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/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ( " PARALLAX " ) . PARALLAX , IN DISTRIBUTING THE CODE TO
END - USERS , AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN , GRANTS A
ROYALTY - FREE , PERPETUAL LICENSE TO SUCH END - USERS FOR USE BY SUCH END - USERS
IN USING , DISPLAYING , AND CREATING DERIVATIVE WORKS THEREOF , SO LONG AS
SUCH USE , DISPLAY OR CREATION IS FOR NON - COMMERCIAL , ROYALTY OR REVENUE
FREE PURPOSES . IN NO EVENT SHALL THE END - USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE - BEARING PURPOSES . THE END - USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE .
COPYRIGHT 1993 - 1998 PARALLAX SOFTWARE CORPORATION . ALL RIGHTS RESERVED .
*/
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/*
*
* Game loop for Inferno
*
*/
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# include <stdio.h>
# include <malloc.h>
# include <stdlib.h>
# include <string.h>
# include <stdarg.h>
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# ifdef __unix__
# include <sys/stat.h>
# include <sys/types.h>
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# else
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# include <dir.h>
# endif
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# ifndef _MSC_VER
# include <unistd.h>
# else
# include <io.h>
# define access(a,b) _access(a,b)
# endif
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# include <SDL/SDL.h>
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# ifdef OGL
# include "ogl_init.h"
# endif
# include "inferno.h"
# include "game.h"
# include "key.h"
# include "object.h"
# include "physics.h"
# include "error.h"
# include "joy.h"
# include "mono.h"
# include "iff.h"
# include "pcx.h"
# include "timer.h"
# include "render.h"
# include "laser.h"
# include "screens.h"
# include "textures.h"
# include "slew.h"
# include "gauges.h"
# include "texmap.h"
# include "3d.h"
# include "effects.h"
# include "menu.h"
# include "gameseg.h"
# include "wall.h"
# include "ai.h"
# include "hostage.h"
# include "fuelcen.h"
# include "switch.h"
# include "digi.h"
# include "gamesave.h"
# include "scores.h"
# include "ibitblt.h"
# include "u_mem.h"
# include "palette.h"
# include "morph.h"
# include "lighting.h"
# include "newdemo.h"
# include "titles.h"
# include "collide.h"
# include "weapon.h"
# include "sounds.h"
# include "args.h"
# include "gameseq.h"
# include "automap.h"
# include "text.h"
# include "powerup.h"
# include "fireball.h"
# include "controls.h"
# include "newmenu.h"
# include "network.h"
# include "gamefont.h"
# include "endlevel.h"
# include "joydefs.h"
# include "kconfig.h"
# include "mouse.h"
# include "multi.h"
# include "desc_id.h"
# include "cntrlcen.h"
# include "pcx.h"
# include "state.h"
# include "piggy.h"
# include "multibot.h"
# include "gr.h"
# include "reorder.h"
# include "hudmsg.h"
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# include "timer.h"
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# include "cdplay.h"
# include "hudlog.h"
# ifdef NETWORK
# include "mlticntl.h"
# endif
# include "radar.h"
# include "vers_id.h"
# include "ban.h"
# include "pingstat.h"
# include "vlcnfire.h"
# include "observer.h"
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# include "fvi.h"
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//MD2211
# include "jukebox.h"
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extern void change_res ( ) ;
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extern void write_player_file ( ) ;
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extern void newmenu_close ( ) ;
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# define SHOW_EXIT_PATH 1
# define FINAL_CHEATS 1
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# define key_isfunc(k) (((k&0xff)>=KEY_F1 && (k&0xff)<=KEY_F10) || (k&0xff)==KEY_F11 || (k&0xff)==KEY_F12)
# define key_ismod(k) ((k&0xff)==KEY_LALT || (k&0xff)==KEY_RALT || (k&0xff)==KEY_LSHIFT || (k&0xff)==KEY_RSHIFT || (k&0xff)==KEY_LCTRL || (k&0xff)==KEY_RCTRL)
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# ifdef EDITOR
# include "editor/editor.h"
# endif
void game_init_render_sub_buffers ( int x , int y , int w , int h ) ;
void draw_centered_text ( int y , char * s ) ;
void GameLoop ( int RenderFlag , int ReadControlsFlag ) ;
void powerup_grab_cheat_all ( void ) ;
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int I_am_observer = 0 ;
int Speedtest_on = 0 ;
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# if !defined(NDEBUG) || defined(EDITOR)
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int Mark_count = 0 ; // number of debugging marks set
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# endif
# ifndef NDEBUG
int Speedtest_start_time ;
int Speedtest_segnum ;
int Speedtest_sidenum ;
int Speedtest_frame_start ;
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int Speedtest_count = 0 ; // number of times to do the debug test.
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# endif
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static fix last_timer_value = 0 ;
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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fix _timer_value , actual_last_timer_value , _last_frametime ;
int stop_count , start_count ;
int time_stopped , time_started ;
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# endif
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ubyte new_cheats [ ] = { KEY_B ^ 0xaa , KEY_B ^ 0xaa , KEY_B ^ 0xaa , KEY_F ^ 0xaa , KEY_A ^ 0xaa ,
KEY_U ^ 0xaa , KEY_I ^ 0xaa , KEY_R ^ 0xaa , KEY_L ^ 0xaa , KEY_H ^ 0xaa ,
KEY_G ^ 0xaa , KEY_G ^ 0xaa , KEY_U ^ 0xaa , KEY_A ^ 0xaa , KEY_I ^ 0xaa ,
KEY_G ^ 0xaa , KEY_R ^ 0xaa , KEY_I ^ 0xaa , KEY_S ^ 0xaa , KEY_M ^ 0xaa ,
KEY_I ^ 0xaa , KEY_E ^ 0xaa , KEY_N ^ 0xaa , KEY_H ^ 0xaa , KEY_S ^ 0xaa ,
KEY_N ^ 0xaa , KEY_D ^ 0xaa , KEY_X ^ 0xaa , KEY_X ^ 0xaa , KEY_A ^ 0xaa } ;
int VR_render_mode = VR_NONE ;
int VR_low_res = 3 ; // Default to low res
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int VR_show_hud = 1 ;
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int VR_sensitivity = 1 ; // 0 - 2
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grs_canvas Screen_3d_window ; // The rectangle for rendering the mine to
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grs_canvas * VR_offscreen_buffer = NULL ; // The offscreen data buffer
grs_canvas VR_render_buffer [ 2 ] ; // Two offscreen buffers for left/right eyes.
grs_canvas VR_render_sub_buffer [ 2 ] ; // Two sub buffers for left/right eyes.
grs_canvas VR_editor_canvas ; // The canvas that the editor writes to.
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//added 07/11/99 by adb:
//added buffer pointer to allow different buffers for 3D game rendering and
//the 2D menus (for DX3D port)
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grs_canvas * VR_offscreen_menu = NULL ; // The offscreen data buffer for menus
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//end additions -- adb
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int Debug_pause = 0 ; //John's debugging pause system
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int Cockpit_mode = CM_FULL_COCKPIT ; //set game.h for values
int old_cockpit_mode = - 1 ;
int force_cockpit_redraw = 0 ;
int framerate_on = 0 ;
int netplayerinfo_on = 0 ;
int PaletteRedAdd , PaletteGreenAdd , PaletteBlueAdd ;
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int Dummy_var ;
int * Toggle_var = & Dummy_var ;
# ifdef EDITOR
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char faded_in ;
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# endif
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# ifndef NDEBUG //these only exist if debugging
int Game_double_buffer = 1 ; //double buffer by default
fix fixed_frametime = 0 ; //if non-zero, set frametime to this
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# endif
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int Game_suspended = 0 ; //if non-zero, nothing moves but player
int create_special_path ( void ) ;
void fill_background ( int x , int y , int w , int h , int dx , int dy ) ;
fix RealFrameTime ;
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fix Auto_fire_fusion_cannon_time = 0 ;
fix Fusion_charge = 0 ;
fix Fusion_next_sound_time = 0 ;
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int Debug_spew = 1 ;
int Game_turbo_mode = 0 ;
int Game_mode = GM_GAME_OVER ;
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int Global_laser_firing_count = 0 ;
int Global_missile_firing_count = 0 ;
grs_bitmap background_bitmap ;
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int Game_aborted ;
void update_cockpits ( int force_redraw ) ;
extern void newdemo_strip_frames ( char * , int ) ;
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# ifndef RELEASE
int invulnerability = 0 ;
# endif
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extern int HUD_nmessages ;
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# define BACKGROUND_NAME "statback.pcx"
// ==============================================================================================
# ifndef NDEBUG
void speedtest_init ( void )
{
Speedtest_start_time = timer_get_fixed_seconds ( ) ;
Speedtest_on = 1 ;
Speedtest_segnum = 0 ;
Speedtest_sidenum = 0 ;
Speedtest_frame_start = FrameCount ;
mprintf ( ( 0 , " Starting speedtest. Will be %i frames. Each . = 10 frames. \n " , Highest_segment_index + 1 ) ) ;
}
void speedtest_frame ( void )
{
vms_vector view_dir , center_point ;
Speedtest_sidenum = Speedtest_segnum % MAX_SIDES_PER_SEGMENT ;
compute_segment_center ( & Viewer - > pos , & Segments [ Speedtest_segnum ] ) ;
Viewer - > pos . x + = 0x10 ; Viewer - > pos . y - = 0x10 ; Viewer - > pos . z + = 0x17 ;
obj_relink ( Viewer - Objects , Speedtest_segnum ) ;
compute_center_point_on_side ( & center_point , & Segments [ Speedtest_segnum ] , Speedtest_sidenum ) ;
vm_vec_normalized_dir_quick ( & view_dir , & center_point , & Viewer - > pos ) ;
vm_vector_2_matrix ( & Viewer - > orient , & view_dir , NULL , NULL ) ;
if ( ( ( FrameCount - Speedtest_frame_start ) % 10 ) = = 0 )
mprintf ( ( 0 , " . " ) ) ;
Speedtest_segnum + + ;
if ( Speedtest_segnum > Highest_segment_index ) {
mprintf ( ( 0 , " \n Speedtest done: %i frames, %7.3f seconds, %7.3f frames/second. \n " ,
FrameCount - Speedtest_frame_start ,
f2fl ( timer_get_fixed_seconds ( ) - Speedtest_start_time ) ,
( float ) ( FrameCount - Speedtest_frame_start ) / f2fl ( timer_get_fixed_seconds ( ) - Speedtest_start_time ) ) ) ;
Speedtest_count - - ;
if ( Speedtest_count = = 0 )
Speedtest_on = 0 ;
else
speedtest_init ( ) ;
}
}
# endif
//this is called once per game
void init_game ( )
{
ubyte pal [ 256 * 3 ] ;
int pcx_error ;
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atexit ( close_game ) ; //for cleanup
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init_objects ( ) ;
hostage_init ( ) ;
init_special_effects ( ) ;
init_ai_system ( ) ;
init_gauge_canvases ( ) ;
init_exploding_walls ( ) ;
gr_init_bitmap_data ( & background_bitmap ) ;
pcx_error = pcx_read_bitmap ( BACKGROUND_NAME , & background_bitmap , BM_LINEAR , pal ) ;
if ( pcx_error ! = PCX_ERROR_NONE )
Error ( " File %s - PCX error: %s " , BACKGROUND_NAME , pcx_errormsg ( pcx_error ) ) ;
gr_remap_bitmap_good ( & background_bitmap , pal , - 1 , - 1 ) ;
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Clear_window = 2 ; // do portal only window clear.
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}
void reset_palette_add ( )
{
PaletteRedAdd = 0 ;
PaletteGreenAdd = 0 ;
PaletteBlueAdd = 0 ;
}
void game_show_warning ( char * s )
{
if ( ! ( ( Game_mode & GM_MULTI ) & & ( Function_mode = = FMODE_GAME ) ) )
stop_time ( ) ;
nm_messagebox ( TXT_WARNING , 1 , TXT_OK , s ) ;
if ( ! ( ( Game_mode & GM_MULTI ) & & ( Function_mode = = FMODE_GAME ) ) )
start_time ( ) ;
}
//these should be in gr.h
# define cv_w cv_bitmap.bm_w
# define cv_h cv_bitmap.bm_h
//added 3/24/99 by Owen Evans for screen res changing
u_int32_t Game_screen_mode = 0 ;
//end added - OE
int Game_window_x = 0 ;
int Game_window_y = 0 ;
int Game_window_w = 0 ;
int Game_window_h = 0 ;
int max_window_w = 0 ;
int max_window_h = 0 ;
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int last_drawn_cockpit = - 1 ;
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extern void ogl_loadbmtexture ( grs_bitmap * bm ) ;
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extern void write_player_file ( ) ;
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extern int Rear_view ;
// This actually renders the new cockpit onto the screen.
void update_cockpits ( int force_redraw )
{
int x , y , w , h ;
//Redraw the on-screen cockpit bitmaps
if ( VR_render_mode ! = VR_NONE ) return ;
switch ( Cockpit_mode ) {
case CM_FULL_COCKPIT :
case CM_REAR_VIEW :
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gr_set_current_canvas ( NULL ) ;
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PIGGY_PAGE_IN ( cockpit_bitmap [ Cockpit_mode ] ) ;
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# ifdef OGL
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ogl_ubitmapm_cs ( 0 , 0 , - 1 , grd_curcanv - > cv_bitmap . bm_h , & GameBitmaps [ cockpit_bitmap [ Cockpit_mode ] . index ] , 255 , F1_0 ) ;
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# else
gr_ubitmapm ( 0 , 0 , & GameBitmaps [ cockpit_bitmap [ Cockpit_mode ] . index ] ) ;
# endif
break ;
case CM_FULL_SCREEN :
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Game_window_x = ( max_window_w - Game_window_w ) / 2 ;
Game_window_y = ( max_window_h - Game_window_h ) / 2 ;
fill_background ( Game_window_x , Game_window_y , Game_window_w , Game_window_h , Game_window_x , Game_window_y ) ;
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break ;
case CM_STATUS_BAR :
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gr_set_current_canvas ( NULL ) ;
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PIGGY_PAGE_IN ( cockpit_bitmap [ Cockpit_mode ] ) ;
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# ifdef OGL
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ogl_ubitmapm_cs ( 0 , max_window_h , - 1 , grd_curcanv - > cv_bitmap . bm_h - max_window_h , & GameBitmaps [ cockpit_bitmap [ Cockpit_mode ] . index ] , 255 , F1_0 ) ;
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# else
gr_ubitmapm ( 0 , max_window_h , & GameBitmaps [ cockpit_bitmap [ Cockpit_mode ] . index ] ) ;
# endif
w = Game_window_w ;
h = Game_window_h ;
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x = ( SM_W ( Game_screen_mode ) - w ) / 2 ;
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y = ( max_window_h - h ) / 2 ;
fill_background ( x , y , w , h , x , y ) ;
break ;
case CM_LETTERBOX :
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gr_set_current_canvas ( NULL ) ;
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break ;
}
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gr_set_current_canvas ( NULL ) ;
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if ( Cockpit_mode ! = last_drawn_cockpit | | force_redraw )
last_drawn_cockpit = Cockpit_mode ;
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else
return ;
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if ( Cockpit_mode = = CM_FULL_COCKPIT | | Cockpit_mode = = CM_STATUS_BAR )
init_gauges ( ) ;
}
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extern void change_res_poll ( ) ;
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//initialize the various canvases on the game screen
//called every time the screen mode or cockpit changes
void init_cockpit ( )
{
int x , y ;
//Initialize the on-screen canvases
if ( Screen_mode ! = SCREEN_GAME )
return ;
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if ( ( Screen_mode = = SCREEN_EDITOR ) | | ( VR_render_mode ! = VR_NONE ) )
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Cockpit_mode = CM_FULL_SCREEN ;
# ifndef OGL
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if ( Game_screen_mode ! = SM ( 320 , 200 ) & & Cockpit_mode ! = CM_LETTERBOX ) {
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Cockpit_mode = CM_FULL_SCREEN ;
}
# endif
# ifdef D1XD3D
Cockpit_mode = CM_STATUS_BAR ;
# endif
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gr_set_current_canvas ( NULL ) ;
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gr_set_curfont ( GAME_FONT ) ;
switch ( Cockpit_mode ) {
case CM_FULL_COCKPIT :
case CM_REAR_VIEW : {
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if ( Cockpit_mode = = CM_FULL_COCKPIT )
game_init_render_sub_buffers ( 0 , 0 , grd_curscreen - > sc_w , ( grd_curscreen - > sc_h * 2 ) / 3 ) ;
else if ( Cockpit_mode = = CM_REAR_VIEW )
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 ) ;
break ;
}
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case CM_FULL_SCREEN :
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# ifndef OGL
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if ( Game_window_h > max_window_h | | ( Game_screen_mode = = SM ( 320 , 200 ) ) | | ! Game_window_h )
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# endif
Game_window_h = max_window_h ;
# ifndef OGL
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if ( Game_window_w > max_window_w | | ( Game_screen_mode = = SM ( 320 , 200 ) ) | | ! Game_window_w )
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# endif
Game_window_w = max_window_w ;
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Game_window_x = ( max_window_w - Game_window_w ) / 2 ;
Game_window_y = ( max_window_h - Game_window_h ) / 2 ;
game_init_render_sub_buffers ( Game_window_x , Game_window_y , Game_window_w , Game_window_h ) ;
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break ;
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case CM_STATUS_BAR :
max_window_h = ( grd_curscreen - > sc_h * 2 ) / 2.72 ;
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if ( Game_window_h > max_window_h | | ( ! Game_window_w | | ! Game_window_h ) ) {
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Game_window_w = max_window_w ;
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Game_window_h = max_window_h ;
}
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x = ( max_window_w - Game_window_w ) / 2 ;
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y = ( max_window_h - Game_window_h ) / 2 ;
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gr_rect ( 0 , Game_window_h , SM_W ( Game_screen_mode ) , SM_H ( Game_screen_mode ) ) ;
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game_init_render_sub_buffers ( x , y , Game_window_w , Game_window_h ) ;
break ;
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case CM_LETTERBOX : {
int x , y , w , h ;
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x = 0 ; w = SM_W ( Game_screen_mode ) ;
h = ( SM_H ( Game_screen_mode ) * 3 ) / 4 ; // true letterbox size (16:9)
y = ( SM_H ( Game_screen_mode ) - h ) / 2 ;
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gr_rect ( x , 0 , w , SM_H ( Game_screen_mode ) - h ) ;
gr_rect ( x , SM_H ( Game_screen_mode ) - h , w , SM_H ( Game_screen_mode ) ) ;
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game_init_render_sub_buffers ( x , y , w , h ) ;
break ;
}
}
gr_set_current_canvas ( NULL ) ;
}
//selects a given cockpit (or lack of one). See types in game.h
void select_cockpit ( int mode )
{
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if ( mode ! = Cockpit_mode ) { //new mode
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Cockpit_mode = mode ;
init_cockpit ( ) ;
}
}
//force cockpit redraw next time. call this if you've trashed the screen
void reset_cockpit ( )
{
force_cockpit_redraw = 1 ;
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last_drawn_cockpit = - 1 ;
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}
void HUD_clear_messages ( ) ;
void toggle_cockpit ( )
{
int new_mode ;
switch ( Cockpit_mode ) {
case CM_FULL_COCKPIT :
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if ( Game_window_h > max_window_h ) //too big for scalable
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new_mode = CM_FULL_SCREEN ;
else
new_mode = CM_STATUS_BAR ;
break ;
case CM_STATUS_BAR :
case CM_FULL_SCREEN :
if ( Rear_view )
return ;
new_mode = CM_FULL_COCKPIT ;
break ;
case CM_REAR_VIEW :
case CM_LETTERBOX :
default :
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return ; //do nothing
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break ;
}
select_cockpit ( new_mode ) ;
HUD_clear_messages ( ) ;
}
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# define WINDOW_W_DELTA ((max_window_w / 16)&~1)
# define WINDOW_H_DELTA ((max_window_h / 16)&~1)
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# define WINDOW_MIN_W (max_window_w-(WINDOW_W_DELTA*11))
# define WINDOW_MIN_H (max_window_h-(WINDOW_H_DELTA*11))
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void grow_window ( )
{
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if ( Cockpit_mode = = CM_FULL_COCKPIT ) {
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Game_window_h = max_window_h ;
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Game_window_w = max_window_w ;
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toggle_cockpit ( ) ;
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HUD_init_message ( " Press F3 to return to Cockpit mode " ) ;
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write_player_file ( ) ;
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return ;
}
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if ( ( Cockpit_mode ! = CM_STATUS_BAR )
# ifndef OGL
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& & ( Game_screen_mode = = SM ( 320 , 200 ) )
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# endif
)
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return ;
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if ( Game_window_h > = max_window_h | | Game_window_w > = max_window_w ) {
//Game_window_w = max_window_w;
//Game_window_h = max_window_h;
//Game_window_h = grd_curscreen->sc_h;
Game_window_h = max_window_h = grd_curscreen - > sc_h ;
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select_cockpit ( CM_FULL_SCREEN ) ;
} else {
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//int x,y;
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Game_window_w + = WINDOW_W_DELTA ;
Game_window_h + = WINDOW_H_DELTA ;
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if ( Game_window_h > max_window_h )
Game_window_h = max_window_h ;
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if ( Game_window_w > max_window_w )
Game_window_w = max_window_w ;
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Game_window_x = ( max_window_w - Game_window_w ) / 2 ;
Game_window_y = ( max_window_h - Game_window_h ) / 2 ;
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game_init_render_sub_buffers ( Game_window_x , Game_window_y , Game_window_w , Game_window_h ) ;
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}
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HUD_clear_messages ( ) ; // @mk, 11/11/94
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write_player_file ( ) ;
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}
grs_bitmap background_bitmap ;
void copy_background_rect ( int left , int top , int right , int bot )
{
grs_bitmap * bm = & background_bitmap ;
int x , y ;
int tile_left , tile_right , tile_top , tile_bot ;
int ofs_x , ofs_y ;
int dest_x , dest_y ;
if ( right < left | | bot < top )
return ;
tile_left = left / bm - > bm_w ;
tile_right = right / bm - > bm_w ;
tile_top = top / bm - > bm_h ;
tile_bot = bot / bm - > bm_h ;
ofs_y = top % bm - > bm_h ;
dest_y = top ;
for ( y = tile_top ; y < = tile_bot ; y + + ) {
int w , h ;
ofs_x = left % bm - > bm_w ;
dest_x = left ;
h = min ( bot - dest_y + 1 , bm - > bm_h - ofs_y ) ;
for ( x = tile_left ; x < = tile_right ; x + + ) {
w = min ( right - dest_x + 1 , bm - > bm_w - ofs_x ) ;
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# ifdef OGL
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ogl_ubitmapm_cs ( dest_x , dest_y , w , h , & background_bitmap , 255 , F1_0 ) ;
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# else
gr_bm_ubitblt ( w , h , dest_x , dest_y , ofs_x , ofs_y , & background_bitmap , & grd_curcanv - > cv_bitmap ) ;
# endif
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ofs_x = 0 ;
dest_x + = w ;
}
ofs_y = 0 ;
dest_y + = h ;
}
}
void fill_background ( int x , int y , int w , int h , int dx , int dy )
{
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gr_set_current_canvas ( NULL ) ;
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copy_background_rect ( x - dx , y - dy , x - 1 , y + h + dy - 1 ) ;
copy_background_rect ( x + w , y - dy , x + w + dx - 1 , y + h + dy - 1 ) ;
copy_background_rect ( x , y - dy , x + w - 1 , y - 1 ) ;
copy_background_rect ( x , y + h , x + w - 1 , y + h + dy - 1 ) ;
}
void shrink_window ( )
{
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mprintf ( ( 0 , " %d " , FrameCount ) ) ;
if ( Cockpit_mode = = CM_FULL_COCKPIT
# ifndef OGL
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& & ( Game_screen_mode = = SM ( 320 , 200 ) )
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# endif
) {
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Game_window_h = max_window_h ;
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Game_window_w = max_window_w ;
select_cockpit ( CM_STATUS_BAR ) ;
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HUD_init_message ( " Press F3 to return to Cockpit mode " ) ;
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write_player_file ( ) ;
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return ;
}
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if ( Cockpit_mode = = CM_FULL_SCREEN
# ifndef OGL
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& & ( Game_screen_mode = = SM ( 320 , 200 ) )
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# endif
)
{
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select_cockpit ( CM_STATUS_BAR ) ;
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write_player_file ( ) ;
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return ;
}
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if ( Cockpit_mode ! = CM_STATUS_BAR
# ifndef OGL
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& & ( Game_screen_mode = = SM ( 320 , 200 ) )
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# endif
)
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return ;
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mprintf ( ( 0 , " Cockpit mode=%d \n " , Cockpit_mode ) ) ;
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if ( Game_window_w > WINDOW_MIN_W ) {
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Game_window_w - = WINDOW_W_DELTA ;
Game_window_h - = WINDOW_H_DELTA ;
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mprintf ( ( 0 , " NewW=%d NewH=%d VW=%d maxH=%d \n " , Game_window_w , Game_window_h , max_window_w , max_window_h ) ) ;
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if ( Game_window_w < WINDOW_MIN_W )
Game_window_w = WINDOW_MIN_W ;
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if ( Game_window_h < WINDOW_MIN_H )
Game_window_h = WINDOW_MIN_H ;
Game_window_x = ( max_window_w - Game_window_w ) / 2 ;
Game_window_y = ( max_window_h - Game_window_h ) / 2 ;
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fill_background ( Game_window_x , Game_window_y , Game_window_w , Game_window_h , WINDOW_W_DELTA / 2 , WINDOW_H_DELTA / 2 ) ;
game_init_render_sub_buffers ( Game_window_x , Game_window_y , Game_window_w , Game_window_h ) ;
HUD_clear_messages ( ) ;
write_player_file ( ) ;
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}
}
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void game_init_render_sub_buffers ( int x , int y , int w , int h )
{
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gr_init_sub_canvas ( & Screen_3d_window , & grd_curscreen - > sc_canvas , x , y , w , h ) ;
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gr_init_sub_canvas ( & VR_render_sub_buffer [ 0 ] , & VR_render_buffer [ 0 ] , x , y , w , h ) ;
gr_init_sub_canvas ( & VR_render_sub_buffer [ 1 ] , & VR_render_buffer [ 1 ] , x , y , w , h ) ;
}
// Sets up the canvases we will be rendering to
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void game_init_render_buffers ( int render_w , int render_h , int render_method )
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{
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// if (!VR_offscreen_buffer) {
VR_render_mode = render_method ;
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if ( VR_offscreen_buffer ) {
gr_free_canvas ( VR_offscreen_buffer ) ;
}
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if ( ( VR_render_mode = = VR_AREA_DET ) | | ( VR_render_mode = = VR_INTERLACED ) ) {
if ( render_h * 2 < 200 )
VR_offscreen_buffer = gr_create_canvas ( render_w , 200 ) ;
else
VR_offscreen_buffer = gr_create_canvas ( render_w , render_h * 2 ) ;
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gr_init_sub_canvas ( & VR_render_buffer [ 0 ] , VR_offscreen_buffer , 0 , 0 , render_w , render_h ) ;
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gr_init_sub_canvas ( & VR_render_buffer [ 1 ] , VR_offscreen_buffer , 0 , render_h , render_w , render_h ) ;
} else {
if ( render_h < 200 )
VR_offscreen_buffer = gr_create_canvas ( render_w , 200 ) ;
else
VR_offscreen_buffer = gr_create_canvas ( render_w , render_h ) ;
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# ifdef OGL
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VR_offscreen_buffer - > cv_bitmap . bm_type = BM_OGL ;
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# endif
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gr_init_sub_canvas ( & VR_render_buffer [ 0 ] , VR_offscreen_buffer , 0 , 0 , render_w , render_h ) ;
gr_init_sub_canvas ( & VR_render_buffer [ 1 ] , VR_offscreen_buffer , 0 , 0 , render_w , render_h ) ;
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}
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VR_offscreen_menu = VR_offscreen_buffer ;
game_init_render_sub_buffers ( 0 , 0 , render_w , render_h ) ;
// }
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}
//called to change the screen mode. Parameter sm is the new mode, one of
//SMODE_GAME or SMODE_EDITOR. returns mode acutally set (could be other
//mode if cannot init requested mode)
int set_screen_mode ( int sm )
{
# ifdef EDITOR
if ( ( sm = = SCREEN_MENU ) & & ( Screen_mode = = SCREEN_EDITOR ) ) {
gr_set_current_canvas ( Canv_editor ) ;
return 1 ;
}
# endif
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if ( ( Screen_mode = = sm ) & &
! ( ( sm = = SCREEN_GAME ) & &
( grd_curscreen - > sc_mode ! = Game_screen_mode ) ) & &
! ( ( sm = = SCREEN_MENU ) & &
( grd_curscreen - > sc_mode ! = MENU_SCREEN_MODE ) ) ) {
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gr_set_current_canvas ( NULL ) ;
# ifndef OGL
gr_set_draw_buffer ( 0 ) ; // Set to the front buffer
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# endif
return 1 ;
}
Screen_mode = sm ;
# ifdef EDITOR
Canv_editor = NULL ;
# endif
switch ( Screen_mode ) {
case SCREEN_MENU :
if ( grd_curscreen - > sc_mode ! = MENU_SCREEN_MODE ) {
if ( gr_set_mode ( MENU_SCREEN_MODE ) ) Error ( " Cannot set screen mode for game! " ) ;
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gr_palette_load ( gr_palette ) ;
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}
break ;
case SCREEN_GAME :
if ( grd_curscreen - > sc_mode ! = Game_screen_mode )
if ( gr_set_mode ( Game_screen_mode ) )
Error ( " Cannot set screen mode. " ) ;
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reset_cockpit ( ) ;
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max_window_w = grd_curscreen - > sc_w ;
max_window_h = grd_curscreen - > sc_h ;
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init_cockpit ( ) ;
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break ;
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# ifdef EDITOR
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case SCREEN_EDITOR :
if ( grd_curscreen - > sc_mode ! = SM ( 800 , 600 ) ) {
int gr_error ;
if ( ( gr_error = gr_set_mode ( SM ( 800 , 600 ) ) ) ! = 0 ) { //force into game scrren
Warning ( " Cannot init editor screen (error=%d) " , gr_error ) ;
return 0 ;
}
}
gr_palette_load ( gr_palette ) ;
gr_init_sub_canvas ( & VR_editor_canvas , & grd_curscreen - > sc_canvas , 0 , 0 , grd_curscreen - > sc_w , grd_curscreen - > sc_h ) ;
Canv_editor = & VR_editor_canvas ;
gr_set_current_canvas ( Canv_editor ) ;
2006-03-27 17:38:11 +00:00
init_editor_screen ( ) ; //setup other editor stuff
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break ;
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# endif
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default :
Error ( " Invalid screen mode %d " , sm ) ;
}
2007-03-22 14:15:46 +00:00
gr_set_current_canvas ( NULL ) ;
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2007-03-22 14:15:46 +00:00
# ifndef OGL
gr_set_draw_buffer ( ( ( Screen_mode = = SCREEN_GAME ) & & Game_double_buffer ) ? 1 : 0 ) ; // Double buffering or 'front' buffer only
2006-03-20 16:43:15 +00:00
# endif
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2006-03-20 16:43:15 +00:00
return 1 ;
}
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int gr_toggle_fullscreen_game ( void ) {
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# ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE
int i ;
hud_message ( MSGC_GAME_FEEDBACK , " toggling fullscreen mode %s " , ( i = gr_toggle_fullscreen ( ) ) ? " on " : " off " ) ;
key_flush ( ) ;
return i ;
# else
hud_message ( MSGC_GAME_FEEDBACK , " fullscreen toggle not supported by this target " ) ;
return - 1 ;
# endif
}
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2006-03-20 16:43:15 +00:00
fix frame_time_list [ 8 ] = { 0 , 0 , 0 , 0 , 0 , 0 , 0 , 0 } ;
fix frame_time_total = 0 ;
int frame_time_cntr = 0 ;
void ftoa ( char * string , fix f )
{
int decimal , fractional ;
decimal = f2i ( f ) ;
fractional = ( ( f & 0xffff ) * 100 ) / 65536 ;
if ( fractional < 0 )
fractional * = - 1 ;
if ( fractional > 99 ) fractional = 99 ;
sprintf ( string , " %d.%02d " , decimal , fractional ) ;
}
void show_framerate ( )
{
char temp [ 50 ] ;
fix rate ;
frame_time_total + = RealFrameTime - frame_time_list [ frame_time_cntr ] ;
frame_time_list [ frame_time_cntr ] = RealFrameTime ;
frame_time_cntr = ( frame_time_cntr + 1 ) % 8 ;
if ( frame_time_total ) { // prevent division by zero
rate = fixdiv ( f1_0 * 8 , frame_time_total ) ;
gr_set_curfont ( GAME_FONT ) ;
gr_set_fontcolor ( gr_getcolor ( 0 , 31 , 0 ) , - 1 ) ;
ftoa ( temp , rate ) ; // Convert fixed to string
2006-10-12 23:07:44 +00:00
gr_printf ( grd_curcanv - > cv_w - FONTSCALE_X ( 8 * GAME_FONT - > ft_w ) , grd_curcanv - > cv_h - 5 * FONTSCALE_Y ( GAME_FONT - > ft_h + GAME_FONT - > ft_h / 4 ) , " FPS: %s " , temp ) ;
2006-03-20 16:43:15 +00:00
}
}
# ifdef NETWORK
void show_netplayerinfo ( ) {
int j , x1 , x2 , x3 , x4 , x5 , w , h , aw , y ;
char buf [ 6 ] ;
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y = FONTSCALE_Y ( 25 ) ;
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gr_set_curfont ( GAME_FONT ) ;
gr_set_fontcolor ( gr_getcolor ( 0 , 31 , 0 ) , - 1 ) ;
gr_printf ( 0 , y , " Lifetime Effeciency: %i%% (%i/%i) " ,
( multi_kills_stat + Players [ Player_num ] . net_killed_total + multi_deaths_stat + Players [ Player_num ] . net_kills_total ) ? ( ( multi_kills_stat + Players [ Player_num ] . net_kills_total ) * 100 ) / ( multi_deaths_stat + Players [ Player_num ] . net_killed_total + multi_kills_stat + Players [ Player_num ] . net_kills_total ) : 0 ,
multi_kills_stat + Players [ Player_num ] . net_kills_total ,
multi_deaths_stat + Players [ Player_num ] . net_killed_total ) ;
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y + = FONTSCALE_Y ( GAME_FONT - > ft_h + 2 ) ;
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gr_printf ( 0 , y , " pps: %i " , Network_pps ) ;
gr_get_string_size ( " pps: 20 " , & x1 , & h , & aw ) ;
gr_printf ( x1 , y , " level: %i:%02i:%02i " , Players [ Player_num ] . hours_level , f2i ( Players [ Player_num ] . time_level ) / 60 % 60 , f2i ( Players [ Player_num ] . time_level ) % 60 ) ; //w was 40
gr_get_string_size ( " level: 24:37:56 " , & w , & h , & aw ) ;
gr_printf ( x1 + w , y , " total: %i:%02i:%02i " , Players [ Player_num ] . hours_total , f2i ( Players [ Player_num ] . time_total ) / 60 % 60 , f2i ( Players [ Player_num ] . time_total ) % 60 ) ; //x1+w was 110
gr_get_string_size ( " ABCDEFGH 999/ " , & x1 , & h , & aw ) ;
gr_get_string_size ( " 999( " , & x2 , & h , & aw ) ; x2 + = x1 ;
gr_get_string_size ( " 100%) " , & x3 , & h , & aw ) ; x3 + = x2 ;
gr_get_string_size ( " " , & x4 , & h , & aw ) ; x4 + = x3 ;
gr_get_string_size ( " shrt " , & x5 , & h , & aw ) ; x5 + = x4 ;
for ( j = 0 ; j < MAX_PLAYERS ; j + + ) {
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y + = FONTSCALE_Y ( GAME_FONT - > ft_h + 2 ) ;
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if ( ! Players [ j ] . callsign [ 0 ] ) continue ; //don't print blank entries
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if ( Players [ j ] . connected ! = 1 )
gr_set_fontcolor ( gr_getcolor ( 12 , 12 , 12 ) , - 1 ) ;
else
gr_set_fontcolor ( gr_getcolor ( player_rgb [ j ] . r , player_rgb [ j ] . g , player_rgb [ j ] . b ) , - 1 ) ;
2006-03-20 16:43:15 +00:00
gr_printf ( 0 , y , " %s " , Players [ j ] . callsign ) ;
sprintf ( buf , " %i/ " , Players [ j ] . net_kills_total ) ;
gr_get_string_size ( buf , & w , & h , & aw ) ;
gr_string ( x1 - w , y , buf ) ; //was 62-w
sprintf ( buf , " %i( " , Players [ j ] . net_killed_total ) ;
gr_get_string_size ( buf , & w , & h , & aw ) ;
gr_string ( x2 - w , y , buf ) ; //was 80-w
sprintf ( buf , " %i%%) " , ( Players [ j ] . net_killed_total + Players [ j ] . net_kills_total ) ? ( Players [ j ] . net_kills_total * 100 ) / ( Players [ j ] . net_killed_total + Players [ j ] . net_kills_total ) : 0 ) ;
gr_get_string_size ( buf , & w , & h , & aw ) ;
if ( w > x3 - x2 ) w = x3 - x2 ; //was 22
gr_string ( x3 - w , y , buf ) ; //was 103-w
gr_printf ( x4 , y , " %s " , ( ( j = = Player_num ) ? Network_short_packets : Net_D1xPlayer [ j ] . shp ) ? " shrt " : " long " ) ; //x4 was 110
gr_printf ( x5 , y , " %s " , ( j = = Player_num ) ? DESCENT_VERSION : Net_D1xPlayer [ j ] . ver ) ; //x5 was 136
}
}
# endif
static int timer_paused = 0 ;
void stop_time ( )
{
if ( timer_paused = = 0 ) {
fix time ;
time = timer_get_fixed_seconds ( ) ;
last_timer_value = time - last_timer_value ;
if ( last_timer_value < 0 ) {
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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Int3 ( ) ; //get Matt!!!!
# endif
last_timer_value = 0 ;
}
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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time_stopped = time ;
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# endif
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}
timer_paused + + ;
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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stop_count + + ;
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# endif
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}
void start_time ( )
{
timer_paused - - ;
Assert ( timer_paused > = 0 ) ;
if ( timer_paused = = 0 ) {
fix time ;
time = timer_get_fixed_seconds ( ) ;
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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if ( last_timer_value < 0 )
Int3 ( ) ; //get Matt!!!!
}
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# endif
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last_timer_value = time - last_timer_value ;
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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time_started = time ;
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# endif
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}
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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start_count + + ;
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# endif
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}
void game_flush_inputs ( )
{
int dx , dy ;
key_flush ( ) ;
joy_flush ( ) ;
mouse_flush ( ) ;
mouse_get_delta ( & dx , & dy ) ; // Read mouse
memset ( & Controls , 0 , sizeof ( control_info ) ) ;
}
void reset_time ( )
{
last_timer_value = timer_get_fixed_seconds ( ) ;
}
int maxfps = 80 ;
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int use_nice_fps = 1 ;
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void calc_frame_time ( )
{
fix timer_value , last_frametime = FrameTime ;
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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_last_frametime = last_frametime ;
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# endif
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timer_value = timer_get_fixed_seconds ( ) ;
FrameTime = timer_value - last_timer_value ;
while ( FrameTime < f1_0 / maxfps )
{
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if ( use_nice_fps )
timer_delay ( f1_0 / maxfps - FrameTime ) ;
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timer_value = timer_get_fixed_seconds ( ) ;
FrameTime = timer_value - last_timer_value ;
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}
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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_timer_value = timer_value ;
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# endif
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# ifndef NDEBUG
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if ( ! ( ( ( FrameTime > 0 ) & & ( FrameTime < = F1_0 ) ) | | ( Function_mode = = FMODE_EDITOR ) | | ( Newdemo_state = = ND_STATE_PLAYBACK ) ) ) {
mprintf ( ( 1 , " Bad FrameTime - value = %x \n " , FrameTime ) ) ;
if ( FrameTime = = 0 )
{
FrameTime = 1 ;
}
}
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# endif
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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actual_last_timer_value = last_timer_value ;
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# endif
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if ( Game_turbo_mode )
FrameTime * = 2 ;
RealFrameTime = FrameTime ;
last_timer_value = timer_value ;
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if ( FrameTime < 0 ) //if bogus frametime...
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FrameTime = last_frametime ; //...then use time from last frame
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# ifndef NDEBUG
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if ( fixed_frametime ) FrameTime = fixed_frametime ;
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# endif
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# ifndef NDEBUG
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// Pause here!!!
if ( Debug_pause ) {
int c ;
c = 0 ;
while ( c = = 0 )
c = key_peekkey ( ) ;
if ( c = = KEY_P ) {
Debug_pause = 0 ;
c = key_inkey ( ) ;
}
last_timer_value = timer_get_fixed_seconds ( ) ;
}
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# endif
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# if defined(TIMER_TEST) && !defined(NDEBUG)
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stop_count = start_count = 0 ;
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# endif
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// Set value to determine whether homing missile can see target.
// The lower frametime is, the more likely that it can see its target.
if ( FrameTime < = F1_0 / 16 )
Min_trackable_dot = 3 * ( F1_0 - MIN_TRACKABLE_DOT ) / 4 + MIN_TRACKABLE_DOT ;
else if ( FrameTime < F1_0 / 4 )
Min_trackable_dot = fixmul ( F1_0 - MIN_TRACKABLE_DOT , F1_0 - 4 * FrameTime ) + MIN_TRACKABLE_DOT ;
else
Min_trackable_dot = MIN_TRACKABLE_DOT ;
}
void move_player_2_segment ( segment * seg , int side )
{
vms_vector vp ;
compute_segment_center ( & ConsoleObject - > pos , seg ) ;
compute_center_point_on_side ( & vp , seg , side ) ;
vm_vec_sub2 ( & vp , & ConsoleObject - > pos ) ;
vm_vector_2_matrix ( & ConsoleObject - > orient , & vp , NULL , NULL ) ;
obj_relink ( ConsoleObject - Objects , SEG_PTR_2_NUM ( seg ) ) ;
}
fix Show_view_text_timer = - 1 ;
# ifndef NDEBUG
void draw_window_label ( )
{
if ( Show_view_text_timer > 0 )
{
char * viewer_name , * control_name ;
Show_view_text_timer - = FrameTime ;
gr_set_curfont ( GAME_FONT ) ;
switch ( Viewer - > type )
{
case OBJ_FIREBALL : viewer_name = " Fireball " ; break ;
case OBJ_ROBOT : viewer_name = " Robot " ; break ;
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case OBJ_HOSTAGE : viewer_name = " Hostage " ; break ;
case OBJ_PLAYER : viewer_name = " Player " ; break ;
case OBJ_WEAPON : viewer_name = " Weapon " ; break ;
case OBJ_CAMERA : viewer_name = " Camera " ; break ;
case OBJ_POWERUP : viewer_name = " Powerup " ; break ;
case OBJ_DEBRIS : viewer_name = " Debris " ; break ;
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case OBJ_CNTRLCEN : viewer_name = " Control Center " ; break ;
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default : viewer_name = " Unknown " ; break ;
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}
switch ( Viewer - > control_type ) {
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case CT_NONE : control_name = " Stopped " ; break ;
case CT_AI : control_name = " AI " ; break ;
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case CT_FLYING : control_name = " Flying " ; break ;
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case CT_SLEW : control_name = " Slew " ; break ;
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case CT_FLYTHROUGH : control_name = " Flythrough " ; break ;
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case CT_MORPH : control_name = " Morphing " ; break ;
default : control_name = " Unknown " ; break ;
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}
gr_set_fontcolor ( gr_getcolor ( 31 , 0 , 0 ) , - 1 ) ;
gr_printf ( 0x8000 , 45 , " %s View - %s " , viewer_name , control_name ) ;
}
}
# endif
void render_countdown_gauge ( )
{
if ( ! Endlevel_sequence & & Fuelcen_control_center_destroyed & & ( Fuelcen_seconds_left > - 1 ) & & ( Fuelcen_seconds_left < 127 ) ) {
int y ;
gr_set_curfont ( GAME_FONT ) ;
gr_set_fontcolor ( gr_getcolor ( 0 , 63 , 0 ) , - 1 ) ;
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y = FONTSCALE_Y ( /*20 + */ GAME_FONT - > ft_h * 5 ) ;
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if ( ! ( ( Cockpit_mode = = CM_STATUS_BAR ) & & ( Game_window_w > = 19 ) ) )
y + = 5 ;
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if ( HUD_nmessages < = 4 ) // do not display if it may overlap with hud messages
gr_printf ( 0x8000 , y , " T-%d s " , Fuelcen_seconds_left ) ;
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}
}
# ifdef NETWORK
void game_draw_multi_message ( )
{
char temp_string [ MAX_MULTI_MESSAGE_LEN + 25 ] ;
if ( ( Game_mode & GM_MULTI ) & & ( multi_sending_message ) ) {
gr_set_curfont ( GAME_FONT ) ; //GAME_FONT );
gr_set_fontcolor ( gr_getcolor ( 0 , 63 , 0 ) , - 1 ) ;
sprintf ( temp_string , " %s: %s_ " , TXT_MESSAGE , Network_message ) ;
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draw_centered_text ( grd_curcanv - > cv_bitmap . bm_h / 2 - ( 16 * SHEIGHT / 200 ) , temp_string ) ;
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}
if ( ( Game_mode & GM_MULTI ) & & ( multi_defining_message ) ) {
gr_set_curfont ( GAME_FONT ) ; //GAME_FONT );
gr_set_fontcolor ( gr_getcolor ( 0 , 63 , 0 ) , - 1 ) ;
sprintf ( temp_string , " %s #%d: %s_ " , TXT_MACRO , multi_defining_message , Network_message ) ;
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draw_centered_text ( grd_curcanv - > cv_bitmap . bm_h / 2 - ( 16 * SHEIGHT / 200 ) , temp_string ) ;
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}
}
# endif
// Returns the length of the first 'n' characters of a string.
int string_width ( char * s , int n )
{
int w , h , aw ;
char p ;
p = s [ n ] ;
s [ n ] = 0 ;
gr_get_string_size ( s , & w , & h , & aw ) ;
s [ n ] = p ;
return w ;
}
// Draw string 's' centered on a canvas... if wider than
// canvas, then wrap it.
void draw_centered_text ( int y , char * s )
{
int i , l ;
char p ;
l = strlen ( s ) ;
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if ( string_width ( s , l ) < grd_curcanv - > cv_bitmap . bm_w ) {
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gr_string ( 0x8000 , y , s ) ;
return ;
}
for ( i = 0 ; i < l ; i + + ) {
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if ( string_width ( s , i ) > ( grd_curcanv - > cv_bitmap . bm_w - 16 ) ) {
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p = s [ i ] ;
s [ i ] = 0 ;
gr_string ( 0x8000 , y , s ) ;
s [ i ] = p ;
gr_string ( 0x8000 , y + grd_curcanv - > cv_font - > ft_h + 1 , & s [ i ] ) ;
return ;
}
}
}
extern fix Cruise_speed ;
void game_draw_hud_stuff ( )
{
# ifndef NDEBUG
if ( Debug_pause ) {
gr_set_curfont ( HELP_FONT ) ;
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gr_set_fontcolor ( gr_getcolor ( 31 , 31 , 31 ) , - 1 ) ;
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gr_ustring ( 0x8000 , 85 / 2 , " Debug Pause - Press P to exit " ) ;
}
# endif
# ifdef CROSSHAIR
if ( Viewer - > type = = OBJ_PLAYER )
laser_do_crosshair ( Viewer ) ;
# endif
# ifndef NDEBUG
draw_window_label ( ) ;
# endif
# ifdef NETWORK
game_draw_multi_message ( ) ;
# endif
if ( ( Newdemo_state = = ND_STATE_PLAYBACK ) | | ( Newdemo_state = = ND_STATE_RECORDING ) ) {
char message [ 128 ] ;
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int h , w , aw , y ;
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if ( Newdemo_state = = ND_STATE_PLAYBACK ) {
if ( Newdemo_vcr_state ! = ND_STATE_PRINTSCREEN ) {
sprintf ( message , " %s (%d%%%% %s) " , TXT_DEMO_PLAYBACK , newdemo_get_percent_done ( ) , TXT_DONE ) ;
} else {
strcpy ( message , " " ) ;
}
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} else {
extern int Newdemo_num_written ;
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sprintf ( message , " %s (%dK) " , TXT_DEMO_RECORDING , ( Newdemo_num_written / 1024 ) ) ;
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}
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gr_set_curfont ( GAME_FONT ) ; //GAME_FONT );
gr_set_fontcolor ( gr_getcolor ( 27 , 0 , 0 ) , - 1 ) ;
gr_get_string_size ( message , & w , & h , & aw ) ;
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y = grd_curcanv - > cv_bitmap . bm_h ;
if ( Cockpit_mode = = CM_FULL_COCKPIT )
y = grd_curcanv - > cv_bitmap . bm_h / 1.15 ;
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if ( Cockpit_mode ! = CM_REAR_VIEW )
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gr_printf ( ( grd_curcanv - > cv_bitmap . bm_w - w ) / 2 , y - h - 2 , message ) ;
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}
render_countdown_gauge ( ) ;
if ( Player_num > - 1 & & Viewer - > type = = OBJ_PLAYER & & Viewer - > id = = Player_num ) {
int x = 3 ;
int y = grd_curcanv - > cv_bitmap . bm_h ;
gr_set_curfont ( GAME_FONT ) ;
gr_set_fontcolor ( gr_getcolor ( 0 , 31 , 0 ) , - 1 ) ;
if ( Cruise_speed > 0 )
{
if ( Cockpit_mode = = CM_FULL_SCREEN ) {
if ( Game_mode & GM_MULTI )
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y - = FONTSCALE_Y ( 64 ) ;
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else
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y - = FONTSCALE_Y ( 24 ) ;
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} else {
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if ( Cockpit_mode = = CM_STATUS_BAR )
{
if ( Game_mode & GM_MULTI )
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y - = FONTSCALE_Y ( 48 ) ;
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else
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y - = FONTSCALE_Y ( 24 ) ;
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} else {
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y = FONTSCALE_Y ( 12 ) ;
x = FONTSCALE_Y ( 20 ) ;
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}
}
gr_printf ( x , y , " %s %2d%% " , TXT_CRUISE , f2i ( Cruise_speed ) ) ;
}
}
if ( framerate_on )
show_framerate ( ) ;
# ifdef NETWORK
if ( netplayerinfo_on )
show_netplayerinfo ( ) ;
# endif
# ifndef SHAREWARE
if ( ( Newdemo_state = = ND_STATE_PLAYBACK ) )
Game_mode = Newdemo_game_mode ;
# endif
draw_hud ( ) ;
# ifndef SHAREWARE
if ( ( Newdemo_state = = ND_STATE_PLAYBACK ) )
Game_mode = GM_NORMAL ;
# endif
if ( Player_is_dead )
player_dead_message ( ) ;
}
extern int gr_bitblt_dest_step_shift ;
extern int gr_bitblt_double ;
//render a frame for the game
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void game_do_render_frame ( int flip )
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{
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gr_set_current_canvas ( & Screen_3d_window ) ;
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render_frame ( 0 ) ;
game_draw_hud_stuff ( ) ;
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update_cockpits ( 0 ) ;
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if ( Cockpit_mode = = CM_FULL_COCKPIT | | Cockpit_mode = = CM_STATUS_BAR ) {
# ifndef SHAREWARE
if ( ( Newdemo_state = = ND_STATE_PLAYBACK ) )
Game_mode = Newdemo_game_mode ;
# endif
render_gauges ( ) ;
# ifndef SHAREWARE
if ( ( Newdemo_state = = ND_STATE_PLAYBACK ) )
Game_mode = GM_NORMAL ;
# endif
}
if ( show_radar & & ! Endlevel_sequence )
radar_render_frame ( ) ;
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if ( flip )
gr_flip ( ) ;
else
gr_update ( ) ;
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}
void game_render_frame ( )
{
set_screen_mode ( SCREEN_GAME ) ;
play_homing_warning ( ) ;
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game_do_render_frame ( Game_double_buffer ) ;
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stop_time ( ) ;
gr_palette_fade_in ( gr_palette , 32 , 0 ) ;
start_time ( ) ;
}
void do_photos ( ) ;
void level_with_floor ( ) ;
# ifndef OGL
void save_screen_shot ( int automap_flag )
{
fix t1 ;
char message [ 100 ] ;
grs_canvas * screen_canv = & grd_curscreen - > sc_canvas ;
grs_font * save_font ;
static int savenum = 0 ;
grs_canvas * temp_canv , * save_canv ;
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char savename [ 13 + sizeof ( SCRNS_DIR ) ] ;
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ubyte pal [ 768 ] ;
int w , h , aw , x , y ;
// Can't do screen shots in VR modes.
if ( VR_render_mode ! = VR_NONE )
return ;
stop_time ( ) ;
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if ( ! cfexist ( SCRNS_DIR ) )
mkdir ( SCRNS_DIR
# ifndef __WINDOWS__
, 0775
# endif
) ; //try making directory
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save_canv = grd_curcanv ;
temp_canv = gr_create_canvas ( screen_canv - > cv_bitmap . bm_w , screen_canv - > cv_bitmap . bm_h ) ;
gr_set_current_canvas ( temp_canv ) ;
gr_ubitmap ( 0 , 0 , & screen_canv - > cv_bitmap ) ;
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if ( savenum = = 9999 ) savenum = 0 ;
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sprintf ( savename , " %sscrn%04d.pcx " , SCRNS_DIR , savenum + + ) ;
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while ( ! access ( savename , 0 ) )
{
if ( savenum = = 9999 ) savenum = 0 ;
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sprintf ( savename , " %sscrn%04d.pcx " , SCRNS_DIR , savenum + + ) ;
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}
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sprintf ( message , " %s '%s' " , TXT_DUMPING_SCREEN , savename ) ;
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gr_set_current_canvas ( NULL ) ;
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save_font = grd_curcanv - > cv_font ;
gr_set_curfont ( GAME_FONT ) ;
gr_set_fontcolor ( gr_find_closest_color_current ( 0 , 31 , 0 ) , - 1 ) ;
gr_get_string_size ( message , & w , & h , & aw ) ;
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x = ( grd_curcanv - > cv_w - w ) / 2 ;
y = ( grd_curcanv - > cv_h - h ) / 2 ;
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if ( automap_flag ) {
modex_print_message ( 32 , y , message ) ;
} else {
gr_setcolor ( gr_find_closest_color_current ( 0 , 0 , 0 ) ) ;
gr_rect ( x - 2 , y - 2 , x + w + 2 , y + h + 2 ) ;
gr_printf ( x , y , message ) ;
gr_set_curfont ( save_font ) ;
}
t1 = timer_get_fixed_seconds ( ) + F1_0 ;
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gr_palette_read ( pal ) ; //get actual palette from the hardware
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pcx_write_bitmap ( savename , & temp_canv - > cv_bitmap , pal ) ;
while ( timer_get_fixed_seconds ( ) < t1 ) ; // Wait so that messag stays up at least 1 second.
gr_set_current_canvas ( screen_canv ) ;
if ( ! automap_flag )
gr_ubitmap ( 0 , 0 , & temp_canv - > cv_bitmap ) ;
gr_free_canvas ( temp_canv ) ;
gr_set_current_canvas ( save_canv ) ;
key_flush ( ) ;
start_time ( ) ;
}
# endif //OGL
//initialize flying
void fly_init ( object * obj )
{
obj - > control_type = CT_FLYING ;
obj - > movement_type = MT_PHYSICS ;
vm_vec_zero ( & obj - > mtype . phys_info . velocity ) ;
vm_vec_zero ( & obj - > mtype . phys_info . thrust ) ;
vm_vec_zero ( & obj - > mtype . phys_info . rotvel ) ;
vm_vec_zero ( & obj - > mtype . phys_info . rotthrust ) ;
}
int sound_nums [ ] = { 10 , 11 , 20 , 21 , 30 , 31 , 32 , 33 , 40 , 41 , 50 , 51 , 60 , 61 , 62 , 70 , 80 , 81 , 82 , 83 , 90 , 91 } ;
# define N_TEST_SOUNDS (sizeof(sound_nums) / sizeof(*sound_nums))
int test_sound_num = 0 ;
void play_test_sound ( )
{
digi_play_sample ( sound_nums [ test_sound_num ] , F1_0 ) ;
}
// ------------------------------------------------------------------------------------
void advance_sound ( )
{
if ( + + test_sound_num = = N_TEST_SOUNDS )
test_sound_num = 0 ;
}
void test_anim_states ( ) ;
//put up the help message
void do_show_help ( )
{
show_help ( ) ;
}
//--unused-- int save_newdemo_state;
extern int been_in_editor ;
// ------------------------------------------------------------------------------------
void do_cloak_stuff ( void )
{
int i ;
for ( i = 0 ; i < N_players ; i + + )
if ( Players [ i ] . flags & PLAYER_FLAGS_CLOAKED ) {
if ( GameTime - Players [ i ] . cloak_time > CLOAK_TIME_MAX ) {
Players [ i ] . flags & = ~ PLAYER_FLAGS_CLOAKED ;
if ( i = = Player_num ) {
digi_play_sample ( SOUND_CLOAK_OFF , F1_0 ) ;
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# ifdef NETWORK
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if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_CLOAK_OFF , F1_0 ) ;
maybe_drop_net_powerup ( POW_CLOAK ) ;
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if ( Newdemo_state = = ND_STATE_RECORDING )
multi_send_decloak ( ) ; // For demo recording
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# endif
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}
}
}
}
// ------------------------------------------------------------------------------------
void do_invulnerable_stuff ( void )
{
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) {
if ( GameTime - Players [ Player_num ] . invulnerable_time > INVULNERABLE_TIME_MAX ) {
Players [ Player_num ] . flags ^ = PLAYER_FLAGS_INVULNERABLE ;
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# ifdef NETWORK
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maybe_drop_net_powerup ( POW_INVULNERABILITY ) ;
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# endif
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digi_play_sample ( SOUND_INVULNERABILITY_OFF , F1_0 ) ;
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# ifdef NETWORK
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if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_INVULNERABILITY_OFF , F1_0 ) ;
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# endif
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mprintf ( ( 0 , " --- You have been DE-INVULNERABLEIZED! --- \n " ) ) ;
}
}
}
// Amount to diminish guns towards normal, per second.
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# define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal
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// ------------------------------------------------------------------------------------
// Diminish palette effects towards normal.
void diminish_palette_towards_normal ( void )
{
int dec_amount = 0 ;
if ( FrameTime < F1_0 / DIMINISH_RATE ) {
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if ( d_rand ( ) < FrameTime * DIMINISH_RATE / 2 ) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame
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dec_amount = 1 ;
} else {
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dec_amount = f2i ( FrameTime * DIMINISH_RATE ) ; // one second = DIMINISH_RATE counts
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if ( dec_amount = = 0 )
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dec_amount + + ; // make sure we decrement by something
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}
if ( PaletteRedAdd > 0 ) { PaletteRedAdd - = dec_amount ; if ( PaletteRedAdd < 0 ) PaletteRedAdd = 0 ; }
if ( PaletteRedAdd < 0 ) { PaletteRedAdd + = dec_amount ; if ( PaletteRedAdd > 0 ) PaletteRedAdd = 0 ; }
if ( PaletteGreenAdd > 0 ) { PaletteGreenAdd - = dec_amount ; if ( PaletteGreenAdd < 0 ) PaletteGreenAdd = 0 ; }
if ( PaletteGreenAdd < 0 ) { PaletteGreenAdd + = dec_amount ; if ( PaletteGreenAdd > 0 ) PaletteGreenAdd = 0 ; }
if ( PaletteBlueAdd > 0 ) { PaletteBlueAdd - = dec_amount ; if ( PaletteBlueAdd < 0 ) PaletteBlueAdd = 0 ; }
if ( PaletteBlueAdd < 0 ) { PaletteBlueAdd + = dec_amount ; if ( PaletteBlueAdd > 0 ) PaletteBlueAdd = 0 ; }
if ( ( Newdemo_state = = ND_STATE_RECORDING ) & & ( PaletteRedAdd | | PaletteGreenAdd | | PaletteBlueAdd ) )
newdemo_record_palette_effect ( PaletteRedAdd , PaletteGreenAdd , PaletteBlueAdd ) ;
gr_palette_step_up ( PaletteRedAdd , PaletteGreenAdd , PaletteBlueAdd ) ;
}
int Redsave , Bluesave , Greensave ;
void palette_save ( void )
{
Redsave = PaletteRedAdd ; Bluesave = PaletteBlueAdd ; Greensave = PaletteGreenAdd ;
}
void palette_restore ( void )
{
PaletteRedAdd = Redsave ; PaletteBlueAdd = Bluesave ; PaletteGreenAdd = Greensave ;
gr_palette_step_up ( PaletteRedAdd , PaletteGreenAdd , PaletteBlueAdd ) ;
}
extern void dead_player_frame ( void ) ;
# ifndef RELEASE
void do_cheat_menu ( )
{
int mmn ;
newmenu_item mm [ 16 ] ;
char score_text [ 21 ] ;
sprintf ( score_text , " %d " , Players [ Player_num ] . score ) ;
mm [ 0 ] . type = NM_TYPE_CHECK ; mm [ 0 ] . value = Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ; mm [ 0 ] . text = " Invulnerability " ;
mm [ 1 ] . type = NM_TYPE_CHECK ; mm [ 1 ] . value = Players [ Player_num ] . flags & PLAYER_FLAGS_IMMATERIAL ; mm [ 1 ] . text = " Immaterial " ;
mm [ 2 ] . type = NM_TYPE_CHECK ; mm [ 2 ] . value = 0 ; mm [ 2 ] . text = " All keys " ;
mm [ 3 ] . type = NM_TYPE_NUMBER ; mm [ 3 ] . value = f2i ( Players [ Player_num ] . energy ) ; mm [ 3 ] . text = " % Energy " ; mm [ 3 ] . min_value = 0 ; mm [ 3 ] . max_value = 200 ;
mm [ 4 ] . type = NM_TYPE_NUMBER ; mm [ 4 ] . value = f2i ( Players [ Player_num ] . shields ) ; mm [ 4 ] . text = " % Shields " ; mm [ 4 ] . min_value = 0 ; mm [ 4 ] . max_value = 200 ;
mm [ 5 ] . type = NM_TYPE_TEXT ; mm [ 5 ] . text = " Score: " ;
mm [ 6 ] . type = NM_TYPE_INPUT ; mm [ 6 ] . text_len = 10 ; mm [ 6 ] . text = score_text ;
mm [ 7 ] . type = NM_TYPE_RADIO ; mm [ 7 ] . value = ( Players [ Player_num ] . laser_level = = 0 ) ; mm [ 7 ] . group = 0 ; mm [ 7 ] . text = " Laser level 1 " ;
mm [ 8 ] . type = NM_TYPE_RADIO ; mm [ 8 ] . value = ( Players [ Player_num ] . laser_level = = 1 ) ; mm [ 8 ] . group = 0 ; mm [ 8 ] . text = " Laser level 2 " ;
mm [ 9 ] . type = NM_TYPE_RADIO ; mm [ 9 ] . value = ( Players [ Player_num ] . laser_level = = 2 ) ; mm [ 9 ] . group = 0 ; mm [ 9 ] . text = " Laser level 3 " ;
mm [ 10 ] . type = NM_TYPE_RADIO ; mm [ 10 ] . value = ( Players [ Player_num ] . laser_level = = 3 ) ; mm [ 10 ] . group = 0 ; mm [ 10 ] . text = " Laser level 4 " ;
mm [ 11 ] . type = NM_TYPE_NUMBER ; mm [ 11 ] . value = Players [ Player_num ] . secondary_ammo [ CONCUSSION_INDEX ] ; mm [ 11 ] . text = " Missiles " ; mm [ 11 ] . min_value = 0 ; mm [ 11 ] . max_value = 200 ;
mmn = newmenu_do ( " Wimp Menu " , NULL , 12 , mm , NULL ) ;
if ( mmn > - 1 ) {
if ( mm [ 0 ] . value ) {
Players [ Player_num ] . flags | = PLAYER_FLAGS_INVULNERABLE ;
Players [ Player_num ] . invulnerable_time = GameTime + i2f ( 1000 ) ;
} else
Players [ Player_num ] . flags & = ~ PLAYER_FLAGS_INVULNERABLE ;
if ( mm [ 1 ] . value )
Players [ Player_num ] . flags | = PLAYER_FLAGS_IMMATERIAL ;
else
Players [ Player_num ] . flags & = ~ PLAYER_FLAGS_IMMATERIAL ;
if ( mm [ 2 ] . value ) Players [ Player_num ] . flags | = PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY ;
Players [ Player_num ] . energy = i2f ( mm [ 3 ] . value ) ;
Players [ Player_num ] . shields = i2f ( mm [ 4 ] . value ) ;
Players [ Player_num ] . score = atoi ( mm [ 6 ] . text ) ;
if ( mm [ 7 ] . value ) Players [ Player_num ] . laser_level = 0 ;
if ( mm [ 8 ] . value ) Players [ Player_num ] . laser_level = 1 ;
if ( mm [ 9 ] . value ) Players [ Player_num ] . laser_level = 2 ;
if ( mm [ 10 ] . value ) Players [ Player_num ] . laser_level = 3 ;
Players [ Player_num ] . secondary_ammo [ CONCUSSION_INDEX ] = mm [ 11 ] . value ;
init_gauges ( ) ;
}
}
# endif
// --------------------------------------------------------------------------------------------------
int allowed_to_fire_laser ( void )
{
if ( Player_is_dead ) {
Global_missile_firing_count = 0 ;
return 0 ;
}
// Make sure enough time has elapsed to fire laser, but if it looks like it will
// be a long while before laser can be fired, then there must be some mistake!
if ( Next_laser_fire_time > GameTime )
if ( Next_laser_fire_time < GameTime + 2 * F1_0 )
return 0 ;
return 1 ;
}
fix Next_flare_fire_time = 0 ;
int allowed_to_fire_flare ( void )
{
if ( Next_flare_fire_time > GameTime )
if ( Next_flare_fire_time < GameTime + F1_0 ) // In case time is bogus, never wait > 1 second.
return 0 ;
Next_flare_fire_time = GameTime + F1_0 / 4 ;
return 1 ;
}
int allowed_to_fire_missile ( void )
{
// Make sure enough time has elapsed to fire missile, but if it looks like it will
// be a long while before missile can be fired, then there must be some mistake!
if ( Next_missile_fire_time > GameTime )
if ( Next_missile_fire_time < GameTime + 5 * F1_0 )
return 0 ;
return 1 ;
}
typedef struct bkg {
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short x , y , w , h ; // The location of the menu.
grs_bitmap * bmp ; // The background under the menu.
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} bkg ;
bkg bg = { 0 , 0 , 0 , 0 , NULL } ;
//show a message in a nice little box
void show_boxed_message ( char * msg )
{
int w , h , aw ;
int x , y ;
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gr_set_current_canvas ( NULL ) ;
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gr_set_curfont ( HELP_FONT ) ;
gr_get_string_size ( msg , & w , & h , & aw ) ;
x = ( grd_curscreen - > sc_w - w ) / 2 ;
y = ( grd_curscreen - > sc_h - h ) / 2 ;
if ( bg . bmp ) {
gr_free_bitmap ( bg . bmp ) ;
bg . bmp = NULL ;
}
// Save the background of the display
bg . x = x ; bg . y = y ; bg . w = w ; bg . h = h ;
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bg . bmp = gr_create_bitmap ( w + ( 30 * ( SWIDTH / 320 ) ) , h + ( 30 * ( SHEIGHT / 200 ) ) ) ;
gr_bm_ubitblt ( w + ( 30 * ( SWIDTH / 320 ) ) , h + ( 30 * ( SHEIGHT / 200 ) ) , 0 , 0 , x - ( 15 * ( SWIDTH / 320 ) ) , y - ( 15 * ( SHEIGHT / 200 ) ) , & ( grd_curscreen - > sc_canvas . cv_bitmap ) , bg . bmp ) ;
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nm_draw_background ( x - ( 15 * ( SWIDTH / 320 ) ) , y - ( 15 * ( SHEIGHT / 200 ) ) , x + w + ( 15 * ( SWIDTH / 320 ) ) - 1 , y + h + ( 15 * ( SHEIGHT / 200 ) ) - 1 ) ;
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gr_set_fontcolor ( gr_getcolor ( 31 , 31 , 31 ) , - 1 ) ;
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gr_ustring ( ( grd_curscreen - > sc_w - w ) / 2 , y , msg ) ;
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gr_update ( ) ;
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# ifdef OGL
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gr_flip ( ) ;
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# endif
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}
void clear_boxed_message ( )
{
if ( bg . bmp ) {
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gr_bitmap ( bg . x - ( 15 * ( SWIDTH / 320 ) ) , bg . y - ( 15 * ( SHEIGHT / 200 ) ) , bg . bmp ) ;
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gr_free_bitmap ( bg . bmp ) ;
bg . bmp = NULL ;
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gr_update ( ) ;
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}
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newmenu_close ( ) ;
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}
extern int Death_sequence_aborted ;
//Process selected keys until game unpaused. returns key that left pause (p or esc)
int do_game_pause ( int allow_menu )
{
int paused ;
int key ;
if ( Game_mode & GM_MULTI )
{
netplayerinfo_on = ! netplayerinfo_on ;
return ( KEY_PAUSE ) ;
}
digi_pause_all ( ) ;
stop_time ( ) ;
palette_save ( ) ;
reset_palette_add ( ) ;
game_flush_inputs ( ) ;
paused = 1 ;
set_screen_mode ( SCREEN_MENU ) ;
gr_palette_load ( gr_palette ) ;
show_boxed_message ( TXT_PAUSE ) ;
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/* give control back to the WM */
if ( FindArg ( " -grabmouse " ) )
SDL_WM_GrabInput ( SDL_GRAB_OFF ) ;
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while ( paused ) {
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timer_delay ( 1 ) ;
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# ifdef OGL
show_boxed_message ( TXT_PAUSE ) ;
# endif
key = key_inkey ( ) ;
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switch ( key ) {
case 0 :
break ;
case KEY_ESC :
if ( allow_menu )
Function_mode = FMODE_MENU ;
clear_boxed_message ( ) ;
paused = 0 ;
break ;
case KEY_F1 :
clear_boxed_message ( ) ;
do_show_help ( ) ;
show_boxed_message ( TXT_PAUSE ) ;
break ;
case KEY_PRINT_SCREEN :
save_screen_shot ( 0 ) ;
break ;
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# ifndef RELEASE
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case KEY_BACKSP : Int3 ( ) ; break ;
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# endif
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default :
switch ( key & 0xFF ) {
case KEY_LALT : case KEY_RALT : case KEY_TAB : case KEY_LSHIFT : case KEY_RSHIFT :
break ; //ignore (shift+)alt+tab while paused -MPM
default :
clear_boxed_message ( ) ;
paused = 0 ;
break ;
}
break ;
}
}
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/* keep the mouse from wandering in SDL */
if ( FindArg ( " -grabmouse " ) )
SDL_WM_GrabInput ( SDL_GRAB_ON ) ;
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game_flush_inputs ( ) ;
palette_restore ( ) ;
start_time ( ) ;
digi_resume_all ( ) ;
return key ;
}
void show_help ( )
{
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newmenu_item m [ 25 ] ;
int mc = 0 ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_ESC ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_ALT_F2 ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_ALT_F3 ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_F2 ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_F3 ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " SHIFT-F3 \t TOGGLE RADAR " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_F5 ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " ALT-F7 \t switch hud-mode " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " ALT-F9/F10 \t change screen size " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_PAUSE ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_PRTSCN ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_1TO5 ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = TXT_HELP_6TO10 ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " MULTIPLAYER: " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " CTRL-N \t GAME-MASTER MENU " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " F7 \t SHOW KILL LIST " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " CTRL-F7 \t SHOW PING STATS " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " F8 \t SEND MESSAGE " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " ALT-F6 \t ACCEPT JOINING PLAYER " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " SHIFT-ALT-F6 \t DUMP JOINING PLAYER " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " F8 to F12 \t SEND MACRO " ; mc + + ;
m [ mc ] . type = NM_TYPE_TEXT ; m [ mc ] . text = " SHIFT-F8 to SHIFT-F12 \t DEFINE MACRO " ; mc + + ;
newmenu_dotiny ( NULL , TXT_KEYS , mc , m , NULL ) ;
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}
//temp function until Matt cleans up game sequencing
extern void temp_reset_stuff_on_level ( ) ;
//deal with rear view - switch it on, or off, or whatever
void check_rear_view ( )
{
# define LEAVE_TIME 0x4000 //how long until we decide key is down (Used to be 0x4000)
static int leave_mode ;
static fix entry_time ;
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if ( Controls . rear_view_down_count ) { //key/button has gone down
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if ( Rear_view ) {
Rear_view = 0 ;
if ( Cockpit_mode = = CM_REAR_VIEW ) {
select_cockpit ( old_cockpit_mode ) ;
}
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_restore_rearview ( ) ;
}
else {
Rear_view = 1 ;
leave_mode = 0 ; //means wait for another key
entry_time = timer_get_fixed_seconds ( ) ;
if ( Cockpit_mode = = CM_FULL_COCKPIT ) {
old_cockpit_mode = Cockpit_mode ;
select_cockpit ( CM_REAR_VIEW ) ;
}
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_rearview ( ) ;
}
}
else
if ( Controls . rear_view_down_state ) {
if ( leave_mode = = 0 & & ( timer_get_fixed_seconds ( ) - entry_time ) > LEAVE_TIME )
leave_mode = 1 ;
}
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else
{
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if ( leave_mode = = 1 & & Rear_view ) {
Rear_view = 0 ;
if ( Cockpit_mode = = CM_REAR_VIEW ) {
select_cockpit ( old_cockpit_mode ) ;
}
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_restore_rearview ( ) ;
}
}
}
void reset_rear_view ( void )
{
if ( Rear_view ) {
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_restore_rearview ( ) ;
}
Rear_view = 0 ;
if ( Cockpit_mode = = CM_REAR_VIEW )
select_cockpit ( old_cockpit_mode ) ;
}
int Automap_flag ;
int Config_menu_flag ;
jmp_buf LeaveGame ;
# ifndef FINAL_CHEATS
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ubyte cheat_enable_keys [ ] = { KEY_G , KEY_A , KEY_B , KEY_B , KEY_A , KEY_G , KEY_A , KEY_B , KEY_B , KEY_A , KEY_H , KEY_E , KEY_Y } ;
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# endif
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sbyte Enable_john_cheat_1 , Enable_john_cheat_2 , Enable_john_cheat_3 , Enable_john_cheat_4 ;
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int cheat_enable_index ;
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# define CHEAT_ENABLE_LENGTH (sizeof(cheat_enable_keys) / sizeof(*cheat_enable_keys))
# ifdef FINAL_CHEATS
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ubyte cheat_enable_keys [ ] = { KEY_G , KEY_A , KEY_B , KEY_B , KEY_A , KEY_G , KEY_A , KEY_B , KEY_B , KEY_A , KEY_H , KEY_E , KEY_Y } ;
ubyte cheat_wowie [ ] = { KEY_S , KEY_C , KEY_O , KEY_U , KEY_R , KEY_G , KEY_E } ;
ubyte cheat_allkeys [ ] = { KEY_M , KEY_I , KEY_T , KEY_Z , KEY_I } ;
ubyte cheat_invuln [ ] = { KEY_R , KEY_A , KEY_C , KEY_E , KEY_R , KEY_X } ;
ubyte cheat_cloak [ ] = { KEY_G , KEY_U , KEY_I , KEY_L , KEY_E } ;
ubyte cheat_shield [ ] = { KEY_T , KEY_W , KEY_I , KEY_L , KEY_I , KEY_G , KEY_H , KEY_T } ;
ubyte cheat_warp [ ] = { KEY_F , KEY_A , KEY_R , KEY_M , KEY_E , KEY_R , KEY_J , KEY_O , KEY_E } ;
ubyte cheat_astral [ ] = { KEY_A , KEY_S , KEY_T , KEY_R , KEY_A , KEY_L } ;
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# define NUM_NEW_CHEATS 5
# define CHEAT_WOWIE_LENGTH (sizeof(cheat_wowie) / sizeof(*cheat_wowie))
# define CHEAT_ALLKEYS_LENGTH (sizeof(cheat_allkeys) / sizeof(*cheat_allkeys))
# define CHEAT_INVULN_LENGTH (sizeof(cheat_invuln) / sizeof(*cheat_invuln))
# define CHEAT_CLOAK_LENGTH (sizeof(cheat_cloak) / sizeof(*cheat_cloak))
# define CHEAT_SHIELD_LENGTH (sizeof(cheat_shield) / sizeof(*cheat_shield))
# define CHEAT_WARP_LENGTH (sizeof(cheat_warp) / sizeof(*cheat_warp))
# define CHEAT_ASTRAL_LENGTH (sizeof(cheat_astral) / sizeof(*cheat_astral))
# define CHEAT_TURBOMODE_OFS 0
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# define CHEAT_WOWIE2_OFS 1
# define CHEAT_NEWLIFE_OFS 2
# define CHEAT_EXITPATH_OFS 3
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# define CHEAT_ROBOTPAUSE_OFS 4
# define CHEAT_TURBOMODE_LENGTH 6
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# define CHEAT_WOWIE2_LENGTH 6
# define CHEAT_NEWLIFE_LENGTH 5
# define CHEAT_EXITPATH_LENGTH 5
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# define CHEAT_ROBOTPAUSE_LENGTH 6
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int cheat_wowie_index ;
int cheat_allkeys_index ;
int cheat_invuln_index ;
int cheat_cloak_index ;
int cheat_shield_index ;
int cheat_warp_index ;
int cheat_astral_index ;
int cheat_turbomode_index ;
int cheat_wowie2_index ;
int cheat_newlife_index ;
int cheat_exitpath_index ;
int cheat_robotpause_index ;
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# endif
// Frametime "cheat" code stuff
# define IMPLEMENT_CHEAT(name, action) if (key == cheat_ ## name [cheat_ ## name ## _index]) {\
if ( + + cheat_ # # name # # _index = = ( sizeof ( cheat_ # # name ) / sizeof ( * cheat_ # # name ) ) ) { \
action ; \
cheat_ # # name # # _index = 0 ; \
} \
} else cheat_ # # name # # _index = 0 ; \
//DEFINE_CHEAT needs to be done this weird way since stupid c macros can't (portably) handle multiple args, nor can they realize that within {}'s should all be the same arg. blah.
# define DEFINE_CHEAT(name) int cheat_ ## name ## _index;\
ubyte cheat_ # # name [ ]
DEFINE_CHEAT ( frametime ) = { KEY_F , KEY_R , KEY_A , KEY_M , KEY_E , KEY_T , KEY_I , KEY_M , KEY_E } ;
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int gr_renderstats = 0 ;
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DEFINE_CHEAT ( renderstats ) = { KEY_R , KEY_E , KEY_N , KEY_D , KEY_E , KEY_R , KEY_S , KEY_T , KEY_A , KEY_T , KEY_S } ;
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int Cheats_enabled = 0 ;
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extern int Laser_rapid_fire , Ugly_robot_cheat ;
extern void do_lunacy_on ( ) , do_lunacy_off ( ) ;
extern int Physics_cheat_flag ;
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void game_disable_cheats ( )
{
Game_turbo_mode = 0 ;
Cheats_enabled = 0 ;
do_lunacy_off ( ) ;
Laser_rapid_fire = 0 ;
Ugly_robot_cheat = 0 ;
Physics_cheat_flag = 0 ;
}
// ------------------------------------------------------------------------------------
//this function is the game. called when game mode selected. runs until
//editor mode or exit selected
void game ( )
{
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do_lunacy_on ( ) ; // Copy values for insane into copy buffer in ai.c
do_lunacy_off ( ) ; // Restore true insane mode.
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Game_aborted = 0 ;
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last_drawn_cockpit = - 1 ; // Force cockpit to redraw next time a frame renders.
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Endlevel_sequence = 0 ;
cheat_enable_index = 0 ;
# ifdef FINAL_CHEATS
cheat_wowie_index = cheat_allkeys_index = cheat_invuln_index = cheat_cloak_index = cheat_shield_index = cheat_warp_index = cheat_astral_index = 0 ;
cheat_turbomode_index = cheat_wowie2_index = 0 ;
# endif
set_screen_mode ( SCREEN_GAME ) ;
reset_palette_add ( ) ;
set_warn_func ( game_show_warning ) ;
init_cockpit ( ) ;
init_gauges ( ) ;
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keyd_repeat = 1 ; // Do allow repeat in game
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# ifdef EDITOR
if ( Segments [ ConsoleObject - > segnum ] . segnum = = - 1 ) //segment no longer exists
obj_relink ( ConsoleObject - Objects , SEG_PTR_2_NUM ( Cursegp ) ) ;
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if ( ! check_obj_seg ( ConsoleObject ) )
move_player_2_segment ( Cursegp , Curside ) ;
# endif
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Viewer = ConsoleObject ;
fly_init ( ConsoleObject ) ;
Game_suspended = 0 ;
reset_time ( ) ;
FrameTime = 0 ; //make first frame zero
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# ifdef EDITOR
if ( Current_level_num = = 0 ) { //not a real level
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init_player_stats_game ( ) ;
init_ai_objects ( ) ;
}
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# endif
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fix_object_segs ( ) ;
game_flush_inputs ( ) ;
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if ( Lhandicap )
Players [ Player_num ] . shields = handicap ;
if ( Game_mode & GM_MULTI )
if ( Players [ Player_num ] . shields > MAX_SHIELDS & & ! Lhandicap )
Players [ Player_num ] . shields = MAX_SHIELDS ;
# ifdef NETWORK
if ( I_am_observer )
{
Physics_cheat_flag = 0xBADA55 ;
multi_send_observerghost ( 100 ) ;
}
readbans ( ) ;
ping_stats_init ( ) ;
# endif
if ( setjmp ( LeaveGame ) = = 0 ) {
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if ( Game_screen_mode ! = SCREEN_MENU )
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vr_reset_display ( ) ;
while ( 1 ) {
// GAME LOOP!
Automap_flag = 0 ;
Config_menu_flag = 0 ;
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if ( ConsoleObject ! = & Objects [ Players [ Player_num ] . objnum ] )
{
mprintf ( ( 0 , " Player_num=%d objnum=%d " , Player_num , Players [ Player_num ] . objnum ) ) ;
//Assert( ConsoleObject == &Objects[Players[Player_num].objnum] );
}
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GameLoop ( 1 , 1 ) ; // Do game loop with rendering and reading controls.
if ( Config_menu_flag ) {
if ( ! ( Game_mode & GM_MULTI ) ) palette_save ( ) ;
do_options_menu ( ) ;
if ( ! ( Game_mode & GM_MULTI ) ) palette_restore ( ) ;
}
if ( Automap_flag ) {
int save_w = Game_window_w , save_h = Game_window_h ;
do_automap ( 0 ) ;
Screen_mode = - 1 ; set_screen_mode ( SCREEN_GAME ) ;
Game_window_w = save_w ; Game_window_h = save_h ;
init_cockpit ( ) ;
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last_drawn_cockpit = - 1 ;
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if ( Game_screen_mode ! = SCREEN_MENU )
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vr_reset_display ( ) ;
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game_flush_inputs ( ) ;
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}
if ( ( Function_mode ! = FMODE_GAME ) & & Auto_demo & & ( Newdemo_state ! = ND_STATE_NORMAL ) ) {
int choice , fmode ;
fmode = Function_mode ;
Function_mode = FMODE_GAME ;
choice = nm_messagebox ( NULL , 2 , TXT_YES , TXT_NO , TXT_ABORT_AUTODEMO ) ;
Function_mode = fmode ;
if ( choice = = 0 ) {
Auto_demo = - 1 ;
newdemo_stop_playback ( ) ;
Function_mode = FMODE_MENU ;
} else {
Function_mode = FMODE_GAME ;
}
}
if ( ( Function_mode ! = FMODE_GAME ) & & ( Newdemo_state ! = ND_STATE_PLAYBACK ) & & ( Function_mode ! = FMODE_EDITOR ) ) {
int choice , fmode ;
fmode = Function_mode ;
Function_mode = FMODE_GAME ;
choice = nm_messagebox ( NULL , 2 , TXT_YES , TXT_NO , TXT_ABORT_GAME ) ;
Function_mode = fmode ;
if ( choice ! = 0 )
Function_mode = FMODE_GAME ;
}
if ( Function_mode ! = FMODE_GAME )
longjmp ( LeaveGame , 1 ) ;
}
}
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I_am_observer = 0 ;
# ifdef NETWORK
vulcan_init ( ) ;
if ( FindArg ( " -savebans " ) )
writebans ( ) ;
restrict_mode = 0 ;
# endif
handicap = MAX_SHIELDS ;
Lhandicap = 0 ;
cd_stop ( ) ;
show_radar = 0 ;
Network_allow_radar = 0 ;
# ifdef NETWORK
netplayerinfo_on = 0 ;
if ( Game_mode & GM_MULTI )
{
multi_kills_stat + = Players [ Player_num ] . net_kills_total ;
multi_deaths_stat + = Players [ Player_num ] . net_killed_total ;
}
# endif
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digi_stop_all ( ) ;
if ( ( Newdemo_state = = ND_STATE_RECORDING ) | | ( Newdemo_state = = ND_STATE_PAUSED ) )
newdemo_stop_recording ( ) ;
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# ifdef NETWORK
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multi_leave_game ( ) ;
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# endif
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if ( Newdemo_state = = ND_STATE_PLAYBACK )
newdemo_stop_playback ( ) ;
if ( Function_mode ! = FMODE_EDITOR )
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gr_palette_fade_out ( gr_palette , 32 , 0 ) ; // Fade out before going to menu
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clear_warn_func ( game_show_warning ) ; //don't use this func anymore
game_disable_cheats ( ) ;
}
extern void john_cheat_func_1 ( int ) ;
extern void john_cheat_func_2 ( int ) ;
extern void john_cheat_func_3 ( int ) ;
extern void john_cheat_func_4 ( int ) ;
//called at the end of the program
void close_game ( )
{
close_hud_log ( ) ;
if ( VR_offscreen_buffer ) {
gr_free_canvas ( VR_offscreen_buffer ) ;
VR_offscreen_buffer = NULL ;
}
close_gauge_canvases ( ) ;
restore_effect_bitmap_icons ( ) ;
gr_free_bitmap_data ( & background_bitmap ) ;
clear_warn_func ( game_show_warning ) ; //don't use this func anymore
}
ubyte exploding_flag = 0 ;
extern void dump_used_textures_all ( ) ;
int ostate_p = 0 ;
int ostate_s = 0 ;
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# ifdef GP2X
extern int digi_volume ;
# endif
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void HandleDeathKey ( int key )
{
if ( Player_exploded & & ! key_isfunc ( key ) & & ! key_ismod ( key ) )
Death_sequence_aborted = 1 ; //Any key but func or modifier aborts
if ( key = = KEY_PRINT_SCREEN ) {
// save_screen_shot(0);
Death_sequence_aborted = 0 ; // Clear because code above sets this for any key.
}
if ( key = = KEY_PAUSE ) {
// key = do_game_pause(); //so esc from pause will end level
Death_sequence_aborted = 0 ; // Clear because code above sets this for any key.
}
if ( key = = KEY_ESC ) {
if ( ConsoleObject - > flags & OF_EXPLODING )
Death_sequence_aborted = 1 ;
}
if ( key = = KEY_BACKSP ) {
Death_sequence_aborted = 0 ; // Clear because code above sets this for any key.
Int3 ( ) ;
}
//don't abort death sequence for netgame join/refuse keys
if ( ( key = = KEY_ALTED + KEY_1 ) | |
( key = = KEY_ALTED + KEY_2 ) )
Death_sequence_aborted = 0 ;
if ( Death_sequence_aborted )
game_flush_inputs ( ) ;
}
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void HandleEndlevelKey ( int key )
{
if ( key = = KEY_PRINT_SCREEN )
save_screen_shot ( 0 ) ;
if ( key = = KEY_PAUSE )
key = do_game_pause ( 0 ) ; //so esc from pause will end level
if ( key = = KEY_ESC ) {
stop_endlevel_sequence ( ) ;
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last_drawn_cockpit = - 1 ;
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return ;
}
if ( key = = KEY_BACKSP )
Int3 ( ) ;
}
static fix newdemo_single_frame_time ;
void HandleDemoKey ( int key )
{
switch ( key ) {
case KEY_DEBUGGED + KEY_I :
Newdemo_do_interpolate = ! Newdemo_do_interpolate ;
if ( Newdemo_do_interpolate )
mprintf ( ( 0 , " demo playback interpolation now on \n " ) ) ;
else
mprintf ( ( 0 , " demo playback interpolation now off \n " ) ) ;
break ;
# ifndef NDEBUG
case KEY_DEBUGGED + KEY_K : {
int how_many , c ;
char filename [ 13 ] , num [ 16 ] ;
newmenu_item m [ 6 ] ;
filename [ 0 ] = ' \0 ' ;
m [ 0 ] . type = NM_TYPE_TEXT ; m [ 0 ] . text = " output file name " ;
m [ 1 ] . type = NM_TYPE_INPUT ; m [ 1 ] . text_len = 8 ; m [ 1 ] . text = filename ;
c = newmenu_do ( NULL , NULL , 2 , m , NULL ) ;
if ( c = = - 2 )
break ;
strcat ( filename , " .dem " ) ;
num [ 0 ] = ' \0 ' ;
m [ 0 ] . type = NM_TYPE_TEXT ; m [ 0 ] . text = " strip how many bytes " ;
m [ 1 ] . type = NM_TYPE_INPUT ; m [ 1 ] . text_len = 16 ; m [ 1 ] . text = num ;
c = newmenu_do ( NULL , NULL , 2 , m , NULL ) ;
if ( c = = - 2 )
break ;
how_many = atoi ( num ) ;
if ( how_many < = 0 )
break ;
newdemo_strip_frames ( filename , how_many ) ;
}
break ;
# endif
case KEY_F3 : toggle_cockpit ( ) ; break ;
case KEY_ALTED + KEY_F9 :
# ifdef GP2X
digi_set_digi_volume ( digi_volume - 2048 ) ;
# else
shrink_window ( ) ;
# endif
break ;
case KEY_ALTED + KEY_F10 :
# ifdef GP2X
digi_set_digi_volume ( digi_volume + 2048 ) ;
# else
grow_window ( ) ;
# endif
break ;
case KEY_F2 : Config_menu_flag = 1 ; break ;
case KEY_F7 :
# ifdef NETWORK
Show_kill_list = ( Show_kill_list + 1 ) % ( ( Newdemo_game_mode & GM_TEAM ) ? 4 : 3 ) ;
# endif
break ;
case KEY_BACKSP :
Int3 ( ) ;
break ;
case KEY_ESC :
Function_mode = FMODE_MENU ;
break ;
case KEY_UP :
Newdemo_vcr_state = ND_STATE_PLAYBACK ;
break ;
case KEY_DOWN :
Newdemo_vcr_state = ND_STATE_PAUSED ;
break ;
case KEY_LEFT :
newdemo_single_frame_time = timer_get_fixed_seconds ( ) ;
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD ;
break ;
case KEY_RIGHT :
newdemo_single_frame_time = timer_get_fixed_seconds ( ) ;
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD ;
break ;
case KEY_CTRLED + KEY_RIGHT :
newdemo_goto_end ( ) ;
break ;
case KEY_CTRLED + KEY_LEFT :
newdemo_goto_beginning ( ) ;
break ;
case KEY_PAUSE :
do_game_pause ( 0 ) ;
break ;
case KEY_PRINT_SCREEN : {
int old_state ;
old_state = Newdemo_vcr_state ;
Newdemo_vcr_state = ND_STATE_PRINTSCREEN ;
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game_do_render_frame ( Game_double_buffer ) ;
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save_screen_shot ( 0 ) ;
Newdemo_vcr_state = old_state ;
break ;
}
}
}
# ifndef FINAL_CHEATS
void FinalCheatsKey ( int key ) ;
{
if ( Cheats_enabled & & ! ( Game_mode & GM_MULTI ) )
switch ( key ) {
case KEY_ALTED + KEY_1 : {
int i ;
hud_message ( MSGC_GAME_CHEAT , TXT_WOWIE_ZOWIE ) ;
# ifndef SHAREWARE
Players [ Player_num ] . primary_weapon_flags = 0xff ;
Players [ Player_num ] . secondary_weapon_flags = 0xff ;
# else
Players [ Player_num ] . primary_weapon_flags = 0xff ^ ( HAS_PLASMA_FLAG | HAS_FUSION_FLAG ) ;
Players [ Player_num ] . secondary_weapon_flags = 0xff ^ ( HAS_SMART_FLAG | HAS_MEGA_FLAG ) ;
# endif
for ( i = 0 ; i < MAX_PRIMARY_WEAPONS ; i + + )
Players [ Player_num ] . primary_ammo [ i ] = Primary_ammo_max [ i ] ;
for ( i = 0 ; i < MAX_SECONDARY_WEAPONS ; i + + )
Players [ Player_num ] . secondary_ammo [ i ] = Secondary_ammo_max [ i ] ;
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_laser_level ( Players [ Player_num ] . laser_level , MAX_LASER_LEVEL ) ;
Players [ Player_num ] . energy = MAX_ENERGY ;
Players [ Player_num ] . laser_level = MAX_LASER_LEVEL ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_QUAD_LASERS ;
update_laser_weapon_info ( ) ;
break ;
}
case KEY_ALTED + KEY_2 :
hud_message ( MSGC_GAME_CHEAT , TXT_ALL_KEYS ) ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY ;
break ;
case KEY_ALTED + KEY_3 :
Players [ Player_num ] . flags ^ = PLAYER_FLAGS_INVULNERABLE ;
hud_message ( MSGC_GAME_CHEAT , " %s %s! " , TXT_INVULNERABILITY , ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) ? TXT_ON : TXT_OFF ) ;
Players [ Player_num ] . invulnerable_time = GameTime + i2f ( 1000 ) ;
break ;
case KEY_ALTED + KEY_4 :
Players [ Player_num ] . flags ^ = PLAYER_FLAGS_CLOAKED ;
hud_message ( MSGC_GAME_CHEAT , " %s %s! " , TXT_CLOAK , ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) ? TXT_ON : TXT_OFF ) ;
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) {
ai_do_cloak_stuff ( ) ;
Players [ Player_num ] . cloak_time = GameTime ;
}
break ;
case KEY_ALTED + KEY_5 :
hud_message ( MSGC_GAME_CHEAT , TXT_FULL_SHIELDS ) ;
Players [ Player_num ] . shields = MAX_SHIELDS ;
break ;
case KEY_ALTED + KEY_6 : {
newmenu_item m ;
char text [ 10 ] = " " ;
int new_level_num ;
int item ;
m . type = NM_TYPE_INPUT ; m . text_len = 10 ; m . text = text ;
item = newmenu_do ( NULL , TXT_WARP_TO_LEVEL , 1 , & m , NULL ) ;
if ( item ! = - 1 ) {
new_level_num = atoi ( m . text ) ;
if ( new_level_num ! = 0 & & new_level_num > = 0 & & new_level_num < = LAST_LEVEL )
StartNewLevel ( new_level_num ) ;
}
break ;
}
}
}
# endif
void HandleGameKey ( int key )
{
switch ( key ) {
//================================================================================================
//FIRST ARE ALL THE REAL GAME KEYS. PUT TEST AND DEBUG KEYS LATER.
case KEY_ESC :
if ( ! Player_is_dead ) {
Game_aborted = 1 ;
Function_mode = FMODE_MENU ;
}
break ;
case KEY_F1 : do_show_help ( ) ; break ;
case KEY_F2 : Config_menu_flag = 1 ; break ;
case KEY_F3 : toggle_cockpit ( ) ; break ;
case KEY_SHIFTED + KEY_F3 : if ( ! ( Game_mode & GM_MULTI ) | | Network_allow_radar | | I_am_observer )
show_radar = ! show_radar ; break ;
case KEY_F4 : palette_save ( ) ; joydefs_calibrate ( ) ; palette_restore ( ) ; break ;
case KEY_F5 :
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_stop_recording ( ) ;
else if ( Newdemo_state = = ND_STATE_NORMAL )
newdemo_start_recording ( ) ;
break ;
case KEY_F6 :
# ifdef NETWORK
Show_reticle_name = ( Show_reticle_name + 1 ) % 2 ;
# endif
break ;
case KEY_F7 :
# ifdef NETWORK
Show_kill_list = ( Show_kill_list + 1 ) % ( ( Game_mode & GM_TEAM ) ? 4 : 3 ) ;
# endif
break ;
case KEY_CTRLED + KEY_F7 :
# ifdef NETWORK
ping_stats_on = ! ping_stats_on ;
# endif
break ;
case KEY_ALTED + KEY_F7 :
Gauge_hud_mode = ( Gauge_hud_mode + 1 ) % GAUGE_HUD_NUMMODES ;
gauge_update_hud_mode = 2 ;
break ;
case KEY_F8 :
# ifdef NETWORK
multi_send_message_start ( ) ;
# endif
break ;
# ifdef NETWORK
case KEY_CTRLED + KEY_N :
lamer_do_netgame_menu ( ) ;
break ;
case KEY_ALTED + KEY_F6 :
lamer_accept_joining_player ( ) ;
break ;
case KEY_SHIFTED + KEY_ALTED + KEY_F6 :
lamer_dump_joining_player ( ) ;
break ;
# endif
case KEY_ALTED + KEY_MINUS :
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printf ( " Play previous song \n " ) ;
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cd_playprev ( ) ;
break ;
case KEY_ALTED + KEY_EQUAL :
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printf ( " Play next song \n " ) ;
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cd_playnext ( ) ;
break ;
case KEY_ALTED + KEY_BACKSP :
cd_playtoggle ( ) ;
break ;
case KEY_ALTED + KEY_F8 :
# ifdef NETWORK
mekh_hud_recall_msgs ( ) ;
# endif
break ;
# ifdef NETWORK
case KEY_SHIFTED + KEY_F8 :
mekh_resend_last ( ) ;
break ;
# endif
case KEY_F9 :
case KEY_F10 :
case KEY_F11 :
case KEY_F12 :
# ifdef NETWORK
multi_send_macro ( key ) ;
# endif
break ; // send taunt macros
case KEY_SHIFTED + KEY_F9 :
case KEY_SHIFTED + KEY_F10 :
case KEY_SHIFTED + KEY_F11 :
case KEY_SHIFTED + KEY_F12 :
# ifdef NETWORK
multi_define_macro ( key ) ;
# endif
break ; // redefine taunt macros
case KEY_PAUSE : do_game_pause ( 1 ) ; break ;
case KEY_PRINT_SCREEN : save_screen_shot ( 0 ) ; break ;
case KEY_ALTED + KEY_F9 :
# ifdef GP2X
digi_set_digi_volume ( digi_volume - 2048 ) ;
# else
shrink_window ( ) ;
# endif
break ;
case KEY_ALTED + KEY_F10 :
# ifdef GP2X
digi_set_digi_volume ( digi_volume + 2048 ) ;
# else
grow_window ( ) ;
# endif
break ;
case KEYS_GR_TOGGLE_FULLSCREEN :
gr_toggle_fullscreen_game ( ) ;
break ;
case KEY_CTRLED + KEY_ALTED + KEY_LAPOSTRO :
toggle_hud_log ( ) ;
break ;
case KEY_SHIFTED + KEY_ESC : //quick exit
# ifdef EDITOR
if ( ! SafetyCheck ( ) ) break ;
close_editor_screen ( ) ;
# endif
Game_aborted = 1 ;
Function_mode = FMODE_EXIT ;
break ;
# ifdef GP2X
case KEY_ALTED + KEY_ESC :
# endif
case KEY_ALTED + KEY_F2 : if ( ! Player_is_dead ) state_save_all ( 0 ) ; break ; // 0 means not between levels.
case KEY_ALTED + KEY_F3 : if ( ! Player_is_dead ) state_restore_all ( 1 ) ; break ;
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# ifdef USE_SDLMIXER
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/*
* Jukebox hotkeys - - MD2211 , 2007
* = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = =
*/
case KEY_ALTED + KEY_SHIFTED + KEY_F9 :
jukebox_play ( ) ;
break ;
case KEY_ALTED + KEY_SHIFTED + KEY_F10 :
jukebox_stop ( ) ;
break ;
case KEY_ALTED + KEY_SHIFTED + KEY_F11 :
jukebox_prev ( ) ;
break ;
case KEY_ALTED + KEY_SHIFTED + KEY_F12 :
jukebox_next ( ) ;
break ;
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# endif
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//use function keys for window sizing
// ================================================================================================
//ALL KEYS BELOW HERE GO AWAY IN RELEASE VERSION
# ifndef NDEBUG
# ifndef RELEASE
case KEY_DEBUGGED + KEY_0 : show_weapon_status ( ) ; break ;
# ifdef SHOW_EXIT_PATH
case KEY_DEBUGGED + KEY_1 : create_special_path ( ) ; break ;
# endif
case KEY_DEBUGGED + KEY_Y :
do_controlcen_destroyed_stuff ( NULL ) ;
break ;
case KEY_BACKSP :
case KEY_CTRLED + KEY_BACKSP :
case KEY_SHIFTED + KEY_BACKSP :
case KEY_SHIFTED + KEY_ALTED + KEY_BACKSP :
case KEY_CTRLED + KEY_ALTED + KEY_BACKSP :
case KEY_SHIFTED + KEY_CTRLED + KEY_BACKSP :
case KEY_SHIFTED + KEY_CTRLED + KEY_ALTED + KEY_BACKSP :
Int3 ( ) ; break ;
case KEY_DEBUGGED + KEY_S :
digi_reset ( ) ; break ;
case KEY_DEBUGGED + KEY_P :
if ( Game_suspended & SUSP_ROBOTS )
Game_suspended & = ~ SUSP_ROBOTS ; //robots move
else
Game_suspended | = SUSP_ROBOTS ; //robots don't move
break ;
case KEY_DEBUGGED + KEY_K :
Players [ Player_num ] . shields = 1 ;
break ; // a virtual kill
case KEY_DEBUGGED + KEY_SHIFTED + KEY_K :
Players [ Player_num ] . shields = - 1 ;
break ; // an actual kill
case KEY_DEBUGGED + KEY_X :
Players [ Player_num ] . lives + + ;
break ; // Extra life cheat key.
case KEY_DEBUGGED + KEY_H :
Players [ Player_num ] . flags ^ = PLAYER_FLAGS_CLOAKED ;
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) {
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_cloak ( ) ;
# endif
ai_do_cloak_stuff ( ) ;
Players [ Player_num ] . cloak_time = GameTime ;
mprintf ( ( 0 , " You are cloaked! \n " ) ) ;
} else
mprintf ( ( 0 , " You are DE-cloaked! \n " ) ) ;
break ;
case KEY_DEBUGGED + KEY_R :
Robot_firing_enabled = ! Robot_firing_enabled ;
break ;
# ifdef EDITOR //editor-specific functions
case KEY_E + KEY_DEBUGGED :
network_leave_game ( ) ;
Function_mode = FMODE_EDITOR ;
break ;
case KEY_C + KEY_SHIFTED + KEY_DEBUGGED :
if ( ! ( Game_mode & GM_MULTI ) )
move_player_2_segment ( Cursegp , Curside ) ;
break ; //move eye to curseg
case KEY_DEBUGGED + KEY_W :
draw_world_from_game ( ) ;
break ;
# endif //#ifdef EDITOR
case KEY_DEBUGGED + KEY_LAPOSTRO : Show_view_text_timer = 0x30000 ; object_goto_next_viewer ( ) ; break ;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_LAPOSTRO : Viewer = ConsoleObject ; break ;
# ifndef NDEBUG
case KEY_DEBUGGED + KEY_O : toggle_outline_mode ( ) ; break ;
# endif
case KEY_DEBUGGED + KEY_T :
* Toggle_var = ! * Toggle_var ;
mprintf ( ( 0 , " Variable at %08x set to %i \n " , Toggle_var , * Toggle_var ) ) ;
break ;
case KEY_DEBUGGED + KEY_L :
if ( + + Lighting_on > = 2 ) Lighting_on = 0 ; break ;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_L :
Beam_brightness = 0x38000 - Beam_brightness ; break ;
case KEY_PAD5 : slew_stop ( ) ; break ;
case KEY_DEBUGGED + KEY_F11 : play_test_sound ( ) ; break ;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_F11 : advance_sound ( ) ; play_test_sound ( ) ; break ;
case KEY_DEBUGGED + KEY_M :
Debug_spew = ! Debug_spew ;
if ( Debug_spew ) {
mopen ( 0 , 8 , 1 , 78 , 16 , " Debug Spew " ) ;
hud_message ( MSGC_GAME_FEEDBACK , " Debug Spew: ON " ) ;
} else {
mclose ( 0 ) ;
hud_message ( MSGC_GAME_FEEDBACK , " Debug Spew: OFF " ) ;
}
break ;
case KEY_DEBUGGED + KEY_C :
do_cheat_menu ( ) ;
break ;
case KEY_DEBUGGED + KEY_SHIFTED + KEY_A :
do_megawow_powerup ( 10 ) ;
break ;
case KEY_DEBUGGED + KEY_A : {
do_megawow_powerup ( 200 ) ;
break ;
}
case KEY_DEBUGGED + KEY_F :
framerate_on = ! framerate_on ;
break ;
case KEY_DEBUGGED + KEY_SPACEBAR : // Toggle physics flying
slew_stop ( ) ;
game_flush_inputs ( ) ;
if ( ConsoleObject - > control_type ! = CT_FLYING ) {
fly_init ( ConsoleObject ) ;
Game_suspended & = ~ SUSP_ROBOTS ; //robots move
} else {
slew_init ( ConsoleObject ) ; //start player slewing
Game_suspended | = SUSP_ROBOTS ; //robots don't move
}
break ;
case KEY_DEBUGGED + KEY_COMMA : Render_zoom = fixmul ( Render_zoom , 62259 ) ; break ;
case KEY_DEBUGGED + KEY_PERIOD : Render_zoom = fixmul ( Render_zoom , 68985 ) ; break ;
case KEY_DEBUGGED + KEY_P + KEY_SHIFTED : Debug_pause = 1 ; break ;
# ifndef NDEBUG
case KEY_DEBUGGED + KEY_F8 : speedtest_init ( ) ; Speedtest_count = 1 ; break ;
case KEY_DEBUGGED + KEY_F9 : speedtest_init ( ) ; Speedtest_count = 10 ; break ;
case KEY_DEBUGGED + KEY_D :
if ( ( Game_double_buffer = ! Game_double_buffer ) ! = 0 )
init_cockpit ( ) ;
break ;
# endif
# ifdef EDITOR
case KEY_DEBUGGED + KEY_Q :
stop_time ( ) ;
dump_used_textures_all ( ) ;
start_time ( ) ;
break ;
# endif
# endif //#ifndef RELEASE
# endif
default : break ;
}
}
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void do_weapon_stuff ( )
{
if ( Controls . fire_flare_down_count )
if ( allowed_to_fire_flare ( ) )
Flare_create ( ConsoleObject ) ;
if ( allowed_to_fire_missile ( ) )
Global_missile_firing_count + = Weapon_info [ Secondary_weapon_to_weapon_info [ Secondary_weapon ] ] . fire_count * ( Controls . fire_secondary_state | | Controls . fire_secondary_down_count ) ;
if ( Global_missile_firing_count ) {
do_missile_firing ( ) ;
Global_missile_firing_count - - ;
}
if ( Global_missile_firing_count < 0 )
Global_missile_firing_count = 0 ;
// Drop proximity bombs.
if ( Controls . drop_bomb_down_count ) {
//changed on 9/16/98 by adb to distinguish between drop bomb and secondary fire
while ( Controls . drop_bomb_down_count - - )
do_drop_bomb ( ) ;
//end changes - adb
}
if ( Controls . cycle_primary_down_count | | Controls . cycle_primary_state ! = ostate_p )
{
if ( ( Controls . cycle_primary_state ! = ostate_p ) & & ( Controls . cycle_primary_state = = 0 ) )
{
ostate_p = Controls . cycle_primary_state ;
}
else //if(ostate_p!=Controls.cycle_primary_state)
{
int next_weapon ;
int weap_val = 0 ;
int i = 0 ;
if ( LaserPowSelected & & Primary_weapon = = 0 )
next_weapon = LaserPowSelected ;
else
next_weapon = Primary_weapon ;
weap_val = primary_order [ next_weapon ] ;
if ( highest_primary > 0 )
{
do
{
if ( highest_primary = = 1 & & primary_order [ next_weapon ] = = 1 )
{
maybe_select_primary ( next_weapon ) ;
break ;
}
weap_val - - ;
if ( weap_val < 1 )
weap_val = highest_primary ;
do
{
next_weapon + + ;
if ( next_weapon > = MAX_PRIMARY_WEAPONS + NEWPRIMS )
next_weapon = 0 ;
} while ( primary_order [ next_weapon ] ! = weap_val ) ;
i + + ;
} while ( player_has_weapon ( next_weapon , 0 ) ! = 7 & & i < highest_primary ) ;
}
if ( ( next_weapon ! = Primary_weapon ) & & ( player_has_weapon ( next_weapon , 0 ) = = 7 ) )
do_weapon_select ( next_weapon , 0 ) ;
Controls . cycle_primary_down_count = 0 ;
ostate_p = Controls . cycle_primary_state ;
}
}
if ( Controls . cycle_secondary_down_count | | Controls . cycle_secondary_state ! = ostate_s )
{
if ( ( Controls . cycle_secondary_state ! = ostate_s ) & & ( Controls . cycle_secondary_state = = 0 ) )
{
ostate_s = Controls . cycle_secondary_state ;
}
else
{
int next_weapon ;
int weap_val = 0 ;
int i = 0 ;
next_weapon = Secondary_weapon ;
weap_val = secondary_order [ next_weapon ] ;
if ( highest_secondary > 0 )
{
do
{
if ( highest_secondary = = 1 & & secondary_order [ next_weapon ] = = 1 )
{
maybe_select_secondary ( next_weapon ) ;
break ;
}
weap_val - - ;
if ( weap_val < 1 )
weap_val = highest_secondary ;
do
{
next_weapon + + ;
if ( next_weapon > = 5 )
next_weapon = 0 ;
} while ( secondary_order [ next_weapon ] ! = weap_val ) ;
i + + ;
} while ( player_has_weapon ( next_weapon , 1 ) ! = 7 & & i < highest_secondary ) ;
}
if ( next_weapon ! = Secondary_weapon )
do_weapon_select ( next_weapon , 1 ) ;
Controls . cycle_secondary_down_count = 0 ;
ostate_s = Controls . cycle_secondary_state ;
}
}
}
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void ReadControls ( )
{
int key ;
fix key_time ;
Player_fired_laser_this_frame = - 1 ;
# ifndef NDEBUG
if ( Speedtest_on )
speedtest_frame ( ) ;
# endif
if ( ! Endlevel_sequence ) { // && !Player_is_dead //this was taken out of the if statement by WraithX
if ( ( Newdemo_state = = ND_STATE_PLAYBACK )
# ifdef NETWORK
| | multi_sending_message | | multi_defining_message
# endif
) // WATCH OUT!!! WEIRD CODE ABOVE!!!
memset ( & Controls , 0 , sizeof ( control_info ) ) ;
else
controls_read_all ( ) ; //NOTE LINK TO ABOVE!!!
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if ( I_am_observer )
{
Controls . fire_flare_down_count = 0 ;
Controls . fire_primary_state = 0 ;
Controls . fire_primary_down_count = 0 ;
Controls . fire_secondary_state = 0 ;
Controls . fire_secondary_down_count = 0 ;
Controls . drop_bomb_down_count = 0 ;
}
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check_rear_view ( ) ;
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// If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left
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if ( Controls . automap_down_count & & ! ( ( Game_mode & GM_MULTI ) & & Fuelcen_control_center_destroyed & & ( Fuelcen_seconds_left < 10 ) ) )
Automap_flag = 1 ;
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do_weapon_stuff ( ) ;
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}
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if ( Player_exploded ) {
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if ( exploding_flag = = 0 ) {
exploding_flag = 1 ; // When player starts exploding, clear all input devices...
game_flush_inputs ( ) ;
} else {
int i ;
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for ( i = 0 ; i < 4 ; i + + )
if ( isJoyRotationKey ( i ) ! = 1 )
{
if ( joy_get_button_down_cnt ( i ) > 0 ) Death_sequence_aborted = 1 ;
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}
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for ( i = 0 ; i < 3 ; i + + )
// the following "if" added by WraithX, 4/17/00
if ( isMouseRotationKey ( i ) ! = 1 )
{
if ( mouse_button_down_count ( i ) > 0 )
Death_sequence_aborted = 1 ;
} // end "if" added by WraithX
if ( Death_sequence_aborted )
game_flush_inputs ( ) ;
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}
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} else {
exploding_flag = 0 ;
}
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if ( Newdemo_state = = ND_STATE_PLAYBACK ) {
if ( ( keyd_pressed [ KEY_LSHIFT ] | | keyd_pressed [ KEY_RSHIFT ] ) & & keyd_pressed [ KEY_RIGHT ] )
Newdemo_vcr_state = ND_STATE_FASTFORWARD ;
else if ( ( keyd_pressed [ KEY_LSHIFT ] | | keyd_pressed [ KEY_RSHIFT ] ) & & keyd_pressed [ KEY_LEFT ] )
Newdemo_vcr_state = ND_STATE_REWINDING ;
else if ( ! ( keyd_pressed [ KEY_LCTRL ] | | keyd_pressed [ KEY_RCTRL ] ) & & keyd_pressed [ KEY_RIGHT ] & & ( ( timer_get_fixed_seconds ( ) - newdemo_single_frame_time ) > = F1_0 ) )
Newdemo_vcr_state = ND_STATE_ONEFRAMEFORWARD ;
else if ( ! ( keyd_pressed [ KEY_LCTRL ] | | keyd_pressed [ KEY_RCTRL ] ) & & keyd_pressed [ KEY_LEFT ] & & ( ( timer_get_fixed_seconds ( ) - newdemo_single_frame_time ) > = F1_0 ) )
Newdemo_vcr_state = ND_STATE_ONEFRAMEBACKWARD ;
else if ( ( Newdemo_vcr_state = = ND_STATE_FASTFORWARD ) | | ( Newdemo_vcr_state = = ND_STATE_REWINDING ) )
Newdemo_vcr_state = ND_STATE_PLAYBACK ;
}
while ( ( key = key_inkey_time ( & key_time ) ) ! = 0 ) {
john_cheat_func_1 ( key ) ;
# ifdef NETWORK
if ( ( Game_mode & GM_MULTI ) & & ( multi_sending_message | | multi_defining_message ) ) {
multi_message_input_sub ( key ) ;
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continue ; //get next key
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}
# endif
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_enable_keys [ cheat_enable_index ] ) {
if ( + + cheat_enable_index = = CHEAT_ENABLE_LENGTH ) {
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hud_message ( MSGC_GAME_CHEAT , TXT_CHEATS_ENABLED ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
Cheats_enabled = 1 ;
Players [ Player_num ] . score = 0 ;
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}
}
else
cheat_enable_index = 0 ;
john_cheat_func_2 ( key ) ;
# ifdef FINAL_CHEATS
IMPLEMENT_CHEAT ( frametime , framerate_on = ! framerate_on ; ) ;
IMPLEMENT_CHEAT ( renderstats , gr_renderstats = ! gr_renderstats ; ) ;
if ( Cheats_enabled ) {
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_wowie [ cheat_wowie_index ] ) {
if ( + + cheat_wowie_index = = CHEAT_WOWIE_LENGTH ) {
int i ;
hud_message ( MSGC_GAME_CHEAT , TXT_WOWIE_ZOWIE ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
Players [ Player_num ] . primary_weapon_flags | = 0xff ^ ( HAS_PLASMA_FLAG | HAS_FUSION_FLAG ) ;
Players [ Player_num ] . secondary_weapon_flags | = 0xff ^ ( HAS_SMART_FLAG | HAS_MEGA_FLAG ) ;
for ( i = 0 ; i < 3 ; i + + )
Players [ Player_num ] . primary_ammo [ i ] = Primary_ammo_max [ i ] ;
for ( i = 0 ; i < 3 ; i + + )
Players [ Player_num ] . secondary_ammo [ i ] = Secondary_ammo_max [ i ] ;
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_laser_level ( Players [ Player_num ] . laser_level , MAX_LASER_LEVEL ) ;
Players [ Player_num ] . energy = MAX_ENERGY ;
Players [ Player_num ] . laser_level = MAX_LASER_LEVEL ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_QUAD_LASERS ;
update_laser_weapon_info ( ) ;
cheat_wowie_index = 0 ;
}
}
else
cheat_wowie_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = ( 0xaa ^ new_cheats [ cheat_wowie2_index * NUM_NEW_CHEATS + CHEAT_WOWIE2_OFS ] ) ) {
if ( + + cheat_wowie2_index = = CHEAT_WOWIE2_LENGTH ) {
int i ;
hud_message ( MSGC_GAME_CHEAT , " SUPER %s " , TXT_WOWIE_ZOWIE ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
Players [ Player_num ] . primary_weapon_flags = 0xff ;
Players [ Player_num ] . secondary_weapon_flags = 0xff ;
for ( i = 0 ; i < MAX_PRIMARY_WEAPONS ; i + + )
Players [ Player_num ] . primary_ammo [ i ] = Primary_ammo_max [ i ] ;
for ( i = 0 ; i < MAX_SECONDARY_WEAPONS ; i + + )
Players [ Player_num ] . secondary_ammo [ i ] = Secondary_ammo_max [ i ] ;
if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_laser_level ( Players [ Player_num ] . laser_level , MAX_LASER_LEVEL ) ;
Players [ Player_num ] . energy = MAX_ENERGY ;
Players [ Player_num ] . laser_level = MAX_LASER_LEVEL ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_QUAD_LASERS ;
update_laser_weapon_info ( ) ;
cheat_wowie2_index = 0 ;
}
}
else
cheat_wowie2_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_allkeys [ cheat_allkeys_index ] ) {
if ( + + cheat_allkeys_index = = CHEAT_ALLKEYS_LENGTH ) {
hud_message ( MSGC_GAME_CHEAT , TXT_ALL_KEYS ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
Players [ Player_num ] . flags | = PLAYER_FLAGS_BLUE_KEY | PLAYER_FLAGS_RED_KEY | PLAYER_FLAGS_GOLD_KEY ;
cheat_allkeys_index = 0 ;
}
}
else
cheat_allkeys_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_invuln [ cheat_invuln_index ] ) {
if ( + + cheat_invuln_index = = CHEAT_INVULN_LENGTH ) {
Players [ Player_num ] . flags ^ = PLAYER_FLAGS_INVULNERABLE ;
hud_message ( MSGC_GAME_CHEAT , " %s %s! " , TXT_INVULNERABILITY , ( Players [ Player_num ] . flags & PLAYER_FLAGS_INVULNERABLE ) ? TXT_ON : TXT_OFF ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
Players [ Player_num ] . invulnerable_time = GameTime + i2f ( 1000 ) ;
cheat_invuln_index = 0 ;
}
}
else
cheat_invuln_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_cloak [ cheat_cloak_index ] ) {
if ( + + cheat_cloak_index = = CHEAT_CLOAK_LENGTH ) {
Players [ Player_num ] . flags ^ = PLAYER_FLAGS_CLOAKED ;
hud_message ( MSGC_GAME_CHEAT , " %s %s! " , TXT_CLOAK , ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) ? TXT_ON : TXT_OFF ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
if ( Players [ Player_num ] . flags & PLAYER_FLAGS_CLOAKED ) {
ai_do_cloak_stuff ( ) ;
Players [ Player_num ] . cloak_time = GameTime ;
}
cheat_cloak_index = 0 ;
}
}
else
cheat_cloak_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_shield [ cheat_shield_index ] ) {
if ( + + cheat_shield_index = = CHEAT_SHIELD_LENGTH ) {
hud_message ( MSGC_GAME_CHEAT , TXT_FULL_SHIELDS ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
Players [ Player_num ] . shields = MAX_SHIELDS ;
cheat_shield_index = 0 ;
}
}
else
cheat_shield_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_warp [ cheat_warp_index ] ) {
if ( + + cheat_warp_index = = CHEAT_WARP_LENGTH ) {
newmenu_item m ;
char text [ 10 ] = " " ;
int new_level_num ;
int item ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
m . type = NM_TYPE_INPUT ; m . text_len = 10 ; m . text = text ;
item = newmenu_do ( NULL , TXT_WARP_TO_LEVEL , 1 , & m , NULL ) ;
if ( item ! = - 1 ) {
new_level_num = atoi ( m . text ) ;
if ( new_level_num ! = 0 & & new_level_num > = 0 & & new_level_num < = Last_level )
StartNewLevel ( new_level_num ) ;
}
cheat_warp_index = 0 ;
}
}
else
cheat_warp_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = cheat_astral [ cheat_astral_index ] ) {
if ( + + cheat_astral_index = = CHEAT_ASTRAL_LENGTH ) {
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
if ( Physics_cheat_flag = = 0xBADA55 ) {
Physics_cheat_flag = 0 ;
} else {
Physics_cheat_flag = 0xBADA55 ;
}
hud_message ( MSGC_GAME_CHEAT , " %s %s! " , " Ghosty mode " , Physics_cheat_flag = = 0xBADA55 ? TXT_ON : TXT_OFF ) ;
cheat_astral_index = 0 ;
}
}
else
cheat_astral_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = ( 0xaa ^ new_cheats [ cheat_turbomode_index * NUM_NEW_CHEATS + CHEAT_TURBOMODE_OFS ] ) ) {
if ( + + cheat_turbomode_index = = CHEAT_TURBOMODE_LENGTH ) {
Game_turbo_mode ^ = 1 ;
hud_message ( MSGC_GAME_CHEAT , " %s %s! " , " Turbo mode " , Game_turbo_mode ? TXT_ON : TXT_OFF ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
}
}
else
cheat_turbomode_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = ( 0xaa ^ new_cheats [ cheat_newlife_index * NUM_NEW_CHEATS + CHEAT_NEWLIFE_OFS ] ) ) {
if ( + + cheat_newlife_index = = CHEAT_NEWLIFE_LENGTH ) {
if ( Players [ Player_num ] . lives < 50 ) {
Players [ Player_num ] . lives + + ;
hud_message ( MSGC_GAME_CHEAT , " Extra life! " ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
}
cheat_newlife_index = 0 ;
}
}
else
cheat_newlife_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = ( 0xaa ^ new_cheats [ cheat_exitpath_index * NUM_NEW_CHEATS + CHEAT_EXITPATH_OFS ] ) ) {
if ( + + cheat_exitpath_index = = CHEAT_EXITPATH_LENGTH ) {
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# ifdef SHOW_EXIT_PATH
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if ( create_special_path ( ) ) {
hud_message ( MSGC_GAME_CHEAT , " Exit path illuminated! " ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
}
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# endif
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cheat_exitpath_index = 0 ;
}
}
else
cheat_exitpath_index = 0 ;
if ( ! ( Game_mode & GM_MULTI ) & & key = = ( 0xaa ^ new_cheats [ cheat_robotpause_index * NUM_NEW_CHEATS + CHEAT_ROBOTPAUSE_OFS ] ) ) {
if ( + + cheat_robotpause_index = = CHEAT_ROBOTPAUSE_LENGTH ) {
Robot_firing_enabled = ! Robot_firing_enabled ;
hud_message ( MSGC_GAME_CHEAT , " %s %s! " , " Robot firing " , Robot_firing_enabled ? TXT_ON : TXT_OFF ) ;
digi_play_sample ( SOUND_CHEATER , F1_0 ) ;
cheat_robotpause_index = 0 ;
}
}
else
cheat_robotpause_index = 0 ;
}
# endif
john_cheat_func_3 ( key ) ;
# ifndef RELEASE
# ifdef NETWORK
# define I_AM_NOT_A_CHEATER_BUT_MY_KEYBOARD_THINKS_I_PRESS_DEL // adb: sorry, but it's true
# ifndef I_AM_NOT_A_CHEATER_BUT_MY_KEYBOARD_THINKS_I_PRESS_DEL
if ( ( key & KEY_DEBUGGED ) & & ( Game_mode & GM_MULTI ) ) {
Network_message_reciever = 100 ; // Send to everyone...
snprintf ( Network_message , MAX_MESSAGE_LEN , " %s %s " , TXT_I_AM_A , TXT_CHEATER ) ;
}
# endif
# endif
# endif
john_cheat_func_4 ( key ) ;
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if ( Player_is_dead )
HandleDeathKey ( key ) ;
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if ( Endlevel_sequence )
HandleEndlevelKey ( key ) ;
else if ( Newdemo_state = = ND_STATE_PLAYBACK )
HandleDemoKey ( key ) ;
else
{
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# ifndef FINAL_CHEATS
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FinalCheatsKey ( key ) ;
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# endif
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HandleGameKey ( key ) ;
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}
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}
}
void vr_reset_display ( )
{
if ( VR_render_mode = = VR_NONE ) return ;
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if ( Game_screen_mode = = SCREEN_MENU ) // low res 320x200 (overall) mode
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gr_set_mode ( SM ( 320 , 400 ) ) ;
set_screen_mode ( SCREEN_MENU ) ;
set_screen_mode ( SCREEN_GAME ) ;
}
# ifndef NDEBUG
int Debug_slowdown = 0 ;
# endif
# ifdef EDITOR
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extern void player_follow_path ( object * objp ) ;
extern void check_create_player_path ( void ) ;
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# endif
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extern int Do_appearance_effect ;
int cd_timer = 0 ;
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void GameLoop ( int RenderFlag , int ReadControlsFlag )
{
static int desc_dead_countdown = 100 ; /* used if player shouldn't be playing */
# ifndef NDEBUG
if ( Debug_slowdown ) {
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int h , i , j = 0 ;
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for ( h = 0 ; h < Debug_slowdown ; h + + )
for ( i = 0 ; i < 1000 ; i + + )
j + = i ;
}
# endif
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if ( desc_id_exit_num ) { // are we supposed to be checking
if ( ! ( - - desc_dead_countdown ) ) // if so, at zero, then pull the plug
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Error ( " Loading overlay -- error number: %d \n " , ( int ) desc_id_exit_num ) ;
}
# ifndef RELEASE
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if ( invulnerability )
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Players [ Player_num ] . flags | = PLAYER_FLAGS_INVULNERABLE ;
# endif
update_player_stats ( ) ;
diminish_palette_towards_normal ( ) ; // Should leave palette effect up for as long as possible by putting right before render.
do_cloak_stuff ( ) ;
do_invulnerable_stuff ( ) ;
remove_obsolete_stuck_objects ( ) ;
# ifdef EDITOR
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check_create_player_path ( ) ;
player_follow_path ( ConsoleObject ) ;
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# endif
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# ifdef NETWORK
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if ( Game_mode & GM_MULTI )
multi_do_frame ( ) ;
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# endif
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if ( cd_timer < GameTime )
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{
cd_timer = GameTime + F1_0 * 10 ;
cd_cycle ( ) ;
}
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if ( RenderFlag ) {
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if ( force_cockpit_redraw ) { //screen need redrawing?
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init_cockpit ( ) ;
force_cockpit_redraw = 0 ;
}
game_render_frame ( ) ;
}
// mprintf(0,"Velocity %2.2f\n", f2fl(vm_vec_mag(&ConsoleObject->phys_info.velocity)));
calc_frame_time ( ) ;
dead_player_frame ( ) ;
if ( Newdemo_state ! = ND_STATE_PLAYBACK )
do_controlcen_dead_frame ( ) ;
if ( ReadControlsFlag )
ReadControls ( ) ;
else
memset ( & Controls , 0 , sizeof ( Controls ) ) ;
GameTime + = FrameTime ;
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if ( GameTime < 0 | | GameTime > i2f ( 0x7fff - 600 ) ) {
GameTime = FrameTime ; //wrap when goes negative, or gets within 10 minutes
mprintf ( ( 0 , " GameTime reset to 0 \n " ) ) ;
}
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digi_sync_sounds ( ) ;
if ( Endlevel_sequence ) {
do_endlevel_frame ( ) ;
powerup_grab_cheat_all ( ) ;
do_special_effects ( ) ;
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return ; //skip everything else
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}
if ( Newdemo_state ! = ND_STATE_PLAYBACK )
do_exploding_wall_frame ( ) ;
if ( ( Newdemo_state ! = ND_STATE_PLAYBACK ) | | ( Newdemo_vcr_state ! = ND_STATE_PAUSED ) ) {
do_special_effects ( ) ;
wall_frame_process ( ) ;
triggers_frame_process ( ) ;
}
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if ( Fuelcen_control_center_destroyed ) {
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if ( Newdemo_state = = ND_STATE_RECORDING )
newdemo_record_control_center_destroyed ( ) ;
flash_frame ( ) ;
}
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if ( Newdemo_state = = ND_STATE_PLAYBACK ) {
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newdemo_playback_one_frame ( ) ;
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if ( Newdemo_state ! = ND_STATE_PLAYBACK ) {
longjmp ( LeaveGame , 1 ) ; // Go back to menu
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}
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}
else
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{ // Note the link to above!
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Players [ Player_num ] . homing_object_dist = - 1 ; // Assume not being tracked. Laser_do_weapon_sequence modifies this.
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object_move_all ( ) ;
powerup_grab_cheat_all ( ) ;
if ( Endlevel_sequence ) //might have been started during move
return ;
fuelcen_update_all ( ) ;
do_ai_frame_all ( ) ;
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# ifdef NETWORK
if ( restrict_mode )
lamer_do_restrict_frame ( ) ;
# endif
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if ( allowed_to_fire_laser ( ) ) {
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Global_laser_firing_count = Weapon_info [ Primary_weapon_to_weapon_info [ Primary_weapon ] ] . fire_count * ( Controls . fire_primary_state | | Controls . fire_primary_down_count ) ;
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if ( ( Primary_weapon = = FUSION_INDEX ) & & ( Global_laser_firing_count ) ) {
if ( ( Players [ Player_num ] . energy < F1_0 * 2 ) & & ( Auto_fire_fusion_cannon_time = = 0 ) ) {
Global_laser_firing_count = 0 ;
} else {
if ( Fusion_charge = = 0 )
Players [ Player_num ] . energy - = F1_0 * 2 ;
Fusion_charge + = FrameTime ;
Players [ Player_num ] . energy - = FrameTime ;
if ( Players [ Player_num ] . energy < = 0 ) {
Players [ Player_num ] . energy = 0 ;
Auto_fire_fusion_cannon_time = GameTime - 1 ; // Fire now!
} else
Auto_fire_fusion_cannon_time = GameTime + FrameTime / 2 + 1 ; // Fire the fusion cannon at this time in the future.
if ( Fusion_charge < F1_0 * 2 )
PALETTE_FLASH_ADD ( Fusion_charge > > 11 , 0 , Fusion_charge > > 11 ) ;
else
PALETTE_FLASH_ADD ( Fusion_charge > > 11 , Fusion_charge > > 11 , 0 ) ;
if ( Fusion_next_sound_time < GameTime ) {
if ( Fusion_charge > F1_0 * 2 ) {
digi_play_sample ( 11 , F1_0 ) ;
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# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( 11 , F1_0 ) ;
# endif
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apply_damage_to_player ( ConsoleObject , ConsoleObject , d_rand ( ) * 4 ) ;
} else {
create_awareness_event ( ConsoleObject , PA_WEAPON_ROBOT_COLLISION ) ;
digi_play_sample ( SOUND_FUSION_WARMUP , F1_0 ) ;
# ifdef NETWORK
if ( Game_mode & GM_MULTI )
multi_send_play_sound ( SOUND_FUSION_WARMUP , F1_0 ) ;
# endif
}
Fusion_next_sound_time = GameTime + F1_0 / 8 + d_rand ( ) / 4 ;
}
}
}
}
if ( Auto_fire_fusion_cannon_time ) {
if ( Primary_weapon ! = FUSION_INDEX )
Auto_fire_fusion_cannon_time = 0 ;
else if ( GameTime + FrameTime / 2 > = Auto_fire_fusion_cannon_time ) {
Auto_fire_fusion_cannon_time = 0 ;
Global_laser_firing_count = 1 ;
} else {
vms_vector rand_vec ;
fix bump_amount ;
Global_laser_firing_count = 0 ;
ConsoleObject - > mtype . phys_info . rotvel . x + = ( d_rand ( ) - 16384 ) / 8 ;
ConsoleObject - > mtype . phys_info . rotvel . z + = ( d_rand ( ) - 16384 ) / 8 ;
make_random_vector ( & rand_vec ) ;
bump_amount = F1_0 * 4 ;
if ( Fusion_charge > F1_0 * 2 )
bump_amount = Fusion_charge * 4 ;
bump_one_object ( ConsoleObject , & rand_vec , bump_amount ) ;
}
}
if ( Global_laser_firing_count ) {
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if ( ! ( use_alt_vulcanfire & & ( Primary_weapon = = VULCAN_INDEX ) ) ) {
Global_laser_firing_count - = do_laser_firing_player ( ) ; //do_laser_firing(Players[Player_num].objnum, Primary_weapon);
}
else
Global_laser_firing_count = 0 ;
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}
if ( Global_laser_firing_count < 0 )
Global_laser_firing_count = 0 ;
}
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# ifdef NETWORK
if ( use_alt_vulcanfire ) //should only be active in multi games
vulcanframe ( ) ;
# endif
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if ( Do_appearance_effect ) {
create_player_appearance_effect ( ConsoleObject ) ;
Do_appearance_effect = 0 ;
}
}
// -------------------------------------------------------------------------------------------------------
// If player is close enough to objnum, which ought to be a powerup, pick it up!
// This could easily be made difficulty level dependent.
void powerup_grab_cheat ( object * player , int objnum )
{
fix powerup_size ;
fix player_size ;
fix dist ;
Assert ( Objects [ objnum ] . type = = OBJ_POWERUP ) ;
powerup_size = Objects [ objnum ] . size ;
player_size = player - > size ;
dist = vm_vec_dist_quick ( & Objects [ objnum ] . pos , & player - > pos ) ;
if ( ( dist < 2 * ( powerup_size + player_size ) ) & & ! ( Objects [ objnum ] . flags & OF_SHOULD_BE_DEAD ) ) {
vms_vector collision_point ;
vm_vec_avg ( & collision_point , & Objects [ objnum ] . pos , & player - > pos ) ;
collide_player_and_powerup ( player , & Objects [ objnum ] , & collision_point ) ;
}
}
// -------------------------------------------------------------------------------------------------------
// Make it easier to pick up powerups.
// For all powerups in this segment, pick them up at up to twice pickuppable distance based on dot product
// from player to powerup and player's forward vector.
// This has the effect of picking them up more easily left/right and up/down, but not making them disappear
// way before the player gets there.
void powerup_grab_cheat_all ( void )
{
segment * segp ;
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int objnum ;
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segp = & Segments [ ConsoleObject - > segnum ] ;
objnum = segp - > objects ;
while ( objnum ! = - 1 ) {
if ( Objects [ objnum ] . type = = OBJ_POWERUP )
powerup_grab_cheat ( ConsoleObject , objnum ) ;
objnum = Objects [ objnum ] . next ;
}
}
int Last_level_path_created = - 1 ;
# ifdef SHOW_EXIT_PATH
// ------------------------------------------------------------------------------------------------------------------
// Create path for player from current segment to goal segment.
// Return true if path created, else return false.
int mark_player_path_to_segment ( int segnum )
{
int i ;
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object * objp = ConsoleObject ;
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short player_path_length = 0 ;
int player_hide_index = - 1 ;
if ( Last_level_path_created = = Current_level_num ) {
return 0 ;
}
Last_level_path_created = Current_level_num ;
if ( create_path_points ( objp , objp - > segnum , segnum , Point_segs_free_ptr , & player_path_length , 100 , 0 , 0 , - 1 ) = = - 1 ) {
mprintf ( ( 0 , " Unable to form path of length %i for myself \n " , 100 ) ) ;
return 0 ;
}
player_hide_index = Point_segs_free_ptr - Point_segs ;
Point_segs_free_ptr + = player_path_length ;
if ( Point_segs_free_ptr - Point_segs + MAX_PATH_LENGTH * 2 > MAX_POINT_SEGS ) {
mprintf ( ( 1 , " Can't create path. Not enough point_segs. \n " ) ) ;
ai_reset_all_paths ( ) ;
return 0 ;
}
for ( i = 1 ; i < player_path_length ; i + + ) {
int segnum , objnum ;
vms_vector seg_center ;
object * obj ;
segnum = Point_segs [ player_hide_index + i ] . segnum ;
mprintf ( ( 0 , " %3i " , segnum ) ) ;
seg_center = Point_segs [ player_hide_index + i ] . point ;
objnum = obj_create ( OBJ_POWERUP , POW_ENERGY , segnum , & seg_center , & vmd_identity_matrix , Powerup_info [ POW_ENERGY ] . size , CT_POWERUP , MT_NONE , RT_POWERUP ) ;
if ( objnum = = - 1 ) {
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Int3 ( ) ; // Unable to drop energy powerup for path
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return 1 ;
}
obj = & Objects [ objnum ] ;
obj - > rtype . vclip_info . vclip_num = Powerup_info [ obj - > id ] . vclip_num ;
obj - > rtype . vclip_info . frametime = Vclip [ obj - > rtype . vclip_info . vclip_num ] . frame_time ;
obj - > rtype . vclip_info . framenum = 0 ;
obj - > lifeleft = F1_0 * 100 + d_rand ( ) * 4 ;
}
mprintf ( ( 0 , " \n " ) ) ;
return 1 ;
}
// Return true if it happened, else return false.
int create_special_path ( void )
{
int i , j ;
// ---------- Find exit doors ----------
for ( i = 0 ; i < = Highest_segment_index ; i + + )
for ( j = 0 ; j < MAX_SIDES_PER_SEGMENT ; j + + )
if ( Segments [ i ] . children [ j ] = = - 2 ) {
mprintf ( ( 0 , " Exit at segment %i \n " , i ) ) ;
return mark_player_path_to_segment ( i ) ;
}
return 0 ;
}
# endif
# ifndef RELEASE
int Max_obj_count_mike = 0 ;
// Shows current number of used objects.
void show_free_objects ( void )
{
if ( ! ( FrameCount & 8 ) ) {
int i ;
int count = 0 ;
mprintf ( ( 0 , " Highest_object_index = %3i, MAX_OBJECTS = %3i, now used = " , Highest_object_index , MAX_OBJECTS ) ) ;
for ( i = 0 ; i < = Highest_object_index ; i + + )
if ( Objects [ i ] . type ! = OBJ_NONE )
count + + ;
mprintf ( ( 0 , " %3i " , count ) ) ;
if ( count > Max_obj_count_mike ) {
Max_obj_count_mike = count ;
mprintf ( ( 0 , " *** " ) ) ;
}
mprintf ( ( 0 , " \n " ) ) ;
}
}
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# define FILL_VAL 0xcc // int 3 opcode value
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extern void code_01s ( void ) , code_01e ( void ) ;
extern void code_02s ( void ) , code_02e ( void ) ;
extern void code_03s ( void ) , code_03e ( void ) ;
extern void code_04s ( void ) , code_04e ( void ) ;
extern void code_05s ( void ) , code_05e ( void ) ;
extern void code_06s ( void ) , code_06e ( void ) ;
extern void code_07s ( void ) , code_07e ( void ) ;
extern void code_08s ( void ) , code_08e ( void ) ;
extern void code_09s ( void ) , code_09e ( void ) ;
extern void code_10s ( void ) , code_10e ( void ) ;
extern void code_11s ( void ) , code_11e ( void ) ;
extern void code_12s ( void ) , code_12e ( void ) ;
extern void code_13s ( void ) , code_13e ( void ) ;
extern void code_14s ( void ) , code_14e ( void ) ;
extern void code_15s ( void ) , code_15e ( void ) ;
extern void code_16s ( void ) , code_16e ( void ) ;
extern void code_17s ( void ) , code_17e ( void ) ;
extern void code_18s ( void ) , code_18e ( void ) ;
extern void code_19s ( void ) , code_19e ( void ) ;
extern void code_20s ( void ) , code_20e ( void ) ;
extern void code_21s ( void ) , code_21e ( void ) ;
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int Mem_filled = 0 ;
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void fill_func ( char * start , char * end , char value )
{
char * i ;
mprintf ( ( 0 , " Filling from %p to %p \n " , start , end ) ) ;
for ( i = start ; i < end ; i + + )
* i = value ;
}
void check_func ( char * start , char * end , char value )
{
char * i ;
for ( i = start ; i < end ; i + + )
if ( * i ! = value ) {
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Int3 ( ) ; // The nast triple aught six bug...we can smell it...contact Mike!
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Error ( " Oops, the nasty triple aught six bug. Address == %p \n " , i ) ;
}
}
# endif