1 /* $Id: game.c,v 1.44 2006-11-26 01:05:24 chris Exp $ */
3 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
4 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
5 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
6 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
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8 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
9 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
10 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
11 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
12 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
17 * Game loop for Inferno
26 char game_rcsid[] = "$Id: game.c,v 1.44 2006-11-26 01:05:24 chris Exp $";
39 #include <StandardFile.h>
40 #include <Quickdraw.h>
103 #include "controls.h"
109 #include "cntrlcen.h"
113 #include "multibot.h"
116 #include "playsave.h"
120 int VGA_current_mode;
123 #include <profiler.h>
126 //#define TEST_TIMER 1 //if this is set, do checking on timer
128 #define SHOW_EXIT_PATH 1
131 #include "editor/editor.h"
136 #if __WATCOMC__ < 1000
137 #include <wsample.h> //should come after inferno.h to get mark setting
142 extern void ReadControls(void); // located in gamecntl.c
143 extern int Current_display_mode;
144 extern void do_final_boss_frame(void);
146 int Speedtest_on = 0;
149 int Mark_count = 0; // number of debugging marks set
150 int Speedtest_start_time;
151 int Speedtest_segnum;
152 int Speedtest_sidenum;
153 int Speedtest_frame_start;
154 int Speedtest_count=0; // number of times to do the debug test.
157 static fix last_timer_value=0;
160 #if defined(TIMER_TEST) && !defined(NDEBUG)
161 fix _timer_value,actual_last_timer_value,_last_frametime;
162 int stop_count,start_count;
163 int time_stopped,time_started;
166 int VR_screen_mode = 0;
168 ubyte VR_screen_flags = 0; //see values in screens.h
169 ubyte VR_current_page = 0;
170 fix VR_eye_width = F1_0;
171 int VR_render_mode = VR_NONE;
172 int VR_low_res = 3; // Default to low res
174 int VR_sensitivity = 1; // 0 - 2
177 int VR_eye_offset = 0;
178 int VR_eye_switch = 0;
179 int VR_eye_offset_changed = 0;
180 int VR_use_reg_code = 0;
182 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
183 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
184 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
185 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
186 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
188 //do menus work in 640x480 or 320x200?
189 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
190 int MenuHiresAvailable = 1; //can we do highres menus?
191 int MenuHires = 1; //are we currently in highres menus?
193 int Debug_pause=0; //John's debugging pause system
195 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
197 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
198 int force_cockpit_redraw=0;
201 cvar_t r_framerate = {"show_fps", "0"};
202 cvar_t cg_fov = {"fov", "30"};
204 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
206 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
208 int *Toggle_var = &Dummy_var;
211 //flag for whether initial fade-in has been done
215 #ifndef NDEBUG //these only exist if debugging
217 int Game_double_buffer = 1; //double buffer by default
218 fix fixed_frametime=0; //if non-zero, set frametime to this
222 int Game_suspended=0; //if non-zero, nothing moves but player
225 fix Auto_fire_fusion_cannon_time = 0;
226 fix Fusion_charge = 0;
227 fix Fusion_next_sound_time = 0;
228 fix Fusion_last_sound_time = 0;
231 int Game_turbo_mode = 0;
233 int Game_mode = GM_GAME_OVER;
235 int Global_laser_firing_count = 0;
236 int Global_missile_firing_count = 0;
238 grs_bitmap background_bitmap;
242 #define BACKGROUND_NAME "statback.pcx"
244 // Function prototypes for GAME.C exclusively.
246 void GameLoop(int RenderFlag, int ReadControlsFlag);
247 void FireLaser(void);
248 void slide_textures(void);
249 void powerup_grab_cheat_all(void);
252 extern void multi_check_for_killgoal_winner();
253 extern void RestoreGameSurfaces();
257 void grow_window(void);
258 void shrink_window(void);
262 void fill_background();
265 void show_framerate(void);
266 void ftoa(char *string, fix f);
269 extern ubyte DefiningMarkerMessage;
270 extern char Marker_input[];
272 // ==============================================================================================
274 extern char john_head_on;
276 void load_background_bitmap()
281 if (background_bitmap.bm_data)
282 d_free(background_bitmap.bm_data);
284 background_bitmap.bm_data=NULL;
285 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
286 if (pcx_error != PCX_ERROR_NONE)
287 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
288 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
292 //this is called once per game
295 atexit(close_game); //for cleanup
299 init_special_effects();
303 init_exploding_walls();
305 load_background_bitmap();
307 Clear_window = 2; // do portal only window clear.
309 set_detail_level_parameters(Detail_level);
312 cvar_registervariable(&r_framerate);
313 cvar_registervariable(&cg_fov);
318 void reset_palette_add()
323 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
327 void game_show_warning(char *s)
330 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
333 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
335 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
340 //these should be in gr.h
341 #define cv_w cv_bitmap.bm_w
342 #define cv_h cv_bitmap.bm_h
344 //added 3/24/99 by Owen Evans for screen res changing
345 u_int32_t Game_screen_mode = 0;
347 int Game_window_x = 0;
348 int Game_window_y = 0;
349 int Game_window_w = 0;
350 int Game_window_h = 0;
351 int max_window_w = 0;
352 int max_window_h = 0;
354 extern void newdemo_record_cockpit_change(int);
356 //initialize the various canvases on the game screen
357 //called every time the screen mode or cockpit changes
360 // int minx, maxx, miny, maxy;
362 //Initialize the on-screen canvases
364 if (Newdemo_state==ND_STATE_RECORDING) {
365 newdemo_record_cockpit_change(Cockpit_mode);
368 if ( VR_render_mode != VR_NONE )
369 Cockpit_mode = CM_FULL_SCREEN;
371 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
372 Cockpit_mode = CM_FULL_SCREEN;
374 if ( Screen_mode == SCREEN_EDITOR )
375 Cockpit_mode = CM_FULL_SCREEN;
377 gr_set_current_canvas(NULL);
378 gr_set_curfont( GAME_FONT );
380 switch( Cockpit_mode ) {
381 case CM_FULL_COCKPIT:
384 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)].index];
386 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(Current_display_mode?(Num_cockpits/2):0)]);
388 gr_set_current_canvas(VR_offscreen_buffer);
390 gr_bitmap( 0, 0, bm );
391 bm = &VR_offscreen_buffer->cv_bitmap;
392 bm->bm_flags = BM_FLAG_TRANSPARENT;
393 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
396 if (Cockpit_mode == CM_FULL_COCKPIT)
397 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
398 else if (Cockpit_mode == CM_REAR_VIEW)
399 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);
405 max_window_h = grd_curscreen->sc_h;
407 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
408 Game_window_h = max_window_h;
410 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
411 Game_window_w = max_window_w;
413 Game_window_x = (max_window_w - Game_window_w)/2;
414 Game_window_y = (max_window_h - Game_window_h)/2;
416 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
421 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
423 if (Game_window_h > max_window_h)
424 Game_window_h = max_window_h;
426 if (Game_window_w > max_window_w)
427 Game_window_w = max_window_w;
429 Game_window_x = (max_window_w - Game_window_w)/2;
430 Game_window_y = (max_window_h - Game_window_h)/2;
432 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
438 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
439 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
440 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
442 game_init_render_sub_buffers( x, y, w, h );
448 gr_set_current_canvas(NULL);
451 //selects a given cockpit (or lack of one). See types in game.h
452 void select_cockpit(int mode)
454 if (mode != Cockpit_mode) { //new mode
460 extern int last_drawn_cockpit[2];
462 //force cockpit redraw next time. call this if you've trashed the screen
465 force_cockpit_redraw=1;
466 last_drawn_cockpit[0] = -1;
467 last_drawn_cockpit[1] = -1;
470 // void HUD_clear_messages(); //Already declared in gauges.h
473 void VR_reset_params()
475 VR_eye_width = VR_SEPARATION;
476 VR_eye_offset = VR_PIXEL_SHIFT;
477 VR_eye_offset_changed = 2;
480 void game_init_render_sub_buffers( int x, int y, int w, int h )
482 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
483 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
487 // Sets up the canvases we will be rendering to (NORMAL VERSION)
488 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
490 // if (vga_check_mode(screen_mode) != 0)
491 // Error("Cannot set requested video mode");
493 VR_screen_mode = screen_mode;
495 VR_screen_flags = flags;
499 VR_render_mode = render_method;
501 Game_window_w = render_w;
502 Game_window_h = render_h;
504 if (VR_offscreen_buffer) {
505 gr_free_canvas(VR_offscreen_buffer);
508 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
509 if ( render_h*2 < 200 ) {
510 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
513 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
516 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
517 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
520 if ( render_h < 200 ) {
521 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
524 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
528 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
531 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
532 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
535 game_init_render_sub_buffers( 0, 0, render_w, render_h );
538 //called to get the screen in a mode compatible with popup menus.
539 //if we can't have popups over the game screen, switch to menu mode.
540 void set_popup_screen(void)
542 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
544 #ifndef OGL // always have to switch to menu mode
545 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
548 set_screen_mode(SCREEN_MENU); //must switch to menu mode
553 //called to change the screen mode. Parameter sm is the new mode, one of
554 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
555 //mode if cannot init requested mode)
556 int set_screen_mode(int sm)
559 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
560 gr_set_current_canvas( Canv_editor );
565 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
566 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
571 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
572 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
573 ogl_set_screen_mode();
584 switch( Screen_mode )
590 MenuHires = MenuHiresAvailable; //do highres if we can
592 menu_mode = MenuHires?SM(640,480):SM(320,200);
594 if (VGA_current_mode != menu_mode) {
595 if (gr_set_mode(menu_mode))
596 Error("Cannot set screen mode for menu");
597 if (!gr_palette_faded_out)
598 gr_palette_load(gr_palette);
601 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
602 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
604 FontHires = FontHiresAvailable && MenuHires;
610 if (VGA_current_mode != VR_screen_mode) {
611 if (gr_set_mode(VR_screen_mode)) {
612 Error("Cannot set desired screen mode for game!");
613 //we probably should do something else here, like select a standard mode
616 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
622 if ( VR_render_mode == VR_NONE )
624 max_window_w = grd_curscreen->sc_w;
625 max_window_h = grd_curscreen->sc_h;
627 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
628 if (Cockpit_mode == CM_STATUS_BAR)
629 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(Current_display_mode?(Num_cockpits/2):0)].index].bm_h;
631 else if (Cockpit_mode != CM_LETTERBOX)
632 Cockpit_mode = CM_FULL_SCREEN;
634 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
635 Game_window_w = max_window_w;
636 Game_window_h = max_window_h;
641 Cockpit_mode = CM_FULL_SCREEN;
643 // Define screen pages for game mode
644 // If we designate through screen_flags to use paging, then do so.
645 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
647 if ( VR_screen_flags&VRF_USE_PAGING )
648 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 );
650 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
654 FontHires = FontHiresAvailable && (MenuHires = ((Current_display_mode != 0) && (Current_display_mode != 2)));
656 if ( VR_render_mode != VR_NONE ) {
657 // for 640x480 or higher, use hires font.
658 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
668 if (grd_curscreen->sc_mode != SM(800,600)) {
670 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
671 Warning("Cannot init editor screen (error=%d)",gr_error);
675 gr_palette_load( gr_palette );
677 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
678 Canv_editor = &VR_editor_canvas;
679 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
680 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
681 gr_set_current_canvas( Canv_editor );
682 init_editor_screen(); //setup other editor stuff
686 Error("Invalid screen mode %d",sm);
691 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
693 if ( VR_screen_flags&VRF_USE_PAGING )
694 gr_show_canvas( &VR_screen_pages[VR_current_page] );
696 ogl_set_screen_mode();
702 int gr_toggle_fullscreen_game(void){
703 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
705 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
706 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
707 //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.
708 // generic_key_handler(KEY_PADENTER,0);
709 // generic_key_handler(KEY_ENTER, 0);
714 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
719 int arch_toggle_fullscreen_menu(void);
721 int gr_toggle_fullscreen_menu(void){
722 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
724 i=arch_toggle_fullscreen_menu();
726 // generic_key_handler(KEY_PADENTER,0);
727 // generic_key_handler(KEY_ENTER, 0);
736 static int timer_paused=0;
740 if (timer_paused==0) {
742 time = timer_get_fixed_seconds();
743 last_timer_value = time - last_timer_value;
744 if (last_timer_value < 0) {
745 #if defined(TIMER_TEST) && !defined(NDEBUG)
746 Int3(); //get Matt!!!!
748 last_timer_value = 0;
750 #if defined(TIMER_TEST) && !defined(NDEBUG)
756 #if defined(TIMER_TEST) && !defined(NDEBUG)
764 Assert(timer_paused >= 0);
765 if (timer_paused==0) {
767 time = timer_get_fixed_seconds();
768 #if defined(TIMER_TEST) && !defined(NDEBUG)
769 if (last_timer_value < 0)
770 Int3(); //get Matt!!!!
772 last_timer_value = time - last_timer_value;
773 #if defined(TIMER_TEST) && !defined(NDEBUG)
778 #if defined(TIMER_TEST) && !defined(NDEBUG)
783 MAC(extern ubyte joydefs_calibrating;)
785 void game_flush_inputs()
792 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
794 mouse_get_delta( &dx, &dy ); // Read mouse
795 memset(&Controls,0,sizeof(control_info));
800 last_timer_value = timer_get_fixed_seconds();
805 extern int Saving_movie_frames;
806 int Movie_fixed_frametime;
808 #define Saving_movie_frames 0
809 #define Movie_fixed_frametime 0
812 //added on 8/18/98 by Victor Rachels to add maximum framerate
813 int maxfps = MAX_FPS;
816 void calc_frame_time()
818 fix timer_value,last_frametime = FrameTime;
820 #if defined(TIMER_TEST) && !defined(NDEBUG)
821 _last_frametime = last_frametime;
824 timer_value = timer_get_fixed_seconds();
825 FrameTime = timer_value - last_timer_value;
827 while (FrameTime < f1_0 / maxfps)
829 timer_delay(f1_0 / maxfps - FrameTime);
830 timer_value = timer_get_fixed_seconds();
831 FrameTime = timer_value - last_timer_value;
834 #if defined(TIMER_TEST) && !defined(NDEBUG)
835 _timer_value = timer_value;
839 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
840 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
842 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
843 // if ( !dpmi_virtual_memory )
844 // Int3(); //Get MATT if hit this!
848 #if defined(TIMER_TEST) && !defined(NDEBUG)
849 actual_last_timer_value = last_timer_value;
852 if ( Game_turbo_mode )
855 // Limit frametime to be between 5 and 150 fps.
856 RealFrameTime = FrameTime;
857 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
858 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
860 last_timer_value = timer_value;
862 if (FrameTime < 0) //if bogus frametime...
863 FrameTime = last_frametime; //...then use time from last frame
866 if (fixed_frametime) FrameTime = fixed_frametime;
881 last_timer_value = timer_get_fixed_seconds();
889 #if defined(TIMER_TEST) && !defined(NDEBUG)
890 stop_count = start_count = 0;
893 // Set value to determine whether homing missile can see target.
894 // The lower frametime is, the more likely that it can see its target.
895 if (FrameTime <= F1_0/64)
896 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
897 else if (FrameTime < F1_0/32)
898 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
899 else if (FrameTime < F1_0/4)
900 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;
902 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
906 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
908 void move_player_2_segment(segment *seg,int side)
912 compute_segment_center(&ConsoleObject->pos,seg);
913 compute_center_point_on_side(&vp,seg,side);
914 vm_vec_sub2(&vp,&ConsoleObject->pos);
915 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
917 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
922 void game_draw_time_left()
924 char temp_string[30];
928 gr_set_curfont( GAME_FONT ); //GAME_FONT
929 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
931 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
932 i=f2i(timevar-ThisLevelTime);
935 sprintf( temp_string, "Time left: %d secs", i );
938 gr_string(0, 32, temp_string );
943 extern int Game_pause;
946 void level_with_floor();
948 void modex_clear_box(int x,int y,int w,int h)
950 grs_canvas *temp_canv,*save_canv;
952 save_canv = grd_curcanv;
953 temp_canv = gr_create_canvas(w,h);
954 gr_set_current_canvas(temp_canv);
955 gr_clear_canvas(BM_XRGB(0,0,0));
956 gr_set_current_canvas(save_canv);
957 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
958 gr_free_canvas(temp_canv);
962 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
964 // mac routine to drop contents of screen to a pict file using copybits
965 // save a PICT to a file
968 void SavePictScreen(int multiplayer)
972 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
975 PicHandle pict_handle;
976 static int multi_count = 0;
977 StandardFileReply sf_reply;
979 // dump the contents of the GameWindow into a picture using copybits
981 pict_handle = OpenPicture(&GameWindow->portRect);
982 if (pict_handle == NULL)
985 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
988 // get the cwd to restore with chdir when done -- this keeps the mac world sane
989 if (!getcwd(cwd, FILENAME_MAX))
993 sprintf(filename, "screen%d", multi_count++);
994 pfilename = c2pstr(filename);
997 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
998 if (!sf_reply.sfGood)
1000 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1001 if (sf_reply.sfReplacing)
1003 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1007 // parid = GetAppDirId();
1008 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1013 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1018 // write the PICT file
1019 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1021 memset(buf, 0, sizeof(buf));
1023 if ( FSWrite(fd, &count, buf) )
1025 count = GetHandleSize((Handle)pict_handle);
1026 HLock((Handle)pict_handle);
1027 if ( FSWrite(fd, &count, *pict_handle) ) {
1033 HUnlock((Handle)pict_handle);
1034 DisposeHandle((Handle)pict_handle);
1042 //automap_flag is now unused, since we just check if the screen we're
1043 //writing to is modex
1044 //if called from automap, current canvas is set to visible screen
1046 void save_screen_shot(int automap_flag)
1048 #if !defined(MACINTOSH)
1051 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1052 grs_font *save_font;
1053 static int savenum=0;
1054 static int stereo_savenum=0;
1055 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1056 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1064 // // Can't do screen shots in VR modes.
1065 // if ( VR_render_mode != VR_NONE )
1070 save_canv = grd_curcanv;
1072 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1076 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1077 gr_set_current_canvas(temp_canv);
1078 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1080 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1081 gr_set_current_canvas(temp_canv2);
1082 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1085 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1086 gr_set_current_canvas(temp_canv);
1087 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1090 gr_set_current_canvas(save_canv);
1092 if ( savenum > 99 ) savenum = 0;
1093 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1096 sprintf(savename,"left%02d.pcx",stereo_savenum);
1097 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1098 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1100 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1103 sprintf(savename,"screen%02d.pcx",savenum++);
1104 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1107 if (!automap_flag) //if from automap, curcanv is already visible canv
1108 gr_set_current_canvas(NULL);
1109 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1110 if (!automap_flag && modex_flag)
1111 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1113 save_font = grd_curcanv->cv_font;
1114 gr_set_curfont(GAME_FONT);
1115 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1116 gr_get_string_size(message,&w,&h,&aw);
1121 //I changed how these coords were calculated for the high-res automap. -MT
1122 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1123 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1124 x = (grd_curcanv->cv_w-w)/2;
1125 y = (grd_curcanv->cv_h-h)/2;
1128 modex_clear_box(x-2,y-2,w+4,h+4);
1129 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1131 gr_setcolor(gr_find_closest_color_current(0,0,0));
1132 gr_rect(x-2,y-2,x+w+2,y+h+2);
1133 gr_printf(x,y,message);
1134 gr_set_curfont(save_font);
1136 t1 = timer_get_fixed_seconds() + F1_0;
1138 gr_palette_read(pal); //get actual palette from the hardware
1139 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1141 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1143 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1145 gr_set_current_canvas(screen_canv);
1147 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1148 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1150 gr_free_canvas(temp_canv);
1152 gr_free_canvas(temp_canv2);
1154 gr_set_current_canvas(save_canv);
1160 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1161 grs_canvas *temp_canv, *save_canv;
1163 // Can't do screen shots in VR modes.
1164 if ( VR_render_mode != VR_NONE )
1169 save_canv = grd_curcanv;
1170 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1173 gr_set_current_canvas( temp_canv );
1174 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1175 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1179 if (Game_mode & GM_MULTI)
1186 gr_set_current_canvas(screen_canv);
1188 // if (!automap_flag)
1189 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1191 gr_free_canvas(temp_canv);
1193 gr_set_current_canvas(save_canv);
1202 void fly_init(object *obj)
1204 obj->control_type = CT_FLYING;
1205 obj->movement_type = MT_PHYSICS;
1207 vm_vec_zero(&obj->mtype.phys_info.velocity);
1208 vm_vec_zero(&obj->mtype.phys_info.thrust);
1209 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1210 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1213 //void morph_test(), morph_step();
1216 // ------------------------------------------------------------------------------------
1218 void test_anim_states();
1222 //put up the help message
1229 extern int been_in_editor;
1231 // ------------------------------------------------------------------------------------
1232 void do_cloak_stuff(void)
1235 for (i = 0; i < N_players; i++)
1236 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1237 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1238 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1239 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1240 if (i == Player_num) {
1241 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1243 if (Game_mode & GM_MULTI)
1244 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1245 maybe_drop_net_powerup(POW_CLOAK);
1246 multi_send_decloak(); // For demo recording
1248 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1256 // ------------------------------------------------------------------------------------
1257 void do_invulnerable_stuff(void)
1259 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1260 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1261 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1264 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1266 if (Game_mode & GM_MULTI)
1268 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1269 maybe_drop_net_powerup(POW_INVULNERABILITY);
1272 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1279 ubyte Last_afterburner_state = 0;
1280 fix Last_afterburner_charge = 0;
1282 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1283 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1287 //@@// ------------------------------------------------------------------------------------
1288 //@@void afterburner_shake(void)
1292 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1293 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1295 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1296 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1297 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1301 // ------------------------------------------------------------------------------------
1303 extern void multi_send_sound_function (char,char);
1306 void do_afterburner_stuff(void)
1308 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1309 Afterburner_charge=0;
1311 if (Endlevel_sequence || Player_is_dead)
1313 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1315 multi_send_sound_function (0,0);
1319 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1321 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1322 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1324 if (Game_mode & GM_MULTI)
1325 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1328 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1329 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1331 if (Game_mode & GM_MULTI)
1332 multi_send_sound_function (0,0);
1334 mprintf((0,"Killing afterburner sound\n"));
1338 //@@if (Controls.afterburner_state && Afterburner_charge)
1339 //@@ afterburner_shake();
1341 Last_afterburner_state = Controls.afterburner_state;
1342 Last_afterburner_charge = Afterburner_charge;
1345 // -- // ------------------------------------------------------------------------------------
1346 // -- // if energy < F1_0/2, recharge up to F1_0/2
1347 // -- void recharge_energy_frame(void)
1349 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1350 // -- Players[Player_num].energy += FrameTime/4;
1352 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1353 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1357 // Amount to diminish guns towards normal, per second.
1358 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1360 extern fix Flash_effect;
1362 //adds to rgb values for palette flash
1363 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1367 PaletteRedAdd += _dr;
1368 PaletteGreenAdd += _dg;
1369 PaletteBlueAdd += _db;
1371 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1376 maxval = MAX_PALETTE_ADD;
1378 if (PaletteRedAdd > maxval)
1379 PaletteRedAdd = maxval;
1381 if (PaletteGreenAdd > maxval)
1382 PaletteGreenAdd = maxval;
1384 if (PaletteBlueAdd > maxval)
1385 PaletteBlueAdd = maxval;
1387 if (PaletteRedAdd < -maxval)
1388 PaletteRedAdd = -maxval;
1390 if (PaletteGreenAdd < -maxval)
1391 PaletteGreenAdd = -maxval;
1393 if (PaletteBlueAdd < -maxval)
1394 PaletteBlueAdd = -maxval;
1397 fix Time_flash_last_played;
1400 void game_palette_step_up( int r, int g, int b );
1401 // ------------------------------------------------------------------------------------
1402 // Diminish palette effects towards normal.
1403 void diminish_palette_towards_normal(void)
1407 // Diminish at DIMINISH_RATE units/second.
1408 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1409 if (FrameTime < F1_0/DIMINISH_RATE) {
1410 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1413 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1414 if (dec_amount == 0)
1415 dec_amount++; // make sure we decrement by something
1421 // Part of hack system to force update of palette after exiting a menu.
1422 if (Time_flash_last_played) {
1424 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1427 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1428 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1429 Time_flash_last_played = GameTime;
1432 Flash_effect -= FrameTime;
1433 if (Flash_effect < 0)
1436 if (force_do || (d_rand() > 4096 )) {
1437 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1438 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1440 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1447 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1448 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1450 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1451 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1453 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1454 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1456 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1457 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1459 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1461 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1464 int Redsave, Bluesave, Greensave;
1466 void palette_save(void)
1468 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1471 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1473 void game_palette_step_up( int r, int g, int b )
1475 if ( VR_use_reg_code ) {
1476 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1478 gr_palette_step_up( r, g, b );
1482 void palette_restore(void)
1484 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1485 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1487 // Forces flash effect to fixup palette next frame.
1488 Time_flash_last_played = 0;
1491 extern void dead_player_frame(void);
1494 // --------------------------------------------------------------------------------------------------
1495 int allowed_to_fire_laser(void)
1497 if (Player_is_dead) {
1498 Global_missile_firing_count = 0;
1502 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1503 // be a long while before laser can be fired, then there must be some mistake!
1504 if (Next_laser_fire_time > GameTime)
1505 if (Next_laser_fire_time < GameTime + 2*F1_0)
1511 fix Next_flare_fire_time = 0;
1512 #define FLARE_BIG_DELAY (F1_0*2)
1514 int allowed_to_fire_flare(void)
1516 if (Next_flare_fire_time > GameTime)
1517 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1520 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1521 Next_flare_fire_time = GameTime + F1_0/4;
1523 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1528 int allowed_to_fire_missile(void)
1530 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1531 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1532 // be a long while before missile can be fired, then there must be some mistake!
1533 if (Next_missile_fire_time > GameTime)
1534 if (Next_missile_fire_time < GameTime + 5*F1_0)
1540 void full_palette_save(void)
1543 apply_modified_palette();
1544 reset_palette_add();
1545 gr_palette_load( gr_palette );
1548 extern int Death_sequence_aborted;
1549 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) );
1556 char command_help[64], pixel_double_help[64], save_help[64], restore_help[64];
1559 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1561 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1562 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1564 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1565 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1566 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1567 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1569 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1570 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1571 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1572 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1573 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1575 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1577 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1579 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1581 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1583 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1585 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1586 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1587 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1588 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1589 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1591 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1593 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1595 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1596 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1597 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1598 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1600 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1601 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1602 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1603 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1604 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1607 full_palette_save();
1609 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1614 //temp function until Matt cleans up game sequencing
1615 extern void temp_reset_stuff_on_level();
1617 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1619 //deal with rear view - switch it on, or off, or whatever
1620 void check_rear_view()
1622 static int leave_mode;
1623 static fix entry_time;
1625 if ( Controls.rear_view_down_count ) { //key/button has gone down
1629 if (Cockpit_mode==CM_REAR_VIEW) {
1630 select_cockpit(Cockpit_mode_save);
1631 Cockpit_mode_save = -1;
1633 if (Newdemo_state == ND_STATE_RECORDING)
1634 newdemo_record_restore_rearview();
1638 if (Rear_view_leave_time <= 0)
1640 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
1644 leave_mode = 0; // means wait for another key
1645 entry_time = timer_get_fixed_seconds();
1647 if (Cockpit_mode == CM_FULL_COCKPIT) {
1648 Cockpit_mode_save = Cockpit_mode;
1649 select_cockpit(CM_REAR_VIEW);
1651 if (Newdemo_state == ND_STATE_RECORDING)
1652 newdemo_record_rearview();
1656 if (Controls.rear_view_down_state) {
1658 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1663 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1665 if (leave_mode==1 && Rear_view) {
1667 if (Cockpit_mode==CM_REAR_VIEW) {
1668 select_cockpit(Cockpit_mode_save);
1669 Cockpit_mode_save = -1;
1671 if (Newdemo_state == ND_STATE_RECORDING)
1672 newdemo_record_restore_rearview();
1677 void reset_rear_view(void)
1680 if (Newdemo_state == ND_STATE_RECORDING)
1681 newdemo_record_restore_rearview();
1686 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
1687 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1688 Cockpit_mode_save = CM_FULL_COCKPIT;
1689 select_cockpit(Cockpit_mode_save);
1690 Cockpit_mode_save = -1;
1696 int Config_menu_flag;
1700 int gr_renderstats = 0;
1701 // need to define "cheat" for renderstats
1702 int gr_badtexture = 0;
1703 // need to define "cheat" for badtexture
1705 int Cheats_enabled=0;
1707 extern int Laser_rapid_fire;
1708 extern void do_lunacy_on(), do_lunacy_off();
1710 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1711 extern char BounceCheat,HomingCheat,OldHomingState[20];
1712 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1713 extern int Buddy_dude_cheat;
1715 //turns off active cheats
1716 void turn_cheats_off()
1722 Weapon_info[i].homing_flag=OldHomingState[i];
1727 Interpolation_method=old_IntMethod;
1730 Buddy_dude_cheat = 0;
1734 Laser_rapid_fire = 0;
1735 Physics_cheat_flag = 0;
1737 Robots_kill_robots_cheat=0;
1738 Robot_firing_enabled = 1;
1741 //turns off all cheats & resets cheater flag
1742 void game_disable_cheats()
1750 // ----------------------------------------------------------------------------
1752 void game_setup(void)
1754 //@@int demo_playing=0;
1755 //@@int multi_game=0;
1757 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1758 do_lunacy_off(); // Restore true insane mode.
1761 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1762 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1763 Endlevel_sequence = 0;
1765 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1766 //@@ demo_playing = 1;
1767 //@@if ( Game_mode & GM_MULTI )
1768 //@@ multi_game = 1;
1770 set_screen_mode(SCREEN_GAME);
1771 reset_palette_add();
1773 set_warn_func(game_show_warning);
1777 //digi_init_sounds();
1779 //keyd_repeat = 0; // Don't allow repeat in game
1780 keyd_repeat = 1; // Do allow repeat in game
1783 //_MARK_("start of game");
1787 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1788 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1790 if (!check_obj_seg(ConsoleObject))
1791 move_player_2_segment(Cursegp,Curside);
1794 Viewer = ConsoleObject;
1795 fly_init(ConsoleObject);
1800 FrameTime = 0; //make first frame zero
1803 if (Current_level_num == 0) { //not a real level
1804 init_player_stats_game();
1811 game_flush_inputs();
1817 extern char IWasKicked;
1821 // ------------------------------------------------------------------------------------
1822 //this function is the game. called when game mode selected. runs until
1823 //editor mode or exit selected
1826 game_setup(); // Replaces what was here earlier.
1827 // Good for Windows Sake.
1830 ProfilerSetStatus(1);
1833 if ( setjmp(LeaveGame)==0 ) {
1839 Config_menu_flag = 0;
1841 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1843 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1844 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1847 player_shields = Players[Player_num].shields;
1849 ExtGameStatus=GAMESTAT_RUNNING;
1850 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1852 if (oldfov != cg_fov.value)
1854 oldfov = cg_fov.value;
1855 if (cg_fov.value < 1)
1856 cvar_set("fov", "1");
1857 if (cg_fov.value > 170)
1858 cvar_set("fov", "170");
1859 Render_zoom = fl2f(cg_fov.value * M_PI / 180); // convert to radians
1860 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", cg_fov.value, Render_zoom);
1863 //if the player is taking damage, give up guided missile control
1864 if (Players[Player_num].shields != player_shields)
1865 release_guided_missile(Player_num);
1867 //see if redbook song needs to be restarted
1868 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1870 if (Config_menu_flag) {
1871 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1873 if (!(Game_mode&GM_MULTI)) palette_restore();
1877 int save_w=Game_window_w,save_h=Game_window_h;
1879 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1880 Game_window_w=save_w; Game_window_h=save_h;
1882 last_drawn_cockpit[0] = -1;
1883 last_drawn_cockpit[1] = -1;
1886 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1888 fmode = Function_mode;
1889 Function_mode = FMODE_GAME;
1891 apply_modified_palette();
1892 reset_palette_add();
1893 gr_palette_load( gr_palette );
1894 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1896 Function_mode = fmode;
1899 newdemo_stop_playback();
1900 Function_mode = FMODE_MENU;
1902 Function_mode = FMODE_GAME;
1906 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
1912 fmode = Function_mode;
1913 Function_mode = FMODE_GAME;
1915 apply_modified_palette();
1916 reset_palette_add();
1917 gr_palette_load( gr_palette );
1918 ExtGameStatus=GAMESTAT_ABORT_GAME;
1919 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
1921 Function_mode = fmode;
1923 Function_mode = FMODE_GAME;
1929 if (Function_mode != FMODE_GAME)
1930 longjmp(LeaveGame,0);
1933 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
1934 longjmp(LeaveGame,0);
1940 ProfilerSetStatus(0);
1945 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
1946 newdemo_stop_recording();
1952 if ( Newdemo_state == ND_STATE_PLAYBACK )
1953 newdemo_stop_playback();
1955 if (Cockpit_mode_save!=-1)
1957 Cockpit_mode=Cockpit_mode_save;
1958 Cockpit_mode_save=-1;
1961 if (Function_mode != FMODE_EDITOR)
1962 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
1964 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
1965 //@@ scores_maybe_add_player(Game_aborted);
1969 //_MARK_("end of game");
1972 clear_warn_func(game_show_warning); //don't use this func anymore
1974 game_disable_cheats();
1977 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
1981 //called at the end of the program
1984 if (VR_offscreen_buffer) {
1985 gr_free_canvas(VR_offscreen_buffer);
1986 VR_offscreen_buffer = NULL;
1989 close_gauge_canvases();
1991 restore_effect_bitmap_icons();
1993 if (background_bitmap.bm_data)
1994 d_free(background_bitmap.bm_data);
1996 clear_warn_func(game_show_warning); //don't use this func anymore
1999 grs_canvas * get_current_game_screen()
2001 return &VR_screen_pages[VR_current_page];
2005 extern void kconfig_center_headset();
2009 void speedtest_frame(void);
2010 int Debug_slowdown=0;
2014 extern void player_follow_path(object *objp);
2015 extern void check_create_player_path(void);
2019 extern int Do_appearance_effect;
2021 object *Missile_viewer=NULL;
2023 int Missile_view_enabled = 1;
2025 int Marker_viewer_num[2]={-1,-1};
2026 int Coop_view_player[2]={-1,-1};
2027 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2029 //returns ptr to escort robot, or NULL
2030 object *find_escort()
2034 for (i=0; i<=Highest_object_index; i++)
2035 if (Objects[i].type == OBJ_ROBOT)
2036 if (Robot_info[Objects[i].id].companion)
2042 extern void process_super_mines_frame(void);
2043 extern void do_seismic_stuff(void);
2046 int Saving_movie_frames=0;
2047 int __Movie_frame_num=0;
2049 #define MAX_MOVIE_BUFFER_FRAMES 250
2050 #define MOVIE_FRAME_SIZE (320 * 200)
2052 ubyte *Movie_frame_buffer;
2053 int Movie_frame_counter;
2054 ubyte Movie_pal[768];
2055 char movie_path[50] = ".\\";
2057 grs_bitmap Movie_bm;
2059 void flush_movie_buffer()
2066 mprintf((0,"Flushing movie buffer..."));
2068 Movie_bm.bm_data = Movie_frame_buffer;
2070 for (f=0;f<Movie_frame_counter;f++) {
2071 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2072 __Movie_frame_num++;
2073 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2074 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2077 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2080 Movie_frame_counter=0;
2082 mprintf((0,"done \n"));
2087 void toggle_movie_saving()
2091 Saving_movie_frames = !Saving_movie_frames;
2093 if (Saving_movie_frames) {
2096 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2097 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2100 Saving_movie_frames = 0;
2104 while (isspace(movie_path[strlen(movie_path)-1]))
2105 movie_path[strlen(movie_path)-1] = 0;
2106 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2107 strcat(movie_path,"\\");
2110 if (!Movie_frame_buffer) {
2111 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2112 if (!Movie_frame_buffer) {
2114 Saving_movie_frames=0;
2117 Movie_frame_counter=0;
2119 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2120 Movie_bm.bm_w = 320;
2121 Movie_bm.bm_h = 200;
2122 Movie_bm.bm_type = BM_LINEAR;
2123 Movie_bm.bm_flags = 0;
2124 Movie_bm.bm_rowsize = 320;
2125 Movie_bm.bm_handle = 0;
2127 gr_palette_read(Movie_pal); //get actual palette from the hardware
2129 if (Newdemo_state == ND_STATE_PLAYBACK)
2130 Newdemo_do_interpolate = 0;
2134 flush_movie_buffer();
2136 if (Newdemo_state == ND_STATE_PLAYBACK)
2137 Newdemo_do_interpolate = 1;
2142 void save_movie_frame()
2144 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2146 Movie_frame_counter++;
2148 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2149 flush_movie_buffer();
2155 extern int Level_shake_duration;
2157 //if water or fire level, make occasional sound
2158 void do_ambient_sounds()
2160 int has_water,has_lava;
2163 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2164 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2166 if (has_lava) { //has lava
2167 sound = SOUND_AMBIENT_LAVA;
2168 if (has_water && (d_rand() & 1)) //both, pick one
2169 sound = SOUND_AMBIENT_WATER;
2171 else if (has_water) //just water
2172 sound = SOUND_AMBIENT_WATER;
2176 if (((d_rand() << 3) < FrameTime)) { //play the sound
2177 fix volume = d_rand() + f1_0/2;
2178 digi_play_sample(sound,volume);
2182 // -- extern void lightning_frame(void);
2184 void game_render_frame();
2185 extern void omega_charge_frame(void);
2187 extern time_t t_current_time, t_saved_time;
2189 void flicker_lights();
2191 void GameLoop(int RenderFlag, int ReadControlsFlag )
2194 // Used to slow down frame rate for testing things.
2195 // RenderFlag = 1; // DEBUG
2196 if (Debug_slowdown) {
2199 for (h=0; h<Debug_slowdown; h++)
2200 for (i=0; i<1000; i++)
2206 if (FindArg("-invulnerability"))
2207 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2211 update_player_stats();
2212 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2213 do_afterburner_stuff();
2215 do_invulnerable_stuff();
2216 remove_obsolete_stuck_objects();
2218 do_final_boss_frame();
2219 // -- lightning_frame();
2220 // -- recharge_energy_frame();
2222 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2223 static int turned_off=0;
2224 Players[Player_num].energy -= (FrameTime*3/8);
2225 if (Players[Player_num].energy < i2f(10)) {
2227 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2230 if (Game_mode & GM_MULTI)
2231 multi_send_flags(Player_num);
2238 if (Players[Player_num].energy <= 0) {
2239 Players[Player_num].energy = 0;
2240 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2242 if (Game_mode & GM_MULTI)
2243 multi_send_flags(Player_num);
2250 check_create_player_path();
2251 player_follow_path(ConsoleObject);
2255 if (Game_mode & GM_MULTI)
2258 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2259 multi_check_for_killgoal_winner();
2265 if (force_cockpit_redraw) { //screen need redrawing?
2267 force_cockpit_redraw=0;
2269 game_render_frame();
2270 //show_extra_views(); //missile view, buddy bot, etc.
2273 if (Saving_movie_frames)
2280 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2284 dead_player_frame();
2285 if (Newdemo_state != ND_STATE_PLAYBACK)
2286 do_controlcen_dead_frame();
2288 process_super_mines_frame();
2290 do_ambient_sounds();
2297 if (ReadControlsFlag)
2300 memset(&Controls, 0, sizeof(Controls));
2302 GameTime += FrameTime;
2304 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2305 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2307 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2308 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2309 mprintf((0,"GameTime reset to 0\n"));
2313 if (FindArg("-checktime") != 0)
2314 if (GameTime >= i2f(600)) //wrap after 10 minutes
2315 GameTime = FrameTime;
2319 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2320 ThisLevelTime +=FrameTime;
2325 if (Endlevel_sequence) {
2326 do_endlevel_frame();
2327 powerup_grab_cheat_all();
2328 do_special_effects();
2329 return; //skip everything else
2332 if (Newdemo_state != ND_STATE_PLAYBACK)
2333 do_exploding_wall_frame();
2334 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2335 do_special_effects();
2336 wall_frame_process();
2337 triggers_frame_process();
2341 if (Control_center_destroyed) {
2342 if (Newdemo_state==ND_STATE_RECORDING )
2343 newdemo_record_control_center_destroyed();
2348 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2349 newdemo_playback_one_frame();
2350 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2351 longjmp( LeaveGame, 0 ); // Go back to menu
2354 { // Note the link to above!
2356 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2359 powerup_grab_cheat_all();
2361 if (Endlevel_sequence) //might have been started during move
2364 fuelcen_update_all();
2368 if (allowed_to_fire_laser())
2369 FireLaser(); // Fire Laser!
2371 if (Auto_fire_fusion_cannon_time) {
2372 if (Primary_weapon != FUSION_INDEX)
2373 Auto_fire_fusion_cannon_time = 0;
2374 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2375 Auto_fire_fusion_cannon_time = 0;
2376 Global_laser_firing_count = 1;
2378 vms_vector rand_vec;
2381 Global_laser_firing_count = 0;
2383 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2384 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2385 make_random_vector(&rand_vec);
2387 bump_amount = F1_0*4;
2389 if (Fusion_charge > F1_0*2)
2390 bump_amount = Fusion_charge*4;
2392 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2396 if (Global_laser_firing_count) {
2397 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2398 // if (Fusion_charge > F1_0*2)
2399 // Fusion_charge = F1_0*2;
2400 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2403 if (Global_laser_firing_count < 0)
2404 Global_laser_firing_count = 0;
2407 if (Do_appearance_effect) {
2408 create_player_appearance_effect(ConsoleObject);
2409 Do_appearance_effect = 0;
2411 if ((Game_mode & GM_MULTI) && Netgame.invul)
2413 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2414 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2421 omega_charge_frame();
2425 //!!hoard_light_pulse(); //do cool hoard light pulsing
2429 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2430 //!!extern int Hoard_goal_eclip;
2432 //!!//do cool pulsing lights in hoard goals
2433 //!!hoard_light_pulse()
2435 //!! if (Game_mode & GM_HOARD) {
2439 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2443 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2446 //!! light = abs(frame - 5) * f1_0 / 5;
2448 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2453 ubyte Slide_segs[MAX_SEGMENTS];
2454 int Slide_segs_computed;
2456 void compute_slide_segs(void)
2458 int segnum, sidenum;
2460 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2461 Slide_segs[segnum] = 0;
2462 for (sidenum=0;sidenum<6;sidenum++) {
2463 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2464 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2465 Slide_segs[segnum] |= 1 << sidenum;
2469 Slide_segs_computed = 1;
2472 // -----------------------------------------------------------------------------
2473 void slide_textures(void)
2475 int segnum,sidenum,i;
2477 if (!Slide_segs_computed)
2478 compute_slide_segs();
2480 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2481 if (Slide_segs[segnum]) {
2482 for (sidenum=0;sidenum<6;sidenum++) {
2483 if (Slide_segs[segnum] & (1 << sidenum)) {
2484 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2485 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2487 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2488 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2489 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2492 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2494 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2497 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2499 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2502 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2504 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2507 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2517 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2519 int Num_flickering_lights=0;
2521 void flicker_lights()
2524 flickering_light *f;
2526 f = Flickering_lights;
2528 for (l=0;l<Num_flickering_lights;l++,f++) {
2529 segment *segp = &Segments[f->segnum];
2531 //make sure this is actually a light
2532 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2534 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2537 if (f->timer == 0x80000000) //disabled
2540 if ((f->timer -= FrameTime) < 0) {
2542 while (f->timer < 0)
2543 f->timer += f->delay;
2545 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2548 add_light(f->segnum,f->sidenum);
2550 subtract_light(f->segnum,f->sidenum);
2555 //returns ptr to flickering light structure, or NULL if can't find
2556 flickering_light *find_flicker(int segnum,int sidenum)
2559 flickering_light *f;
2561 //see if there's already an entry for this seg/side
2563 f = Flickering_lights;
2565 for (l=0;l<Num_flickering_lights;l++,f++)
2566 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2572 //turn flickering off (because light has been turned off)
2573 void disable_flicker(int segnum,int sidenum)
2575 flickering_light *f;
2577 if ((f=find_flicker(segnum,sidenum)) != NULL)
2578 f->timer = 0x80000000;
2581 //turn flickering off (because light has been turned on)
2582 void enable_flicker(int segnum,int sidenum)
2584 flickering_light *f;
2586 if ((f=find_flicker(segnum,sidenum)) != NULL)
2593 //returns 1 if ok, 0 if error
2594 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2597 flickering_light *f;
2599 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2601 //see if there's already an entry for this seg/side
2603 f = Flickering_lights;
2605 for (l=0;l<Num_flickering_lights;l++,f++)
2606 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2609 if (mask==0) { //clearing entry
2610 if (l == Num_flickering_lights)
2614 for (i=l;i<Num_flickering_lights-1;i++)
2615 Flickering_lights[i] = Flickering_lights[i+1];
2616 Num_flickering_lights--;
2621 if (l == Num_flickering_lights) {
2622 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2625 Num_flickering_lights++;
2629 f->sidenum = sidenum;
2630 f->delay = f->timer = delay;
2638 // -----------------------------------------------------------------------------
2639 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2644 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2646 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2647 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2648 Global_laser_firing_count = 0;
2650 if (Fusion_charge == 0)
2651 Players[Player_num].energy -= F1_0*2;
2653 Fusion_charge += FrameTime;
2654 Players[Player_num].energy -= FrameTime;
2656 if (Players[Player_num].energy <= 0) {
2657 Players[Player_num].energy = 0;
2658 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2660 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2661 // Fire the fusion cannon at this time in the future.
2663 if (Fusion_charge < F1_0*2)
2664 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2666 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2668 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2669 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2671 if (Fusion_next_sound_time < GameTime) {
2672 if (Fusion_charge > F1_0*2) {
2673 digi_play_sample( 11, F1_0 );
2674 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2676 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2677 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2679 if (Game_mode & GM_MULTI)
2680 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2683 Fusion_last_sound_time = GameTime;
2684 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2692 // -------------------------------------------------------------------------------------------------------
2693 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2694 // This could easily be made difficulty level dependent.
2695 void powerup_grab_cheat(object *player, int objnum)
2701 Assert(Objects[objnum].type == OBJ_POWERUP);
2703 powerup_size = Objects[objnum].size;
2704 player_size = player->size;
2706 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2708 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2709 vms_vector collision_point;
2711 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2712 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2716 // -------------------------------------------------------------------------------------------------------
2717 // Make it easier to pick up powerups.
2718 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2719 // from player to powerup and player's forward vector.
2720 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2721 // way before the player gets there.
2722 void powerup_grab_cheat_all(void)
2727 segp = &Segments[ConsoleObject->segnum];
2728 objnum = segp->objects;
2730 while (objnum != -1) {
2731 if (Objects[objnum].type == OBJ_POWERUP)
2732 powerup_grab_cheat(ConsoleObject, objnum);
2733 objnum = Objects[objnum].next;
2738 int Last_level_path_created = -1;
2740 #ifdef SHOW_EXIT_PATH
2742 // ------------------------------------------------------------------------------------------------------------------
2743 // Create path for player from current segment to goal segment.
2744 // Return true if path created, else return false.
2745 int mark_player_path_to_segment(int segnum)
2748 object *objp = ConsoleObject;
2749 short player_path_length=0;
2750 int player_hide_index=-1;
2752 if (Last_level_path_created == Current_level_num) {
2756 Last_level_path_created = Current_level_num;
2758 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2759 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2763 player_hide_index = Point_segs_free_ptr - Point_segs;
2764 Point_segs_free_ptr += player_path_length;
2766 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2767 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2768 ai_reset_all_paths();
2772 for (i=1; i<player_path_length; i++) {
2774 vms_vector seg_center;
2777 segnum = Point_segs[player_hide_index+i].segnum;
2778 mprintf((0, "%3i ", segnum));
2779 seg_center = Point_segs[player_hide_index+i].point;
2781 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2783 Int3(); // Unable to drop energy powerup for path
2787 obj = &Objects[objnum];
2788 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2789 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2790 obj->rtype.vclip_info.framenum = 0;
2791 obj->lifeleft = F1_0*100 + d_rand() * 4;
2798 // Return true if it happened, else return false.
2799 int create_special_path(void)
2803 // ---------- Find exit doors ----------
2804 for (i=0; i<=Highest_segment_index; i++)
2805 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2806 if (Segments[i].children[j] == -2) {
2807 mprintf((0, "Exit at segment %i\n", i));
2808 return mark_player_path_to_segment(i);
2818 int Max_obj_count_mike = 0;
2820 // Shows current number of used objects.
2821 void show_free_objects(void)
2823 if (!(FrameCount & 8)) {
2827 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2829 for (i=0; i<=Highest_object_index; i++)
2830 if (Objects[i].type != OBJ_NONE)
2833 mprintf((0, "%3i", count));
2835 if (count > Max_obj_count_mike) {
2836 Max_obj_count_mike = count;
2837 mprintf((0, " ***"));
2848 * reads a flickering_light structure from a CFILE
2850 void flickering_light_read(flickering_light *fl, CFILE *fp)
2852 fl->segnum = cfile_read_short(fp);
2853 fl->sidenum = cfile_read_short(fp);
2854 fl->mask = cfile_read_int(fp);
2855 fl->timer = cfile_read_fix(fp);
2856 fl->delay = cfile_read_fix(fp);
2859 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2861 PHYSFS_writeSLE16(fp, fl->segnum);
2862 PHYSFS_writeSLE16(fp, fl->sidenum);
2863 PHYSFS_writeULE32(fp, fl->mask);
2864 PHYSFSX_writeFix(fp, fl->timer);
2865 PHYSFSX_writeFix(fp, fl->delay);