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 void do_final_boss_frame(void);
145 int Speedtest_on = 0;
148 int Mark_count = 0; // number of debugging marks set
149 int Speedtest_start_time;
150 int Speedtest_segnum;
151 int Speedtest_sidenum;
152 int Speedtest_frame_start;
153 int Speedtest_count=0; // number of times to do the debug test.
156 static fix last_timer_value=0;
159 #if defined(TIMER_TEST) && !defined(NDEBUG)
160 fix _timer_value,actual_last_timer_value,_last_frametime;
161 int stop_count,start_count;
162 int time_stopped,time_started;
165 int VR_screen_mode = 0;
167 ubyte VR_screen_flags = 0; //see values in screens.h
168 ubyte VR_current_page = 0;
169 fix VR_eye_width = F1_0;
170 int VR_render_mode = VR_NONE;
171 int VR_low_res = 3; // Default to low res
173 int VR_sensitivity = 1; // 0 - 2
176 int VR_eye_offset = 0;
177 int VR_eye_switch = 0;
178 int VR_eye_offset_changed = 0;
179 int VR_use_reg_code = 0;
181 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
182 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
183 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
184 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
185 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
187 //do menus work in 640x480 or 320x200?
188 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
189 int MenuHiresAvailable = 1; //can we do highres menus?
190 int MenuHires = 1; //are we currently in highres menus?
192 int Debug_pause=0; //John's debugging pause system
194 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
196 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
197 int force_cockpit_redraw=0;
200 cvar_t r_framerate = {"show_fps", "0"};
201 cvar_t cg_fov = {"fov", "30"};
203 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
205 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
207 int *Toggle_var = &Dummy_var;
210 //flag for whether initial fade-in has been done
214 #ifndef NDEBUG //these only exist if debugging
216 int Game_double_buffer = 1; //double buffer by default
217 fix fixed_frametime=0; //if non-zero, set frametime to this
221 int Game_suspended=0; //if non-zero, nothing moves but player
224 fix Auto_fire_fusion_cannon_time = 0;
225 fix Fusion_charge = 0;
226 fix Fusion_next_sound_time = 0;
227 fix Fusion_last_sound_time = 0;
230 int Game_turbo_mode = 0;
232 int Game_mode = GM_GAME_OVER;
234 int Global_laser_firing_count = 0;
235 int Global_missile_firing_count = 0;
237 grs_bitmap background_bitmap;
241 #define BACKGROUND_NAME "statback.pcx"
243 // Function prototypes for GAME.C exclusively.
245 void GameLoop(int RenderFlag, int ReadControlsFlag);
246 void FireLaser(void);
247 void slide_textures(void);
248 void powerup_grab_cheat_all(void);
251 extern void multi_check_for_killgoal_winner();
252 extern void RestoreGameSurfaces();
256 void grow_window(void);
257 void shrink_window(void);
261 void fill_background();
264 void show_framerate(void);
265 void ftoa(char *string, fix f);
268 extern ubyte DefiningMarkerMessage;
269 extern char Marker_input[];
271 // ==============================================================================================
273 extern char john_head_on;
275 void load_background_bitmap()
280 if (background_bitmap.bm_data)
281 d_free(background_bitmap.bm_data);
283 background_bitmap.bm_data=NULL;
284 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
285 if (pcx_error != PCX_ERROR_NONE)
286 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
287 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
292 void game_cmd_player(int argc, char **argv)
297 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
299 if (read_player_file() != EZERO) {
300 con_printf(CON_CRITICAL, "player: unable to load player file");
304 WriteConfigFile(); // Update lastplr
309 void game_cmd_map(int argc, char **argv)
316 if (!strlen(Players[Player_num].callsign)) {
317 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
321 load_mission_by_name(argv[1]);
324 level_num = atoi(argv[2]);
328 if (level_num > Last_level)
329 level_num = Last_level;
330 if (level_num < Last_secret_level)
331 level_num = Last_secret_level;
333 StartNewGame(level_num);
337 /* send network message */
338 void game_cmd_say(int argc, char **argv)
345 Network_message[0] = 0;
347 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
348 if (ret >= MAX_MESSAGE_LEN) {
349 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
353 for (i = 2; i < argc; i++) {
354 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
355 if (ret >= MAX_MESSAGE_LEN) {
356 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
361 multi_send_message_end();
365 //this is called once per game
368 atexit(close_game); //for cleanup
372 init_special_effects();
376 init_exploding_walls();
378 load_background_bitmap();
380 Clear_window = 2; // do portal only window clear.
382 set_detail_level_parameters(Detail_level);
385 cvar_registervariable(&r_framerate);
386 cvar_registervariable(&cg_fov);
389 cmd_addcommand("player", game_cmd_player);
390 cmd_addcommand("map", game_cmd_map);
391 cmd_addcommand("say", game_cmd_say);
395 void reset_palette_add()
400 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
404 void game_show_warning(char *s)
407 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
410 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
412 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
417 //these should be in gr.h
418 #define cv_w cv_bitmap.bm_w
419 #define cv_h cv_bitmap.bm_h
421 //added 3/24/99 by Owen Evans for screen res changing
422 uint32_t Game_screen_mode = 0;
424 int Game_window_x = 0;
425 int Game_window_y = 0;
426 int Game_window_w = 0;
427 int Game_window_h = 0;
428 int max_window_w = 0;
429 int max_window_h = 0;
431 extern void newdemo_record_cockpit_change(int);
433 //initialize the various canvases on the game screen
434 //called every time the screen mode or cockpit changes
437 // int minx, maxx, miny, maxy;
439 //Initialize the on-screen canvases
441 if (Newdemo_state==ND_STATE_RECORDING) {
442 newdemo_record_cockpit_change(Cockpit_mode);
445 if ( VR_render_mode != VR_NONE )
446 Cockpit_mode = CM_FULL_SCREEN;
448 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
449 Cockpit_mode = CM_FULL_SCREEN;
451 if ( Screen_mode == SCREEN_EDITOR )
452 Cockpit_mode = CM_FULL_SCREEN;
454 gr_set_current_canvas(NULL);
455 gr_set_curfont( GAME_FONT );
457 switch( Cockpit_mode ) {
458 case CM_FULL_COCKPIT:
461 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)].index];
463 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)]);
465 gr_set_current_canvas(VR_offscreen_buffer);
467 gr_bitmap( 0, 0, bm );
468 bm = &VR_offscreen_buffer->cv_bitmap;
469 bm->bm_flags = BM_FLAG_TRANSPARENT;
470 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
473 if (Cockpit_mode == CM_FULL_COCKPIT)
474 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
475 else if (Cockpit_mode == CM_REAR_VIEW)
476 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);
482 max_window_h = grd_curscreen->sc_h;
484 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
485 Game_window_h = max_window_h;
487 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
488 Game_window_w = max_window_w;
490 Game_window_x = (max_window_w - Game_window_w)/2;
491 Game_window_y = (max_window_h - Game_window_h)/2;
493 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
498 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
500 if (Game_window_h > max_window_h)
501 Game_window_h = max_window_h;
503 if (Game_window_w > max_window_w)
504 Game_window_w = max_window_w;
506 Game_window_x = (max_window_w - Game_window_w)/2;
507 Game_window_y = (max_window_h - Game_window_h)/2;
509 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
515 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
516 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
517 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
519 game_init_render_sub_buffers( x, y, w, h );
525 gr_set_current_canvas(NULL);
528 //selects a given cockpit (or lack of one). See types in game.h
529 void select_cockpit(int mode)
531 if (mode != Cockpit_mode) { //new mode
537 extern int last_drawn_cockpit[2];
539 //force cockpit redraw next time. call this if you've trashed the screen
542 force_cockpit_redraw=1;
543 last_drawn_cockpit[0] = -1;
544 last_drawn_cockpit[1] = -1;
547 // void HUD_clear_messages(); //Already declared in gauges.h
550 void VR_reset_params()
552 VR_eye_width = VR_SEPARATION;
553 VR_eye_offset = VR_PIXEL_SHIFT;
554 VR_eye_offset_changed = 2;
557 void game_init_render_sub_buffers( int x, int y, int w, int h )
559 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
560 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
564 // Sets up the canvases we will be rendering to (NORMAL VERSION)
565 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
567 // if (vga_check_mode(screen_mode) != 0)
568 // Error("Cannot set requested video mode");
570 VR_screen_mode = screen_mode;
572 VR_screen_flags = flags;
576 VR_render_mode = render_method;
578 Game_window_w = render_w;
579 Game_window_h = render_h;
581 if (VR_offscreen_buffer) {
582 gr_free_canvas(VR_offscreen_buffer);
585 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
586 if ( render_h*2 < 200 ) {
587 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
590 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
593 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
594 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
597 if ( render_h < 200 ) {
598 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
601 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
605 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
608 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
609 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
612 game_init_render_sub_buffers( 0, 0, render_w, render_h );
615 //called to get the screen in a mode compatible with popup menus.
616 //if we can't have popups over the game screen, switch to menu mode.
617 void set_popup_screen(void)
619 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
621 #ifndef OGL // always have to switch to menu mode
622 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
625 set_screen_mode(SCREEN_MENU); //must switch to menu mode
630 //called to change the screen mode. Parameter sm is the new mode, one of
631 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
632 //mode if cannot init requested mode)
633 int set_screen_mode(int sm)
636 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
637 gr_set_current_canvas( Canv_editor );
642 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
643 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
648 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
649 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
650 ogl_set_screen_mode();
661 switch( Screen_mode )
667 MenuHires = MenuHiresAvailable; //do highres if we can
669 menu_mode = MenuHires?SM(640,480):SM(320,200);
671 if (VGA_current_mode != menu_mode) {
672 if (gr_set_mode(menu_mode))
673 Error("Cannot set screen mode for menu");
674 if (!gr_palette_faded_out)
675 gr_palette_load(gr_palette);
678 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
679 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
681 FontHires = FontHiresAvailable && MenuHires;
687 if (VGA_current_mode != VR_screen_mode) {
688 if (gr_set_mode(VR_screen_mode)) {
689 Error("Cannot set desired screen mode for game!");
690 //we probably should do something else here, like select a standard mode
693 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
699 if ( VR_render_mode == VR_NONE )
701 max_window_w = grd_curscreen->sc_w;
702 max_window_h = grd_curscreen->sc_h;
704 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
705 if (Cockpit_mode == CM_STATUS_BAR)
706 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
708 else if (Cockpit_mode != CM_LETTERBOX)
709 Cockpit_mode = CM_FULL_SCREEN;
711 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
712 Game_window_w = max_window_w;
713 Game_window_h = max_window_h;
718 Cockpit_mode = CM_FULL_SCREEN;
720 // Define screen pages for game mode
721 // If we designate through screen_flags to use paging, then do so.
722 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
724 if ( VR_screen_flags&VRF_USE_PAGING )
725 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 );
727 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
731 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
733 if ( VR_render_mode != VR_NONE ) {
734 // for 640x480 or higher, use hires font.
735 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
741 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
746 if (grd_curscreen->sc_mode != SM(800,600)) {
748 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
749 Warning("Cannot init editor screen (error=%d)",gr_error);
753 gr_palette_load( gr_palette );
755 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
756 Canv_editor = &VR_editor_canvas;
757 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
758 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
759 gr_set_current_canvas( Canv_editor );
760 init_editor_screen(); //setup other editor stuff
764 Error("Invalid screen mode %d",sm);
769 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
771 if ( VR_screen_flags&VRF_USE_PAGING )
772 gr_show_canvas( &VR_screen_pages[VR_current_page] );
774 ogl_set_screen_mode();
780 int gr_toggle_fullscreen_game(void){
781 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
783 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
784 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
785 //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.
786 // generic_key_handler(KEY_PADENTER,0);
787 // generic_key_handler(KEY_ENTER, 0);
792 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
797 int arch_toggle_fullscreen_menu(void);
799 int gr_toggle_fullscreen_menu(void){
800 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
802 i=arch_toggle_fullscreen_menu();
804 // generic_key_handler(KEY_PADENTER,0);
805 // generic_key_handler(KEY_ENTER, 0);
814 static int timer_paused=0;
818 if (timer_paused==0) {
820 time = timer_get_fixed_seconds();
821 last_timer_value = time - last_timer_value;
822 if (last_timer_value < 0) {
823 #if defined(TIMER_TEST) && !defined(NDEBUG)
824 Int3(); //get Matt!!!!
826 last_timer_value = 0;
828 #if defined(TIMER_TEST) && !defined(NDEBUG)
834 #if defined(TIMER_TEST) && !defined(NDEBUG)
842 Assert(timer_paused >= 0);
843 if (timer_paused==0) {
845 time = timer_get_fixed_seconds();
846 #if defined(TIMER_TEST) && !defined(NDEBUG)
847 if (last_timer_value < 0)
848 Int3(); //get Matt!!!!
850 last_timer_value = time - last_timer_value;
851 #if defined(TIMER_TEST) && !defined(NDEBUG)
856 #if defined(TIMER_TEST) && !defined(NDEBUG)
861 MAC(extern ubyte joydefs_calibrating;)
863 void game_flush_inputs()
870 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
872 mouse_get_delta( &dx, &dy ); // Read mouse
873 memset(&Controls,0,sizeof(control_info));
878 last_timer_value = timer_get_fixed_seconds();
883 extern int Saving_movie_frames;
884 int Movie_fixed_frametime;
886 #define Saving_movie_frames 0
887 #define Movie_fixed_frametime 0
890 //added on 8/18/98 by Victor Rachels to add maximum framerate
891 int maxfps = MAX_FPS;
894 void calc_frame_time()
896 fix timer_value,last_frametime = FrameTime;
898 #if defined(TIMER_TEST) && !defined(NDEBUG)
899 _last_frametime = last_frametime;
902 timer_value = timer_get_fixed_seconds();
903 FrameTime = timer_value - last_timer_value;
905 while (FrameTime < f1_0 / maxfps)
907 timer_delay(f1_0 / maxfps - FrameTime);
908 timer_value = timer_get_fixed_seconds();
909 FrameTime = timer_value - last_timer_value;
912 #if defined(TIMER_TEST) && !defined(NDEBUG)
913 _timer_value = timer_value;
917 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
918 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
920 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
921 // if ( !dpmi_virtual_memory )
922 // Int3(); //Get MATT if hit this!
926 #if defined(TIMER_TEST) && !defined(NDEBUG)
927 actual_last_timer_value = last_timer_value;
930 if ( Game_turbo_mode )
933 // Limit frametime to be between 5 and 150 fps.
934 RealFrameTime = FrameTime;
935 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
936 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
938 last_timer_value = timer_value;
940 if (FrameTime < 0) //if bogus frametime...
941 FrameTime = last_frametime; //...then use time from last frame
944 if (fixed_frametime) FrameTime = fixed_frametime;
959 last_timer_value = timer_get_fixed_seconds();
967 #if defined(TIMER_TEST) && !defined(NDEBUG)
968 stop_count = start_count = 0;
971 // Set value to determine whether homing missile can see target.
972 // The lower frametime is, the more likely that it can see its target.
973 if (FrameTime <= F1_0/64)
974 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
975 else if (FrameTime < F1_0/32)
976 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
977 else if (FrameTime < F1_0/4)
978 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;
980 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
984 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
986 void move_player_2_segment(segment *seg,int side)
990 compute_segment_center(&ConsoleObject->pos,seg);
991 compute_center_point_on_side(&vp,seg,side);
992 vm_vec_sub2(&vp,&ConsoleObject->pos);
993 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
995 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1000 void game_draw_time_left()
1002 char temp_string[30];
1006 gr_set_curfont( GAME_FONT ); //GAME_FONT
1007 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1009 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1010 i=f2i(timevar-ThisLevelTime);
1013 sprintf( temp_string, "Time left: %d secs", i );
1016 gr_string(0, 32, temp_string );
1021 extern int Game_pause;
1024 void level_with_floor();
1026 void modex_clear_box(int x,int y,int w,int h)
1028 grs_canvas *temp_canv,*save_canv;
1030 save_canv = grd_curcanv;
1031 temp_canv = gr_create_canvas(w,h);
1032 gr_set_current_canvas(temp_canv);
1033 gr_clear_canvas(BM_XRGB(0,0,0));
1034 gr_set_current_canvas(save_canv);
1035 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1036 gr_free_canvas(temp_canv);
1040 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1042 // mac routine to drop contents of screen to a pict file using copybits
1043 // save a PICT to a file
1046 void SavePictScreen(int multiplayer)
1049 int parid, i, count;
1050 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1053 PicHandle pict_handle;
1054 static int multi_count = 0;
1055 StandardFileReply sf_reply;
1057 // dump the contents of the GameWindow into a picture using copybits
1059 pict_handle = OpenPicture(&GameWindow->portRect);
1060 if (pict_handle == NULL)
1063 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1066 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1067 if (!getcwd(cwd, FILENAME_MAX))
1069 // create the fsspec
1071 sprintf(filename, "screen%d", multi_count++);
1072 pfilename = c2pstr(filename);
1075 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1076 if (!sf_reply.sfGood)
1078 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1079 if (sf_reply.sfReplacing)
1081 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1085 // parid = GetAppDirId();
1086 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1091 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1096 // write the PICT file
1097 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1099 memset(buf, 0, sizeof(buf));
1101 if ( FSWrite(fd, &count, buf) )
1103 count = GetHandleSize((Handle)pict_handle);
1104 HLock((Handle)pict_handle);
1105 if ( FSWrite(fd, &count, *pict_handle) ) {
1111 HUnlock((Handle)pict_handle);
1112 DisposeHandle((Handle)pict_handle);
1120 //automap_flag is now unused, since we just check if the screen we're
1121 //writing to is modex
1122 //if called from automap, current canvas is set to visible screen
1124 void save_screen_shot(int automap_flag)
1126 #if !defined(MACINTOSH)
1129 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1130 grs_font *save_font;
1131 static int savenum=0;
1132 static int stereo_savenum=0;
1133 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1134 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1142 // // Can't do screen shots in VR modes.
1143 // if ( VR_render_mode != VR_NONE )
1148 save_canv = grd_curcanv;
1150 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1154 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1155 gr_set_current_canvas(temp_canv);
1156 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1158 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1159 gr_set_current_canvas(temp_canv2);
1160 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1163 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1164 gr_set_current_canvas(temp_canv);
1165 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1168 gr_set_current_canvas(save_canv);
1170 if ( savenum > 99 ) savenum = 0;
1171 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1174 sprintf(savename,"left%02d.pcx",stereo_savenum);
1175 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1176 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1178 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1181 sprintf(savename,"screen%02d.pcx",savenum++);
1182 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1185 if (!automap_flag) //if from automap, curcanv is already visible canv
1186 gr_set_current_canvas(NULL);
1187 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1188 if (!automap_flag && modex_flag)
1189 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1191 save_font = grd_curcanv->cv_font;
1192 gr_set_curfont(GAME_FONT);
1193 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1194 gr_get_string_size(message,&w,&h,&aw);
1199 //I changed how these coords were calculated for the high-res automap. -MT
1200 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1201 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1202 x = (grd_curcanv->cv_w-w)/2;
1203 y = (grd_curcanv->cv_h-h)/2;
1206 modex_clear_box(x-2,y-2,w+4,h+4);
1207 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1209 gr_setcolor(gr_find_closest_color_current(0,0,0));
1210 gr_rect(x-2,y-2,x+w+2,y+h+2);
1211 gr_printf(x,y,message);
1212 gr_set_curfont(save_font);
1214 t1 = timer_get_fixed_seconds() + F1_0;
1216 gr_palette_read(pal); //get actual palette from the hardware
1217 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1219 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1221 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1223 gr_set_current_canvas(screen_canv);
1225 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1226 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1228 gr_free_canvas(temp_canv);
1230 gr_free_canvas(temp_canv2);
1232 gr_set_current_canvas(save_canv);
1238 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1239 grs_canvas *temp_canv, *save_canv;
1241 // Can't do screen shots in VR modes.
1242 if ( VR_render_mode != VR_NONE )
1247 save_canv = grd_curcanv;
1248 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1251 gr_set_current_canvas( temp_canv );
1252 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1253 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1257 if (Game_mode & GM_MULTI)
1264 gr_set_current_canvas(screen_canv);
1266 // if (!automap_flag)
1267 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1269 gr_free_canvas(temp_canv);
1271 gr_set_current_canvas(save_canv);
1280 void fly_init(object *obj)
1282 obj->control_type = CT_FLYING;
1283 obj->movement_type = MT_PHYSICS;
1285 vm_vec_zero(&obj->mtype.phys_info.velocity);
1286 vm_vec_zero(&obj->mtype.phys_info.thrust);
1287 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1288 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1291 //void morph_test(), morph_step();
1294 // ------------------------------------------------------------------------------------
1296 void test_anim_states();
1300 //put up the help message
1307 extern int been_in_editor;
1309 // ------------------------------------------------------------------------------------
1310 void do_cloak_stuff(void)
1313 for (i = 0; i < N_players; i++)
1314 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1315 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1316 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1317 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1318 if (i == Player_num) {
1319 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1321 if (Game_mode & GM_MULTI)
1322 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1323 maybe_drop_net_powerup(POW_CLOAK);
1324 multi_send_decloak(); // For demo recording
1326 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1334 // ------------------------------------------------------------------------------------
1335 void do_invulnerable_stuff(void)
1337 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1338 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1339 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1342 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1344 if (Game_mode & GM_MULTI)
1346 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1347 maybe_drop_net_powerup(POW_INVULNERABILITY);
1350 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1357 ubyte Last_afterburner_state = 0;
1358 fix Last_afterburner_charge = 0;
1360 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1361 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1365 //@@// ------------------------------------------------------------------------------------
1366 //@@void afterburner_shake(void)
1370 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1371 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1373 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1374 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1375 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1379 // ------------------------------------------------------------------------------------
1381 extern void multi_send_sound_function (char,char);
1384 void do_afterburner_stuff(void)
1386 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1387 Afterburner_charge=0;
1389 if (Endlevel_sequence || Player_is_dead)
1391 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1393 multi_send_sound_function (0,0);
1397 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1399 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1400 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1402 if (Game_mode & GM_MULTI)
1403 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1406 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1407 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1409 if (Game_mode & GM_MULTI)
1410 multi_send_sound_function (0,0);
1412 mprintf((0,"Killing afterburner sound\n"));
1416 //@@if (Controls.afterburner_state && Afterburner_charge)
1417 //@@ afterburner_shake();
1419 Last_afterburner_state = Controls.afterburner_state;
1420 Last_afterburner_charge = Afterburner_charge;
1423 // -- // ------------------------------------------------------------------------------------
1424 // -- // if energy < F1_0/2, recharge up to F1_0/2
1425 // -- void recharge_energy_frame(void)
1427 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1428 // -- Players[Player_num].energy += FrameTime/4;
1430 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1431 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1435 // Amount to diminish guns towards normal, per second.
1436 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1438 extern fix Flash_effect;
1440 //adds to rgb values for palette flash
1441 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1445 PaletteRedAdd += _dr;
1446 PaletteGreenAdd += _dg;
1447 PaletteBlueAdd += _db;
1449 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1454 maxval = MAX_PALETTE_ADD;
1456 if (PaletteRedAdd > maxval)
1457 PaletteRedAdd = maxval;
1459 if (PaletteGreenAdd > maxval)
1460 PaletteGreenAdd = maxval;
1462 if (PaletteBlueAdd > maxval)
1463 PaletteBlueAdd = maxval;
1465 if (PaletteRedAdd < -maxval)
1466 PaletteRedAdd = -maxval;
1468 if (PaletteGreenAdd < -maxval)
1469 PaletteGreenAdd = -maxval;
1471 if (PaletteBlueAdd < -maxval)
1472 PaletteBlueAdd = -maxval;
1475 fix Time_flash_last_played;
1478 void game_palette_step_up( int r, int g, int b );
1479 // ------------------------------------------------------------------------------------
1480 // Diminish palette effects towards normal.
1481 void diminish_palette_towards_normal(void)
1485 // Diminish at DIMINISH_RATE units/second.
1486 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1487 if (FrameTime < F1_0/DIMINISH_RATE) {
1488 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1491 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1492 if (dec_amount == 0)
1493 dec_amount++; // make sure we decrement by something
1499 // Part of hack system to force update of palette after exiting a menu.
1500 if (Time_flash_last_played) {
1502 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1505 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1506 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1507 Time_flash_last_played = GameTime;
1510 Flash_effect -= FrameTime;
1511 if (Flash_effect < 0)
1514 if (force_do || (d_rand() > 4096 )) {
1515 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1516 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1518 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1525 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1526 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1528 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1529 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1531 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1532 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1534 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1535 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1537 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1539 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1542 int Redsave, Bluesave, Greensave;
1544 void palette_save(void)
1546 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1549 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1551 void game_palette_step_up( int r, int g, int b )
1553 if ( VR_use_reg_code ) {
1554 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1556 gr_palette_step_up( r, g, b );
1560 void palette_restore(void)
1562 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1563 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1565 // Forces flash effect to fixup palette next frame.
1566 Time_flash_last_played = 0;
1569 extern void dead_player_frame(void);
1572 // --------------------------------------------------------------------------------------------------
1573 int allowed_to_fire_laser(void)
1575 if (Player_is_dead) {
1576 Global_missile_firing_count = 0;
1580 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1581 // be a long while before laser can be fired, then there must be some mistake!
1582 if (Next_laser_fire_time > GameTime)
1583 if (Next_laser_fire_time < GameTime + 2*F1_0)
1589 fix Next_flare_fire_time = 0;
1590 #define FLARE_BIG_DELAY (F1_0*2)
1592 int allowed_to_fire_flare(void)
1594 if (Next_flare_fire_time > GameTime)
1595 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1598 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1599 Next_flare_fire_time = GameTime + F1_0/4;
1601 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1606 int allowed_to_fire_missile(void)
1608 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1609 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1610 // be a long while before missile can be fired, then there must be some mistake!
1611 if (Next_missile_fire_time > GameTime)
1612 if (Next_missile_fire_time < GameTime + 5*F1_0)
1618 void full_palette_save(void)
1621 apply_modified_palette();
1622 reset_palette_add();
1623 gr_palette_load( gr_palette );
1626 extern int Death_sequence_aborted;
1627 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) );
1634 char pixel_double_help[64];
1637 char command_help[64], save_help[64], restore_help[64];
1640 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1642 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1643 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1645 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1646 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1647 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1648 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1650 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1651 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1652 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1653 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1654 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1656 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1658 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1660 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1662 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1664 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1666 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1667 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1668 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1669 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1670 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1672 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1674 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1676 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1677 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1678 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1679 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1681 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1682 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1685 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1686 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1687 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1690 full_palette_save();
1692 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1697 //temp function until Matt cleans up game sequencing
1698 extern void temp_reset_stuff_on_level();
1700 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1702 //deal with rear view - switch it on, or off, or whatever
1703 void check_rear_view()
1705 static int leave_mode;
1706 static fix entry_time;
1708 if ( Controls.rear_view_down_count ) { //key/button has gone down
1712 if (Cockpit_mode==CM_REAR_VIEW) {
1713 select_cockpit(Cockpit_mode_save);
1714 Cockpit_mode_save = -1;
1716 if (Newdemo_state == ND_STATE_RECORDING)
1717 newdemo_record_restore_rearview();
1721 if (Rear_view_leave_time <= 0)
1723 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
1727 leave_mode = 0; // means wait for another key
1728 entry_time = timer_get_fixed_seconds();
1730 if (Cockpit_mode == CM_FULL_COCKPIT) {
1731 Cockpit_mode_save = Cockpit_mode;
1732 select_cockpit(CM_REAR_VIEW);
1734 if (Newdemo_state == ND_STATE_RECORDING)
1735 newdemo_record_rearview();
1739 if (Controls.rear_view_down_state) {
1741 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1746 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1748 if (leave_mode==1 && Rear_view) {
1750 if (Cockpit_mode==CM_REAR_VIEW) {
1751 select_cockpit(Cockpit_mode_save);
1752 Cockpit_mode_save = -1;
1754 if (Newdemo_state == ND_STATE_RECORDING)
1755 newdemo_record_restore_rearview();
1760 void reset_rear_view(void)
1763 if (Newdemo_state == ND_STATE_RECORDING)
1764 newdemo_record_restore_rearview();
1769 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
1770 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1771 Cockpit_mode_save = CM_FULL_COCKPIT;
1772 select_cockpit(Cockpit_mode_save);
1773 Cockpit_mode_save = -1;
1779 int Config_menu_flag;
1783 int gr_renderstats = 0;
1784 // need to define "cheat" for renderstats
1785 int gr_badtexture = 0;
1786 // need to define "cheat" for badtexture
1788 int Cheats_enabled=0;
1790 extern int Laser_rapid_fire;
1791 extern void do_lunacy_on(), do_lunacy_off();
1793 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1794 extern char BounceCheat,HomingCheat,OldHomingState[20];
1795 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1796 extern int Buddy_dude_cheat;
1798 //turns off active cheats
1799 void turn_cheats_off()
1805 Weapon_info[i].homing_flag=OldHomingState[i];
1810 Interpolation_method=old_IntMethod;
1813 Buddy_dude_cheat = 0;
1817 Laser_rapid_fire = 0;
1818 Physics_cheat_flag = 0;
1820 Robots_kill_robots_cheat=0;
1821 Robot_firing_enabled = 1;
1824 //turns off all cheats & resets cheater flag
1825 void game_disable_cheats()
1833 // ----------------------------------------------------------------------------
1835 void game_setup(void)
1837 //@@int demo_playing=0;
1838 //@@int multi_game=0;
1840 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1841 do_lunacy_off(); // Restore true insane mode.
1844 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1845 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1846 Endlevel_sequence = 0;
1848 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1849 //@@ demo_playing = 1;
1850 //@@if ( Game_mode & GM_MULTI )
1851 //@@ multi_game = 1;
1853 set_screen_mode(SCREEN_GAME);
1854 reset_palette_add();
1856 set_warn_func(game_show_warning);
1860 //digi_init_sounds();
1862 //keyd_repeat = 0; // Don't allow repeat in game
1863 keyd_repeat = 1; // Do allow repeat in game
1866 //_MARK_("start of game");
1870 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1871 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1873 if (!check_obj_seg(ConsoleObject))
1874 move_player_2_segment(Cursegp,Curside);
1877 Viewer = ConsoleObject;
1878 fly_init(ConsoleObject);
1883 FrameTime = 0; //make first frame zero
1886 if (Current_level_num == 0) { //not a real level
1887 init_player_stats_game();
1894 game_flush_inputs();
1900 extern char IWasKicked;
1904 // ------------------------------------------------------------------------------------
1905 //this function is the game. called when game mode selected. runs until
1906 //editor mode or exit selected
1909 game_setup(); // Replaces what was here earlier.
1910 // Good for Windows Sake.
1913 ProfilerSetStatus(1);
1916 if ( setjmp(LeaveGame)==0 ) {
1922 Config_menu_flag = 0;
1924 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1926 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1927 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1930 player_shields = Players[Player_num].shields;
1932 ExtGameStatus=GAMESTAT_RUNNING;
1933 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1935 if (oldfov != cg_fov.value)
1937 oldfov = cg_fov.value;
1938 if (cg_fov.value < 1)
1939 cvar_set("fov", "1");
1940 if (cg_fov.value > 170)
1941 cvar_set("fov", "170");
1942 Render_zoom = fl2f(cg_fov.value * M_PI / 180); // convert to radians
1943 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", cg_fov.value, Render_zoom);
1946 //if the player is taking damage, give up guided missile control
1947 if (Players[Player_num].shields != player_shields)
1948 release_guided_missile(Player_num);
1950 //see if redbook song needs to be restarted
1951 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1953 if (Config_menu_flag) {
1954 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1956 if (!(Game_mode&GM_MULTI)) palette_restore();
1960 int save_w=Game_window_w,save_h=Game_window_h;
1962 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1963 Game_window_w=save_w; Game_window_h=save_h;
1965 last_drawn_cockpit[0] = -1;
1966 last_drawn_cockpit[1] = -1;
1969 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1971 fmode = Function_mode;
1972 Function_mode = FMODE_GAME;
1974 apply_modified_palette();
1975 reset_palette_add();
1976 gr_palette_load( gr_palette );
1977 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1979 Function_mode = fmode;
1982 newdemo_stop_playback();
1983 Function_mode = FMODE_MENU;
1985 Function_mode = FMODE_GAME;
1989 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
1995 fmode = Function_mode;
1996 Function_mode = FMODE_GAME;
1998 apply_modified_palette();
1999 reset_palette_add();
2000 gr_palette_load( gr_palette );
2001 ExtGameStatus=GAMESTAT_ABORT_GAME;
2002 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2004 Function_mode = fmode;
2006 Function_mode = FMODE_GAME;
2012 if (Function_mode != FMODE_GAME)
2013 longjmp(LeaveGame,0);
2016 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2017 longjmp(LeaveGame,0);
2023 ProfilerSetStatus(0);
2028 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2029 newdemo_stop_recording();
2035 if ( Newdemo_state == ND_STATE_PLAYBACK )
2036 newdemo_stop_playback();
2038 if (Cockpit_mode_save!=-1)
2040 Cockpit_mode=Cockpit_mode_save;
2041 Cockpit_mode_save=-1;
2044 if (Function_mode != FMODE_EDITOR)
2045 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2047 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2048 //@@ scores_maybe_add_player(Game_aborted);
2052 //_MARK_("end of game");
2055 clear_warn_func(game_show_warning); //don't use this func anymore
2057 game_disable_cheats();
2060 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2064 //called at the end of the program
2067 if (VR_offscreen_buffer) {
2068 gr_free_canvas(VR_offscreen_buffer);
2069 VR_offscreen_buffer = NULL;
2072 close_gauge_canvases();
2074 restore_effect_bitmap_icons();
2076 if (background_bitmap.bm_data)
2077 d_free(background_bitmap.bm_data);
2079 clear_warn_func(game_show_warning); //don't use this func anymore
2082 grs_canvas * get_current_game_screen()
2084 return &VR_screen_pages[VR_current_page];
2088 extern void kconfig_center_headset();
2092 void speedtest_frame(void);
2093 int Debug_slowdown=0;
2097 extern void player_follow_path(object *objp);
2098 extern void check_create_player_path(void);
2102 extern int Do_appearance_effect;
2104 object *Missile_viewer=NULL;
2106 int Missile_view_enabled = 1;
2108 int Marker_viewer_num[2]={-1,-1};
2109 int Coop_view_player[2]={-1,-1};
2110 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2112 //returns ptr to escort robot, or NULL
2113 object *find_escort()
2117 for (i=0; i<=Highest_object_index; i++)
2118 if (Objects[i].type == OBJ_ROBOT)
2119 if (Robot_info[Objects[i].id].companion)
2125 extern void process_super_mines_frame(void);
2126 extern void do_seismic_stuff(void);
2129 int Saving_movie_frames=0;
2130 int __Movie_frame_num=0;
2132 #define MAX_MOVIE_BUFFER_FRAMES 250
2133 #define MOVIE_FRAME_SIZE (320 * 200)
2135 ubyte *Movie_frame_buffer;
2136 int Movie_frame_counter;
2137 ubyte Movie_pal[768];
2138 char movie_path[50] = ".\\";
2140 grs_bitmap Movie_bm;
2142 void flush_movie_buffer()
2149 mprintf((0,"Flushing movie buffer..."));
2151 Movie_bm.bm_data = Movie_frame_buffer;
2153 for (f=0;f<Movie_frame_counter;f++) {
2154 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2155 __Movie_frame_num++;
2156 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2157 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2160 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2163 Movie_frame_counter=0;
2165 mprintf((0,"done \n"));
2170 void toggle_movie_saving()
2174 Saving_movie_frames = !Saving_movie_frames;
2176 if (Saving_movie_frames) {
2179 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2180 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2183 Saving_movie_frames = 0;
2187 while (isspace(movie_path[strlen(movie_path)-1]))
2188 movie_path[strlen(movie_path)-1] = 0;
2189 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2190 strcat(movie_path,"\\");
2193 if (!Movie_frame_buffer) {
2194 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2195 if (!Movie_frame_buffer) {
2197 Saving_movie_frames=0;
2200 Movie_frame_counter=0;
2202 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2203 Movie_bm.bm_w = 320;
2204 Movie_bm.bm_h = 200;
2205 Movie_bm.bm_type = BM_LINEAR;
2206 Movie_bm.bm_flags = 0;
2207 Movie_bm.bm_rowsize = 320;
2208 Movie_bm.bm_handle = 0;
2210 gr_palette_read(Movie_pal); //get actual palette from the hardware
2212 if (Newdemo_state == ND_STATE_PLAYBACK)
2213 Newdemo_do_interpolate = 0;
2217 flush_movie_buffer();
2219 if (Newdemo_state == ND_STATE_PLAYBACK)
2220 Newdemo_do_interpolate = 1;
2225 void save_movie_frame()
2227 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2229 Movie_frame_counter++;
2231 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2232 flush_movie_buffer();
2238 extern int Level_shake_duration;
2240 //if water or fire level, make occasional sound
2241 void do_ambient_sounds()
2243 int has_water,has_lava;
2246 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2247 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2249 if (has_lava) { //has lava
2250 sound = SOUND_AMBIENT_LAVA;
2251 if (has_water && (d_rand() & 1)) //both, pick one
2252 sound = SOUND_AMBIENT_WATER;
2254 else if (has_water) //just water
2255 sound = SOUND_AMBIENT_WATER;
2259 if (((d_rand() << 3) < FrameTime)) { //play the sound
2260 fix volume = d_rand() + f1_0/2;
2261 digi_play_sample(sound,volume);
2265 // -- extern void lightning_frame(void);
2267 void game_render_frame();
2268 extern void omega_charge_frame(void);
2270 extern time_t t_current_time, t_saved_time;
2272 void flicker_lights();
2274 void GameLoop(int RenderFlag, int ReadControlsFlag )
2277 // Used to slow down frame rate for testing things.
2278 // RenderFlag = 1; // DEBUG
2279 if (Debug_slowdown) {
2282 for (h=0; h<Debug_slowdown; h++)
2283 for (i=0; i<1000; i++)
2288 cmd_queue_process();
2291 if (FindArg("-invulnerability"))
2292 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2296 update_player_stats();
2297 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2298 do_afterburner_stuff();
2300 do_invulnerable_stuff();
2301 remove_obsolete_stuck_objects();
2303 do_final_boss_frame();
2304 // -- lightning_frame();
2305 // -- recharge_energy_frame();
2307 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2308 static int turned_off=0;
2309 Players[Player_num].energy -= (FrameTime*3/8);
2310 if (Players[Player_num].energy < i2f(10)) {
2312 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2315 if (Game_mode & GM_MULTI)
2316 multi_send_flags(Player_num);
2323 if (Players[Player_num].energy <= 0) {
2324 Players[Player_num].energy = 0;
2325 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2327 if (Game_mode & GM_MULTI)
2328 multi_send_flags(Player_num);
2335 check_create_player_path();
2336 player_follow_path(ConsoleObject);
2340 if (Game_mode & GM_MULTI)
2343 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2344 multi_check_for_killgoal_winner();
2350 if (force_cockpit_redraw) { //screen need redrawing?
2352 force_cockpit_redraw=0;
2354 game_render_frame();
2355 //show_extra_views(); //missile view, buddy bot, etc.
2358 if (Saving_movie_frames)
2365 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2369 dead_player_frame();
2370 if (Newdemo_state != ND_STATE_PLAYBACK)
2371 do_controlcen_dead_frame();
2373 process_super_mines_frame();
2375 do_ambient_sounds();
2382 if (ReadControlsFlag)
2385 memset(&Controls, 0, sizeof(Controls));
2387 GameTime += FrameTime;
2389 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2390 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2392 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2393 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2394 mprintf((0,"GameTime reset to 0\n"));
2398 if (FindArg("-checktime") != 0)
2399 if (GameTime >= i2f(600)) //wrap after 10 minutes
2400 GameTime = FrameTime;
2404 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2405 ThisLevelTime +=FrameTime;
2410 if (Endlevel_sequence) {
2411 do_endlevel_frame();
2412 powerup_grab_cheat_all();
2413 do_special_effects();
2414 return; //skip everything else
2417 if (Newdemo_state != ND_STATE_PLAYBACK)
2418 do_exploding_wall_frame();
2419 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2420 do_special_effects();
2421 wall_frame_process();
2422 triggers_frame_process();
2426 if (Control_center_destroyed) {
2427 if (Newdemo_state==ND_STATE_RECORDING )
2428 newdemo_record_control_center_destroyed();
2433 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2434 newdemo_playback_one_frame();
2435 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2436 longjmp( LeaveGame, 0 ); // Go back to menu
2439 { // Note the link to above!
2441 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2444 powerup_grab_cheat_all();
2446 if (Endlevel_sequence) //might have been started during move
2449 fuelcen_update_all();
2453 if (allowed_to_fire_laser())
2454 FireLaser(); // Fire Laser!
2456 if (Auto_fire_fusion_cannon_time) {
2457 if (Primary_weapon != FUSION_INDEX)
2458 Auto_fire_fusion_cannon_time = 0;
2459 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2460 Auto_fire_fusion_cannon_time = 0;
2461 Global_laser_firing_count = 1;
2463 vms_vector rand_vec;
2466 Global_laser_firing_count = 0;
2468 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2469 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2470 make_random_vector(&rand_vec);
2472 bump_amount = F1_0*4;
2474 if (Fusion_charge > F1_0*2)
2475 bump_amount = Fusion_charge*4;
2477 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2481 if (Global_laser_firing_count) {
2482 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2483 // if (Fusion_charge > F1_0*2)
2484 // Fusion_charge = F1_0*2;
2485 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2488 if (Global_laser_firing_count < 0)
2489 Global_laser_firing_count = 0;
2492 if (Do_appearance_effect) {
2493 create_player_appearance_effect(ConsoleObject);
2494 Do_appearance_effect = 0;
2496 if ((Game_mode & GM_MULTI) && Netgame.invul)
2498 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2499 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2506 omega_charge_frame();
2510 //!!hoard_light_pulse(); //do cool hoard light pulsing
2514 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2515 //!!extern int Hoard_goal_eclip;
2517 //!!//do cool pulsing lights in hoard goals
2518 //!!hoard_light_pulse()
2520 //!! if (Game_mode & GM_HOARD) {
2524 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2528 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2531 //!! light = abs(frame - 5) * f1_0 / 5;
2533 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2538 ubyte Slide_segs[MAX_SEGMENTS];
2539 int Slide_segs_computed;
2541 void compute_slide_segs(void)
2543 int segnum, sidenum;
2545 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2546 Slide_segs[segnum] = 0;
2547 for (sidenum=0;sidenum<6;sidenum++) {
2548 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2549 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2550 Slide_segs[segnum] |= 1 << sidenum;
2554 Slide_segs_computed = 1;
2557 // -----------------------------------------------------------------------------
2558 void slide_textures(void)
2560 int segnum,sidenum,i;
2562 if (!Slide_segs_computed)
2563 compute_slide_segs();
2565 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2566 if (Slide_segs[segnum]) {
2567 for (sidenum=0;sidenum<6;sidenum++) {
2568 if (Slide_segs[segnum] & (1 << sidenum)) {
2569 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2570 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2572 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2573 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2574 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2577 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2579 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2582 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2584 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2587 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2589 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2592 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2602 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2604 int Num_flickering_lights=0;
2606 void flicker_lights()
2609 flickering_light *f;
2611 f = Flickering_lights;
2613 for (l=0;l<Num_flickering_lights;l++,f++) {
2614 segment *segp = &Segments[f->segnum];
2616 //make sure this is actually a light
2617 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2619 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2622 if (f->timer == 0x80000000) //disabled
2625 if ((f->timer -= FrameTime) < 0) {
2627 while (f->timer < 0)
2628 f->timer += f->delay;
2630 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2633 add_light(f->segnum,f->sidenum);
2635 subtract_light(f->segnum,f->sidenum);
2640 //returns ptr to flickering light structure, or NULL if can't find
2641 flickering_light *find_flicker(int segnum,int sidenum)
2644 flickering_light *f;
2646 //see if there's already an entry for this seg/side
2648 f = Flickering_lights;
2650 for (l=0;l<Num_flickering_lights;l++,f++)
2651 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2657 //turn flickering off (because light has been turned off)
2658 void disable_flicker(int segnum,int sidenum)
2660 flickering_light *f;
2662 if ((f=find_flicker(segnum,sidenum)) != NULL)
2663 f->timer = 0x80000000;
2666 //turn flickering off (because light has been turned on)
2667 void enable_flicker(int segnum,int sidenum)
2669 flickering_light *f;
2671 if ((f=find_flicker(segnum,sidenum)) != NULL)
2678 //returns 1 if ok, 0 if error
2679 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2682 flickering_light *f;
2684 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2686 //see if there's already an entry for this seg/side
2688 f = Flickering_lights;
2690 for (l=0;l<Num_flickering_lights;l++,f++)
2691 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2694 if (mask==0) { //clearing entry
2695 if (l == Num_flickering_lights)
2699 for (i=l;i<Num_flickering_lights-1;i++)
2700 Flickering_lights[i] = Flickering_lights[i+1];
2701 Num_flickering_lights--;
2706 if (l == Num_flickering_lights) {
2707 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2710 Num_flickering_lights++;
2714 f->sidenum = sidenum;
2715 f->delay = f->timer = delay;
2723 // -----------------------------------------------------------------------------
2724 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2729 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2731 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2732 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2733 Global_laser_firing_count = 0;
2735 if (Fusion_charge == 0)
2736 Players[Player_num].energy -= F1_0*2;
2738 Fusion_charge += FrameTime;
2739 Players[Player_num].energy -= FrameTime;
2741 if (Players[Player_num].energy <= 0) {
2742 Players[Player_num].energy = 0;
2743 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2745 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2746 // Fire the fusion cannon at this time in the future.
2748 if (Fusion_charge < F1_0*2)
2749 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2751 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2753 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2754 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2756 if (Fusion_next_sound_time < GameTime) {
2757 if (Fusion_charge > F1_0*2) {
2758 digi_play_sample( 11, F1_0 );
2759 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2761 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2762 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2764 if (Game_mode & GM_MULTI)
2765 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2768 Fusion_last_sound_time = GameTime;
2769 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2777 // -------------------------------------------------------------------------------------------------------
2778 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2779 // This could easily be made difficulty level dependent.
2780 void powerup_grab_cheat(object *player, int objnum)
2786 Assert(Objects[objnum].type == OBJ_POWERUP);
2788 powerup_size = Objects[objnum].size;
2789 player_size = player->size;
2791 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2793 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2794 vms_vector collision_point;
2796 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2797 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2801 // -------------------------------------------------------------------------------------------------------
2802 // Make it easier to pick up powerups.
2803 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2804 // from player to powerup and player's forward vector.
2805 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2806 // way before the player gets there.
2807 void powerup_grab_cheat_all(void)
2812 segp = &Segments[ConsoleObject->segnum];
2813 objnum = segp->objects;
2815 while (objnum != -1) {
2816 if (Objects[objnum].type == OBJ_POWERUP)
2817 powerup_grab_cheat(ConsoleObject, objnum);
2818 objnum = Objects[objnum].next;
2823 int Last_level_path_created = -1;
2825 #ifdef SHOW_EXIT_PATH
2827 // ------------------------------------------------------------------------------------------------------------------
2828 // Create path for player from current segment to goal segment.
2829 // Return true if path created, else return false.
2830 int mark_player_path_to_segment(int segnum)
2833 object *objp = ConsoleObject;
2834 short player_path_length=0;
2835 int player_hide_index=-1;
2837 if (Last_level_path_created == Current_level_num) {
2841 Last_level_path_created = Current_level_num;
2843 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2844 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2848 player_hide_index = Point_segs_free_ptr - Point_segs;
2849 Point_segs_free_ptr += player_path_length;
2851 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2852 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2853 ai_reset_all_paths();
2857 for (i=1; i<player_path_length; i++) {
2859 vms_vector seg_center;
2862 segnum = Point_segs[player_hide_index+i].segnum;
2863 mprintf((0, "%3i ", segnum));
2864 seg_center = Point_segs[player_hide_index+i].point;
2866 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2868 Int3(); // Unable to drop energy powerup for path
2872 obj = &Objects[objnum];
2873 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2874 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2875 obj->rtype.vclip_info.framenum = 0;
2876 obj->lifeleft = F1_0*100 + d_rand() * 4;
2883 // Return true if it happened, else return false.
2884 int create_special_path(void)
2888 // ---------- Find exit doors ----------
2889 for (i=0; i<=Highest_segment_index; i++)
2890 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2891 if (Segments[i].children[j] == -2) {
2892 mprintf((0, "Exit at segment %i\n", i));
2893 return mark_player_path_to_segment(i);
2903 int Max_obj_count_mike = 0;
2905 // Shows current number of used objects.
2906 void show_free_objects(void)
2908 if (!(FrameCount & 8)) {
2912 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2914 for (i=0; i<=Highest_object_index; i++)
2915 if (Objects[i].type != OBJ_NONE)
2918 mprintf((0, "%3i", count));
2920 if (count > Max_obj_count_mike) {
2921 Max_obj_count_mike = count;
2922 mprintf((0, " ***"));
2933 * reads a flickering_light structure from a CFILE
2935 void flickering_light_read(flickering_light *fl, CFILE *fp)
2937 fl->segnum = cfile_read_short(fp);
2938 fl->sidenum = cfile_read_short(fp);
2939 fl->mask = cfile_read_int(fp);
2940 fl->timer = cfile_read_fix(fp);
2941 fl->delay = cfile_read_fix(fp);
2944 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2946 PHYSFS_writeSLE16(fp, fl->segnum);
2947 PHYSFS_writeSLE16(fp, fl->sidenum);
2948 PHYSFS_writeULE32(fp, fl->mask);
2949 PHYSFSX_writeFix(fp, fl->timer);
2950 PHYSFSX_writeFix(fp, fl->delay);