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
7 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
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_map(int argc, char **argv)
299 if (!strlen(Players[Player_num].callsign)) {
300 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
304 load_mission_by_name(argv[1]);
307 level_num = atoi(argv[2]);
311 if (level_num > Last_level)
312 level_num = Last_level;
313 if (level_num < Last_secret_level)
314 level_num = Last_secret_level;
316 StartNewGame(level_num);
320 //this is called once per game
323 atexit(close_game); //for cleanup
327 init_special_effects();
331 init_exploding_walls();
333 load_background_bitmap();
335 Clear_window = 2; // do portal only window clear.
337 set_detail_level_parameters(Detail_level);
340 cvar_registervariable(&r_framerate);
341 cvar_registervariable(&cg_fov);
344 cmd_addcommand("map", game_cmd_map);
348 void reset_palette_add()
353 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
357 void game_show_warning(char *s)
360 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
363 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
365 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
370 //these should be in gr.h
371 #define cv_w cv_bitmap.bm_w
372 #define cv_h cv_bitmap.bm_h
374 //added 3/24/99 by Owen Evans for screen res changing
375 u_int32_t Game_screen_mode = 0;
377 int Game_window_x = 0;
378 int Game_window_y = 0;
379 int Game_window_w = 0;
380 int Game_window_h = 0;
381 int max_window_w = 0;
382 int max_window_h = 0;
384 extern void newdemo_record_cockpit_change(int);
386 //initialize the various canvases on the game screen
387 //called every time the screen mode or cockpit changes
390 // int minx, maxx, miny, maxy;
392 //Initialize the on-screen canvases
394 if (Newdemo_state==ND_STATE_RECORDING) {
395 newdemo_record_cockpit_change(Cockpit_mode);
398 if ( VR_render_mode != VR_NONE )
399 Cockpit_mode = CM_FULL_SCREEN;
401 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
402 Cockpit_mode = CM_FULL_SCREEN;
404 if ( Screen_mode == SCREEN_EDITOR )
405 Cockpit_mode = CM_FULL_SCREEN;
407 gr_set_current_canvas(NULL);
408 gr_set_curfont( GAME_FONT );
410 switch( Cockpit_mode ) {
411 case CM_FULL_COCKPIT:
414 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)].index];
416 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)]);
418 gr_set_current_canvas(VR_offscreen_buffer);
420 gr_bitmap( 0, 0, bm );
421 bm = &VR_offscreen_buffer->cv_bitmap;
422 bm->bm_flags = BM_FLAG_TRANSPARENT;
423 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
426 if (Cockpit_mode == CM_FULL_COCKPIT)
427 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
428 else if (Cockpit_mode == CM_REAR_VIEW)
429 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);
435 max_window_h = grd_curscreen->sc_h;
437 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
438 Game_window_h = max_window_h;
440 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
441 Game_window_w = max_window_w;
443 Game_window_x = (max_window_w - Game_window_w)/2;
444 Game_window_y = (max_window_h - Game_window_h)/2;
446 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
451 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
453 if (Game_window_h > max_window_h)
454 Game_window_h = max_window_h;
456 if (Game_window_w > max_window_w)
457 Game_window_w = max_window_w;
459 Game_window_x = (max_window_w - Game_window_w)/2;
460 Game_window_y = (max_window_h - Game_window_h)/2;
462 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
468 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
469 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
470 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
472 game_init_render_sub_buffers( x, y, w, h );
478 gr_set_current_canvas(NULL);
481 //selects a given cockpit (or lack of one). See types in game.h
482 void select_cockpit(int mode)
484 if (mode != Cockpit_mode) { //new mode
490 extern int last_drawn_cockpit[2];
492 //force cockpit redraw next time. call this if you've trashed the screen
495 force_cockpit_redraw=1;
496 last_drawn_cockpit[0] = -1;
497 last_drawn_cockpit[1] = -1;
500 // void HUD_clear_messages(); //Already declared in gauges.h
503 void VR_reset_params()
505 VR_eye_width = VR_SEPARATION;
506 VR_eye_offset = VR_PIXEL_SHIFT;
507 VR_eye_offset_changed = 2;
510 void game_init_render_sub_buffers( int x, int y, int w, int h )
512 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
513 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
517 // Sets up the canvases we will be rendering to (NORMAL VERSION)
518 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
520 // if (vga_check_mode(screen_mode) != 0)
521 // Error("Cannot set requested video mode");
523 VR_screen_mode = screen_mode;
525 VR_screen_flags = flags;
529 VR_render_mode = render_method;
531 Game_window_w = render_w;
532 Game_window_h = render_h;
534 if (VR_offscreen_buffer) {
535 gr_free_canvas(VR_offscreen_buffer);
538 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
539 if ( render_h*2 < 200 ) {
540 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
543 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
546 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
547 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
550 if ( render_h < 200 ) {
551 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
554 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
558 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
561 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
562 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
565 game_init_render_sub_buffers( 0, 0, render_w, render_h );
568 //called to get the screen in a mode compatible with popup menus.
569 //if we can't have popups over the game screen, switch to menu mode.
570 void set_popup_screen(void)
572 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
574 #ifndef OGL // always have to switch to menu mode
575 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
578 set_screen_mode(SCREEN_MENU); //must switch to menu mode
583 //called to change the screen mode. Parameter sm is the new mode, one of
584 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
585 //mode if cannot init requested mode)
586 int set_screen_mode(int sm)
589 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
590 gr_set_current_canvas( Canv_editor );
595 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
596 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
601 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
602 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
603 ogl_set_screen_mode();
614 switch( Screen_mode )
620 MenuHires = MenuHiresAvailable; //do highres if we can
622 menu_mode = MenuHires?SM(640,480):SM(320,200);
624 if (VGA_current_mode != menu_mode) {
625 if (gr_set_mode(menu_mode))
626 Error("Cannot set screen mode for menu");
627 if (!gr_palette_faded_out)
628 gr_palette_load(gr_palette);
631 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
632 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
634 FontHires = FontHiresAvailable && MenuHires;
640 if (VGA_current_mode != VR_screen_mode) {
641 if (gr_set_mode(VR_screen_mode)) {
642 Error("Cannot set desired screen mode for game!");
643 //we probably should do something else here, like select a standard mode
646 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
652 if ( VR_render_mode == VR_NONE )
654 max_window_w = grd_curscreen->sc_w;
655 max_window_h = grd_curscreen->sc_h;
657 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
658 if (Cockpit_mode == CM_STATUS_BAR)
659 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
661 else if (Cockpit_mode != CM_LETTERBOX)
662 Cockpit_mode = CM_FULL_SCREEN;
664 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
665 Game_window_w = max_window_w;
666 Game_window_h = max_window_h;
671 Cockpit_mode = CM_FULL_SCREEN;
673 // Define screen pages for game mode
674 // If we designate through screen_flags to use paging, then do so.
675 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
677 if ( VR_screen_flags&VRF_USE_PAGING )
678 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 );
680 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
684 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
686 if ( VR_render_mode != VR_NONE ) {
687 // for 640x480 or higher, use hires font.
688 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
694 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
699 if (grd_curscreen->sc_mode != SM(800,600)) {
701 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
702 Warning("Cannot init editor screen (error=%d)",gr_error);
706 gr_palette_load( gr_palette );
708 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
709 Canv_editor = &VR_editor_canvas;
710 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
711 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
712 gr_set_current_canvas( Canv_editor );
713 init_editor_screen(); //setup other editor stuff
717 Error("Invalid screen mode %d",sm);
722 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
724 if ( VR_screen_flags&VRF_USE_PAGING )
725 gr_show_canvas( &VR_screen_pages[VR_current_page] );
727 ogl_set_screen_mode();
733 int gr_toggle_fullscreen_game(void){
734 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
736 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
737 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
738 //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.
739 // generic_key_handler(KEY_PADENTER,0);
740 // generic_key_handler(KEY_ENTER, 0);
745 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
750 int arch_toggle_fullscreen_menu(void);
752 int gr_toggle_fullscreen_menu(void){
753 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
755 i=arch_toggle_fullscreen_menu();
757 // generic_key_handler(KEY_PADENTER,0);
758 // generic_key_handler(KEY_ENTER, 0);
767 static int timer_paused=0;
771 if (timer_paused==0) {
773 time = timer_get_fixed_seconds();
774 last_timer_value = time - last_timer_value;
775 if (last_timer_value < 0) {
776 #if defined(TIMER_TEST) && !defined(NDEBUG)
777 Int3(); //get Matt!!!!
779 last_timer_value = 0;
781 #if defined(TIMER_TEST) && !defined(NDEBUG)
787 #if defined(TIMER_TEST) && !defined(NDEBUG)
795 Assert(timer_paused >= 0);
796 if (timer_paused==0) {
798 time = timer_get_fixed_seconds();
799 #if defined(TIMER_TEST) && !defined(NDEBUG)
800 if (last_timer_value < 0)
801 Int3(); //get Matt!!!!
803 last_timer_value = time - last_timer_value;
804 #if defined(TIMER_TEST) && !defined(NDEBUG)
809 #if defined(TIMER_TEST) && !defined(NDEBUG)
814 MAC(extern ubyte joydefs_calibrating;)
816 void game_flush_inputs()
823 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
825 mouse_get_delta( &dx, &dy ); // Read mouse
826 memset(&Controls,0,sizeof(control_info));
831 last_timer_value = timer_get_fixed_seconds();
836 extern int Saving_movie_frames;
837 int Movie_fixed_frametime;
839 #define Saving_movie_frames 0
840 #define Movie_fixed_frametime 0
843 //added on 8/18/98 by Victor Rachels to add maximum framerate
844 int maxfps = MAX_FPS;
847 void calc_frame_time()
849 fix timer_value,last_frametime = FrameTime;
851 #if defined(TIMER_TEST) && !defined(NDEBUG)
852 _last_frametime = last_frametime;
855 timer_value = timer_get_fixed_seconds();
856 FrameTime = timer_value - last_timer_value;
858 while (FrameTime < f1_0 / maxfps)
860 timer_delay(f1_0 / maxfps - FrameTime);
861 timer_value = timer_get_fixed_seconds();
862 FrameTime = timer_value - last_timer_value;
865 #if defined(TIMER_TEST) && !defined(NDEBUG)
866 _timer_value = timer_value;
870 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
871 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
873 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
874 // if ( !dpmi_virtual_memory )
875 // Int3(); //Get MATT if hit this!
879 #if defined(TIMER_TEST) && !defined(NDEBUG)
880 actual_last_timer_value = last_timer_value;
883 if ( Game_turbo_mode )
886 // Limit frametime to be between 5 and 150 fps.
887 RealFrameTime = FrameTime;
888 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
889 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
891 last_timer_value = timer_value;
893 if (FrameTime < 0) //if bogus frametime...
894 FrameTime = last_frametime; //...then use time from last frame
897 if (fixed_frametime) FrameTime = fixed_frametime;
912 last_timer_value = timer_get_fixed_seconds();
920 #if defined(TIMER_TEST) && !defined(NDEBUG)
921 stop_count = start_count = 0;
924 // Set value to determine whether homing missile can see target.
925 // The lower frametime is, the more likely that it can see its target.
926 if (FrameTime <= F1_0/64)
927 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
928 else if (FrameTime < F1_0/32)
929 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
930 else if (FrameTime < F1_0/4)
931 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;
933 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
937 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
939 void move_player_2_segment(segment *seg,int side)
943 compute_segment_center(&ConsoleObject->pos,seg);
944 compute_center_point_on_side(&vp,seg,side);
945 vm_vec_sub2(&vp,&ConsoleObject->pos);
946 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
948 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
953 void game_draw_time_left()
955 char temp_string[30];
959 gr_set_curfont( GAME_FONT ); //GAME_FONT
960 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
962 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
963 i=f2i(timevar-ThisLevelTime);
966 sprintf( temp_string, "Time left: %d secs", i );
969 gr_string(0, 32, temp_string );
974 extern int Game_pause;
977 void level_with_floor();
979 void modex_clear_box(int x,int y,int w,int h)
981 grs_canvas *temp_canv,*save_canv;
983 save_canv = grd_curcanv;
984 temp_canv = gr_create_canvas(w,h);
985 gr_set_current_canvas(temp_canv);
986 gr_clear_canvas(BM_XRGB(0,0,0));
987 gr_set_current_canvas(save_canv);
988 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
989 gr_free_canvas(temp_canv);
993 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
995 // mac routine to drop contents of screen to a pict file using copybits
996 // save a PICT to a file
999 void SavePictScreen(int multiplayer)
1002 int parid, i, count;
1003 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1006 PicHandle pict_handle;
1007 static int multi_count = 0;
1008 StandardFileReply sf_reply;
1010 // dump the contents of the GameWindow into a picture using copybits
1012 pict_handle = OpenPicture(&GameWindow->portRect);
1013 if (pict_handle == NULL)
1016 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1019 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1020 if (!getcwd(cwd, FILENAME_MAX))
1022 // create the fsspec
1024 sprintf(filename, "screen%d", multi_count++);
1025 pfilename = c2pstr(filename);
1028 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1029 if (!sf_reply.sfGood)
1031 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1032 if (sf_reply.sfReplacing)
1034 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1038 // parid = GetAppDirId();
1039 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1044 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1049 // write the PICT file
1050 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1052 memset(buf, 0, sizeof(buf));
1054 if ( FSWrite(fd, &count, buf) )
1056 count = GetHandleSize((Handle)pict_handle);
1057 HLock((Handle)pict_handle);
1058 if ( FSWrite(fd, &count, *pict_handle) ) {
1064 HUnlock((Handle)pict_handle);
1065 DisposeHandle((Handle)pict_handle);
1073 //automap_flag is now unused, since we just check if the screen we're
1074 //writing to is modex
1075 //if called from automap, current canvas is set to visible screen
1077 void save_screen_shot(int automap_flag)
1079 #if !defined(MACINTOSH)
1082 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1083 grs_font *save_font;
1084 static int savenum=0;
1085 static int stereo_savenum=0;
1086 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1087 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1095 // // Can't do screen shots in VR modes.
1096 // if ( VR_render_mode != VR_NONE )
1101 save_canv = grd_curcanv;
1103 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1107 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1108 gr_set_current_canvas(temp_canv);
1109 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1111 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1112 gr_set_current_canvas(temp_canv2);
1113 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1116 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1117 gr_set_current_canvas(temp_canv);
1118 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1121 gr_set_current_canvas(save_canv);
1123 if ( savenum > 99 ) savenum = 0;
1124 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1127 sprintf(savename,"left%02d.pcx",stereo_savenum);
1128 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1129 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1131 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1134 sprintf(savename,"screen%02d.pcx",savenum++);
1135 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1138 if (!automap_flag) //if from automap, curcanv is already visible canv
1139 gr_set_current_canvas(NULL);
1140 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1141 if (!automap_flag && modex_flag)
1142 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1144 save_font = grd_curcanv->cv_font;
1145 gr_set_curfont(GAME_FONT);
1146 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1147 gr_get_string_size(message,&w,&h,&aw);
1152 //I changed how these coords were calculated for the high-res automap. -MT
1153 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1154 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1155 x = (grd_curcanv->cv_w-w)/2;
1156 y = (grd_curcanv->cv_h-h)/2;
1159 modex_clear_box(x-2,y-2,w+4,h+4);
1160 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1162 gr_setcolor(gr_find_closest_color_current(0,0,0));
1163 gr_rect(x-2,y-2,x+w+2,y+h+2);
1164 gr_printf(x,y,message);
1165 gr_set_curfont(save_font);
1167 t1 = timer_get_fixed_seconds() + F1_0;
1169 gr_palette_read(pal); //get actual palette from the hardware
1170 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1172 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1174 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1176 gr_set_current_canvas(screen_canv);
1178 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1179 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1181 gr_free_canvas(temp_canv);
1183 gr_free_canvas(temp_canv2);
1185 gr_set_current_canvas(save_canv);
1191 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1192 grs_canvas *temp_canv, *save_canv;
1194 // Can't do screen shots in VR modes.
1195 if ( VR_render_mode != VR_NONE )
1200 save_canv = grd_curcanv;
1201 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1204 gr_set_current_canvas( temp_canv );
1205 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1206 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1210 if (Game_mode & GM_MULTI)
1217 gr_set_current_canvas(screen_canv);
1219 // if (!automap_flag)
1220 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1222 gr_free_canvas(temp_canv);
1224 gr_set_current_canvas(save_canv);
1233 void fly_init(object *obj)
1235 obj->control_type = CT_FLYING;
1236 obj->movement_type = MT_PHYSICS;
1238 vm_vec_zero(&obj->mtype.phys_info.velocity);
1239 vm_vec_zero(&obj->mtype.phys_info.thrust);
1240 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1241 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1244 //void morph_test(), morph_step();
1247 // ------------------------------------------------------------------------------------
1249 void test_anim_states();
1253 //put up the help message
1260 extern int been_in_editor;
1262 // ------------------------------------------------------------------------------------
1263 void do_cloak_stuff(void)
1266 for (i = 0; i < N_players; i++)
1267 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1268 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1269 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1270 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1271 if (i == Player_num) {
1272 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1274 if (Game_mode & GM_MULTI)
1275 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1276 maybe_drop_net_powerup(POW_CLOAK);
1277 multi_send_decloak(); // For demo recording
1279 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1287 // ------------------------------------------------------------------------------------
1288 void do_invulnerable_stuff(void)
1290 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1291 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1292 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1295 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1297 if (Game_mode & GM_MULTI)
1299 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1300 maybe_drop_net_powerup(POW_INVULNERABILITY);
1303 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1310 ubyte Last_afterburner_state = 0;
1311 fix Last_afterburner_charge = 0;
1313 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1314 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1318 //@@// ------------------------------------------------------------------------------------
1319 //@@void afterburner_shake(void)
1323 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1324 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1326 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1327 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1328 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1332 // ------------------------------------------------------------------------------------
1334 extern void multi_send_sound_function (char,char);
1337 void do_afterburner_stuff(void)
1339 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1340 Afterburner_charge=0;
1342 if (Endlevel_sequence || Player_is_dead)
1344 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1346 multi_send_sound_function (0,0);
1350 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1352 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1353 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1355 if (Game_mode & GM_MULTI)
1356 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1359 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1360 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1362 if (Game_mode & GM_MULTI)
1363 multi_send_sound_function (0,0);
1365 mprintf((0,"Killing afterburner sound\n"));
1369 //@@if (Controls.afterburner_state && Afterburner_charge)
1370 //@@ afterburner_shake();
1372 Last_afterburner_state = Controls.afterburner_state;
1373 Last_afterburner_charge = Afterburner_charge;
1376 // -- // ------------------------------------------------------------------------------------
1377 // -- // if energy < F1_0/2, recharge up to F1_0/2
1378 // -- void recharge_energy_frame(void)
1380 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1381 // -- Players[Player_num].energy += FrameTime/4;
1383 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1384 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1388 // Amount to diminish guns towards normal, per second.
1389 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1391 extern fix Flash_effect;
1393 //adds to rgb values for palette flash
1394 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1398 PaletteRedAdd += _dr;
1399 PaletteGreenAdd += _dg;
1400 PaletteBlueAdd += _db;
1402 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1407 maxval = MAX_PALETTE_ADD;
1409 if (PaletteRedAdd > maxval)
1410 PaletteRedAdd = maxval;
1412 if (PaletteGreenAdd > maxval)
1413 PaletteGreenAdd = maxval;
1415 if (PaletteBlueAdd > maxval)
1416 PaletteBlueAdd = maxval;
1418 if (PaletteRedAdd < -maxval)
1419 PaletteRedAdd = -maxval;
1421 if (PaletteGreenAdd < -maxval)
1422 PaletteGreenAdd = -maxval;
1424 if (PaletteBlueAdd < -maxval)
1425 PaletteBlueAdd = -maxval;
1428 fix Time_flash_last_played;
1431 void game_palette_step_up( int r, int g, int b );
1432 // ------------------------------------------------------------------------------------
1433 // Diminish palette effects towards normal.
1434 void diminish_palette_towards_normal(void)
1438 // Diminish at DIMINISH_RATE units/second.
1439 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1440 if (FrameTime < F1_0/DIMINISH_RATE) {
1441 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1444 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1445 if (dec_amount == 0)
1446 dec_amount++; // make sure we decrement by something
1452 // Part of hack system to force update of palette after exiting a menu.
1453 if (Time_flash_last_played) {
1455 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1458 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1459 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1460 Time_flash_last_played = GameTime;
1463 Flash_effect -= FrameTime;
1464 if (Flash_effect < 0)
1467 if (force_do || (d_rand() > 4096 )) {
1468 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1469 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1471 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1478 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1479 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1481 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1482 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1484 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1485 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1487 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1488 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1490 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1492 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1495 int Redsave, Bluesave, Greensave;
1497 void palette_save(void)
1499 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1502 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1504 void game_palette_step_up( int r, int g, int b )
1506 if ( VR_use_reg_code ) {
1507 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1509 gr_palette_step_up( r, g, b );
1513 void palette_restore(void)
1515 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1516 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1518 // Forces flash effect to fixup palette next frame.
1519 Time_flash_last_played = 0;
1522 extern void dead_player_frame(void);
1525 // --------------------------------------------------------------------------------------------------
1526 int allowed_to_fire_laser(void)
1528 if (Player_is_dead) {
1529 Global_missile_firing_count = 0;
1533 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1534 // be a long while before laser can be fired, then there must be some mistake!
1535 if (Next_laser_fire_time > GameTime)
1536 if (Next_laser_fire_time < GameTime + 2*F1_0)
1542 fix Next_flare_fire_time = 0;
1543 #define FLARE_BIG_DELAY (F1_0*2)
1545 int allowed_to_fire_flare(void)
1547 if (Next_flare_fire_time > GameTime)
1548 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1551 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1552 Next_flare_fire_time = GameTime + F1_0/4;
1554 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1559 int allowed_to_fire_missile(void)
1561 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1562 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1563 // be a long while before missile can be fired, then there must be some mistake!
1564 if (Next_missile_fire_time > GameTime)
1565 if (Next_missile_fire_time < GameTime + 5*F1_0)
1571 void full_palette_save(void)
1574 apply_modified_palette();
1575 reset_palette_add();
1576 gr_palette_load( gr_palette );
1579 extern int Death_sequence_aborted;
1580 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) );
1587 char pixel_double_help[64];
1590 char command_help[64], save_help[64], restore_help[64];
1593 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1595 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1596 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1598 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1599 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1600 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1601 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1603 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1604 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1605 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1606 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1607 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1609 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1611 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1613 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1615 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1617 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1619 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1620 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1621 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1622 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1623 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1625 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1627 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1629 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1630 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1631 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1632 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1634 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1635 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1638 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1639 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1640 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1643 full_palette_save();
1645 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1650 //temp function until Matt cleans up game sequencing
1651 extern void temp_reset_stuff_on_level();
1653 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1655 //deal with rear view - switch it on, or off, or whatever
1656 void check_rear_view()
1658 static int leave_mode;
1659 static fix entry_time;
1661 if ( Controls.rear_view_down_count ) { //key/button has gone down
1665 if (Cockpit_mode==CM_REAR_VIEW) {
1666 select_cockpit(Cockpit_mode_save);
1667 Cockpit_mode_save = -1;
1669 if (Newdemo_state == ND_STATE_RECORDING)
1670 newdemo_record_restore_rearview();
1674 if (Rear_view_leave_time <= 0)
1676 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
1680 leave_mode = 0; // means wait for another key
1681 entry_time = timer_get_fixed_seconds();
1683 if (Cockpit_mode == CM_FULL_COCKPIT) {
1684 Cockpit_mode_save = Cockpit_mode;
1685 select_cockpit(CM_REAR_VIEW);
1687 if (Newdemo_state == ND_STATE_RECORDING)
1688 newdemo_record_rearview();
1692 if (Controls.rear_view_down_state) {
1694 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1699 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1701 if (leave_mode==1 && Rear_view) {
1703 if (Cockpit_mode==CM_REAR_VIEW) {
1704 select_cockpit(Cockpit_mode_save);
1705 Cockpit_mode_save = -1;
1707 if (Newdemo_state == ND_STATE_RECORDING)
1708 newdemo_record_restore_rearview();
1713 void reset_rear_view(void)
1716 if (Newdemo_state == ND_STATE_RECORDING)
1717 newdemo_record_restore_rearview();
1722 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
1723 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1724 Cockpit_mode_save = CM_FULL_COCKPIT;
1725 select_cockpit(Cockpit_mode_save);
1726 Cockpit_mode_save = -1;
1732 int Config_menu_flag;
1736 int gr_renderstats = 0;
1737 // need to define "cheat" for renderstats
1738 int gr_badtexture = 0;
1739 // need to define "cheat" for badtexture
1741 int Cheats_enabled=0;
1743 extern int Laser_rapid_fire;
1744 extern void do_lunacy_on(), do_lunacy_off();
1746 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1747 extern char BounceCheat,HomingCheat,OldHomingState[20];
1748 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1749 extern int Buddy_dude_cheat;
1751 //turns off active cheats
1752 void turn_cheats_off()
1758 Weapon_info[i].homing_flag=OldHomingState[i];
1763 Interpolation_method=old_IntMethod;
1766 Buddy_dude_cheat = 0;
1770 Laser_rapid_fire = 0;
1771 Physics_cheat_flag = 0;
1773 Robots_kill_robots_cheat=0;
1774 Robot_firing_enabled = 1;
1777 //turns off all cheats & resets cheater flag
1778 void game_disable_cheats()
1786 // ----------------------------------------------------------------------------
1788 void game_setup(void)
1790 //@@int demo_playing=0;
1791 //@@int multi_game=0;
1793 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1794 do_lunacy_off(); // Restore true insane mode.
1797 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1798 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1799 Endlevel_sequence = 0;
1801 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1802 //@@ demo_playing = 1;
1803 //@@if ( Game_mode & GM_MULTI )
1804 //@@ multi_game = 1;
1806 set_screen_mode(SCREEN_GAME);
1807 reset_palette_add();
1809 set_warn_func(game_show_warning);
1813 //digi_init_sounds();
1815 //keyd_repeat = 0; // Don't allow repeat in game
1816 keyd_repeat = 1; // Do allow repeat in game
1819 //_MARK_("start of game");
1823 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1824 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1826 if (!check_obj_seg(ConsoleObject))
1827 move_player_2_segment(Cursegp,Curside);
1830 Viewer = ConsoleObject;
1831 fly_init(ConsoleObject);
1836 FrameTime = 0; //make first frame zero
1839 if (Current_level_num == 0) { //not a real level
1840 init_player_stats_game();
1847 game_flush_inputs();
1853 extern char IWasKicked;
1857 // ------------------------------------------------------------------------------------
1858 //this function is the game. called when game mode selected. runs until
1859 //editor mode or exit selected
1862 game_setup(); // Replaces what was here earlier.
1863 // Good for Windows Sake.
1866 ProfilerSetStatus(1);
1869 if ( setjmp(LeaveGame)==0 ) {
1875 Config_menu_flag = 0;
1877 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1879 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1880 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1883 player_shields = Players[Player_num].shields;
1885 ExtGameStatus=GAMESTAT_RUNNING;
1886 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1888 if (oldfov != cg_fov.value)
1890 oldfov = cg_fov.value;
1891 if (cg_fov.value < 1)
1892 cvar_set("fov", "1");
1893 if (cg_fov.value > 170)
1894 cvar_set("fov", "170");
1895 Render_zoom = fl2f(cg_fov.value * M_PI / 180); // convert to radians
1896 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", cg_fov.value, Render_zoom);
1899 //if the player is taking damage, give up guided missile control
1900 if (Players[Player_num].shields != player_shields)
1901 release_guided_missile(Player_num);
1903 //see if redbook song needs to be restarted
1904 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1906 if (Config_menu_flag) {
1907 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1909 if (!(Game_mode&GM_MULTI)) palette_restore();
1913 int save_w=Game_window_w,save_h=Game_window_h;
1915 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1916 Game_window_w=save_w; Game_window_h=save_h;
1918 last_drawn_cockpit[0] = -1;
1919 last_drawn_cockpit[1] = -1;
1922 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1924 fmode = Function_mode;
1925 Function_mode = FMODE_GAME;
1927 apply_modified_palette();
1928 reset_palette_add();
1929 gr_palette_load( gr_palette );
1930 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1932 Function_mode = fmode;
1935 newdemo_stop_playback();
1936 Function_mode = FMODE_MENU;
1938 Function_mode = FMODE_GAME;
1942 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
1948 fmode = Function_mode;
1949 Function_mode = FMODE_GAME;
1951 apply_modified_palette();
1952 reset_palette_add();
1953 gr_palette_load( gr_palette );
1954 ExtGameStatus=GAMESTAT_ABORT_GAME;
1955 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
1957 Function_mode = fmode;
1959 Function_mode = FMODE_GAME;
1965 if (Function_mode != FMODE_GAME)
1966 longjmp(LeaveGame,0);
1969 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
1970 longjmp(LeaveGame,0);
1976 ProfilerSetStatus(0);
1981 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
1982 newdemo_stop_recording();
1988 if ( Newdemo_state == ND_STATE_PLAYBACK )
1989 newdemo_stop_playback();
1991 if (Cockpit_mode_save!=-1)
1993 Cockpit_mode=Cockpit_mode_save;
1994 Cockpit_mode_save=-1;
1997 if (Function_mode != FMODE_EDITOR)
1998 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2000 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2001 //@@ scores_maybe_add_player(Game_aborted);
2005 //_MARK_("end of game");
2008 clear_warn_func(game_show_warning); //don't use this func anymore
2010 game_disable_cheats();
2013 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2017 //called at the end of the program
2020 if (VR_offscreen_buffer) {
2021 gr_free_canvas(VR_offscreen_buffer);
2022 VR_offscreen_buffer = NULL;
2025 close_gauge_canvases();
2027 restore_effect_bitmap_icons();
2029 if (background_bitmap.bm_data)
2030 d_free(background_bitmap.bm_data);
2032 clear_warn_func(game_show_warning); //don't use this func anymore
2035 grs_canvas * get_current_game_screen()
2037 return &VR_screen_pages[VR_current_page];
2041 extern void kconfig_center_headset();
2045 void speedtest_frame(void);
2046 int Debug_slowdown=0;
2050 extern void player_follow_path(object *objp);
2051 extern void check_create_player_path(void);
2055 extern int Do_appearance_effect;
2057 object *Missile_viewer=NULL;
2059 int Missile_view_enabled = 1;
2061 int Marker_viewer_num[2]={-1,-1};
2062 int Coop_view_player[2]={-1,-1};
2063 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2065 //returns ptr to escort robot, or NULL
2066 object *find_escort()
2070 for (i=0; i<=Highest_object_index; i++)
2071 if (Objects[i].type == OBJ_ROBOT)
2072 if (Robot_info[Objects[i].id].companion)
2078 extern void process_super_mines_frame(void);
2079 extern void do_seismic_stuff(void);
2082 int Saving_movie_frames=0;
2083 int __Movie_frame_num=0;
2085 #define MAX_MOVIE_BUFFER_FRAMES 250
2086 #define MOVIE_FRAME_SIZE (320 * 200)
2088 ubyte *Movie_frame_buffer;
2089 int Movie_frame_counter;
2090 ubyte Movie_pal[768];
2091 char movie_path[50] = ".\\";
2093 grs_bitmap Movie_bm;
2095 void flush_movie_buffer()
2102 mprintf((0,"Flushing movie buffer..."));
2104 Movie_bm.bm_data = Movie_frame_buffer;
2106 for (f=0;f<Movie_frame_counter;f++) {
2107 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2108 __Movie_frame_num++;
2109 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2110 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2113 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2116 Movie_frame_counter=0;
2118 mprintf((0,"done \n"));
2123 void toggle_movie_saving()
2127 Saving_movie_frames = !Saving_movie_frames;
2129 if (Saving_movie_frames) {
2132 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2133 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2136 Saving_movie_frames = 0;
2140 while (isspace(movie_path[strlen(movie_path)-1]))
2141 movie_path[strlen(movie_path)-1] = 0;
2142 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2143 strcat(movie_path,"\\");
2146 if (!Movie_frame_buffer) {
2147 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2148 if (!Movie_frame_buffer) {
2150 Saving_movie_frames=0;
2153 Movie_frame_counter=0;
2155 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2156 Movie_bm.bm_w = 320;
2157 Movie_bm.bm_h = 200;
2158 Movie_bm.bm_type = BM_LINEAR;
2159 Movie_bm.bm_flags = 0;
2160 Movie_bm.bm_rowsize = 320;
2161 Movie_bm.bm_handle = 0;
2163 gr_palette_read(Movie_pal); //get actual palette from the hardware
2165 if (Newdemo_state == ND_STATE_PLAYBACK)
2166 Newdemo_do_interpolate = 0;
2170 flush_movie_buffer();
2172 if (Newdemo_state == ND_STATE_PLAYBACK)
2173 Newdemo_do_interpolate = 1;
2178 void save_movie_frame()
2180 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2182 Movie_frame_counter++;
2184 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2185 flush_movie_buffer();
2191 extern int Level_shake_duration;
2193 //if water or fire level, make occasional sound
2194 void do_ambient_sounds()
2196 int has_water,has_lava;
2199 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2200 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2202 if (has_lava) { //has lava
2203 sound = SOUND_AMBIENT_LAVA;
2204 if (has_water && (d_rand() & 1)) //both, pick one
2205 sound = SOUND_AMBIENT_WATER;
2207 else if (has_water) //just water
2208 sound = SOUND_AMBIENT_WATER;
2212 if (((d_rand() << 3) < FrameTime)) { //play the sound
2213 fix volume = d_rand() + f1_0/2;
2214 digi_play_sample(sound,volume);
2218 // -- extern void lightning_frame(void);
2220 void game_render_frame();
2221 extern void omega_charge_frame(void);
2223 extern time_t t_current_time, t_saved_time;
2225 void flicker_lights();
2227 void GameLoop(int RenderFlag, int ReadControlsFlag )
2230 // Used to slow down frame rate for testing things.
2231 // RenderFlag = 1; // DEBUG
2232 if (Debug_slowdown) {
2235 for (h=0; h<Debug_slowdown; h++)
2236 for (i=0; i<1000; i++)
2241 cmd_queue_process();
2244 if (FindArg("-invulnerability"))
2245 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2249 update_player_stats();
2250 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2251 do_afterburner_stuff();
2253 do_invulnerable_stuff();
2254 remove_obsolete_stuck_objects();
2256 do_final_boss_frame();
2257 // -- lightning_frame();
2258 // -- recharge_energy_frame();
2260 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2261 static int turned_off=0;
2262 Players[Player_num].energy -= (FrameTime*3/8);
2263 if (Players[Player_num].energy < i2f(10)) {
2265 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2268 if (Game_mode & GM_MULTI)
2269 multi_send_flags(Player_num);
2276 if (Players[Player_num].energy <= 0) {
2277 Players[Player_num].energy = 0;
2278 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2280 if (Game_mode & GM_MULTI)
2281 multi_send_flags(Player_num);
2288 check_create_player_path();
2289 player_follow_path(ConsoleObject);
2293 if (Game_mode & GM_MULTI)
2296 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2297 multi_check_for_killgoal_winner();
2303 if (force_cockpit_redraw) { //screen need redrawing?
2305 force_cockpit_redraw=0;
2307 game_render_frame();
2308 //show_extra_views(); //missile view, buddy bot, etc.
2311 if (Saving_movie_frames)
2318 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2322 dead_player_frame();
2323 if (Newdemo_state != ND_STATE_PLAYBACK)
2324 do_controlcen_dead_frame();
2326 process_super_mines_frame();
2328 do_ambient_sounds();
2335 if (ReadControlsFlag)
2338 memset(&Controls, 0, sizeof(Controls));
2340 GameTime += FrameTime;
2342 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2343 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2345 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2346 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2347 mprintf((0,"GameTime reset to 0\n"));
2351 if (FindArg("-checktime") != 0)
2352 if (GameTime >= i2f(600)) //wrap after 10 minutes
2353 GameTime = FrameTime;
2357 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2358 ThisLevelTime +=FrameTime;
2363 if (Endlevel_sequence) {
2364 do_endlevel_frame();
2365 powerup_grab_cheat_all();
2366 do_special_effects();
2367 return; //skip everything else
2370 if (Newdemo_state != ND_STATE_PLAYBACK)
2371 do_exploding_wall_frame();
2372 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2373 do_special_effects();
2374 wall_frame_process();
2375 triggers_frame_process();
2379 if (Control_center_destroyed) {
2380 if (Newdemo_state==ND_STATE_RECORDING )
2381 newdemo_record_control_center_destroyed();
2386 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2387 newdemo_playback_one_frame();
2388 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2389 longjmp( LeaveGame, 0 ); // Go back to menu
2392 { // Note the link to above!
2394 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2397 powerup_grab_cheat_all();
2399 if (Endlevel_sequence) //might have been started during move
2402 fuelcen_update_all();
2406 if (allowed_to_fire_laser())
2407 FireLaser(); // Fire Laser!
2409 if (Auto_fire_fusion_cannon_time) {
2410 if (Primary_weapon != FUSION_INDEX)
2411 Auto_fire_fusion_cannon_time = 0;
2412 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2413 Auto_fire_fusion_cannon_time = 0;
2414 Global_laser_firing_count = 1;
2416 vms_vector rand_vec;
2419 Global_laser_firing_count = 0;
2421 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2422 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2423 make_random_vector(&rand_vec);
2425 bump_amount = F1_0*4;
2427 if (Fusion_charge > F1_0*2)
2428 bump_amount = Fusion_charge*4;
2430 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2434 if (Global_laser_firing_count) {
2435 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2436 // if (Fusion_charge > F1_0*2)
2437 // Fusion_charge = F1_0*2;
2438 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2441 if (Global_laser_firing_count < 0)
2442 Global_laser_firing_count = 0;
2445 if (Do_appearance_effect) {
2446 create_player_appearance_effect(ConsoleObject);
2447 Do_appearance_effect = 0;
2449 if ((Game_mode & GM_MULTI) && Netgame.invul)
2451 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2452 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2459 omega_charge_frame();
2463 //!!hoard_light_pulse(); //do cool hoard light pulsing
2467 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2468 //!!extern int Hoard_goal_eclip;
2470 //!!//do cool pulsing lights in hoard goals
2471 //!!hoard_light_pulse()
2473 //!! if (Game_mode & GM_HOARD) {
2477 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2481 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2484 //!! light = abs(frame - 5) * f1_0 / 5;
2486 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2491 ubyte Slide_segs[MAX_SEGMENTS];
2492 int Slide_segs_computed;
2494 void compute_slide_segs(void)
2496 int segnum, sidenum;
2498 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2499 Slide_segs[segnum] = 0;
2500 for (sidenum=0;sidenum<6;sidenum++) {
2501 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2502 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2503 Slide_segs[segnum] |= 1 << sidenum;
2507 Slide_segs_computed = 1;
2510 // -----------------------------------------------------------------------------
2511 void slide_textures(void)
2513 int segnum,sidenum,i;
2515 if (!Slide_segs_computed)
2516 compute_slide_segs();
2518 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2519 if (Slide_segs[segnum]) {
2520 for (sidenum=0;sidenum<6;sidenum++) {
2521 if (Slide_segs[segnum] & (1 << sidenum)) {
2522 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2523 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2525 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2526 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2527 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2530 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2532 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2535 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2537 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2540 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2542 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2545 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2555 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2557 int Num_flickering_lights=0;
2559 void flicker_lights()
2562 flickering_light *f;
2564 f = Flickering_lights;
2566 for (l=0;l<Num_flickering_lights;l++,f++) {
2567 segment *segp = &Segments[f->segnum];
2569 //make sure this is actually a light
2570 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2572 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2575 if (f->timer == 0x80000000) //disabled
2578 if ((f->timer -= FrameTime) < 0) {
2580 while (f->timer < 0)
2581 f->timer += f->delay;
2583 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2586 add_light(f->segnum,f->sidenum);
2588 subtract_light(f->segnum,f->sidenum);
2593 //returns ptr to flickering light structure, or NULL if can't find
2594 flickering_light *find_flicker(int segnum,int sidenum)
2597 flickering_light *f;
2599 //see if there's already an entry for this seg/side
2601 f = Flickering_lights;
2603 for (l=0;l<Num_flickering_lights;l++,f++)
2604 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2610 //turn flickering off (because light has been turned off)
2611 void disable_flicker(int segnum,int sidenum)
2613 flickering_light *f;
2615 if ((f=find_flicker(segnum,sidenum)) != NULL)
2616 f->timer = 0x80000000;
2619 //turn flickering off (because light has been turned on)
2620 void enable_flicker(int segnum,int sidenum)
2622 flickering_light *f;
2624 if ((f=find_flicker(segnum,sidenum)) != NULL)
2631 //returns 1 if ok, 0 if error
2632 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2635 flickering_light *f;
2637 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2639 //see if there's already an entry for this seg/side
2641 f = Flickering_lights;
2643 for (l=0;l<Num_flickering_lights;l++,f++)
2644 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2647 if (mask==0) { //clearing entry
2648 if (l == Num_flickering_lights)
2652 for (i=l;i<Num_flickering_lights-1;i++)
2653 Flickering_lights[i] = Flickering_lights[i+1];
2654 Num_flickering_lights--;
2659 if (l == Num_flickering_lights) {
2660 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2663 Num_flickering_lights++;
2667 f->sidenum = sidenum;
2668 f->delay = f->timer = delay;
2676 // -----------------------------------------------------------------------------
2677 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2682 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2684 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2685 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2686 Global_laser_firing_count = 0;
2688 if (Fusion_charge == 0)
2689 Players[Player_num].energy -= F1_0*2;
2691 Fusion_charge += FrameTime;
2692 Players[Player_num].energy -= FrameTime;
2694 if (Players[Player_num].energy <= 0) {
2695 Players[Player_num].energy = 0;
2696 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2698 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2699 // Fire the fusion cannon at this time in the future.
2701 if (Fusion_charge < F1_0*2)
2702 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2704 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2706 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2707 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2709 if (Fusion_next_sound_time < GameTime) {
2710 if (Fusion_charge > F1_0*2) {
2711 digi_play_sample( 11, F1_0 );
2712 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2714 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2715 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2717 if (Game_mode & GM_MULTI)
2718 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2721 Fusion_last_sound_time = GameTime;
2722 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2730 // -------------------------------------------------------------------------------------------------------
2731 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2732 // This could easily be made difficulty level dependent.
2733 void powerup_grab_cheat(object *player, int objnum)
2739 Assert(Objects[objnum].type == OBJ_POWERUP);
2741 powerup_size = Objects[objnum].size;
2742 player_size = player->size;
2744 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2746 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2747 vms_vector collision_point;
2749 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2750 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2754 // -------------------------------------------------------------------------------------------------------
2755 // Make it easier to pick up powerups.
2756 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2757 // from player to powerup and player's forward vector.
2758 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2759 // way before the player gets there.
2760 void powerup_grab_cheat_all(void)
2765 segp = &Segments[ConsoleObject->segnum];
2766 objnum = segp->objects;
2768 while (objnum != -1) {
2769 if (Objects[objnum].type == OBJ_POWERUP)
2770 powerup_grab_cheat(ConsoleObject, objnum);
2771 objnum = Objects[objnum].next;
2776 int Last_level_path_created = -1;
2778 #ifdef SHOW_EXIT_PATH
2780 // ------------------------------------------------------------------------------------------------------------------
2781 // Create path for player from current segment to goal segment.
2782 // Return true if path created, else return false.
2783 int mark_player_path_to_segment(int segnum)
2786 object *objp = ConsoleObject;
2787 short player_path_length=0;
2788 int player_hide_index=-1;
2790 if (Last_level_path_created == Current_level_num) {
2794 Last_level_path_created = Current_level_num;
2796 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2797 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2801 player_hide_index = Point_segs_free_ptr - Point_segs;
2802 Point_segs_free_ptr += player_path_length;
2804 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2805 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2806 ai_reset_all_paths();
2810 for (i=1; i<player_path_length; i++) {
2812 vms_vector seg_center;
2815 segnum = Point_segs[player_hide_index+i].segnum;
2816 mprintf((0, "%3i ", segnum));
2817 seg_center = Point_segs[player_hide_index+i].point;
2819 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2821 Int3(); // Unable to drop energy powerup for path
2825 obj = &Objects[objnum];
2826 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2827 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2828 obj->rtype.vclip_info.framenum = 0;
2829 obj->lifeleft = F1_0*100 + d_rand() * 4;
2836 // Return true if it happened, else return false.
2837 int create_special_path(void)
2841 // ---------- Find exit doors ----------
2842 for (i=0; i<=Highest_segment_index; i++)
2843 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2844 if (Segments[i].children[j] == -2) {
2845 mprintf((0, "Exit at segment %i\n", i));
2846 return mark_player_path_to_segment(i);
2856 int Max_obj_count_mike = 0;
2858 // Shows current number of used objects.
2859 void show_free_objects(void)
2861 if (!(FrameCount & 8)) {
2865 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2867 for (i=0; i<=Highest_object_index; i++)
2868 if (Objects[i].type != OBJ_NONE)
2871 mprintf((0, "%3i", count));
2873 if (count > Max_obj_count_mike) {
2874 Max_obj_count_mike = count;
2875 mprintf((0, " ***"));
2886 * reads a flickering_light structure from a CFILE
2888 void flickering_light_read(flickering_light *fl, CFILE *fp)
2890 fl->segnum = cfile_read_short(fp);
2891 fl->sidenum = cfile_read_short(fp);
2892 fl->mask = cfile_read_int(fp);
2893 fl->timer = cfile_read_fix(fp);
2894 fl->delay = cfile_read_fix(fp);
2897 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2899 PHYSFS_writeSLE16(fp, fl->segnum);
2900 PHYSFS_writeSLE16(fp, fl->sidenum);
2901 PHYSFS_writeULE32(fp, fl->mask);
2902 PHYSFSX_writeFix(fp, fl->timer);
2903 PHYSFSX_writeFix(fp, fl->delay);