2 THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
3 SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
4 END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
5 ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
6 IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
7 SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
8 FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
9 CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
10 AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
11 COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
16 * Game loop for Inferno
34 #include <StandardFile.h>
35 #include <Quickdraw.h>
104 #include "cntrlcen.h"
108 #include "multibot.h"
111 #include "playsave.h"
115 int VGA_current_mode;
118 #include <profiler.h>
121 //#define TEST_TIMER 1 //if this is set, do checking on timer
123 #define SHOW_EXIT_PATH 1
126 #include "editor/editor.h"
131 #if __WATCOMC__ < 1000
132 #include <wsample.h> //should come after inferno.h to get mark setting
137 extern void ReadControls(void); // located in gamecntl.c
138 extern void do_final_boss_frame(void);
140 int Speedtest_on = 0;
143 int Mark_count = 0; // number of debugging marks set
144 int Speedtest_start_time;
145 int Speedtest_segnum;
146 int Speedtest_sidenum;
147 int Speedtest_frame_start;
148 int Speedtest_count=0; // number of times to do the debug test.
151 static fix last_timer_value=0;
154 #if defined(TIMER_TEST) && !defined(NDEBUG)
155 fix _timer_value,actual_last_timer_value,_last_frametime;
156 int stop_count,start_count;
157 int time_stopped,time_started;
160 int VR_screen_mode = 0;
162 ubyte VR_screen_flags = 0; //see values in screens.h
163 ubyte VR_current_page = 0;
164 fix VR_eye_width = F1_0;
165 int VR_render_mode = VR_NONE;
166 int VR_low_res = 3; // Default to low res
168 int VR_sensitivity = 1; // 0 - 2
171 int VR_eye_offset = 0;
172 int VR_eye_switch = 0;
173 int VR_eye_offset_changed = 0;
174 int VR_use_reg_code = 0;
176 grs_canvas *VR_offscreen_buffer = NULL; // The offscreen data buffer
177 grs_canvas VR_render_buffer[2]; // Two offscreen buffers for left/right eyes.
178 grs_canvas VR_render_sub_buffer[2]; // Two sub buffers for left/right eyes.
179 grs_canvas VR_screen_pages[2]; // Two pages of VRAM if paging is available
180 grs_canvas VR_editor_canvas; // The canvas that the editor writes to.
182 //do menus work in 640x480 or 320x200?
183 //PC version sets this in main(). Mac versios is always high-res, so set to 1 here
184 int MenuHiresAvailable = 1; //can we do highres menus?
185 int MenuHires = 1; //are we currently in highres menus?
187 int Debug_pause=0; //John's debugging pause system
189 int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values
191 int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1
192 int force_cockpit_redraw=0;
195 cvar_t r_framerate = {"show_fps", "0"};
196 cvar_t cg_fov = {"fov", "30"};
198 int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd;
200 // Toggle_var points at a variable which gets !ed on ctrl-alt-T press.
202 int *Toggle_var = &Dummy_var;
205 //flag for whether initial fade-in has been done
209 #ifndef NDEBUG //these only exist if debugging
211 int Game_double_buffer = 1; //double buffer by default
212 fix fixed_frametime=0; //if non-zero, set frametime to this
216 int Game_suspended=0; //if non-zero, nothing moves but player
219 fix Auto_fire_fusion_cannon_time = 0;
220 fix Fusion_charge = 0;
221 fix Fusion_next_sound_time = 0;
222 fix Fusion_last_sound_time = 0;
225 int Game_turbo_mode = 0;
227 int Game_mode = GM_GAME_OVER;
229 int Global_laser_firing_count = 0;
230 int Global_missile_firing_count = 0;
232 grs_bitmap background_bitmap;
236 #define BACKGROUND_NAME "statback.pcx"
238 // Function prototypes for GAME.C exclusively.
240 void GameLoop(int RenderFlag, int ReadControlsFlag);
241 void FireLaser(void);
242 void slide_textures(void);
243 void powerup_grab_cheat_all(void);
246 extern void multi_check_for_killgoal_winner();
247 extern void RestoreGameSurfaces();
251 void grow_window(void);
252 void shrink_window(void);
256 void fill_background();
259 void show_framerate(void);
260 void ftoa(char *string, fix f);
263 extern ubyte DefiningMarkerMessage;
264 extern char Marker_input[];
266 // ==============================================================================================
268 extern char john_head_on;
270 void load_background_bitmap()
275 if (background_bitmap.bm_data)
276 d_free(background_bitmap.bm_data);
278 background_bitmap.bm_data=NULL;
279 pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":BACKGROUND_NAME,&background_bitmap,BM_LINEAR,pal);
280 if (pcx_error != PCX_ERROR_NONE)
281 Error("File %s - PCX error: %s",BACKGROUND_NAME,pcx_errormsg(pcx_error));
282 gr_remap_bitmap_good( &background_bitmap, pal, -1, -1 );
287 void game_cmd_player(int argc, char **argv)
292 strncpy(Players[Player_num].callsign, argv[1], CALLSIGN_LEN);
294 if (read_player_file() != EZERO) {
295 con_printf(CON_CRITICAL, "player: unable to load player file");
299 WriteConfigFile(); // Update lastplr
304 void game_cmd_map(int argc, char **argv)
311 if (!strlen(Players[Player_num].callsign)) {
312 con_printf(CON_CRITICAL, "map: no player selected, not starting level\n");
316 load_mission_by_name(argv[1]);
319 level_num = atoi(argv[2]);
323 if (level_num > Last_level)
324 level_num = Last_level;
325 if (level_num < Last_secret_level)
326 level_num = Last_secret_level;
328 StartNewGame(level_num);
332 /* send network message */
333 void game_cmd_say(int argc, char **argv)
340 Network_message[0] = 0;
342 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s", argv[1]);
343 if (ret >= MAX_MESSAGE_LEN) {
344 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
348 for (i = 2; i < argc; i++) {
349 ret = snprintf(Network_message, MAX_MESSAGE_LEN, "%s %s", Network_message, argv[i]);
350 if (ret >= MAX_MESSAGE_LEN) {
351 con_printf(CON_CRITICAL, "say: message too long (max %d characters)\n", MAX_MESSAGE_LEN);
356 multi_send_message_end();
360 //this is called once per game
363 atexit(close_game); //for cleanup
367 init_special_effects();
371 init_exploding_walls();
373 load_background_bitmap();
375 Clear_window = 2; // do portal only window clear.
377 set_detail_level_parameters(Detail_level);
380 cvar_registervariable(&r_framerate);
381 cvar_registervariable(&cg_fov);
384 cmd_addcommand("player", game_cmd_player);
385 cmd_addcommand("map", game_cmd_map);
386 cmd_addcommand("say", game_cmd_say);
390 void reset_palette_add()
395 //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
399 void game_show_warning(char *s)
402 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
405 nm_messagebox( TXT_WARNING, 1, TXT_OK, s );
407 if (!((Game_mode & GM_MULTI) && (Function_mode == FMODE_GAME)))
412 //these should be in gr.h
413 #define cv_w cv_bitmap.bm_w
414 #define cv_h cv_bitmap.bm_h
416 //added 3/24/99 by Owen Evans for screen res changing
417 uint32_t Game_screen_mode = 0;
419 int Game_window_x = 0;
420 int Game_window_y = 0;
421 int Game_window_w = 0;
422 int Game_window_h = 0;
423 int max_window_w = 0;
424 int max_window_h = 0;
426 extern void newdemo_record_cockpit_change(int);
428 //initialize the various canvases on the game screen
429 //called every time the screen mode or cockpit changes
432 // int minx, maxx, miny, maxy;
434 //Initialize the on-screen canvases
436 if (Newdemo_state==ND_STATE_RECORDING) {
437 newdemo_record_cockpit_change(Cockpit_mode);
440 if ( VR_render_mode != VR_NONE )
441 Cockpit_mode = CM_FULL_SCREEN;
443 if (!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW) )
444 Cockpit_mode = CM_FULL_SCREEN;
446 if ( Screen_mode == SCREEN_EDITOR )
447 Cockpit_mode = CM_FULL_SCREEN;
449 gr_set_current_canvas(NULL);
450 gr_set_curfont( GAME_FONT );
452 switch( Cockpit_mode ) {
453 case CM_FULL_COCKPIT:
456 grs_bitmap *bm = &GameBitmaps[cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)].index];
458 PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode+(SM_HIRES?(Num_cockpits/2):0)]);
460 gr_set_current_canvas(VR_offscreen_buffer);
462 gr_bitmap( 0, 0, bm );
463 bm = &VR_offscreen_buffer->cv_bitmap;
464 bm->bm_flags = BM_FLAG_TRANSPARENT;
465 gr_ibitblt_find_hole_size ( bm, &minx, &miny, &maxx, &maxy );
468 if (Cockpit_mode == CM_FULL_COCKPIT)
469 game_init_render_sub_buffers(0, 0, grd_curscreen->sc_w, (grd_curscreen->sc_h*2)/3);
470 else if (Cockpit_mode == CM_REAR_VIEW)
471 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);
477 max_window_h = grd_curscreen->sc_h;
479 if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT)
480 Game_window_h = max_window_h;
482 if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT)
483 Game_window_w = max_window_w;
485 Game_window_x = (max_window_w - Game_window_w)/2;
486 Game_window_y = (max_window_h - Game_window_h)/2;
488 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
493 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
495 if (Game_window_h > max_window_h)
496 Game_window_h = max_window_h;
498 if (Game_window_w > max_window_w)
499 Game_window_w = max_window_w;
501 Game_window_x = (max_window_w - Game_window_w)/2;
502 Game_window_y = (max_window_h - Game_window_h)/2;
504 game_init_render_sub_buffers( Game_window_x, Game_window_y, Game_window_w, Game_window_h );
510 x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; //VR_render_width;
511 h = (VR_render_buffer[0].cv_bitmap.bm_h * 7) / 10;
512 y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2;
514 game_init_render_sub_buffers( x, y, w, h );
520 gr_set_current_canvas(NULL);
523 //selects a given cockpit (or lack of one). See types in game.h
524 void select_cockpit(int mode)
526 if (mode != Cockpit_mode) { //new mode
532 extern int last_drawn_cockpit[2];
534 //force cockpit redraw next time. call this if you've trashed the screen
537 force_cockpit_redraw=1;
538 last_drawn_cockpit[0] = -1;
539 last_drawn_cockpit[1] = -1;
542 // void HUD_clear_messages(); //Already declared in gauges.h
545 void VR_reset_params()
547 VR_eye_width = VR_SEPARATION;
548 VR_eye_offset = VR_PIXEL_SHIFT;
549 VR_eye_offset_changed = 2;
552 void game_init_render_sub_buffers( int x, int y, int w, int h )
554 gr_init_sub_canvas( &VR_render_sub_buffer[0], &VR_render_buffer[0], x, y, w, h );
555 gr_init_sub_canvas( &VR_render_sub_buffer[1], &VR_render_buffer[1], x, y, w, h );
559 // Sets up the canvases we will be rendering to (NORMAL VERSION)
560 void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags )
562 // if (vga_check_mode(screen_mode) != 0)
563 // Error("Cannot set requested video mode");
565 VR_screen_mode = screen_mode;
567 VR_screen_flags = flags;
571 VR_render_mode = render_method;
573 Game_window_w = render_w;
574 Game_window_h = render_h;
576 if (VR_offscreen_buffer) {
577 gr_free_canvas(VR_offscreen_buffer);
580 if ( (VR_render_mode==VR_AREA_DET) || (VR_render_mode==VR_INTERLACED ) ) {
581 if ( render_h*2 < 200 ) {
582 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
585 VR_offscreen_buffer = gr_create_canvas( render_w, render_h*2 );
588 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
589 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, render_h, render_w, render_h );
592 if ( render_h < 200 ) {
593 VR_offscreen_buffer = gr_create_canvas( render_w, 200 );
596 VR_offscreen_buffer = gr_create_canvas( render_w, render_h );
600 VR_offscreen_buffer->cv_bitmap.bm_type = BM_OGL;
603 gr_init_sub_canvas( &VR_render_buffer[0], VR_offscreen_buffer, 0, 0, render_w, render_h );
604 gr_init_sub_canvas( &VR_render_buffer[1], VR_offscreen_buffer, 0, 0, render_w, render_h );
607 game_init_render_sub_buffers( 0, 0, render_w, render_h );
610 //called to get the screen in a mode compatible with popup menus.
611 //if we can't have popups over the game screen, switch to menu mode.
612 void set_popup_screen(void)
614 //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR));
616 #ifndef OGL // always have to switch to menu mode
617 if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS))
620 set_screen_mode(SCREEN_MENU); //must switch to menu mode
625 //called to change the screen mode. Parameter sm is the new mode, one of
626 //SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
627 //mode if cannot init requested mode)
628 int set_screen_mode(int sm)
631 if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) {
632 gr_set_current_canvas( Canv_editor );
637 if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) {
638 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
643 if ((Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != VR_screen_mode) && (Screen_mode == SCREEN_GAME))) {
644 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
645 ogl_set_screen_mode();
656 switch( Screen_mode )
662 MenuHires = MenuHiresAvailable; //do highres if we can
664 menu_mode = MenuHires?SM(640,480):SM(320,200);
666 if (VGA_current_mode != menu_mode) {
667 if (gr_set_mode(menu_mode))
668 Error("Cannot set screen mode for menu");
669 if (!gr_palette_faded_out)
670 gr_palette_load(gr_palette);
673 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
674 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
676 FontHires = FontHiresAvailable && MenuHires;
682 if (VGA_current_mode != VR_screen_mode) {
683 if (gr_set_mode(VR_screen_mode)) {
684 Error("Cannot set desired screen mode for game!");
685 //we probably should do something else here, like select a standard mode
688 if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) )
694 if ( VR_render_mode == VR_NONE )
696 max_window_w = grd_curscreen->sc_w;
697 max_window_h = grd_curscreen->sc_h;
699 if (VR_screen_flags & VRF_ALLOW_COCKPIT) {
700 if (Cockpit_mode == CM_STATUS_BAR)
701 max_window_h = grd_curscreen->sc_h - GameBitmaps[cockpit_bitmap[CM_STATUS_BAR+(SM_HIRES?(Num_cockpits/2):0)].index].bm_h;
703 else if (Cockpit_mode != CM_LETTERBOX)
704 Cockpit_mode = CM_FULL_SCREEN;
706 if (Game_window_h==0 || Game_window_h > max_window_h || Game_window_w==0 || Game_window_w > max_window_w) {
707 Game_window_w = max_window_w;
708 Game_window_h = max_window_h;
713 Cockpit_mode = CM_FULL_SCREEN;
715 // Define screen pages for game mode
716 // If we designate through screen_flags to use paging, then do so.
717 gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
719 if ( VR_screen_flags&VRF_USE_PAGING )
720 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 );
722 gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
726 FontHires = FontHiresAvailable && (MenuHires = SM_HIRES2);
728 if ( VR_render_mode != VR_NONE ) {
729 // for 640x480 or higher, use hires font.
730 if (FontHiresAvailable && (grd_curscreen->sc_h > 400))
736 CON_InitGFX(grd_curscreen->sc_w, grd_curscreen->sc_h / 2);
741 if (grd_curscreen->sc_mode != SM(800,600)) {
743 if ((gr_error=gr_set_mode(SM(800,600)))!=0) { //force into game scrren
744 Warning("Cannot init editor screen (error=%d)",gr_error);
748 gr_palette_load( gr_palette );
750 gr_init_sub_canvas( &VR_editor_canvas, &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h );
751 Canv_editor = &VR_editor_canvas;
752 gr_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
753 gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h );
754 gr_set_current_canvas( Canv_editor );
755 init_editor_screen(); //setup other editor stuff
759 Error("Invalid screen mode %d",sm);
764 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
766 if ( VR_screen_flags&VRF_USE_PAGING )
767 gr_show_canvas( &VR_screen_pages[VR_current_page] );
769 ogl_set_screen_mode();
775 int gr_toggle_fullscreen_game(void){
776 #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
778 hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" );
779 //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem
780 //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.
781 // generic_key_handler(KEY_PADENTER,0);
782 // generic_key_handler(KEY_ENTER, 0);
787 hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target");
792 int arch_toggle_fullscreen_menu(void);
794 int gr_toggle_fullscreen_menu(void){
795 #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE
797 i=arch_toggle_fullscreen_menu();
799 // generic_key_handler(KEY_PADENTER,0);
800 // generic_key_handler(KEY_ENTER, 0);
809 static int timer_paused=0;
813 if (timer_paused==0) {
815 time = timer_get_fixed_seconds();
816 last_timer_value = time - last_timer_value;
817 if (last_timer_value < 0) {
818 #if defined(TIMER_TEST) && !defined(NDEBUG)
819 Int3(); //get Matt!!!!
821 last_timer_value = 0;
823 #if defined(TIMER_TEST) && !defined(NDEBUG)
829 #if defined(TIMER_TEST) && !defined(NDEBUG)
837 Assert(timer_paused >= 0);
838 if (timer_paused==0) {
840 time = timer_get_fixed_seconds();
841 #if defined(TIMER_TEST) && !defined(NDEBUG)
842 if (last_timer_value < 0)
843 Int3(); //get Matt!!!!
845 last_timer_value = time - last_timer_value;
846 #if defined(TIMER_TEST) && !defined(NDEBUG)
851 #if defined(TIMER_TEST) && !defined(NDEBUG)
856 MAC(extern ubyte joydefs_calibrating;)
858 void game_flush_inputs()
865 if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating
867 mouse_get_delta( &dx, &dy ); // Read mouse
868 memset(&Controls,0,sizeof(control_info));
873 last_timer_value = timer_get_fixed_seconds();
878 extern int Saving_movie_frames;
879 int Movie_fixed_frametime;
881 #define Saving_movie_frames 0
882 #define Movie_fixed_frametime 0
885 //added on 8/18/98 by Victor Rachels to add maximum framerate
886 int maxfps = MAX_FPS;
889 void calc_frame_time()
891 fix timer_value,last_frametime = FrameTime;
893 #if defined(TIMER_TEST) && !defined(NDEBUG)
894 _last_frametime = last_frametime;
897 timer_value = timer_get_fixed_seconds();
898 FrameTime = timer_value - last_timer_value;
900 while (FrameTime < f1_0 / maxfps)
902 timer_delay(f1_0 / maxfps - FrameTime);
903 timer_value = timer_get_fixed_seconds();
904 FrameTime = timer_value - last_timer_value;
907 #if defined(TIMER_TEST) && !defined(NDEBUG)
908 _timer_value = timer_value;
912 if (!(((FrameTime > 0) && (FrameTime <= F1_0)) || (Function_mode == FMODE_EDITOR) || (Newdemo_state == ND_STATE_PLAYBACK))) {
913 mprintf((1,"Bad FrameTime - value = %x\n",FrameTime));
915 Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed!
916 // if ( !dpmi_virtual_memory )
917 // Int3(); //Get MATT if hit this!
921 #if defined(TIMER_TEST) && !defined(NDEBUG)
922 actual_last_timer_value = last_timer_value;
925 if ( Game_turbo_mode )
928 // Limit frametime to be between 5 and 150 fps.
929 RealFrameTime = FrameTime;
930 if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150;
931 if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5;
933 last_timer_value = timer_value;
935 if (FrameTime < 0) //if bogus frametime...
936 FrameTime = last_frametime; //...then use time from last frame
939 if (fixed_frametime) FrameTime = fixed_frametime;
954 last_timer_value = timer_get_fixed_seconds();
962 #if defined(TIMER_TEST) && !defined(NDEBUG)
963 stop_count = start_count = 0;
966 // Set value to determine whether homing missile can see target.
967 // The lower frametime is, the more likely that it can see its target.
968 if (FrameTime <= F1_0/64)
969 Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT;
970 else if (FrameTime < F1_0/32)
971 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT;
972 else if (FrameTime < F1_0/4)
973 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;
975 Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8;
979 //--unused-- int Auto_flythrough=0; //if set, start flythough automatically
981 void move_player_2_segment(segment *seg,int side)
985 compute_segment_center(&ConsoleObject->pos,seg);
986 compute_center_point_on_side(&vp,seg,side);
987 vm_vec_sub2(&vp,&ConsoleObject->pos);
988 vm_vector_2_matrix(&ConsoleObject->orient,&vp,NULL,NULL);
990 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(seg) );
995 void game_draw_time_left()
997 char temp_string[30];
1001 gr_set_curfont( GAME_FONT ); //GAME_FONT
1002 gr_set_fontcolor(gr_getcolor(0,63,0), -1 );
1004 timevar=i2f (Netgame.PlayTimeAllowed*5*60);
1005 i=f2i(timevar-ThisLevelTime);
1008 sprintf( temp_string, "Time left: %d secs", i );
1011 gr_string(0, 32, temp_string );
1016 extern int Game_pause;
1019 void level_with_floor();
1021 void modex_clear_box(int x,int y,int w,int h)
1023 grs_canvas *temp_canv,*save_canv;
1025 save_canv = grd_curcanv;
1026 temp_canv = gr_create_canvas(w,h);
1027 gr_set_current_canvas(temp_canv);
1028 gr_clear_canvas(BM_XRGB(0,0,0));
1029 gr_set_current_canvas(save_canv);
1030 gr_bitmapm(x,y,&temp_canv->cv_bitmap);
1031 gr_free_canvas(temp_canv);
1035 extern void modex_printf(int x,int y,char *s,grs_font *font,int color);
1037 // mac routine to drop contents of screen to a pict file using copybits
1038 // save a PICT to a file
1041 void SavePictScreen(int multiplayer)
1044 int parid, i, count;
1045 char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX];
1048 PicHandle pict_handle;
1049 static int multi_count = 0;
1050 StandardFileReply sf_reply;
1052 // dump the contents of the GameWindow into a picture using copybits
1054 pict_handle = OpenPicture(&GameWindow->portRect);
1055 if (pict_handle == NULL)
1058 CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL);
1061 // get the cwd to restore with chdir when done -- this keeps the mac world sane
1062 if (!getcwd(cwd, FILENAME_MAX))
1064 // create the fsspec
1066 sprintf(filename, "screen%d", multi_count++);
1067 pfilename = c2pstr(filename);
1070 StandardPutFile("\pSave PICT as:", pfilename, &sf_reply);
1071 if (!sf_reply.sfGood)
1073 memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) );
1074 if (sf_reply.sfReplacing)
1076 err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript );
1080 // parid = GetAppDirId();
1081 err = FSMakeFSSpec(0, 0, pfilename, &spec);
1086 err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript);
1091 // write the PICT file
1092 if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) )
1094 memset(buf, 0, sizeof(buf));
1096 if ( FSWrite(fd, &count, buf) )
1098 count = GetHandleSize((Handle)pict_handle);
1099 HLock((Handle)pict_handle);
1100 if ( FSWrite(fd, &count, *pict_handle) ) {
1106 HUnlock((Handle)pict_handle);
1107 DisposeHandle((Handle)pict_handle);
1115 //automap_flag is now unused, since we just check if the screen we're
1116 //writing to is modex
1117 //if called from automap, current canvas is set to visible screen
1119 void save_screen_shot(int automap_flag)
1121 #if !defined(MACINTOSH)
1124 grs_canvas *screen_canv=&grd_curscreen->sc_canvas;
1125 grs_font *save_font;
1126 static int savenum=0;
1127 static int stereo_savenum=0;
1128 grs_canvas *temp_canv,*temp_canv2,*save_canv;
1129 char savename[FILENAME_LEN],savename2[FILENAME_LEN];
1137 // // Can't do screen shots in VR modes.
1138 // if ( VR_render_mode != VR_NONE )
1143 save_canv = grd_curcanv;
1145 if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME)
1149 temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h);
1150 gr_set_current_canvas(temp_canv);
1151 gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap);
1153 temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h);
1154 gr_set_current_canvas(temp_canv2);
1155 gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap);
1158 temp_canv = gr_create_canvas(screen_canv->cv_bitmap.bm_w,screen_canv->cv_bitmap.bm_h);
1159 gr_set_current_canvas(temp_canv);
1160 gr_ubitmap(0,0,&screen_canv->cv_bitmap);
1163 gr_set_current_canvas(save_canv);
1165 if ( savenum > 99 ) savenum = 0;
1166 if ( stereo_savenum > 99 ) stereo_savenum = 0;
1169 sprintf(savename,"left%02d.pcx",stereo_savenum);
1170 sprintf(savename2,"right%02d.pcx",stereo_savenum);
1171 if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);}
1173 sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 );
1176 sprintf(savename,"screen%02d.pcx",savenum++);
1177 sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename );
1180 if (!automap_flag) //if from automap, curcanv is already visible canv
1181 gr_set_current_canvas(NULL);
1182 modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX);
1183 if (!automap_flag && modex_flag)
1184 gr_set_current_canvas(&VR_screen_pages[VR_current_page]);
1186 save_font = grd_curcanv->cv_font;
1187 gr_set_curfont(GAME_FONT);
1188 gr_set_fontcolor(gr_find_closest_color_current(0,31,0),-1);
1189 gr_get_string_size(message,&w,&h,&aw);
1194 //I changed how these coords were calculated for the high-res automap. -MT
1195 //x = (VR_screen_pages[VR_current_page].cv_w-w)/2;
1196 //y = (VR_screen_pages[VR_current_page].cv_h-h)/2;
1197 x = (grd_curcanv->cv_w-w)/2;
1198 y = (grd_curcanv->cv_h-h)/2;
1201 modex_clear_box(x-2,y-2,w+4,h+4);
1202 modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0));
1204 gr_setcolor(gr_find_closest_color_current(0,0,0));
1205 gr_rect(x-2,y-2,x+w+2,y+h+2);
1206 gr_printf(x,y,message);
1207 gr_set_curfont(save_font);
1209 t1 = timer_get_fixed_seconds() + F1_0;
1211 gr_palette_read(pal); //get actual palette from the hardware
1212 pcx_write_bitmap(savename,&temp_canv->cv_bitmap,pal);
1214 pcx_write_bitmap(savename2,&temp_canv2->cv_bitmap,pal);
1216 while ( timer_get_fixed_seconds() < t1 ); // Wait so that messag stays up at least 1 second.
1218 gr_set_current_canvas(screen_canv);
1220 if (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo)
1221 gr_ubitmap(0,0,&temp_canv->cv_bitmap);
1223 gr_free_canvas(temp_canv);
1225 gr_free_canvas(temp_canv2);
1227 gr_set_current_canvas(save_canv);
1233 grs_canvas *screen_canv = &grd_curscreen->sc_canvas;
1234 grs_canvas *temp_canv, *save_canv;
1236 // Can't do screen shots in VR modes.
1237 if ( VR_render_mode != VR_NONE )
1242 save_canv = grd_curcanv;
1243 temp_canv = gr_create_canvas( screen_canv->cv_bitmap.bm_w, screen_canv->cv_bitmap.bm_h );
1246 gr_set_current_canvas( temp_canv );
1247 gr_ubitmap( 0, 0, &screen_canv->cv_bitmap );
1248 gr_set_current_canvas( &VR_screen_pages[VR_current_page] );
1252 if (Game_mode & GM_MULTI)
1259 gr_set_current_canvas(screen_canv);
1261 // if (!automap_flag)
1262 gr_ubitmap( 0, 0, &temp_canv->cv_bitmap);
1264 gr_free_canvas(temp_canv);
1266 gr_set_current_canvas(save_canv);
1275 void fly_init(object *obj)
1277 obj->control_type = CT_FLYING;
1278 obj->movement_type = MT_PHYSICS;
1280 vm_vec_zero(&obj->mtype.phys_info.velocity);
1281 vm_vec_zero(&obj->mtype.phys_info.thrust);
1282 vm_vec_zero(&obj->mtype.phys_info.rotvel);
1283 vm_vec_zero(&obj->mtype.phys_info.rotthrust);
1286 //void morph_test(), morph_step();
1289 // ------------------------------------------------------------------------------------
1291 void test_anim_states();
1295 //put up the help message
1302 extern int been_in_editor;
1304 // ------------------------------------------------------------------------------------
1305 void do_cloak_stuff(void)
1308 for (i = 0; i < N_players; i++)
1309 if (Players[i].flags & PLAYER_FLAGS_CLOAKED) {
1310 // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time)));
1311 if (GameTime - Players[i].cloak_time > CLOAK_TIME_MAX) {
1312 Players[i].flags &= ~PLAYER_FLAGS_CLOAKED;
1313 if (i == Player_num) {
1314 digi_play_sample( SOUND_CLOAK_OFF, F1_0);
1316 if (Game_mode & GM_MULTI)
1317 multi_send_play_sound(SOUND_CLOAK_OFF, F1_0);
1318 maybe_drop_net_powerup(POW_CLOAK);
1319 multi_send_decloak(); // For demo recording
1321 // mprintf((0, " --- You have been DE-CLOAKED! ---\n"));
1329 // ------------------------------------------------------------------------------------
1330 void do_invulnerable_stuff(void)
1332 if (Players[Player_num].flags & PLAYER_FLAGS_INVULNERABLE) {
1333 if (GameTime - Players[Player_num].invulnerable_time > INVULNERABLE_TIME_MAX) {
1334 Players[Player_num].flags ^= PLAYER_FLAGS_INVULNERABLE;
1337 digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0);
1339 if (Game_mode & GM_MULTI)
1341 multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0);
1342 maybe_drop_net_powerup(POW_INVULNERABILITY);
1345 mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n"));
1352 ubyte Last_afterburner_state = 0;
1353 fix Last_afterburner_charge = 0;
1355 #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098
1356 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776
1360 //@@// ------------------------------------------------------------------------------------
1361 //@@void afterburner_shake(void)
1365 //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16;
1366 //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16;
1368 //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz));
1369 //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx;
1370 //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz;
1374 // ------------------------------------------------------------------------------------
1376 extern void multi_send_sound_function (char,char);
1379 void do_afterburner_stuff(void)
1381 if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER))
1382 Afterburner_charge=0;
1384 if (Endlevel_sequence || Player_is_dead)
1386 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1388 multi_send_sound_function (0,0);
1392 if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) {
1394 if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) {
1395 digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END );
1397 if (Game_mode & GM_MULTI)
1398 multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE);
1401 digi_kill_sound_linked_to_object( Players[Player_num].objnum);
1402 digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256));
1404 if (Game_mode & GM_MULTI)
1405 multi_send_sound_function (0,0);
1407 mprintf((0,"Killing afterburner sound\n"));
1411 //@@if (Controls.afterburner_state && Afterburner_charge)
1412 //@@ afterburner_shake();
1414 Last_afterburner_state = Controls.afterburner_state;
1415 Last_afterburner_charge = Afterburner_charge;
1418 // -- // ------------------------------------------------------------------------------------
1419 // -- // if energy < F1_0/2, recharge up to F1_0/2
1420 // -- void recharge_energy_frame(void)
1422 // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) {
1423 // -- Players[Player_num].energy += FrameTime/4;
1425 // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage)
1426 // -- Players[Player_num].energy = Weapon_info[0].energy_usage;
1430 // Amount to diminish guns towards normal, per second.
1431 #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
1433 extern fix Flash_effect;
1435 //adds to rgb values for palette flash
1436 void PALETTE_FLASH_ADD(int _dr,int _dg,int _db)
1440 PaletteRedAdd += _dr;
1441 PaletteGreenAdd += _dg;
1442 PaletteBlueAdd += _db;
1444 // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd));
1449 maxval = MAX_PALETTE_ADD;
1451 if (PaletteRedAdd > maxval)
1452 PaletteRedAdd = maxval;
1454 if (PaletteGreenAdd > maxval)
1455 PaletteGreenAdd = maxval;
1457 if (PaletteBlueAdd > maxval)
1458 PaletteBlueAdd = maxval;
1460 if (PaletteRedAdd < -maxval)
1461 PaletteRedAdd = -maxval;
1463 if (PaletteGreenAdd < -maxval)
1464 PaletteGreenAdd = -maxval;
1466 if (PaletteBlueAdd < -maxval)
1467 PaletteBlueAdd = -maxval;
1470 fix Time_flash_last_played;
1473 void game_palette_step_up( int r, int g, int b );
1474 // ------------------------------------------------------------------------------------
1475 // Diminish palette effects towards normal.
1476 void diminish_palette_towards_normal(void)
1480 // Diminish at DIMINISH_RATE units/second.
1481 // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this.
1482 if (FrameTime < F1_0/DIMINISH_RATE) {
1483 if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
1486 dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts
1487 if (dec_amount == 0)
1488 dec_amount++; // make sure we decrement by something
1494 // Part of hack system to force update of palette after exiting a menu.
1495 if (Time_flash_last_played) {
1497 PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything!
1500 if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) {
1501 digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4);
1502 Time_flash_last_played = GameTime;
1505 Flash_effect -= FrameTime;
1506 if (Flash_effect < 0)
1509 if (force_do || (d_rand() > 4096 )) {
1510 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1511 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1513 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1520 if (PaletteRedAdd > 0 ) { PaletteRedAdd -= dec_amount; if (PaletteRedAdd < 0 ) PaletteRedAdd = 0; }
1521 if (PaletteRedAdd < 0 ) { PaletteRedAdd += dec_amount; if (PaletteRedAdd > 0 ) PaletteRedAdd = 0; }
1523 if (PaletteGreenAdd > 0 ) { PaletteGreenAdd -= dec_amount; if (PaletteGreenAdd < 0 ) PaletteGreenAdd = 0; }
1524 if (PaletteGreenAdd < 0 ) { PaletteGreenAdd += dec_amount; if (PaletteGreenAdd > 0 ) PaletteGreenAdd = 0; }
1526 if (PaletteBlueAdd > 0 ) { PaletteBlueAdd -= dec_amount; if (PaletteBlueAdd < 0 ) PaletteBlueAdd = 0; }
1527 if (PaletteBlueAdd < 0 ) { PaletteBlueAdd += dec_amount; if (PaletteBlueAdd > 0 ) PaletteBlueAdd = 0; }
1529 if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) )
1530 newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1532 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1534 //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd);
1537 int Redsave, Bluesave, Greensave;
1539 void palette_save(void)
1541 Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd;
1544 extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black );
1546 void game_palette_step_up( int r, int g, int b )
1548 if ( VR_use_reg_code ) {
1549 // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX );
1551 gr_palette_step_up( r, g, b );
1555 void palette_restore(void)
1557 PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave;
1558 game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd );
1560 // Forces flash effect to fixup palette next frame.
1561 Time_flash_last_played = 0;
1564 extern void dead_player_frame(void);
1567 // --------------------------------------------------------------------------------------------------
1568 int allowed_to_fire_laser(void)
1570 if (Player_is_dead) {
1571 Global_missile_firing_count = 0;
1575 // Make sure enough time has elapsed to fire laser, but if it looks like it will
1576 // be a long while before laser can be fired, then there must be some mistake!
1577 if (Next_laser_fire_time > GameTime)
1578 if (Next_laser_fire_time < GameTime + 2*F1_0)
1584 fix Next_flare_fire_time = 0;
1585 #define FLARE_BIG_DELAY (F1_0*2)
1587 int allowed_to_fire_flare(void)
1589 if (Next_flare_fire_time > GameTime)
1590 if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second.
1593 if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage)
1594 Next_flare_fire_time = GameTime + F1_0/4;
1596 Next_flare_fire_time = GameTime + FLARE_BIG_DELAY;
1601 int allowed_to_fire_missile(void)
1603 // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime));
1604 // Make sure enough time has elapsed to fire missile, but if it looks like it will
1605 // be a long while before missile can be fired, then there must be some mistake!
1606 if (Next_missile_fire_time > GameTime)
1607 if (Next_missile_fire_time < GameTime + 5*F1_0)
1613 void full_palette_save(void)
1616 apply_modified_palette();
1617 reset_palette_add();
1618 gr_palette_load( gr_palette );
1621 extern int Death_sequence_aborted;
1622 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) );
1629 char pixel_double_help[64];
1632 char command_help[64], save_help[64], restore_help[64];
1635 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC;
1637 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2;
1638 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3;
1640 sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133);
1641 sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133);
1642 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help;
1643 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help;
1645 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2;
1646 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3;
1647 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4;
1648 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5;
1649 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save";
1651 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE;
1653 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause";
1655 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_MINUSPLUS;
1657 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN;
1659 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot";
1661 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5;
1662 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10;
1663 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window";
1664 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window";
1665 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu";
1667 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot";
1669 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot";
1671 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary";
1672 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary";
1673 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick";
1674 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands";
1676 sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133);
1677 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help;
1680 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "";
1681 sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133);
1682 m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help;
1685 full_palette_save();
1687 newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL );
1692 //temp function until Matt cleans up game sequencing
1693 extern void temp_reset_stuff_on_level();
1695 fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000)
1697 //deal with rear view - switch it on, or off, or whatever
1698 void check_rear_view()
1700 static int leave_mode;
1701 static fix entry_time;
1703 if ( Controls.rear_view_down_count ) { //key/button has gone down
1707 if (Cockpit_mode==CM_REAR_VIEW) {
1708 select_cockpit(Cockpit_mode_save);
1709 Cockpit_mode_save = -1;
1711 if (Newdemo_state == ND_STATE_RECORDING)
1712 newdemo_record_restore_rearview();
1716 if (Rear_view_leave_time <= 0)
1718 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
1722 leave_mode = 0; // means wait for another key
1723 entry_time = timer_get_fixed_seconds();
1725 if (Cockpit_mode == CM_FULL_COCKPIT) {
1726 Cockpit_mode_save = Cockpit_mode;
1727 select_cockpit(CM_REAR_VIEW);
1729 if (Newdemo_state == ND_STATE_RECORDING)
1730 newdemo_record_rearview();
1734 if (Controls.rear_view_down_state) {
1736 if (leave_mode == 0 && (timer_get_fixed_seconds() - entry_time) > Rear_view_leave_time)
1741 //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) {
1743 if (leave_mode==1 && Rear_view) {
1745 if (Cockpit_mode==CM_REAR_VIEW) {
1746 select_cockpit(Cockpit_mode_save);
1747 Cockpit_mode_save = -1;
1749 if (Newdemo_state == ND_STATE_RECORDING)
1750 newdemo_record_restore_rearview();
1755 void reset_rear_view(void)
1758 if (Newdemo_state == ND_STATE_RECORDING)
1759 newdemo_record_restore_rearview();
1764 if (!(Cockpit_mode == CM_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) {
1765 if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN))
1766 Cockpit_mode_save = CM_FULL_COCKPIT;
1767 select_cockpit(Cockpit_mode_save);
1768 Cockpit_mode_save = -1;
1774 int Config_menu_flag;
1778 int gr_renderstats = 0;
1779 // need to define "cheat" for renderstats
1780 int gr_badtexture = 0;
1781 // need to define "cheat" for badtexture
1783 int Cheats_enabled=0;
1785 extern int Laser_rapid_fire;
1786 extern void do_lunacy_on(), do_lunacy_off();
1788 extern int Physics_cheat_flag,Robots_kill_robots_cheat;
1789 extern char BounceCheat,HomingCheat,OldHomingState[20];
1790 extern char AcidCheatOn,old_IntMethod, Monster_mode;
1791 extern int Buddy_dude_cheat;
1793 //turns off active cheats
1794 void turn_cheats_off()
1800 Weapon_info[i].homing_flag=OldHomingState[i];
1805 Interpolation_method=old_IntMethod;
1808 Buddy_dude_cheat = 0;
1812 Laser_rapid_fire = 0;
1813 Physics_cheat_flag = 0;
1815 Robots_kill_robots_cheat=0;
1816 Robot_firing_enabled = 1;
1819 //turns off all cheats & resets cheater flag
1820 void game_disable_cheats()
1828 // ----------------------------------------------------------------------------
1830 void game_setup(void)
1832 //@@int demo_playing=0;
1833 //@@int multi_game=0;
1835 do_lunacy_on(); // Copy values for insane into copy buffer in ai.c
1836 do_lunacy_off(); // Restore true insane mode.
1839 last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders.
1840 last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders.
1841 Endlevel_sequence = 0;
1843 //@@if ( Newdemo_state == ND_STATE_PLAYBACK )
1844 //@@ demo_playing = 1;
1845 //@@if ( Game_mode & GM_MULTI )
1846 //@@ multi_game = 1;
1848 set_screen_mode(SCREEN_GAME);
1849 reset_palette_add();
1851 set_warn_func(game_show_warning);
1855 //digi_init_sounds();
1857 //keyd_repeat = 0; // Don't allow repeat in game
1858 keyd_repeat = 1; // Do allow repeat in game
1861 //_MARK_("start of game");
1865 if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists
1866 obj_relink( OBJECT_NUMBER(ConsoleObject), SEG_PTR_2_NUM(Cursegp) );
1868 if (!check_obj_seg(ConsoleObject))
1869 move_player_2_segment(Cursegp,Curside);
1872 Viewer = ConsoleObject;
1873 fly_init(ConsoleObject);
1878 FrameTime = 0; //make first frame zero
1881 if (Current_level_num == 0) { //not a real level
1882 init_player_stats_game();
1889 game_flush_inputs();
1895 extern char IWasKicked;
1899 // ------------------------------------------------------------------------------------
1900 //this function is the game. called when game mode selected. runs until
1901 //editor mode or exit selected
1904 game_setup(); // Replaces what was here earlier.
1905 // Good for Windows Sake.
1908 ProfilerSetStatus(1);
1911 if ( setjmp(LeaveGame)==0 ) {
1917 Config_menu_flag = 0;
1919 if ( ConsoleObject != &Objects[Players[Player_num].objnum] )
1921 mprintf ((0,"Player_num=%d objnum=%d",Player_num,Players[Player_num].objnum));
1922 //Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
1925 player_shields = Players[Player_num].shields;
1927 ExtGameStatus=GAMESTAT_RUNNING;
1928 GameLoop( 1, 1 ); // Do game loop with rendering and reading controls.
1930 if (oldfov != cg_fov.value)
1932 oldfov = cg_fov.value;
1933 if (cg_fov.value < 1)
1934 cvar_set("fov", "1");
1935 if (cg_fov.value > 170)
1936 cvar_set("fov", "170");
1937 Render_zoom = fl2f(cg_fov.value * M_PI / 180); // convert to radians
1938 con_printf(CON_VERBOSE, "FOV set to %f (0x%08x)\n", cg_fov.value, Render_zoom);
1941 //if the player is taking damage, give up guided missile control
1942 if (Players[Player_num].shields != player_shields)
1943 release_guided_missile(Player_num);
1945 //see if redbook song needs to be restarted
1946 songs_check_redbook_repeat(); // Handle RedBook Audio Repeating.
1948 if (Config_menu_flag) {
1949 if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); }
1951 if (!(Game_mode&GM_MULTI)) palette_restore();
1955 int save_w=Game_window_w,save_h=Game_window_h;
1957 Screen_mode=-1; set_screen_mode(SCREEN_GAME);
1958 Game_window_w=save_w; Game_window_h=save_h;
1960 last_drawn_cockpit[0] = -1;
1961 last_drawn_cockpit[1] = -1;
1964 if ( (Function_mode != FMODE_GAME) && Auto_demo && (Newdemo_state != ND_STATE_NORMAL) ) {
1966 fmode = Function_mode;
1967 Function_mode = FMODE_GAME;
1969 apply_modified_palette();
1970 reset_palette_add();
1971 gr_palette_load( gr_palette );
1972 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO );
1974 Function_mode = fmode;
1977 newdemo_stop_playback();
1978 Function_mode = FMODE_MENU;
1980 Function_mode = FMODE_GAME;
1984 if ( (Function_mode != FMODE_GAME ) && (Newdemo_state != ND_STATE_PLAYBACK ) && (Function_mode!=FMODE_EDITOR)
1990 fmode = Function_mode;
1991 Function_mode = FMODE_GAME;
1993 apply_modified_palette();
1994 reset_palette_add();
1995 gr_palette_load( gr_palette );
1996 ExtGameStatus=GAMESTAT_ABORT_GAME;
1997 choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME );
1999 Function_mode = fmode;
2001 Function_mode = FMODE_GAME;
2007 if (Function_mode != FMODE_GAME)
2008 longjmp(LeaveGame,0);
2011 if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit
2012 longjmp(LeaveGame,0);
2018 ProfilerSetStatus(0);
2023 if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) )
2024 newdemo_stop_recording();
2030 if ( Newdemo_state == ND_STATE_PLAYBACK )
2031 newdemo_stop_playback();
2033 if (Cockpit_mode_save!=-1)
2035 Cockpit_mode=Cockpit_mode_save;
2036 Cockpit_mode_save=-1;
2039 if (Function_mode != FMODE_EDITOR)
2040 gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu
2042 //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) {
2043 //@@ scores_maybe_add_player(Game_aborted);
2047 //_MARK_("end of game");
2050 clear_warn_func(game_show_warning); //don't use this func anymore
2052 game_disable_cheats();
2055 Function_mode = FMODE_EXIT; // get out of game in Apple OEM version
2059 //called at the end of the program
2062 if (VR_offscreen_buffer) {
2063 gr_free_canvas(VR_offscreen_buffer);
2064 VR_offscreen_buffer = NULL;
2067 close_gauge_canvases();
2069 restore_effect_bitmap_icons();
2071 if (background_bitmap.bm_data)
2072 d_free(background_bitmap.bm_data);
2074 clear_warn_func(game_show_warning); //don't use this func anymore
2077 grs_canvas * get_current_game_screen()
2079 return &VR_screen_pages[VR_current_page];
2083 extern void kconfig_center_headset();
2087 void speedtest_frame(void);
2088 int Debug_slowdown=0;
2092 extern void player_follow_path(object *objp);
2093 extern void check_create_player_path(void);
2097 extern int Do_appearance_effect;
2099 object *Missile_viewer=NULL;
2101 int Missile_view_enabled = 1;
2103 int Marker_viewer_num[2]={-1,-1};
2104 int Coop_view_player[2]={-1,-1};
2105 int Cockpit_3d_view[2]={CV_NONE,CV_NONE};
2107 //returns ptr to escort robot, or NULL
2108 object *find_escort()
2112 for (i=0; i<=Highest_object_index; i++)
2113 if (Objects[i].type == OBJ_ROBOT)
2114 if (Robot_info[Objects[i].id].companion)
2120 extern void process_super_mines_frame(void);
2121 extern void do_seismic_stuff(void);
2124 int Saving_movie_frames=0;
2125 int __Movie_frame_num=0;
2127 #define MAX_MOVIE_BUFFER_FRAMES 250
2128 #define MOVIE_FRAME_SIZE (320 * 200)
2130 ubyte *Movie_frame_buffer;
2131 int Movie_frame_counter;
2132 ubyte Movie_pal[768];
2133 char movie_path[50] = ".\\";
2135 grs_bitmap Movie_bm;
2137 void flush_movie_buffer()
2144 mprintf((0,"Flushing movie buffer..."));
2146 Movie_bm.bm_data = Movie_frame_buffer;
2148 for (f=0;f<Movie_frame_counter;f++) {
2149 sprintf(savename, "%sfrm%04d.pcx",movie_path,__Movie_frame_num);
2150 __Movie_frame_num++;
2151 pcx_write_bitmap(savename,&Movie_bm,Movie_pal);
2152 Movie_bm.bm_data += MOVIE_FRAME_SIZE;
2155 mprintf((0,"%3d/%3d\10\10\10\10\10\10\10",f,Movie_frame_counter));
2158 Movie_frame_counter=0;
2160 mprintf((0,"done \n"));
2165 void toggle_movie_saving()
2169 Saving_movie_frames = !Saving_movie_frames;
2171 if (Saving_movie_frames) {
2174 m[0].type=NM_TYPE_INPUT; m[0].text_len = 50; m[0].text = movie_path;
2175 exit = newmenu_do( NULL, "Directory for movie frames?" , 1, &(m[0]), NULL );
2178 Saving_movie_frames = 0;
2182 while (isspace(movie_path[strlen(movie_path)-1]))
2183 movie_path[strlen(movie_path)-1] = 0;
2184 if (movie_path[strlen(movie_path)-1]!='\\' && movie_path[strlen(movie_path)-1]!=':')
2185 strcat(movie_path,"\\");
2188 if (!Movie_frame_buffer) {
2189 Movie_frame_buffer = d_malloc(MAX_MOVIE_BUFFER_FRAMES * MOVIE_FRAME_SIZE);
2190 if (!Movie_frame_buffer) {
2192 Saving_movie_frames=0;
2195 Movie_frame_counter=0;
2197 Movie_bm.bm_x = Movie_bm.bm_y = 0;
2198 Movie_bm.bm_w = 320;
2199 Movie_bm.bm_h = 200;
2200 Movie_bm.bm_type = BM_LINEAR;
2201 Movie_bm.bm_flags = 0;
2202 Movie_bm.bm_rowsize = 320;
2203 Movie_bm.bm_handle = 0;
2205 gr_palette_read(Movie_pal); //get actual palette from the hardware
2207 if (Newdemo_state == ND_STATE_PLAYBACK)
2208 Newdemo_do_interpolate = 0;
2212 flush_movie_buffer();
2214 if (Newdemo_state == ND_STATE_PLAYBACK)
2215 Newdemo_do_interpolate = 1;
2220 void save_movie_frame()
2222 memcpy(Movie_frame_buffer+Movie_frame_counter*MOVIE_FRAME_SIZE,grd_curscreen->sc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE);
2224 Movie_frame_counter++;
2226 if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES)
2227 flush_movie_buffer();
2233 extern int Level_shake_duration;
2235 //if water or fire level, make occasional sound
2236 void do_ambient_sounds()
2238 int has_water,has_lava;
2241 has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA);
2242 has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER);
2244 if (has_lava) { //has lava
2245 sound = SOUND_AMBIENT_LAVA;
2246 if (has_water && (d_rand() & 1)) //both, pick one
2247 sound = SOUND_AMBIENT_WATER;
2249 else if (has_water) //just water
2250 sound = SOUND_AMBIENT_WATER;
2254 if (((d_rand() << 3) < FrameTime)) { //play the sound
2255 fix volume = d_rand() + f1_0/2;
2256 digi_play_sample(sound,volume);
2260 // -- extern void lightning_frame(void);
2262 void game_render_frame();
2263 extern void omega_charge_frame(void);
2265 extern time_t t_current_time, t_saved_time;
2267 void flicker_lights();
2269 void GameLoop(int RenderFlag, int ReadControlsFlag )
2272 // Used to slow down frame rate for testing things.
2273 // RenderFlag = 1; // DEBUG
2274 if (Debug_slowdown) {
2277 for (h=0; h<Debug_slowdown; h++)
2278 for (i=0; i<1000; i++)
2283 cmd_queue_process();
2286 if (FindArg("-invulnerability"))
2287 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2291 update_player_stats();
2292 diminish_palette_towards_normal(); // Should leave palette effect up for as long as possible by putting right before render.
2293 do_afterburner_stuff();
2295 do_invulnerable_stuff();
2296 remove_obsolete_stuck_objects();
2298 do_final_boss_frame();
2299 // -- lightning_frame();
2300 // -- recharge_energy_frame();
2302 if ((Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT) && (Players[Player_num].flags & PLAYER_FLAGS_HEADLIGHT_ON)) {
2303 static int turned_off=0;
2304 Players[Player_num].energy -= (FrameTime*3/8);
2305 if (Players[Player_num].energy < i2f(10)) {
2307 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2310 if (Game_mode & GM_MULTI)
2311 multi_send_flags(Player_num);
2318 if (Players[Player_num].energy <= 0) {
2319 Players[Player_num].energy = 0;
2320 Players[Player_num].flags &= ~PLAYER_FLAGS_HEADLIGHT_ON;
2322 if (Game_mode & GM_MULTI)
2323 multi_send_flags(Player_num);
2330 check_create_player_path();
2331 player_follow_path(ConsoleObject);
2335 if (Game_mode & GM_MULTI)
2338 if (Netgame.PlayTimeAllowed && ThisLevelTime>=i2f((Netgame.PlayTimeAllowed*5*60)))
2339 multi_check_for_killgoal_winner();
2345 if (force_cockpit_redraw) { //screen need redrawing?
2347 force_cockpit_redraw=0;
2349 game_render_frame();
2350 //show_extra_views(); //missile view, buddy bot, etc.
2353 if (Saving_movie_frames)
2360 //mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
2364 dead_player_frame();
2365 if (Newdemo_state != ND_STATE_PLAYBACK)
2366 do_controlcen_dead_frame();
2368 process_super_mines_frame();
2370 do_ambient_sounds();
2377 if (ReadControlsFlag)
2380 memset(&Controls, 0, sizeof(Controls));
2382 GameTime += FrameTime;
2384 if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10)
2385 mprintf((0,"Gametime = %d secs\n",f2i(GameTime)));
2387 if (GameTime < 0 || GameTime > i2f(0x7fff - 600)) {
2388 GameTime = FrameTime; //wrap when goes negative, or gets within 10 minutes
2389 mprintf((0,"GameTime reset to 0\n"));
2393 if (FindArg("-checktime") != 0)
2394 if (GameTime >= i2f(600)) //wrap after 10 minutes
2395 GameTime = FrameTime;
2399 if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed)
2400 ThisLevelTime +=FrameTime;
2405 if (Endlevel_sequence) {
2406 do_endlevel_frame();
2407 powerup_grab_cheat_all();
2408 do_special_effects();
2409 return; //skip everything else
2412 if (Newdemo_state != ND_STATE_PLAYBACK)
2413 do_exploding_wall_frame();
2414 if ((Newdemo_state != ND_STATE_PLAYBACK) || (Newdemo_vcr_state != ND_STATE_PAUSED)) {
2415 do_special_effects();
2416 wall_frame_process();
2417 triggers_frame_process();
2421 if (Control_center_destroyed) {
2422 if (Newdemo_state==ND_STATE_RECORDING )
2423 newdemo_record_control_center_destroyed();
2428 if ( Newdemo_state == ND_STATE_PLAYBACK ) {
2429 newdemo_playback_one_frame();
2430 if ( Newdemo_state != ND_STATE_PLAYBACK ) {
2431 longjmp( LeaveGame, 0 ); // Go back to menu
2434 { // Note the link to above!
2436 Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
2439 powerup_grab_cheat_all();
2441 if (Endlevel_sequence) //might have been started during move
2444 fuelcen_update_all();
2448 if (allowed_to_fire_laser())
2449 FireLaser(); // Fire Laser!
2451 if (Auto_fire_fusion_cannon_time) {
2452 if (Primary_weapon != FUSION_INDEX)
2453 Auto_fire_fusion_cannon_time = 0;
2454 else if (GameTime + FrameTime/2 >= Auto_fire_fusion_cannon_time) {
2455 Auto_fire_fusion_cannon_time = 0;
2456 Global_laser_firing_count = 1;
2458 vms_vector rand_vec;
2461 Global_laser_firing_count = 0;
2463 ConsoleObject->mtype.phys_info.rotvel.x += (d_rand() - 16384)/8;
2464 ConsoleObject->mtype.phys_info.rotvel.z += (d_rand() - 16384)/8;
2465 make_random_vector(&rand_vec);
2467 bump_amount = F1_0*4;
2469 if (Fusion_charge > F1_0*2)
2470 bump_amount = Fusion_charge*4;
2472 bump_one_object(ConsoleObject, &rand_vec, bump_amount);
2476 if (Global_laser_firing_count) {
2477 // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95
2478 // if (Fusion_charge > F1_0*2)
2479 // Fusion_charge = F1_0*2;
2480 Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
2483 if (Global_laser_firing_count < 0)
2484 Global_laser_firing_count = 0;
2487 if (Do_appearance_effect) {
2488 create_player_appearance_effect(ConsoleObject);
2489 Do_appearance_effect = 0;
2491 if ((Game_mode & GM_MULTI) && Netgame.invul)
2493 Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE;
2494 Players[Player_num].invulnerable_time = GameTime-i2f(27);
2501 omega_charge_frame();
2505 //!!hoard_light_pulse(); //do cool hoard light pulsing
2509 //!!extern int Goal_blue_segnum,Goal_red_segnum;
2510 //!!extern int Hoard_goal_eclip;
2512 //!!//do cool pulsing lights in hoard goals
2513 //!!hoard_light_pulse()
2515 //!! if (Game_mode & GM_HOARD) {
2519 //!! frame = Effects[Hoard_goal_eclip].frame_count;
2523 //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames)
2526 //!! light = abs(frame - 5) * f1_0 / 5;
2528 //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light;
2533 ubyte Slide_segs[MAX_SEGMENTS];
2534 int Slide_segs_computed;
2536 void compute_slide_segs(void)
2538 int segnum, sidenum;
2540 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2541 Slide_segs[segnum] = 0;
2542 for (sidenum=0;sidenum<6;sidenum++) {
2543 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2544 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0)
2545 Slide_segs[segnum] |= 1 << sidenum;
2549 Slide_segs_computed = 1;
2552 // -----------------------------------------------------------------------------
2553 void slide_textures(void)
2555 int segnum,sidenum,i;
2557 if (!Slide_segs_computed)
2558 compute_slide_segs();
2560 for (segnum=0;segnum<=Highest_segment_index;segnum++) {
2561 if (Slide_segs[segnum]) {
2562 for (sidenum=0;sidenum<6;sidenum++) {
2563 if (Slide_segs[segnum] & (1 << sidenum)) {
2564 int tmn = Segments[segnum].sides[sidenum].tmap_num;
2565 if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) {
2567 Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8);
2568 Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8);
2569 if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) {
2572 Segments[segnum].sides[sidenum].uvls[j].u -= f1_0;
2574 if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) {
2577 Segments[segnum].sides[sidenum].uvls[j].v -= f1_0;
2579 if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) {
2582 Segments[segnum].sides[sidenum].uvls[j].u += f1_0;
2584 if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) {
2587 Segments[segnum].sides[sidenum].uvls[j].v += f1_0;
2597 flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS];
2599 int Num_flickering_lights=0;
2601 void flicker_lights()
2604 flickering_light *f;
2606 f = Flickering_lights;
2608 for (l=0;l<Num_flickering_lights;l++,f++) {
2609 segment *segp = &Segments[f->segnum];
2611 //make sure this is actually a light
2612 if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG))
2614 if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting))
2617 if (f->timer == 0x80000000) //disabled
2620 if ((f->timer -= FrameTime) < 0) {
2622 while (f->timer < 0)
2623 f->timer += f->delay;
2625 f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1);
2628 add_light(f->segnum,f->sidenum);
2630 subtract_light(f->segnum,f->sidenum);
2635 //returns ptr to flickering light structure, or NULL if can't find
2636 flickering_light *find_flicker(int segnum,int sidenum)
2639 flickering_light *f;
2641 //see if there's already an entry for this seg/side
2643 f = Flickering_lights;
2645 for (l=0;l<Num_flickering_lights;l++,f++)
2646 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2652 //turn flickering off (because light has been turned off)
2653 void disable_flicker(int segnum,int sidenum)
2655 flickering_light *f;
2657 if ((f=find_flicker(segnum,sidenum)) != NULL)
2658 f->timer = 0x80000000;
2661 //turn flickering off (because light has been turned on)
2662 void enable_flicker(int segnum,int sidenum)
2664 flickering_light *f;
2666 if ((f=find_flicker(segnum,sidenum)) != NULL)
2673 //returns 1 if ok, 0 if error
2674 int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask)
2677 flickering_light *f;
2679 mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask));
2681 //see if there's already an entry for this seg/side
2683 f = Flickering_lights;
2685 for (l=0;l<Num_flickering_lights;l++,f++)
2686 if (f->segnum == segnum && f->sidenum == sidenum) //found it!
2689 if (mask==0) { //clearing entry
2690 if (l == Num_flickering_lights)
2694 for (i=l;i<Num_flickering_lights-1;i++)
2695 Flickering_lights[i] = Flickering_lights[i+1];
2696 Num_flickering_lights--;
2701 if (l == Num_flickering_lights) {
2702 if (Num_flickering_lights == MAX_FLICKERING_LIGHTS)
2705 Num_flickering_lights++;
2709 f->sidenum = sidenum;
2710 f->delay = f->timer = delay;
2718 // -----------------------------------------------------------------------------
2719 // Fire Laser: Registers a laser fire, and performs special stuff for the fusion
2724 Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count);
2726 if ((Primary_weapon == FUSION_INDEX) && (Global_laser_firing_count)) {
2727 if ((Players[Player_num].energy < F1_0*2) && (Auto_fire_fusion_cannon_time == 0)) {
2728 Global_laser_firing_count = 0;
2730 if (Fusion_charge == 0)
2731 Players[Player_num].energy -= F1_0*2;
2733 Fusion_charge += FrameTime;
2734 Players[Player_num].energy -= FrameTime;
2736 if (Players[Player_num].energy <= 0) {
2737 Players[Player_num].energy = 0;
2738 Auto_fire_fusion_cannon_time = GameTime -1; // Fire now!
2740 Auto_fire_fusion_cannon_time = GameTime + FrameTime/2 + 1;
2741 // Fire the fusion cannon at this time in the future.
2743 if (Fusion_charge < F1_0*2)
2744 PALETTE_FLASH_ADD(Fusion_charge >> 11, 0, Fusion_charge >> 11);
2746 PALETTE_FLASH_ADD(Fusion_charge >> 11, Fusion_charge >> 11, 0);
2748 if (GameTime < Fusion_last_sound_time) //gametime has wrapped
2749 Fusion_next_sound_time = Fusion_last_sound_time = GameTime;
2751 if (Fusion_next_sound_time < GameTime) {
2752 if (Fusion_charge > F1_0*2) {
2753 digi_play_sample( 11, F1_0 );
2754 apply_damage_to_player(ConsoleObject, ConsoleObject, d_rand() * 4);
2756 create_awareness_event(ConsoleObject, PA_WEAPON_ROBOT_COLLISION);
2757 digi_play_sample( SOUND_FUSION_WARMUP, F1_0 );
2759 if (Game_mode & GM_MULTI)
2760 multi_send_play_sound(SOUND_FUSION_WARMUP, F1_0);
2763 Fusion_last_sound_time = GameTime;
2764 Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4;
2772 // -------------------------------------------------------------------------------------------------------
2773 // If player is close enough to objnum, which ought to be a powerup, pick it up!
2774 // This could easily be made difficulty level dependent.
2775 void powerup_grab_cheat(object *player, int objnum)
2781 Assert(Objects[objnum].type == OBJ_POWERUP);
2783 powerup_size = Objects[objnum].size;
2784 player_size = player->size;
2786 dist = vm_vec_dist_quick(&Objects[objnum].pos, &player->pos);
2788 if ((dist < 2*(powerup_size + player_size)) && !(Objects[objnum].flags & OF_SHOULD_BE_DEAD)) {
2789 vms_vector collision_point;
2791 vm_vec_avg(&collision_point, &Objects[objnum].pos, &player->pos);
2792 collide_player_and_powerup(player, &Objects[objnum], &collision_point);
2796 // -------------------------------------------------------------------------------------------------------
2797 // Make it easier to pick up powerups.
2798 // For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
2799 // from player to powerup and player's forward vector.
2800 // This has the effect of picking them up more easily left/right and up/down, but not making them disappear
2801 // way before the player gets there.
2802 void powerup_grab_cheat_all(void)
2807 segp = &Segments[ConsoleObject->segnum];
2808 objnum = segp->objects;
2810 while (objnum != -1) {
2811 if (Objects[objnum].type == OBJ_POWERUP)
2812 powerup_grab_cheat(ConsoleObject, objnum);
2813 objnum = Objects[objnum].next;
2818 int Last_level_path_created = -1;
2820 #ifdef SHOW_EXIT_PATH
2822 // ------------------------------------------------------------------------------------------------------------------
2823 // Create path for player from current segment to goal segment.
2824 // Return true if path created, else return false.
2825 int mark_player_path_to_segment(int segnum)
2828 object *objp = ConsoleObject;
2829 short player_path_length=0;
2830 int player_hide_index=-1;
2832 if (Last_level_path_created == Current_level_num) {
2836 Last_level_path_created = Current_level_num;
2838 if (create_path_points(objp, objp->segnum, segnum, Point_segs_free_ptr, &player_path_length, 100, 0, 0, -1) == -1) {
2839 mprintf((0, "Unable to form path of length %i for myself\n", 100));
2843 player_hide_index = Point_segs_free_ptr - Point_segs;
2844 Point_segs_free_ptr += player_path_length;
2846 if (Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH*2 > MAX_POINT_SEGS) {
2847 mprintf((1, "Can't create path. Not enough point_segs.\n"));
2848 ai_reset_all_paths();
2852 for (i=1; i<player_path_length; i++) {
2854 vms_vector seg_center;
2857 segnum = Point_segs[player_hide_index+i].segnum;
2858 mprintf((0, "%3i ", segnum));
2859 seg_center = Point_segs[player_hide_index+i].point;
2861 objnum = obj_create( OBJ_POWERUP, POW_ENERGY, segnum, &seg_center, &vmd_identity_matrix, Powerup_info[POW_ENERGY].size, CT_POWERUP, MT_NONE, RT_POWERUP);
2863 Int3(); // Unable to drop energy powerup for path
2867 obj = &Objects[objnum];
2868 obj->rtype.vclip_info.vclip_num = Powerup_info[obj->id].vclip_num;
2869 obj->rtype.vclip_info.frametime = Vclip[obj->rtype.vclip_info.vclip_num].frame_time;
2870 obj->rtype.vclip_info.framenum = 0;
2871 obj->lifeleft = F1_0*100 + d_rand() * 4;
2878 // Return true if it happened, else return false.
2879 int create_special_path(void)
2883 // ---------- Find exit doors ----------
2884 for (i=0; i<=Highest_segment_index; i++)
2885 for (j=0; j<MAX_SIDES_PER_SEGMENT; j++)
2886 if (Segments[i].children[j] == -2) {
2887 mprintf((0, "Exit at segment %i\n", i));
2888 return mark_player_path_to_segment(i);
2898 int Max_obj_count_mike = 0;
2900 // Shows current number of used objects.
2901 void show_free_objects(void)
2903 if (!(FrameCount & 8)) {
2907 mprintf((0, "Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = ", Highest_object_index, MAX_OBJECTS));
2909 for (i=0; i<=Highest_object_index; i++)
2910 if (Objects[i].type != OBJ_NONE)
2913 mprintf((0, "%3i", count));
2915 if (count > Max_obj_count_mike) {
2916 Max_obj_count_mike = count;
2917 mprintf((0, " ***"));
2928 * reads a flickering_light structure from a CFILE
2930 void flickering_light_read(flickering_light *fl, CFILE *fp)
2932 fl->segnum = cfile_read_short(fp);
2933 fl->sidenum = cfile_read_short(fp);
2934 fl->mask = cfile_read_int(fp);
2935 fl->timer = cfile_read_fix(fp);
2936 fl->delay = cfile_read_fix(fp);
2939 void flickering_light_write(flickering_light *fl, PHYSFS_file *fp)
2941 PHYSFS_writeSLE16(fp, fl->segnum);
2942 PHYSFS_writeSLE16(fp, fl->sidenum);
2943 PHYSFS_writeULE32(fp, fl->mask);
2944 PHYSFSX_writeFix(fp, fl->timer);
2945 PHYSFSX_writeFix(fp, fl->delay);