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1 /*
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.
12 */
13
14 /*
15  *
16  * Game loop for Inferno
17  *
18  */
19
20 #ifdef HAVE_CONFIG_H
21 #include <conf.h>
22 #endif
23
24 #include <stdio.h>
25 #include <stdlib.h>
26 #include <string.h>
27 #include <stdarg.h>
28 #include <ctype.h>
29 #include <time.h>
30 #include <math.h>
31
32 #ifdef MACINTOSH
33 #include <Files.h>
34 #include <StandardFile.h>
35 #include <Quickdraw.h>
36 #include <Script.h>
37 #include <Strings.h>
38 #endif
39
40 #ifdef OGL
41 #include "ogl_init.h"
42 #endif
43
44 #include "pstypes.h"
45 #include "console.h"
46 #include "gr.h"
47 #include "inferno.h"
48 #include "game.h"
49 #include "key.h"
50 #include "object.h"
51 #include "physics.h"
52 #include "error.h"
53 #include "joy.h"
54 #include "mono.h"
55 #include "iff.h"
56 #include "pcx.h"
57 #include "timer.h"
58 #include "render.h"
59 #include "laser.h"
60 #include "screens.h"
61 #include "textures.h"
62 #include "slew.h"
63 #include "gauges.h"
64 #include "texmap.h"
65 #include "3d.h"
66 #include "effects.h"
67 #include "menu.h"
68 #include "gameseg.h"
69 #include "wall.h"
70 #include "ai.h"
71 #include "fuelcen.h"
72 #include "digi.h"
73 #include "ibitblt.h"
74 #include "u_mem.h"
75 #include "palette.h"
76 #include "morph.h"
77 #include "lighting.h"
78 #include "newdemo.h"
79 #include "collide.h"
80 #include "weapon.h"
81 #include "sounds.h"
82 #include "args.h"
83 #include "gameseq.h"
84 #include "automap.h"
85 #include "text.h"
86 #include "powerup.h"
87 #include "fireball.h"
88 #include "newmenu.h"
89 #ifdef NETWORK
90 #include "network.h"
91 #endif
92 #include "gamefont.h"
93 #include "endlevel.h"
94 #include "joydefs.h"
95 #include "kconfig.h"
96 #include "mouse.h"
97 #include "switch.h"
98 #include "controls.h"
99 #include "songs.h"
100 #include "gamepal.h"
101
102 #include "multi.h"
103 #include "desc_id.h"
104 #include "cntrlcen.h"
105 #include "pcx.h"
106 #include "state.h"
107 #include "piggy.h"
108 #include "multibot.h"
109 #include "ai.h"
110 #include "robot.h"
111 #include "playsave.h"
112 #include "fix.h"
113 #include "hudmsg.h"
114
115 int VGA_current_mode;
116
117 #ifdef MWPROFILER
118 #include <profiler.h>
119 #endif
120
121 //#define TEST_TIMER    1               //if this is set, do checking on timer
122
123 #define SHOW_EXIT_PATH  1
124
125 #ifdef EDITOR
126 #include "editor/editor.h"
127 #endif
128
129 //#define _MARK_ON 1
130 #ifdef __WATCOMC__
131 #if __WATCOMC__ < 1000
132 #include <wsample.h>            //should come after inferno.h to get mark setting
133 #endif
134 #endif
135
136
137 extern void ReadControls(void);         // located in gamecntl.c
138 extern void do_final_boss_frame(void);
139
140 int     Speedtest_on = 0;
141
142 #ifndef NDEBUG
143 int     Mark_count = 0;                 // number of debugging marks set
144 int     Speedtest_start_time;
145 int     Speedtest_segnum;
146 int     Speedtest_sidenum;
147 int     Speedtest_frame_start;
148 int     Speedtest_count=0;                              //      number of times to do the debug test.
149 #endif
150
151 static fix last_timer_value=0;
152 fix ThisLevelTime=0;
153
154 #if defined(TIMER_TEST) && !defined(NDEBUG)
155 fix _timer_value,actual_last_timer_value,_last_frametime;
156 int stop_count,start_count;
157 int time_stopped,time_started;
158 #endif
159
160 int                     VR_screen_mode                  = 0;
161
162 ubyte                   VR_screen_flags = 0;            //see values in screens.h
163 ubyte                   VR_current_page = 0;
164 fix                     VR_eye_width            = F1_0;
165 int                     VR_render_mode          = VR_NONE;
166 int                     VR_low_res                      = 3;                            // Default to low res
167 int                     VR_show_hud = 1;
168 int                     VR_sensitivity     = 1;         // 0 - 2
169
170 //NEWVR
171 int                     VR_eye_offset            = 0;
172 int                     VR_eye_switch            = 0;
173 int                     VR_eye_offset_changed = 0;
174 int                     VR_use_reg_code         = 0;
175
176 grs_canvas  *VR_offscreen_buffer        = NULL;         // The offscreen data buffer
177 grs_canvas      VR_render_buffer[2];                                    //  Two offscreen buffers for left/right eyes.
178 grs_canvas      VR_render_sub_buffer[2];                        //  Two sub buffers for left/right eyes.
179 grs_canvas      VR_screen_pages[2];                                     //  Two pages of VRAM if paging is available
180 grs_canvas      VR_editor_canvas;                                               //  The canvas that the editor writes to.
181
182 //do menus work in 640x480 or 320x200?
183 //PC version sets this in main().  Mac versios is always high-res, so set to 1 here
184 int MenuHiresAvailable = 1;             //can we do highres menus?
185 int MenuHires = 1;                              //are we currently in highres menus?
186
187 int Debug_pause=0;                              //John's debugging pause system
188
189 int Cockpit_mode=CM_FULL_COCKPIT;               //set game.h for values
190
191 int Cockpit_mode_save=-1;                                       //set while in letterbox or rear view, or -1
192 int force_cockpit_redraw=0;
193
194 float oldfov;
195 cvar_t r_framerate = {"show_fps", "0"};
196 cvar_t cg_fov = {"fov", "30"};
197
198 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
199
200 //      Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
201 int     Dummy_var;
202 int     *Toggle_var = &Dummy_var;
203
204 #ifdef EDITOR
205 //flag for whether initial fade-in has been done
206 char faded_in;
207 #endif
208
209 #ifndef NDEBUG                          //these only exist if debugging
210
211 int Game_double_buffer = 1;     //double buffer by default
212 fix fixed_frametime=0;          //if non-zero, set frametime to this
213
214 #endif
215
216 int Game_suspended=0;           //if non-zero, nothing moves but player
217
218 fix     RealFrameTime;
219 fix     Auto_fire_fusion_cannon_time = 0;
220 fix     Fusion_charge = 0;
221 fix     Fusion_next_sound_time = 0;
222 fix     Fusion_last_sound_time = 0;
223
224 int Debug_spew = 1;
225 int Game_turbo_mode = 0;
226
227 int Game_mode = GM_GAME_OVER;
228
229 int     Global_laser_firing_count = 0;
230 int     Global_missile_firing_count = 0;
231
232 grs_bitmap background_bitmap;
233
234 int Game_aborted;
235
236 #define BACKGROUND_NAME "statback.pcx"
237
238 //      Function prototypes for GAME.C exclusively.
239
240 void GameLoop(int RenderFlag, int ReadControlsFlag);
241 void FireLaser(void);
242 void slide_textures(void);
243 void powerup_grab_cheat_all(void);
244
245 //      Other functions
246 extern void multi_check_for_killgoal_winner();
247 extern void RestoreGameSurfaces();
248
249 // window functions
250
251 void grow_window(void);
252 void shrink_window(void);
253
254 // text functions
255
256 void fill_background();
257
258 #ifndef RELEASE
259 void show_framerate(void);
260 void ftoa(char *string, fix f);
261 #endif
262
263 extern ubyte DefiningMarkerMessage;
264 extern char Marker_input[];
265
266 //      ==============================================================================================
267
268 extern char john_head_on;
269
270 void load_background_bitmap()
271 {
272         ubyte pal[256*3];
273         int pcx_error;
274
275         if (background_bitmap.bm_data)
276                 d_free(background_bitmap.bm_data);
277
278         background_bitmap.bm_data=NULL;
279         pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
280         if (pcx_error != PCX_ERROR_NONE)
281                 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
282         gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
283 }
284
285
286 /* load player */
287 void game_cmd_player(int argc, char **argv)
288 {
289         if (argc < 2)
290                 return;
291
292         strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
293
294         if (read_player_file() != EZERO) {
295                 con_printf(CON_CRITICAL, "player: unable to load player file");
296                 return;
297         }
298
299         WriteConfigFile();              // Update lastplr
300 }
301
302
303 /* load mission */
304 void game_cmd_map(int argc, char **argv)
305 {
306         int level_num = 1;
307
308         if (argc < 2)
309                 return;
310
311         if (!strlen(Players[Player_num].callsign)) {
312                 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
313                 return;
314         }
315
316         load_mission_by_name(argv[1]);
317
318         if (argc > 2)
319                 level_num = atoi(argv[2]);
320
321         if (level_num == 0)
322                 level_num = 1;
323         if (level_num > Last_level)
324                 level_num = Last_level;
325         if (level_num < Last_secret_level)
326                 level_num = Last_secret_level;
327
328         StartNewGame(level_num);
329 }
330
331
332 /* send network message */
333 void game_cmd_say(int argc, char **argv)
334 {
335         int ret, i;
336
337         if (argc < 2)
338                 return;
339
340         Network_message[0] = 0;
341
342         ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
343         if (ret >= MAX_MESSAGE_LEN) {
344                 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
345                 return;
346         }
347
348         for (i = 2; i < argc; i++) {
349                 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
350                 if (ret >= MAX_MESSAGE_LEN) {
351                         con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
352                         return;
353                 }
354         }
355
356         multi_send_message_end();
357 }
358
359
360 /* increase window size */
361 void game_cmd_sizeup(int argc, char **argv)
362 {
363         grow_window();
364 }
365
366
367 /* decrease window size */
368 void game_cmd_sizedown(int argc, char **argv)
369 {
370         shrink_window();
371 }
372
373
374 //this is called once per game
375 void init_game()
376 {
377         atexit(close_game);             //for cleanup
378
379         init_objects();
380
381         init_special_effects();
382
383         init_ai_system();
384
385         init_exploding_walls();
386
387         load_background_bitmap();
388
389         Clear_window = 2;               //      do portal only window clear.
390
391         set_detail_level_parameters(Detail_level);
392
393         /* Register cvars */
394         cvar_registervariable(&r_framerate);
395         cvar_registervariable(&cg_fov);
396
397         /* Register cmds */
398         cmd_addcommand("player", game_cmd_player);
399         cmd_addcommand("map", game_cmd_map);
400         cmd_addcommand("say", game_cmd_say);
401         cmd_addcommand("sizeup", game_cmd_sizeup);
402         cmd_addcommand("sizedown", game_cmd_sizedown);
403 }
404
405
406 void reset_palette_add()
407 {
408         PaletteRedAdd           = 0;
409         PaletteGreenAdd = 0;
410         PaletteBlueAdd          = 0;
411         //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
412 }
413
414
415 void game_show_warning(char *s)
416 {
417
418         if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
419                 stop_time();
420
421         nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
422
423         if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
424                 start_time();
425 }
426
427
428 //these should be in gr.h
429 #define cv_w  cv_bitmap.bm_w
430 #define cv_h  cv_bitmap.bm_h
431
432 //added 3/24/99 by Owen Evans for screen res changing
433 uint32_t Game_screen_mode = 0;
434 //end added - OE
435 int Game_window_x = 0;
436 int Game_window_y = 0;
437 int Game_window_w = 0;
438 int Game_window_h = 0;
439 int max_window_w = 0;
440 int max_window_h = 0;
441
442 extern void newdemo_record_cockpit_change(int);
443
444 //initialize the various canvases on the game screen
445 //called every time the screen mode or cockpit changes
446 void init_cockpit()
447 {
448 //      int minx, maxx, miny, maxy;
449
450         //Initialize the on-screen canvases
451
452         if (Newdemo_state==ND_STATE_RECORDING) {
453                 newdemo_record_cockpit_change(Cockpit_mode);
454         }
455
456         if ( VR_render_mode != VR_NONE )
457                 Cockpit_mode = CM_FULL_SCREEN;
458
459         if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
460                 Cockpit_mode = CM_FULL_SCREEN;
461
462         if ( Screen_mode == SCREEN_EDITOR )
463                 Cockpit_mode = CM_FULL_SCREEN;
464
465         gr_set_current_canvas(NULL);
466         gr_set_curfont( GAME_FONT );
467
468         switch( Cockpit_mode ) {
469         case CM_FULL_COCKPIT:
470         case CM_REAR_VIEW: {
471 #if 0
472                 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)].index];
473
474                 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)]);
475
476                 gr_set_current_canvas(VR_offscreen_buffer);
477
478                 gr_bitmap( 0, 0, bm );
479                 bm = &VR_offscreen_buffer->cv_bitmap;
480                 bm->bm_flags = BM_FLAG_TRANSPARENT;
481                 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
482 #endif
483
484                 if (Cockpit_mode == CM_FULL_COCKPIT)
485                         game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
486                 else if (Cockpit_mode == CM_REAR_VIEW)
487                         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);
488                 break;
489         }
490
491         case CM_FULL_SCREEN:
492
493                 max_window_h = grd_curscreen->sc_h;
494
495                 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
496                         Game_window_h = max_window_h;
497
498                 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
499                         Game_window_w = max_window_w;
500
501                 Game_window_x = (max_window_w - Game_window_w)/2;
502                 Game_window_y = (max_window_h - Game_window_h)/2;
503
504                 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
505                 break;
506
507         case CM_STATUS_BAR:
508
509                 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
510
511                 if (Game_window_h > max_window_h)
512                         Game_window_h = max_window_h;
513
514                 if (Game_window_w > max_window_w)
515                         Game_window_w = max_window_w;
516
517                 Game_window_x = (max_window_w - Game_window_w)/2;
518                 Game_window_y = (max_window_h - Game_window_h)/2;
519
520                 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
521                 break;
522
523         case CM_LETTERBOX:      {
524                 int x,y,w,h;
525
526                 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w;          //VR_render_width;
527                 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
528                 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
529
530                 game_init_render_sub_buffers( x, y, w, h );
531                 break;
532                 }
533
534         }
535
536         gr_set_current_canvas(NULL);
537 }
538
539 //selects a given cockpit (or lack of one).  See types in game.h
540 void select_cockpit(int mode)
541 {
542         if (mode != Cockpit_mode) {             //new mode
543                 Cockpit_mode=mode;
544                 init_cockpit();
545         }
546 }
547
548 extern int last_drawn_cockpit[2];
549
550 //force cockpit redraw next time. call this if you've trashed the screen
551 void reset_cockpit()
552 {
553         force_cockpit_redraw=1;
554         last_drawn_cockpit[0] = -1;
555         last_drawn_cockpit[1] = -1;
556 }
557
558 // void HUD_clear_messages();                           //Already declared in gauges.h
559
560 //NEWVR
561 void VR_reset_params()
562 {
563         VR_eye_width = VR_SEPARATION;
564         VR_eye_offset = VR_PIXEL_SHIFT;
565         VR_eye_offset_changed = 2;
566 }
567
568 void game_init_render_sub_buffers( int x, int y, int w, int h )
569 {
570         gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
571         gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
572 }
573
574
575 // Sets up the canvases we will be rendering to (NORMAL VERSION)
576 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
577 {
578 //      if (vga_check_mode(screen_mode) != 0)
579 //              Error("Cannot set requested video mode");
580
581         VR_screen_mode          =       screen_mode;
582
583         VR_screen_flags =  flags;
584
585 //NEWVR
586         VR_reset_params();
587         VR_render_mode  = render_method;
588
589         Game_window_w           = render_w;
590         Game_window_h           = render_h;
591
592         if (VR_offscreen_buffer) {
593                 gr_free_canvas(VR_offscreen_buffer);
594         }
595
596         if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) )        {
597                 if ( render_h*2 < 200 ) {
598                         VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
599                 }
600                 else {
601                         VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
602                 }
603
604                 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
605                 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
606         }
607         else {
608                 if ( render_h < 200 ) {
609                         VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
610                 }
611                 else {
612             VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
613         }
614
615 #ifdef OGL
616                 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
617 #endif
618
619                 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
620                 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
621         }
622
623         game_init_render_sub_buffers( 0, 0, render_w, render_h );
624 }
625
626 //called to get the screen in a mode compatible with popup menus.
627 //if we can't have popups over the game screen, switch to menu mode.
628 void set_popup_screen(void)
629 {
630         //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
631
632 #ifndef OGL // always have to switch to menu mode
633         if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
634 #endif
635         {
636                 set_screen_mode(SCREEN_MENU);           //must switch to menu mode
637         }
638 }
639
640
641 //called to change the screen mode. Parameter sm is the new mode, one of
642 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
643 //mode if cannot init requested mode)
644 int set_screen_mode(int sm)
645 {
646 #if 0 //def EDITOR
647         if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) )        {
648                 gr_set_current_canvas( Canv_editor );
649                 return 1;
650         }
651 #endif
652
653         if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
654                 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
655                 return 1;
656         }
657
658 #ifdef OGL
659         if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
660                 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
661                 ogl_set_screen_mode();
662                 return 1;
663         }
664 #endif
665
666 #ifdef EDITOR
667         Canv_editor = NULL;
668 #endif
669
670         Screen_mode = sm;
671
672         switch( Screen_mode )
673         {
674                 case SCREEN_MENU:
675                 {
676                         int menu_mode;
677
678                         MenuHires = MenuHiresAvailable;         //do highres if we can
679
680             menu_mode = MenuHires?SM(640,480):SM(320,200);
681
682                         if (VGA_current_mode != menu_mode) {
683                                 if (gr_set_mode(menu_mode))
684                                         Error("Cannot set screen mode for menu");
685                                 if (!gr_palette_faded_out)
686                                         gr_palette_load(gr_palette);
687                         }
688
689                         gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
690                         gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
691
692                         FontHires = FontHiresAvailable && MenuHires;
693
694                 }
695                 break;
696
697         case SCREEN_GAME:
698                 if (VGA_current_mode != VR_screen_mode) {
699                         if (gr_set_mode(VR_screen_mode))        {
700                                 Error("Cannot set desired screen mode for game!");
701                                 //we probably should do something else here, like select a standard mode
702                         }
703                         #ifdef MACINTOSH
704                         if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
705                                 joydefs_calibrate();
706                         #endif
707                         reset_cockpit();
708                 }
709
710                 if ( VR_render_mode == VR_NONE )
711                 {
712                         max_window_w = grd_curscreen->sc_w;
713                         max_window_h = grd_curscreen->sc_h;
714
715                         if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
716                                 if (Cockpit_mode == CM_STATUS_BAR)
717                                         max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
718                         }
719                         else if (Cockpit_mode != CM_LETTERBOX)
720                                 Cockpit_mode = CM_FULL_SCREEN;
721
722               if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
723                                 Game_window_w = max_window_w;
724                                 Game_window_h = max_window_h;
725               }
726
727                 }
728                 else
729                         Cockpit_mode = CM_FULL_SCREEN;
730
731         //      Define screen pages for game mode
732         // If we designate through screen_flags to use paging, then do so.
733                 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
734
735                 if ( VR_screen_flags&VRF_USE_PAGING )
736                         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 );
737                 else
738                         gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
739
740                 init_cockpit();
741
742                 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
743
744                 if ( VR_render_mode != VR_NONE )        {
745                         // for 640x480 or higher, use hires font.
746                         if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
747                                 FontHires = 1;
748                         else
749                                 FontHires = 0;
750                 }
751
752                 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
753
754                 break;
755         #ifdef EDITOR
756         case SCREEN_EDITOR:
757                 if (grd_curscreen->sc_mode != SM(800,600))      {
758                         int gr_error;
759                         if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
760                                 Warning("Cannot init editor screen (error=%d)",gr_error);
761                                 return 0;
762                         }
763                 }
764                 gr_palette_load( gr_palette );
765
766                 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
767                 Canv_editor = &VR_editor_canvas;
768                 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
769                 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
770                 gr_set_current_canvas( Canv_editor );
771                 init_editor_screen();   //setup other editor stuff
772                 break;
773         #endif
774         default:
775                 Error("Invalid screen mode %d",sm);
776         }
777
778         VR_current_page = 0;
779
780                 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
781
782         if ( VR_screen_flags&VRF_USE_PAGING )
783                 gr_show_canvas( &VR_screen_pages[VR_current_page] );
784 #ifdef OGL
785         ogl_set_screen_mode();
786 #endif
787
788         return 1;
789 }
790
791 int gr_toggle_fullscreen_game(void){
792 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
793         int i;
794         hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
795         //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
796         //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.
797 //      generic_key_handler(KEY_PADENTER,0);
798 //      generic_key_handler(KEY_ENTER, 0);
799         key_flush();
800         //end addition -MM
801         return i;
802 #else
803         hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
804         return -1;
805 #endif
806 }
807
808 int arch_toggle_fullscreen_menu(void);
809
810 int gr_toggle_fullscreen_menu(void){
811 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
812         int i;
813         i=arch_toggle_fullscreen_menu();
814
815 //      generic_key_handler(KEY_PADENTER,0);
816 //      generic_key_handler(KEY_ENTER, 0);
817         key_flush();
818
819         return i;
820 #else
821         return -1;
822 #endif
823 }
824
825 static int timer_paused=0;
826
827 void stop_time()
828 {
829         if (timer_paused==0) {
830                 fix time;
831                 time = timer_get_fixed_seconds();
832                 last_timer_value = time - last_timer_value;
833                 if (last_timer_value < 0) {
834                         #if defined(TIMER_TEST) && !defined(NDEBUG)
835                         Int3();         //get Matt!!!!
836                         #endif
837                         last_timer_value = 0;
838                 }
839                 #if defined(TIMER_TEST) && !defined(NDEBUG)
840                 time_stopped = time;
841                 #endif
842         }
843         timer_paused++;
844
845         #if defined(TIMER_TEST) && !defined(NDEBUG)
846         stop_count++;
847         #endif
848 }
849
850 void start_time()
851 {
852         timer_paused--;
853         Assert(timer_paused >= 0);
854         if (timer_paused==0) {
855                 fix time;
856                 time = timer_get_fixed_seconds();
857                 #if defined(TIMER_TEST) && !defined(NDEBUG)
858                 if (last_timer_value < 0)
859                         Int3();         //get Matt!!!!
860                 #endif
861                 last_timer_value = time - last_timer_value;
862                 #if defined(TIMER_TEST) && !defined(NDEBUG)
863                 time_started = time;
864                 #endif
865         }
866
867         #if defined(TIMER_TEST) && !defined(NDEBUG)
868         start_count++;
869         #endif
870 }
871
872 MAC(extern ubyte joydefs_calibrating;)
873
874 void game_flush_inputs()
875 {
876         int dx,dy;
877         key_flush();
878         joy_flush();
879         mouse_flush();
880         #ifdef MACINTOSH
881         if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating )            // only reset mouse when not in menu or not calibrating
882         #endif
883                 mouse_get_delta( &dx, &dy );    // Read mouse
884         memset(&Controls,0,sizeof(control_info));
885 }
886
887 void reset_time()
888 {
889         last_timer_value = timer_get_fixed_seconds();
890
891 }
892
893 #ifndef RELEASE
894 extern int Saving_movie_frames;
895 int Movie_fixed_frametime;
896 #else
897 #define Saving_movie_frames     0
898 #define Movie_fixed_frametime   0
899 #endif
900
901 //added on 8/18/98 by Victor Rachels to add maximum framerate
902 int maxfps = MAX_FPS;
903 //end this section
904
905 void calc_frame_time()
906 {
907         fix timer_value,last_frametime = FrameTime;
908
909         #if defined(TIMER_TEST) && !defined(NDEBUG)
910         _last_frametime = last_frametime;
911         #endif
912
913         timer_value = timer_get_fixed_seconds();
914         FrameTime = timer_value - last_timer_value;
915
916         while (FrameTime < f1_0 / maxfps)
917         {
918                 timer_delay(f1_0 / maxfps - FrameTime);
919                 timer_value = timer_get_fixed_seconds();
920                 FrameTime = timer_value - last_timer_value;
921         }
922
923         #if defined(TIMER_TEST) && !defined(NDEBUG)
924         _timer_value = timer_value;
925         #endif
926
927         #ifndef NDEBUG
928         if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
929                 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
930                 if (FrameTime == 0)
931                         Int3(); //      Call Mike or Matt or John!  Your interrupts are probably trashed!
932 //              if ( !dpmi_virtual_memory )
933 //                      Int3();         //Get MATT if hit this!
934         }
935         #endif
936
937         #if defined(TIMER_TEST) && !defined(NDEBUG)
938         actual_last_timer_value = last_timer_value;
939         #endif
940
941         if ( Game_turbo_mode )
942                 FrameTime *= 2;
943
944         // Limit frametime to be between 5 and 150 fps.
945         RealFrameTime = FrameTime;
946         if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
947         if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
948
949         last_timer_value = timer_value;
950
951         if (FrameTime < 0)                                              //if bogus frametime...
952                 FrameTime = last_frametime;             //...then use time from last frame
953
954         #ifndef NDEBUG
955         if (fixed_frametime) FrameTime = fixed_frametime;
956         #endif
957
958         #ifndef NDEBUG
959         // Pause here!!!
960         if ( Debug_pause )      {
961                 int c;
962                 c = 0;
963                 while( c==0 )
964                         c = key_peekkey();
965
966                 if ( c == KEY_P )       {
967                         Debug_pause = 0;
968                         c = key_inkey();
969                 }
970                 last_timer_value = timer_get_fixed_seconds();
971         }
972         #endif
973
974         #if Arcade_mode
975                 FrameTime /= 2;
976         #endif
977
978         #if defined(TIMER_TEST) && !defined(NDEBUG)
979         stop_count = start_count = 0;
980         #endif
981
982         //      Set value to determine whether homing missile can see target.
983         //      The lower frametime is, the more likely that it can see its target.
984         if (FrameTime <= F1_0/64)
985                 Min_trackable_dot = MIN_TRACKABLE_DOT;  // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
986         else if (FrameTime < F1_0/32)
987                 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime;  // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
988         else if (FrameTime < F1_0/4)
989                 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;
990         else
991                 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
992
993 }
994
995 //--unused-- int Auto_flythrough=0;  //if set, start flythough automatically
996
997 void move_player_2_segment(segment *seg,int side)
998 {
999         vms_vector vp;
1000
1001         compute_segment_center(&ConsoleObject->pos,seg);
1002         compute_center_point_on_side(&vp,seg,side);
1003         vm_vec_sub2(&vp,&ConsoleObject->pos);
1004         vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1005
1006         obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1007
1008 }
1009
1010 #ifdef NETWORK
1011 void game_draw_time_left()
1012 {
1013         char temp_string[30];
1014         fix timevar;
1015         int i;
1016
1017         gr_set_curfont( GAME_FONT );    //GAME_FONT
1018         gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1019
1020         timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1021         i=f2i(timevar-ThisLevelTime);
1022         i++;
1023
1024         sprintf( temp_string, "Time left: %d secs", i );
1025
1026         if (i>=0)
1027          gr_string(0, 32, temp_string );
1028 }
1029 #endif
1030
1031
1032 extern int Game_pause;
1033
1034 void do_photos();
1035 void level_with_floor();
1036
1037 void modex_clear_box(int x,int y,int w,int h)
1038 {
1039         grs_canvas *temp_canv,*save_canv;
1040
1041         save_canv = grd_curcanv;
1042         temp_canv = gr_create_canvas(w,h);
1043         gr_set_current_canvas(temp_canv);
1044         gr_clear_canvas(BM_XRGB(0,0,0));
1045         gr_set_current_canvas(save_canv);
1046         gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1047         gr_free_canvas(temp_canv);
1048
1049 }
1050
1051 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1052
1053 // mac routine to drop contents of screen to a pict file using copybits
1054 // save a PICT to a file
1055 #ifdef MACINTOSH
1056
1057 void SavePictScreen(int multiplayer)
1058 {
1059         OSErr err;
1060         int parid, i, count;
1061         char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1062         short fd;
1063         FSSpec spec;
1064         PicHandle pict_handle;
1065         static int multi_count = 0;
1066         StandardFileReply sf_reply;
1067         
1068 // dump the contents of the GameWindow into a picture using copybits
1069
1070         pict_handle = OpenPicture(&GameWindow->portRect);
1071         if (pict_handle == NULL)
1072                 return;
1073                 
1074         CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1075         ClosePicture();
1076
1077 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1078         if (!getcwd(cwd, FILENAME_MAX))
1079                 Int3();
1080 // create the fsspec
1081
1082         sprintf(filename, "screen%d", multi_count++);
1083         pfilename = c2pstr(filename);
1084         if (!multiplayer) {
1085                 show_cursor();
1086                 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1087                 if (!sf_reply.sfGood)
1088                         goto end;
1089                 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1090                 if (sf_reply.sfReplacing)
1091                         FSpDelete(&spec);
1092                 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1093                 if (err)
1094                         goto end;
1095         } else {
1096 //              parid = GetAppDirId();
1097                 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1098                 if (err == nsvErr)
1099                         goto end;
1100                 if (err != fnfErr)
1101                         FSpDelete(&spec);
1102                 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1103                 if (err != 0)
1104                         goto end;
1105         }
1106
1107 // write the PICT file
1108         if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1109                 goto end;
1110         memset(buf, 0, sizeof(buf));
1111         count = 512;
1112         if ( FSWrite(fd, &count, buf) )
1113                 goto end;
1114         count = GetHandleSize((Handle)pict_handle);
1115         HLock((Handle)pict_handle);
1116         if ( FSWrite(fd, &count, *pict_handle) ) {
1117                 FSClose(fd);
1118                 FSpDelete(&spec);
1119         }
1120
1121 end:
1122         HUnlock((Handle)pict_handle);
1123         DisposeHandle((Handle)pict_handle);
1124         FSClose(fd);
1125         hide_cursor();
1126         chdir(cwd);
1127 }
1128
1129 #endif
1130
1131 //automap_flag is now unused, since we just check if the screen we're
1132 //writing to is modex
1133 //if called from automap, current canvas is set to visible screen
1134 #ifndef OGL
1135 void save_screen_shot(int automap_flag)
1136 {
1137 #if !defined(MACINTOSH)
1138         fix t1;
1139         char message[100];
1140         grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1141         grs_font *save_font;
1142         static int savenum=0;
1143         static int stereo_savenum=0;
1144         grs_canvas *temp_canv,*temp_canv2,*save_canv;
1145         char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1146         ubyte pal[768];
1147         int w,h,aw,x,y;
1148         int modex_flag;
1149         int stereo=0;
1150
1151         temp_canv2=NULL;
1152
1153 //      // Can't do screen shots in VR modes.
1154 //      if ( VR_render_mode != VR_NONE )
1155 //              return;
1156
1157         stop_time();
1158
1159         save_canv = grd_curcanv;
1160
1161         if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1162                 stereo = 1;
1163
1164         if ( stereo ) {
1165                 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1166                 gr_set_current_canvas(temp_canv);
1167                 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1168
1169                 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1170                 gr_set_current_canvas(temp_canv2);
1171                 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1172         }
1173         else {
1174                 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1175                 gr_set_current_canvas(temp_canv);
1176                 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1177         }
1178
1179         gr_set_current_canvas(save_canv);
1180
1181         if ( savenum > 99 ) savenum = 0;
1182         if ( stereo_savenum > 99 ) stereo_savenum = 0;
1183
1184         if ( stereo ) {
1185                 sprintf(savename,"left%02d.pcx",stereo_savenum);
1186                 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1187                 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1188                 stereo_savenum++;
1189                 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1190         }
1191         else {
1192                 sprintf(savename,"screen%02d.pcx",savenum++);
1193                 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1194         }
1195
1196         if (!automap_flag)              //if from automap, curcanv is already visible canv
1197                 gr_set_current_canvas(NULL);
1198         modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1199         if (!automap_flag && modex_flag)
1200                 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1201
1202         save_font = grd_curcanv->cv_font;
1203         gr_set_curfont(GAME_FONT);
1204         gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1205         gr_get_string_size(message,&w,&h,&aw);
1206
1207         if (modex_flag)
1208                 h *= 2;
1209
1210         //I changed how these coords were calculated for the high-res automap. -MT
1211         //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1212         //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1213         x = (grd_curcanv->cv_w-w)/2;
1214         y = (grd_curcanv->cv_h-h)/2;
1215
1216         if (modex_flag) {
1217                 modex_clear_box(x-2,y-2,w+4,h+4);
1218                 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1219         } else {
1220                 gr_setcolor(gr_find_closest_color_current(0,0,0));
1221                 gr_rect(x-2,y-2,x+w+2,y+h+2);
1222                 gr_printf(x,y,message);
1223                 gr_set_curfont(save_font);
1224         }
1225         t1 = timer_get_fixed_seconds() + F1_0;
1226
1227         gr_palette_read(pal);           //get actual palette from the hardware
1228         pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1229         if ( stereo )
1230                 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1231
1232         while ( timer_get_fixed_seconds() < t1 );               // Wait so that messag stays up at least 1 second.
1233
1234         gr_set_current_canvas(screen_canv);
1235
1236         if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1237                 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1238
1239         gr_free_canvas(temp_canv);
1240         if ( stereo )
1241                 gr_free_canvas(temp_canv2);
1242
1243         gr_set_current_canvas(save_canv);
1244         key_flush();
1245         start_time();
1246         
1247 #else
1248
1249         grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1250         grs_canvas *temp_canv, *save_canv;
1251         
1252         // Can't do screen shots in VR modes.
1253         if ( VR_render_mode != VR_NONE )
1254                 return;
1255
1256         stop_time();
1257
1258         save_canv = grd_curcanv;        
1259         temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1260         if (!temp_canv)
1261                 goto shot_done;
1262         gr_set_current_canvas( temp_canv );
1263         gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1264         gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1265
1266         show_cursor();
1267         key_close();
1268         if (Game_mode & GM_MULTI)
1269                 SavePictScreen(1);
1270         else
1271                 SavePictScreen(0);
1272         key_init();
1273         hide_cursor();
1274
1275         gr_set_current_canvas(screen_canv);
1276         
1277 //      if (!automap_flag)
1278                 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1279
1280         gr_free_canvas(temp_canv);
1281 shot_done:
1282         gr_set_current_canvas(save_canv);
1283         key_flush();
1284         start_time();
1285         #endif
1286 }
1287
1288 #endif
1289
1290 //initialize flying
1291 void fly_init(object *obj)
1292 {
1293         obj->control_type = CT_FLYING;
1294         obj->movement_type = MT_PHYSICS;
1295
1296         vm_vec_zero(&obj->mtype.phys_info.velocity);
1297         vm_vec_zero(&obj->mtype.phys_info.thrust);
1298         vm_vec_zero(&obj->mtype.phys_info.rotvel);
1299         vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1300 }
1301
1302 //void morph_test(), morph_step();
1303
1304
1305 //      ------------------------------------------------------------------------------------
1306
1307 void test_anim_states();
1308
1309 #include "fvi.h"
1310
1311 //put up the help message
1312 void do_show_help()
1313 {
1314         show_help();
1315 }
1316
1317
1318 extern int been_in_editor;
1319
1320 //      ------------------------------------------------------------------------------------
1321 void do_cloak_stuff(void)
1322 {
1323         int i;
1324         for (i = 0; i < N_players; i++)
1325                 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1326                         // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1327                         if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1328                                 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1329                                 if (i == Player_num) {
1330                                         digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1331                                         #ifdef NETWORK
1332                                         if (Game_mode & GM_MULTI)
1333                                                 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1334                                         maybe_drop_net_powerup(POW_CLOAK);
1335                                         multi_send_decloak(); // For demo recording
1336                                         #endif
1337 //                                      mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1338                                 }
1339                         }
1340                 }
1341 }
1342
1343 int FakingInvul=0;
1344
1345 //      ------------------------------------------------------------------------------------
1346 void do_invulnerable_stuff(void)
1347 {
1348         if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1349                 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1350                         Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1351                         if (FakingInvul==0)
1352                         {
1353                                 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1354                                 #ifdef NETWORK
1355                                 if (Game_mode & GM_MULTI)
1356                                 {
1357                                         multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1358                                         maybe_drop_net_powerup(POW_INVULNERABILITY);
1359                                 }
1360                                 #endif
1361                                 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1362                         }
1363                         FakingInvul=0;
1364                 }
1365         }
1366 }
1367
1368 ubyte   Last_afterburner_state = 0;
1369 fix Last_afterburner_charge = 0;
1370
1371 #define AFTERBURNER_LOOP_START  ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2))           //20098
1372 #define AFTERBURNER_LOOP_END            ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2))           //25776
1373
1374 int     Ab_scale = 4;
1375
1376 //@@//  ------------------------------------------------------------------------------------
1377 //@@void afterburner_shake(void)
1378 //@@{
1379 //@@    int     rx, rz;
1380 //@@
1381 //@@    rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1382 //@@    rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1383 //@@
1384 //@@    // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1385 //@@    ConsoleObject->mtype.phys_info.rotvel.x += rx;
1386 //@@    ConsoleObject->mtype.phys_info.rotvel.z += rz;
1387 //@@
1388 //@@}
1389
1390 //      ------------------------------------------------------------------------------------
1391 #ifdef NETWORK
1392 extern void multi_send_sound_function (char,char);
1393 #endif
1394
1395 void do_afterburner_stuff(void)
1396 {
1397    if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1398                 Afterburner_charge=0;
1399
1400         if (Endlevel_sequence || Player_is_dead)
1401                 {
1402                  digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1403 #ifdef NETWORK
1404                  multi_send_sound_function (0,0);
1405 #endif
1406                 }
1407
1408         if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1409
1410                 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1411                         digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1412 #ifdef NETWORK
1413                         if (Game_mode & GM_MULTI)
1414                                 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1415 #endif
1416                 } else {
1417                         digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1418                         digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1419 #ifdef NETWORK
1420                         if (Game_mode & GM_MULTI)
1421                                 multi_send_sound_function (0,0);
1422 #endif
1423                         mprintf((0,"Killing afterburner sound\n"));
1424                 }
1425         }
1426
1427         //@@if (Controls.afterburner_state && Afterburner_charge)
1428         //@@    afterburner_shake();
1429
1430         Last_afterburner_state = Controls.afterburner_state;
1431         Last_afterburner_charge = Afterburner_charge;
1432 }
1433
1434 // -- //        ------------------------------------------------------------------------------------
1435 // -- //        if energy < F1_0/2, recharge up to F1_0/2
1436 // -- void recharge_energy_frame(void)
1437 // -- {
1438 // --   if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1439 // --           Players[Player_num].energy += FrameTime/4;
1440 // --
1441 // --           if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1442 // --                   Players[Player_num].energy = Weapon_info[0].energy_usage;
1443 // --   }
1444 // -- }
1445
1446 //      Amount to diminish guns towards normal, per second.
1447 #define DIMINISH_RATE   16              //      gots to be a power of 2, else change the code in diminish_palette_towards_normal
1448
1449 extern fix Flash_effect;
1450
1451  //adds to rgb values for palette flash
1452 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1453 {
1454         int     maxval;
1455
1456         PaletteRedAdd += _dr;
1457         PaletteGreenAdd += _dg;
1458         PaletteBlueAdd += _db;
1459
1460         // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1461
1462         if (Flash_effect)
1463                 maxval = 60;
1464         else
1465                 maxval = MAX_PALETTE_ADD;
1466
1467         if (PaletteRedAdd > maxval)
1468                 PaletteRedAdd = maxval;
1469
1470         if (PaletteGreenAdd > maxval)
1471                 PaletteGreenAdd = maxval;
1472
1473         if (PaletteBlueAdd > maxval)
1474                 PaletteBlueAdd = maxval;
1475
1476         if (PaletteRedAdd < -maxval)
1477                 PaletteRedAdd = -maxval;
1478
1479         if (PaletteGreenAdd < -maxval)
1480                 PaletteGreenAdd = -maxval;
1481
1482         if (PaletteBlueAdd < -maxval)
1483                 PaletteBlueAdd = -maxval;
1484 }
1485
1486 fix     Time_flash_last_played;
1487
1488
1489 void game_palette_step_up( int r, int g, int b );
1490 //      ------------------------------------------------------------------------------------
1491 //      Diminish palette effects towards normal.
1492 void diminish_palette_towards_normal(void)
1493 {
1494         int     dec_amount = 0;
1495
1496         //      Diminish at DIMINISH_RATE units/second.
1497         //      For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1498         if (FrameTime < F1_0/DIMINISH_RATE) {
1499                 if (d_rand() < FrameTime*DIMINISH_RATE/2)       //      Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1500                         dec_amount = 1;
1501         } else {
1502                 dec_amount = f2i(FrameTime*DIMINISH_RATE);              // one second = DIMINISH_RATE counts
1503                 if (dec_amount == 0)
1504                         dec_amount++;                                           // make sure we decrement by something
1505         }
1506
1507         if (Flash_effect) {
1508                 int     force_do = 0;
1509
1510                 //      Part of hack system to force update of palette after exiting a menu.
1511                 if (Time_flash_last_played) {
1512                         force_do = 1;
1513                         PaletteRedAdd ^= 1;     //      Very Tricky!  In gr_palette_step_up, if all stepups same as last time, won't do anything!
1514                 }
1515
1516                 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1517                         digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1518                         Time_flash_last_played = GameTime;
1519                 }
1520
1521                 Flash_effect -= FrameTime;
1522                 if (Flash_effect < 0)
1523                         Flash_effect = 0;
1524
1525                 if (force_do || (d_rand() > 4096 )) {
1526         if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1527                 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1528
1529                         game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1530
1531                         return;
1532                 }
1533
1534         }
1535
1536         if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1537         if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1538
1539         if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1540         if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1541
1542         if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1543         if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1544
1545         if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1546                 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1547
1548         game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1549
1550         //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1551 }
1552
1553 int     Redsave, Bluesave, Greensave;
1554
1555 void palette_save(void)
1556 {
1557         Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1558 }
1559
1560 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1561
1562 void game_palette_step_up( int r, int g, int b )
1563 {
1564         if ( VR_use_reg_code )  {
1565 //              gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1566         } else {
1567                 gr_palette_step_up( r, g, b );
1568         }
1569 }
1570
1571 void palette_restore(void)
1572 {
1573         PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1574         game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1575
1576         //      Forces flash effect to fixup palette next frame.
1577         Time_flash_last_played = 0;
1578 }
1579
1580 extern void dead_player_frame(void);
1581
1582
1583 //      --------------------------------------------------------------------------------------------------
1584 int allowed_to_fire_laser(void)
1585 {
1586         if (Player_is_dead) {
1587                 Global_missile_firing_count = 0;
1588                 return 0;
1589         }
1590
1591         //      Make sure enough time has elapsed to fire laser, but if it looks like it will
1592         //      be a long while before laser can be fired, then there must be some mistake!
1593         if (Next_laser_fire_time > GameTime)
1594                 if (Next_laser_fire_time < GameTime + 2*F1_0)
1595                         return 0;
1596
1597         return 1;
1598 }
1599
1600 fix     Next_flare_fire_time = 0;
1601 #define FLARE_BIG_DELAY (F1_0*2)
1602
1603 int allowed_to_fire_flare(void)
1604 {
1605         if (Next_flare_fire_time > GameTime)
1606                 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY)  //      In case time is bogus, never wait > 1 second.
1607                         return 0;
1608
1609         if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1610                 Next_flare_fire_time = GameTime + F1_0/4;
1611         else
1612                 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1613
1614         return 1;
1615 }
1616
1617 int allowed_to_fire_missile(void)
1618 {
1619 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1620         //      Make sure enough time has elapsed to fire missile, but if it looks like it will
1621         //      be a long while before missile can be fired, then there must be some mistake!
1622         if (Next_missile_fire_time > GameTime)
1623                 if (Next_missile_fire_time < GameTime + 5*F1_0)
1624                         return 0;
1625
1626         return 1;
1627 }
1628
1629 void full_palette_save(void)
1630 {
1631         palette_save();
1632         apply_modified_palette();
1633         reset_palette_add();
1634         gr_palette_load( gr_palette );
1635 }
1636
1637 extern int Death_sequence_aborted;
1638 extern int newmenu_dotiny2( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem) );
1639
1640 void show_help()
1641 {
1642         int nitems = 0;
1643         newmenu_item m[25];
1644 #ifdef MACINTOSH
1645         char pixel_double_help[64];
1646 #endif
1647 #ifdef __APPLE__
1648         char command_help[64], save_help[64], restore_help[64];
1649 #endif
1650
1651         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1652 #ifndef __APPLE__
1653         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1654         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1655 #else
1656         sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1657         sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1658         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1659         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1660 #endif
1661         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1662         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1663         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1664         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1665         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1666 #ifndef __APPLE__
1667         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1668 #else
1669         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t  Pause";
1670 #endif
1671         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1672 #ifndef __APPLE__
1673         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1674 #else
1675         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t  save screen shot";
1676 #endif
1677         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1678         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1679         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t  Cycle left window";
1680         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t  Cycle right window";
1681         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t  GuideBot menu";
1682 #ifndef __APPLE__
1683         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t  Rename GuideBot";
1684 #else
1685         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t  Rename GuideBot";
1686 #endif
1687         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t  Drop primary";
1688         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t  Drop secondary";
1689         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t  Calibrate joystick";
1690         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t  GuideBot commands";
1691 #ifdef MACINTOSH
1692         sprintf(pixel_double_help, "%c-D\t  Toggle Pixel Double Mode", 133);
1693         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1694 #endif
1695 #ifdef __APPLE__
1696         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1697         sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1698         m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1699 #endif
1700
1701         full_palette_save();
1702
1703         newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1704
1705         palette_restore();
1706 }
1707
1708 //temp function until Matt cleans up game sequencing
1709 extern void temp_reset_stuff_on_level();
1710
1711 fix Rear_view_leave_time = 0x1000;   // how long until we decide key is down (Used to be 0x4000)
1712
1713 //deal with rear view - switch it on, or off, or whatever
1714 void check_rear_view()
1715 {
1716         static int leave_mode;
1717         static fix entry_time;
1718
1719         if ( Controls.rear_view_down_count )    {               //key/button has gone down
1720
1721                 if (Rear_view) {
1722                         Rear_view = 0;
1723                         if (Cockpit_mode==CM_REAR_VIEW) {
1724                                 select_cockpit(Cockpit_mode_save);
1725                                 Cockpit_mode_save = -1;
1726                         }
1727                         if (Newdemo_state == ND_STATE_RECORDING)
1728                                 newdemo_record_restore_rearview();
1729                 }
1730                 else {
1731                         Rear_view = 1;
1732                         if (Rear_view_leave_time <= 0)
1733                         {
1734                                 leave_mode = 1; // set leave mode on here otherwise we will always have to hold for at least 1 frame to get leave_mode on
1735                         }
1736                         else
1737                         {
1738                                 leave_mode = 0; // means wait for another key
1739                                 entry_time = timer_get_fixed_seconds();
1740                         }
1741                         if (Cockpit_mode == CM_FULL_COCKPIT) {
1742                                 Cockpit_mode_save = Cockpit_mode;
1743                                 select_cockpit(CM_REAR_VIEW);
1744                         }
1745                         if (Newdemo_state == ND_STATE_RECORDING)
1746                                 newdemo_record_rearview();
1747                 }
1748         }
1749         else
1750                 if (Controls.rear_view_down_state) {
1751
1752                         if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1753                                 leave_mode = 1;
1754                 }
1755                 else {
1756
1757                         //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1758
1759                         if (leave_mode==1 && Rear_view) {
1760                                 Rear_view = 0;
1761                                 if (Cockpit_mode==CM_REAR_VIEW) {
1762                                         select_cockpit(Cockpit_mode_save);
1763                                         Cockpit_mode_save = -1;
1764                                 }
1765                                 if (Newdemo_state == ND_STATE_RECORDING)
1766                                         newdemo_record_restore_rearview();
1767                         }
1768                 }
1769 }
1770
1771 void reset_rear_view(void)
1772 {
1773         if (Rear_view) {
1774                 if (Newdemo_state == ND_STATE_RECORDING)
1775                         newdemo_record_restore_rearview();
1776         }
1777
1778         Rear_view = 0;
1779
1780         if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
1781                 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1782                         Cockpit_mode_save = CM_FULL_COCKPIT;
1783                 select_cockpit(Cockpit_mode_save);
1784                 Cockpit_mode_save       = -1;
1785         }
1786
1787 }
1788
1789 int Automap_flag;
1790 int Config_menu_flag;
1791
1792 jmp_buf LeaveGame;
1793
1794 int gr_renderstats = 0;
1795 // need to define "cheat" for renderstats
1796 int gr_badtexture = 0;
1797 // need to define "cheat" for badtexture
1798
1799 int Cheats_enabled=0;
1800
1801 extern int Laser_rapid_fire;
1802 extern void do_lunacy_on(), do_lunacy_off();
1803
1804 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1805 extern char BounceCheat,HomingCheat,OldHomingState[20];
1806 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1807 extern int Buddy_dude_cheat;
1808
1809 //turns off active cheats
1810 void turn_cheats_off()
1811 {
1812         int i;
1813
1814         if (HomingCheat)
1815                 for (i=0;i<20;i++)
1816                         Weapon_info[i].homing_flag=OldHomingState[i];
1817
1818         if (AcidCheatOn)
1819         {
1820                 AcidCheatOn=0;
1821                 Interpolation_method=old_IntMethod;
1822         }
1823
1824         Buddy_dude_cheat = 0;
1825         BounceCheat=0;
1826    HomingCheat=0;
1827         do_lunacy_off();
1828         Laser_rapid_fire = 0;
1829         Physics_cheat_flag = 0;
1830         Monster_mode = 0;
1831         Robots_kill_robots_cheat=0;
1832         Robot_firing_enabled = 1;
1833 }
1834
1835 //turns off all cheats & resets cheater flag    
1836 void game_disable_cheats()
1837 {
1838         turn_cheats_off();
1839         Cheats_enabled=0;
1840 }
1841
1842
1843 //      game_setup()
1844 // ----------------------------------------------------------------------------
1845
1846 void game_setup(void)
1847 {
1848         //@@int demo_playing=0;
1849         //@@int multi_game=0;
1850
1851         do_lunacy_on();         //      Copy values for insane into copy buffer in ai.c
1852         do_lunacy_off();                //      Restore true insane mode.
1853
1854         Game_aborted = 0;
1855         last_drawn_cockpit[0] = -1;                             // Force cockpit to redraw next time a frame renders.
1856         last_drawn_cockpit[1] = -1;                             // Force cockpit to redraw next time a frame renders.
1857         Endlevel_sequence = 0;
1858
1859         //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1860         //@@    demo_playing = 1;
1861         //@@if ( Game_mode & GM_MULTI )
1862         //@@    multi_game = 1;
1863
1864         set_screen_mode(SCREEN_GAME);
1865         reset_palette_add();
1866
1867         set_warn_func(game_show_warning);
1868
1869         init_cockpit();
1870         init_gauges();
1871         //digi_init_sounds();
1872
1873         //keyd_repeat = 0;                // Don't allow repeat in game
1874         keyd_repeat = 1;                // Do allow repeat in game
1875
1876 #ifdef __MSDOS__
1877         //_MARK_("start of game");
1878 #endif
1879
1880         #ifdef EDITOR
1881                 if (Segments[ConsoleObject->segnum].segnum == -1)      //segment no longer exists
1882                         obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1883
1884                 if (!check_obj_seg(ConsoleObject))
1885                         move_player_2_segment(Cursegp,Curside);
1886         #endif
1887
1888         Viewer = ConsoleObject;
1889         fly_init(ConsoleObject);
1890
1891         Game_suspended = 0;
1892
1893         reset_time();
1894         FrameTime = 0;                  //make first frame zero
1895
1896         #ifdef EDITOR
1897         if (Current_level_num == 0) {                   //not a real level
1898                 init_player_stats_game();
1899                 init_ai_objects();
1900         }
1901         #endif
1902
1903         fix_object_segs();
1904
1905         game_flush_inputs();
1906
1907 }
1908
1909
1910 #ifdef NETWORK
1911 extern char IWasKicked;
1912 #endif
1913
1914
1915 //      ------------------------------------------------------------------------------------
1916 //this function is the game.  called when game mode selected.  runs until
1917 //editor mode or exit selected
1918 void game()
1919 {
1920         game_setup();                                                           // Replaces what was here earlier.
1921                                                                                                         // Good for Windows Sake.
1922
1923 #ifdef MWPROFILE
1924         ProfilerSetStatus(1);
1925 #endif
1926
1927         if ( setjmp(LeaveGame)==0 )     {
1928                 while (1) {
1929                         int player_shields;
1930
1931                         // GAME LOOP!
1932                         Automap_flag = 0;
1933                         Config_menu_flag = 0;
1934
1935                         if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1936                           {
1937                             mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1938                             //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1939                           }
1940
1941                         player_shields = Players[Player_num].shields;
1942
1943                         ExtGameStatus=GAMESTAT_RUNNING;
1944                         GameLoop( 1, 1 );               // Do game loop with rendering and reading controls.
1945
1946                         if (oldfov != cg_fov.value)
1947                         {
1948                                 oldfov = cg_fov.value;
1949                                 if (cg_fov.value < 1)
1950                                         cvar_set("fov", "1");
1951                                 if (cg_fov.value > 170)
1952                                         cvar_set("fov", "170");
1953                                 Render_zoom = fl2f(cg_fov.value * M_PI / 180); // convert to radians
1954                                 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", cg_fov.value, Render_zoom);
1955                         }
1956
1957                         //if the player is taking damage, give up guided missile control
1958                         if (Players[Player_num].shields != player_shields)
1959                                 release_guided_missile(Player_num);
1960
1961                         //see if redbook song needs to be restarted
1962                         songs_check_redbook_repeat();   // Handle RedBook Audio Repeating.
1963
1964                         if (Config_menu_flag)   {
1965                                 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add();        apply_modified_palette(); gr_palette_load( gr_palette ); }
1966                                 do_options_menu();
1967                                 if (!(Game_mode&GM_MULTI)) palette_restore();
1968                         }
1969
1970                         if (Automap_flag) {
1971                                 int save_w=Game_window_w,save_h=Game_window_h;
1972                                 do_automap(0);
1973                                 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1974                                 Game_window_w=save_w; Game_window_h=save_h;
1975                                 init_cockpit();
1976                                 last_drawn_cockpit[0] = -1;
1977                                 last_drawn_cockpit[1] = -1;
1978                         }
1979
1980                         if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1981                                 int choice, fmode;
1982                                 fmode = Function_mode;
1983                                 Function_mode = FMODE_GAME;
1984                                 palette_save();
1985                                 apply_modified_palette();
1986                                 reset_palette_add();
1987                                 gr_palette_load( gr_palette );
1988                                 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1989                                 palette_restore();
1990                                 Function_mode = fmode;
1991                                 if (choice==0)  {
1992                                         Auto_demo = 0;
1993                                         newdemo_stop_playback();
1994                                         Function_mode = FMODE_MENU;
1995                                 } else {
1996                                         Function_mode = FMODE_GAME;
1997                                 }
1998                         }
1999
2000                         if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2001 #ifdef NETWORK
2002                                         && !IWasKicked
2003 #endif
2004                            )            {
2005                                 int choice, fmode;
2006                                 fmode = Function_mode;
2007                                 Function_mode = FMODE_GAME;
2008                                 palette_save();
2009                                 apply_modified_palette();
2010                                 reset_palette_add();
2011                                 gr_palette_load( gr_palette );
2012                                 ExtGameStatus=GAMESTAT_ABORT_GAME;
2013                                 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2014                                 palette_restore();
2015                                 Function_mode = fmode;
2016                                 if (choice != 0)
2017                                         Function_mode = FMODE_GAME;
2018                         }
2019
2020 #ifdef NETWORK
2021                         IWasKicked=0;
2022 #endif
2023                         if (Function_mode != FMODE_GAME)
2024                                 longjmp(LeaveGame,0);
2025
2026                         #ifdef APPLE_DEMO
2027                         if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() )          // idle in game for 1 minutes means exit
2028                                 longjmp(LeaveGame,0);
2029                         #endif
2030                 }
2031         }
2032
2033 #ifdef MWPROFILE
2034         ProfilerSetStatus(0);
2035 #endif
2036
2037         digi_stop_all();
2038
2039         if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2040                 newdemo_stop_recording();
2041
2042         #ifdef NETWORK
2043         multi_leave_game();
2044         #endif
2045
2046         if ( Newdemo_state == ND_STATE_PLAYBACK )
2047                 newdemo_stop_playback();
2048
2049    if (Cockpit_mode_save!=-1)
2050          {
2051                 Cockpit_mode=Cockpit_mode_save;
2052                 Cockpit_mode_save=-1;           
2053          }
2054
2055         if (Function_mode != FMODE_EDITOR)
2056                 gr_palette_fade_out(gr_palette,32,0);                   // Fade out before going to menu
2057
2058 //@@    if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR))       {
2059 //@@            scores_maybe_add_player(Game_aborted);
2060 //@@    }
2061
2062 #ifdef __MSDOS__
2063         //_MARK_("end of game");
2064 #endif
2065
2066         clear_warn_func(game_show_warning);     //don't use this func anymore
2067
2068         game_disable_cheats();
2069
2070         #ifdef APPLE_DEMO
2071         Function_mode = FMODE_EXIT;             // get out of game in Apple OEM version
2072         #endif
2073 }
2074
2075 //called at the end of the program
2076 void close_game()
2077 {
2078         if (VR_offscreen_buffer)        {
2079                 gr_free_canvas(VR_offscreen_buffer);
2080                 VR_offscreen_buffer = NULL;
2081         }
2082
2083         close_gauge_canvases();
2084
2085         restore_effect_bitmap_icons();
2086
2087         if (background_bitmap.bm_data)
2088                 d_free(background_bitmap.bm_data);
2089
2090         clear_warn_func(game_show_warning);     //don't use this func anymore
2091 }
2092
2093 grs_canvas * get_current_game_screen()
2094 {
2095         return &VR_screen_pages[VR_current_page];
2096 }
2097
2098
2099 extern void kconfig_center_headset();
2100
2101
2102 #ifndef NDEBUG
2103 void    speedtest_frame(void);
2104 int     Debug_slowdown=0;
2105 #endif
2106
2107 #ifdef EDITOR
2108 extern void player_follow_path(object *objp);
2109 extern void check_create_player_path(void);
2110
2111 #endif
2112
2113 extern  int     Do_appearance_effect;
2114
2115 object *Missile_viewer=NULL;
2116
2117 int Missile_view_enabled = 1;
2118
2119 int Marker_viewer_num[2]={-1,-1};
2120 int Coop_view_player[2]={-1,-1};
2121 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2122
2123 //returns ptr to escort robot, or NULL
2124 object *find_escort()
2125 {
2126         int i;
2127
2128         for (i=0; i<=Highest_object_index; i++)
2129                 if (Objects[i].type == OBJ_ROBOT)
2130                         if (Robot_info[Objects[i].id].companion)
2131                                 return &Objects[i];
2132
2133         return NULL;
2134 }
2135
2136 extern void process_super_mines_frame(void);
2137 extern void do_seismic_stuff(void);
2138
2139 #ifndef RELEASE
2140 int Saving_movie_frames=0;
2141 int __Movie_frame_num=0;
2142
2143 #define MAX_MOVIE_BUFFER_FRAMES 250
2144 #define MOVIE_FRAME_SIZE        (320 * 200)
2145
2146 ubyte *Movie_frame_buffer;
2147 int Movie_frame_counter;
2148 ubyte Movie_pal[768];
2149 char movie_path[50] = ".\\";
2150
2151 grs_bitmap Movie_bm;
2152
2153 void flush_movie_buffer()
2154 {
2155         char savename[128];
2156         int f;
2157
2158         stop_time();
2159
2160         mprintf((0,"Flushing movie buffer..."));
2161
2162         Movie_bm.bm_data = Movie_frame_buffer;
2163
2164         for (f=0;f<Movie_frame_counter;f++) {
2165                 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2166                 __Movie_frame_num++;
2167                 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2168                 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2169
2170                 if (f % 5 == 0)
2171                         mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2172         }
2173
2174         Movie_frame_counter=0;
2175
2176         mprintf((0,"done   \n"));
2177
2178         start_time();
2179 }
2180
2181 void toggle_movie_saving()
2182 {
2183         int exit;
2184
2185         Saving_movie_frames = !Saving_movie_frames;
2186
2187         if (Saving_movie_frames) {
2188                 newmenu_item m[1];
2189
2190                 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2191                 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2192
2193                 if (exit==-1) {
2194                         Saving_movie_frames = 0;
2195                         return;
2196                 }
2197
2198                 while (isspace(movie_path[strlen(movie_path)-1]))
2199                         movie_path[strlen(movie_path)-1] = 0;
2200                 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2201                         strcat(movie_path,"\\");
2202
2203
2204                 if (!Movie_frame_buffer) {
2205                         Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2206                         if (!Movie_frame_buffer) {
2207                                 Int3();
2208                                 Saving_movie_frames=0;
2209                         }
2210
2211                         Movie_frame_counter=0;
2212
2213                         Movie_bm.bm_x = Movie_bm.bm_y = 0;
2214                         Movie_bm.bm_w = 320;
2215                         Movie_bm.bm_h = 200;
2216                         Movie_bm.bm_type = BM_LINEAR;
2217                         Movie_bm.bm_flags = 0;
2218                         Movie_bm.bm_rowsize = 320;
2219                         Movie_bm.bm_handle = 0;
2220
2221                         gr_palette_read(Movie_pal);             //get actual palette from the hardware
2222
2223                         if (Newdemo_state == ND_STATE_PLAYBACK)
2224                                 Newdemo_do_interpolate = 0;
2225                 }
2226         }
2227         else {
2228                 flush_movie_buffer();
2229
2230                 if (Newdemo_state == ND_STATE_PLAYBACK)
2231                         Newdemo_do_interpolate = 1;
2232         }
2233
2234 }
2235
2236 void save_movie_frame()
2237 {
2238         memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2239
2240         Movie_frame_counter++;
2241
2242         if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2243                 flush_movie_buffer();
2244
2245 }
2246
2247 #endif
2248
2249 extern int Level_shake_duration;
2250
2251 //if water or fire level, make occasional sound
2252 void do_ambient_sounds()
2253 {
2254         int has_water,has_lava;
2255         int sound;
2256
2257         has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2258         has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2259
2260         if (has_lava) {                                                 //has lava
2261                 sound = SOUND_AMBIENT_LAVA;
2262                 if (has_water && (d_rand() & 1))        //both, pick one
2263                         sound = SOUND_AMBIENT_WATER;
2264         }
2265         else if (has_water)                                             //just water
2266                 sound = SOUND_AMBIENT_WATER;
2267         else
2268                 return;
2269
2270         if (((d_rand() << 3) < FrameTime)) {                                            //play the sound
2271                 fix volume = d_rand() + f1_0/2;
2272                 digi_play_sample(sound,volume);
2273         }
2274 }
2275
2276 // -- extern void lightning_frame(void);
2277
2278 void game_render_frame();
2279 extern void omega_charge_frame(void);
2280
2281 extern time_t t_current_time, t_saved_time;
2282
2283 void flicker_lights();
2284
2285 void GameLoop(int RenderFlag, int ReadControlsFlag )
2286 {
2287         #ifndef NDEBUG
2288         //      Used to slow down frame rate for testing things.
2289         //      RenderFlag = 1; // DEBUG
2290         if (Debug_slowdown) {
2291                 int     h, i, j=0;
2292
2293                 for (h=0; h<Debug_slowdown; h++)
2294                         for (i=0; i<1000; i++)
2295                                 j += i;
2296         }
2297         #endif
2298
2299         cmd_queue_process();
2300
2301                 #ifndef RELEASE
2302                 if (FindArg("-invulnerability"))
2303                         Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2304                 #endif
2305
2306
2307                 update_player_stats();
2308                 diminish_palette_towards_normal();              //      Should leave palette effect up for as long as possible by putting right before render.
2309                 do_afterburner_stuff();
2310                 do_cloak_stuff();
2311                 do_invulnerable_stuff();
2312                 remove_obsolete_stuck_objects();
2313                 init_ai_frame();
2314                 do_final_boss_frame();
2315                 // -- lightning_frame();
2316                 // -- recharge_energy_frame();
2317
2318                 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2319                         static int turned_off=0;
2320                         Players[Player_num].energy -= (FrameTime*3/8);
2321                         if (Players[Player_num].energy < i2f(10)) {
2322                                 if (!turned_off) {
2323                                         Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2324                                         turned_off = 1;
2325 #ifdef NETWORK
2326                                         if (Game_mode & GM_MULTI)
2327                                                 multi_send_flags(Player_num);           
2328 #endif
2329                                 }
2330                         }
2331                         else
2332                                 turned_off = 0;
2333
2334                         if (Players[Player_num].energy <= 0) {
2335                                 Players[Player_num].energy = 0;
2336                                 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2337 #ifdef NETWORK
2338                                 if (Game_mode & GM_MULTI)
2339                                         multi_send_flags(Player_num);           
2340 #endif
2341                         }
2342                 }
2343
2344
2345                 #ifdef EDITOR
2346                 check_create_player_path();
2347                 player_follow_path(ConsoleObject);
2348                 #endif
2349
2350                 #ifdef NETWORK
2351                 if (Game_mode & GM_MULTI)
2352         {
2353          multi_do_frame();
2354          if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2355              multi_check_for_killgoal_winner();
2356         }
2357
2358                 #endif
2359
2360                 if (RenderFlag) {
2361                         if (force_cockpit_redraw) {                     //screen need redrawing?
2362                                 init_cockpit();
2363                                 force_cockpit_redraw=0;
2364                         }
2365                         game_render_frame();
2366                         //show_extra_views();           //missile view, buddy bot, etc.
2367
2368                         #ifndef RELEASE
2369                         if (Saving_movie_frames)
2370                                 save_movie_frame();
2371                         #endif
2372
2373                 }
2374
2375
2376                 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2377
2378                 calc_frame_time();
2379
2380                 dead_player_frame();
2381                 if (Newdemo_state != ND_STATE_PLAYBACK)
2382                         do_controlcen_dead_frame();
2383
2384                 process_super_mines_frame();
2385                 do_seismic_stuff();
2386                 do_ambient_sounds();
2387
2388                 #ifndef NDEBUG
2389                 if (Speedtest_on)
2390                         speedtest_frame();
2391                 #endif
2392
2393                 if (ReadControlsFlag)
2394                         ReadControls();
2395                 else
2396                         memset(&Controls, 0, sizeof(Controls));
2397
2398                 GameTime += FrameTime;
2399
2400                 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2401                         mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2402
2403                 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2404                         GameTime = FrameTime;   //wrap when goes negative, or gets within 10 minutes
2405                         mprintf((0,"GameTime reset to 0\n"));
2406                 }
2407
2408                 #ifndef NDEBUG
2409                 if (FindArg("-checktime") != 0)
2410                         if (GameTime >= i2f(600))               //wrap after 10 minutes
2411                                 GameTime = FrameTime;
2412                 #endif
2413
2414 #ifdef NETWORK
2415       if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2416           ThisLevelTime +=FrameTime;
2417 #endif
2418
2419                 digi_sync_sounds();
2420
2421                 if (Endlevel_sequence) {
2422                         do_endlevel_frame();
2423                         powerup_grab_cheat_all();
2424                         do_special_effects();
2425                         return;                                 //skip everything else
2426                 }
2427
2428                 if (Newdemo_state != ND_STATE_PLAYBACK)
2429                         do_exploding_wall_frame();
2430                 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2431                         do_special_effects();
2432                         wall_frame_process();
2433                         triggers_frame_process();
2434                 }
2435
2436
2437                 if (Control_center_destroyed)   {
2438                         if (Newdemo_state==ND_STATE_RECORDING )
2439                                 newdemo_record_control_center_destroyed();
2440                 }
2441
2442                 flash_frame();
2443
2444                 if ( Newdemo_state == ND_STATE_PLAYBACK )       {
2445                         newdemo_playback_one_frame();
2446                         if ( Newdemo_state != ND_STATE_PLAYBACK )               {
2447                                 longjmp( LeaveGame, 0 );                // Go back to menu
2448                         }
2449                 } else
2450                 { // Note the link to above!
2451
2452                         Players[Player_num].homing_object_dist = -1;            //      Assume not being tracked.  Laser_do_weapon_sequence modifies this.
2453
2454                         object_move_all();
2455                         powerup_grab_cheat_all();
2456
2457                         if (Endlevel_sequence)  //might have been started during move
2458                                 return;
2459
2460                         fuelcen_update_all();
2461
2462                         do_ai_frame_all();
2463
2464                         if (allowed_to_fire_laser())
2465                                 FireLaser();                            // Fire Laser!
2466
2467                         if (Auto_fire_fusion_cannon_time) {
2468                                 if (Primary_weapon != FUSION_INDEX)
2469                                         Auto_fire_fusion_cannon_time = 0;
2470                                 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2471                                         Auto_fire_fusion_cannon_time = 0;
2472                                         Global_laser_firing_count = 1;
2473                                 } else {
2474                                         vms_vector      rand_vec;
2475                                         fix                     bump_amount;
2476
2477                                         Global_laser_firing_count = 0;
2478
2479                                         ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2480                                         ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2481                                         make_random_vector(&rand_vec);
2482
2483                                         bump_amount = F1_0*4;
2484
2485                                         if (Fusion_charge > F1_0*2)
2486                                                 bump_amount = Fusion_charge*4;
2487
2488                                         bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2489                                 }
2490                         }
2491
2492                         if (Global_laser_firing_count) {
2493                                 //      Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2494                                 // if (Fusion_charge > F1_0*2)
2495                                 //      Fusion_charge = F1_0*2;
2496                                 Global_laser_firing_count -= do_laser_firing_player();  //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2497                         }
2498
2499                         if (Global_laser_firing_count < 0)
2500                                 Global_laser_firing_count = 0;
2501                 }
2502
2503         if (Do_appearance_effect) {
2504                 create_player_appearance_effect(ConsoleObject);
2505                 Do_appearance_effect = 0;
2506 #ifdef NETWORK
2507                 if ((Game_mode & GM_MULTI) && Netgame.invul)
2508                 {
2509                         Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2510                         Players[Player_num].invulnerable_time = GameTime-i2f(27);
2511                         FakingInvul=1;
2512                 }
2513 #endif
2514                         
2515         }
2516
2517         omega_charge_frame();
2518         slide_textures();
2519         flicker_lights();
2520
2521         //!!hoard_light_pulse();                //do cool hoard light pulsing
2522
2523 }
2524
2525 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2526 //!!extern int Hoard_goal_eclip;
2527 //!!
2528 //!!//do cool pulsing lights in hoard goals
2529 //!!hoard_light_pulse()
2530 //!!{
2531 //!!    if (Game_mode & GM_HOARD) {
2532 //!!            fix light;
2533 //!!            int frame;
2534 //!!
2535 //!!            frame = Effects[Hoard_goal_eclip].frame_count;
2536 //!!
2537 //!!            frame++;
2538 //!!
2539 //!!            if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2540 //!!                    frame = 0;
2541 //!!
2542 //!!            light = abs(frame - 5) * f1_0 / 5;
2543 //!!
2544 //!!            Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2545 //!!    }
2546 //!!}
2547
2548
2549 ubyte   Slide_segs[MAX_SEGMENTS];
2550 int     Slide_segs_computed;
2551
2552 void compute_slide_segs(void)
2553 {
2554         int     segnum, sidenum;
2555
2556         for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2557                 Slide_segs[segnum] = 0;
2558                 for (sidenum=0;sidenum<6;sidenum++) {
2559                         int tmn = Segments[segnum].sides[sidenum].tmap_num;
2560                         if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2561                                 Slide_segs[segnum] |= 1 << sidenum;
2562                 }
2563         }
2564
2565         Slide_segs_computed = 1;
2566 }
2567
2568 //      -----------------------------------------------------------------------------
2569 void slide_textures(void)
2570 {
2571         int segnum,sidenum,i;
2572
2573         if (!Slide_segs_computed)
2574                 compute_slide_segs();
2575
2576         for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2577                 if (Slide_segs[segnum]) {
2578                         for (sidenum=0;sidenum<6;sidenum++) {
2579                                 if (Slide_segs[segnum] & (1 << sidenum)) {
2580                                         int tmn = Segments[segnum].sides[sidenum].tmap_num;
2581                                         if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2582                                                 for (i=0;i<4;i++) {
2583                                                         Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2584                                                         Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2585                                                         if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2586                                                                 int j;
2587                                                                 for (j=0;j<4;j++)
2588                                                                         Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2589                                                         }
2590                                                         if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2591                                                                 int j;
2592                                                                 for (j=0;j<4;j++)
2593                                                                         Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2594                                                         }
2595                                                         if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2596                                                                 int j;
2597                                                                 for (j=0;j<4;j++)
2598                                                                         Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2599                                                         }
2600                                                         if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2601                                                                 int j;
2602                                                                 for (j=0;j<4;j++)
2603                                                                         Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2604                                                         }
2605                                                 }
2606                                         }
2607                                 }
2608                         }
2609                 }
2610         }
2611 }
2612
2613 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2614
2615 int Num_flickering_lights=0;
2616
2617 void flicker_lights()
2618 {
2619         int l;
2620         flickering_light *f;
2621
2622         f = Flickering_lights;
2623
2624         for (l=0;l<Num_flickering_lights;l++,f++) {
2625                 segment *segp = &Segments[f->segnum];
2626
2627                 //make sure this is actually a light
2628                 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2629                         continue;
2630                 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2631                         continue;
2632
2633                 if (f->timer == 0x80000000)             //disabled
2634                         continue;
2635
2636                 if ((f->timer -= FrameTime) < 0) {
2637
2638                         while (f->timer < 0)
2639                                 f->timer += f->delay;
2640
2641                         f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2642
2643                         if (f->mask & 1)
2644                                 add_light(f->segnum,f->sidenum);
2645                         else
2646                                 subtract_light(f->segnum,f->sidenum);
2647                 }
2648         }
2649 }
2650
2651 //returns ptr to flickering light structure, or NULL if can't find
2652 flickering_light *find_flicker(int segnum,int sidenum)
2653 {
2654         int l;
2655         flickering_light *f;
2656
2657         //see if there's already an entry for this seg/side
2658
2659         f = Flickering_lights;
2660
2661         for (l=0;l<Num_flickering_lights;l++,f++)
2662                 if (f->segnum == segnum && f->sidenum == sidenum)       //found it!
2663                         return f;
2664
2665         return NULL;
2666 }
2667
2668 //turn flickering off (because light has been turned off)
2669 void disable_flicker(int segnum,int sidenum)
2670 {
2671         flickering_light *f;
2672
2673         if ((f=find_flicker(segnum,sidenum)) != NULL)
2674                 f->timer = 0x80000000;
2675 }
2676
2677 //turn flickering off (because light has been turned on)
2678 void enable_flicker(int segnum,int sidenum)
2679 {
2680         flickering_light *f;
2681
2682         if ((f=find_flicker(segnum,sidenum)) != NULL)
2683                 f->timer = 0;
2684 }
2685
2686
2687 #ifdef EDITOR
2688
2689 //returns 1 if ok, 0 if error
2690 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2691 {
2692         int l;
2693         flickering_light *f;
2694
2695         mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2696
2697         //see if there's already an entry for this seg/side
2698
2699         f = Flickering_lights;
2700
2701         for (l=0;l<Num_flickering_lights;l++,f++)
2702                 if (f->segnum == segnum && f->sidenum == sidenum)       //found it!
2703                         break;
2704
2705         if (mask==0) {          //clearing entry
2706                 if (l == Num_flickering_lights)
2707                         return 0;
2708                 else {
2709                         int i;
2710                         for (i=l;i<Num_flickering_lights-1;i++)
2711                                 Flickering_lights[i] = Flickering_lights[i+1];
2712                         Num_flickering_lights--;
2713                         return 1;
2714                 }
2715         }
2716
2717         if (l == Num_flickering_lights) {
2718                 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2719                         return 0;
2720                 else
2721                         Num_flickering_lights++;
2722         }
2723
2724         f->segnum = segnum;
2725         f->sidenum = sidenum;
2726         f->delay = f->timer = delay;
2727         f->mask = mask;
2728
2729         return 1;
2730 }
2731
2732 #endif
2733
2734 //      -----------------------------------------------------------------------------
2735 //      Fire Laser:  Registers a laser fire, and performs special stuff for the fusion
2736 //                                  cannon.
2737 void FireLaser()
2738 {
2739
2740         Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2741
2742         if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2743                 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2744                         Global_laser_firing_count = 0;
2745                 } else {
2746                         if (Fusion_charge == 0)
2747                                 Players[Player_num].energy -= F1_0*2;
2748
2749                         Fusion_charge += FrameTime;
2750                         Players[Player_num].energy -= FrameTime;
2751
2752                         if (Players[Player_num].energy <= 0) {
2753                                 Players[Player_num].energy = 0;
2754                                 Auto_fire_fusion_cannon_time = GameTime -1;     //      Fire now!
2755                         } else
2756                                 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2757                                                                                                 //      Fire the fusion cannon at this time in the future.
2758
2759                         if (Fusion_charge < F1_0*2)
2760                                 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2761                         else
2762                                 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2763
2764                         if (GameTime < Fusion_last_sound_time)          //gametime has wrapped
2765                                 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2766
2767                         if (Fusion_next_sound_time < GameTime) {
2768                                 if (Fusion_charge > F1_0*2) {
2769                                         digi_play_sample( 11, F1_0 );
2770                                         apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2771                                 } else {
2772                                         create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2773                                         digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2774                                         #ifdef NETWORK
2775                                         if (Game_mode & GM_MULTI)
2776                                                 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2777                                         #endif
2778                                 }
2779                                 Fusion_last_sound_time = GameTime;
2780                                 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2781                         }
2782                 }
2783         }
2784
2785 }
2786
2787
2788 //      -------------------------------------------------------------------------------------------------------
2789 //      If player is close enough to objnum, which ought to be a powerup, pick it up!
2790 //      This could easily be made difficulty level dependent.
2791 void powerup_grab_cheat(object *player, int objnum)
2792 {
2793         fix     powerup_size;
2794         fix     player_size;
2795         fix     dist;
2796
2797         Assert(Objects[objnum].type == OBJ_POWERUP);
2798
2799         powerup_size = Objects[objnum].size;
2800         player_size = player->size;
2801
2802         dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2803
2804         if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2805                 vms_vector      collision_point;
2806
2807                 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2808                 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2809         }
2810 }
2811
2812 //      -------------------------------------------------------------------------------------------------------
2813 //      Make it easier to pick up powerups.
2814 //      For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2815 //      from player to powerup and player's forward vector.
2816 //      This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2817 //      way before the player gets there.
2818 void powerup_grab_cheat_all(void)
2819 {
2820         segment *segp;
2821         int             objnum;
2822
2823         segp = &Segments[ConsoleObject->segnum];
2824         objnum = segp->objects;
2825
2826         while (objnum != -1) {
2827                 if (Objects[objnum].type == OBJ_POWERUP)
2828                         powerup_grab_cheat(ConsoleObject, objnum);
2829                 objnum = Objects[objnum].next;
2830         }
2831
2832 }
2833
2834 int     Last_level_path_created = -1;
2835
2836 #ifdef SHOW_EXIT_PATH
2837
2838 //      ------------------------------------------------------------------------------------------------------------------
2839 //      Create path for player from current segment to goal segment.
2840 //      Return true if path created, else return false.
2841 int mark_player_path_to_segment(int segnum)
2842 {
2843         int             i;
2844         object  *objp = ConsoleObject;
2845         short           player_path_length=0;
2846         int             player_hide_index=-1;
2847
2848         if (Last_level_path_created == Current_level_num) {
2849                 return 0;
2850         }
2851
2852         Last_level_path_created = Current_level_num;
2853
2854         if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2855                 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2856                 return 0;
2857         }
2858
2859         player_hide_index = Point_segs_free_ptr - Point_segs;
2860         Point_segs_free_ptr += player_path_length;
2861
2862         if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2863                 mprintf((1, "Can't create path.  Not enough point_segs.\n"));
2864                 ai_reset_all_paths();
2865                 return 0;
2866         }
2867
2868         for (i=1; i<player_path_length; i++) {
2869                 int                     segnum, objnum;
2870                 vms_vector      seg_center;
2871                 object          *obj;
2872
2873                 segnum = Point_segs[player_hide_index+i].segnum;
2874                 mprintf((0, "%3i ", segnum));
2875                 seg_center = Point_segs[player_hide_index+i].point;
2876
2877                 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                 if (objnum == -1) {
2879                         Int3();         //      Unable to drop energy powerup for path
2880                         return 1;
2881                 }
2882
2883                 obj = &Objects[objnum];
2884                 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2885                 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2886                 obj->rtype.vclip_info.framenum = 0;
2887                 obj->lifeleft = F1_0*100 + d_rand() * 4;
2888         }
2889
2890         mprintf((0, "\n"));
2891         return 1;
2892 }
2893
2894 //      Return true if it happened, else return false.
2895 int create_special_path(void)
2896 {
2897         int     i,j;
2898
2899         //      ---------- Find exit doors ----------
2900         for (i=0; i<=Highest_segment_index; i++)
2901                 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2902                         if (Segments[i].children[j] == -2) {
2903                                 mprintf((0, "Exit at segment %i\n", i));
2904                                 return mark_player_path_to_segment(i);
2905                         }
2906
2907         return 0;
2908 }
2909
2910 #endif
2911
2912
2913 #ifndef RELEASE
2914 int     Max_obj_count_mike = 0;
2915
2916 //      Shows current number of used objects.
2917 void show_free_objects(void)
2918 {
2919         if (!(FrameCount & 8)) {
2920                 int     i;
2921                 int     count=0;
2922
2923                 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2924
2925                 for (i=0; i<=Highest_object_index; i++)
2926                         if (Objects[i].type != OBJ_NONE)
2927                                 count++;
2928
2929                 mprintf((0, "%3i", count));
2930
2931                 if (count > Max_obj_count_mike) {
2932                         Max_obj_count_mike = count;
2933                         mprintf((0, " ***"));
2934                 }
2935
2936                 mprintf((0, "\n"));
2937         }
2938
2939 }
2940
2941 #endif
2942
2943 /*
2944  * reads a flickering_light structure from a CFILE
2945  */
2946 void flickering_light_read(flickering_light *fl, CFILE *fp)
2947 {
2948         fl->segnum = cfile_read_short(fp);
2949         fl->sidenum = cfile_read_short(fp);
2950         fl->mask = cfile_read_int(fp);
2951         fl->timer = cfile_read_fix(fp);
2952         fl->delay = cfile_read_fix(fp);
2953 }
2954
2955 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2956 {
2957         PHYSFS_writeSLE16(fp, fl->segnum);
2958         PHYSFS_writeSLE16(fp, fl->sidenum);
2959         PHYSFS_writeULE32(fp, fl->mask);
2960         PHYSFSX_writeFix(fp, fl->timer);
2961         PHYSFSX_writeFix(fp, fl->delay);
2962 }