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_player(int argc, char **argv)
297 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
299 if (read_player_file() != EZERO) {
300 con_printf(CON_CRITICAL, "player: unable to load player file");
304 WriteConfigFile(); // Update lastplr
309 void game_cmd_map(int argc, char **argv)
316 if (!strlen(Players[Player_num].callsign)) {
317 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
321 load_mission_by_name(argv[1]);
324 level_num = atoi(argv[2]);
328 if (level_num > Last_level)
329 level_num = Last_level;
330 if (level_num < Last_secret_level)
331 level_num = Last_secret_level;
333 StartNewGame(level_num);
337 //this is called once per game
340 atexit(close_game); //for cleanup
344 init_special_effects();
348 init_exploding_walls();
350 load_background_bitmap();
352 Clear_window = 2; // do portal only window clear.
354 set_detail_level_parameters(Detail_level);
357 cvar_registervariable(&r_framerate);
358 cvar_registervariable(&cg_fov);
361 cmd_addcommand("map", game_cmd_map);
362 cmd_addcommand("player", game_cmd_player);
366 void reset_palette_add()
371 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
375 void game_show_warning(char *s)
378 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
381 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
383 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
388 //these should be in gr.h
389 #define cv_w cv_bitmap.bm_w
390 #define cv_h cv_bitmap.bm_h
392 //added 3/24/99 by Owen Evans for screen res changing
393 u_int32_t Game_screen_mode = 0;
395 int Game_window_x = 0;
396 int Game_window_y = 0;
397 int Game_window_w = 0;
398 int Game_window_h = 0;
399 int max_window_w = 0;
400 int max_window_h = 0;
402 extern void newdemo_record_cockpit_change(int);
404 //initialize the various canvases on the game screen
405 //called every time the screen mode or cockpit changes
408 // int minx, maxx, miny, maxy;
410 //Initialize the on-screen canvases
412 if (Newdemo_state==ND_STATE_RECORDING) {
413 newdemo_record_cockpit_change(Cockpit_mode);
416 if ( VR_render_mode != VR_NONE )
417 Cockpit_mode = CM_FULL_SCREEN;
419 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
420 Cockpit_mode = CM_FULL_SCREEN;
422 if ( Screen_mode == SCREEN_EDITOR )
423 Cockpit_mode = CM_FULL_SCREEN;
425 gr_set_current_canvas(NULL);
426 gr_set_curfont( GAME_FONT );
428 switch( Cockpit_mode ) {
429 case CM_FULL_COCKPIT:
432 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)].index];
434 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)]);
436 gr_set_current_canvas(VR_offscreen_buffer);
438 gr_bitmap( 0, 0, bm );
439 bm = &VR_offscreen_buffer->cv_bitmap;
440 bm->bm_flags = BM_FLAG_TRANSPARENT;
441 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
444 if (Cockpit_mode == CM_FULL_COCKPIT)
445 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
446 else if (Cockpit_mode == CM_REAR_VIEW)
447 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);
453 max_window_h = grd_curscreen->sc_h;
455 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
456 Game_window_h = max_window_h;
458 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
459 Game_window_w = max_window_w;
461 Game_window_x = (max_window_w - Game_window_w)/2;
462 Game_window_y = (max_window_h - Game_window_h)/2;
464 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
469 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
471 if (Game_window_h > max_window_h)
472 Game_window_h = max_window_h;
474 if (Game_window_w > max_window_w)
475 Game_window_w = max_window_w;
477 Game_window_x = (max_window_w - Game_window_w)/2;
478 Game_window_y = (max_window_h - Game_window_h)/2;
480 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
486 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
487 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
488 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
490 game_init_render_sub_buffers( x, y, w, h );
496 gr_set_current_canvas(NULL);
499 //selects a given cockpit (or lack of one). See types in game.h
500 void select_cockpit(int mode)
502 if (mode != Cockpit_mode) { //new mode
508 extern int last_drawn_cockpit[2];
510 //force cockpit redraw next time. call this if you've trashed the screen
513 force_cockpit_redraw=1;
514 last_drawn_cockpit[0] = -1;
515 last_drawn_cockpit[1] = -1;
518 // void HUD_clear_messages(); //Already declared in gauges.h
521 void VR_reset_params()
523 VR_eye_width = VR_SEPARATION;
524 VR_eye_offset = VR_PIXEL_SHIFT;
525 VR_eye_offset_changed = 2;
528 void game_init_render_sub_buffers( int x, int y, int w, int h )
530 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
531 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
535 // Sets up the canvases we will be rendering to (NORMAL VERSION)
536 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
538 // if (vga_check_mode(screen_mode) != 0)
539 // Error("Cannot set requested video mode");
541 VR_screen_mode = screen_mode;
543 VR_screen_flags = flags;
547 VR_render_mode = render_method;
549 Game_window_w = render_w;
550 Game_window_h = render_h;
552 if (VR_offscreen_buffer) {
553 gr_free_canvas(VR_offscreen_buffer);
556 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
557 if ( render_h*2 < 200 ) {
558 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
561 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
564 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
565 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
568 if ( render_h < 200 ) {
569 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
572 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
576 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
579 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
580 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
583 game_init_render_sub_buffers( 0, 0, render_w, render_h );
586 //called to get the screen in a mode compatible with popup menus.
587 //if we can't have popups over the game screen, switch to menu mode.
588 void set_popup_screen(void)
590 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
592 #ifndef OGL // always have to switch to menu mode
593 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
596 set_screen_mode(SCREEN_MENU); //must switch to menu mode
601 //called to change the screen mode. Parameter sm is the new mode, one of
602 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
603 //mode if cannot init requested mode)
604 int set_screen_mode(int sm)
607 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
608 gr_set_current_canvas( Canv_editor );
613 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
614 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
619 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
620 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
621 ogl_set_screen_mode();
632 switch( Screen_mode )
638 MenuHires = MenuHiresAvailable; //do highres if we can
640 menu_mode = MenuHires?SM(640,480):SM(320,200);
642 if (VGA_current_mode != menu_mode) {
643 if (gr_set_mode(menu_mode))
644 Error("Cannot set screen mode for menu");
645 if (!gr_palette_faded_out)
646 gr_palette_load(gr_palette);
649 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
650 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
652 FontHires = FontHiresAvailable && MenuHires;
658 if (VGA_current_mode != VR_screen_mode) {
659 if (gr_set_mode(VR_screen_mode)) {
660 Error("Cannot set desired screen mode for game!");
661 //we probably should do something else here, like select a standard mode
664 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
670 if ( VR_render_mode == VR_NONE )
672 max_window_w = grd_curscreen->sc_w;
673 max_window_h = grd_curscreen->sc_h;
675 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
676 if (Cockpit_mode == CM_STATUS_BAR)
677 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
679 else if (Cockpit_mode != CM_LETTERBOX)
680 Cockpit_mode = CM_FULL_SCREEN;
682 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
683 Game_window_w = max_window_w;
684 Game_window_h = max_window_h;
689 Cockpit_mode = CM_FULL_SCREEN;
691 // Define screen pages for game mode
692 // If we designate through screen_flags to use paging, then do so.
693 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
695 if ( VR_screen_flags&VRF_USE_PAGING )
696 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 );
698 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
702 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
704 if ( VR_render_mode != VR_NONE ) {
705 // for 640x480 or higher, use hires font.
706 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
712 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
717 if (grd_curscreen->sc_mode != SM(800,600)) {
719 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
720 Warning("Cannot init editor screen (error=%d)",gr_error);
724 gr_palette_load( gr_palette );
726 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
727 Canv_editor = &VR_editor_canvas;
728 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
729 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
730 gr_set_current_canvas( Canv_editor );
731 init_editor_screen(); //setup other editor stuff
735 Error("Invalid screen mode %d",sm);
740 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
742 if ( VR_screen_flags&VRF_USE_PAGING )
743 gr_show_canvas( &VR_screen_pages[VR_current_page] );
745 ogl_set_screen_mode();
751 int gr_toggle_fullscreen_game(void){
752 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
754 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
755 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
756 //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.
757 // generic_key_handler(KEY_PADENTER,0);
758 // generic_key_handler(KEY_ENTER, 0);
763 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
768 int arch_toggle_fullscreen_menu(void);
770 int gr_toggle_fullscreen_menu(void){
771 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
773 i=arch_toggle_fullscreen_menu();
775 // generic_key_handler(KEY_PADENTER,0);
776 // generic_key_handler(KEY_ENTER, 0);
785 static int timer_paused=0;
789 if (timer_paused==0) {
791 time = timer_get_fixed_seconds();
792 last_timer_value = time - last_timer_value;
793 if (last_timer_value < 0) {
794 #if defined(TIMER_TEST) && !defined(NDEBUG)
795 Int3(); //get Matt!!!!
797 last_timer_value = 0;
799 #if defined(TIMER_TEST) && !defined(NDEBUG)
805 #if defined(TIMER_TEST) && !defined(NDEBUG)
813 Assert(timer_paused >= 0);
814 if (timer_paused==0) {
816 time = timer_get_fixed_seconds();
817 #if defined(TIMER_TEST) && !defined(NDEBUG)
818 if (last_timer_value < 0)
819 Int3(); //get Matt!!!!
821 last_timer_value = time - last_timer_value;
822 #if defined(TIMER_TEST) && !defined(NDEBUG)
827 #if defined(TIMER_TEST) && !defined(NDEBUG)
832 MAC(extern ubyte joydefs_calibrating;)
834 void game_flush_inputs()
841 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
843 mouse_get_delta( &dx, &dy ); // Read mouse
844 memset(&Controls,0,sizeof(control_info));
849 last_timer_value = timer_get_fixed_seconds();
854 extern int Saving_movie_frames;
855 int Movie_fixed_frametime;
857 #define Saving_movie_frames 0
858 #define Movie_fixed_frametime 0
861 //added on 8/18/98 by Victor Rachels to add maximum framerate
862 int maxfps = MAX_FPS;
865 void calc_frame_time()
867 fix timer_value,last_frametime = FrameTime;
869 #if defined(TIMER_TEST) && !defined(NDEBUG)
870 _last_frametime = last_frametime;
873 timer_value = timer_get_fixed_seconds();
874 FrameTime = timer_value - last_timer_value;
876 while (FrameTime < f1_0 / maxfps)
878 timer_delay(f1_0 / maxfps - FrameTime);
879 timer_value = timer_get_fixed_seconds();
880 FrameTime = timer_value - last_timer_value;
883 #if defined(TIMER_TEST) && !defined(NDEBUG)
884 _timer_value = timer_value;
888 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
889 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
891 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
892 // if ( !dpmi_virtual_memory )
893 // Int3(); //Get MATT if hit this!
897 #if defined(TIMER_TEST) && !defined(NDEBUG)
898 actual_last_timer_value = last_timer_value;
901 if ( Game_turbo_mode )
904 // Limit frametime to be between 5 and 150 fps.
905 RealFrameTime = FrameTime;
906 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
907 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
909 last_timer_value = timer_value;
911 if (FrameTime < 0) //if bogus frametime...
912 FrameTime = last_frametime; //...then use time from last frame
915 if (fixed_frametime) FrameTime = fixed_frametime;
930 last_timer_value = timer_get_fixed_seconds();
938 #if defined(TIMER_TEST) && !defined(NDEBUG)
939 stop_count = start_count = 0;
942 // Set value to determine whether homing missile can see target.
943 // The lower frametime is, the more likely that it can see its target.
944 if (FrameTime <= F1_0/64)
945 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
946 else if (FrameTime < F1_0/32)
947 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
948 else if (FrameTime < F1_0/4)
949 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;
951 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
955 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
957 void move_player_2_segment(segment *seg,int side)
961 compute_segment_center(&ConsoleObject->pos,seg);
962 compute_center_point_on_side(&vp,seg,side);
963 vm_vec_sub2(&vp,&ConsoleObject->pos);
964 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
966 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
971 void game_draw_time_left()
973 char temp_string[30];
977 gr_set_curfont( GAME_FONT ); //GAME_FONT
978 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
980 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
981 i=f2i(timevar-ThisLevelTime);
984 sprintf( temp_string, "Time left: %d secs", i );
987 gr_string(0, 32, temp_string );
992 extern int Game_pause;
995 void level_with_floor();
997 void modex_clear_box(int x,int y,int w,int h)
999 grs_canvas *temp_canv,*save_canv;
1001 save_canv = grd_curcanv;
1002 temp_canv = gr_create_canvas(w,h);
1003 gr_set_current_canvas(temp_canv);
1004 gr_clear_canvas(BM_XRGB(0,0,0));
1005 gr_set_current_canvas(save_canv);
1006 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1007 gr_free_canvas(temp_canv);
1011 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1013 // mac routine to drop contents of screen to a pict file using copybits
1014 // save a PICT to a file
1017 void SavePictScreen(int multiplayer)
1020 int parid, i, count;
1021 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1024 PicHandle pict_handle;
1025 static int multi_count = 0;
1026 StandardFileReply sf_reply;
1028 // dump the contents of the GameWindow into a picture using copybits
1030 pict_handle = OpenPicture(&GameWindow->portRect);
1031 if (pict_handle == NULL)
1034 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1037 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1038 if (!getcwd(cwd, FILENAME_MAX))
1040 // create the fsspec
1042 sprintf(filename, "screen%d", multi_count++);
1043 pfilename = c2pstr(filename);
1046 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1047 if (!sf_reply.sfGood)
1049 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1050 if (sf_reply.sfReplacing)
1052 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1056 // parid = GetAppDirId();
1057 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1062 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1067 // write the PICT file
1068 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1070 memset(buf, 0, sizeof(buf));
1072 if ( FSWrite(fd, &count, buf) )
1074 count = GetHandleSize((Handle)pict_handle);
1075 HLock((Handle)pict_handle);
1076 if ( FSWrite(fd, &count, *pict_handle) ) {
1082 HUnlock((Handle)pict_handle);
1083 DisposeHandle((Handle)pict_handle);
1091 //automap_flag is now unused, since we just check if the screen we're
1092 //writing to is modex
1093 //if called from automap, current canvas is set to visible screen
1095 void save_screen_shot(int automap_flag)
1097 #if !defined(MACINTOSH)
1100 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1101 grs_font *save_font;
1102 static int savenum=0;
1103 static int stereo_savenum=0;
1104 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1105 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1113 // // Can't do screen shots in VR modes.
1114 // if ( VR_render_mode != VR_NONE )
1119 save_canv = grd_curcanv;
1121 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1125 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1126 gr_set_current_canvas(temp_canv);
1127 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1129 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1130 gr_set_current_canvas(temp_canv2);
1131 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1134 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1135 gr_set_current_canvas(temp_canv);
1136 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1139 gr_set_current_canvas(save_canv);
1141 if ( savenum > 99 ) savenum = 0;
1142 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1145 sprintf(savename,"left%02d.pcx",stereo_savenum);
1146 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1147 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1149 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1152 sprintf(savename,"screen%02d.pcx",savenum++);
1153 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1156 if (!automap_flag) //if from automap, curcanv is already visible canv
1157 gr_set_current_canvas(NULL);
1158 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1159 if (!automap_flag && modex_flag)
1160 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1162 save_font = grd_curcanv->cv_font;
1163 gr_set_curfont(GAME_FONT);
1164 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1165 gr_get_string_size(message,&w,&h,&aw);
1170 //I changed how these coords were calculated for the high-res automap. -MT
1171 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1172 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1173 x = (grd_curcanv->cv_w-w)/2;
1174 y = (grd_curcanv->cv_h-h)/2;
1177 modex_clear_box(x-2,y-2,w+4,h+4);
1178 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1180 gr_setcolor(gr_find_closest_color_current(0,0,0));
1181 gr_rect(x-2,y-2,x+w+2,y+h+2);
1182 gr_printf(x,y,message);
1183 gr_set_curfont(save_font);
1185 t1 = timer_get_fixed_seconds() + F1_0;
1187 gr_palette_read(pal); //get actual palette from the hardware
1188 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1190 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1192 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1194 gr_set_current_canvas(screen_canv);
1196 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1197 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1199 gr_free_canvas(temp_canv);
1201 gr_free_canvas(temp_canv2);
1203 gr_set_current_canvas(save_canv);
1209 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1210 grs_canvas *temp_canv, *save_canv;
1212 // Can't do screen shots in VR modes.
1213 if ( VR_render_mode != VR_NONE )
1218 save_canv = grd_curcanv;
1219 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1222 gr_set_current_canvas( temp_canv );
1223 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1224 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1228 if (Game_mode & GM_MULTI)
1235 gr_set_current_canvas(screen_canv);
1237 // if (!automap_flag)
1238 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1240 gr_free_canvas(temp_canv);
1242 gr_set_current_canvas(save_canv);
1251 void fly_init(object *obj)
1253 obj->control_type = CT_FLYING;
1254 obj->movement_type = MT_PHYSICS;
1256 vm_vec_zero(&obj->mtype.phys_info.velocity);
1257 vm_vec_zero(&obj->mtype.phys_info.thrust);
1258 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1259 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1262 //void morph_test(), morph_step();
1265 // ------------------------------------------------------------------------------------
1267 void test_anim_states();
1271 //put up the help message
1278 extern int been_in_editor;
1280 // ------------------------------------------------------------------------------------
1281 void do_cloak_stuff(void)
1284 for (i = 0; i < N_players; i++)
1285 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1286 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1287 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1288 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1289 if (i == Player_num) {
1290 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1292 if (Game_mode & GM_MULTI)
1293 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1294 maybe_drop_net_powerup(POW_CLOAK);
1295 multi_send_decloak(); // For demo recording
1297 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1305 // ------------------------------------------------------------------------------------
1306 void do_invulnerable_stuff(void)
1308 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1309 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1310 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1313 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1315 if (Game_mode & GM_MULTI)
1317 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1318 maybe_drop_net_powerup(POW_INVULNERABILITY);
1321 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1328 ubyte Last_afterburner_state = 0;
1329 fix Last_afterburner_charge = 0;
1331 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1332 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1336 //@@// ------------------------------------------------------------------------------------
1337 //@@void afterburner_shake(void)
1341 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1342 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1344 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1345 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1346 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1350 // ------------------------------------------------------------------------------------
1352 extern void multi_send_sound_function (char,char);
1355 void do_afterburner_stuff(void)
1357 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1358 Afterburner_charge=0;
1360 if (Endlevel_sequence || Player_is_dead)
1362 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1364 multi_send_sound_function (0,0);
1368 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1370 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1371 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1373 if (Game_mode & GM_MULTI)
1374 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1377 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1378 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1380 if (Game_mode & GM_MULTI)
1381 multi_send_sound_function (0,0);
1383 mprintf((0,"Killing afterburner sound\n"));
1387 //@@if (Controls.afterburner_state && Afterburner_charge)
1388 //@@ afterburner_shake();
1390 Last_afterburner_state = Controls.afterburner_state;
1391 Last_afterburner_charge = Afterburner_charge;
1394 // -- // ------------------------------------------------------------------------------------
1395 // -- // if energy < F1_0/2, recharge up to F1_0/2
1396 // -- void recharge_energy_frame(void)
1398 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1399 // -- Players[Player_num].energy += FrameTime/4;
1401 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1402 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1406 // Amount to diminish guns towards normal, per second.
1407 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1409 extern fix Flash_effect;
1411 //adds to rgb values for palette flash
1412 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1416 PaletteRedAdd += _dr;
1417 PaletteGreenAdd += _dg;
1418 PaletteBlueAdd += _db;
1420 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1425 maxval = MAX_PALETTE_ADD;
1427 if (PaletteRedAdd > maxval)
1428 PaletteRedAdd = maxval;
1430 if (PaletteGreenAdd > maxval)
1431 PaletteGreenAdd = maxval;
1433 if (PaletteBlueAdd > maxval)
1434 PaletteBlueAdd = maxval;
1436 if (PaletteRedAdd < -maxval)
1437 PaletteRedAdd = -maxval;
1439 if (PaletteGreenAdd < -maxval)
1440 PaletteGreenAdd = -maxval;
1442 if (PaletteBlueAdd < -maxval)
1443 PaletteBlueAdd = -maxval;
1446 fix Time_flash_last_played;
1449 void game_palette_step_up( int r, int g, int b );
1450 // ------------------------------------------------------------------------------------
1451 // Diminish palette effects towards normal.
1452 void diminish_palette_towards_normal(void)
1456 // Diminish at DIMINISH_RATE units/second.
1457 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1458 if (FrameTime < F1_0/DIMINISH_RATE) {
1459 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1462 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1463 if (dec_amount == 0)
1464 dec_amount++; // make sure we decrement by something
1470 // Part of hack system to force update of palette after exiting a menu.
1471 if (Time_flash_last_played) {
1473 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1476 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1477 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1478 Time_flash_last_played = GameTime;
1481 Flash_effect -= FrameTime;
1482 if (Flash_effect < 0)
1485 if (force_do || (d_rand() > 4096 )) {
1486 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1487 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1489 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1496 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1497 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1499 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1500 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1502 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1503 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1505 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1506 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1508 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1510 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1513 int Redsave, Bluesave, Greensave;
1515 void palette_save(void)
1517 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1520 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1522 void game_palette_step_up( int r, int g, int b )
1524 if ( VR_use_reg_code ) {
1525 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1527 gr_palette_step_up( r, g, b );
1531 void palette_restore(void)
1533 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1534 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1536 // Forces flash effect to fixup palette next frame.
1537 Time_flash_last_played = 0;
1540 extern void dead_player_frame(void);
1543 // --------------------------------------------------------------------------------------------------
1544 int allowed_to_fire_laser(void)
1546 if (Player_is_dead) {
1547 Global_missile_firing_count = 0;
1551 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1552 // be a long while before laser can be fired, then there must be some mistake!
1553 if (Next_laser_fire_time > GameTime)
1554 if (Next_laser_fire_time < GameTime + 2*F1_0)
1560 fix Next_flare_fire_time = 0;
1561 #define FLARE_BIG_DELAY (F1_0*2)
1563 int allowed_to_fire_flare(void)
1565 if (Next_flare_fire_time > GameTime)
1566 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1569 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1570 Next_flare_fire_time = GameTime + F1_0/4;
1572 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1577 int allowed_to_fire_missile(void)
1579 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1580 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1581 // be a long while before missile can be fired, then there must be some mistake!
1582 if (Next_missile_fire_time > GameTime)
1583 if (Next_missile_fire_time < GameTime + 5*F1_0)
1589 void full_palette_save(void)
1592 apply_modified_palette();
1593 reset_palette_add();
1594 gr_palette_load( gr_palette );
1597 extern int Death_sequence_aborted;
1598 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) );
1605 char pixel_double_help[64];
1608 char command_help[64], save_help[64], restore_help[64];
1611 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1613 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1614 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1616 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1617 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1618 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1619 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1621 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1622 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1623 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1624 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1625 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1627 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1629 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1631 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1633 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1635 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1637 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1638 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1639 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1640 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1641 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1643 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1645 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1647 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1648 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1649 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1650 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1652 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1653 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1656 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1657 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1658 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1661 full_palette_save();
1663 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1668 //temp function until Matt cleans up game sequencing
1669 extern void temp_reset_stuff_on_level();
1671 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1673 //deal with rear view - switch it on, or off, or whatever
1674 void check_rear_view()
1676 static int leave_mode;
1677 static fix entry_time;
1679 if ( Controls.rear_view_down_count ) { //key/button has gone down
1683 if (Cockpit_mode==CM_REAR_VIEW) {
1684 select_cockpit(Cockpit_mode_save);
1685 Cockpit_mode_save = -1;
1687 if (Newdemo_state == ND_STATE_RECORDING)
1688 newdemo_record_restore_rearview();
1692 if (Rear_view_leave_time <= 0)
1694 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
1698 leave_mode = 0; // means wait for another key
1699 entry_time = timer_get_fixed_seconds();
1701 if (Cockpit_mode == CM_FULL_COCKPIT) {
1702 Cockpit_mode_save = Cockpit_mode;
1703 select_cockpit(CM_REAR_VIEW);
1705 if (Newdemo_state == ND_STATE_RECORDING)
1706 newdemo_record_rearview();
1710 if (Controls.rear_view_down_state) {
1712 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1717 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1719 if (leave_mode==1 && Rear_view) {
1721 if (Cockpit_mode==CM_REAR_VIEW) {
1722 select_cockpit(Cockpit_mode_save);
1723 Cockpit_mode_save = -1;
1725 if (Newdemo_state == ND_STATE_RECORDING)
1726 newdemo_record_restore_rearview();
1731 void reset_rear_view(void)
1734 if (Newdemo_state == ND_STATE_RECORDING)
1735 newdemo_record_restore_rearview();
1740 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
1741 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1742 Cockpit_mode_save = CM_FULL_COCKPIT;
1743 select_cockpit(Cockpit_mode_save);
1744 Cockpit_mode_save = -1;
1750 int Config_menu_flag;
1754 int gr_renderstats = 0;
1755 // need to define "cheat" for renderstats
1756 int gr_badtexture = 0;
1757 // need to define "cheat" for badtexture
1759 int Cheats_enabled=0;
1761 extern int Laser_rapid_fire;
1762 extern void do_lunacy_on(), do_lunacy_off();
1764 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1765 extern char BounceCheat,HomingCheat,OldHomingState[20];
1766 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1767 extern int Buddy_dude_cheat;
1769 //turns off active cheats
1770 void turn_cheats_off()
1776 Weapon_info[i].homing_flag=OldHomingState[i];
1781 Interpolation_method=old_IntMethod;
1784 Buddy_dude_cheat = 0;
1788 Laser_rapid_fire = 0;
1789 Physics_cheat_flag = 0;
1791 Robots_kill_robots_cheat=0;
1792 Robot_firing_enabled = 1;
1795 //turns off all cheats & resets cheater flag
1796 void game_disable_cheats()
1804 // ----------------------------------------------------------------------------
1806 void game_setup(void)
1808 //@@int demo_playing=0;
1809 //@@int multi_game=0;
1811 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1812 do_lunacy_off(); // Restore true insane mode.
1815 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1816 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1817 Endlevel_sequence = 0;
1819 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1820 //@@ demo_playing = 1;
1821 //@@if ( Game_mode & GM_MULTI )
1822 //@@ multi_game = 1;
1824 set_screen_mode(SCREEN_GAME);
1825 reset_palette_add();
1827 set_warn_func(game_show_warning);
1831 //digi_init_sounds();
1833 //keyd_repeat = 0; // Don't allow repeat in game
1834 keyd_repeat = 1; // Do allow repeat in game
1837 //_MARK_("start of game");
1841 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1842 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1844 if (!check_obj_seg(ConsoleObject))
1845 move_player_2_segment(Cursegp,Curside);
1848 Viewer = ConsoleObject;
1849 fly_init(ConsoleObject);
1854 FrameTime = 0; //make first frame zero
1857 if (Current_level_num == 0) { //not a real level
1858 init_player_stats_game();
1865 game_flush_inputs();
1871 extern char IWasKicked;
1875 // ------------------------------------------------------------------------------------
1876 //this function is the game. called when game mode selected. runs until
1877 //editor mode or exit selected
1880 game_setup(); // Replaces what was here earlier.
1881 // Good for Windows Sake.
1884 ProfilerSetStatus(1);
1887 if ( setjmp(LeaveGame)==0 ) {
1893 Config_menu_flag = 0;
1895 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1897 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1898 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1901 player_shields = Players[Player_num].shields;
1903 ExtGameStatus=GAMESTAT_RUNNING;
1904 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1906 if (oldfov != cg_fov.value)
1908 oldfov = cg_fov.value;
1909 if (cg_fov.value < 1)
1910 cvar_set("fov", "1");
1911 if (cg_fov.value > 170)
1912 cvar_set("fov", "170");
1913 Render_zoom = fl2f(cg_fov.value * M_PI / 180); // convert to radians
1914 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", cg_fov.value, Render_zoom);
1917 //if the player is taking damage, give up guided missile control
1918 if (Players[Player_num].shields != player_shields)
1919 release_guided_missile(Player_num);
1921 //see if redbook song needs to be restarted
1922 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1924 if (Config_menu_flag) {
1925 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1927 if (!(Game_mode&GM_MULTI)) palette_restore();
1931 int save_w=Game_window_w,save_h=Game_window_h;
1933 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1934 Game_window_w=save_w; Game_window_h=save_h;
1936 last_drawn_cockpit[0] = -1;
1937 last_drawn_cockpit[1] = -1;
1940 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1942 fmode = Function_mode;
1943 Function_mode = FMODE_GAME;
1945 apply_modified_palette();
1946 reset_palette_add();
1947 gr_palette_load( gr_palette );
1948 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1950 Function_mode = fmode;
1953 newdemo_stop_playback();
1954 Function_mode = FMODE_MENU;
1956 Function_mode = FMODE_GAME;
1960 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
1966 fmode = Function_mode;
1967 Function_mode = FMODE_GAME;
1969 apply_modified_palette();
1970 reset_palette_add();
1971 gr_palette_load( gr_palette );
1972 ExtGameStatus=GAMESTAT_ABORT_GAME;
1973 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
1975 Function_mode = fmode;
1977 Function_mode = FMODE_GAME;
1983 if (Function_mode != FMODE_GAME)
1984 longjmp(LeaveGame,0);
1987 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
1988 longjmp(LeaveGame,0);
1994 ProfilerSetStatus(0);
1999 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2000 newdemo_stop_recording();
2006 if ( Newdemo_state == ND_STATE_PLAYBACK )
2007 newdemo_stop_playback();
2009 if (Cockpit_mode_save!=-1)
2011 Cockpit_mode=Cockpit_mode_save;
2012 Cockpit_mode_save=-1;
2015 if (Function_mode != FMODE_EDITOR)
2016 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2018 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2019 //@@ scores_maybe_add_player(Game_aborted);
2023 //_MARK_("end of game");
2026 clear_warn_func(game_show_warning); //don't use this func anymore
2028 game_disable_cheats();
2031 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2035 //called at the end of the program
2038 if (VR_offscreen_buffer) {
2039 gr_free_canvas(VR_offscreen_buffer);
2040 VR_offscreen_buffer = NULL;
2043 close_gauge_canvases();
2045 restore_effect_bitmap_icons();
2047 if (background_bitmap.bm_data)
2048 d_free(background_bitmap.bm_data);
2050 clear_warn_func(game_show_warning); //don't use this func anymore
2053 grs_canvas * get_current_game_screen()
2055 return &VR_screen_pages[VR_current_page];
2059 extern void kconfig_center_headset();
2063 void speedtest_frame(void);
2064 int Debug_slowdown=0;
2068 extern void player_follow_path(object *objp);
2069 extern void check_create_player_path(void);
2073 extern int Do_appearance_effect;
2075 object *Missile_viewer=NULL;
2077 int Missile_view_enabled = 1;
2079 int Marker_viewer_num[2]={-1,-1};
2080 int Coop_view_player[2]={-1,-1};
2081 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2083 //returns ptr to escort robot, or NULL
2084 object *find_escort()
2088 for (i=0; i<=Highest_object_index; i++)
2089 if (Objects[i].type == OBJ_ROBOT)
2090 if (Robot_info[Objects[i].id].companion)
2096 extern void process_super_mines_frame(void);
2097 extern void do_seismic_stuff(void);
2100 int Saving_movie_frames=0;
2101 int __Movie_frame_num=0;
2103 #define MAX_MOVIE_BUFFER_FRAMES 250
2104 #define MOVIE_FRAME_SIZE (320 * 200)
2106 ubyte *Movie_frame_buffer;
2107 int Movie_frame_counter;
2108 ubyte Movie_pal[768];
2109 char movie_path[50] = ".\\";
2111 grs_bitmap Movie_bm;
2113 void flush_movie_buffer()
2120 mprintf((0,"Flushing movie buffer..."));
2122 Movie_bm.bm_data = Movie_frame_buffer;
2124 for (f=0;f<Movie_frame_counter;f++) {
2125 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2126 __Movie_frame_num++;
2127 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2128 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2131 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2134 Movie_frame_counter=0;
2136 mprintf((0,"done \n"));
2141 void toggle_movie_saving()
2145 Saving_movie_frames = !Saving_movie_frames;
2147 if (Saving_movie_frames) {
2150 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2151 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2154 Saving_movie_frames = 0;
2158 while (isspace(movie_path[strlen(movie_path)-1]))
2159 movie_path[strlen(movie_path)-1] = 0;
2160 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2161 strcat(movie_path,"\\");
2164 if (!Movie_frame_buffer) {
2165 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2166 if (!Movie_frame_buffer) {
2168 Saving_movie_frames=0;
2171 Movie_frame_counter=0;
2173 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2174 Movie_bm.bm_w = 320;
2175 Movie_bm.bm_h = 200;
2176 Movie_bm.bm_type = BM_LINEAR;
2177 Movie_bm.bm_flags = 0;
2178 Movie_bm.bm_rowsize = 320;
2179 Movie_bm.bm_handle = 0;
2181 gr_palette_read(Movie_pal); //get actual palette from the hardware
2183 if (Newdemo_state == ND_STATE_PLAYBACK)
2184 Newdemo_do_interpolate = 0;
2188 flush_movie_buffer();
2190 if (Newdemo_state == ND_STATE_PLAYBACK)
2191 Newdemo_do_interpolate = 1;
2196 void save_movie_frame()
2198 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2200 Movie_frame_counter++;
2202 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2203 flush_movie_buffer();
2209 extern int Level_shake_duration;
2211 //if water or fire level, make occasional sound
2212 void do_ambient_sounds()
2214 int has_water,has_lava;
2217 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2218 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2220 if (has_lava) { //has lava
2221 sound = SOUND_AMBIENT_LAVA;
2222 if (has_water && (d_rand() & 1)) //both, pick one
2223 sound = SOUND_AMBIENT_WATER;
2225 else if (has_water) //just water
2226 sound = SOUND_AMBIENT_WATER;
2230 if (((d_rand() << 3) < FrameTime)) { //play the sound
2231 fix volume = d_rand() + f1_0/2;
2232 digi_play_sample(sound,volume);
2236 // -- extern void lightning_frame(void);
2238 void game_render_frame();
2239 extern void omega_charge_frame(void);
2241 extern time_t t_current_time, t_saved_time;
2243 void flicker_lights();
2245 void GameLoop(int RenderFlag, int ReadControlsFlag )
2248 // Used to slow down frame rate for testing things.
2249 // RenderFlag = 1; // DEBUG
2250 if (Debug_slowdown) {
2253 for (h=0; h<Debug_slowdown; h++)
2254 for (i=0; i<1000; i++)
2259 cmd_queue_process();
2262 if (FindArg("-invulnerability"))
2263 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2267 update_player_stats();
2268 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2269 do_afterburner_stuff();
2271 do_invulnerable_stuff();
2272 remove_obsolete_stuck_objects();
2274 do_final_boss_frame();
2275 // -- lightning_frame();
2276 // -- recharge_energy_frame();
2278 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2279 static int turned_off=0;
2280 Players[Player_num].energy -= (FrameTime*3/8);
2281 if (Players[Player_num].energy < i2f(10)) {
2283 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2286 if (Game_mode & GM_MULTI)
2287 multi_send_flags(Player_num);
2294 if (Players[Player_num].energy <= 0) {
2295 Players[Player_num].energy = 0;
2296 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2298 if (Game_mode & GM_MULTI)
2299 multi_send_flags(Player_num);
2306 check_create_player_path();
2307 player_follow_path(ConsoleObject);
2311 if (Game_mode & GM_MULTI)
2314 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2315 multi_check_for_killgoal_winner();
2321 if (force_cockpit_redraw) { //screen need redrawing?
2323 force_cockpit_redraw=0;
2325 game_render_frame();
2326 //show_extra_views(); //missile view, buddy bot, etc.
2329 if (Saving_movie_frames)
2336 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2340 dead_player_frame();
2341 if (Newdemo_state != ND_STATE_PLAYBACK)
2342 do_controlcen_dead_frame();
2344 process_super_mines_frame();
2346 do_ambient_sounds();
2353 if (ReadControlsFlag)
2356 memset(&Controls, 0, sizeof(Controls));
2358 GameTime += FrameTime;
2360 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2361 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2363 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2364 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2365 mprintf((0,"GameTime reset to 0\n"));
2369 if (FindArg("-checktime") != 0)
2370 if (GameTime >= i2f(600)) //wrap after 10 minutes
2371 GameTime = FrameTime;
2375 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2376 ThisLevelTime +=FrameTime;
2381 if (Endlevel_sequence) {
2382 do_endlevel_frame();
2383 powerup_grab_cheat_all();
2384 do_special_effects();
2385 return; //skip everything else
2388 if (Newdemo_state != ND_STATE_PLAYBACK)
2389 do_exploding_wall_frame();
2390 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2391 do_special_effects();
2392 wall_frame_process();
2393 triggers_frame_process();
2397 if (Control_center_destroyed) {
2398 if (Newdemo_state==ND_STATE_RECORDING )
2399 newdemo_record_control_center_destroyed();
2404 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2405 newdemo_playback_one_frame();
2406 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2407 longjmp( LeaveGame, 0 ); // Go back to menu
2410 { // Note the link to above!
2412 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2415 powerup_grab_cheat_all();
2417 if (Endlevel_sequence) //might have been started during move
2420 fuelcen_update_all();
2424 if (allowed_to_fire_laser())
2425 FireLaser(); // Fire Laser!
2427 if (Auto_fire_fusion_cannon_time) {
2428 if (Primary_weapon != FUSION_INDEX)
2429 Auto_fire_fusion_cannon_time = 0;
2430 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2431 Auto_fire_fusion_cannon_time = 0;
2432 Global_laser_firing_count = 1;
2434 vms_vector rand_vec;
2437 Global_laser_firing_count = 0;
2439 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2440 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2441 make_random_vector(&rand_vec);
2443 bump_amount = F1_0*4;
2445 if (Fusion_charge > F1_0*2)
2446 bump_amount = Fusion_charge*4;
2448 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2452 if (Global_laser_firing_count) {
2453 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2454 // if (Fusion_charge > F1_0*2)
2455 // Fusion_charge = F1_0*2;
2456 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2459 if (Global_laser_firing_count < 0)
2460 Global_laser_firing_count = 0;
2463 if (Do_appearance_effect) {
2464 create_player_appearance_effect(ConsoleObject);
2465 Do_appearance_effect = 0;
2467 if ((Game_mode & GM_MULTI) && Netgame.invul)
2469 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2470 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2477 omega_charge_frame();
2481 //!!hoard_light_pulse(); //do cool hoard light pulsing
2485 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2486 //!!extern int Hoard_goal_eclip;
2488 //!!//do cool pulsing lights in hoard goals
2489 //!!hoard_light_pulse()
2491 //!! if (Game_mode & GM_HOARD) {
2495 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2499 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2502 //!! light = abs(frame - 5) * f1_0 / 5;
2504 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2509 ubyte Slide_segs[MAX_SEGMENTS];
2510 int Slide_segs_computed;
2512 void compute_slide_segs(void)
2514 int segnum, sidenum;
2516 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2517 Slide_segs[segnum] = 0;
2518 for (sidenum=0;sidenum<6;sidenum++) {
2519 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2520 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2521 Slide_segs[segnum] |= 1 << sidenum;
2525 Slide_segs_computed = 1;
2528 // -----------------------------------------------------------------------------
2529 void slide_textures(void)
2531 int segnum,sidenum,i;
2533 if (!Slide_segs_computed)
2534 compute_slide_segs();
2536 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2537 if (Slide_segs[segnum]) {
2538 for (sidenum=0;sidenum<6;sidenum++) {
2539 if (Slide_segs[segnum] & (1 << sidenum)) {
2540 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2541 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2543 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2544 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2545 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2548 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2550 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2553 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2555 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2558 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2560 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2563 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2573 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2575 int Num_flickering_lights=0;
2577 void flicker_lights()
2580 flickering_light *f;
2582 f = Flickering_lights;
2584 for (l=0;l<Num_flickering_lights;l++,f++) {
2585 segment *segp = &Segments[f->segnum];
2587 //make sure this is actually a light
2588 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2590 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2593 if (f->timer == 0x80000000) //disabled
2596 if ((f->timer -= FrameTime) < 0) {
2598 while (f->timer < 0)
2599 f->timer += f->delay;
2601 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2604 add_light(f->segnum,f->sidenum);
2606 subtract_light(f->segnum,f->sidenum);
2611 //returns ptr to flickering light structure, or NULL if can't find
2612 flickering_light *find_flicker(int segnum,int sidenum)
2615 flickering_light *f;
2617 //see if there's already an entry for this seg/side
2619 f = Flickering_lights;
2621 for (l=0;l<Num_flickering_lights;l++,f++)
2622 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2628 //turn flickering off (because light has been turned off)
2629 void disable_flicker(int segnum,int sidenum)
2631 flickering_light *f;
2633 if ((f=find_flicker(segnum,sidenum)) != NULL)
2634 f->timer = 0x80000000;
2637 //turn flickering off (because light has been turned on)
2638 void enable_flicker(int segnum,int sidenum)
2640 flickering_light *f;
2642 if ((f=find_flicker(segnum,sidenum)) != NULL)
2649 //returns 1 if ok, 0 if error
2650 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2653 flickering_light *f;
2655 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2657 //see if there's already an entry for this seg/side
2659 f = Flickering_lights;
2661 for (l=0;l<Num_flickering_lights;l++,f++)
2662 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2665 if (mask==0) { //clearing entry
2666 if (l == Num_flickering_lights)
2670 for (i=l;i<Num_flickering_lights-1;i++)
2671 Flickering_lights[i] = Flickering_lights[i+1];
2672 Num_flickering_lights--;
2677 if (l == Num_flickering_lights) {
2678 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2681 Num_flickering_lights++;
2685 f->sidenum = sidenum;
2686 f->delay = f->timer = delay;
2694 // -----------------------------------------------------------------------------
2695 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2700 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2702 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2703 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2704 Global_laser_firing_count = 0;
2706 if (Fusion_charge == 0)
2707 Players[Player_num].energy -= F1_0*2;
2709 Fusion_charge += FrameTime;
2710 Players[Player_num].energy -= FrameTime;
2712 if (Players[Player_num].energy <= 0) {
2713 Players[Player_num].energy = 0;
2714 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2716 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2717 // Fire the fusion cannon at this time in the future.
2719 if (Fusion_charge < F1_0*2)
2720 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2722 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2724 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2725 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2727 if (Fusion_next_sound_time < GameTime) {
2728 if (Fusion_charge > F1_0*2) {
2729 digi_play_sample( 11, F1_0 );
2730 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2732 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2733 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2735 if (Game_mode & GM_MULTI)
2736 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2739 Fusion_last_sound_time = GameTime;
2740 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2748 // -------------------------------------------------------------------------------------------------------
2749 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2750 // This could easily be made difficulty level dependent.
2751 void powerup_grab_cheat(object *player, int objnum)
2757 Assert(Objects[objnum].type == OBJ_POWERUP);
2759 powerup_size = Objects[objnum].size;
2760 player_size = player->size;
2762 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2764 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2765 vms_vector collision_point;
2767 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2768 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2772 // -------------------------------------------------------------------------------------------------------
2773 // Make it easier to pick up powerups.
2774 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2775 // from player to powerup and player's forward vector.
2776 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2777 // way before the player gets there.
2778 void powerup_grab_cheat_all(void)
2783 segp = &Segments[ConsoleObject->segnum];
2784 objnum = segp->objects;
2786 while (objnum != -1) {
2787 if (Objects[objnum].type == OBJ_POWERUP)
2788 powerup_grab_cheat(ConsoleObject, objnum);
2789 objnum = Objects[objnum].next;
2794 int Last_level_path_created = -1;
2796 #ifdef SHOW_EXIT_PATH
2798 // ------------------------------------------------------------------------------------------------------------------
2799 // Create path for player from current segment to goal segment.
2800 // Return true if path created, else return false.
2801 int mark_player_path_to_segment(int segnum)
2804 object *objp = ConsoleObject;
2805 short player_path_length=0;
2806 int player_hide_index=-1;
2808 if (Last_level_path_created == Current_level_num) {
2812 Last_level_path_created = Current_level_num;
2814 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2815 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2819 player_hide_index = Point_segs_free_ptr - Point_segs;
2820 Point_segs_free_ptr += player_path_length;
2822 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2823 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2824 ai_reset_all_paths();
2828 for (i=1; i<player_path_length; i++) {
2830 vms_vector seg_center;
2833 segnum = Point_segs[player_hide_index+i].segnum;
2834 mprintf((0, "%3i ", segnum));
2835 seg_center = Point_segs[player_hide_index+i].point;
2837 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2839 Int3(); // Unable to drop energy powerup for path
2843 obj = &Objects[objnum];
2844 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2845 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2846 obj->rtype.vclip_info.framenum = 0;
2847 obj->lifeleft = F1_0*100 + d_rand() * 4;
2854 // Return true if it happened, else return false.
2855 int create_special_path(void)
2859 // ---------- Find exit doors ----------
2860 for (i=0; i<=Highest_segment_index; i++)
2861 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2862 if (Segments[i].children[j] == -2) {
2863 mprintf((0, "Exit at segment %i\n", i));
2864 return mark_player_path_to_segment(i);
2874 int Max_obj_count_mike = 0;
2876 // Shows current number of used objects.
2877 void show_free_objects(void)
2879 if (!(FrameCount & 8)) {
2883 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2885 for (i=0; i<=Highest_object_index; i++)
2886 if (Objects[i].type != OBJ_NONE)
2889 mprintf((0, "%3i", count));
2891 if (count > Max_obj_count_mike) {
2892 Max_obj_count_mike = count;
2893 mprintf((0, " ***"));
2904 * reads a flickering_light structure from a CFILE
2906 void flickering_light_read(flickering_light *fl, CFILE *fp)
2908 fl->segnum = cfile_read_short(fp);
2909 fl->sidenum = cfile_read_short(fp);
2910 fl->mask = cfile_read_int(fp);
2911 fl->timer = cfile_read_fix(fp);
2912 fl->delay = cfile_read_fix(fp);
2915 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2917 PHYSFS_writeSLE16(fp, fl->segnum);
2918 PHYSFS_writeSLE16(fp, fl->sidenum);
2919 PHYSFS_writeULE32(fp, fl->mask);
2920 PHYSFSX_writeFix(fp, fl->timer);
2921 PHYSFSX_writeFix(fp, fl->delay);