2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Game loop for Inferno
34 #include <StandardFile.h>
35 #include <Quickdraw.h>
104 #include "cntrlcen.h"
108 #include "multibot.h"
114 int VGA_current_mode;
117 #include <profiler.h>
120 //#define TEST_TIMER 1 //if this is set, do checking on timer
122 #define SHOW_EXIT_PATH 1
125 #include "editor/editor.h"
130 #if __WATCOMC__ < 1000
131 #include <wsample.h> //should come after inferno.h to get mark setting
136 extern void ReadControls(void); // located in gamecntl.c
137 extern void do_final_boss_frame(void);
139 int Speedtest_on = 0;
142 int Mark_count = 0; // number of debugging marks set
143 int Speedtest_start_time;
144 int Speedtest_segnum;
145 int Speedtest_sidenum;
146 int Speedtest_frame_start;
147 int Speedtest_count=0; // number of times to do the debug test.
150 static fix last_timer_value=0;
153 #if defined(TIMER_TEST) && !defined(NDEBUG)
154 fix _timer_value,actual_last_timer_value,_last_frametime;
155 int stop_count,start_count;
156 int time_stopped,time_started;
159 int VR_screen_mode = 0;
161 ubyte VR_screen_flags = 0; //see values in screens.h
162 ubyte VR_current_page = 0;
163 fix VR_eye_width = F1_0;
164 int VR_render_mode = VR_NONE;
165 int VR_low_res = 3; // Default to low res
167 int VR_sensitivity = 1; // 0 - 2
170 int VR_eye_offset = 0;
171 int VR_eye_switch = 0;
172 int VR_eye_offset_changed = 0;
173 int VR_use_reg_code = 0;
175 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
176 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
177 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
178 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
179 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
181 //do menus work in 640x480 or 320x200?
182 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
183 int MenuHiresAvailable = 1; //can we do highres menus?
184 int MenuHires = 1; //are we currently in highres menus?
186 int Debug_pause=0; //John's debugging pause system
188 cvar_t Cockpit_mode = { "CockpitMode", "0", 1 }; // CM_FULL_COCKPIT, see game.h for values
190 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
191 int force_cockpit_redraw=0;
194 cvar_t r_framerate = {"show_fps", "0"};
195 cvar_t cg_fov = {"fov", "30"};
197 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
199 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
201 int *Toggle_var = &Dummy_var;
204 //flag for whether initial fade-in has been done
208 #ifndef NDEBUG //these only exist if debugging
210 int Game_double_buffer = 1; //double buffer by default
211 fix fixed_frametime=0; //if non-zero, set frametime to this
215 int Game_suspended=0; //if non-zero, nothing moves but player
218 fix Auto_fire_fusion_cannon_time = 0;
219 fix Fusion_charge = 0;
220 fix Fusion_next_sound_time = 0;
221 fix Fusion_last_sound_time = 0;
224 int Game_turbo_mode = 0;
226 int Game_mode = GM_GAME_OVER;
228 int Global_laser_firing_count = 0;
229 int Global_missile_firing_count = 0;
231 grs_bitmap background_bitmap;
235 #define BACKGROUND_NAME "statback.pcx"
237 // Function prototypes for GAME.C exclusively.
239 void GameLoop(int RenderFlag, int ReadControlsFlag);
240 void FireLaser(void);
241 void slide_textures(void);
242 void powerup_grab_cheat_all(void);
245 extern void multi_check_for_killgoal_winner();
246 extern void RestoreGameSurfaces();
250 void grow_window(void);
251 void shrink_window(void);
255 void fill_background();
258 void show_framerate(void);
259 void ftoa(char *string, fix f);
262 extern ubyte DefiningMarkerMessage;
263 extern char Marker_input[];
265 // ==============================================================================================
267 extern char john_head_on;
269 void load_background_bitmap()
274 if (background_bitmap.bm_data)
275 d_free(background_bitmap.bm_data);
277 background_bitmap.bm_data=NULL;
278 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
279 if (pcx_error != PCX_ERROR_NONE)
280 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
281 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
286 void game_cmd_player(int argc, char **argv)
288 if (argc < 2 || !stricmp(argv[1], "-h")) {
289 con_printf(CON_NORMAL, "%s <name>\n", argv[0]);
290 con_printf(CON_NORMAL, " use the player/pilot file <name>\n");
294 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
296 WriteConfigFile(); // Update lastplr
301 void game_cmd_map(int argc, char **argv)
305 if (argc < 2 || !stricmp(argv[1], "-h")) {
306 con_printf(CON_NORMAL, "%s <name> [num]\n", argv[0]);
307 con_printf(CON_NORMAL, " start level <num> of mission <name> (defaults to level 1)\n");
311 if (!strlen(Players[Player_num].callsign)) {
312 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
316 load_mission_by_name(argv[1]);
319 level_num = atoi(argv[2]);
323 if (level_num > Last_level)
324 level_num = Last_level;
325 if (level_num < Last_secret_level)
326 level_num = Last_secret_level;
328 StartNewGame(level_num);
332 /* send network message */
333 void game_cmd_say(int argc, char **argv)
339 if (argc < 2 || !stricmp(argv[1], "-h")) {
340 con_printf(CON_NORMAL, "%s <text>\n", argv[0]);
341 con_printf(CON_NORMAL, " send the message <text> to the network\n");
346 Network_message[0] = 0;
348 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
349 if (ret >= MAX_MESSAGE_LEN) {
350 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
354 for (i = 2; i < argc; i++) {
355 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
356 if (ret >= MAX_MESSAGE_LEN) {
357 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
362 multi_send_message_end();
367 /* increase window size */
368 void game_cmd_sizeup(int argc, char **argv)
371 con_printf(CON_NORMAL, "%s\n", argv[0]);
372 con_printf(CON_NORMAL, " increase the game window size\n");
380 /* decrease window size */
381 void game_cmd_sizedown(int argc, char **argv)
384 con_printf(CON_NORMAL, "%s\n", argv[0]);
385 con_printf(CON_NORMAL, " decrease the game window size\n");
393 //this is called once per game
396 atexit(close_game); //for cleanup
400 init_special_effects();
404 init_exploding_walls();
406 load_background_bitmap();
408 Clear_window = 2; // do portal only window clear.
410 set_detail_level_parameters(Detail_level);
413 cvar_registervariable(&r_framerate);
414 cvar_registervariable(&cg_fov);
415 cvar_registervariable(&Player_highest_level);
418 cmd_addcommand("player", game_cmd_player);
419 cmd_addcommand("map", game_cmd_map);
420 cmd_addcommand("say", game_cmd_say);
421 cmd_addcommand("sizeup", game_cmd_sizeup);
422 cmd_addcommand("sizedown", game_cmd_sizedown);
426 void reset_palette_add()
431 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
435 void game_show_warning(char *s)
438 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
441 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
443 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
448 //these should be in gr.h
449 #define cv_w cv_bitmap.bm_w
450 #define cv_h cv_bitmap.bm_h
452 //added 3/24/99 by Owen Evans for screen res changing
453 uint32_t Game_screen_mode = 0;
455 int Game_window_x = 0;
456 int Game_window_y = 0;
457 cvar_t Game_window_w = { "GameWidth", "0", 1 };
458 cvar_t Game_window_h = { "GameHeight", "0", 1 };
459 int max_window_w = 0;
460 int max_window_h = 0;
462 extern void newdemo_record_cockpit_change(int);
464 //initialize the various canvases on the game screen
465 //called every time the screen mode or cockpit changes
468 // int minx, maxx, miny, maxy;
470 //Initialize the on-screen canvases
472 if (Newdemo_state==ND_STATE_RECORDING) {
473 newdemo_record_cockpit_change(Cockpit_mode.intval);
476 if ( VR_render_mode != VR_NONE )
477 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
479 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) &&
480 (Cockpit_mode.intval == CM_FULL_COCKPIT ||
481 Cockpit_mode.intval == CM_STATUS_BAR ||
482 Cockpit_mode.intval == CM_REAR_VIEW) )
483 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
485 if ( Screen_mode == SCREEN_EDITOR )
486 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
488 gr_set_current_canvas(NULL);
489 gr_set_curfont( GAME_FONT );
491 switch( Cockpit_mode.intval ) {
492 case CM_FULL_COCKPIT:
495 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)].index];
497 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode.intval+(SM_HIRES?(Num_cockpits/2):0)]);
499 gr_set_current_canvas(VR_offscreen_buffer);
501 gr_bitmap( 0, 0, bm );
502 bm = &VR_offscreen_buffer->cv_bitmap;
503 bm->bm_flags = BM_FLAG_TRANSPARENT;
504 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
507 if (Cockpit_mode.intval == CM_FULL_COCKPIT)
508 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
509 else if (Cockpit_mode.intval == CM_REAR_VIEW)
510 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);
516 max_window_h = grd_curscreen->sc_h;
518 if (Game_window_h.intval > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
519 cvar_setint(&Game_window_h, max_window_h);
521 if (Game_window_w.intval > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
522 cvar_setint(&Game_window_w, max_window_w);
524 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
525 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
527 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
532 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
534 if (Game_window_h.intval > max_window_h)
535 cvar_setint(&Game_window_h, max_window_h);
537 if (Game_window_w.intval > max_window_w)
538 cvar_setint(&Game_window_w, max_window_w);
540 Game_window_x = (max_window_w - Game_window_w.intval) / 2;
541 Game_window_y = (max_window_h - Game_window_h.intval) / 2;
543 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w.intval, Game_window_h.intval );
549 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
550 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
551 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
553 game_init_render_sub_buffers( x, y, w, h );
559 gr_set_current_canvas(NULL);
562 //selects a given cockpit (or lack of one). See types in game.h
563 void select_cockpit(int mode)
565 if (mode != Cockpit_mode.intval) { //new mode
566 cvar_setint(&Cockpit_mode, mode);
571 extern int last_drawn_cockpit[2];
573 //force cockpit redraw next time. call this if you've trashed the screen
576 force_cockpit_redraw=1;
577 last_drawn_cockpit[0] = -1;
578 last_drawn_cockpit[1] = -1;
581 // void HUD_clear_messages(); //Already declared in gauges.h
584 void VR_reset_params()
586 VR_eye_width = VR_SEPARATION;
587 VR_eye_offset = VR_PIXEL_SHIFT;
588 VR_eye_offset_changed = 2;
591 void game_init_render_sub_buffers( int x, int y, int w, int h )
593 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
594 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
598 // Sets up the canvases we will be rendering to (NORMAL VERSION)
599 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
601 // if (vga_check_mode(screen_mode) != 0)
602 // Error("Cannot set requested video mode");
604 VR_screen_mode = screen_mode;
606 VR_screen_flags = flags;
610 VR_render_mode = render_method;
612 cvar_setint(&Game_window_w, render_w);
613 cvar_setint(&Game_window_h, render_h);
615 if (VR_offscreen_buffer) {
616 gr_free_canvas(VR_offscreen_buffer);
619 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
620 if ( render_h*2 < 200 ) {
621 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
624 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
627 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
628 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
631 if ( render_h < 200 ) {
632 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
635 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
639 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
642 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
643 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
646 game_init_render_sub_buffers( 0, 0, render_w, render_h );
649 //called to get the screen in a mode compatible with popup menus.
650 //if we can't have popups over the game screen, switch to menu mode.
651 void set_popup_screen(void)
654 newmenu_show_cursor();
655 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
657 #ifndef OGL // always have to switch to menu mode
658 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
661 set_screen_mode(SCREEN_MENU); //must switch to menu mode
666 //called to change the screen mode. Parameter sm is the new mode, one of
667 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
668 //mode if cannot init requested mode)
669 int set_screen_mode(int sm)
672 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
673 gr_set_current_canvas( Canv_editor );
678 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
679 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
684 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
685 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
686 ogl_set_screen_mode();
697 switch( Screen_mode )
703 MenuHires = MenuHiresAvailable; //do highres if we can
705 menu_mode = MenuHires?SM(640,480):SM(320,200);
707 if (VGA_current_mode != menu_mode) {
708 if (gr_set_mode(menu_mode))
709 Error("Cannot set screen mode for menu");
710 if (!gr_palette_faded_out)
711 gr_palette_load(gr_palette);
714 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
715 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
717 FontHires = FontHiresAvailable && MenuHires;
721 newmenu_show_cursor();
726 if (VGA_current_mode != VR_screen_mode) {
727 if (gr_set_mode(VR_screen_mode)) {
728 Error("Cannot set desired screen mode for game!");
729 //we probably should do something else here, like select a standard mode
732 if ( Config_control_joystick.intval && (Function_mode == FMODE_GAME) )
738 if ( VR_render_mode == VR_NONE )
740 max_window_w = grd_curscreen->sc_w;
741 max_window_h = grd_curscreen->sc_h;
743 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
744 if (Cockpit_mode.intval == CM_STATUS_BAR)
745 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
747 else if (Cockpit_mode.intval != CM_LETTERBOX)
748 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
750 if (Game_window_h.intval == 0 || Game_window_h.intval > max_window_h ||
751 Game_window_w.intval == 0 || Game_window_w.intval > max_window_w) {
752 cvar_setint(&Game_window_w, max_window_w);
753 cvar_setint(&Game_window_h, max_window_h);
758 cvar_setint(&Cockpit_mode, CM_FULL_SCREEN);
760 // Define screen pages for game mode
761 // If we designate through screen_flags to use paging, then do so.
762 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
764 if ( VR_screen_flags&VRF_USE_PAGING )
765 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 );
767 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
771 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
773 if ( VR_render_mode != VR_NONE ) {
774 // for 640x480 or higher, use hires font.
775 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
781 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
784 newmenu_hide_cursor();
789 if (grd_curscreen->sc_mode != SM(800,600)) {
791 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
792 Warning("Cannot init editor screen (error=%d)",gr_error);
796 gr_palette_load( gr_palette );
798 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
799 Canv_editor = &VR_editor_canvas;
800 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
801 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
802 gr_set_current_canvas( Canv_editor );
803 init_editor_screen(); //setup other editor stuff
807 Error("Invalid screen mode %d",sm);
812 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
814 if ( VR_screen_flags&VRF_USE_PAGING )
815 gr_show_canvas( &VR_screen_pages[VR_current_page] );
817 ogl_set_screen_mode();
823 int gr_toggle_fullscreen_game(void){
824 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
826 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
827 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
828 //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.
829 // generic_key_handler(KEY_PADENTER,0);
830 // generic_key_handler(KEY_ENTER, 0);
835 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
840 int arch_toggle_fullscreen_menu(void);
842 int gr_toggle_fullscreen_menu(void){
843 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
845 i=arch_toggle_fullscreen_menu();
847 // generic_key_handler(KEY_PADENTER,0);
848 // generic_key_handler(KEY_ENTER, 0);
857 static int timer_paused=0;
861 if (timer_paused==0) {
863 time = timer_get_fixed_seconds();
864 last_timer_value = time - last_timer_value;
865 if (last_timer_value < 0) {
866 #if defined(TIMER_TEST) && !defined(NDEBUG)
867 Int3(); //get Matt!!!!
869 last_timer_value = 0;
871 #if defined(TIMER_TEST) && !defined(NDEBUG)
877 #if defined(TIMER_TEST) && !defined(NDEBUG)
885 Assert(timer_paused >= 0);
886 if (timer_paused==0) {
888 time = timer_get_fixed_seconds();
889 #if defined(TIMER_TEST) && !defined(NDEBUG)
890 if (last_timer_value < 0)
891 Int3(); //get Matt!!!!
893 last_timer_value = time - last_timer_value;
894 #if defined(TIMER_TEST) && !defined(NDEBUG)
899 #if defined(TIMER_TEST) && !defined(NDEBUG)
904 MAC(extern ubyte joydefs_calibrating;)
906 void game_flush_inputs()
913 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
915 mouse_get_delta( &dx, &dy, &dz ); // Read mouse
917 memset(&Controls,0,sizeof(control_info));
922 last_timer_value = timer_get_fixed_seconds();
927 extern int Saving_movie_frames;
928 int Movie_fixed_frametime;
930 #define Saving_movie_frames 0
931 #define Movie_fixed_frametime 0
934 //added on 8/18/98 by Victor Rachels to add maximum framerate
935 int maxfps = MAX_FPS;
938 void calc_frame_time()
940 fix timer_value,last_frametime = FrameTime;
942 #if defined(TIMER_TEST) && !defined(NDEBUG)
943 _last_frametime = last_frametime;
946 timer_value = timer_get_fixed_seconds();
947 FrameTime = timer_value - last_timer_value;
949 while (FrameTime < f1_0 / maxfps)
951 timer_delay(f1_0 / maxfps - FrameTime);
952 timer_value = timer_get_fixed_seconds();
953 FrameTime = timer_value - last_timer_value;
956 #if defined(TIMER_TEST) && !defined(NDEBUG)
957 _timer_value = timer_value;
961 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
962 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
964 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
965 // if ( !dpmi_virtual_memory )
966 // Int3(); //Get MATT if hit this!
970 #if defined(TIMER_TEST) && !defined(NDEBUG)
971 actual_last_timer_value = last_timer_value;
974 if ( Game_turbo_mode )
977 // Limit frametime to be between 5 and 150 fps.
978 RealFrameTime = FrameTime;
979 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
980 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
982 last_timer_value = timer_value;
984 if (FrameTime < 0) //if bogus frametime...
985 FrameTime = last_frametime; //...then use time from last frame
988 if (fixed_frametime) FrameTime = fixed_frametime;
1003 last_timer_value = timer_get_fixed_seconds();
1011 #if defined(TIMER_TEST) && !defined(NDEBUG)
1012 stop_count = start_count = 0;
1015 // Set value to determine whether homing missile can see target.
1016 // The lower frametime is, the more likely that it can see its target.
1017 if (FrameTime <= F1_0/64)
1018 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
1019 else if (FrameTime < F1_0/32)
1020 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
1021 else if (FrameTime < F1_0/4)
1022 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;
1024 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
1028 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
1030 void move_player_2_segment(segment *seg,int side)
1034 compute_segment_center(&ConsoleObject->pos,seg);
1035 compute_center_point_on_side(&vp,seg,side);
1036 vm_vec_sub2(&vp,&ConsoleObject->pos);
1037 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
1039 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
1044 void game_draw_time_left()
1046 char temp_string[30];
1050 gr_set_curfont( GAME_FONT ); //GAME_FONT
1051 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1053 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1054 i=f2i(timevar-ThisLevelTime);
1057 sprintf( temp_string, "Time left: %d secs", i );
1060 gr_string(0, 32, temp_string );
1065 extern int Game_pause;
1068 void level_with_floor();
1070 void modex_clear_box(int x,int y,int w,int h)
1072 grs_canvas *temp_canv,*save_canv;
1074 save_canv = grd_curcanv;
1075 temp_canv = gr_create_canvas(w,h);
1076 gr_set_current_canvas(temp_canv);
1077 gr_clear_canvas(BM_XRGB(0,0,0));
1078 gr_set_current_canvas(save_canv);
1079 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1080 gr_free_canvas(temp_canv);
1084 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1086 // mac routine to drop contents of screen to a pict file using copybits
1087 // save a PICT to a file
1090 void SavePictScreen(int multiplayer)
1093 int parid, i, count;
1094 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1097 PicHandle pict_handle;
1098 static int multi_count = 0;
1099 StandardFileReply sf_reply;
1101 // dump the contents of the GameWindow into a picture using copybits
1103 pict_handle = OpenPicture(&GameWindow->portRect);
1104 if (pict_handle == NULL)
1107 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1110 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1111 if (!getcwd(cwd, FILENAME_MAX))
1113 // create the fsspec
1115 sprintf(filename, "screen%d", multi_count++);
1116 pfilename = c2pstr(filename);
1119 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1120 if (!sf_reply.sfGood)
1122 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1123 if (sf_reply.sfReplacing)
1125 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1129 // parid = GetAppDirId();
1130 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1135 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1140 // write the PICT file
1141 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1143 memset(buf, 0, sizeof(buf));
1145 if ( FSWrite(fd, &count, buf) )
1147 count = GetHandleSize((Handle)pict_handle);
1148 HLock((Handle)pict_handle);
1149 if ( FSWrite(fd, &count, *pict_handle) ) {
1155 HUnlock((Handle)pict_handle);
1156 DisposeHandle((Handle)pict_handle);
1164 //automap_flag is now unused, since we just check if the screen we're
1165 //writing to is modex
1166 //if called from automap, current canvas is set to visible screen
1168 void save_screen_shot(int automap_flag)
1170 #if !defined(MACINTOSH)
1173 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1174 grs_font *save_font;
1175 static int savenum=0;
1176 static int stereo_savenum=0;
1177 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1178 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1186 // // Can't do screen shots in VR modes.
1187 // if ( VR_render_mode != VR_NONE )
1192 save_canv = grd_curcanv;
1194 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1198 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1199 gr_set_current_canvas(temp_canv);
1200 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1202 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1203 gr_set_current_canvas(temp_canv2);
1204 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1207 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1208 gr_set_current_canvas(temp_canv);
1209 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1212 gr_set_current_canvas(save_canv);
1214 if ( savenum > 99 ) savenum = 0;
1215 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1218 sprintf(savename,"left%02d.pcx",stereo_savenum);
1219 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1220 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1222 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1225 sprintf(savename,"screen%02d.pcx",savenum++);
1226 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1229 if (!automap_flag) //if from automap, curcanv is already visible canv
1230 gr_set_current_canvas(NULL);
1231 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1232 if (!automap_flag && modex_flag)
1233 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1235 save_font = grd_curcanv->cv_font;
1236 gr_set_curfont(GAME_FONT);
1237 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1238 gr_get_string_size(message,&w,&h,&aw);
1243 //I changed how these coords were calculated for the high-res automap. -MT
1244 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1245 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1246 x = (grd_curcanv->cv_w-w)/2;
1247 y = (grd_curcanv->cv_h-h)/2;
1250 modex_clear_box(x-2,y-2,w+4,h+4);
1251 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1253 gr_setcolor(gr_find_closest_color_current(0,0,0));
1254 gr_rect(x-2,y-2,x+w+2,y+h+2);
1255 gr_printf(x,y,message);
1256 gr_set_curfont(save_font);
1258 t1 = timer_get_fixed_seconds() + F1_0;
1260 gr_palette_read(pal); //get actual palette from the hardware
1261 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1263 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1265 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1267 gr_set_current_canvas(screen_canv);
1269 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1270 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1272 gr_free_canvas(temp_canv);
1274 gr_free_canvas(temp_canv2);
1276 gr_set_current_canvas(save_canv);
1282 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1283 grs_canvas *temp_canv, *save_canv;
1285 // Can't do screen shots in VR modes.
1286 if ( VR_render_mode != VR_NONE )
1291 save_canv = grd_curcanv;
1292 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1295 gr_set_current_canvas( temp_canv );
1296 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1297 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1301 if (Game_mode & GM_MULTI)
1308 gr_set_current_canvas(screen_canv);
1310 // if (!automap_flag)
1311 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1313 gr_free_canvas(temp_canv);
1315 gr_set_current_canvas(save_canv);
1324 void fly_init(object *obj)
1326 obj->control_type = CT_FLYING;
1327 obj->movement_type = MT_PHYSICS;
1329 vm_vec_zero(&obj->mtype.phys_info.velocity);
1330 vm_vec_zero(&obj->mtype.phys_info.thrust);
1331 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1332 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1335 //void morph_test(), morph_step();
1338 // ------------------------------------------------------------------------------------
1340 void test_anim_states();
1344 //put up the help message
1351 extern int been_in_editor;
1353 // ------------------------------------------------------------------------------------
1354 void do_cloak_stuff(void)
1357 for (i = 0; i < N_players; i++)
1358 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1359 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1360 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1361 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1362 if (i == Player_num) {
1363 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1365 if (Game_mode & GM_MULTI)
1366 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1367 maybe_drop_net_powerup(POW_CLOAK);
1368 multi_send_decloak(); // For demo recording
1370 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1378 // ------------------------------------------------------------------------------------
1379 void do_invulnerable_stuff(void)
1381 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1382 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1383 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1386 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1388 if (Game_mode & GM_MULTI)
1390 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1391 maybe_drop_net_powerup(POW_INVULNERABILITY);
1394 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1401 ubyte Last_afterburner_state = 0;
1402 fix Last_afterburner_charge = 0;
1404 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1405 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1409 //@@// ------------------------------------------------------------------------------------
1410 //@@void afterburner_shake(void)
1414 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1415 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1417 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1418 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1419 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1423 // ------------------------------------------------------------------------------------
1425 extern void multi_send_sound_function (char,char);
1428 void do_afterburner_stuff(void)
1430 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1431 Afterburner_charge=0;
1433 if (Endlevel_sequence || Player_is_dead)
1435 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1437 multi_send_sound_function (0,0);
1441 if ((Controls.state[afterburner] != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1443 if (Afterburner_charge && Controls.state[afterburner] && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1444 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1446 if (Game_mode & GM_MULTI)
1447 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1450 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1451 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1453 if (Game_mode & GM_MULTI)
1454 multi_send_sound_function (0,0);
1456 mprintf((0,"Killing afterburner sound\n"));
1460 //@@if (Controls.state[afterburner] && Afterburner_charge)
1461 //@@ afterburner_shake();
1463 Last_afterburner_state = Controls.state[afterburner];
1464 Last_afterburner_charge = Afterburner_charge;
1467 // -- // ------------------------------------------------------------------------------------
1468 // -- // if energy < F1_0/2, recharge up to F1_0/2
1469 // -- void recharge_energy_frame(void)
1471 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1472 // -- Players[Player_num].energy += FrameTime/4;
1474 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1475 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1479 // Amount to diminish guns towards normal, per second.
1480 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1482 extern fix Flash_effect;
1484 //adds to rgb values for palette flash
1485 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1489 PaletteRedAdd += _dr;
1490 PaletteGreenAdd += _dg;
1491 PaletteBlueAdd += _db;
1493 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1498 maxval = MAX_PALETTE_ADD;
1500 if (PaletteRedAdd > maxval)
1501 PaletteRedAdd = maxval;
1503 if (PaletteGreenAdd > maxval)
1504 PaletteGreenAdd = maxval;
1506 if (PaletteBlueAdd > maxval)
1507 PaletteBlueAdd = maxval;
1509 if (PaletteRedAdd < -maxval)
1510 PaletteRedAdd = -maxval;
1512 if (PaletteGreenAdd < -maxval)
1513 PaletteGreenAdd = -maxval;
1515 if (PaletteBlueAdd < -maxval)
1516 PaletteBlueAdd = -maxval;
1519 fix Time_flash_last_played;
1522 void game_palette_step_up( int r, int g, int b );
1523 // ------------------------------------------------------------------------------------
1524 // Diminish palette effects towards normal.
1525 void diminish_palette_towards_normal(void)
1529 // Diminish at DIMINISH_RATE units/second.
1530 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1531 if (FrameTime < F1_0/DIMINISH_RATE) {
1532 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1535 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1536 if (dec_amount == 0)
1537 dec_amount++; // make sure we decrement by something
1543 // Part of hack system to force update of palette after exiting a menu.
1544 if (Time_flash_last_played) {
1546 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1549 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1550 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1551 Time_flash_last_played = GameTime;
1554 Flash_effect -= FrameTime;
1555 if (Flash_effect < 0)
1558 if (force_do || (d_rand() > 4096 )) {
1559 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1560 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1562 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1569 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1570 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1572 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1573 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1575 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1576 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1578 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1579 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1581 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1583 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1586 int Redsave, Bluesave, Greensave;
1588 void palette_save(void)
1590 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1593 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1595 void game_palette_step_up( int r, int g, int b )
1597 if ( VR_use_reg_code ) {
1598 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1600 gr_palette_step_up( r, g, b );
1604 void palette_restore(void)
1606 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1607 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1609 // Forces flash effect to fixup palette next frame.
1610 Time_flash_last_played = 0;
1613 extern void dead_player_frame(void);
1616 // --------------------------------------------------------------------------------------------------
1617 int allowed_to_fire_laser(void)
1619 if (Player_is_dead) {
1620 Global_missile_firing_count = 0;
1624 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1625 // be a long while before laser can be fired, then there must be some mistake!
1626 if (Next_laser_fire_time > GameTime)
1627 if (Next_laser_fire_time < GameTime + 2*F1_0)
1633 fix Next_flare_fire_time = 0;
1634 #define FLARE_BIG_DELAY (F1_0*2)
1636 int allowed_to_fire_flare(void)
1638 if (Next_flare_fire_time > GameTime)
1639 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1642 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1643 Next_flare_fire_time = GameTime + F1_0/4;
1645 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1650 int allowed_to_fire_missile(void)
1652 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1653 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1654 // be a long while before missile can be fired, then there must be some mistake!
1655 if (Next_missile_fire_time > GameTime)
1656 if (Next_missile_fire_time < GameTime + 5*F1_0)
1662 void full_palette_save(void)
1665 apply_modified_palette();
1666 reset_palette_add();
1667 gr_palette_load( gr_palette );
1670 extern int Death_sequence_aborted;
1671 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) );
1678 char pixel_double_help[64];
1681 char command_help[64], save_help[64], restore_help[64];
1684 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1686 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1687 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1689 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1690 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1691 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1692 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1694 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1695 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1696 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1697 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1698 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1700 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1702 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1704 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1706 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1708 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1710 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1711 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1712 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1713 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1714 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1716 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1718 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1720 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1721 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1722 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1723 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1725 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1726 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1729 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1730 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1731 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1734 full_palette_save();
1736 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1741 //temp function until Matt cleans up game sequencing
1742 extern void temp_reset_stuff_on_level();
1744 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1746 //deal with rear view - switch it on, or off, or whatever
1747 void check_rear_view()
1749 static int leave_mode;
1750 static fix entry_time;
1752 if ( Controls.count[rear_view] ) { // key/button has gone down
1756 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1757 select_cockpit(Cockpit_mode_save);
1758 Cockpit_mode_save = -1;
1760 if (Newdemo_state == ND_STATE_RECORDING)
1761 newdemo_record_restore_rearview();
1765 if (Rear_view_leave_time <= 0)
1767 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
1771 leave_mode = 0; // means wait for another key
1772 entry_time = timer_get_fixed_seconds();
1774 if (Cockpit_mode.intval == CM_FULL_COCKPIT) {
1775 Cockpit_mode_save = Cockpit_mode.intval;
1776 select_cockpit(CM_REAR_VIEW);
1778 if (Newdemo_state == ND_STATE_RECORDING)
1779 newdemo_record_rearview();
1783 if (Controls.state[rear_view]) {
1785 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1790 //@@if (leave_mode==1 && Cockpit_mode.intval == CM_REAR_VIEW) {
1792 if (leave_mode==1 && Rear_view) {
1794 if (Cockpit_mode.intval == CM_REAR_VIEW) {
1795 select_cockpit(Cockpit_mode_save);
1796 Cockpit_mode_save = -1;
1798 if (Newdemo_state == ND_STATE_RECORDING)
1799 newdemo_record_restore_rearview();
1804 void reset_rear_view(void)
1807 if (Newdemo_state == ND_STATE_RECORDING)
1808 newdemo_record_restore_rearview();
1813 if (!(Cockpit_mode.intval == CM_FULL_COCKPIT || Cockpit_mode.intval == CM_STATUS_BAR || Cockpit_mode.intval == CM_FULL_SCREEN)) {
1814 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1815 Cockpit_mode_save = CM_FULL_COCKPIT;
1816 select_cockpit(Cockpit_mode_save);
1817 Cockpit_mode_save = -1;
1823 int Config_menu_flag;
1827 int gr_renderstats = 0;
1828 // need to define "cheat" for renderstats
1829 int gr_badtexture = 0;
1830 // need to define "cheat" for badtexture
1832 int Cheats_enabled=0;
1834 extern int Laser_rapid_fire;
1835 extern void do_lunacy_on(), do_lunacy_off();
1837 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1838 extern char BounceCheat,HomingCheat,OldHomingState[20];
1839 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1840 extern int Buddy_dude_cheat;
1842 //turns off active cheats
1843 void turn_cheats_off()
1849 Weapon_info[i].homing_flag=OldHomingState[i];
1854 Interpolation_method=old_IntMethod;
1857 Buddy_dude_cheat = 0;
1861 Laser_rapid_fire = 0;
1862 Physics_cheat_flag = 0;
1864 Robots_kill_robots_cheat=0;
1865 Robot_firing_enabled = 1;
1868 //turns off all cheats & resets cheater flag
1869 void game_disable_cheats()
1877 // ----------------------------------------------------------------------------
1879 void game_setup(void)
1881 //@@int demo_playing=0;
1882 //@@int multi_game=0;
1884 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1885 do_lunacy_off(); // Restore true insane mode.
1888 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1889 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1890 Endlevel_sequence = 0;
1892 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1893 //@@ demo_playing = 1;
1894 //@@if ( Game_mode & GM_MULTI )
1895 //@@ multi_game = 1;
1897 set_screen_mode(SCREEN_GAME);
1898 reset_palette_add();
1900 set_warn_func(game_show_warning);
1904 //digi_init_sounds();
1906 //keyd_repeat = 0; // Don't allow repeat in game
1907 keyd_repeat = 1; // Do allow repeat in game
1910 //_MARK_("start of game");
1914 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1915 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1917 if (!check_obj_seg(ConsoleObject))
1918 move_player_2_segment(Cursegp,Curside);
1921 Viewer = ConsoleObject;
1922 fly_init(ConsoleObject);
1927 FrameTime = 0; //make first frame zero
1930 if (Current_level_num == 0) { //not a real level
1931 init_player_stats_game();
1938 game_flush_inputs();
1944 extern char IWasKicked;
1948 // ------------------------------------------------------------------------------------
1949 //this function is the game. called when game mode selected. runs until
1950 //editor mode or exit selected
1953 game_setup(); // Replaces what was here earlier.
1954 // Good for Windows Sake.
1957 ProfilerSetStatus(1);
1960 if ( setjmp(LeaveGame)==0 ) {
1966 Config_menu_flag = 0;
1968 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1970 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1971 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1974 player_shields = Players[Player_num].shields;
1976 ExtGameStatus=GAMESTAT_RUNNING;
1977 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1979 if (oldfov != cg_fov.value)
1981 oldfov = cg_fov.value;
1982 if (cg_fov.value < F1_0)
1983 cvar_setint(&cg_fov, 1);
1984 if (cg_fov.value > 170 * F1_0)
1985 cvar_setint(&cg_fov, 170);
1986 Render_zoom = cg_fov.value * M_PI / 180; // convert to radians
1987 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", f2fl(cg_fov.value), Render_zoom);
1990 //if the player is taking damage, give up guided missile control
1991 if (Players[Player_num].shields != player_shields)
1992 release_guided_missile(Player_num);
1994 //see if redbook song needs to be restarted
1995 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1997 if (Config_menu_flag) {
1998 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
2000 if (!(Game_mode&GM_MULTI)) palette_restore();
2004 int save_w = Game_window_w.intval, save_h = Game_window_h.intval;
2006 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
2007 cvar_setint(&Game_window_w, save_w);
2008 cvar_setint(&Game_window_h, save_h);
2010 last_drawn_cockpit[0] = -1;
2011 last_drawn_cockpit[1] = -1;
2014 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
2016 fmode = Function_mode;
2017 Function_mode = FMODE_GAME;
2019 apply_modified_palette();
2020 reset_palette_add();
2021 gr_palette_load( gr_palette );
2022 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
2024 Function_mode = fmode;
2027 newdemo_stop_playback();
2028 Function_mode = FMODE_MENU;
2030 Function_mode = FMODE_GAME;
2034 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
2040 fmode = Function_mode;
2041 Function_mode = FMODE_GAME;
2043 apply_modified_palette();
2044 reset_palette_add();
2045 gr_palette_load( gr_palette );
2046 ExtGameStatus=GAMESTAT_ABORT_GAME;
2047 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
2049 Function_mode = fmode;
2051 Function_mode = FMODE_GAME;
2057 if (Function_mode != FMODE_GAME)
2058 longjmp(LeaveGame,0);
2061 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2062 longjmp(LeaveGame,0);
2065 if (VR_screen_flags & VRF_COMPATIBLE_MENUS) {
2067 newmenu_hide_cursor();
2073 ProfilerSetStatus(0);
2078 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2079 newdemo_stop_recording();
2085 if ( Newdemo_state == ND_STATE_PLAYBACK )
2086 newdemo_stop_playback();
2088 if (Cockpit_mode_save!=-1)
2090 cvar_setint(&Cockpit_mode, Cockpit_mode_save);
2091 Cockpit_mode_save=-1;
2094 if (Function_mode != FMODE_EDITOR)
2095 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2097 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2098 //@@ scores_maybe_add_player(Game_aborted);
2102 //_MARK_("end of game");
2105 clear_warn_func(game_show_warning); //don't use this func anymore
2107 game_disable_cheats();
2110 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2114 //called at the end of the program
2117 if (VR_offscreen_buffer) {
2118 gr_free_canvas(VR_offscreen_buffer);
2119 VR_offscreen_buffer = NULL;
2122 close_gauge_canvases();
2124 restore_effect_bitmap_icons();
2126 if (background_bitmap.bm_data)
2127 d_free(background_bitmap.bm_data);
2129 clear_warn_func(game_show_warning); //don't use this func anymore
2132 grs_canvas * get_current_game_screen()
2134 return &VR_screen_pages[VR_current_page];
2138 extern void kconfig_center_headset();
2142 void speedtest_frame(void);
2143 int Debug_slowdown=0;
2147 extern void player_follow_path(object *objp);
2148 extern void check_create_player_path(void);
2152 extern int Do_appearance_effect;
2154 object *Missile_viewer=NULL;
2156 cvar_t Missile_view_enabled = { "MissileView", "1", 1 };
2158 int Marker_viewer_num[2]={-1,-1};
2159 int Coop_view_player[2]={-1,-1};
2160 cvar_t Cockpit_3d_view[2] = {
2161 { "CockpitViewLeft", "0", 1 },
2162 { "CockpitViewRight", "0", 1 },
2165 //returns ptr to escort robot, or NULL
2166 object *find_escort()
2170 for (i=0; i<=Highest_object_index; i++)
2171 if (Objects[i].type == OBJ_ROBOT)
2172 if (Robot_info[Objects[i].id].companion)
2178 extern void process_super_mines_frame(void);
2179 extern void do_seismic_stuff(void);
2182 int Saving_movie_frames=0;
2183 int __Movie_frame_num=0;
2185 #define MAX_MOVIE_BUFFER_FRAMES 250
2186 #define MOVIE_FRAME_SIZE (320 * 200)
2188 ubyte *Movie_frame_buffer;
2189 int Movie_frame_counter;
2190 ubyte Movie_pal[768];
2191 char movie_path[50] = ".\\";
2193 grs_bitmap Movie_bm;
2195 void flush_movie_buffer()
2202 mprintf((0,"Flushing movie buffer..."));
2204 Movie_bm.bm_data = Movie_frame_buffer;
2206 for (f=0;f<Movie_frame_counter;f++) {
2207 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2208 __Movie_frame_num++;
2209 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2210 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2213 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2216 Movie_frame_counter=0;
2218 mprintf((0,"done \n"));
2223 void toggle_movie_saving()
2227 Saving_movie_frames = !Saving_movie_frames;
2229 if (Saving_movie_frames) {
2232 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2233 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2236 Saving_movie_frames = 0;
2240 while (isspace(movie_path[strlen(movie_path)-1]))
2241 movie_path[strlen(movie_path)-1] = 0;
2242 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2243 strcat(movie_path,"\\");
2246 if (!Movie_frame_buffer) {
2247 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2248 if (!Movie_frame_buffer) {
2250 Saving_movie_frames=0;
2253 Movie_frame_counter=0;
2255 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2256 Movie_bm.bm_w = 320;
2257 Movie_bm.bm_h = 200;
2258 Movie_bm.bm_type = BM_LINEAR;
2259 Movie_bm.bm_flags = 0;
2260 Movie_bm.bm_rowsize = 320;
2261 Movie_bm.bm_handle = 0;
2263 gr_palette_read(Movie_pal); //get actual palette from the hardware
2265 if (Newdemo_state == ND_STATE_PLAYBACK)
2266 Newdemo_do_interpolate = 0;
2270 flush_movie_buffer();
2272 if (Newdemo_state == ND_STATE_PLAYBACK)
2273 Newdemo_do_interpolate = 1;
2278 void save_movie_frame()
2280 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2282 Movie_frame_counter++;
2284 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2285 flush_movie_buffer();
2291 extern int Level_shake_duration;
2293 //if water or fire level, make occasional sound
2294 void do_ambient_sounds()
2296 int has_water,has_lava;
2299 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2300 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2302 if (has_lava) { //has lava
2303 sound = SOUND_AMBIENT_LAVA;
2304 if (has_water && (d_rand() & 1)) //both, pick one
2305 sound = SOUND_AMBIENT_WATER;
2307 else if (has_water) //just water
2308 sound = SOUND_AMBIENT_WATER;
2312 if (((d_rand() << 3) < FrameTime)) { //play the sound
2313 fix volume = d_rand() + f1_0/2;
2314 digi_play_sample(sound,volume);
2318 // -- extern void lightning_frame(void);
2320 void game_render_frame();
2321 extern void omega_charge_frame(void);
2323 extern time_t t_current_time, t_saved_time;
2325 void flicker_lights();
2327 void GameLoop(int RenderFlag, int ReadControlsFlag )
2330 // Used to slow down frame rate for testing things.
2331 // RenderFlag = 1; // DEBUG
2332 if (Debug_slowdown) {
2335 for (h=0; h<Debug_slowdown; h++)
2336 for (i=0; i<1000; i++)
2342 if (FindArg("-invulnerability"))
2343 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2347 update_player_stats();
2348 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2349 do_afterburner_stuff();
2351 do_invulnerable_stuff();
2352 remove_obsolete_stuck_objects();
2354 do_final_boss_frame();
2355 // -- lightning_frame();
2356 // -- recharge_energy_frame();
2358 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2359 static int turned_off=0;
2360 Players[Player_num].energy -= (FrameTime*3/8);
2361 if (Players[Player_num].energy < i2f(10)) {
2363 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2366 if (Game_mode & GM_MULTI)
2367 multi_send_flags(Player_num);
2374 if (Players[Player_num].energy <= 0) {
2375 Players[Player_num].energy = 0;
2376 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2378 if (Game_mode & GM_MULTI)
2379 multi_send_flags(Player_num);
2386 check_create_player_path();
2387 player_follow_path(ConsoleObject);
2391 if (Game_mode & GM_MULTI)
2394 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2395 multi_check_for_killgoal_winner();
2401 if (force_cockpit_redraw) { //screen need redrawing?
2403 force_cockpit_redraw=0;
2405 game_render_frame();
2406 //show_extra_views(); //missile view, buddy bot, etc.
2409 if (Saving_movie_frames)
2416 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2420 dead_player_frame();
2421 if (Newdemo_state != ND_STATE_PLAYBACK)
2422 do_controlcen_dead_frame();
2424 process_super_mines_frame();
2426 do_ambient_sounds();
2433 if (ReadControlsFlag)
2436 memset(&Controls, 0, sizeof(Controls));
2438 GameTime += FrameTime;
2440 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2441 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2443 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2444 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2445 mprintf((0,"GameTime reset to 0\n"));
2449 if (FindArg("-checktime") != 0)
2450 if (GameTime >= i2f(600)) //wrap after 10 minutes
2451 GameTime = FrameTime;
2455 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2456 ThisLevelTime +=FrameTime;
2461 if (Endlevel_sequence) {
2462 do_endlevel_frame();
2463 powerup_grab_cheat_all();
2464 do_special_effects();
2465 return; //skip everything else
2468 if (Newdemo_state != ND_STATE_PLAYBACK)
2469 do_exploding_wall_frame();
2470 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2471 do_special_effects();
2472 wall_frame_process();
2473 triggers_frame_process();
2477 if (Control_center_destroyed) {
2478 if (Newdemo_state==ND_STATE_RECORDING )
2479 newdemo_record_control_center_destroyed();
2484 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2485 newdemo_playback_one_frame();
2486 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2487 longjmp( LeaveGame, 0 ); // Go back to menu
2490 { // Note the link to above!
2492 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2495 powerup_grab_cheat_all();
2497 if (Endlevel_sequence) //might have been started during move
2500 fuelcen_update_all();
2504 if (allowed_to_fire_laser())
2505 FireLaser(); // Fire Laser!
2507 if (Auto_fire_fusion_cannon_time) {
2508 if (Primary_weapon != FUSION_INDEX)
2509 Auto_fire_fusion_cannon_time = 0;
2510 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2511 Auto_fire_fusion_cannon_time = 0;
2512 Global_laser_firing_count = 1;
2514 vms_vector rand_vec;
2517 Global_laser_firing_count = 0;
2519 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2520 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2521 make_random_vector(&rand_vec);
2523 bump_amount = F1_0*4;
2525 if (Fusion_charge > F1_0*2)
2526 bump_amount = Fusion_charge*4;
2528 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2532 if (Global_laser_firing_count) {
2533 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2534 // if (Fusion_charge > F1_0*2)
2535 // Fusion_charge = F1_0*2;
2536 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2539 if (Global_laser_firing_count < 0)
2540 Global_laser_firing_count = 0;
2543 if (Do_appearance_effect) {
2544 create_player_appearance_effect(ConsoleObject);
2545 Do_appearance_effect = 0;
2547 if ((Game_mode & GM_MULTI) && Netgame.invul)
2549 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2550 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2557 omega_charge_frame();
2561 //!!hoard_light_pulse(); //do cool hoard light pulsing
2565 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2566 //!!extern int Hoard_goal_eclip;
2568 //!!//do cool pulsing lights in hoard goals
2569 //!!hoard_light_pulse()
2571 //!! if (Game_mode & GM_HOARD) {
2575 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2579 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2582 //!! light = abs(frame - 5) * f1_0 / 5;
2584 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2589 ubyte Slide_segs[MAX_SEGMENTS];
2590 int Slide_segs_computed;
2592 void compute_slide_segs(void)
2594 int segnum, sidenum;
2596 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2597 Slide_segs[segnum] = 0;
2598 for (sidenum=0;sidenum<6;sidenum++) {
2599 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2600 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2601 Slide_segs[segnum] |= 1 << sidenum;
2605 Slide_segs_computed = 1;
2608 // -----------------------------------------------------------------------------
2609 void slide_textures(void)
2611 int segnum,sidenum,i;
2613 if (!Slide_segs_computed)
2614 compute_slide_segs();
2616 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2617 if (Slide_segs[segnum]) {
2618 for (sidenum=0;sidenum<6;sidenum++) {
2619 if (Slide_segs[segnum] & (1 << sidenum)) {
2620 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2621 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2623 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2624 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2625 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2628 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2630 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2633 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2635 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2638 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2640 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2643 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2653 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2655 int Num_flickering_lights=0;
2657 void flicker_lights()
2660 flickering_light *f;
2662 f = Flickering_lights;
2664 for (l=0;l<Num_flickering_lights;l++,f++) {
2665 segment *segp = &Segments[f->segnum];
2667 //make sure this is actually a light
2668 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2670 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2673 if (f->timer == 0x80000000) //disabled
2676 if ((f->timer -= FrameTime) < 0) {
2678 while (f->timer < 0)
2679 f->timer += f->delay;
2681 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2684 add_light(f->segnum,f->sidenum);
2686 subtract_light(f->segnum,f->sidenum);
2691 //returns ptr to flickering light structure, or NULL if can't find
2692 flickering_light *find_flicker(int segnum,int sidenum)
2695 flickering_light *f;
2697 //see if there's already an entry for this seg/side
2699 f = Flickering_lights;
2701 for (l=0;l<Num_flickering_lights;l++,f++)
2702 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2708 //turn flickering off (because light has been turned off)
2709 void disable_flicker(int segnum,int sidenum)
2711 flickering_light *f;
2713 if ((f=find_flicker(segnum,sidenum)) != NULL)
2714 f->timer = 0x80000000;
2717 //turn flickering off (because light has been turned on)
2718 void enable_flicker(int segnum,int sidenum)
2720 flickering_light *f;
2722 if ((f=find_flicker(segnum,sidenum)) != NULL)
2729 //returns 1 if ok, 0 if error
2730 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2733 flickering_light *f;
2735 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2737 //see if there's already an entry for this seg/side
2739 f = Flickering_lights;
2741 for (l=0;l<Num_flickering_lights;l++,f++)
2742 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2745 if (mask==0) { //clearing entry
2746 if (l == Num_flickering_lights)
2750 for (i=l;i<Num_flickering_lights-1;i++)
2751 Flickering_lights[i] = Flickering_lights[i+1];
2752 Num_flickering_lights--;
2757 if (l == Num_flickering_lights) {
2758 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2761 Num_flickering_lights++;
2765 f->sidenum = sidenum;
2766 f->delay = f->timer = delay;
2774 // -----------------------------------------------------------------------------
2775 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2780 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.state[fire_primary] || Controls.count[fire_primary]);
2782 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2783 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2784 Global_laser_firing_count = 0;
2786 if (Fusion_charge == 0)
2787 Players[Player_num].energy -= F1_0*2;
2789 Fusion_charge += FrameTime;
2790 Players[Player_num].energy -= FrameTime;
2792 if (Players[Player_num].energy <= 0) {
2793 Players[Player_num].energy = 0;
2794 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2796 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2797 // Fire the fusion cannon at this time in the future.
2799 if (Fusion_charge < F1_0*2)
2800 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2802 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2804 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2805 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2807 if (Fusion_next_sound_time < GameTime) {
2808 if (Fusion_charge > F1_0*2) {
2809 digi_play_sample( 11, F1_0 );
2810 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2812 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2813 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2815 if (Game_mode & GM_MULTI)
2816 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2819 Fusion_last_sound_time = GameTime;
2820 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2828 // -------------------------------------------------------------------------------------------------------
2829 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2830 // This could easily be made difficulty level dependent.
2831 void powerup_grab_cheat(object *player, int objnum)
2837 Assert(Objects[objnum].type == OBJ_POWERUP);
2839 powerup_size = Objects[objnum].size;
2840 player_size = player->size;
2842 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2844 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2845 vms_vector collision_point;
2847 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2848 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2852 // -------------------------------------------------------------------------------------------------------
2853 // Make it easier to pick up powerups.
2854 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2855 // from player to powerup and player's forward vector.
2856 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2857 // way before the player gets there.
2858 void powerup_grab_cheat_all(void)
2863 segp = &Segments[ConsoleObject->segnum];
2864 objnum = segp->objects;
2866 while (objnum != -1) {
2867 if (Objects[objnum].type == OBJ_POWERUP)
2868 powerup_grab_cheat(ConsoleObject, objnum);
2869 objnum = Objects[objnum].next;
2874 int Last_level_path_created = -1;
2876 #ifdef SHOW_EXIT_PATH
2878 // ------------------------------------------------------------------------------------------------------------------
2879 // Create path for player from current segment to goal segment.
2880 // Return true if path created, else return false.
2881 int mark_player_path_to_segment(int segnum)
2884 object *objp = ConsoleObject;
2885 short player_path_length=0;
2886 int player_hide_index=-1;
2888 if (Last_level_path_created == Current_level_num) {
2892 Last_level_path_created = Current_level_num;
2894 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2895 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2899 player_hide_index = Point_segs_free_ptr - Point_segs;
2900 Point_segs_free_ptr += player_path_length;
2902 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2903 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2904 ai_reset_all_paths();
2908 for (i=1; i<player_path_length; i++) {
2910 vms_vector seg_center;
2913 segnum = Point_segs[player_hide_index+i].segnum;
2914 mprintf((0, "%3i ", segnum));
2915 seg_center = Point_segs[player_hide_index+i].point;
2917 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2919 Int3(); // Unable to drop energy powerup for path
2923 obj = &Objects[objnum];
2924 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2925 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2926 obj->rtype.vclip_info.framenum = 0;
2927 obj->lifeleft = F1_0*100 + d_rand() * 4;
2934 // Return true if it happened, else return false.
2935 int create_special_path(void)
2939 // ---------- Find exit doors ----------
2940 for (i=0; i<=Highest_segment_index; i++)
2941 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2942 if (Segments[i].children[j] == -2) {
2943 mprintf((0, "Exit at segment %i\n", i));
2944 return mark_player_path_to_segment(i);
2954 int Max_obj_count_mike = 0;
2956 // Shows current number of used objects.
2957 void show_free_objects(void)
2959 if (!(FrameCount & 8)) {
2963 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2965 for (i=0; i<=Highest_object_index; i++)
2966 if (Objects[i].type != OBJ_NONE)
2969 mprintf((0, "%3i", count));
2971 if (count > Max_obj_count_mike) {
2972 Max_obj_count_mike = count;
2973 mprintf((0, " ***"));
2984 * reads a flickering_light structure from a CFILE
2986 void flickering_light_read(flickering_light *fl, CFILE *fp)
2988 fl->segnum = cfile_read_short(fp);
2989 fl->sidenum = cfile_read_short(fp);
2990 fl->mask = cfile_read_int(fp);
2991 fl->timer = cfile_read_fix(fp);
2992 fl->delay = cfile_read_fix(fp);
2995 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2997 PHYSFS_writeSLE16(fp, fl->segnum);
2998 PHYSFS_writeSLE16(fp, fl->sidenum);
2999 PHYSFS_writeULE32(fp, fl->mask);
3000 PHYSFSX_writeFix(fp, fl->timer);
3001 PHYSFSX_writeFix(fp, fl->delay);