/* $Id: game.c,v 1.1.1.1 2006/03/17 19:55:53 zicodxx Exp $ */ /* 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 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED. */ /* * * Game loop for Inferno * */ #ifdef HAVE_CONFIG_H #include #endif #ifdef RCS char game_rcsid[] = "$Id: game.c,v 1.1.1.1 2006/03/17 19:55:53 zicodxx Exp $"; #endif #include #include #include #include #include #include #ifdef MACINTOSH #include #include #include #include #include #endif #ifdef OGL #include "ogl_init.h" #endif #include "pstypes.h" #include "console.h" #include "gr.h" #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 "fuelcen.h" #include "digi.h" #include "ibitblt.h" #include "u_mem.h" #include "palette.h" #include "morph.h" #include "lighting.h" #include "newdemo.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 "newmenu.h" #ifdef NETWORK #include "network.h" #endif #include "gamefont.h" #include "endlevel.h" #include "joydefs.h" #include "kconfig.h" #include "mouse.h" #include "switch.h" #include "controls.h" #include "songs.h" #include "gamepal.h" #include "multi.h" #include "desc_id.h" #include "cntrlcen.h" #include "pcx.h" #include "state.h" #include "piggy.h" #include "multibot.h" #include "ai.h" #include "robot.h" #include "playsave.h" #include "fix.h" #include "hudmsg.h" int VGA_current_mode; #ifdef MWPROFILER #include #endif //#define TEST_TIMER 1 //if this is set, do checking on timer #define SHOW_EXIT_PATH 1 #ifdef EDITOR #include "editor/editor.h" #endif //#define _MARK_ON 1 #ifdef __WATCOMC__ #if __WATCOMC__ < 1000 #include //should come after inferno.h to get mark setting #endif #endif extern void ReadControls(void); // located in gamecntl.c extern int Current_display_mode; extern void do_final_boss_frame(void); int Speedtest_on = 0; #ifndef NDEBUG int Mark_count = 0; // number of debugging marks set 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; fix ThisLevelTime=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 int VR_screen_mode = 0; ubyte VR_screen_flags = 0; //see values in screens.h ubyte VR_current_page = 0; fix VR_eye_width = F1_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 //NEWVR int VR_eye_offset = 0; int VR_eye_switch = 0; int VR_eye_offset_changed = 0; int VR_use_reg_code = 0; 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. //do menus work in 640x480 or 320x200? //PC version sets this in main(). Mac versios is always high-res, so set to 1 here int MenuHiresAvailable = 1; //can we do highres menus? int MenuHires = 1; //are we currently in highres menus? int Debug_pause=0; //John's debugging pause system int Cockpit_mode=CM_FULL_COCKPIT; //set game.h for values int Cockpit_mode_save=-1; //set while in letterbox or rear view, or -1 int force_cockpit_redraw=0; cvar_t r_framerate = {"r_framerate","0"}; int PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd; // Toggle_var points at a variable which gets !ed on ctrl-alt-T press. int Dummy_var; int *Toggle_var = &Dummy_var; #ifdef EDITOR //flag for whether initial fade-in has been done 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 int checktime = 0; #endif int Game_suspended=0; //if non-zero, nothing moves but player fix RealFrameTime; fix Auto_fire_fusion_cannon_time = 0; fix Fusion_charge = 0; fix Fusion_next_sound_time = 0; fix Fusion_last_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; #ifndef RELEASE int invulnerability=0; #endif #define BACKGROUND_NAME "statback.pcx" // Function prototypes for GAME.C exclusively. void GameLoop(int RenderFlag, int ReadControlsFlag); void FireLaser(void); void slide_textures(void); void powerup_grab_cheat_all(void); // Other functions extern void multi_check_for_killgoal_winner(); extern void RestoreGameSurfaces(); // window functions void grow_window(void); void shrink_window(void); // text functions void fill_background(); #ifndef RELEASE void show_framerate(void); void ftoa(char *string, fix f); #endif extern ubyte DefiningMarkerMessage; extern char Marker_input[]; // ============================================================================================== extern char john_head_on; void load_background_bitmap() { ubyte pal[256*3]; int pcx_error; if (background_bitmap.bm_data) d_free(background_bitmap.bm_data); background_bitmap.bm_data=NULL; pcx_error = pcx_read_bitmap(john_head_on?"johnhead.pcx":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 ); } //this is called once per game void init_game() { atexit(close_game); //for cleanup init_objects(); init_special_effects(); init_ai_system(); init_gauge_canvases(); init_exploding_walls(); load_background_bitmap(); Clear_window = 2; // do portal only window clear. set_detail_level_parameters(Detail_level); /* Register cvars */ cvar_registervariable(&r_framerate); } void reset_palette_add() { PaletteRedAdd = 0; PaletteGreenAdd = 0; PaletteBlueAdd = 0; //gr_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd ); } 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; extern void newdemo_record_cockpit_change(int); //initialize the various canvases on the game screen //called every time the screen mode or cockpit changes void init_cockpit() { int x,y,w,h; if (Newdemo_state==ND_STATE_RECORDING) { newdemo_record_cockpit_change(Cockpit_mode); } #ifndef OGL if ((SWIDTH == 320 && SHEIGHT == 200) || (MenuHiresAvailable && (SWIDTH == 640 && SHEIGHT == 480))) #endif { VR_screen_flags = VRF_ALLOW_COCKPIT; } if ((!(VR_screen_flags & VRF_ALLOW_COCKPIT) && (Cockpit_mode==CM_FULL_COCKPIT || Cockpit_mode==CM_STATUS_BAR || Cockpit_mode==CM_REAR_VIEW)) || ( VR_render_mode != VR_NONE ) || ( Screen_mode == SCREEN_EDITOR )) Cockpit_mode = CM_FULL_SCREEN; 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: if (Game_window_h > max_window_h || VR_screen_flags&VRF_ALLOW_COCKPIT || !Game_window_h) Game_window_h = max_window_h; if (Game_window_w > max_window_w || VR_screen_flags&VRF_ALLOW_COCKPIT || !Game_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); break; case CM_STATUS_BAR: if (Current_display_mode) max_window_h = (grd_curscreen->sc_h*2)/2.6; else 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: x = 0; w = VR_render_buffer[0].cv_bitmap.bm_w; h = (VR_render_buffer[0].cv_bitmap.bm_h*7)/10; y = (VR_render_buffer[0].cv_bitmap.bm_h-h)/2; gr_rect(x,0,w,VR_render_buffer[0].cv_bitmap.bm_h-h); gr_rect(x,VR_render_buffer[0].cv_bitmap.bm_h-h,w,VR_render_buffer[0].cv_bitmap.bm_h); 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(); } } extern int last_drawn_cockpit[2]; //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(); //Already declared in gauges.h //NEWVR void VR_reset_params() { VR_eye_width = VR_SEPARATION; VR_eye_offset = VR_PIXEL_SHIFT; VR_eye_offset_changed = 2; } 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 (NORMAL VERSION) void game_init_render_buffers(int screen_mode, int render_w, int render_h, int render_method, int flags ) { VR_screen_mode = screen_mode; VR_screen_flags = flags; VR_reset_params(); VR_render_mode = render_method; 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 ); } game_init_render_sub_buffers( 0, 0, render_w, render_h ); } //called to get the screen in a mode compatible with popup menus. //if we can't have popups over the game screen, switch to menu mode. void set_popup_screen(void) { //WIN(LoadCursorWin(MOUSE_DEFAULT_CURSOR)); #ifndef OGL // always have to switch to menu mode if (! (VR_screen_flags & VRF_COMPATIBLE_MENUS)) #endif { set_screen_mode(SCREEN_MENU); //must switch to menu mode } } //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) { #if 0 //def EDITOR if ( (sm==SCREEN_MENU) && (Screen_mode==SCREEN_EDITOR) ) { gr_set_current_canvas( Canv_editor ); return 1; } #endif // 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_buffer[0].cv_bitmap.bm_w, VR_render_buffer[0].cv_bitmap.bm_h); if (MenuHiresAvailable && FontHiresAvailable && (grd_curscreen->sc_w >= 640) && (grd_curscreen->sc_h >= 480)) { Current_display_mode = MenuHires = FontHires = 1; } else { Current_display_mode = MenuHires = FontHires = 0; } if ( Screen_mode == sm && VGA_current_mode == VR_screen_mode) { gr_set_current_canvas( &VR_screen_pages[VR_current_page] ); return 1; } 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; } #ifdef EDITOR Canv_editor = NULL; #endif Screen_mode = sm; 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 (VGA_current_mode != VR_screen_mode) { if (gr_set_mode(VR_screen_mode)) { Error("Cannot set desired screen mode for game!"); //we probably should do something else here, like select a standard mode } #ifdef MACINTOSH if ( (Config_control_type == 1) && (Function_mode == FMODE_GAME) ) joydefs_calibrate(); #endif reset_cockpit(); } max_window_w = grd_curscreen->sc_w; max_window_h = grd_curscreen->sc_h; // Define screen pages for game mode // If we designate through screen_flags to use paging, then do so. gr_init_sub_canvas( &VR_screen_pages[0], &grd_curscreen->sc_canvas, 0, 0, grd_curscreen->sc_w, grd_curscreen->sc_h ); if ( VR_screen_flags&VRF_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(); con_resize(); 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_screen_flags&VRF_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" ); //added 2000/06/19 Matthew Mueller - hack to fix "infinite toggle" problem //it seems to be that the screen mode change takes long enough that the key has already sent repeat codes, or that its unpress event gets dropped, etc. This is a somewhat ugly fix, but it works. // generic_key_handler(KEY_PADENTER,0); // generic_key_handler(KEY_ENTER, 0); key_flush(); //end addition -MM 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 } 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 } MAC(extern ubyte joydefs_calibrating;) void game_flush_inputs() { int dx,dy; key_flush(); joy_flush(); mouse_flush(); #ifdef MACINTOSH if ( (Function_mode != FMODE_MENU) && !joydefs_calibrating ) // only reset mouse when not in menu or not calibrating #endif mouse_get_delta( &dx, &dy ); // Read mouse memset(&Controls,0,sizeof(control_info)); } void reset_time() { last_timer_value = timer_get_fixed_seconds(); } #ifndef RELEASE extern int Saving_movie_frames; int Movie_fixed_frametime; #else #define Saving_movie_frames 0 #define Movie_fixed_frametime 0 #endif //added on 8/18/98 by Victor Rachels to add maximum framerate int maxfps = MAX_FPS; 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 timer_value = timer_get_fixed_seconds(); FrameTime = timer_value - last_timer_value; while (FrameTime < f1_0 / maxfps) { timer_delay(f1_0 / maxfps - FrameTime); timer_value = timer_get_fixed_seconds(); FrameTime = timer_value - last_timer_value; } #if defined(TIMER_TEST) && !defined(NDEBUG) _timer_value = timer_value; #endif #ifndef NDEBUG 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) Int3(); // Call Mike or Matt or John! Your interrupts are probably trashed! // if ( !dpmi_virtual_memory ) // Int3(); //Get MATT if hit this! } #endif #if defined(TIMER_TEST) && !defined(NDEBUG) actual_last_timer_value = last_timer_value; #endif if ( Game_turbo_mode ) FrameTime *= 2; // Limit frametime to be between 5 and 150 fps. RealFrameTime = FrameTime; if ( FrameTime < F1_0/150 ) FrameTime = F1_0/150; if ( FrameTime > F1_0/5 ) FrameTime = F1_0/5; 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 Arcade_mode FrameTime /= 2; #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_0/64) Min_trackable_dot = MIN_TRACKABLE_DOT; // -- 3*(F1_0 - MIN_TRACKABLE_DOT)/4 + MIN_TRACKABLE_DOT; else if (FrameTime < F1_0/32) Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - 2*FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT; else if (FrameTime < F1_0/4) Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/16 - FrameTime; // -- fixmul(F1_0 - MIN_TRACKABLE_DOT, F1_0-4*FrameTime) + MIN_TRACKABLE_DOT; else Min_trackable_dot = MIN_TRACKABLE_DOT + F1_0/64 - F1_0/8; } //--unused-- int Auto_flythrough=0; //if set, start flythough automatically 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) ); } #ifdef NETWORK void game_draw_time_left() { char temp_string[30]; fix timevar; int i; gr_set_curfont( GAME_FONT ); //GAME_FONT gr_set_fontcolor(gr_getcolor(0,63,0), -1 ); timevar=i2f (Netgame.PlayTimeAllowed*5*60); i=f2i(timevar-ThisLevelTime); i++; sprintf( temp_string, "Time left: %d secs", i ); if (i>=0) gr_string(0, 32, temp_string ); } #endif extern int Game_pause; void do_photos(); void level_with_floor(); void modex_clear_box(int x,int y,int w,int h) { grs_canvas *temp_canv,*save_canv; save_canv = grd_curcanv; temp_canv = gr_create_canvas(w,h); gr_set_current_canvas(temp_canv); gr_clear_canvas(BM_XRGB(0,0,0)); gr_set_current_canvas(save_canv); gr_bitmapm(x,y,&temp_canv->cv_bitmap); gr_free_canvas(temp_canv); } extern void modex_printf(int x,int y,char *s,grs_font *font,int color); // mac routine to drop contents of screen to a pict file using copybits // save a PICT to a file #ifdef MACINTOSH void SavePictScreen(int multiplayer) { OSErr err; int parid, i, count; char *pfilename, filename[50], buf[512], cwd[FILENAME_MAX]; short fd; FSSpec spec; PicHandle pict_handle; static int multi_count = 0; StandardFileReply sf_reply; // dump the contents of the GameWindow into a picture using copybits pict_handle = OpenPicture(&GameWindow->portRect); if (pict_handle == NULL) return; CopyBits(&GameWindow->portBits, &GameWindow->portBits, &GameWindow->portRect, &GameWindow->portRect, srcBic, NULL); ClosePicture(); // get the cwd to restore with chdir when done -- this keeps the mac world sane if (!getcwd(cwd, FILENAME_MAX)) Int3(); // create the fsspec sprintf(filename, "screen%d", multi_count++); pfilename = c2pstr(filename); if (!multiplayer) { show_cursor(); StandardPutFile("\pSave PICT as:", pfilename, &sf_reply); if (!sf_reply.sfGood) goto end; memcpy( &spec, &(sf_reply.sfFile), sizeof(FSSpec) ); if (sf_reply.sfReplacing) FSpDelete(&spec); err = FSpCreate( &spec, 'ttxt', 'PICT', smSystemScript ); if (err) goto end; } else { // parid = GetAppDirId(); err = FSMakeFSSpec(0, 0, pfilename, &spec); if (err == nsvErr) goto end; if (err != fnfErr) FSpDelete(&spec); err = FSpCreate(&spec, 'ttxt', 'PICT', smSystemScript); if (err != 0) goto end; } // write the PICT file if ( FSpOpenDF(&spec, fsRdWrPerm, &fd) ) goto end; memset(buf, 0, sizeof(buf)); count = 512; if ( FSWrite(fd, &count, buf) ) goto end; count = GetHandleSize((Handle)pict_handle); HLock((Handle)pict_handle); if ( FSWrite(fd, &count, *pict_handle) ) { FSClose(fd); FSpDelete(&spec); } end: HUnlock((Handle)pict_handle); DisposeHandle((Handle)pict_handle); FSClose(fd); hide_cursor(); chdir(cwd); } #endif //automap_flag is now unused, since we just check if the screen we're //writing to is modex //if called from automap, current canvas is set to visible screen #ifndef OGL void save_screen_shot(int automap_flag) { #if !defined(MACINTOSH) fix t1; char message[100]; grs_canvas *screen_canv=&grd_curscreen->sc_canvas; grs_font *save_font; static int savenum=0; static int stereo_savenum=0; grs_canvas *temp_canv,*temp_canv2,*save_canv; char savename[FILENAME_LEN+sizeof(SCRNS_DIR)],savename2[FILENAME_LEN]; ubyte pal[768]; int w,h,aw,x,y; int modex_flag; int stereo=0; temp_canv2=NULL; // // Can't do screen shots in VR modes. // if ( VR_render_mode != VR_NONE ) // return; stop_time(); if (!cfexist(SCRNS_DIR)) PHYSFS_mkdir(SCRNS_DIR); //try making directory save_canv = grd_curcanv; if ( VR_render_mode != VR_NONE && !automap_flag && Function_mode==FMODE_GAME && Screen_mode==SCREEN_GAME) stereo = 1; if ( stereo ) { temp_canv = gr_create_canvas(VR_render_buffer[0].cv_bitmap.bm_w,VR_render_buffer[0].cv_bitmap.bm_h); gr_set_current_canvas(temp_canv); gr_ubitmap(0,0,&VR_render_buffer[0].cv_bitmap); temp_canv2 = gr_create_canvas(VR_render_buffer[1].cv_bitmap.bm_w,VR_render_buffer[1].cv_bitmap.bm_h); gr_set_current_canvas(temp_canv2); gr_ubitmap(0,0,&VR_render_buffer[1].cv_bitmap); } else { 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); } gr_set_current_canvas(save_canv); if ( savenum > 99 ) savenum = 0; if ( stereo_savenum > 99 ) stereo_savenum = 0; if ( stereo ) { sprintf(savename,"left%02d.pcx",stereo_savenum); sprintf(savename2,"right%02d.pcx",stereo_savenum); if (VR_eye_switch) {char t[FILENAME_LEN]; strcpy(t,savename); strcpy(savename,savename2); strcpy(savename2,t);} stereo_savenum++; sprintf( message, "%s '%s' & '%s'", TXT_DUMPING_SCREEN, savename, savename2 ); } else { sprintf(savename,"%sscreen%02d.pcx",SCRNS_DIR,savenum++); sprintf( message, "%s '%s'", TXT_DUMPING_SCREEN, savename ); } if (!automap_flag) //if from automap, curcanv is already visible canv gr_set_current_canvas(NULL); modex_flag = (grd_curcanv->cv_bitmap.bm_type==BM_MODEX); if (!automap_flag && modex_flag) 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); if (modex_flag) h *= 2; //I changed how these coords were calculated for the high-res automap. -MT //x = (VR_screen_pages[VR_current_page].cv_w-w)/2; //y = (VR_screen_pages[VR_current_page].cv_h-h)/2; x = (grd_curcanv->cv_w-w)/2; y = (grd_curcanv->cv_h-h)/2; if (modex_flag) { modex_clear_box(x-2,y-2,w+4,h+4); modex_printf(x, y, message,GAME_FONT,gr_find_closest_color_current(0,31,0)); } 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); if ( stereo ) pcx_write_bitmap(savename2,&temp_canv2->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 (grd_curcanv->cv_bitmap.bm_type!=BM_MODEX && !stereo) gr_ubitmap(0,0,&temp_canv->cv_bitmap); gr_free_canvas(temp_canv); if ( stereo ) gr_free_canvas(temp_canv2); gr_set_current_canvas(save_canv); key_flush(); start_time(); #else grs_canvas *screen_canv = &grd_curscreen->sc_canvas; grs_canvas *temp_canv, *save_canv; // 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 ); if (!temp_canv) goto shot_done; gr_set_current_canvas( temp_canv ); gr_ubitmap( 0, 0, &screen_canv->cv_bitmap ); gr_set_current_canvas( &VR_screen_pages[VR_current_page] ); show_cursor(); key_close(); if (Game_mode & GM_MULTI) SavePictScreen(1); else SavePictScreen(0); key_init(); hide_cursor(); gr_set_current_canvas(screen_canv); // if (!automap_flag) gr_ubitmap( 0, 0, &temp_canv->cv_bitmap); gr_free_canvas(temp_canv); shot_done: gr_set_current_canvas(save_canv); key_flush(); start_time(); #endif } #endif //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); } //void morph_test(), morph_step(); // ------------------------------------------------------------------------------------ void test_anim_states(); #include "fvi.h" //put up the help message void do_show_help() { show_help(); } 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) { // mprintf(0, "Cloak time left: %7.3f\n", f2fl(CLOAK_TIME_MAX - (GameTime - Players[Player_num].cloak_time))); 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 // mprintf((0, " --- You have been DE-CLOAKED! ---\n")); } } } } int FakingInvul=0; // ------------------------------------------------------------------------------------ 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; if (FakingInvul==0) { digi_play_sample( SOUND_INVULNERABILITY_OFF, F1_0); #ifdef NETWORK if (Game_mode & GM_MULTI) { multi_send_play_sound(SOUND_INVULNERABILITY_OFF, F1_0); maybe_drop_net_powerup(POW_INVULNERABILITY); } #endif mprintf((0, " --- You have been DE-INVULNERABLEIZED! ---\n")); } FakingInvul=0; } } } ubyte Last_afterburner_state = 0; fix Last_afterburner_charge = 0; #define AFTERBURNER_LOOP_START ((digi_sample_rate==SAMPLE_RATE_22K)?32027:(32027/2)) //20098 #define AFTERBURNER_LOOP_END ((digi_sample_rate==SAMPLE_RATE_22K)?48452:(48452/2)) //25776 int Ab_scale = 4; //@@// ------------------------------------------------------------------------------------ //@@void afterburner_shake(void) //@@{ //@@ int rx, rz; //@@ //@@ rx = (Ab_scale * fixmul(d_rand() - 16384, F1_0/8 + (((GameTime + 0x4000)*4) & 0x3fff)))/16; //@@ rz = (Ab_scale * fixmul(d_rand() - 16384, F1_0/2 + ((GameTime*4) & 0xffff)))/16; //@@ //@@ // -- mprintf((0, "AB: %8x %8x\n", rx, rz)); //@@ ConsoleObject->mtype.phys_info.rotvel.x += rx; //@@ ConsoleObject->mtype.phys_info.rotvel.z += rz; //@@ //@@} // ------------------------------------------------------------------------------------ #ifdef NETWORK extern void multi_send_sound_function (char,char); #endif void do_afterburner_stuff(void) { if (!(Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) Afterburner_charge=0; if (Endlevel_sequence || Player_is_dead) { digi_kill_sound_linked_to_object( Players[Player_num].objnum); #ifdef NETWORK multi_send_sound_function (0,0); #endif } if ((Controls.afterburner_state != Last_afterburner_state && Last_afterburner_charge) || (Last_afterburner_state && Last_afterburner_charge && !Afterburner_charge)) { if (Afterburner_charge && Controls.afterburner_state && (Players[Player_num].flags & PLAYER_FLAGS_AFTERBURNER)) { digi_link_sound_to_object3( SOUND_AFTERBURNER_IGNITE, Players[Player_num].objnum, 1, F1_0, i2f(256), AFTERBURNER_LOOP_START, AFTERBURNER_LOOP_END ); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_sound_function (3,SOUND_AFTERBURNER_IGNITE); #endif } else { digi_kill_sound_linked_to_object( Players[Player_num].objnum); digi_link_sound_to_object2( SOUND_AFTERBURNER_PLAY, Players[Player_num].objnum, 0, F1_0, i2f(256)); #ifdef NETWORK if (Game_mode & GM_MULTI) multi_send_sound_function (0,0); #endif mprintf((0,"Killing afterburner sound\n")); } } //@@if (Controls.afterburner_state && Afterburner_charge) //@@ afterburner_shake(); Last_afterburner_state = Controls.afterburner_state; Last_afterburner_charge = Afterburner_charge; } // -- // ------------------------------------------------------------------------------------ // -- // if energy < F1_0/2, recharge up to F1_0/2 // -- void recharge_energy_frame(void) // -- { // -- if (Players[Player_num].energy < Weapon_info[0].energy_usage) { // -- Players[Player_num].energy += FrameTime/4; // -- // -- if (Players[Player_num].energy > Weapon_info[0].energy_usage) // -- Players[Player_num].energy = Weapon_info[0].energy_usage; // -- } // -- } // 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 extern fix Flash_effect; //adds to rgb values for palette flash void PALETTE_FLASH_ADD(int _dr,int _dg,int _db) { int maxval; PaletteRedAdd += _dr; PaletteGreenAdd += _dg; PaletteBlueAdd += _db; // -- mprintf((0, "Palette add: %3i %3i %3i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd)); if (Flash_effect) maxval = 60; else maxval = MAX_PALETTE_ADD; if (PaletteRedAdd > maxval) PaletteRedAdd = maxval; if (PaletteGreenAdd > maxval) PaletteGreenAdd = maxval; if (PaletteBlueAdd > maxval) PaletteBlueAdd = maxval; if (PaletteRedAdd < -maxval) PaletteRedAdd = -maxval; if (PaletteGreenAdd < -maxval) PaletteGreenAdd = -maxval; if (PaletteBlueAdd < -maxval) PaletteBlueAdd = -maxval; } fix Time_flash_last_played; void game_palette_step_up( int r, int g, int b ); // ------------------------------------------------------------------------------------ // Diminish palette effects towards normal. void diminish_palette_towards_normal(void) { int dec_amount = 0; // Diminish at DIMINISH_RATE units/second. // For frame rates > DIMINISH_RATE Hz, use randomness to achieve this. 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 (Flash_effect) { int force_do = 0; // Part of hack system to force update of palette after exiting a menu. if (Time_flash_last_played) { force_do = 1; PaletteRedAdd ^= 1; // Very Tricky! In gr_palette_step_up, if all stepups same as last time, won't do anything! } if ((Time_flash_last_played + F1_0/8 < GameTime) || (Time_flash_last_played > GameTime)) { digi_play_sample( SOUND_CLOAK_OFF, Flash_effect/4); Time_flash_last_played = GameTime; } Flash_effect -= FrameTime; if (Flash_effect < 0) Flash_effect = 0; if (force_do || (d_rand() > 4096 )) { if ( (Newdemo_state==ND_STATE_RECORDING) && (PaletteRedAdd || PaletteGreenAdd || PaletteBlueAdd) ) newdemo_record_palette_effect(PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd); game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd ); return; } } 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); game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd ); //mprintf(0, "%2i %2i %2i\n", PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd); } int Redsave, Bluesave, Greensave; void palette_save(void) { Redsave = PaletteRedAdd; Bluesave = PaletteBlueAdd; Greensave = PaletteGreenAdd; } extern void gr_palette_step_up_vr( int r, int g, int b, int white, int black ); void game_palette_step_up( int r, int g, int b ) { if ( VR_use_reg_code ) { // gr_palette_step_up_vr( r, g, b, VR_WHITE_INDEX, VR_BLACK_INDEX ); } else { gr_palette_step_up( r, g, b ); } } void palette_restore(void) { PaletteRedAdd = Redsave; PaletteBlueAdd = Bluesave; PaletteGreenAdd = Greensave; game_palette_step_up( PaletteRedAdd, PaletteGreenAdd, PaletteBlueAdd ); // Forces flash effect to fixup palette next frame. Time_flash_last_played = 0; } extern void dead_player_frame(void); // -------------------------------------------------------------------------------------------------- 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; #define FLARE_BIG_DELAY (F1_0*2) int allowed_to_fire_flare(void) { if (Next_flare_fire_time > GameTime) if (Next_flare_fire_time < GameTime + FLARE_BIG_DELAY) // In case time is bogus, never wait > 1 second. return 0; if (Players[Player_num].energy >= Weapon_info[FLARE_ID].energy_usage) Next_flare_fire_time = GameTime + F1_0/4; else Next_flare_fire_time = GameTime + FLARE_BIG_DELAY; return 1; } int allowed_to_fire_missile(void) { // mprintf(0, "Next fire = %7.3f, Cur time = %7.3f\n", f2fl(Next_missile_fire_time), f2fl(GameTime)); // 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; } void full_palette_save(void) { palette_save(); apply_modified_palette(); reset_palette_add(); gr_palette_load( gr_palette ); } extern int Death_sequence_aborted; extern int newmenu_dotiny2( char * title, char * subtitle, int nitems, newmenu_item * item, void (*subfunction)(int nitems,newmenu_item * items, int * last_key, int citem) ); void show_help() { int nitems = 0; newmenu_item m[25]; #ifdef MACINTOSH char command_help[64], pixel_double_help[64], save_help[64], restore_help[64]; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ESC; #ifndef MACINTOSH m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F2; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_ALT_F3; #else sprintf(save_help, "OPT-F2 (%c-s)\t Save Game", 133); sprintf(restore_help, "OPT-F3 (%c-o)\t Load Game", 133); m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = save_help; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = restore_help; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F2; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F3; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F4; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_F5; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "F6\t Fast Save"; #ifndef MACINTOSH m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PAUSE; #else m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Pause (F15)\t Pause"; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "ALT-F9/F10\t change screen size"; // ZICO - we changed keys - old: TXT_HELP_MINUSPLUS; #ifndef MACINTOSH m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_PRTSCN; #else m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "printscrn (F13)\t save screen shot"; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_1TO5; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = TXT_HELP_6TO10; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F1\t Cycle left window"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F2\t Cycle right window"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F4\t GuideBot menu"; #ifndef MACINTOSH m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Alt-Shift-F4\t Rename GuideBot"; #else m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Opt-Shift-F4\t Rename GuideBot"; #endif m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F5\t Drop primary"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F6\t Drop secondary"; // m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-F7\t Calibrate joystick"; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = "Shift-number\t GuideBot commands"; #ifdef MACINTOSH sprintf(pixel_double_help, "%c-D\t Toggle Pixel Double Mode", 133); m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = pixel_double_help; m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = ""; sprintf(command_help, "(Use %c-# for F#. i.e. %c-1 for F1)", 133, 133); m[nitems].type = NM_TYPE_TEXT; m[nitems++].text = command_help; #endif full_palette_save(); newmenu_dotiny2( NULL, TXT_KEYS, nitems, m, NULL ); palette_restore(); } //temp function until Matt cleans up game sequencing extern void temp_reset_stuff_on_level(); fix Rear_view_leave_time = 0x1000; // how long until we decide key is down (Used to be 0x4000) //deal with rear view - switch it on, or off, or whatever void check_rear_view() { 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(Cockpit_mode_save); Cockpit_mode_save = -1; } if (Newdemo_state == ND_STATE_RECORDING) newdemo_record_restore_rearview(); } else { Rear_view = 1; if (Rear_view_leave_time <= 0) { leave_mode = 1; // set leave mode on here otherwise we will always have to hold for at least 1 frame to get leave_mode on } else { leave_mode = 0; // means wait for another key entry_time = timer_get_fixed_seconds(); } if (Cockpit_mode == CM_FULL_COCKPIT) { Cockpit_mode_save = 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) > Rear_view_leave_time) leave_mode = 1; } else { //@@if (leave_mode==1 && Cockpit_mode==CM_REAR_VIEW) { if (leave_mode==1 && Rear_view) { Rear_view = 0; if (Cockpit_mode==CM_REAR_VIEW) { select_cockpit(Cockpit_mode_save); Cockpit_mode_save = -1; } 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_FULL_COCKPIT || Cockpit_mode == CM_STATUS_BAR || Cockpit_mode == CM_FULL_SCREEN)) { if (!(Cockpit_mode_save == CM_FULL_COCKPIT || Cockpit_mode_save == CM_STATUS_BAR || Cockpit_mode_save == CM_FULL_SCREEN)) Cockpit_mode_save = CM_FULL_COCKPIT; select_cockpit(Cockpit_mode_save); Cockpit_mode_save = -1; } } int Automap_flag; int Config_menu_flag; jmp_buf LeaveGame; int gr_renderstats = 0; // need to define "cheat" for renderstats int gr_badtexture = 0; // need to define "cheat" for badtexture int Cheats_enabled=0; extern int Laser_rapid_fire; extern void do_lunacy_on(), do_lunacy_off(); extern int Physics_cheat_flag,Robots_kill_robots_cheat; extern char BounceCheat,HomingCheat,OldHomingState[20]; extern char AcidCheatOn,old_IntMethod, Monster_mode; extern int Buddy_dude_cheat; //turns off active cheats void turn_cheats_off() { int i; if (HomingCheat) for (i=0;i<20;i++) Weapon_info[i].homing_flag=OldHomingState[i]; if (AcidCheatOn) { AcidCheatOn=0; Interpolation_method=old_IntMethod; } Buddy_dude_cheat = 0; BounceCheat=0; HomingCheat=0; do_lunacy_off(); Laser_rapid_fire = 0; Physics_cheat_flag = 0; Monster_mode = 0; Robots_kill_robots_cheat=0; Robot_firing_enabled = 1; } //turns off all cheats & resets cheater flag void game_disable_cheats() { turn_cheats_off(); Cheats_enabled=0; } // game_setup() // ---------------------------------------------------------------------------- void game_setup(void) { //@@int demo_playing=0; //@@int multi_game=0; 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; set_screen_mode(SCREEN_GAME); reset_palette_add(); set_warn_func(game_show_warning); init_cockpit(); init_gauges(); //digi_init_sounds(); //keyd_repeat = 0; // Don't allow repeat in game keyd_repeat = 1; // Do allow repeat in game #ifdef __MSDOS__ //_MARK_("start of game"); #endif #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(); } #ifdef NETWORK extern char IWasKicked; #endif // ------------------------------------------------------------------------------------ //this function is the game. called when game mode selected. runs until //editor mode or exit selected void game() { game_setup(); // Replaces what was here earlier. // Good for Windows Sake. #ifdef MWPROFILE ProfilerSetStatus(1); #endif if ( setjmp(LeaveGame)==0 ) { while (1) { int player_shields; // GAME LOOP! Automap_flag = 0; Config_menu_flag = 0; 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] ); } player_shields = Players[Player_num].shields; ExtGameStatus=GAMESTAT_RUNNING; GameLoop( 1, 1 ); // Do game loop with rendering and reading controls. //if the player is taking damage, give up guided missile control if (Players[Player_num].shields != player_shields) release_guided_missile(Player_num); //see if redbook song needs to be restarted songs_check_redbook_repeat(); // Handle RedBook Audio Repeating. if (Config_menu_flag) { if (!(Game_mode&GM_MULTI)) {palette_save(); reset_palette_add(); apply_modified_palette(); gr_palette_load( gr_palette ); } 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; 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; palette_save(); apply_modified_palette(); reset_palette_add(); gr_palette_load( gr_palette ); choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_AUTODEMO ); palette_restore(); Function_mode = fmode; if (choice==0) { Auto_demo = 0; 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) #ifdef NETWORK && !IWasKicked #endif ) { int choice, fmode; fmode = Function_mode; Function_mode = FMODE_GAME; palette_save(); apply_modified_palette(); reset_palette_add(); gr_palette_load( gr_palette ); ExtGameStatus=GAMESTAT_ABORT_GAME; choice=nm_messagebox( NULL, 2, TXT_YES, TXT_NO, TXT_ABORT_GAME ); palette_restore(); Function_mode = fmode; if (choice != 0) Function_mode = FMODE_GAME; } #ifdef NETWORK IWasKicked=0; #endif if (Function_mode != FMODE_GAME) longjmp(LeaveGame,0); #ifdef APPLE_DEMO if ( (keyd_time_when_last_pressed + (F1_0 * 60)) < timer_get_fixed_seconds() ) // idle in game for 1 minutes means exit longjmp(LeaveGame,0); #endif } } #ifdef MWPROFILE ProfilerSetStatus(0); #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 (Cockpit_mode_save!=-1) { Cockpit_mode=Cockpit_mode_save; Cockpit_mode_save=-1; } if (Function_mode != FMODE_EDITOR) gr_palette_fade_out(gr_palette,32,0); // Fade out before going to menu //@@ if ( (!demo_playing) && (!multi_game) && (Function_mode != FMODE_EDITOR)) { //@@ scores_maybe_add_player(Game_aborted); //@@ } #ifdef __MSDOS__ //_MARK_("end of game"); #endif clear_warn_func(game_show_warning); //don't use this func anymore game_disable_cheats(); #ifdef APPLE_DEMO Function_mode = FMODE_EXIT; // get out of game in Apple OEM version #endif } //called at the end of the program void close_game() { if (VR_offscreen_buffer) { gr_free_canvas(VR_offscreen_buffer); VR_offscreen_buffer = NULL; } close_gauge_canvases(); restore_effect_bitmap_icons(); if (background_bitmap.bm_data) d_free(background_bitmap.bm_data); 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]; } extern void kconfig_center_headset(); #ifndef NDEBUG void speedtest_frame(void); 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; object *Missile_viewer=NULL; int Missile_view_enabled = 1; int Marker_viewer_num[2]={-1,-1}; int Coop_view_player[2]={-1,-1}; int Cockpit_3d_view[2]={CV_NONE,CV_NONE}; //returns ptr to escort robot, or NULL object *find_escort() { int i; for (i=0; i<=Highest_object_index; i++) if (Objects[i].type == OBJ_ROBOT) if (Robot_info[Objects[i].id].companion) return &Objects[i]; return NULL; } extern void process_super_mines_frame(void); extern void do_seismic_stuff(void); #ifndef RELEASE int Saving_movie_frames=0; int __Movie_frame_num=0; #define MAX_MOVIE_BUFFER_FRAMES 250 #define MOVIE_FRAME_SIZE (320 * 200) ubyte *Movie_frame_buffer; int Movie_frame_counter; ubyte Movie_pal[768]; char movie_path[50] = ".\\"; grs_bitmap Movie_bm; void flush_movie_buffer() { char savename[128]; int f; stop_time(); mprintf((0,"Flushing movie buffer...")); Movie_bm.bm_data = Movie_frame_buffer; for (f=0;fsc_canvas.cv_bitmap.bm_data,MOVIE_FRAME_SIZE); Movie_frame_counter++; if (Movie_frame_counter == MAX_MOVIE_BUFFER_FRAMES) flush_movie_buffer(); } #endif extern int Level_shake_duration; //if water or fire level, make occasional sound void do_ambient_sounds() { int has_water,has_lava; int sound; has_lava = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_LAVA); has_water = (Segment2s[ConsoleObject->segnum].s2_flags & S2F_AMBIENT_WATER); if (has_lava) { //has lava sound = SOUND_AMBIENT_LAVA; if (has_water && (d_rand() & 1)) //both, pick one sound = SOUND_AMBIENT_WATER; } else if (has_water) //just water sound = SOUND_AMBIENT_WATER; else return; if (((d_rand() << 3) < FrameTime)) { //play the sound fix volume = d_rand() + f1_0/2; digi_play_sample(sound,volume); } } // -- extern void lightning_frame(void); void game_render_frame(); extern void omega_charge_frame(void); extern time_t t_current_time, t_saved_time; void flicker_lights(); void GameLoop(int RenderFlag, int ReadControlsFlag ) { #ifndef NDEBUG // Used to slow down frame rate for testing things. // RenderFlag = 1; // DEBUG if (Debug_slowdown) { int h, i, j=0; for (h=0; h=i2f((Netgame.PlayTimeAllowed*5*60))) multi_check_for_killgoal_winner(); } #endif if (RenderFlag) { if (force_cockpit_redraw) { //screen need redrawing? init_cockpit(); force_cockpit_redraw=0; } game_render_frame(); // show_extra_views(); //missile view, buddy bot, etc. gr_update(); #ifndef RELEASE if (Saving_movie_frames) save_movie_frame(); #endif } //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(); process_super_mines_frame(); do_seismic_stuff(); do_ambient_sounds(); #ifndef NDEBUG if (Speedtest_on) speedtest_frame(); #endif if (ReadControlsFlag) ReadControls(); else memset(&Controls, 0, sizeof(Controls)); GameTime += FrameTime; if (f2i(GameTime)/10 != f2i(GameTime-FrameTime)/10) mprintf((0,"Gametime = %d secs\n",f2i(GameTime))); 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")); } #ifndef NDEBUG if (checktime) if (GameTime >= i2f(600)) //wrap after 10 minutes GameTime = FrameTime; #endif #ifdef NETWORK if ((Game_mode & GM_MULTI) && Netgame.PlayTimeAllowed) ThisLevelTime +=FrameTime; #endif 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 (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, 0 ); // 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(); if (allowed_to_fire_laser()) FireLaser(); // Fire Laser! 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) { // Don't cap here, gets capped in Laser_create_new and is based on whether in multiplayer mode, MK, 3/27/95 // if (Fusion_charge > F1_0*2) // Fusion_charge = F1_0*2; Global_laser_firing_count -= do_laser_firing_player(); //do_laser_firing(Players[Player_num].objnum, Primary_weapon); } if (Global_laser_firing_count < 0) Global_laser_firing_count = 0; } if (Do_appearance_effect) { create_player_appearance_effect(ConsoleObject); Do_appearance_effect = 0; #ifdef NETWORK if ((Game_mode & GM_MULTI) && Netgame.invul) { Players[Player_num].flags |= PLAYER_FLAGS_INVULNERABLE; Players[Player_num].invulnerable_time = GameTime-i2f(27); FakingInvul=1; } #endif } omega_charge_frame(); slide_textures(); flicker_lights(); //!!hoard_light_pulse(); //do cool hoard light pulsing } //!!extern int Goal_blue_segnum,Goal_red_segnum; //!!extern int Hoard_goal_eclip; //!! //!!//do cool pulsing lights in hoard goals //!!hoard_light_pulse() //!!{ //!! if (Game_mode & GM_HOARD) { //!! fix light; //!! int frame; //!! //!! frame = Effects[Hoard_goal_eclip].frame_count; //!! //!! frame++; //!! //!! if (frame >= Effects[Hoard_goal_eclip].vc.num_frames) //!! frame = 0; //!! //!! light = abs(frame - 5) * f1_0 / 5; //!! //!! Segment2s[Goal_red_segnum].static_light = Segment2s[Goal_blue_segnum].static_light = light; //!! } //!!} ubyte Slide_segs[MAX_SEGMENTS]; int Slide_segs_computed; void compute_slide_segs(void) { int segnum, sidenum; for (segnum=0;segnum<=Highest_segment_index;segnum++) { Slide_segs[segnum] = 0; for (sidenum=0;sidenum<6;sidenum++) { int tmn = Segments[segnum].sides[sidenum].tmap_num; if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) Slide_segs[segnum] |= 1 << sidenum; } } Slide_segs_computed = 1; } // ----------------------------------------------------------------------------- void slide_textures(void) { int segnum,sidenum,i; if (!Slide_segs_computed) compute_slide_segs(); for (segnum=0;segnum<=Highest_segment_index;segnum++) { if (Slide_segs[segnum]) { for (sidenum=0;sidenum<6;sidenum++) { if (Slide_segs[segnum] & (1 << sidenum)) { int tmn = Segments[segnum].sides[sidenum].tmap_num; if (TmapInfo[tmn].slide_u != 0 || TmapInfo[tmn].slide_v != 0) { for (i=0;i<4;i++) { Segments[segnum].sides[sidenum].uvls[i].u += fixmul(FrameTime,TmapInfo[tmn].slide_u<<8); Segments[segnum].sides[sidenum].uvls[i].v += fixmul(FrameTime,TmapInfo[tmn].slide_v<<8); if (Segments[segnum].sides[sidenum].uvls[i].u > f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].u -= f1_0; } if (Segments[segnum].sides[sidenum].uvls[i].v > f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].v -= f1_0; } if (Segments[segnum].sides[sidenum].uvls[i].u < -f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].u += f1_0; } if (Segments[segnum].sides[sidenum].uvls[i].v < -f2_0) { int j; for (j=0;j<4;j++) Segments[segnum].sides[sidenum].uvls[j].v += f1_0; } } } } } } } } flickering_light Flickering_lights[MAX_FLICKERING_LIGHTS]; int Num_flickering_lights=0; void flicker_lights() { int l; flickering_light *f; f = Flickering_lights; for (l=0;lsegnum]; //make sure this is actually a light if (! (WALL_IS_DOORWAY(segp, f->sidenum) & WID_RENDER_FLAG)) continue; if (! (TmapInfo[segp->sides[f->sidenum].tmap_num].lighting | TmapInfo[segp->sides[f->sidenum].tmap_num2 & 0x3fff].lighting)) continue; if (f->timer == 0x80000000) //disabled continue; if ((f->timer -= FrameTime) < 0) { while (f->timer < 0) f->timer += f->delay; f->mask = ((f->mask&0x80000000)?1:0) + (f->mask<<1); if (f->mask & 1) add_light(f->segnum,f->sidenum); else subtract_light(f->segnum,f->sidenum); } } } //returns ptr to flickering light structure, or NULL if can't find flickering_light *find_flicker(int segnum,int sidenum) { int l; flickering_light *f; //see if there's already an entry for this seg/side f = Flickering_lights; for (l=0;lsegnum == segnum && f->sidenum == sidenum) //found it! return f; return NULL; } //turn flickering off (because light has been turned off) void disable_flicker(int segnum,int sidenum) { flickering_light *f; if ((f=find_flicker(segnum,sidenum)) != NULL) f->timer = 0x80000000; } //turn flickering off (because light has been turned on) void enable_flicker(int segnum,int sidenum) { flickering_light *f; if ((f=find_flicker(segnum,sidenum)) != NULL) f->timer = 0; } #ifdef EDITOR //returns 1 if ok, 0 if error int add_flicker(int segnum, int sidenum, fix delay, unsigned long mask) { int l; flickering_light *f; mprintf((0,"add_flicker: %d:%d %x %x\n",segnum,sidenum,delay,mask)); //see if there's already an entry for this seg/side f = Flickering_lights; for (l=0;lsegnum == segnum && f->sidenum == sidenum) //found it! break; if (mask==0) { //clearing entry if (l == Num_flickering_lights) return 0; else { int i; for (i=l;isegnum = segnum; f->sidenum = sidenum; f->delay = f->timer = delay; f->mask = mask; return 1; } #endif // ----------------------------------------------------------------------------- // Fire Laser: Registers a laser fire, and performs special stuff for the fusion // cannon. void FireLaser() { 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 (GameTime < Fusion_last_sound_time) //gametime has wrapped Fusion_next_sound_time = Fusion_last_sound_time = GameTime; if (Fusion_next_sound_time < GameTime) { if (Fusion_charge > F1_0*2) { digi_play_sample( 11, F1_0 ); 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_last_sound_time = GameTime; Fusion_next_sound_time = GameTime + F1_0/8 + d_rand()/4; } } } } // ------------------------------------------------------------------------------------------------------- // 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")); } } #endif /* * reads a flickering_light structure from a CFILE */ void flickering_light_read(flickering_light *fl, CFILE *fp) { fl->segnum = cfile_read_short(fp); fl->sidenum = cfile_read_short(fp); fl->mask = cfile_read_int(fp); fl->timer = cfile_read_fix(fp); fl->delay = cfile_read_fix(fp); } void flickering_light_write(flickering_light *fl, PHYSFS_file *fp) { PHYSFS_writeSLE16(fp, fl->segnum); PHYSFS_writeSLE16(fp, fl->sidenum); PHYSFS_writeULE32(fp, fl->mask); PHYSFSX_writeFix(fp, fl->timer); PHYSFSX_writeFix(fp, fl->delay); }