybe_add_player(Game_aborted);
2061 //_MARK_("end of game");
2064 clear_warn_func(game_show_warning); //don't use this func anymore
2066 game_disable_cheats();
2069 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2073 //called at the end of the program
2076 if (VR_offscreen_buffer) {
2077 gr_free_canvas(VR_offscreen_buffer);
2078 VR_offscreen_buffer = NULL;
2081 close_gauge_canvases();
2083 restore_effect_bitmap_icons();
2085 if (background_bitmap.bm_data)
2086 d_free(background_bitmap.bm_data);
2088 clear_warn_func(game_show_warning); //don't use this func anymore
2091 grs_canvas * get_current_game_screen()
2093 return &VR_screen_pages[VR_current_page];
2097 extern void kconfig_center_headset();
2101 void speedtest_frame(void);
2102 int Debug_slowdown=0;
2106 extern void player_follow_path(object *objp);
2107 extern void check_create_player_path(void);
2111 extern int Do_appearance_effect;
2113 object *Missile_viewer=NULL;
2115 cvar_t Missile_view_enabled = { "MissileView", "1", 1 };
2117 int Marker_viewer_num[2]={-1,-1};
2118 int Coop_view_player[2]={-1,-1};
2119 cvar_t Cockpit_3d_view[2] = {
2120 { "CockpitViewLeft", "0", 1 },
2121 { "CockpitViewRight", "0", 1 },
2124 //returns ptr to escort robot, or NULL
2125 object *find_escort()
2129 for (i=0; i<=Highest_object_index; i++)
2130 if (Objects[i].type == OBJ_ROBOT)
2131 if (Robot_info[Objects[i].id].companion)
2137 extern void process_super_mines_frame(void);
2138 extern void do_seismic_stuff(void);
2141 int Saving_movie_frames=0;
2142 int __Movie_frame_num=0;
2144 #define MAX_MOVIE_BUFFER_FRAMES 250
2145 #define MOVIE_FRAME_SIZE (320 * 200)
2147 ubyte *Movie_frame_buffer;
2148 int Movie_frame_counter;
2149 ubyte Movie_pal[768];
2150 char movie_path[50] = ".\\";
2152 grs_bitmap Movie_bm;
2154 void flush_movie_buffer()
2161 mprintf((0,"Flushing movie buffer..."));
2163 Movie_bm.bm_data = Movie_frame_buffer;
2165 for (f=0;f<Movie_frame_counter;f++) {
2166 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2167 __Movie_frame_num++;
2168 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2169 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2172 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2175 Movie_frame_counter=0;
2177 mprintf((0,"done \n"));
2182 void toggle_movie_saving()
2186 Saving_movie_frames = !Saving_movie_frames;
2188 if (Saving_movie_frames) {
2191 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2192 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2195 Saving_movie_frames = 0;
2199 while (isspace(movie_path[strlen(movie_path)-1]))
2200 movie_path[strlen(movie_path)-1] = 0;
2201 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2202 strcat(movie_path,"\\");
2205 if (!Movie_frame_buffer) {
2206 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2207 if (!Movie_frame_buffer) {
2209 Saving_movie_frames=0;
2212 Movie_frame_counter=0;
2214 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2215 Movie_bm.bm_w = 320;
2216 Movie_bm.bm_h = 200;
2217 Movie_bm.bm_type = BM_LINEAR;
2218 Movie_bm.bm_flags = 0;
2219 Movie_bm.bm_rowsize = 320;
2220 Movie_bm.bm_handle = 0;
2222 gr_palette_read(Movie_pal); //get actual palette from the hardware
2224 if (Newdemo_state == ND_STATE_PLAYBACK)
2225 Newdemo_do_interpolate = 0;
2229 flush_movie_buffer();
2231 if (Newdemo_state == ND_STATE_PLAYBACK)
2232 Newdemo_do_interpolate = 1;
2237 void save_movie_frame()
2239 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2241 Movie_frame_counter++;
2243 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2244 flush_movie_buffer();
2250 extern int Level_shake_duration;
2252 //if water or fire level, make occasional sound
2253 void do_ambient_sounds()
2255 int has_water,has_lava;
2258 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2259 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2261 if (has_lava) { //has lava
2262 sound = SOUND_AMBIENT_LAVA;
2263 if (has_water && (d_rand() & 1)) //both, pick one
2264 sound = SOUND_AMBIENT_WATER;
2266 else if (has_water) //just water
2267 sound = SOUND_AMBIENT_WATER;
2271 if (((d_rand() << 3) < FrameTime)) { //play the sound
2272 fix volume = d_rand() + f1_0/2;
2273 digi_play_sample(sound,volume);
2277 // -- extern void lightning_frame(void);
2279 void game_render_frame();
2280 extern void omega_charge_frame(void);
2282 extern time_t t_current_time, t_saved_time;
2284 void flicker_lights();
2286 void GameLoop(int RenderFlag, int ReadControlsFlag )
2289 // Used to slow down frame rate for testing things.
2290 // RenderFlag = 1; // DEBUG
2291 if (Debug_slowdown) {
2294 for (h=0; h<Debug_slowdown; h++)
2295 for (i=0; i<1000; i++)
2301 if (FindArg("-invulnerability"))
2302 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2306 update_player_stats();
2307 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2308 do_afterburner_stuff();
2310 do_invulnerable_stuff();
2311 remove_obsolete_stuck_objects();
2313 do_final_boss_frame();
2314 // -- lightning_frame();
2315 // -- recharge_energy_frame();
2317 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2318 static int turned_off=0;
2319 Players[Player_num].energy -= (FrameTime*3/8);
2320 if (Players[Player_num].energy < i2f(10)) {
2322 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2325 if (Game_mode & GM_MULTI)
2326 multi_send_flags(Player_num);
2333 if (Players[Player_num].energy <= 0) {
2334 Players[Player_num].energy = 0;
2335 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2337 if (Game_mode & GM_MULTI)
2338 multi_send_flags(Player_num);
2345 check_create_player_path();
2346 player_follow_path(ConsoleObject);
2350 if (Game_mode & GM_MULTI)
2353 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2354 multi_check_for_killgoal_winner();
2360 if (force_cockpit_redraw) { //screen need redrawing?
2362 force_cockpit_redraw=0;
2364 game_render_frame();
2365 //show_extra_views(); //missile view, buddy bot, etc.
2368 if (Saving_movie_frames)
2375 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2379 dead_player_frame();
2380 if (Newdemo_state != ND_STATE_PLAYBACK)
2381 do_controlcen_dead_frame();
2383 process_super_mines_frame();
2385 do_ambient_sounds();
2392 if (ReadControlsFlag)
2395 memset(&Controls, 0, sizeof(Controls));
2397 GameTime += FrameTime;
2399 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2400 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2402 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2403 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2404 mprintf((0,"GameTime reset to 0\n"));
2408 if (FindArg("-checktime") != 0)
2409 if (GameTime >= i2f(600)) //wrap after 10 minutes
2410 GameTime = FrameTime;
2414 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2415 ThisLevelTime +=FrameTime;
2420 if (Endlevel_sequence) {
2421 do_endlevel_frame();
2422 powerup_grab_cheat_all();
2423 do_special_effects();
2424 return; //skip everything else
2427 if (Newdemo_state != ND_STATE_PLAYBACK)
2428 do_exploding_wall_frame();
2429 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2430 do_special_effects();
2431 wall_frame_process();
2432 triggers_frame_process();
2436 if (Control_center_destroyed) {
2437 if (Newdemo_state==ND_STATE_RECORDING )
2438 newdemo_record_control_center_destroyed();
2443 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2444 newdemo_playback_one_frame();
2445 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2446 longjmp( LeaveGame, 0 ); // Go back to menu
2449 { // Note the link to above!
2451 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2454 powerup_grab_cheat_all();
2456 if (Endlevel_sequence) //might have been started during move
2459 fuelcen_update_all();
2463 if (allowed_to_fire_laser())
2464 FireLaser(); // Fire Laser!
2466 if (Auto_fire_fusion_cannon_time) {
2467 if (Primary_weapon != FUSION_INDEX)
2468 Auto_fire_fusion_cannon_time = 0;
2469 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2470 Auto_fire_fusion_cannon_time = 0;
2471 Global_laser_firing_count = 1;
2473 vms_vector rand_vec;
2476 Global_laser_firing_count = 0;
2478 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2479 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2480 make_random_vector(&rand_vec);
2482 bump_amount = F1_0*4;
2484 if (Fusion_charge > F1_0*2)
2485 bump_amount = Fusion_charge*4;
2487 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2491 if (Global_laser_firing_count) {
2492 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2493 // if (Fusion_charge > F1_0*2)
2494 // Fusion_charge = F1_0*2;
2495 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2498 if (Global_laser_firing_count < 0)
2499 Global_laser_firing_count = 0;
2502 if (Do_appearance_effect) {
2503 create_player_appearance_effect(ConsoleObject);
2504 Do_appearance_effect = 0;
2506 if ((Game_mode & GM_MULTI) && Netgame.invul)
2508 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2509 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2516 omega_charge_frame();
2520 //!!hoard_light_pulse(); //do cool hoard light pulsing
2524 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2525 //!!extern int Hoard_goal_eclip;
2527 //!!//do cool pulsing lights in hoard goals
2528 //!!hoard_light_pulse()
2530 //!! if (Game_mode & GM_HOARD) {
2534 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2538 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2541 //!! light = abs(frame - 5) * f1_0 / 5;
2543 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2548 ubyte Slide_segs[MAX_SEGMENTS];
2549 int Slide_segs_computed;
2551 void compute_slide_segs(void)
2553 int segnum, sidenum;
2555 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2556 Slide_segs[segnum] = 0;
2557 for (sidenum=0;sidenum<6;sidenum++) {
2558 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2559 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2560 Slide_segs[segnum] |= 1 << sidenum;
2564 Slide_segs_computed = 1;
2567 // -----------------------------------------------------------------------------
2568 void slide_textures(void)
2570 int segnum,sidenum,i;
2572 if (!Slide_segs_computed)
2573 compute_slide_segs();
2575 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2576 if (Slide_segs[segnum]) {
2577 for (sidenum=0;sidenum<6;sidenum++) {
2578 if (Slide_segs[segnum] & (1 << sidenum)) {
2579 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2580 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2582 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2583 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2584 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2587 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2589 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2592 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2594 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2597 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2599 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2602 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2612 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2614 int Num_flickering_lights=0;
2616 void flicker_lights()
2619 flickering_light *f;
2621 f = Flickering_lights;
2623 for (l=0;l<Num_flickering_lights;l++,f++) {
2624 segment *segp = &Segments[f->segnum];
2626 //make sure this is actually a light
2627 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2629 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2632 if (f->timer == 0x80000000) //disabled
2635 if ((f->timer -= FrameTime) < 0) {
2637 while (f->timer < 0)
2638 f->timer += f->delay;
2640 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2643 add_light(f->segnum,f->sidenum);
2645 subtract_light(f->segnum,f->sidenum);
2650 //returns ptr to flickering light structure, or NULL if can't find
2651 flickering_light *find_flicker(int segnum,int sidenum)
2654 flickering_light *f;
2656 //see if there's already an entry for this seg/side
2658 f = Flickering_lights;
2660 for (l=0;l<Num_flickering_lights;l++,f++)
2661 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2667 //turn flickering off (because light has been turned off)
2668 void disable_flicker(int segnum,int sidenum)
2670 flickering_light *f;
2672 if ((f=find_flicker(segnum,sidenum)) != NULL)
2673 f->timer = 0x80000000;
2676 //turn flickering off (because light has been turned on)
2677 void enable_flicker(int segnum,int sidenum)
2679 flickering_light *f;
2681 if ((f=find_flicker(segnum,sidenum)) != NULL)
2688 //returns 1 if ok, 0 if error
2689 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2692 flickering_light *f;
2694 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2696 //see if there's already an entry for this seg/side
2698 f = Flickering_lights;
2700 for (l=0;l<Num_flickering_lights;l++,f++)
2701 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2704 if (mask==0) { //clearing entry
2705 if (l == Num_flickering_lights)
2709 for (i=l;i<Num_flickering_lights-1;i++)
2710 Flickering_lights[i] = Flickering_lights[i+1];
2711 Num_flickering_lights--;
2716 if (l == Num_flickering_lights) {
2717 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2720 Num_flickering_lights++;
2724 f->sidenum = sidenum;
2725 f->delay = f->timer = delay;
2733 // -----------------------------------------------------------------------------
2734 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2739 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.state[fire_primary] || Controls.count[fire_primary]);
2741 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2742 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2743 Global_laser_firing_count = 0;
2745 if (Fusion_charge == 0)
2746 Players[Player_num].energy -= F1_0*2;
2748 Fusion_charge += FrameTime;
2749 Players[Player_num].energy -= FrameTime;
2751 if (Players[Player_num].energy <= 0) {
2752 Players[Player_num].energy = 0;
2753 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2755 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2756 // Fire the fusion cannon at this time in the future.
2758 if (Fusion_charge < F1_0*2)
2759 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2761 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2763 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2764 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2766 if (Fusion_next_sound_time < GameTime) {
2767 if (Fusion_charge > F1_0*2) {
2768 digi_play_sample( 11, F1_0 );
2769 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2771 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2772 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2774 if (Game_mode & GM_MULTI)
2775 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2778 Fusion_last_sound_time = GameTime;
2779 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2787 // -------------------------------------------------------------------------------------------------------
2788 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2789 // This could easily be made difficulty level dependent.
2790 void powerup_grab_cheat(object *player, int objnum)
2796 Assert(Objects[objnum].type == OBJ_POWERUP);
2798 powerup_size = Objects[objnum].size;
2799 player_size = player->size;
2801 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2803 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2804 vms_vector collision_point;
2806 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2807 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2811 // -------------------------------------------------------------------------------------------------------
2812 // Make it easier to pick up powerups.
2813 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2814 // from player to powerup and player's forward vector.
2815 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2816 // way before the player gets there.
2817 void powerup_grab_cheat_all(void)
2822 segp = &Segments[ConsoleObject->segnum];
2823 objnum = segp->objects;
2825 while (objnum != -1) {
2826 if (Objects[objnum].type == OBJ_POWERUP)
2827 powerup_grab_cheat(ConsoleObject, objnum);
2828 objnum = Objects[objnum].next;
2833 int Last_level_path_created = -1;
2835 #ifdef SHOW_EXIT_PATH
2837 // ------------------------------------------------------------------------------------------------------------------
2838 // Create path for player from current segment to goal segment.
2839 // Return true if path created, else return false.
2840 int mark_player_path_to_segment(int segnum)
2843 object *objp = ConsoleObject;
2844 short player_path_length=0;
2845 int player_hide_index=-1;
2847 if (Last_level_path_created == Current_level_num) {
2851 Last_level_path_created = Current_level_num;
2853 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2854 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2858 player_hide_index = (int)(Point_segs_free_ptr - Point_segs);
2859 Point_segs_free_ptr += player_path_length;
2861 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2862 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2863 ai_reset_all_paths();
2867 for (i=1; i<player_path_length; i++) {
2869 vms_vector seg_center;
2872 segnum = Point_segs[player_hide_index+i].segnum;
2873 mprintf((0, "%3i ", segnum));
2874 seg_center = Point_segs[player_hide_index+i].point;
2876 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2878 Int3(); // Unable to drop energy powerup for path
2882 obj = &Objects[objnum];
2883 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2884 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2885 obj->rtype.vclip_info.framenum = 0;
2886 obj->lifeleft = F1_0*100 + d_rand() * 4;
2893 // Return true if it happened, else return false.
2894 int create_special_path(void)
2898 // ---------- Find exit doors ----------
2899 for (i=0; i<=Highest_segment_index; i++)
2900 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2901 if (Segments[i].children[j] == -2) {
2902 mprintf((0, "Exit at segment %i\n", i));
2903 return mark_player_path_to_segment(i);
2913 int Max_obj_count_mike = 0;
2915 // Shows current number of used objects.
2916 void show_free_objects(void)
2918 if (!(FrameCount & 8)) {
2922 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2924 for (i=0; i<=Highest_object_index; i++)
2925 if (Objects[i].type != OBJ_NONE)
2928 mprintf((0, "%3i", count));
2930 if (count > Max_obj_count_mike) {
2931 Max_obj_count_mike = count;
2932 mprintf((0, " ***"));
2943 * reads a flickering_light structure from a CFILE
2945 void flickering_light_read(flickering_light *fl, CFILE *fp)
2947 fl->segnum = cfile_read_short(fp);
2948 fl->sidenum = cfile_read_short(fp);
2949 fl->mask = cfile_read_int(fp);
2950 fl->timer = cfile_read_fix(fp);
2951 fl->delay = cfile_read_fix(fp);
2954 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2956 PHYSFS_writeSLE16(fp, fl->segnum);
2957 PHYSFS_writeSLE16(fp, fl->sidenum);
2958 PHYSFS_writeULE32(fp, (uint32_t)fl->mask);
2959 PHYSFSX_writeFix(fp, fl->timer);
2960 PHYSFSX_writeFix(fp, fl->delay);