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
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7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Game loop for Inferno
34 #include <StandardFile.h>
35 #include <Quickdraw.h>
104 #include "cntrlcen.h"
108 #include "multibot.h"
111 #include "playsave.h"
115 int VGA_current_mode;
118 #include <profiler.h>
121 //#define TEST_TIMER 1 //if this is set, do checking on timer
123 #define SHOW_EXIT_PATH 1
126 #include "editor/editor.h"
131 #if __WATCOMC__ < 1000
132 #include <wsample.h> //should come after inferno.h to get mark setting
137 extern void ReadControls(void); // located in gamecntl.c
138 extern void do_final_boss_frame(void);
140 int Speedtest_on = 0;
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.
151 static fix last_timer_value=0;
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;
160 int VR_screen_mode = 0;
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
168 int VR_sensitivity = 1; // 0 - 2
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;
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.
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?
187 int Debug_pause=0; //John's debugging pause system
189 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
191 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
192 int force_cockpit_redraw=0;
195 cvar_t r_framerate = {"show_fps", "0"};
196 cvar_t cg_fov = {"fov", "30"};
198 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
200 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
202 int *Toggle_var = &Dummy_var;
205 //flag for whether initial fade-in has been done
209 #ifndef NDEBUG //these only exist if debugging
211 int Game_double_buffer = 1; //double buffer by default
212 fix fixed_frametime=0; //if non-zero, set frametime to this
216 int Game_suspended=0; //if non-zero, nothing moves but player
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;
225 int Game_turbo_mode = 0;
227 int Game_mode = GM_GAME_OVER;
229 int Global_laser_firing_count = 0;
230 int Global_missile_firing_count = 0;
232 grs_bitmap background_bitmap;
236 #define BACKGROUND_NAME "statback.pcx"
238 // Function prototypes for GAME.C exclusively.
240 void GameLoop(int RenderFlag, int ReadControlsFlag);
241 void FireLaser(void);
242 void slide_textures(void);
243 void powerup_grab_cheat_all(void);
246 extern void multi_check_for_killgoal_winner();
247 extern void RestoreGameSurfaces();
251 void grow_window(void);
252 void shrink_window(void);
256 void fill_background();
259 void show_framerate(void);
260 void ftoa(char *string, fix f);
263 extern ubyte DefiningMarkerMessage;
264 extern char Marker_input[];
266 // ==============================================================================================
268 extern char john_head_on;
270 void load_background_bitmap()
275 if (background_bitmap.bm_data)
276 d_free(background_bitmap.bm_data);
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 );
287 void game_cmd_player(int argc, char **argv)
292 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
294 if (read_player_file() != EZERO) {
295 con_printf(CON_CRITICAL, "player: unable to load player file");
299 WriteConfigFile(); // Update lastplr
304 void game_cmd_map(int argc, char **argv)
311 if (!strlen(Players[Player_num].callsign)) {
312 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
316 load_mission_by_name(argv[1]);
319 level_num = atoi(argv[2]);
323 if (level_num > Last_level)
324 level_num = Last_level;
325 if (level_num < Last_secret_level)
326 level_num = Last_secret_level;
328 StartNewGame(level_num);
332 /* send network message */
333 void game_cmd_say(int argc, char **argv)
340 Network_message[0] = 0;
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);
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);
356 multi_send_message_end();
360 /* increase window size */
361 void game_cmd_sizeup(int argc, char **argv)
367 /* decrease window size */
368 void game_cmd_sizedown(int argc, char **argv)
374 //this is called once per game
377 atexit(close_game); //for cleanup
381 init_special_effects();
385 init_exploding_walls();
387 load_background_bitmap();
389 Clear_window = 2; // do portal only window clear.
391 set_detail_level_parameters(Detail_level);
394 cvar_registervariable(&r_framerate);
395 cvar_registervariable(&cg_fov);
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);
406 void reset_palette_add()
411 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
415 void game_show_warning(char *s)
418 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
421 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
423 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
428 //these should be in gr.h
429 #define cv_w cv_bitmap.bm_w
430 #define cv_h cv_bitmap.bm_h
432 //added 3/24/99 by Owen Evans for screen res changing
433 uint32_t Game_screen_mode = 0;
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;
442 extern void newdemo_record_cockpit_change(int);
444 //initialize the various canvases on the game screen
445 //called every time the screen mode or cockpit changes
448 // int minx, maxx, miny, maxy;
450 //Initialize the on-screen canvases
452 if (Newdemo_state==ND_STATE_RECORDING) {
453 newdemo_record_cockpit_change(Cockpit_mode);
456 if ( VR_render_mode != VR_NONE )
457 Cockpit_mode = CM_FULL_SCREEN;
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;
462 if ( Screen_mode == SCREEN_EDITOR )
463 Cockpit_mode = CM_FULL_SCREEN;
465 gr_set_current_canvas(NULL);
466 gr_set_curfont( GAME_FONT );
468 switch( Cockpit_mode ) {
469 case CM_FULL_COCKPIT:
472 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)].index];
474 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)]);
476 gr_set_current_canvas(VR_offscreen_buffer);
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 );
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);
493 max_window_h = grd_curscreen->sc_h;
495 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
496 Game_window_h = max_window_h;
498 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
499 Game_window_w = max_window_w;
501 Game_window_x = (max_window_w - Game_window_w)/2;
502 Game_window_y = (max_window_h - Game_window_h)/2;
504 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
509 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
511 if (Game_window_h > max_window_h)
512 Game_window_h = max_window_h;
514 if (Game_window_w > max_window_w)
515 Game_window_w = max_window_w;
517 Game_window_x = (max_window_w - Game_window_w)/2;
518 Game_window_y = (max_window_h - Game_window_h)/2;
520 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
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;
530 game_init_render_sub_buffers( x, y, w, h );
536 gr_set_current_canvas(NULL);
539 //selects a given cockpit (or lack of one). See types in game.h
540 void select_cockpit(int mode)
542 if (mode != Cockpit_mode) { //new mode
548 extern int last_drawn_cockpit[2];
550 //force cockpit redraw next time. call this if you've trashed the screen
553 force_cockpit_redraw=1;
554 last_drawn_cockpit[0] = -1;
555 last_drawn_cockpit[1] = -1;
558 // void HUD_clear_messages(); //Already declared in gauges.h
561 void VR_reset_params()
563 VR_eye_width = VR_SEPARATION;
564 VR_eye_offset = VR_PIXEL_SHIFT;
565 VR_eye_offset_changed = 2;
568 void game_init_render_sub_buffers( int x, int y, int w, int h )
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 );
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 )
578 // if (vga_check_mode(screen_mode) != 0)
579 // Error("Cannot set requested video mode");
581 VR_screen_mode = screen_mode;
583 VR_screen_flags = flags;
587 VR_render_mode = render_method;
589 Game_window_w = render_w;
590 Game_window_h = render_h;
592 if (VR_offscreen_buffer) {
593 gr_free_canvas(VR_offscreen_buffer);
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 );
601 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
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 );
608 if ( render_h < 200 ) {
609 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
612 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
616 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
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 );
623 game_init_render_sub_buffers( 0, 0, render_w, render_h );
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)
630 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
632 #ifndef OGL // always have to switch to menu mode
633 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
636 set_screen_mode(SCREEN_MENU); //must switch to menu mode
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)
647 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
648 gr_set_current_canvas( Canv_editor );
653 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
654 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
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();
672 switch( Screen_mode )
678 MenuHires = MenuHiresAvailable; //do highres if we can
680 menu_mode = MenuHires?SM(640,480):SM(320,200);
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);
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 );
692 FontHires = FontHiresAvailable && MenuHires;
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
704 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
710 if ( VR_render_mode == VR_NONE )
712 max_window_w = grd_curscreen->sc_w;
713 max_window_h = grd_curscreen->sc_h;
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;
719 else if (Cockpit_mode != CM_LETTERBOX)
720 Cockpit_mode = CM_FULL_SCREEN;
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;
729 Cockpit_mode = CM_FULL_SCREEN;
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 );
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 );
738 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
742 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
744 if ( VR_render_mode != VR_NONE ) {
745 // for 640x480 or higher, use hires font.
746 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
752 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
757 if (grd_curscreen->sc_mode != SM(800,600)) {
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);
764 gr_palette_load( gr_palette );
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
775 Error("Invalid screen mode %d",sm);
780 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
782 if ( VR_screen_flags&VRF_USE_PAGING )
783 gr_show_canvas( &VR_screen_pages[VR_current_page] );
785 ogl_set_screen_mode();
791 int gr_toggle_fullscreen_game(void){
792 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
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);
803 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
808 int arch_toggle_fullscreen_menu(void);
810 int gr_toggle_fullscreen_menu(void){
811 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
813 i=arch_toggle_fullscreen_menu();
815 // generic_key_handler(KEY_PADENTER,0);
816 // generic_key_handler(KEY_ENTER, 0);
825 static int timer_paused=0;
829 if (timer_paused==0) {
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!!!!
837 last_timer_value = 0;
839 #if defined(TIMER_TEST) && !defined(NDEBUG)
845 #if defined(TIMER_TEST) && !defined(NDEBUG)
853 Assert(timer_paused >= 0);
854 if (timer_paused==0) {
856 time = timer_get_fixed_seconds();
857 #if defined(TIMER_TEST) && !defined(NDEBUG)
858 if (last_timer_value < 0)
859 Int3(); //get Matt!!!!
861 last_timer_value = time - last_timer_value;
862 #if defined(TIMER_TEST) && !defined(NDEBUG)
867 #if defined(TIMER_TEST) && !defined(NDEBUG)
872 MAC(extern ubyte joydefs_calibrating;)
874 void game_flush_inputs()
881 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
883 mouse_get_delta( &dx, &dy ); // Read mouse
884 memset(&Controls,0,sizeof(control_info));
889 last_timer_value = timer_get_fixed_seconds();
894 extern int Saving_movie_frames;
895 int Movie_fixed_frametime;
897 #define Saving_movie_frames 0
898 #define Movie_fixed_frametime 0
901 //added on 8/18/98 by Victor Rachels to add maximum framerate
902 int maxfps = MAX_FPS;
905 void calc_frame_time()
907 fix timer_value,last_frametime = FrameTime;
909 #if defined(TIMER_TEST) && !defined(NDEBUG)
910 _last_frametime = last_frametime;
913 timer_value = timer_get_fixed_seconds();
914 FrameTime = timer_value - last_timer_value;
916 while (FrameTime < f1_0 / maxfps)
918 timer_delay(f1_0 / maxfps - FrameTime);
919 timer_value = timer_get_fixed_seconds();
920 FrameTime = timer_value - last_timer_value;
923 #if defined(TIMER_TEST) && !defined(NDEBUG)
924 _timer_value = timer_value;
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));
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!
937 #if defined(TIMER_TEST) && !defined(NDEBUG)
938 actual_last_timer_value = last_timer_value;
941 if ( Game_turbo_mode )
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;
949 last_timer_value = timer_value;
951 if (FrameTime < 0) //if bogus frametime...
952 FrameTime = last_frametime; //...then use time from last frame
955 if (fixed_frametime) FrameTime = fixed_frametime;
970 last_timer_value = timer_get_fixed_seconds();
978 #if defined(TIMER_TEST) && !defined(NDEBUG)
979 stop_count = start_count = 0;
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;
991 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
995 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
997 void move_player_2_segment(segment *seg,int side)
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);
1006 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1011 void game_draw_time_left()
1013 char temp_string[30];
1017 gr_set_curfont( GAME_FONT ); //GAME_FONT
1018 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1020 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1021 i=f2i(timevar-ThisLevelTime);
1024 sprintf( temp_string, "Time left: %d secs", i );
1027 gr_string(0, 32, temp_string );
1032 extern int Game_pause;
1035 void level_with_floor();
1037 void modex_clear_box(int x,int y,int w,int h)
1039 grs_canvas *temp_canv,*save_canv;
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);
1051 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1053 // mac routine to drop contents of screen to a pict file using copybits
1054 // save a PICT to a file
1057 void SavePictScreen(int multiplayer)
1060 int parid, i, count;
1061 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1064 PicHandle pict_handle;
1065 static int multi_count = 0;
1066 StandardFileReply sf_reply;
1068 // dump the contents of the GameWindow into a picture using copybits
1070 pict_handle = OpenPicture(&GameWindow->portRect);
1071 if (pict_handle == NULL)
1074 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1077 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1078 if (!getcwd(cwd, FILENAME_MAX))
1080 // create the fsspec
1082 sprintf(filename, "screen%d", multi_count++);
1083 pfilename = c2pstr(filename);
1086 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1087 if (!sf_reply.sfGood)
1089 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1090 if (sf_reply.sfReplacing)
1092 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1096 // parid = GetAppDirId();
1097 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1102 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1107 // write the PICT file
1108 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1110 memset(buf, 0, sizeof(buf));
1112 if ( FSWrite(fd, &count, buf) )
1114 count = GetHandleSize((Handle)pict_handle);
1115 HLock((Handle)pict_handle);
1116 if ( FSWrite(fd, &count, *pict_handle) ) {
1122 HUnlock((Handle)pict_handle);
1123 DisposeHandle((Handle)pict_handle);
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
1135 void save_screen_shot(int automap_flag)
1137 #if !defined(MACINTOSH)
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];
1153 // // Can't do screen shots in VR modes.
1154 // if ( VR_render_mode != VR_NONE )
1159 save_canv = grd_curcanv;
1161 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
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);
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);
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);
1179 gr_set_current_canvas(save_canv);
1181 if ( savenum > 99 ) savenum = 0;
1182 if ( stereo_savenum > 99 ) stereo_savenum = 0;
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);}
1189 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1192 sprintf(savename,"screen%02d.pcx",savenum++);
1193 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
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]);
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);
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;
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));
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);
1225 t1 = timer_get_fixed_seconds() + F1_0;
1227 gr_palette_read(pal); //get actual palette from the hardware
1228 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1230 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1232 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1234 gr_set_current_canvas(screen_canv);
1236 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1237 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1239 gr_free_canvas(temp_canv);
1241 gr_free_canvas(temp_canv2);
1243 gr_set_current_canvas(save_canv);
1249 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1250 grs_canvas *temp_canv, *save_canv;
1252 // Can't do screen shots in VR modes.
1253 if ( VR_render_mode != VR_NONE )
1258 save_canv = grd_curcanv;
1259 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
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] );
1268 if (Game_mode & GM_MULTI)
1275 gr_set_current_canvas(screen_canv);
1277 // if (!automap_flag)
1278 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1280 gr_free_canvas(temp_canv);
1282 gr_set_current_canvas(save_canv);
1291 void fly_init(object *obj)
1293 obj->control_type = CT_FLYING;
1294 obj->movement_type = MT_PHYSICS;
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);
1302 //void morph_test(), morph_step();
1305 // ------------------------------------------------------------------------------------
1307 void test_anim_states();
1311 //put up the help message
1318 extern int been_in_editor;
1320 // ------------------------------------------------------------------------------------
1321 void do_cloak_stuff(void)
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);
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
1337 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1345 // ------------------------------------------------------------------------------------
1346 void do_invulnerable_stuff(void)
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;
1353 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1355 if (Game_mode & GM_MULTI)
1357 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1358 maybe_drop_net_powerup(POW_INVULNERABILITY);
1361 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1368 ubyte Last_afterburner_state = 0;
1369 fix Last_afterburner_charge = 0;
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
1376 //@@// ------------------------------------------------------------------------------------
1377 //@@void afterburner_shake(void)
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;
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;
1390 // ------------------------------------------------------------------------------------
1392 extern void multi_send_sound_function (char,char);
1395 void do_afterburner_stuff(void)
1397 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1398 Afterburner_charge=0;
1400 if (Endlevel_sequence || Player_is_dead)
1402 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1404 multi_send_sound_function (0,0);
1408 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
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 );
1413 if (Game_mode & GM_MULTI)
1414 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
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));
1420 if (Game_mode & GM_MULTI)
1421 multi_send_sound_function (0,0);
1423 mprintf((0,"Killing afterburner sound\n"));
1427 //@@if (Controls.afterburner_state && Afterburner_charge)
1428 //@@ afterburner_shake();
1430 Last_afterburner_state = Controls.afterburner_state;
1431 Last_afterburner_charge = Afterburner_charge;
1434 // -- // ------------------------------------------------------------------------------------
1435 // -- // if energy < F1_0/2, recharge up to F1_0/2
1436 // -- void recharge_energy_frame(void)
1438 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1439 // -- Players[Player_num].energy += FrameTime/4;
1441 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1442 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
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
1449 extern fix Flash_effect;
1451 //adds to rgb values for palette flash
1452 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1456 PaletteRedAdd += _dr;
1457 PaletteGreenAdd += _dg;
1458 PaletteBlueAdd += _db;
1460 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1465 maxval = MAX_PALETTE_ADD;
1467 if (PaletteRedAdd > maxval)
1468 PaletteRedAdd = maxval;
1470 if (PaletteGreenAdd > maxval)
1471 PaletteGreenAdd = maxval;
1473 if (PaletteBlueAdd > maxval)
1474 PaletteBlueAdd = maxval;
1476 if (PaletteRedAdd < -maxval)
1477 PaletteRedAdd = -maxval;
1479 if (PaletteGreenAdd < -maxval)
1480 PaletteGreenAdd = -maxval;
1482 if (PaletteBlueAdd < -maxval)
1483 PaletteBlueAdd = -maxval;
1486 fix Time_flash_last_played;
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)
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
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
1510 // Part of hack system to force update of palette after exiting a menu.
1511 if (Time_flash_last_played) {
1513 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
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;
1521 Flash_effect -= FrameTime;
1522 if (Flash_effect < 0)
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);
1529 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1536 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1537 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1539 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1540 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1542 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1543 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1545 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1546 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1548 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1550 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1553 int Redsave, Bluesave, Greensave;
1555 void palette_save(void)
1557 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1560 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1562 void game_palette_step_up( int r, int g, int b )
1564 if ( VR_use_reg_code ) {
1565 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1567 gr_palette_step_up( r, g, b );
1571 void palette_restore(void)
1573 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1574 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1576 // Forces flash effect to fixup palette next frame.
1577 Time_flash_last_played = 0;
1580 extern void dead_player_frame(void);
1583 // --------------------------------------------------------------------------------------------------
1584 int allowed_to_fire_laser(void)
1586 if (Player_is_dead) {
1587 Global_missile_firing_count = 0;
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)
1600 fix Next_flare_fire_time = 0;
1601 #define FLARE_BIG_DELAY (F1_0*2)
1603 int allowed_to_fire_flare(void)
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.
1609 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1610 Next_flare_fire_time = GameTime + F1_0/4;
1612 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1617 int allowed_to_fire_missile(void)
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)
1629 void full_palette_save(void)
1632 apply_modified_palette();
1633 reset_palette_add();
1634 gr_palette_load( gr_palette );
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) );
1645 char pixel_double_help[64];
1648 char command_help[64], save_help[64], restore_help[64];
1651 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
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;
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;
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";
1667 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1669 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1671 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1673 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1675 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
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";
1683 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1685 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
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";
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;
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;
1701 full_palette_save();
1703 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1708 //temp function until Matt cleans up game sequencing
1709 extern void temp_reset_stuff_on_level();
1711 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1713 //deal with rear view - switch it on, or off, or whatever
1714 void check_rear_view()
1716 static int leave_mode;
1717 static fix entry_time;
1719 if ( Controls.rear_view_down_count ) { //key/button has gone down
1723 if (Cockpit_mode==CM_REAR_VIEW) {
1724 select_cockpit(Cockpit_mode_save);
1725 Cockpit_mode_save = -1;
1727 if (Newdemo_state == ND_STATE_RECORDING)
1728 newdemo_record_restore_rearview();
1732 if (Rear_view_leave_time <= 0)
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
1738 leave_mode = 0; // means wait for another key
1739 entry_time = timer_get_fixed_seconds();
1741 if (Cockpit_mode == CM_FULL_COCKPIT) {
1742 Cockpit_mode_save = Cockpit_mode;
1743 select_cockpit(CM_REAR_VIEW);
1745 if (Newdemo_state == ND_STATE_RECORDING)
1746 newdemo_record_rearview();
1750 if (Controls.rear_view_down_state) {
1752 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1757 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1759 if (leave_mode==1 && Rear_view) {
1761 if (Cockpit_mode==CM_REAR_VIEW) {
1762 select_cockpit(Cockpit_mode_save);
1763 Cockpit_mode_save = -1;
1765 if (Newdemo_state == ND_STATE_RECORDING)
1766 newdemo_record_restore_rearview();
1771 void reset_rear_view(void)
1774 if (Newdemo_state == ND_STATE_RECORDING)
1775 newdemo_record_restore_rearview();
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;
1790 int Config_menu_flag;
1794 int gr_renderstats = 0;
1795 // need to define "cheat" for renderstats
1796 int gr_badtexture = 0;
1797 // need to define "cheat" for badtexture
1799 int Cheats_enabled=0;
1801 extern int Laser_rapid_fire;
1802 extern void do_lunacy_on(), do_lunacy_off();
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;
1809 //turns off active cheats
1810 void turn_cheats_off()
1816 Weapon_info[i].homing_flag=OldHomingState[i];
1821 Interpolation_method=old_IntMethod;
1824 Buddy_dude_cheat = 0;
1828 Laser_rapid_fire = 0;
1829 Physics_cheat_flag = 0;
1831 Robots_kill_robots_cheat=0;
1832 Robot_firing_enabled = 1;
1835 //turns off all cheats & resets cheater flag
1836 void game_disable_cheats()
1844 // ----------------------------------------------------------------------------
1846 void game_setup(void)
1848 //@@int demo_playing=0;
1849 //@@int multi_game=0;
1851 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1852 do_lunacy_off(); // Restore true insane mode.
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;
1859 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1860 //@@ demo_playing = 1;
1861 //@@if ( Game_mode & GM_MULTI )
1862 //@@ multi_game = 1;
1864 set_screen_mode(SCREEN_GAME);
1865 reset_palette_add();
1867 set_warn_func(game_show_warning);
1871 //digi_init_sounds();
1873 //keyd_repeat = 0; // Don't allow repeat in game
1874 keyd_repeat = 1; // Do allow repeat in game
1877 //_MARK_("start of game");
1881 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1882 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1884 if (!check_obj_seg(ConsoleObject))
1885 move_player_2_segment(Cursegp,Curside);
1888 Viewer = ConsoleObject;
1889 fly_init(ConsoleObject);
1894 FrameTime = 0; //make first frame zero
1897 if (Current_level_num == 0) { //not a real level
1898 init_player_stats_game();
1905 game_flush_inputs();
1911 extern char IWasKicked;
1915 // ------------------------------------------------------------------------------------
1916 //this function is the game. called when game mode selected. runs until
1917 //editor mode or exit selected
1920 game_setup(); // Replaces what was here earlier.
1921 // Good for Windows Sake.
1924 ProfilerSetStatus(1);
1927 if ( setjmp(LeaveGame)==0 ) {
1933 Config_menu_flag = 0;
1935 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1937 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1938 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1941 player_shields = Players[Player_num].shields;
1943 ExtGameStatus=GAMESTAT_RUNNING;
1944 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1946 if (oldfov != cg_fov.value)
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);
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);
1961 //see if redbook song needs to be restarted
1962 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1964 if (Config_menu_flag) {
1965 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1967 if (!(Game_mode&GM_MULTI)) palette_restore();
1971 int save_w=Game_window_w,save_h=Game_window_h;
1973 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1974 Game_window_w=save_w; Game_window_h=save_h;
1976 last_drawn_cockpit[0] = -1;
1977 last_drawn_cockpit[1] = -1;
1980 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1982 fmode = Function_mode;
1983 Function_mode = FMODE_GAME;
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 );
1990 Function_mode = fmode;
1993 newdemo_stop_playback();
1994 Function_mode = FMODE_MENU;
1996 Function_mode = FMODE_GAME;
2000 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2006 fmode = Function_mode;
2007 Function_mode = FMODE_GAME;
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 );
2015 Function_mode = fmode;
2017 Function_mode = FMODE_GAME;
2023 if (Function_mode != FMODE_GAME)
2024 longjmp(LeaveGame,0);
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);
2034 ProfilerSetStatus(0);
2039 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2040 newdemo_stop_recording();
2046 if ( Newdemo_state == ND_STATE_PLAYBACK )
2047 newdemo_stop_playback();
2049 if (Cockpit_mode_save!=-1)
2051 Cockpit_mode=Cockpit_mode_save;
2052 Cockpit_mode_save=-1;
2055 if (Function_mode != FMODE_EDITOR)
2056 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2058 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2059 //@@ scores_maybe_add_player(Game_aborted);
2063 //_MARK_("end of game");
2066 clear_warn_func(game_show_warning); //don't use this func anymore
2068 game_disable_cheats();
2071 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2075 //called at the end of the program
2078 if (VR_offscreen_buffer) {
2079 gr_free_canvas(VR_offscreen_buffer);
2080 VR_offscreen_buffer = NULL;
2083 close_gauge_canvases();
2085 restore_effect_bitmap_icons();
2087 if (background_bitmap.bm_data)
2088 d_free(background_bitmap.bm_data);
2090 clear_warn_func(game_show_warning); //don't use this func anymore
2093 grs_canvas * get_current_game_screen()
2095 return &VR_screen_pages[VR_current_page];
2099 extern void kconfig_center_headset();
2103 void speedtest_frame(void);
2104 int Debug_slowdown=0;
2108 extern void player_follow_path(object *objp);
2109 extern void check_create_player_path(void);
2113 extern int Do_appearance_effect;
2115 object *Missile_viewer=NULL;
2117 int Missile_view_enabled = 1;
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};
2123 //returns ptr to escort robot, or NULL
2124 object *find_escort()
2128 for (i=0; i<=Highest_object_index; i++)
2129 if (Objects[i].type == OBJ_ROBOT)
2130 if (Robot_info[Objects[i].id].companion)
2136 extern void process_super_mines_frame(void);
2137 extern void do_seismic_stuff(void);
2140 int Saving_movie_frames=0;
2141 int __Movie_frame_num=0;
2143 #define MAX_MOVIE_BUFFER_FRAMES 250
2144 #define MOVIE_FRAME_SIZE (320 * 200)
2146 ubyte *Movie_frame_buffer;
2147 int Movie_frame_counter;
2148 ubyte Movie_pal[768];
2149 char movie_path[50] = ".\\";
2151 grs_bitmap Movie_bm;
2153 void flush_movie_buffer()
2160 mprintf((0,"Flushing movie buffer..."));
2162 Movie_bm.bm_data = Movie_frame_buffer;
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;
2171 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2174 Movie_frame_counter=0;
2176 mprintf((0,"done \n"));
2181 void toggle_movie_saving()
2185 Saving_movie_frames = !Saving_movie_frames;
2187 if (Saving_movie_frames) {
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 );
2194 Saving_movie_frames = 0;
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,"\\");
2204 if (!Movie_frame_buffer) {
2205 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2206 if (!Movie_frame_buffer) {
2208 Saving_movie_frames=0;
2211 Movie_frame_counter=0;
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;
2221 gr_palette_read(Movie_pal); //get actual palette from the hardware
2223 if (Newdemo_state == ND_STATE_PLAYBACK)
2224 Newdemo_do_interpolate = 0;
2228 flush_movie_buffer();
2230 if (Newdemo_state == ND_STATE_PLAYBACK)
2231 Newdemo_do_interpolate = 1;
2236 void save_movie_frame()
2238 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2240 Movie_frame_counter++;
2242 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2243 flush_movie_buffer();
2249 extern int Level_shake_duration;
2251 //if water or fire level, make occasional sound
2252 void do_ambient_sounds()
2254 int has_water,has_lava;
2257 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2258 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
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;
2265 else if (has_water) //just water
2266 sound = SOUND_AMBIENT_WATER;
2270 if (((d_rand() << 3) < FrameTime)) { //play the sound
2271 fix volume = d_rand() + f1_0/2;
2272 digi_play_sample(sound,volume);
2276 // -- extern void lightning_frame(void);
2278 void game_render_frame();
2279 extern void omega_charge_frame(void);
2281 extern time_t t_current_time, t_saved_time;
2283 void flicker_lights();
2285 void GameLoop(int RenderFlag, int ReadControlsFlag )
2288 // Used to slow down frame rate for testing things.
2289 // RenderFlag = 1; // DEBUG
2290 if (Debug_slowdown) {
2293 for (h=0; h<Debug_slowdown; h++)
2294 for (i=0; i<1000; i++)
2299 cmd_queue_process();
2302 if (FindArg("-invulnerability"))
2303 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
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();
2311 do_invulnerable_stuff();
2312 remove_obsolete_stuck_objects();
2314 do_final_boss_frame();
2315 // -- lightning_frame();
2316 // -- recharge_energy_frame();
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)) {
2323 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2326 if (Game_mode & GM_MULTI)
2327 multi_send_flags(Player_num);
2334 if (Players[Player_num].energy <= 0) {
2335 Players[Player_num].energy = 0;
2336 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2338 if (Game_mode & GM_MULTI)
2339 multi_send_flags(Player_num);
2346 check_create_player_path();
2347 player_follow_path(ConsoleObject);
2351 if (Game_mode & GM_MULTI)
2354 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2355 multi_check_for_killgoal_winner();
2361 if (force_cockpit_redraw) { //screen need redrawing?
2363 force_cockpit_redraw=0;
2365 game_render_frame();
2366 //show_extra_views(); //missile view, buddy bot, etc.
2369 if (Saving_movie_frames)
2376 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2380 dead_player_frame();
2381 if (Newdemo_state != ND_STATE_PLAYBACK)
2382 do_controlcen_dead_frame();
2384 process_super_mines_frame();
2386 do_ambient_sounds();
2393 if (ReadControlsFlag)
2396 memset(&Controls, 0, sizeof(Controls));
2398 GameTime += FrameTime;
2400 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2401 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
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"));
2409 if (FindArg("-checktime") != 0)
2410 if (GameTime >= i2f(600)) //wrap after 10 minutes
2411 GameTime = FrameTime;
2415 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2416 ThisLevelTime +=FrameTime;
2421 if (Endlevel_sequence) {
2422 do_endlevel_frame();
2423 powerup_grab_cheat_all();
2424 do_special_effects();
2425 return; //skip everything else
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();
2437 if (Control_center_destroyed) {
2438 if (Newdemo_state==ND_STATE_RECORDING )
2439 newdemo_record_control_center_destroyed();
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
2450 { // Note the link to above!
2452 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2455 powerup_grab_cheat_all();
2457 if (Endlevel_sequence) //might have been started during move
2460 fuelcen_update_all();
2464 if (allowed_to_fire_laser())
2465 FireLaser(); // Fire Laser!
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;
2474 vms_vector rand_vec;
2477 Global_laser_firing_count = 0;
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);
2483 bump_amount = F1_0*4;
2485 if (Fusion_charge > F1_0*2)
2486 bump_amount = Fusion_charge*4;
2488 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
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);
2499 if (Global_laser_firing_count < 0)
2500 Global_laser_firing_count = 0;
2503 if (Do_appearance_effect) {
2504 create_player_appearance_effect(ConsoleObject);
2505 Do_appearance_effect = 0;
2507 if ((Game_mode & GM_MULTI) && Netgame.invul)
2509 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2510 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2517 omega_charge_frame();
2521 //!!hoard_light_pulse(); //do cool hoard light pulsing
2525 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2526 //!!extern int Hoard_goal_eclip;
2528 //!!//do cool pulsing lights in hoard goals
2529 //!!hoard_light_pulse()
2531 //!! if (Game_mode & GM_HOARD) {
2535 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2539 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2542 //!! light = abs(frame - 5) * f1_0 / 5;
2544 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2549 ubyte Slide_segs[MAX_SEGMENTS];
2550 int Slide_segs_computed;
2552 void compute_slide_segs(void)
2554 int segnum, sidenum;
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;
2565 Slide_segs_computed = 1;
2568 // -----------------------------------------------------------------------------
2569 void slide_textures(void)
2571 int segnum,sidenum,i;
2573 if (!Slide_segs_computed)
2574 compute_slide_segs();
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) {
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) {
2588 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2590 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2593 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2595 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2598 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2600 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2603 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2613 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2615 int Num_flickering_lights=0;
2617 void flicker_lights()
2620 flickering_light *f;
2622 f = Flickering_lights;
2624 for (l=0;l<Num_flickering_lights;l++,f++) {
2625 segment *segp = &Segments[f->segnum];
2627 //make sure this is actually a light
2628 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2630 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2633 if (f->timer == 0x80000000) //disabled
2636 if ((f->timer -= FrameTime) < 0) {
2638 while (f->timer < 0)
2639 f->timer += f->delay;
2641 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2644 add_light(f->segnum,f->sidenum);
2646 subtract_light(f->segnum,f->sidenum);
2651 //returns ptr to flickering light structure, or NULL if can't find
2652 flickering_light *find_flicker(int segnum,int sidenum)
2655 flickering_light *f;
2657 //see if there's already an entry for this seg/side
2659 f = Flickering_lights;
2661 for (l=0;l<Num_flickering_lights;l++,f++)
2662 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2668 //turn flickering off (because light has been turned off)
2669 void disable_flicker(int segnum,int sidenum)
2671 flickering_light *f;
2673 if ((f=find_flicker(segnum,sidenum)) != NULL)
2674 f->timer = 0x80000000;
2677 //turn flickering off (because light has been turned on)
2678 void enable_flicker(int segnum,int sidenum)
2680 flickering_light *f;
2682 if ((f=find_flicker(segnum,sidenum)) != NULL)
2689 //returns 1 if ok, 0 if error
2690 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2693 flickering_light *f;
2695 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2697 //see if there's already an entry for this seg/side
2699 f = Flickering_lights;
2701 for (l=0;l<Num_flickering_lights;l++,f++)
2702 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2705 if (mask==0) { //clearing entry
2706 if (l == Num_flickering_lights)
2710 for (i=l;i<Num_flickering_lights-1;i++)
2711 Flickering_lights[i] = Flickering_lights[i+1];
2712 Num_flickering_lights--;
2717 if (l == Num_flickering_lights) {
2718 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2721 Num_flickering_lights++;
2725 f->sidenum = sidenum;
2726 f->delay = f->timer = delay;
2734 // -----------------------------------------------------------------------------
2735 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
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);
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;
2746 if (Fusion_charge == 0)
2747 Players[Player_num].energy -= F1_0*2;
2749 Fusion_charge += FrameTime;
2750 Players[Player_num].energy -= FrameTime;
2752 if (Players[Player_num].energy <= 0) {
2753 Players[Player_num].energy = 0;
2754 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2756 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2757 // Fire the fusion cannon at this time in the future.
2759 if (Fusion_charge < F1_0*2)
2760 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2762 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2764 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2765 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
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);
2772 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2773 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2775 if (Game_mode & GM_MULTI)
2776 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2779 Fusion_last_sound_time = GameTime;
2780 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
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)
2797 Assert(Objects[objnum].type == OBJ_POWERUP);
2799 powerup_size = Objects[objnum].size;
2800 player_size = player->size;
2802 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2804 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2805 vms_vector collision_point;
2807 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2808 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
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)
2823 segp = &Segments[ConsoleObject->segnum];
2824 objnum = segp->objects;
2826 while (objnum != -1) {
2827 if (Objects[objnum].type == OBJ_POWERUP)
2828 powerup_grab_cheat(ConsoleObject, objnum);
2829 objnum = Objects[objnum].next;
2834 int Last_level_path_created = -1;
2836 #ifdef SHOW_EXIT_PATH
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)
2844 object *objp = ConsoleObject;
2845 short player_path_length=0;
2846 int player_hide_index=-1;
2848 if (Last_level_path_created == Current_level_num) {
2852 Last_level_path_created = Current_level_num;
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));
2859 player_hide_index = Point_segs_free_ptr - Point_segs;
2860 Point_segs_free_ptr += player_path_length;
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();
2868 for (i=1; i<player_path_length; i++) {
2870 vms_vector seg_center;
2873 segnum = Point_segs[player_hide_index+i].segnum;
2874 mprintf((0, "%3i ", segnum));
2875 seg_center = Point_segs[player_hide_index+i].point;
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);
2879 Int3(); // Unable to drop energy powerup for path
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;
2894 // Return true if it happened, else return false.
2895 int create_special_path(void)
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);
2914 int Max_obj_count_mike = 0;
2916 // Shows current number of used objects.
2917 void show_free_objects(void)
2919 if (!(FrameCount & 8)) {
2923 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2925 for (i=0; i<=Highest_object_index; i++)
2926 if (Objects[i].type != OBJ_NONE)
2929 mprintf((0, "%3i", count));
2931 if (count > Max_obj_count_mike) {
2932 Max_obj_count_mike = count;
2933 mprintf((0, " ***"));
2944 * reads a flickering_light structure from a CFILE
2946 void flickering_light_read(flickering_light *fl, CFILE *fp)
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);
2955 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
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);