/* 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. */ /* * * Game loop for Inferno * */ #include #include #include #include #include #ifndef _MSC_VER #include #else #include #define access(a,b) _access(a,b) #endif #include #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" #include "d_delay.h" #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" #include "fvi.h" extern void change_res(); extern void d1x_options_menu(); extern void write_player_file(); #define SHOW_EXIT_PATH 1 #define FINAL_CHEATS 1 #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); int I_am_observer = 0; int Speedtest_on = 0; #if !defined(NDEBUG) || defined(EDITOR) int Mark_count = 0; // number of debugging marks set #endif #ifndef NDEBUG int Speedtest_start_time; int Speedtest_segnum; int Speedtest_sidenum; int Speedtest_frame_start; int Speedtest_count=0; // number of times to do the debug test. #endif static fix last_timer_value=0; #if defined(TIMER_TEST) && !defined(NDEBUG) fix _timer_value,actual_last_timer_value,_last_frametime; int stop_count,start_count; int time_stopped,time_started; #endif 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 }; ubyte VR_use_paging = 0; ubyte VR_current_page = 0; u_int32_t VR_screen_mode = 0; int VR_render_width = 0; int VR_render_height = 0; int VR_render_mode = VR_NONE; int VR_low_res = 3; // Default to low res int VR_show_hud = 1; int VR_sensitivity = 1; // 0 - 2 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_screen_pages[2]; // Two pages of VRAM if paging is available grs_canvas VR_editor_canvas; // The canvas that the editor writes to. //added 07/11/99 by adb: //added buffer pointer to allow different buffers for 3D game rendering and //the 2D menus (for DX3D port) grs_canvas *VR_offscreen_menu = NULL; // The offscreen data buffer for menus //end additions -- adb int Debug_pause=0; //John's debugging pause system 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; int Dummy_var; int *Toggle_var = &Dummy_var; #ifdef EDITOR char faded_in; #endif #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 #endif 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; fix Auto_fire_fusion_cannon_time = 0; fix Fusion_charge = 0; fix Fusion_next_sound_time = 0; int Debug_spew = 1; int Game_turbo_mode = 0; int Game_mode = GM_GAME_OVER; int Global_laser_firing_count = 0; int Global_missile_firing_count = 0; grs_bitmap background_bitmap; int Game_aborted; void update_cockpits(int force_redraw); extern void newdemo_strip_frames(char *, int); #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(¢er_point, &Segments[Speedtest_segnum], Speedtest_sidenum); vm_vec_normalized_dir_quick(&view_dir, ¢er_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, "\nSpeedtest 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; atexit(close_game); //for cleanup 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 ); Clear_window = 2; // do portal only window clear. } 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; int last_drawn_cockpit[2] = { -1, -1 }; extern void ogl_loadbmtexture(grs_bitmap *bm); extern void write_player_file(); 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: gr_set_current_canvas(&VR_screen_pages[VR_current_page]); PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode]); #ifdef OGL ogl_ubitmapm_cs (0, 0, -1, grd_curcanv->cv_bitmap.bm_h, &GameBitmaps[cockpit_bitmap[Cockpit_mode].index],255, F1_0, 0); #else gr_ubitmapm(0,0, &GameBitmaps[cockpit_bitmap[Cockpit_mode].index]); #endif break; case CM_FULL_SCREEN: 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); break; case CM_STATUS_BAR: gr_set_current_canvas(&VR_screen_pages[VR_current_page]); PIGGY_PAGE_IN(cockpit_bitmap[Cockpit_mode]); #ifdef OGL 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, 0); #else gr_ubitmapm(0,max_window_h,&GameBitmaps[cockpit_bitmap[Cockpit_mode].index]); #endif w = Game_window_w; h = Game_window_h; x = (VR_render_width - w)/2; y = (max_window_h - h)/2; fill_background(x,y,w,h,x,y); break; case CM_LETTERBOX: gr_set_current_canvas(&VR_screen_pages[VR_current_page]); break; } gr_set_current_canvas(&VR_screen_pages[VR_current_page]); if (Cockpit_mode != last_drawn_cockpit[VR_current_page] || force_redraw ) last_drawn_cockpit[VR_current_page] = Cockpit_mode; else return; if (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR) init_gauges(); } extern void change_res_poll(); //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; if (( Screen_mode == SCREEN_EDITOR ) || ( VR_render_mode != VR_NONE )) Cockpit_mode = CM_FULL_SCREEN; #ifndef OGL if ( VR_screen_mode != SM(320,200) && Cockpit_mode != CM_LETTERBOX) { Cockpit_mode = CM_FULL_SCREEN; } #endif #ifdef D1XD3D Cockpit_mode = CM_STATUS_BAR; #endif gr_set_current_canvas(NULL); gr_set_curfont( GAME_FONT ); switch( Cockpit_mode ) { case CM_FULL_COCKPIT: case CM_REAR_VIEW: { 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; } case CM_FULL_SCREEN: #ifndef OGL if (Game_window_h > max_window_h || (VR_screen_mode == SM(320,200)) || !Game_window_h) #endif Game_window_h = max_window_h; #ifndef OGL if (Game_window_w > max_window_w || (VR_screen_mode == SM(320,200)) || !Game_window_w) #endif Game_window_w = max_window_w; 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); break; case CM_STATUS_BAR: max_window_h = (grd_curscreen->sc_h*2)/2.72; if (Game_window_h > max_window_h || (!Game_window_w || !Game_window_h)) { Game_window_w = max_window_w; Game_window_h = max_window_h; } x = (max_window_w - Game_window_w)/2; y = (max_window_h - Game_window_h)/2; game_init_render_sub_buffers( x, y, Game_window_w, Game_window_h ); break; case CM_LETTERBOX: { int x,y,w,h; x = 0; w = VR_render_width; h = (VR_render_height * 3) / 4; // true letterbox size (16:9) y = (VR_render_height-h)/2; gr_rect(x,0,w,VR_render_height-h); gr_rect(x,VR_render_height-h,w,VR_render_height); 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) { if (mode != Cockpit_mode) { //new mode 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; last_drawn_cockpit[0] = -1; last_drawn_cockpit[1] = -1; } void HUD_clear_messages(); void toggle_cockpit() { int new_mode; switch (Cockpit_mode) { case CM_FULL_COCKPIT: if (Game_window_h > max_window_h) //too big for scalable 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: return; //do nothing break; } select_cockpit(new_mode); HUD_clear_messages(); } #define WINDOW_W_DELTA ((max_window_w / 16)&~1) #define WINDOW_H_DELTA ((max_window_h / 16)&~1) #define WINDOW_MIN_W (max_window_w-(WINDOW_W_DELTA*11)) #define WINDOW_MIN_H (max_window_h-(WINDOW_H_DELTA*11)) void grow_window() { if (Cockpit_mode == CM_FULL_COCKPIT) { Game_window_h = max_window_h; Game_window_w = max_window_w; toggle_cockpit(); HUD_init_message("Press F3 to return to Cockpit mode"); write_player_file(); return; } if ((Cockpit_mode != CM_STATUS_BAR) #ifndef OGL && (VR_screen_mode == SM(320,200)) #endif ) return; 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; select_cockpit(CM_FULL_SCREEN); } else { //int x,y; Game_window_w += WINDOW_W_DELTA; Game_window_h += WINDOW_H_DELTA; if (Game_window_h > max_window_h) Game_window_h = max_window_h; if (Game_window_w > max_window_w) Game_window_w = max_window_w; 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 ); } HUD_clear_messages(); // @mk, 11/11/94 write_player_file(); } 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); #ifdef OGL ogl_ubitmapm_cs (dest_x, dest_y, w, h, &background_bitmap,255, F1_0, 0); #else gr_bm_ubitblt(w,h,dest_x,dest_y,ofs_x,ofs_y,&background_bitmap,&grd_curcanv->cv_bitmap); #endif 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) { gr_set_current_canvas(&VR_screen_pages[VR_current_page]); 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() { mprintf((0,"%d ",FrameCount)); if (Cockpit_mode == CM_FULL_COCKPIT #ifndef OGL && (VR_screen_mode == SM(320,200)) #endif ) { Game_window_h = max_window_h; Game_window_w = max_window_w; select_cockpit(CM_STATUS_BAR); HUD_init_message("Press F3 to return to Cockpit mode"); write_player_file(); return; } if (Cockpit_mode == CM_FULL_SCREEN #ifndef OGL && (VR_screen_mode == SM(320,200)) #endif ) { select_cockpit(CM_STATUS_BAR); write_player_file(); return; } if (Cockpit_mode != CM_STATUS_BAR #ifndef OGL && (VR_screen_mode == SM(320,200)) #endif ) return; mprintf ((0,"Cockpit mode=%d\n",Cockpit_mode)); if (Game_window_w > WINDOW_MIN_W) { Game_window_w -= WINDOW_W_DELTA; Game_window_h -= WINDOW_H_DELTA; mprintf ((0,"NewW=%d NewH=%d VW=%d maxH=%d\n",Game_window_w,Game_window_h,max_window_w,max_window_h)); if ( Game_window_w < WINDOW_MIN_W ) Game_window_w = WINDOW_MIN_W; 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; 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(); } } void game_init_render_sub_buffers( int x, int y, int w, int h ) { 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 void game_init_render_buffers(u_int32_t screen_mode, int render_w, int render_h, int render_method ) { // if (!VR_offscreen_buffer) { VR_use_paging = FindArg("-doublebuffer"); VR_screen_mode = screen_mode; VR_render_mode = render_method; VR_render_width = render_w; VR_render_height = render_h; if (VR_offscreen_buffer) { gr_free_canvas(VR_offscreen_buffer); } 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 ); 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, 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 ); #ifdef OGL VR_offscreen_buffer->cv_bitmap.bm_type=BM_OGL; #endif 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 ); } VR_offscreen_menu = VR_offscreen_buffer; game_init_render_sub_buffers( 0, 0, render_w, render_h ); // } } //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) { // ZICO - since we use variable resolutions we can't store them in modes. Game_window_w/h is used to scale the window for STATUSBAR and shrink/grow_window so we can't use it to store the current resolution. So we store it in the VR_render variables. If we are going to remove this VR stuff we need to create new variables. VR_screen_mode = Game_screen_mode = SM(VR_render_width,VR_render_height); #ifdef EDITOR if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) { gr_set_current_canvas( Canv_editor ); return 1; } #endif if ( (Screen_mode == sm) && !((sm==SCREEN_GAME) && (grd_curscreen->sc_mode != Game_screen_mode)) && !((sm==SCREEN_MENU) && (grd_curscreen->sc_mode != MENU_SCREEN_MODE)) ) { gr_set_current_canvas( &VR_screen_pages[VR_current_page] ); #ifdef OGL ogl_set_screen_mode(); #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!"); gr_palette_load( gr_palette ); } gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ); gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ); break; case SCREEN_GAME: if (grd_curscreen->sc_mode != Game_screen_mode) if (gr_set_mode(Game_screen_mode)) Error("Cannot set screen mode."); reset_cockpit(); max_window_w = grd_curscreen->sc_w; max_window_h = grd_curscreen->sc_h; gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ); if ( VR_use_paging ) gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, grd_curscreen->sc_h, grd_curscreen->sc_w, grd_curscreen->sc_h ); else gr_init_sub_canvas( &VR_screen_pages[1], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ); init_cockpit(); break; #ifdef EDITOR 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_init_sub_canvas( &VR_screen_pages[0], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h ); gr_init_sub_canvas( &VR_screen_pages[1], Canv_editor, 0, 0, Canv_editor->cv_w, Canv_editor->cv_h ); gr_set_current_canvas( Canv_editor ); init_editor_screen(); //setup other editor stuff break; #endif default: Error("Invalid screen mode %d",sm); } VR_current_page = 0; gr_set_current_canvas( &VR_screen_pages[VR_current_page] ); if ( VR_use_paging ) gr_show_canvas( &VR_screen_pages[VR_current_page] ); #ifdef OGL ogl_set_screen_mode(); #endif return 1; } int gr_toggle_fullscreen_game(void) { #ifdef GR_SUPPORTS_FULLSCREEN_TOGGLE int i; hud_message(MSGC_GAME_FEEDBACK, "toggling fullscreen mode %s",(i=gr_toggle_fullscreen())?"on":"off" ); generic_key_handler(KEY_PADENTER,0); generic_key_handler(KEY_ENTER,0); key_flush(); return i; #else hud_message(MSGC_GAME_FEEDBACK, "fullscreen toggle not supported by this target"); return -1; #endif } int arch_toggle_fullscreen_menu(void); int gr_toggle_fullscreen_menu(void){ #ifdef GR_SUPPORTS_FULLSCREEN_MENU_TOGGLE int i; i=arch_toggle_fullscreen_menu(); generic_key_handler(KEY_PADENTER,0); generic_key_handler(KEY_ENTER,0); key_flush(); return i; #else return -1; #endif } 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 gr_printf(grd_curcanv->cv_w-GAME_FONT->ft_aw*11,grd_curcanv->cv_h-(GAME_FONT->ft_h*4+5*4),"FPS: %s ", temp ); } } #ifdef NETWORK void show_netplayerinfo(){ int j,x1,x2,x3,x4,x5,w,h,aw,y; char buf[6]; y=FONTSCALE_Y(25); 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); y+=FONTSCALE_Y(GAME_FONT->ft_h+2); 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;jft_h+2); if (!Players[j].callsign[0]) continue;//don't print blank entries 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 ); 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) { #if defined(TIMER_TEST) && !defined(NDEBUG) Int3(); //get Matt!!!! #endif last_timer_value = 0; } #if defined(TIMER_TEST) && !defined(NDEBUG) time_stopped = time; #endif } timer_paused++; #if defined(TIMER_TEST) && !defined(NDEBUG) stop_count++; #endif } void start_time() { timer_paused--; Assert(timer_paused >= 0); if (timer_paused==0) { fix time; time = timer_get_fixed_seconds(); #if defined(TIMER_TEST) && !defined(NDEBUG) if (last_timer_value < 0) Int3(); //get Matt!!!! } #endif last_timer_value = time - last_timer_value; #if defined(TIMER_TEST) && !defined(NDEBUG) time_started = time; #endif } #if defined(TIMER_TEST) && !defined(NDEBUG) start_count++; #endif } 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; int use_nice_fps=1; void calc_frame_time() { fix timer_value,last_frametime = FrameTime; #if defined(TIMER_TEST) && !defined(NDEBUG) _last_frametime = last_frametime; #endif do { timer_value = timer_get_fixed_seconds(); FrameTime = timer_value - last_timer_value; if (use_nice_fps && 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; } } #endif #if defined(TIMER_TEST) && !defined(NDEBUG) actual_last_timer_value = last_timer_value; #endif if ( Game_turbo_mode ) FrameTime *= 2; RealFrameTime = FrameTime; last_timer_value = timer_value; if (FrameTime < 0) //if bogus frametime... FrameTime = last_frametime; //...then use time from last frame #ifndef NDEBUG if (fixed_frametime) FrameTime = fixed_frametime; #endif #ifndef NDEBUG // 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(); } #endif #if defined(TIMER_TEST) && !defined(NDEBUG) stop_count = start_count = 0; #endif // 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; 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; case OBJ_CNTRLCEN: viewer_name = "Control Center"; break; default: viewer_name = "Unknown"; break; } switch ( Viewer->control_type) { case CT_NONE: control_name = "Stopped"; break; case CT_AI: control_name = "AI"; break; case CT_FLYING: control_name = "Flying"; break; case CT_SLEW: control_name = "Slew"; break; case CT_FLYTHROUGH: control_name = "Flythrough"; break; case CT_MORPH: control_name = "Morphing"; break; default: control_name = "Unknown"; break; } 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 ); y = FONTSCALE_Y(15 + GAME_FONT->ft_h); if (!((Cockpit_mode == CM_STATUS_BAR) && (Game_window_w >= 19))) y += 5; gr_printf(0x8000, y, "T-%d s", Fuelcen_seconds_left ); } } #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 ); draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string ); } 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 ); draw_centered_text(grd_curcanv->cv_bitmap.bm_h/2-16, temp_string ); } } #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); if ( string_width( s, l ) < grd_curcanv->cv_bitmap.bm_w ) { gr_string( 0x8000, y, s ); return; } for (i=0; i (grd_curcanv->cv_bitmap.bm_w - 16) ) { 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 ); gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 ); 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]; int h,w,aw; 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, ""); } } else { extern int Newdemo_num_written; extern int mekh_demo_paused; if ((mekh_demo_paused) && (GameTime & 0x8000)) sprintf(message, "*PAUSED*"); else sprintf (message, "%s (%dK)", TXT_DEMO_RECORDING, (Newdemo_num_written / 1024)); } gr_set_curfont( GAME_FONT ); //GAME_FONT ); gr_set_fontcolor(gr_getcolor(27,0,0), -1 ); gr_get_string_size(message, &w, &h, &aw ); if (Cockpit_mode == CM_FULL_COCKPIT) h += 15; else if ( Cockpit_mode == CM_LETTERBOX ) h += 7; if (Cockpit_mode != CM_REAR_VIEW) gr_printf((grd_curcanv->cv_bitmap.bm_w-w)/2, grd_curcanv->cv_bitmap.bm_h - ((double)grd_curscreen->sc_h/200)*h - 2, message ); } 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) y -= FONTSCALE_Y(64); else y -= FONTSCALE_Y(24); } else { if (Cockpit_mode == CM_STATUS_BAR) { if (Game_mode & GM_MULTI) y -= FONTSCALE_Y(48); else y -= FONTSCALE_Y(24); } else { y = FONTSCALE_Y(12); x = FONTSCALE_Y(20); } } 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_wait_for_retrace; extern int gr_bitblt_double; //render a frame for the game void game_do_render_frame(void) { grs_canvas Screen_3d_window; gr_init_sub_canvas( &Screen_3d_window, &VR_screen_pages[0], VR_render_sub_buffer[0].cv_bitmap.bm_x, VR_render_sub_buffer[0]. cv_bitmap.bm_y, VR_render_sub_buffer[0].cv_bitmap.bm_w, VR_render_sub_buffer[0].cv_bitmap.bm_h); if ( Game_double_buffer ) gr_set_current_canvas(&VR_render_sub_buffer[0]); else gr_set_current_canvas(&Screen_3d_window); render_frame(0); game_draw_hud_stuff(); if ( Game_double_buffer ) { //copy to visible screen if ( VR_use_paging ) { VR_current_page = !VR_current_page; gr_set_current_canvas( &VR_screen_pages[VR_current_page] ); gr_bm_ubitblt( VR_render_sub_buffer[0].cv_w, VR_render_sub_buffer[0].cv_h, VR_render_sub_buffer[0].cv_bitmap.bm_x, VR_render_sub_buffer[0].cv_bitmap.bm_y, 0, 0, &VR_render_sub_buffer[0].cv_bitmap, &VR_screen_pages[VR_current_page].cv_bitmap ); gr_wait_for_retrace = 0; gr_show_canvas( &VR_screen_pages[VR_current_page] ); gr_wait_for_retrace = 1; } else { gr_bm_ubitblt( VR_render_sub_buffer[0].cv_w, VR_render_sub_buffer[0].cv_h, VR_render_sub_buffer[0].cv_bitmap.bm_x, VR_render_sub_buffer[0].cv_bitmap.bm_y, 0, 0, &VR_render_sub_buffer[0].cv_bitmap, &VR_screen_pages[0].cv_bitmap ); } } update_cockpits(0); 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(); #ifdef OGL ogl_swap_buffers(); #endif } void game_render_frame() { set_screen_mode( SCREEN_GAME ); play_homing_warning(); game_do_render_frame(); 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; char savename[13]; 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(); 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); if ( savenum == 9999 ) savenum = 0; sprintf(savename,"scrn%04d.pcx",savenum++); while(!access(savename,0)) { if ( savenum == 9999 ) savenum = 0; sprintf(savename,"scrn%04d.pcx",savenum++); } sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename ); gr_set_current_canvas(&VR_screen_pages[VR_current_page]); 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); x = (VR_screen_pages[VR_current_page].cv_w-w)/2; y = (VR_screen_pages[VR_current_page].cv_h-h)/2; 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; gr_palette_read(pal); //get actual palette from the hardware 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(); void show_d1x_help() { newmenu_item m[14]; m[ 0].type = NM_TYPE_TEXT; m[ 0].text = "SHIFT-F3 Toggle Radar"; m[ 1].type = NM_TYPE_TEXT; m[ 1].text = "SHIFT-F5 (un)Pause demo recording"; m[ 2].type = NM_TYPE_TEXT; m[ 2].text = "ALT-F6 Accept new player"; m[ 3].type = NM_TYPE_TEXT; m[ 3].text = "CTRL-ALT-` Start/Stop Logging"; m[ 4].type = NM_TYPE_TEXT; m[ 4].text = "CTRL-N Game-Master Menu"; } //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); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_CLOAK_OFF, F1_0); maybe_drop_net_powerup(POW_CLOAK); multi_send_decloak(); // For demo recording #endif } } } } // ------------------------------------------------------------------------------------ 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; #ifdef NETWORK maybe_drop_net_powerup(POW_INVULNERABILITY); #endif digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0); #endif mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n")); } } } // Amount to diminish guns towards normal, per second. #define DIMINISH_RATE 16 // gots to be a power of 2, else change the code in diminish_palette_towards_normal // ------------------------------------------------------------------------------------ // Diminish palette effects towards normal. void diminish_palette_towards_normal(void) { int dec_amount = 0; if (FrameTime < F1_0/DIMINISH_RATE) { if (d_rand() < FrameTime*DIMINISH_RATE/2) // Note: d_rand() is in 0..32767, and 8 Hz means decrement every frame dec_amount = 1; } else { dec_amount = f2i(FrameTime*DIMINISH_RATE); // one second = DIMINISH_RATE counts if (dec_amount == 0) dec_amount++; // make sure we decrement by something } 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 { short x, y, w, h; // The location of the menu. grs_bitmap * bmp; // The background under the menu. } 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; gr_set_current_canvas(&VR_screen_pages[VR_current_page]); 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; 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 ); nm_draw_background(x-(15*(SWIDTH/320)),y-(15*(SHEIGHT/200)),x+w+(15*(SWIDTH/320))-1,y+h+(15*(SHEIGHT/200))-1); gr_set_fontcolor( gr_getcolor(31, 31, 31), -1 ); gr_ustring( (grd_curscreen->sc_w-w)/2, y, msg ); gr_update(); } void clear_boxed_message() { if (bg.bmp) { gr_bitmap(bg.x-(15*(SWIDTH/320)), bg.y-(15*(SHEIGHT/200)), bg.bmp); gr_free_bitmap(bg.bmp); bg.bmp = NULL; gr_update(); } } 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); /* give control back to the WM */ if (FindArg("-grabmouse")) SDL_WM_GrabInput(SDL_GRAB_OFF); while (paused) { key = key_getch(); 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; #ifndef RELEASE case KEY_BACKSP: Int3(); break; #endif 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; } } /* keep the mouse from wandering in SDL */ if (FindArg("-grabmouse")) SDL_WM_GrabInput(SDL_GRAB_ON); game_flush_inputs(); palette_restore(); start_time(); digi_resume_all(); return key; } void show_help() { newmenu_item m[14]; if ( VR_render_mode != VR_NONE ) { m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC; m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2; m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3; m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2; m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F4; m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F5; m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_PAUSE; m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_1TO5; m[ 8].type = NM_TYPE_TEXT; m[ 8].text = TXT_HELP_6TO10; m[ 9].type = NM_TYPE_TEXT; m[ 9].text = ""; m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_TO_VIEW; newmenu_do( NULL, TXT_KEYS, 11, m, NULL ); } else { m[ 0].type = NM_TYPE_TEXT; m[ 0].text = TXT_HELP_ESC; m[ 1].type = NM_TYPE_TEXT; m[ 1].text = TXT_HELP_ALT_F2; m[ 2].type = NM_TYPE_TEXT; m[ 2].text = TXT_HELP_ALT_F3; m[ 3].type = NM_TYPE_TEXT; m[ 3].text = TXT_HELP_F2; m[ 4].type = NM_TYPE_TEXT; m[ 4].text = TXT_HELP_F3; m[ 5].type = NM_TYPE_TEXT; m[ 5].text = TXT_HELP_F4; m[ 6].type = NM_TYPE_TEXT; m[ 6].text = TXT_HELP_F5; m[ 7].type = NM_TYPE_TEXT; m[ 7].text = TXT_HELP_PAUSE; m[ 8].type = NM_TYPE_TEXT; m[ 8].text = "ALT-F9/F10\t change screen size"; // ZICO - we changed keys - old: TXT_HELP_MINUSPLUS; m[ 9].type = NM_TYPE_TEXT; m[ 9].text = TXT_HELP_PRTSCN; m[10].type = NM_TYPE_TEXT; m[10].text = TXT_HELP_1TO5; m[11].type = NM_TYPE_TEXT; m[11].text = TXT_HELP_6TO10; m[12].type = NM_TYPE_TEXT; m[12].text = ""; m[13].type = NM_TYPE_TEXT; m[13].text = TXT_HELP_TO_VIEW; newmenu_do( NULL, TXT_KEYS, 14, m, NULL ); } } //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; if ( Controls.rear_view_down_count ) { //key/button has gone down 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; } else { 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 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}; #endif sbyte Enable_john_cheat_1, Enable_john_cheat_2, Enable_john_cheat_3, Enable_john_cheat_4; int cheat_enable_index; #define CHEAT_ENABLE_LENGTH (sizeof(cheat_enable_keys) / sizeof(*cheat_enable_keys)) #ifdef FINAL_CHEATS 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}; #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 #define CHEAT_WOWIE2_OFS 1 #define CHEAT_NEWLIFE_OFS 2 #define CHEAT_EXITPATH_OFS 3 #define CHEAT_ROBOTPAUSE_OFS 4 #define CHEAT_TURBOMODE_LENGTH 6 #define CHEAT_WOWIE2_LENGTH 6 #define CHEAT_NEWLIFE_LENGTH 5 #define CHEAT_EXITPATH_LENGTH 5 #define CHEAT_ROBOTPAUSE_LENGTH 6 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; #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}; int gr_renderstats=0; 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}; int gr_badtexture=0; DEFINE_CHEAT(badtexture)={KEY_B, KEY_A, KEY_D, KEY_T, KEY_E, KEY_X, KEY_T, KEY_U, KEY_R, KEY_E}; int Cheats_enabled=0; extern int Laser_rapid_fire, Ugly_robot_cheat; extern void do_lunacy_on(), do_lunacy_off(); extern int Physics_cheat_flag; 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() { do_lunacy_on(); // Copy values for insane into copy buffer in ai.c do_lunacy_off(); // Restore true insane mode. Game_aborted = 0; last_drawn_cockpit[0] = -1; // Force cockpit to redraw next time a frame renders. last_drawn_cockpit[1] = -1; // Force cockpit to redraw next time a frame renders. 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(); keyd_repeat = 1; // Do allow repeat in game #ifdef EDITOR if (Segments[ConsoleObject->segnum].segnum == -1) //segment no longer exists obj_relink( ConsoleObject-Objects, SEG_PTR_2_NUM(Cursegp) ); if (!check_obj_seg(ConsoleObject)) move_player_2_segment(Cursegp,Curside); #endif Viewer = ConsoleObject; fly_init(ConsoleObject); Game_suspended = 0; reset_time(); FrameTime = 0; //make first frame zero #ifdef EDITOR if (Current_level_num == 0) { //not a real level init_player_stats_game(); init_ai_objects(); } #endif fix_object_segs(); game_flush_inputs(); 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 ) { if (VR_screen_mode != SCREEN_MENU) vr_reset_display(); while (1) { // GAME LOOP! Automap_flag = 0; Config_menu_flag = 0; Assert( ConsoleObject == &Objects[Players[Player_num].objnum] ); 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(); last_drawn_cockpit[0] = -1; last_drawn_cockpit[1] = -1; if (VR_screen_mode != SCREEN_MENU) vr_reset_display(); game_flush_inputs(); } 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); } } 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 digi_stop_all(); if ( (Newdemo_state == ND_STATE_RECORDING) || (Newdemo_state == ND_STATE_PAUSED) ) newdemo_stop_recording(); #ifdef NETWORK multi_leave_game(); #endif if ( Newdemo_state == ND_STATE_PLAYBACK ) newdemo_stop_playback(); if (Function_mode != FMODE_EDITOR) gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu 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 } grs_canvas * get_current_game_screen() { return &VR_screen_pages[VR_current_page]; } ubyte exploding_flag = 0; extern void dump_used_textures_all(); int ostate_p=0; int ostate_s=0; void ReadControls() { int key; fix key_time; static fix newdemo_single_frame_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!!! 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; } check_rear_view(); // If automap key pressed, enable automap unless you are in network mode, control center destroyed and < 10 seconds left if ( Controls.automap_down_count && !((Game_mode & GM_MULTI) && Fuelcen_control_center_destroyed && (Fuelcen_seconds_left < 10))) Automap_flag = 1; 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 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&&i0) Death_sequence_aborted = 1; } for (i=0; i<3; i++ ) if (isMouseRotationKey(i) != 1) { if (mouse_button_down_count(i)>0) Death_sequence_aborted = 1; } for (i=0; i<256; i++ ) { if (isKeyboardRotationKey(i) != 1) { if (key_down_count(i)>0) Death_sequence_aborted = 1; } if (i == KEY_F1 - 1) // skip F.. keys i = KEY_F12; } if (Death_sequence_aborted) game_flush_inputs(); } } else { exploding_flag=0; } 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 ); key = 0; // Wipe out key! } #endif if (!(Game_mode&GM_MULTI) && key == cheat_enable_keys[cheat_enable_index]) { if (++cheat_enable_index == CHEAT_ENABLE_LENGTH) { hud_message(MSGC_GAME_CHEAT, TXT_CHEATS_ENABLED); digi_play_sample( SOUND_CHEATER, F1_0); Cheats_enabled = 1; Players[Player_num].score = 0; } } 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;); IMPLEMENT_CHEAT(badtexture,gr_badtexture = !gr_badtexture;); 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=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) { #ifdef SHOW_EXIT_PATH if (create_special_path()) { hud_message(MSGC_GAME_CHEAT, "Exit path illuminated!"); digi_play_sample( SOUND_CHEATER, F1_0); } #endif 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 if (Endlevel_sequence) { 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(); last_drawn_cockpit[0]=-1; last_drawn_cockpit[1]=-1; return; } if (key == KEY_BACKSP) Int3(); break; //don't process any other keys } john_cheat_func_4(key); if (Player_is_dead) { 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 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(); } if (key < KEY_F1 || key > KEY_F12) break; //don't process any other keys } if (Newdemo_state == ND_STATE_PLAYBACK ) { 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_SHIFTED+KEY_MINUS: case KEY_MINUS: shrink_window(); break; case KEY_SHIFTED+KEY_EQUAL: case KEY_EQUAL: grow_window(); 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; game_do_render_frame(); save_screen_shot(0); Newdemo_vcr_state = old_state; break; } } break; } #ifndef FINAL_CHEATS 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=0 && new_level_num<=LAST_LEVEL) StartNewLevel(new_level_num); } break; } } #endif switch (key) { //================================================================================================ //FIRST ARE ALL THE REAL GAME KEYS. PUT TEST AND DEBUG KEYS LATER. case KEY_ESC: Game_aborted=1; Function_mode = FMODE_MENU; break; case KEY_F1: do_show_help(); break; case KEY_SHIFTED+KEY_F1: show_d1x_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_SHIFTED+KEY_F5: if (Newdemo_state == ND_STATE_RECORDING) { extern int mekh_demo_paused; mekh_demo_paused = !mekh_demo_paused; } 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: cd_playprev(); break; case KEY_ALTED+KEY_EQUAL: 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_CTRLED + KEY_F12: case KEY_PRINT_SCREEN: save_screen_shot(0); break; case KEY_SHIFTED+KEY_MINUS: case KEY_ALTED+KEY_F9: case KEY_MINUS: shrink_window(); break; case KEY_SHIFTED+KEY_EQUAL: case KEY_ALTED+KEY_F10: case KEY_EQUAL: grow_window(); break; case KEY_CTRLED+KEY_SHIFTED+KEY_PADDIVIDE: case KEY_ALTED+KEY_CTRLED+KEY_PADDIVIDE: case KEY_ALTED+KEY_SHIFTED+KEY_PADDIVIDE: d1x_options_menu(); break; case KEY_CTRLED+KEY_SHIFTED+KEY_PADMULTIPLY: case KEY_ALTED+KEY_CTRLED+KEY_PADMULTIPLY: case KEY_ALTED+KEY_SHIFTED+KEY_PADMULTIPLY: change_res(); 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; case KEY_ALTED+KEY_F2: state_save_all( 0 ); break; // 0 means not between levels. case KEY_ALTED+KEY_F3: state_restore_all(1); break; //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; } } } void vr_reset_display() { if (VR_render_mode == VR_NONE ) return; if (VR_screen_mode == SCREEN_MENU) // low res 320x200 (overall) mode 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 extern void player_follow_path(object *objp); extern void check_create_player_path(void); #endif extern int Do_appearance_effect; int cd_timer=0; void GameLoop(int RenderFlag, int ReadControlsFlag ) { static int desc_dead_countdown=100; /* used if player shouldn't be playing */ #ifndef NDEBUG if (Debug_slowdown) { int h, i, j=0; for (h=0; hphys_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; digi_sync_sounds(); if (Endlevel_sequence) { do_endlevel_frame(); powerup_grab_cheat_all(); do_special_effects(); return; //skip everything else } 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(); } if (Fuelcen_control_center_destroyed) { if (Newdemo_state==ND_STATE_RECORDING ) newdemo_record_control_center_destroyed(); flash_frame(); } if ( Newdemo_state == ND_STATE_PLAYBACK ) { newdemo_playback_one_frame(); if ( Newdemo_state != ND_STATE_PLAYBACK ) { longjmp( LeaveGame, 1 ); // Go back to menu } } else { // Note the link to above! Players[Player_num].homing_object_dist = -1; // Assume not being tracked. Laser_do_weapon_sequence modifies this. object_move_all(); powerup_grab_cheat_all(); if (Endlevel_sequence) //might have been started during move return; fuelcen_update_all(); do_ai_frame_all(); #ifdef NETWORK if(restrict_mode) lamer_do_restrict_frame(); #endif if (allowed_to_fire_laser()) { Global_laser_firing_count = Weapon_info[Primary_weapon_to_weapon_info[Primary_weapon]].fire_count * (Controls.fire_primary_state || Controls.fire_primary_down_count); 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 ); #ifdef NETWORK if(Game_mode & GM_MULTI) multi_send_play_sound(11, F1_0); #endif 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) { 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; } if (Global_laser_firing_count < 0) Global_laser_firing_count = 0; } #ifdef NETWORK if(use_alt_vulcanfire) //should only be active in multi games vulcanframe(); #endif 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; int objnum; 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; object *objp = ConsoleObject; 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; irtype.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_obj_count_mike) { Max_obj_count_mike = count; mprintf((0, " ***")); } mprintf((0, "\n")); } } #define FILL_VAL 0xcc // int 3 opcode value 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); int Mem_filled = 0; 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